commit 8c24be265f1ff3a5f11e39aa303c85b7bd16c105 Author: Brad Stein Date: Sun Jun 14 15:24:54 2026 -0300 Seed Veles public meta content diff --git a/README.md b/README.md new file mode 100644 index 0000000..56913a1 --- /dev/null +++ b/README.md @@ -0,0 +1,11 @@ +# Veles Content + +Reviewed public meta decklists, Strategy Specifications, Reflection Templates, +and compiled-policy source content for Veles. + +This repository is a content seed for Veles database bootstrap and content sync. +The Veles application should import this content into its database; it should +not serve production strategy data directly from these files at runtime. + +Magic: The Gathering fan content in this repository is intended to follow the +Wizards Fan Content Policy and must remain freely accessible. diff --git a/manifest.json b/manifest.json new file mode 100644 index 0000000..c6bfa16 --- /dev/null +++ b/manifest.json @@ -0,0 +1,2103 @@ +{ + "description": "Reviewed public meta decklists, guides, 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"formats": [ + "timeless" + ], + "path": "strategies/timeless/timeless_mono_black_reanimator/1", + "strategy_id": "timeless_mono_black_reanimator", + "version_number": 1 + }, + { + "formats": [ + "timeless" + ], + "path": "strategies/timeless/timeless_mono_black_scam/1", + "strategy_id": "timeless_mono_black_scam", + "version_number": 1 + }, + { + "formats": [ + "timeless" + ], + "path": "strategies/timeless/timeless_sultai_show_and_tell/1", + "strategy_id": "timeless_sultai_show_and_tell", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_beseech_storm/1", + "strategy_id": "vintage_beseech_storm", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_blue_tempo/1", + "strategy_id": "vintage_blue_tempo", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_blue_tinker/1", + "strategy_id": "vintage_blue_tinker", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_counter_vine/1", + "strategy_id": "vintage_counter_vine", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_dimir_lurrus_control/1", + "strategy_id": "vintage_dimir_lurrus_control", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_doomsday/1", + "strategy_id": "vintage_doomsday", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_dredge/1", + "strategy_id": "vintage_dredge", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_eldrazi/1", + "strategy_id": "vintage_eldrazi", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_jewel_shops/1", + "strategy_id": "vintage_jewel_shops", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_lurrus_breach/1", + "strategy_id": "vintage_lurrus_breach", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_mono_white_initiative/1", + "strategy_id": "vintage_mono_white_initiative", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_oath_of_druids/1", + "strategy_id": "vintage_oath_of_druids", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_oops_all_spells/1", + "strategy_id": "vintage_oops_all_spells", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_paradoxical_outcome/1", + "strategy_id": "vintage_paradoxical_outcome", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_red_prison/1", + "strategy_id": "vintage_red_prison", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_sphere_shops/1", + "strategy_id": "vintage_sphere_shops", + "version_number": 1 + }, + { + "formats": [ + "vintage" + ], + "path": "strategies/vintage/vintage_sultai_midrange/1", + "strategy_id": "vintage_sultai_midrange", + "version_number": 1 + } + ], + "kind": "veles-content-bundle", + "manifest_version": 1 +} diff --git a/strategies/alchemy/alchemy_azorius_enchantments/1/decklist.txt b/strategies/alchemy/alchemy_azorius_enchantments/1/decklist.txt new file mode 100644 index 0000000..808a6a6 --- /dev/null +++ b/strategies/alchemy/alchemy_azorius_enchantments/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +3 Optimistic Scavenger +4 Mothlight Processionist +3 Gremlin Tamer +3 Inquisitive Glimmer +4 Enduring Innocence +4 Entity Tracker +4 No More Lies +3 Authority of the Consuls +2 Ethereal Armor +3 Sheltered by Ghosts +1 Proft's Eidetic Memory +3 Trapped in the Screen +3 Valgavoth's Lair +9 Plains +3 Island +4 Floodfarm Verge +4 Desert Cenote + +Sideboard (15) +1 Authority of the Consuls +2 Ethereal Armor +4 Rest in Peace +3 Negate +3 Kutzil's Flanker +2 Stasis Snare diff --git a/strategies/alchemy/alchemy_azorius_enchantments/1/first_principles.md b/strategies/alchemy/alchemy_azorius_enchantments/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_azorius_enchantments/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_azorius_enchantments/1/guide.md b/strategies/alchemy/alchemy_azorius_enchantments/1/guide.md new file mode 100644 index 0000000..c7d0245 --- /dev/null +++ b/strategies/alchemy/alchemy_azorius_enchantments/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Enchantments. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, enchantments. Guide status: pending manual import. + +## Thesis +Azorius enchantment pressure with resilient threats and tempo protection + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_azorius_enchantments/1/metadata.json b/strategies/alchemy/alchemy_azorius_enchantments/1/metadata.json new file mode 100644 index 0000000..cff7efd --- /dev/null +++ b/strategies/alchemy/alchemy_azorius_enchantments/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Azorius enchantment pressure with resilient threats and tempo protection", + "created_at": 1781275475, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "enchantments" + ], + "source_metadata": { + "coverage_reason": "Alchemy Azorius Enchantments distinct metagame coverage: Azorius enchantment pressure with resilient threats and tempo protection", + "event_date": "2026-06-12T12:58:18+02:00", + "event_name": "MTG Arena Azorius Enchantments deck, by 27TrueRunes", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 16, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/azorius-enchantments-decklist-by-27truerunes-2475886", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "azorius-enchantments", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/new-deck-950-decklist-by-27truerunes-2475886" + }, + "strategy_id": "alchemy_azorius_enchantments", + "strategy_label": "Azorius Enchantments", + "tags": [ + "aggro", + "tempo", + "enchantments" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_azorius_enchantments/1/reflection.md b/strategies/alchemy/alchemy_azorius_enchantments/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_azorius_enchantments/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_bant_beanstalk/1/decklist.txt b/strategies/alchemy/alchemy_bant_beanstalk/1/decklist.txt new file mode 100644 index 0000000..2f5bb85 --- /dev/null +++ b/strategies/alchemy/alchemy_bant_beanstalk/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +1 Mythweaver Poq +4 Overlord of the Hauntwoods +1 Lurker in the Deep +4 Overlord of the Mistmoors +4 Ancient Cornucopia +4 Ride's End +3 Doppelgang +3 Ornate Imitations +3 Day of Judgment +2 Fumigate +4 Up the Beanstalk +1 Omenpath Journey +1 Plains +1 Island +2 Forest +3 Floodfarm Verge +4 Meticulous Archive +1 Blossoming Sands +4 Hushwood Verge +4 Lush Portico +1 Hedge Maze +1 Restless Vinestalk +1 Thornwood Falls +3 Willowrush Verge + +Sideboard (15) +3 Authority of the Consuls +4 Three Steps Ahead +2 Rest in Peace +4 Thieving Aven +2 Seized from Slumber diff --git a/strategies/alchemy/alchemy_bant_beanstalk/1/first_principles.md b/strategies/alchemy/alchemy_bant_beanstalk/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_bant_beanstalk/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_bant_beanstalk/1/guide.md b/strategies/alchemy/alchemy_bant_beanstalk/1/guide.md new file mode 100644 index 0000000..4b0f94a --- /dev/null +++ b/strategies/alchemy/alchemy_bant_beanstalk/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Bant Beanstalk. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: control, midrange. Guide status: pending manual import. + +## Thesis +Bant Beanstalk control/midrange using high-cost value engines + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_bant_beanstalk/1/metadata.json b/strategies/alchemy/alchemy_bant_beanstalk/1/metadata.json new file mode 100644 index 0000000..35f06d2 --- /dev/null +++ b/strategies/alchemy/alchemy_bant_beanstalk/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "control", + "midrange" + ], + "colors": [ + "W", + "U", + "G" + ], + "concept_text": "Bant Beanstalk control/midrange using high-cost value engines", + "created_at": 1781275477, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Bant Beanstalk distinct metagame coverage: Bant Beanstalk control/midrange using high-cost value engines", + "event_date": "2026-06-12T13:00:48+02:00", + "event_name": "MTG Arena Ornate deck, by CFavretto_Jr", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 18, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/ornate-decklist-by-cfavretto-jr-2395696", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "bant-beanstalk", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/ornate-decklist-by-cfavretto-jr-2395696" + }, + "strategy_id": "alchemy_bant_beanstalk", + "strategy_label": "Bant Beanstalk", + "tags": [ + "control", + "midrange" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_bant_beanstalk/1/reflection.md b/strategies/alchemy/alchemy_bant_beanstalk/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_bant_beanstalk/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_boros_mice/1/decklist.txt b/strategies/alchemy/alchemy_boros_mice/1/decklist.txt new file mode 100644 index 0000000..4b1103b --- /dev/null +++ b/strategies/alchemy/alchemy_boros_mice/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +4 Flowerfoot Swordmaster +4 A-Heartfire Hero +3 Brave Meadowguard +4 Emberheart Challenger +4 Manifold Mouse +4 Recruit Instructor +4 Valiant Emberkin +4 Might of the Meek +4 Boros Charm +4 Sheltered by Ghosts +4 Plains +5 Mountain +1 Rockface Village +4 Inspiring Vantage +1 Restless Bivouac +4 Captivating Crossroads +2 Cavern of Souls + +Sideboard (15) +3 Shardmage's Rescue +4 Shove Aside +1 Soul Shredder +3 Crystal Barricade +2 Get Lost +2 Rest in Peace diff --git a/strategies/alchemy/alchemy_boros_mice/1/first_principles.md b/strategies/alchemy/alchemy_boros_mice/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_boros_mice/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_boros_mice/1/guide.md b/strategies/alchemy/alchemy_boros_mice/1/guide.md new file mode 100644 index 0000000..c399be2 --- /dev/null +++ b/strategies/alchemy/alchemy_boros_mice/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Boros Mice. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: aggro, tribal, tokens. Guide status: pending manual import. + +## Thesis +Boros Mouse tribal aggression with go-wide pressure and combat scaling + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_boros_mice/1/metadata.json b/strategies/alchemy/alchemy_boros_mice/1/metadata.json new file mode 100644 index 0000000..dc38c70 --- /dev/null +++ b/strategies/alchemy/alchemy_boros_mice/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "Boros Mouse tribal aggression with go-wide pressure and combat scaling", + "created_at": 1781275468, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "tribal", + "tokens" + ], + "source_metadata": { + "coverage_reason": "Alchemy Boros Mice distinct metagame coverage: Boros Mouse tribal aggression with go-wide pressure and combat scaling", + "event_date": "2026-06-12T12:45:39+02:00", + "event_name": "MTG Arena Boros Mice deck, by TheNerdySteve", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/boros-mice-decklist-by-thenerdysteve-2494678", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "boros-mice", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/imported-deck-13-decklist-by-thenerdysteve-2494678" + }, + "strategy_id": "alchemy_boros_mice", + "strategy_label": "Boros Mice", + "tags": [ + "aggro", + "tribal", + "tokens" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_boros_mice/1/reflection.md b/strategies/alchemy/alchemy_boros_mice/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_boros_mice/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_dimir_control/1/decklist.txt b/strategies/alchemy/alchemy_dimir_control/1/decklist.txt new file mode 100644 index 0000000..bd6e940 --- /dev/null +++ b/strategies/alchemy/alchemy_dimir_control/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +1 Scavenger Regent +2 Spirited Simulacrum +2 Cunning Azurescale +2 Marang River Regent +4 Firdoch Core +4 Caustic Exhale +4 Dispelling Exhale +1 Nameless Inversion +4 Draconic Fealty +1 Strategic Betrayal +3 Villainous Wrath +2 Nowhere to Run +3 Unholy Annex // Ritual Chamber +2 Ugin, Eye of the Storms +4 Island +5 Swamp +3 Drowned Catacomb +4 Watery Grave +1 Temple of Deceit +1 Fountainport +4 Gloomlake Verge +2 Soulstone Sanctuary +1 Maelstrom of the Spirit Dragon + +Sideboard (0) diff --git a/strategies/alchemy/alchemy_dimir_control/1/first_principles.md b/strategies/alchemy/alchemy_dimir_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_dimir_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_dimir_control/1/guide.md b/strategies/alchemy/alchemy_dimir_control/1/guide.md new file mode 100644 index 0000000..aea0240 --- /dev/null +++ b/strategies/alchemy/alchemy_dimir_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Control. Format: Alchemy. Main deck count: 60. Sideboard count: 0. Tags: control. Guide status: pending manual import. + +## Thesis +Dimir interactive control/midrange with removal, discard, and recursive advantage + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_dimir_control/1/metadata.json b/strategies/alchemy/alchemy_dimir_control/1/metadata.json new file mode 100644 index 0000000..8d28b5a --- /dev/null +++ b/strategies/alchemy/alchemy_dimir_control/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "Dimir interactive control/midrange with removal, discard, and recursive advantage", + "created_at": 1781275471, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Dimir Control distinct metagame coverage: Dimir interactive control/midrange with removal, discard, and recursive advantage", + "event_date": "2026-06-12T12:48:51+02:00", + "event_name": "MTG Arena A UB Firdoch deck, by M3rett0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 0, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "dimir-control", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/a-ub-firdoch-decklist-by-m3rett0-2930114" + }, + "strategy_id": "alchemy_dimir_control", + "strategy_label": "Dimir Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_dimir_control/1/reflection.md b/strategies/alchemy/alchemy_dimir_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_dimir_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_golgari_deathtouch/1/decklist.txt b/strategies/alchemy/alchemy_golgari_deathtouch/1/decklist.txt new file mode 100644 index 0000000..087f573 --- /dev/null +++ b/strategies/alchemy/alchemy_golgari_deathtouch/1/decklist.txt @@ -0,0 +1,20 @@ +Main (60) +2 Cecil, Dark Knight +4 Dragon Sniper +4 Gran Pulse Ochu +4 Hullcarver +4 Tonberry +4 Fynn, the Fangbearer +2 Sultai Devotee +4 Thornweald Archer +2 Avenger of the Fallen +4 Qarsi Revenant +3 Dragon's Prey +3 Phyrexian Arena +5 Forest +5 Swamp +4 Jungle Hollow +2 Strangled Cemetery +4 Wastewood Verge + +Sideboard (0) diff --git a/strategies/alchemy/alchemy_golgari_deathtouch/1/first_principles.md b/strategies/alchemy/alchemy_golgari_deathtouch/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_golgari_deathtouch/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_golgari_deathtouch/1/guide.md b/strategies/alchemy/alchemy_golgari_deathtouch/1/guide.md new file mode 100644 index 0000000..d55886b --- /dev/null +++ b/strategies/alchemy/alchemy_golgari_deathtouch/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Golgari Deathtouch. Format: Alchemy. Main deck count: 60. Sideboard count: 0. Tags: midrange, control. Guide status: pending manual import. + +## Thesis +Golgari deathtouch midrange using combat deterrents and removal synergies + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_golgari_deathtouch/1/metadata.json b/strategies/alchemy/alchemy_golgari_deathtouch/1/metadata.json new file mode 100644 index 0000000..63c4fc3 --- /dev/null +++ b/strategies/alchemy/alchemy_golgari_deathtouch/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Golgari deathtouch midrange using combat deterrents and removal synergies", + "created_at": 1781275470, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Golgari Deathtouch distinct metagame coverage: Golgari deathtouch midrange using combat deterrents and removal synergies", + "event_date": "2026-06-12T12:46:55+02:00", + "event_name": "MTG Arena Golgari Deathtouch deck, by ViaDiva", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 0, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "golgari-deathtouch", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/new-deck-decklist-by-viadiva-2591714" + }, + "strategy_id": "alchemy_golgari_deathtouch", + "strategy_label": "Golgari Deathtouch", + "tags": [ + "midrange", + "control" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_golgari_deathtouch/1/reflection.md b/strategies/alchemy/alchemy_golgari_deathtouch/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_golgari_deathtouch/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_gruul_landfall/1/decklist.txt b/strategies/alchemy/alchemy_gruul_landfall/1/decklist.txt new file mode 100644 index 0000000..8a9b54a --- /dev/null +++ b/strategies/alchemy/alchemy_gruul_landfall/1/decklist.txt @@ -0,0 +1,20 @@ +Main (60) +4 Llanowar Elves +3 Sazh's Chocobo +1 Badgermole Cub +3 Tifa Lockhart +4 Mossborn Hydra +4 Traveling Chocobo +3 Icetill Explorer +4 Snakeskin Veil +1 Overprotect +3 Self-Destruct +3 Ordeal of Nylea +4 Ride the Shoopuf +12 Forest +2 Mountain +4 Evolving Wilds +4 Fabled Passage +1 Escape Tunnel + +Sideboard (0) diff --git a/strategies/alchemy/alchemy_gruul_landfall/1/first_principles.md b/strategies/alchemy/alchemy_gruul_landfall/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_gruul_landfall/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_gruul_landfall/1/guide.md b/strategies/alchemy/alchemy_gruul_landfall/1/guide.md new file mode 100644 index 0000000..4a30796 --- /dev/null +++ b/strategies/alchemy/alchemy_gruul_landfall/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Gruul Landfall. Format: Alchemy. Main deck count: 60. Sideboard count: 0. Tags: aggro, ramp, lands, landfall. Guide status: pending manual import. + +## Thesis +Gruul landfall aggression with explosive land-drop turns + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_gruul_landfall/1/metadata.json b/strategies/alchemy/alchemy_gruul_landfall/1/metadata.json new file mode 100644 index 0000000..ca2cd2e --- /dev/null +++ b/strategies/alchemy/alchemy_gruul_landfall/1/metadata.json @@ -0,0 +1,58 @@ +{ + "archetype_tags": [ + "aggro", + "ramp" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "Gruul landfall aggression with explosive land-drop turns", + "created_at": 1781275470, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "landfall" + ], + "source_metadata": { + "coverage_reason": "Alchemy Gruul Landfall distinct metagame coverage: Gruul landfall aggression with explosive land-drop turns", + "event_date": "2026-06-12T12:48:12+02:00", + "event_name": "MTG Arena Gruul Landfall deck, by Brackmeister", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 0, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "gruul-landfall", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/gruul-landfall-decklist-by-brackmeister-2866795" + }, + "strategy_id": "alchemy_gruul_landfall", + "strategy_label": "Gruul Landfall", + "tags": [ + "aggro", + "ramp", + "lands", + "landfall" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_gruul_landfall/1/reflection.md b/strategies/alchemy/alchemy_gruul_landfall/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_gruul_landfall/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_izzet_lessons/1/decklist.txt b/strategies/alchemy/alchemy_izzet_lessons/1/decklist.txt new file mode 100644 index 0000000..fd36830 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_lessons/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Gran-Gran +2 Quantum Riddler +1 Preponderant Pearl +4 A-Cori-Steel Cutter +4 Firebending Lesson +4 Abandon Attachments +4 Accumulate Wisdom +4 Combustion Technique +4 Boomerang Basics +3 Illuminating Lash +1 Iroh's Demonstration +4 Stormchaser's Talent +4 Island +4 Steam Vents +3 Sulfur Falls +4 Riverpyre Verge +2 Starting Town +4 Multiversal Passage + +Sideboard (15) +1 Annul +2 Soul-Guide Lantern +2 Spell Pierce +3 Unable to Scream +2 Abrade +1 Negate +2 Pyroclasm +1 Ral, Crackling Wit +1 Quantum Riddler diff --git a/strategies/alchemy/alchemy_izzet_lessons/1/first_principles.md b/strategies/alchemy/alchemy_izzet_lessons/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_lessons/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_izzet_lessons/1/guide.md b/strategies/alchemy/alchemy_izzet_lessons/1/guide.md new file mode 100644 index 0000000..138b9e0 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_lessons/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Lessons. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: tempo, control, spells. Guide status: pending manual import. + +## Thesis +Izzet spell-tempo shell using lesson/utility packages and cheap interaction + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_izzet_lessons/1/metadata.json b/strategies/alchemy/alchemy_izzet_lessons/1/metadata.json new file mode 100644 index 0000000..18c553b --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_lessons/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "tempo", + "control" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Izzet spell-tempo shell using lesson/utility packages and cheap interaction", + "created_at": 1781275466, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "Alchemy Izzet Lessons distinct metagame coverage: Izzet spell-tempo shell using lesson/utility packages and cheap interaction", + "event_date": "2026-06-12T12:42:36+02:00", + "event_name": "MTG Arena [A1] prowess lessons deck, by mazereon", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/a1-prowess-lessons-decklist-by-mazereon-2942306", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "izzet-lessons", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/a1-prowess-lessons-decklist-by-mazereon-2942306" + }, + "strategy_id": "alchemy_izzet_lessons", + "strategy_label": "Izzet Lessons", + "tags": [ + "tempo", + "control", + "spells" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_izzet_lessons/1/reflection.md b/strategies/alchemy/alchemy_izzet_lessons/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_lessons/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_izzet_spells/1/decklist.txt b/strategies/alchemy/alchemy_izzet_spells/1/decklist.txt new file mode 100644 index 0000000..98b0df6 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_spells/1/decklist.txt @@ -0,0 +1,28 @@ +Main (60) +4 Inspiring Easel +4 Tablet of Discovery +4 Flashback +2 Spell Pierce +4 Summitfest Closing Ceremony +4 Boomerang Basics +4 Flow State +4 Illuminating Lash +2 Stock Up +4 Stormchaser's Talent +2 Ral, Crackling Wit +4 Island +1 Mountain +4 Steam Vents +4 Sulfur Falls +1 Stormcarved Coast +4 Riverpyre Verge +4 Multiversal Passage + +Sideboard (15) +4 Burst Lightning +2 Fire Magic +3 Ghost Vacuum +1 Into the Flood Maw +1 Spell Pierce +2 Abrade +2 Sear diff --git a/strategies/alchemy/alchemy_izzet_spells/1/first_principles.md b/strategies/alchemy/alchemy_izzet_spells/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_spells/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_izzet_spells/1/guide.md b/strategies/alchemy/alchemy_izzet_spells/1/guide.md new file mode 100644 index 0000000..ca1b834 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_spells/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Spells. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: tempo, aggro, spells, prowess. Guide status: pending manual import. + +## Thesis +Izzet spells/prowess pressure with cantrips and burn interaction + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_izzet_spells/1/metadata.json b/strategies/alchemy/alchemy_izzet_spells/1/metadata.json new file mode 100644 index 0000000..5ed071e --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_spells/1/metadata.json @@ -0,0 +1,59 @@ +{ + "archetype_tags": [ + "tempo", + "aggro" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Izzet spells/prowess pressure with cantrips and burn interaction", + "created_at": 1781275467, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "spells", + "prowess" + ], + "source_metadata": { + "coverage_reason": "Alchemy Izzet Spells distinct metagame coverage: Izzet spells/prowess pressure with cantrips and burn interaction", + "event_date": "2026-06-12T12:43:20+02:00", + "event_name": "MTG Arena [A] Izzet deck, by Entheogen", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/a-izzet-decklist-by-entheogen-2972489", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "izzet-spells", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/a-izzet-decklist-by-entheogen-2972489" + }, + "strategy_id": "alchemy_izzet_spells", + "strategy_label": "Izzet Spells", + "tags": [ + "tempo", + "aggro", + "spells", + "prowess" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_izzet_spells/1/reflection.md b/strategies/alchemy/alchemy_izzet_spells/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_izzet_spells/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_mardu_tokens/1/decklist.txt b/strategies/alchemy/alchemy_mardu_tokens/1/decklist.txt new file mode 100644 index 0000000..c843e44 --- /dev/null +++ b/strategies/alchemy/alchemy_mardu_tokens/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Darkstar Banisher +4 Mardu Thunderkite +4 Stadium Headliner +4 Thunderbond Vanguard +4 Voice of Victory +2 Mardu Devotee +4 Three Tree Battalion +3 Burst Lightning +1 Abrade +3 Swiftspear's Teachings +4 Waystone's Guidance +4 Desert Cenote +4 Godless Shrine +4 Sacred Foundry +4 Starting Town +4 Sunbillow Verge +1 Dalkovan Encampment +1 Mountain +1 Plains + +Sideboard (15) +3 Thought Partition +2 Authority of the Consuls +2 Fire Magic +2 Ghost Vacuum +2 Split Up +2 Withering Torment +1 Abrade +1 Twinmaw Stormbrood diff --git a/strategies/alchemy/alchemy_mardu_tokens/1/first_principles.md b/strategies/alchemy/alchemy_mardu_tokens/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_mardu_tokens/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_mardu_tokens/1/guide.md b/strategies/alchemy/alchemy_mardu_tokens/1/guide.md new file mode 100644 index 0000000..df0ca9a --- /dev/null +++ b/strategies/alchemy/alchemy_mardu_tokens/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mardu Tokens. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, tokens. Guide status: pending manual import. + +## Thesis +Mardu token pressure and sacrifice-adjacent go-wide midrange + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_mardu_tokens/1/metadata.json b/strategies/alchemy/alchemy_mardu_tokens/1/metadata.json new file mode 100644 index 0000000..eb22221 --- /dev/null +++ b/strategies/alchemy/alchemy_mardu_tokens/1/metadata.json @@ -0,0 +1,58 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "B", + "R" + ], + "concept_text": "Mardu token pressure and sacrifice-adjacent go-wide midrange", + "created_at": 1781275469, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "tokens" + ], + "source_metadata": { + "coverage_reason": "Alchemy Mardu Tokens distinct metagame coverage: Mardu token pressure and sacrifice-adjacent go-wide midrange", + "event_date": "2026-06-12T12:46:18+02:00", + "event_name": "MTG Arena Mardu deck, by Blizz", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/mardu-decklist-by-blizz-2648734", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "mardu-tokens", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/mardu-decklist-by-blizz-2648734" + }, + "strategy_id": "alchemy_mardu_tokens", + "strategy_label": "Mardu Tokens", + "tags": [ + "aggro", + "midrange", + "tokens" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_mardu_tokens/1/reflection.md b/strategies/alchemy/alchemy_mardu_tokens/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_mardu_tokens/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_mono_green/1/decklist.txt b/strategies/alchemy/alchemy_mono_green/1/decklist.txt new file mode 100644 index 0000000..6f74b03 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +4 Llanowar Elves +3 Amber-Plate Ainok +3 Fountainport Charmer +3 Pawpatch Recruit +2 Dragon Sniper +2 Warden of the Grove +1 Chittering Illuminator +1 Surrak, Elusive Hunter +4 Gene Pollinator +4 Ouroboroid +3 Mutable Pupa +1 Cren, Undercity Dreamer +1 Defend the Rider +2 Longstalk Brawl +3 Hardened Bonds +2 Innkeeper's Talent +17 Forest +2 Hidden Grotto +2 Oakhollow Village + +Sideboard (15) +3 Bite Down +2 Frenzied Baloth +1 Chittering Illuminator +1 Defend the Rider +1 Heritage Reclamation +1 Keen-Eyed Curator +1 Pawpatch Formation +1 Scavenging Ooze +1 Scrapshooter +1 Surrak, Elusive Hunter +1 Synchronized Charge +1 Tyvar, the Pummeler diff --git a/strategies/alchemy/alchemy_mono_green/1/first_principles.md b/strategies/alchemy/alchemy_mono_green/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_mono_green/1/guide.md b/strategies/alchemy/alchemy_mono_green/1/guide.md new file mode 100644 index 0000000..e114301 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono Green. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange. Guide status: pending manual import. + +## Thesis +mono-green creature pressure with efficient threats and combat scaling + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_mono_green/1/metadata.json b/strategies/alchemy/alchemy_mono_green/1/metadata.json new file mode 100644 index 0000000..e9f6e5d --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "G" + ], + "concept_text": "mono-green creature pressure with efficient threats and combat scaling", + "created_at": 1781275473, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Mono Green distinct metagame coverage: mono-green creature pressure with efficient threats and combat scaling", + "event_date": "2026-06-12T12:52:41+02:00", + "event_name": "MTG Arena Mono-Green deck, by Hairu3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/mono-green-decklist-by-hairu3-2648735", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "mono-green", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/mono-green-decklist-by-hairu3-2648735" + }, + "strategy_id": "alchemy_mono_green", + "strategy_label": "Mono Green", + "tags": [ + "aggro", + "midrange" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_mono_green/1/reflection.md b/strategies/alchemy/alchemy_mono_green/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_mono_green_counters/1/decklist.txt b/strategies/alchemy/alchemy_mono_green_counters/1/decklist.txt new file mode 100644 index 0000000..8cbb455 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green_counters/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +4 Llanowar Elves +4 Sazh's Chocobo +4 Badgermole Cub +4 Wary Zone Guard +3 Icetill Explorer +3 Mightform Harmonizer +3 Fecund Greenshell +2 Wildgrove Summoner +4 Hardened Bonds +3 Earthbender Ascension +2 Sapling Nursery +13 Forest +3 Ba Sing Se +4 Evolving Wilds +4 Fabled Passage + +Sideboard (15) +4 Meltstrider's Resolve +3 Soul-Guide Lantern +1 Keen-Eyed Curator +2 Origin of Metalbending +3 Mossborn Hydra +2 Vivien Reid diff --git a/strategies/alchemy/alchemy_mono_green_counters/1/first_principles.md b/strategies/alchemy/alchemy_mono_green_counters/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green_counters/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_mono_green_counters/1/guide.md b/strategies/alchemy/alchemy_mono_green_counters/1/guide.md new file mode 100644 index 0000000..22422e6 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green_counters/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono Green Counters. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, counters. Guide status: pending manual import. + +## Thesis +green creature pressure built around +1/+1 counter scaling + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_mono_green_counters/1/metadata.json b/strategies/alchemy/alchemy_mono_green_counters/1/metadata.json new file mode 100644 index 0000000..f288a44 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green_counters/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "G" + ], + "concept_text": "green creature pressure built around +1/+1 counter scaling", + "created_at": 1781275466, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "counters" + ], + "source_metadata": { + "coverage_reason": "Alchemy Mono Green Counters distinct metagame coverage: green creature pressure built around +1/+1 counter scaling", + "event_date": "2026-06-12T12:41:23+02:00", + "event_name": "MTG Arena [A] Mono-Green Lands deck, by Entheogen", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/a-mono-green-lands-decklist-by-entheogen-2867080", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "mono-green-counters", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/a-mono-green-lands-decklist-by-entheogen-2867080" + }, + "strategy_id": "alchemy_mono_green_counters", + "strategy_label": "Mono Green Counters", + "tags": [ + "aggro", + "midrange", + "counters" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_mono_green_counters/1/reflection.md b/strategies/alchemy/alchemy_mono_green_counters/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_mono_green_counters/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_rakdos_demons/1/decklist.txt b/strategies/alchemy/alchemy_rakdos_demons/1/decklist.txt new file mode 100644 index 0000000..c69bc54 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_demons/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +4 Fear of Missing Out +3 Qarsi Revenant +3 Unstoppable Slasher +3 Demon Wall +3 Elegy Acolyte +1 The Terminus of Return +3 Scorching Dragonfire +4 Cruelclaw's Heist +2 Feed the Swarm +2 Nibelheim Aflame +4 Unholy Annex // Ritual Chamber +3 Nowhere to Run +5 Swamp +4 Blazemire Verge +4 Mountain +4 Soulstone Sanctuary +2 Desert Cenote +2 Multiversal Passage +2 Dragonskull Summit +2 Starting Town + +Sideboard (15) +3 Ghost Vacuum +3 Intimidation Tactics +3 Screaming Nemesis +2 Egrix the Bile Bulwark +2 Fire Magic +2 Villainous Wrath diff --git a/strategies/alchemy/alchemy_rakdos_demons/1/first_principles.md b/strategies/alchemy/alchemy_rakdos_demons/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_demons/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_rakdos_demons/1/guide.md b/strategies/alchemy/alchemy_rakdos_demons/1/guide.md new file mode 100644 index 0000000..8e37339 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_demons/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Rakdos Demons. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: midrange. Guide status: pending manual import. + +## Thesis +Rakdos Demon midrange using large threats, removal, and sacrifice pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_rakdos_demons/1/metadata.json b/strategies/alchemy/alchemy_rakdos_demons/1/metadata.json new file mode 100644 index 0000000..b1303a8 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_demons/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "Rakdos Demon midrange using large threats, removal, and sacrifice pressure", + "created_at": 1781275472, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Rakdos Demons distinct metagame coverage: Rakdos Demon midrange using large threats, removal, and sacrifice pressure", + "event_date": "2026-06-12T12:52:11+02:00", + "event_name": "MTG Arena Rakdos deck, by Gary3k", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/rakdos-decklist-by-gary3k-2648737", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "rakdos-demons", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/rakdos-decklist-by-gary3k-2648737" + }, + "strategy_id": "alchemy_rakdos_demons", + "strategy_label": "Rakdos Demons", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_rakdos_demons/1/reflection.md b/strategies/alchemy/alchemy_rakdos_demons/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_demons/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_rakdos_lizards/1/decklist.txt b/strategies/alchemy/alchemy_rakdos_lizards/1/decklist.txt new file mode 100644 index 0000000..b3bc97e --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_lizards/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +4 Hired Claw +4 Iridescent Vinelasher +1 Fireglass Mentor +4 Flamecache Gecko +4 Gastal Thrillseeker +4 Gev, Scaled Scorch +2 Marshland Hordemaster +1 Dazzling Flameweaver +2 Gilded Ambusher +1 Valley Flamecaller +4 Burst Lightning +2 Death in the Family +1 Duress +1 Intimidation Tactics +1 Obsessive Pursuit +1 Collective Inferno +3 Swamp +3 Mountain +4 Blood Crypt +4 Secluded Courtyard +1 Rockface Village +4 Blazemire Verge +1 Realm of Koh +3 Multiversal Passage + +Sideboard (15) +2 Duress +2 Death in the Family +1 Fireglass Mentor +1 Strategic Betrayal +1 Unbury +3 Hearthborn Battler +3 Screaming Nemesis +1 Coalstoke Gearhulk +1 Bloodline Bidding diff --git a/strategies/alchemy/alchemy_rakdos_lizards/1/first_principles.md b/strategies/alchemy/alchemy_rakdos_lizards/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_lizards/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_rakdos_lizards/1/guide.md b/strategies/alchemy/alchemy_rakdos_lizards/1/guide.md new file mode 100644 index 0000000..dc89950 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_lizards/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Rakdos Lizards. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: aggro, tribal. Guide status: pending manual import. + +## Thesis +Rakdos Lizard tribal aggression with black-red removal and reach + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_rakdos_lizards/1/metadata.json b/strategies/alchemy/alchemy_rakdos_lizards/1/metadata.json new file mode 100644 index 0000000..cc7c833 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_lizards/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "Rakdos Lizard tribal aggression with black-red removal and reach", + "created_at": 1781275468, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "coverage_reason": "Alchemy Rakdos Lizards distinct metagame coverage: Rakdos Lizard tribal aggression with black-red removal and reach", + "event_date": "2026-06-12T12:44:00+02:00", + "event_name": "MTG Arena (A) lizard deck, by alfalfa1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/a-lizard-decklist-by-alfalfa1-2886040", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "rakdos-lizards", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/a-lizard-decklist-by-alfalfa1-2886040" + }, + "strategy_id": "alchemy_rakdos_lizards", + "strategy_label": "Rakdos Lizards", + "tags": [ + "aggro", + "tribal" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_rakdos_lizards/1/reflection.md b/strategies/alchemy/alchemy_rakdos_lizards/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_lizards/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_rakdos_sacrifice/1/decklist.txt b/strategies/alchemy/alchemy_rakdos_sacrifice/1/decklist.txt new file mode 100644 index 0000000..573f80b --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_sacrifice/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +3 Cecil, Dark Knight +4 Forsaken Miner +4 Spiteful Hexmage +4 Stadium Headliner +4 Bloodghast +2 Inti, Seneschal of the Sun +4 Undead Sprinter +2 Zoyowa Lava-Tongue +1 Bloodthorn Flail +4 Torch the Tower +2 Final Vengeance +2 Zero Point Ballad +4 Disturbing Mirth +2 Swamp +6 Mountain +4 Blazemire Verge +4 Starting Town +4 Multiversal Passage + +Sideboard (15) +4 Duress +2 Ghost Vacuum +2 Molten Collapse +2 Sunset Saboteur +2 Preacher of the Schism +3 Nibelheim Aflame diff --git a/strategies/alchemy/alchemy_rakdos_sacrifice/1/first_principles.md b/strategies/alchemy/alchemy_rakdos_sacrifice/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_sacrifice/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_rakdos_sacrifice/1/guide.md b/strategies/alchemy/alchemy_rakdos_sacrifice/1/guide.md new file mode 100644 index 0000000..4287bfd --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_sacrifice/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Rakdos Sacrifice. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: midrange, sacrifice. Guide status: pending manual import. + +## Thesis +Rakdos sacrifice attrition deck using disposable material and drain/removal engines + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_rakdos_sacrifice/1/metadata.json b/strategies/alchemy/alchemy_rakdos_sacrifice/1/metadata.json new file mode 100644 index 0000000..9ef46ef --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_sacrifice/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "Rakdos sacrifice attrition deck using disposable material and drain/removal engines", + "created_at": 1781275472, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "sacrifice" + ], + "source_metadata": { + "coverage_reason": "Alchemy Rakdos Sacrifice distinct metagame coverage: Rakdos sacrifice attrition deck using disposable material and drain/removal engines", + "event_date": "2026-06-12T12:51:35+02:00", + "event_name": "MTG Arena (S) BR Sac deck, by JohnRamosMTG", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/s-br-sac-decklist-by-johnramosmtg-2719320", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "rakdos-sacrifice", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/s-br-sac-decklist-by-johnramosmtg-2719320" + }, + "strategy_id": "alchemy_rakdos_sacrifice", + "strategy_label": "Rakdos Sacrifice", + "tags": [ + "midrange", + "sacrifice" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_rakdos_sacrifice/1/reflection.md b/strategies/alchemy/alchemy_rakdos_sacrifice/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_rakdos_sacrifice/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_red_deck_wins/1/decklist.txt b/strategies/alchemy/alchemy_red_deck_wins/1/decklist.txt new file mode 100644 index 0000000..406d152 --- /dev/null +++ b/strategies/alchemy/alchemy_red_deck_wins/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +4 A-Heartfire Hero +4 Hired Claw +4 Emberheart Challenger +4 Manifold Mouse +4 Screaming Nemesis +4 Burst Lightning +4 Might of the Meek +4 Shock +4 Lightning Strike +2 Sear +1 The Last Agni Kai +16 Mountain +3 Rockface Village +2 Soulstone Sanctuary + +Sideboard (12) +3 Soul-Guide Lantern +1 Boulder Dash +2 Pyroclasm +2 Voice of Victory +1 Chandra, Spark Hunter +2 Sunspine Lynx +1 The Legend of Roku diff --git a/strategies/alchemy/alchemy_red_deck_wins/1/first_principles.md b/strategies/alchemy/alchemy_red_deck_wins/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_red_deck_wins/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_red_deck_wins/1/guide.md b/strategies/alchemy/alchemy_red_deck_wins/1/guide.md new file mode 100644 index 0000000..4421ad8 --- /dev/null +++ b/strategies/alchemy/alchemy_red_deck_wins/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Red Deck Wins. Format: Alchemy. Main deck count: 60. Sideboard count: 12. Tags: aggro, burn. Guide status: pending manual import. + +## Thesis +low-curve red aggression and burn pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_red_deck_wins/1/metadata.json b/strategies/alchemy/alchemy_red_deck_wins/1/metadata.json new file mode 100644 index 0000000..b1acf21 --- /dev/null +++ b/strategies/alchemy/alchemy_red_deck_wins/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro", + "burn" + ], + "colors": [ + "R" + ], + "concept_text": "low-curve red aggression and burn pressure", + "created_at": 1781275465, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Red Deck Wins distinct metagame coverage: low-curve red aggression and burn pressure", + "event_date": "2026-06-12T12:38:53+02:00", + "event_name": "MTG Arena MWM slow start deck, by Medicate", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 12, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "red-deck-wins", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/mwm-slow-start-decklist-by-medicate-2867103" + }, + "strategy_id": "alchemy_red_deck_wins", + "strategy_label": "Red Deck Wins", + "tags": [ + "aggro", + "burn" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_red_deck_wins/1/reflection.md b/strategies/alchemy/alchemy_red_deck_wins/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_red_deck_wins/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_selesnya_rabbits/1/decklist.txt b/strategies/alchemy/alchemy_selesnya_rabbits/1/decklist.txt new file mode 100644 index 0000000..467c26c --- /dev/null +++ b/strategies/alchemy/alchemy_selesnya_rabbits/1/decklist.txt @@ -0,0 +1,21 @@ +Main (60) +4 Seasoned Warrenguard +4 Pawpatch Recruit +4 Valley Mightcaller +4 Cottontail Caretaker +4 Valley Questcaller +4 Burrowguard Mentor +3 Emmara, Voice of the Conclave +2 Buxton, Decorated Host +4 Hop to It +4 Case of the Gateway Express +7 Plains +7 Forest +1 Oakhollow Village +4 Captivating Crossroads +4 Cavern of Souls + +Sideboard (7) +2 Requisition Raid +4 Hard-Hitting Question +1 Get Lost diff --git a/strategies/alchemy/alchemy_selesnya_rabbits/1/first_principles.md b/strategies/alchemy/alchemy_selesnya_rabbits/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_selesnya_rabbits/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_selesnya_rabbits/1/guide.md b/strategies/alchemy/alchemy_selesnya_rabbits/1/guide.md new file mode 100644 index 0000000..d3e60e4 --- /dev/null +++ b/strategies/alchemy/alchemy_selesnya_rabbits/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Rabbits. Format: Alchemy. Main deck count: 60. Sideboard count: 7. Tags: aggro, tokens, tribal. Guide status: pending manual import. + +## Thesis +Selesnya Rabbit tribal tokens and combat scaling + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_selesnya_rabbits/1/metadata.json b/strategies/alchemy/alchemy_selesnya_rabbits/1/metadata.json new file mode 100644 index 0000000..b1bbb62 --- /dev/null +++ b/strategies/alchemy/alchemy_selesnya_rabbits/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Selesnya Rabbit tribal tokens and combat scaling", + "created_at": 1781275474, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [ + "tokens", + "tribal" + ], + "source_metadata": { + "coverage_reason": "Alchemy Selesnya Rabbits distinct metagame coverage: Selesnya Rabbit tribal tokens and combat scaling", + "event_date": "2026-06-12T12:56:24+02:00", + "event_name": "MTG Arena rabbit alchemy deck, by Neekos", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 7, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "selesnya-rabbits", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/rabbit-alchemy-decklist-by-neekos-2447219" + }, + "strategy_id": "alchemy_selesnya_rabbits", + "strategy_label": "Selesnya Rabbits", + "tags": [ + "aggro", + "tokens", + "tribal" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_selesnya_rabbits/1/reflection.md b/strategies/alchemy/alchemy_selesnya_rabbits/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_selesnya_rabbits/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_simic_enters/1/decklist.txt b/strategies/alchemy/alchemy_simic_enters/1/decklist.txt new file mode 100644 index 0000000..dc72267 --- /dev/null +++ b/strategies/alchemy/alchemy_simic_enters/1/decklist.txt @@ -0,0 +1,21 @@ +Main (60) +4 Fear of Change +4 Fountainport Charmer +4 Fuel Tank Feaster +2 Leaf-Leap Guide +2 Clifftop Lookout +2 Jill, Shiva's Dominant +4 Starfield Vocalist +4 Fecund Greenshell +4 Quantum Riddler +2 Unsummon +4 Splash Portal +5 Forest +5 Island +4 Breeding Pool +2 Hinterland Harbor +4 Willowrush Verge +2 Starting Town +2 Desert Cenote + +Sideboard (0) diff --git a/strategies/alchemy/alchemy_simic_enters/1/first_principles.md b/strategies/alchemy/alchemy_simic_enters/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_simic_enters/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_simic_enters/1/guide.md b/strategies/alchemy/alchemy_simic_enters/1/guide.md new file mode 100644 index 0000000..be299a3 --- /dev/null +++ b/strategies/alchemy/alchemy_simic_enters/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Simic Enters. Format: Alchemy. Main deck count: 60. Sideboard count: 0. Tags: midrange, combo. Guide status: pending manual import. + +## Thesis +Simic enters-the-battlefield value deck with tempo-positive creatures and engines + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_simic_enters/1/metadata.json b/strategies/alchemy/alchemy_simic_enters/1/metadata.json new file mode 100644 index 0000000..175d5c0 --- /dev/null +++ b/strategies/alchemy/alchemy_simic_enters/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange", + "combo" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Simic enters-the-battlefield value deck with tempo-positive creatures and engines", + "created_at": 1781275474, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Simic Enters distinct metagame coverage: Simic enters-the-battlefield value deck with tempo-positive creatures and engines", + "event_date": "2026-06-12T12:53:24+02:00", + "event_name": "MTG Arena A UG Enters deck, by M3rett0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 0, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "simic-enters", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/a-ug-enters-decklist-by-m3rett0-2581253" + }, + "strategy_id": "alchemy_simic_enters", + "strategy_label": "Simic Enters", + "tags": [ + "midrange", + "combo" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_simic_enters/1/reflection.md b/strategies/alchemy/alchemy_simic_enters/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_simic_enters/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_temur_dragons/1/decklist.txt b/strategies/alchemy/alchemy_temur_dragons/1/decklist.txt new file mode 100644 index 0000000..37c2782 --- /dev/null +++ b/strategies/alchemy/alchemy_temur_dragons/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Fountainport Charmer +4 Dragonsoul Prodigy +4 Disruptive Stormbrood +4 Cunning Azurescale +4 Marang River Regent +4 Dispelling Exhale +3 Draconic Fealty +4 Molten Exhale +2 Ureni's Counsel +2 Dragon Typhoon +1 Island +1 Swamp +1 Mountain +2 Breeding Pool +2 Stomping Ground +3 Watery Grave +1 Temple of Epiphany +1 Blazemire Verge +2 Riverpyre Verge +4 Maelstrom of the Spirit Dragon +3 Starting Town +4 Desert Cenote + +Sideboard (15) +3 Caustic Exhale +2 Depressurize +3 Negate +2 Withering Torment +3 Dragonweave Tapestry +2 Blasphemous Edict diff --git a/strategies/alchemy/alchemy_temur_dragons/1/first_principles.md b/strategies/alchemy/alchemy_temur_dragons/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_temur_dragons/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/alchemy/alchemy_temur_dragons/1/guide.md b/strategies/alchemy/alchemy_temur_dragons/1/guide.md new file mode 100644 index 0000000..2d138f2 --- /dev/null +++ b/strategies/alchemy/alchemy_temur_dragons/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Temur Dragons. Format: Alchemy. Main deck count: 60. Sideboard count: 15. Tags: midrange, ramp. Guide status: pending manual import. + +## Thesis +Temur Dragon ramp/midrange with flying finishers and removal + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/alchemy/alchemy_temur_dragons/1/metadata.json b/strategies/alchemy/alchemy_temur_dragons/1/metadata.json new file mode 100644 index 0000000..2bccad9 --- /dev/null +++ b/strategies/alchemy/alchemy_temur_dragons/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "midrange", + "ramp" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "Temur Dragon ramp/midrange with flying finishers and removal", + "created_at": 1781275476, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "alchemy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Alchemy Temur Dragons distinct metagame coverage: Temur Dragon ramp/midrange with flying finishers and removal", + "event_date": "2026-06-12T12:59:58+02:00", + "event_name": "MTG Arena [A] Gabancho Omens deck, by Gary3k", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 17, + "mtgdecks_archetype_url": "https://mtgdecks.net/Alchemy/a-gabancho-omens-decklist-by-gary3k-2619753", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "temur-dragons", + "source_format": "alchemy", + "source_name": "MTGDecks Alchemy Metagame", + "source_url": "https://mtgdecks.net/Alchemy/a-gabancho-omens-decklist-by-gary3k-2619753" + }, + "strategy_id": "alchemy_temur_dragons", + "strategy_label": "Temur Dragons", + "tags": [ + "midrange", + "ramp" + ], + "validation_warnings": [ + "Alchemy is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/alchemy/alchemy_temur_dragons/1/reflection.md b/strategies/alchemy/alchemy_temur_dragons/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/alchemy/alchemy_temur_dragons/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_ajani_nacatl_pariah/1/decklist.txt b/strategies/brawl/brawl_ajani_nacatl_pariah/1/decklist.txt new file mode 100644 index 0000000..41122ce --- /dev/null +++ b/strategies/brawl/brawl_ajani_nacatl_pariah/1/decklist.txt @@ -0,0 +1,98 @@ +Main (100) +1 Ajani, Nacatl Pariah +1 Guide of Souls +1 Weaponize the Monsters +1 Arena of Glory +1 Arid Mesa +1 Battlefield Forge +1 Bloodstained Mire +1 Broadside Bombardiers +1 Forge Devil +1 Castle Embereth +1 Cavern of Souls +1 Chain Lightning +1 Chained to the Rocks +1 Thraben Charm +1 Clifftop Retreat +1 Collateral Damage +1 Command Tower +1 Den of the Bugbear +1 Dusk Rose Reliquary +1 Eiganjo, Seat of the Empire +1 Elegant Parlor +1 Squee, Dubious Monarch +1 Fanatical Firebrand +1 Flame Slash +1 Flooded Strand +1 Barrage of Expendables +1 Fury +1 Gemstone Caverns +1 Warleader's Call +1 Chainsaw +1 Goblin Bombardment +1 Gut, True Soul Zealot +1 Inspiring Vantage +1 Grim Lavamancer +1 Kellan, Planar Trailblazer +1 Laelia, the Blade Reforged +1 Lightning Bolt +1 Merry, Esquire of Rohan +1 Mana Tithe +1 Marsh Flats +5 Mountain +1 Mox Amber +1 Multiversal Passage +1 Needleverge Pathway +1 Torch the Tower +1 Patriar's Humiliation +1 Anim Pakal, Thousandth Moon +1 Phlage, Titan of Fire's Fury +2 Plains +1 Prismatic Vista +1 Pyrogoyf +1 Ragavan, Nimble Pilferer +1 Rahilda, Wanted Cutthroat +1 Stormforged Armor +1 Reckless Rage +1 Molten Impact +1 Ruby Collector +1 Sacred Foundry +1 Scalding Tarn +1 Screaming Nemesis +1 Masked Meower +1 Sokenzan, Crucible of Defiance +1 Barbed Batterfist +1 Stadium Headliner +1 Starting Town +1 Static Prison +1 Hired Claw +1 Shatterskull Smashing +1 Sunbaked Canyon +1 Sunbillow Verge +1 Sundering Eruption +1 Swords to Plowshares +1 Tajic, Legion's Valor +1 Unwanted Remake +1 Fable of the Mirror-Breaker +1 Voice of Victory +1 Sear +1 Windswept Heath +1 Witch Enchanter +1 Wooded Foothills +1 Cinder Strike +1 Spider-Punk +1 Kari Zev, Crew of Two +1 Arabella, Abandoned Doll +1 Thran Portal +1 Seasoned Pyromancer +1 Mana Confluence +1 Pinnacle Monk +1 Hexing Squelcher +1 Searslicer Goblin +1 Invasion of Tarkir +1 Cloud, Midgar Mercenary +1 Lithomantic Barrage +1 Erode +1 Fear of Missing Out + +Sideboard (0) diff --git a/strategies/brawl/brawl_ajani_nacatl_pariah/1/first_principles.md b/strategies/brawl/brawl_ajani_nacatl_pariah/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_ajani_nacatl_pariah/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_ajani_nacatl_pariah/1/guide.md b/strategies/brawl/brawl_ajani_nacatl_pariah/1/guide.md new file mode 100644 index 0000000..65e654f --- /dev/null +++ b/strategies/brawl/brawl_ajani_nacatl_pariah/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Ajani, Nacatl Pariah. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: combo. Commander: Ajani, Nacatl Pariah. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Ajani, Nacatl Pariah brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Ajani, Nacatl Pariah brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: enchantment. +- Main cards to classify during guide refinement: Ajani, Nacatl Pariah, Guide of Souls, Weaponize the Monsters, Arena of Glory, Arid Mesa, Battlefield Forge, Bloodstained Mire, Broadside Bombardiers, Forge Devil, Castle Embereth, Cavern of Souls, Chain Lightning, Chained to the Rocks, Thraben Charm, Clifftop Retreat, Collateral Damage, Command Tower, Den of the Bugbear. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Ajani, Nacatl Pariah, Guide of Souls, Weaponize the Monsters, Arena of Glory, Arid Mesa, Battlefield Forge, Bloodstained Mire, Broadside Bombardiers, Forge Devil, Castle Embereth, Cavern of Souls, Chain Lightning, Chained to the Rocks, Thraben Charm, Clifftop Retreat, Collateral Damage, Command Tower, Den of the Bugbear. + +## 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 Arid Mesa, 1 Castle Embereth, 1 Cavern of Souls, 1 Command Tower, 1 Den of the Bugbear, 1 Flooded Strand, 1 Gemstone Caverns, 1 Needleverge Pathway, 1 Torch the Tower, 1 Prismatic Vista, 1 Sacred Foundry, 1 Scalding Tarn, 1 Sunbillow Verge, 1 Windswept Heath. +- 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: Ajani, Nacatl Pariah, Guide of Souls, Weaponize the Monsters, Arena of Glory, Arid Mesa, Battlefield Forge, Bloodstained Mire, Broadside Bombardiers, Forge Devil, Castle Embereth, Cavern of Souls, Chain Lightning, Chained to the Rocks, Thraben Charm, Clifftop Retreat, Collateral Damage, Command Tower, Den of the Bugbear. +- 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: Ajani, Nacatl Pariah, Guide of Souls, Weaponize the Monsters, Arena of Glory, Arid Mesa, Battlefield Forge, Bloodstained Mire, Broadside Bombardiers, Forge Devil, Castle Embereth, Cavern of Souls, Chain Lightning, Chained to the Rocks, Thraben Charm, Clifftop Retreat, Collateral Damage, Command Tower, Den of the Bugbear? +- 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? diff --git a/strategies/brawl/brawl_ajani_nacatl_pariah/1/metadata.json b/strategies/brawl/brawl_ajani_nacatl_pariah/1/metadata.json new file mode 100644 index 0000000..0f7a98c --- /dev/null +++ b/strategies/brawl/brawl_ajani_nacatl_pariah/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "Ajani, Nacatl Pariah brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276867, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Ajani, Nacatl Pariah", + "coverage_reason": "brawl source staging for distinct command-zone strategy Ajani, Nacatl Pariah; import blocked until singleton runtime support lands.", + "event_name": "Ajani, Nacatl Pariah\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-ajani-nacatl-pariah#paper" + }, + "strategy_id": "brawl_ajani_nacatl_pariah", + "strategy_label": "Ajani, Nacatl Pariah", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_ajani_nacatl_pariah/1/reflection.md b/strategies/brawl/brawl_ajani_nacatl_pariah/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_ajani_nacatl_pariah/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_aziza_mage_tower_captain/1/decklist.txt b/strategies/brawl/brawl_aziza_mage_tower_captain/1/decklist.txt new file mode 100644 index 0000000..b124afc --- /dev/null +++ b/strategies/brawl/brawl_aziza_mage_tower_captain/1/decklist.txt @@ -0,0 +1,79 @@ +Main (100) +1 Aziza, Mage Tower Captain +13 Plains +13 Mountain +1 Get Lost +1 Servo Exhibition +1 Raise the Alarm +1 Bovine Intervention +1 Hop to It +1 Stroke of Midnight +1 The Battle of Bywater +1 Sram's Expertise +1 Arcane Signet +1 Ral's Reinforcements +1 Krenko's Command +1 Hordeling Outburst +1 Empty the Warrens +1 Frontline Rush +1 Artist's Talent +1 Song of Totentanz +1 Heroic Reinforcements +1 Form a Posse +1 Ocelot Pride +1 Cosmogrand Zenith +1 Caretaker's Talent +1 Monastery Mentor +1 Sundown Pass +1 Enduring Innocence +1 Swords to Plowshares +1 Mondrak, Glory Dominus +1 Castle Embereth +1 Teferi's Protection +1 Elspeth, Storm Slayer +1 Moogles' Valor +1 Dragonmaster Outcast +1 Eiganjo, Seat of the Empire +1 Expel the Interlopers +1 Esper Sentinel +1 Moonshaker Cavalry +1 Young Pyromancer +1 Storm-Kiln Artist +1 Impact Tremors +1 Shocking Sharpshooter +1 Raphael, Tough Turtle +1 Guide of Souls +1 Hinterland Sanctifier +1 Lunarch Veteran +1 Soul Warden +1 Haliya, Guided by Light +1 Lifecreed Duo +1 Authority of the Consuls +1 Grapeshot +1 Jeska's Will +1 Banefire +1 Path to Exile +1 Elegant Parlor +1 Exorcise +1 Quarrel's End +1 Lightning Bolt +1 Strike It Rich +1 Abrade +1 Sear +1 Thrill of Possibility +1 Rebel Salvo +1 Rip Apart +1 Mind Stone +1 Seize the Spoils +1 Demand Answers +1 Highway Robbery +1 Big Score +1 Sunbillow Verge +1 Sacred Foundry +1 Arid Mesa +1 Fabled Passage +1 Needleverge Pathway +1 Primal Amulet +1 Command Tower + +Sideboard (0) diff --git a/strategies/brawl/brawl_aziza_mage_tower_captain/1/first_principles.md b/strategies/brawl/brawl_aziza_mage_tower_captain/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_aziza_mage_tower_captain/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_aziza_mage_tower_captain/1/guide.md b/strategies/brawl/brawl_aziza_mage_tower_captain/1/guide.md new file mode 100644 index 0000000..e6b5552 --- /dev/null +++ b/strategies/brawl/brawl_aziza_mage_tower_captain/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Aziza, Mage Tower Captain. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: combo, tribal. Commander: Aziza, Mage Tower Captain. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Aziza, Mage Tower Captain brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Aziza, Mage Tower Captain brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Plains, Mountain, Get Lost, Servo Exhibition, Raise the Alarm, Bovine Intervention, Hop to It, Stroke of Midnight, The Battle of Bywater, Sram's Expertise, Arcane Signet, Ral's Reinforcements, Krenko's Command, Hordeling Outburst, Empty the Warrens, Frontline Rush, Artist's Talent, Song of Totentanz. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Plains, Mountain, Get Lost, Servo Exhibition, Raise the Alarm, Bovine Intervention, Hop to It, Stroke of Midnight, The Battle of Bywater, Sram's Expertise, Arcane Signet, Ral's Reinforcements, Krenko's Command, Hordeling Outburst, Empty the Warrens, Frontline Rush, Artist's Talent, Song of Totentanz. + +## 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 Krenko's Command, 1 Castle Embereth, 1 Hinterland Sanctifier, 1 Soul Warden, 1 Sunbillow Verge, 1 Sacred Foundry, 1 Arid Mesa, 1 Needleverge Pathway, 1 Command Tower, 1 Aziza, Mage Tower Captain. +- 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: Plains, Mountain, Get Lost, Servo Exhibition, Raise the Alarm, Bovine Intervention, Hop to It, Stroke of Midnight, The Battle of Bywater, Sram's Expertise, Arcane Signet, Ral's Reinforcements, Krenko's Command, Hordeling Outburst, Empty the Warrens, Frontline Rush, Artist's Talent, Song of Totentanz. +- 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: Plains, Mountain, Get Lost, Servo Exhibition, Raise the Alarm, Bovine Intervention, Hop to It, Stroke of Midnight, The Battle of Bywater, Sram's Expertise, Arcane Signet, Ral's Reinforcements, Krenko's Command, Hordeling Outburst, Empty the Warrens, Frontline Rush, Artist's Talent, Song of Totentanz? +- 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? diff --git a/strategies/brawl/brawl_aziza_mage_tower_captain/1/metadata.json b/strategies/brawl/brawl_aziza_mage_tower_captain/1/metadata.json new file mode 100644 index 0000000..7d2883f --- /dev/null +++ b/strategies/brawl/brawl_aziza_mage_tower_captain/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "Aziza, Mage Tower Captain brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276916, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Aziza, Mage Tower Captain", + "coverage_reason": "brawl source staging for distinct command-zone strategy Aziza, Mage Tower Captain; import blocked until singleton runtime support lands.", + "event_name": "Aziza, Mage Tower Captain Historic Brawl Arena\nby MegaDodo", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-aziza-mage-tower-captain#paper" + }, + "strategy_id": "brawl_aziza_mage_tower_captain", + "strategy_label": "Aziza, Mage Tower Captain", + "tags": [ + "combo", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_aziza_mage_tower_captain/1/reflection.md b/strategies/brawl/brawl_aziza_mage_tower_captain/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_aziza_mage_tower_captain/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_etali_primal_conqueror/1/decklist.txt b/strategies/brawl/brawl_etali_primal_conqueror/1/decklist.txt new file mode 100644 index 0000000..4da024f --- /dev/null +++ b/strategies/brawl/brawl_etali_primal_conqueror/1/decklist.txt @@ -0,0 +1,77 @@ +Main (100) +1 Etali, Primal Conqueror +14 Mountain +1 Stomping Ground +1 Mirage Mesa +1 Great Divide Guide +14 Forest +1 Ilysian Caryatid +1 Ixalli's Lorekeeper +1 Utopia Sprawl +1 Goldhound +1 Intrepid Stablemaster +1 Poison Dart Frog +1 Invasion of Zendikar +1 Loot, Exuberant Explorer +1 Nissa, Resurgent Animist +1 Mona Lisa, Science Geek +1 Leyline of Abundance +1 Arcane Signet +1 Chromatic Lantern +1 Command Tower +1 The Celestus +1 Nykthos, Shrine to Nyx +1 Roaming Throne +1 Trumpeting Carnosaur +1 Hit the Mother Lode +1 Hidden Nursery +1 Hidden Volcano +1 Curator of Sun's Creation +1 Geological Appraiser +1 Etali's Favor +1 Pinnacle Kill-Ship +1 Cloud Key +1 Helm of the Host +1 Quicksilver Amulet +1 Cityscape Leveler +1 Sundering Titan +1 Meteor Golem +1 Devourer of Destiny +1 Questing Druid +1 Writhing Chrysalis +1 Commercial District +1 Copperline Gorge +1 Bristling Backwoods +1 Raiding Schemes +1 Wooded Ridgeline +1 Rockfall Vale +1 Temple of Abandon +1 Raucous Audience +1 Archdruid's Charm +1 Koth, Fire of Resistance +1 Threats Undetected +1 Titania's Command +1 Spinewoods Armadillo +1 Evolving Door +1 Rocksteady, Crash Courser +1 Rabbit Battery +1 Abrade +1 Bitter Reunion +1 Professional Face-Breaker +1 Fanatic of Mogis +1 Rampaging Raptor +1 Urabrask +1 Burn Down the House +1 Lukka, Coppercoat Outcast +1 Purphoros, Bronze-Blooded +1 Quakebringer +1 Etali, Primal Storm +1 Chandra, Awakened Inferno +1 Elvish Mystic +1 Llanowar Elves +1 Emergent Sequence +1 Grapple with the Past +1 Bramble Familiar +1 Cultivate + +Sideboard (0) diff --git a/strategies/brawl/brawl_etali_primal_conqueror/1/first_principles.md b/strategies/brawl/brawl_etali_primal_conqueror/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_etali_primal_conqueror/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_etali_primal_conqueror/1/guide.md b/strategies/brawl/brawl_etali_primal_conqueror/1/guide.md new file mode 100644 index 0000000..6eee633 --- /dev/null +++ b/strategies/brawl/brawl_etali_primal_conqueror/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Etali, Primal Conqueror. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: burn, combo, ramp. Commander: Etali, Primal Conqueror. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Etali, Primal Conqueror brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a burn, combo, ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Etali, Primal Conqueror brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: burn, combo, ramp. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Mountain, Stomping Ground, Mirage Mesa, Great Divide Guide, Forest, Ilysian Caryatid, Ixalli's Lorekeeper, Utopia Sprawl, Goldhound, Intrepid Stablemaster, Poison Dart Frog, Invasion of Zendikar, Loot, Exuberant Explorer, Nissa, Resurgent Animist, Mona Lisa, Science Geek, Leyline of Abundance, Arcane Signet, Chromatic Lantern. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with burn, combo, ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Mountain, Stomping Ground, Mirage Mesa, Great Divide Guide, Forest, Ilysian Caryatid, Ixalli's Lorekeeper, Utopia Sprawl, Goldhound, Intrepid Stablemaster, Poison Dart Frog, Invasion of Zendikar, Loot, Exuberant Explorer, Nissa, Resurgent Animist, Mona Lisa, Science Geek, Leyline of Abundance, Arcane Signet, Chromatic 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 Mirage Mesa, 1 Command Tower, 1 Nykthos, Shrine to Nyx, 1 Hidden Nursery, 1 Hidden Volcano, 1 Titania's Command. +- 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: Mountain, Stomping Ground, Mirage Mesa, Great Divide Guide, Forest, Ilysian Caryatid, Ixalli's Lorekeeper, Utopia Sprawl, Goldhound, Intrepid Stablemaster, Poison Dart Frog, Invasion of Zendikar, Loot, Exuberant Explorer, Nissa, Resurgent Animist, Mona Lisa, Science Geek, Leyline of Abundance, Arcane Signet, Chromatic 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: Mountain, Stomping Ground, Mirage Mesa, Great Divide Guide, Forest, Ilysian Caryatid, Ixalli's Lorekeeper, Utopia Sprawl, Goldhound, Intrepid Stablemaster, Poison Dart Frog, Invasion of Zendikar, Loot, Exuberant Explorer, Nissa, Resurgent Animist, Mona Lisa, Science Geek, Leyline of Abundance, Arcane Signet, Chromatic 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? diff --git a/strategies/brawl/brawl_etali_primal_conqueror/1/metadata.json b/strategies/brawl/brawl_etali_primal_conqueror/1/metadata.json new file mode 100644 index 0000000..73d25a8 --- /dev/null +++ b/strategies/brawl/brawl_etali_primal_conqueror/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "burn", + "combo", + "ramp" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "Etali, Primal Conqueror brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276910, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Etali, Primal Conqueror", + "coverage_reason": "brawl source staging for distinct command-zone strategy Etali, Primal Conqueror; import blocked until singleton runtime support lands.", + "event_name": "Etali\nby AnthStov", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-etali-primal-conqueror#paper" + }, + "strategy_id": "brawl_etali_primal_conqueror", + "strategy_label": "Etali, Primal Conqueror", + "tags": [ + "burn", + "combo", + "ramp" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_etali_primal_conqueror/1/reflection.md b/strategies/brawl/brawl_etali_primal_conqueror/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_etali_primal_conqueror/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_giada_font_of_hope/1/decklist.txt b/strategies/brawl/brawl_giada_font_of_hope/1/decklist.txt new file mode 100644 index 0000000..7e83c53 --- /dev/null +++ b/strategies/brawl/brawl_giada_font_of_hope/1/decklist.txt @@ -0,0 +1,69 @@ +Main (100) +1 Giada, Font of Hope +35 Plains +1 Lightstall Inquisitor +1 Segovian Angel +1 Valkyrie Harbinger +1 Serra's Emissary +1 Angel of Unity +1 Angelic Cub +1 Speaker of the Heavens +1 Bishop of Wings +1 Youthful Valkyrie +1 Serra's Guardian +1 Sanctuary Warden +1 Angel of Vitality +1 Angel of Eternal Dawn +1 Dazzling Angel +1 Emancipation Angel +1 Serra the Benevolent +1 Crib Swap +1 Lulu, Forgetful Hollyphant +1 Inspiring Overseer +1 Resplendent Angel +1 Holy Cow +1 Resplendent Marshal +1 Righteous Valkyrie +1 Skyline Savior +1 Starnheim Aspirant +1 Champions of Tyr +1 Starnheim Unleashed +1 Linvala, Keeper of Silence +1 Angelic Guardian +1 Emeria Captain +1 Serra Paragon +1 Stalwart Valkyrie +1 Vanguard Seraph +1 Angel of Destiny +1 Eiganjo, Seat of the Empire +1 Sustainer of the Realm +1 Angel of Invention +1 Angel of Grace +1 Angel of the Dawn +1 Angel of Sanctions +1 Baneslayer Angel +1 Boon-Bringer Valkyrie +1 Exalted Sunborn +1 Enduring Angel +1 Lyra Dawnbringer +1 Serra Redeemer +1 Sigardian Savior +1 Starfield Shepherd +1 Oketra's Monument +1 Pearl Medallion +1 Metallic Mimic +1 Cloud Key +1 Herald's Horn +1 Urza's Incubator +1 Roaming Throne +1 Arcane Signet +1 Coldsteel Heart +1 Pillar of Origins +1 Mind Stone +1 Nykthos, Shrine to Nyx +1 Nyx Lotus +1 Castle Ardenvale +1 Emeria's Call +1 Platinum Angel + +Sideboard (0) diff --git a/strategies/brawl/brawl_giada_font_of_hope/1/first_principles.md b/strategies/brawl/brawl_giada_font_of_hope/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_giada_font_of_hope/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_giada_font_of_hope/1/guide.md b/strategies/brawl/brawl_giada_font_of_hope/1/guide.md new file mode 100644 index 0000000..9dc1051 --- /dev/null +++ b/strategies/brawl/brawl_giada_font_of_hope/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Giada, Font of Hope. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Giada, Font of Hope. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Giada, Font of Hope brawl singleton command-zone strategy; exact guide pending command-zone 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: Giada, Font of Hope brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Giada, Font of Hope, Plains, Lightstall Inquisitor, Segovian Angel, Valkyrie Harbinger, Serra's Emissary, Angel of Unity, Angelic Cub, Speaker of the Heavens, Bishop of Wings, Youthful Valkyrie, Serra's Guardian, Sanctuary Warden, Angel of Vitality, Angel of Eternal Dawn, Dazzling Angel, Emancipation Angel, Serra the Benevolent. +- 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: Giada, Font of Hope, Plains, Lightstall Inquisitor, Segovian Angel, Valkyrie Harbinger, Serra's Emissary, Angel of Unity, Angelic Cub, Speaker of the Heavens, Bishop of Wings, Youthful Valkyrie, Serra's Guardian, Sanctuary Warden, Angel of Vitality, Angel of Eternal Dawn, Dazzling Angel, Emancipation Angel, Serra the Benevolent. + +## 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 Sanctuary Warden, 1 Resplendent Angel, 1 Resplendent Marshal, 1 Starnheim Aspirant, 1 Starnheim Unleashed, 1 Nykthos, Shrine to Nyx, 1 Castle Ardenvale. +- 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: Giada, Font of Hope, Plains, Lightstall Inquisitor, Segovian Angel, Valkyrie Harbinger, Serra's Emissary, Angel of Unity, Angelic Cub, Speaker of the Heavens, Bishop of Wings, Youthful Valkyrie, Serra's Guardian, Sanctuary Warden, Angel of Vitality, Angel of Eternal Dawn, Dazzling Angel, Emancipation Angel, Serra the Benevolent. +- 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: Giada, Font of Hope, Plains, Lightstall Inquisitor, Segovian Angel, Valkyrie Harbinger, Serra's Emissary, Angel of Unity, Angelic Cub, Speaker of the Heavens, Bishop of Wings, Youthful Valkyrie, Serra's Guardian, Sanctuary Warden, Angel of Vitality, Angel of Eternal Dawn, Dazzling Angel, Emancipation Angel, Serra the Benevolent? +- 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? diff --git a/strategies/brawl/brawl_giada_font_of_hope/1/metadata.json b/strategies/brawl/brawl_giada_font_of_hope/1/metadata.json new file mode 100644 index 0000000..60a8959 --- /dev/null +++ b/strategies/brawl/brawl_giada_font_of_hope/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W" + ], + "concept_text": "Giada, Font of Hope brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276873, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Giada, Font of Hope", + "coverage_reason": "brawl source staging for distinct command-zone strategy Giada, Font of Hope; import blocked until singleton runtime support lands.", + "event_name": "Giada\nby Jeterey", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-giada-font-of-hope#paper" + }, + "strategy_id": "brawl_giada_font_of_hope", + "strategy_label": "Giada, Font of Hope", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_giada_font_of_hope/1/reflection.md b/strategies/brawl/brawl_giada_font_of_hope/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_giada_font_of_hope/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_grumgully_the_generous/1/decklist.txt b/strategies/brawl/brawl_grumgully_the_generous/1/decklist.txt new file mode 100644 index 0000000..3b2a133 --- /dev/null +++ b/strategies/brawl/brawl_grumgully_the_generous/1/decklist.txt @@ -0,0 +1,84 @@ +Main (100) +1 Grumgully, the Generous +10 Mountain +11 Forest +1 Thirsting Roots +1 Cankerbloom +1 Pollenbright Druid +1 Evolution Sage +1 Bloom Hulk +1 Karn's Bastion +1 Adaptive Sporesinger +1 Volt Charge +1 Scythecat Cub +1 Ferocity of the Wilds +1 God-Eternal Rhonas +1 Goro-Goro, Disciple of Ryusei +1 Ilharg, the Raze-Boar +1 Inspiring Call +1 Embercleave +1 Goreclaw, Terror of Qal Sisma +1 Defiler of Vigor +1 Gruul Spellbreaker +1 Minsc & Boo, Timeless Heroes +1 Quartzwood Crasher +1 Krenko, Tin Street Kingpin +1 Garruk's Uprising +1 Birds of Paradise +1 Delighted Halfling +1 Elvish Mystic +1 Llanowar Elves +1 Fanatic of Rhonas +1 Tender Wildguide +1 Circle of Dreams Druid +1 Scute Swarm +1 Selvala, Heart of the Wilds +1 Castle Garenbrig +1 Wandertale Mentor +1 Cinder Glade +1 Commercial District +1 Copperline Gorge +1 Cragcrown Pathway +1 Game Trail +1 Rootbound Crag +1 Stomping Ground +1 Khenra Charioteer +1 Thundering Raiju +1 Basking Broodscale +1 Bristly Bill, Spine Sower +1 Gala Greeters +1 Ranger Class +1 Wildborn Preserver +1 Rishkar, Peema Renegade +1 Rhythm of the Wild +1 Esika's Chariot +1 Zhur-Taa Goblin +1 Legion Warboss +1 Arid Mesa +1 Fabled Passage +1 Bloodstained Mire +1 Misty Rainforest +1 Prismatic Vista +1 Scalding Tarn +1 Verdant Catacombs +1 Windswept Heath +1 Wooded Foothills +1 Kodama of the West Tree +1 Hardened Scales +1 Heroic Intervention +1 Enduring Courage +1 Tannuk, Steadfast Second +1 Gruff Triplets +1 Arlinn, the Pack's Hope +1 Inscription of Abundance +1 Domri, Anarch of Bolas +1 Utopia Sprawl +1 In Search of Greatness +1 Ozolith, the Shattered Spire +1 Sazh Katzroy +1 Bloated Contaminator +1 Anax, Hardened in the Forge +1 Artillery Enthusiast +1 Invigorating Hot Spring + +Sideboard (0) diff --git a/strategies/brawl/brawl_grumgully_the_generous/1/first_principles.md b/strategies/brawl/brawl_grumgully_the_generous/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_grumgully_the_generous/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_grumgully_the_generous/1/guide.md b/strategies/brawl/brawl_grumgully_the_generous/1/guide.md new file mode 100644 index 0000000..3e42dd9 --- /dev/null +++ b/strategies/brawl/brawl_grumgully_the_generous/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Grumgully, the Generous. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: midrange. Commander: Grumgully, the Generous. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Grumgully, the Generous brawl singleton command-zone strategy; exact guide pending command-zone 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: Grumgully, the Generous brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Grumgully, the Generous, Mountain, Forest, Thirsting Roots, Cankerbloom, Pollenbright Druid, Evolution Sage, Bloom Hulk, Karn's Bastion, Adaptive Sporesinger, Volt Charge, Scythecat Cub, Ferocity of the Wilds, God-Eternal Rhonas, Goro-Goro, Disciple of Ryusei, Ilharg, the Raze-Boar, Inspiring Call, Embercleave. +- 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: Grumgully, the Generous, Mountain, Forest, Thirsting Roots, Cankerbloom, Pollenbright Druid, Evolution Sage, Bloom Hulk, Karn's Bastion, Adaptive Sporesinger, Volt Charge, Scythecat Cub, Ferocity of the Wilds, God-Eternal Rhonas, Goro-Goro, Disciple of Ryusei, Ilharg, the Raze-Boar, Inspiring Call, Embercleave. + +## 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 Castle Garenbrig, 1 Cragcrown Pathway, 1 Arid Mesa, 1 Prismatic Vista, 1 Scalding Tarn, 1 Verdant Catacombs, 1 Windswept Heath, 1 Hardened Scales, 1 Anax, Hardened in the Forge. +- 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: Grumgully, the Generous, Mountain, Forest, Thirsting Roots, Cankerbloom, Pollenbright Druid, Evolution Sage, Bloom Hulk, Karn's Bastion, Adaptive Sporesinger, Volt Charge, Scythecat Cub, Ferocity of the Wilds, God-Eternal Rhonas, Goro-Goro, Disciple of Ryusei, Ilharg, the Raze-Boar, Inspiring Call, Embercleave. +- 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: Grumgully, the Generous, Mountain, Forest, Thirsting Roots, Cankerbloom, Pollenbright Druid, Evolution Sage, Bloom Hulk, Karn's Bastion, Adaptive Sporesinger, Volt Charge, Scythecat Cub, Ferocity of the Wilds, God-Eternal Rhonas, Goro-Goro, Disciple of Ryusei, Ilharg, the Raze-Boar, Inspiring Call, Embercleave? +- 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? diff --git a/strategies/brawl/brawl_grumgully_the_generous/1/metadata.json b/strategies/brawl/brawl_grumgully_the_generous/1/metadata.json new file mode 100644 index 0000000..ac79cd8 --- /dev/null +++ b/strategies/brawl/brawl_grumgully_the_generous/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "Grumgully, the Generous brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276885, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Grumgully, the Generous", + "coverage_reason": "brawl source staging for distinct command-zone strategy Grumgully, the Generous; import blocked until singleton runtime support lands.", + "event_name": "Grums Generous Portions\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-grumgully-the-generous#paper" + }, + "strategy_id": "brawl_grumgully_the_generous", + "strategy_label": "Grumgully, the Generous", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_grumgully_the_generous/1/reflection.md b/strategies/brawl/brawl_grumgully_the_generous/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_grumgully_the_generous/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_katara_waterbending_master/1/decklist.txt b/strategies/brawl/brawl_katara_waterbending_master/1/decklist.txt new file mode 100644 index 0000000..d521d60 --- /dev/null +++ b/strategies/brawl/brawl_katara_waterbending_master/1/decklist.txt @@ -0,0 +1,75 @@ +Main (100) +1 Katara, Waterbending Master +29 Island +1 Brainstorm +1 Secret Identity +1 Spell Pierce +1 Wash Away +1 Fading Hope +1 Consider +1 Mystical Tutor +1 Stifle +1 Force Spike +1 Counterspell +1 Witness Protection +1 Memory Lapse +1 Mana Leak +1 Into the Flood Maw +1 Tale's End +1 Shore Up +1 Force of Negation +1 Mystical Dispute +1 Long River's Pull +1 Subtlety +1 Cunning Azurescale +1 Stern Dismissal +1 Brazen Borrower +1 Malcolm, Alluring Scoundrel +1 Snapcaster Mage +1 Peek +1 Spell Snare +1 Unable to Scream +1 Vendilion Clique +1 Tishana's Tidebinder +1 Cavern of Souls +1 Flooded Strand +1 Gemstone Caverns +1 Polluted Delta +1 Misty Rainforest +1 Scalding Tarn +1 Magic Damper +1 Saiba Syphoner +1 Otawara, Soaring City +1 Mystic Sanctuary +1 Sink into Stupor +1 Temporal Manipulation +1 Cryptic Command +1 Impulse +1 Opt +1 Harbinger of the Seas +1 Glorious Gale +1 Octopus Form +1 Slip Out the Back +1 Fresh Start +1 Mox Amber +1 Astrologian's Planisphere +1 Change the Equation +1 Talion's Throneguard +1 Hydroelectric Specimen +1 Concerted Defense +1 Essence Flux +1 Unsubstantiate +1 Sea Gate Restoration +1 Bounce Off +1 Stern Scolding +1 Venser, Shaper Savant +1 Brainsurge +1 Thought Scour +1 Consult the Star Charts +1 Remand +1 Annul +1 Agna Qel'a +1 Cyclonic Rift +1 Wan Shi Tong, Librarian + +Sideboard (0) diff --git a/strategies/brawl/brawl_katara_waterbending_master/1/first_principles.md b/strategies/brawl/brawl_katara_waterbending_master/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_katara_waterbending_master/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_katara_waterbending_master/1/guide.md b/strategies/brawl/brawl_katara_waterbending_master/1/guide.md new file mode 100644 index 0000000..c5ad620 --- /dev/null +++ b/strategies/brawl/brawl_katara_waterbending_master/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Katara, Waterbending Master. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: combo, control. Commander: Katara, Waterbending Master. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Katara, Waterbending Master brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Katara, Waterbending Master brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Katara, Waterbending Master, Island, Brainstorm, Secret Identity, Spell Pierce, Wash Away, Fading Hope, Consider, Mystical Tutor, Stifle, Force Spike, Counterspell, Witness Protection, Memory Lapse, Mana Leak, Into the Flood Maw, Tale's End, Shore Up. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Katara, Waterbending Master, Island, Brainstorm, Secret Identity, Spell Pierce, Wash Away, Fading Hope, Consider, Mystical Tutor, Stifle, Force Spike, Counterspell, Witness Protection, Memory Lapse, Mana Leak, Into the Flood Maw, Tale's End, Shore Up. + +## 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 Secret Identity, 1 Cavern of Souls, 1 Flooded Strand, 1 Gemstone Caverns, 1 Polluted Delta, 1 Scalding Tarn, 1 Cryptic Command, 1 Sea Gate Restoration. +- 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: Katara, Waterbending Master, Island, Brainstorm, Secret Identity, Spell Pierce, Wash Away, Fading Hope, Consider, Mystical Tutor, Stifle, Force Spike, Counterspell, Witness Protection, Memory Lapse, Mana Leak, Into the Flood Maw, Tale's End, Shore Up. +- 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: Katara, Waterbending Master, Island, Brainstorm, Secret Identity, Spell Pierce, Wash Away, Fading Hope, Consider, Mystical Tutor, Stifle, Force Spike, Counterspell, Witness Protection, Memory Lapse, Mana Leak, Into the Flood Maw, Tale's End, Shore Up? +- 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? diff --git a/strategies/brawl/brawl_katara_waterbending_master/1/metadata.json b/strategies/brawl/brawl_katara_waterbending_master/1/metadata.json new file mode 100644 index 0000000..daf8c41 --- /dev/null +++ b/strategies/brawl/brawl_katara_waterbending_master/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U" + ], + "concept_text": "Katara, Waterbending Master brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276854, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Katara, Waterbending Master", + "coverage_reason": "brawl source staging for distinct command-zone strategy Katara, Waterbending Master; import blocked until singleton runtime support lands.", + "event_name": "Srance\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-katara-waterbending-master#paper" + }, + "strategy_id": "brawl_katara_waterbending_master", + "strategy_label": "Katara, Waterbending Master", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_katara_waterbending_master/1/reflection.md b/strategies/brawl/brawl_katara_waterbending_master/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_katara_waterbending_master/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_professor_dellian_fel/1/decklist.txt b/strategies/brawl/brawl_professor_dellian_fel/1/decklist.txt new file mode 100644 index 0000000..17b0c29 --- /dev/null +++ b/strategies/brawl/brawl_professor_dellian_fel/1/decklist.txt @@ -0,0 +1,79 @@ +Main (100) +1 Professor Dellian Fel +13 Swamp +13 Forest +1 Moseo, Vein's New Dean +1 Blood Artist +1 Starscape Cleric +1 Zulaport Cutthroat +1 Withering Curse +1 Greedy Freebooter +1 Marauding Blight-Priest +1 Virtue of Persistence +1 Sephiroth, Fabled SOLDIER +1 Enduring Tenacity +1 Dream Beavers +1 Nightmare's Thirst +1 Sheoldred, the Apocalypse +1 Bloodthirsty Conqueror +1 Exquisite Blood +1 Sanguine Bond +1 Virulent Emissary +1 Druid Class +1 Comforting Counsel +1 Prosperous Innkeeper +1 Kazandu Nectarpot +1 Gala Greeters +1 Eumidian Terrabotanist +1 Gruesome Realization +1 The Great Henge +1 Dina, Soul Steeper +1 The One Ring +1 Bogwater Lumaret +1 Essenceknit Scholar +1 Studious First-Year +1 Night's Whisper +1 Cultivate +1 Shared Roots +1 Farseek +1 Birds of Paradise +1 Delighted Halfling +1 Bloom Tender +1 Sylvan Caryatid +1 Painful Bond +1 Read the Bones +1 Exsanguinate +1 Witherbloom Charm +1 Circuit Mender +1 Tamiyo's Safekeeping +1 Lembas +1 Dark Ritual +1 Reanimate +1 Llanowar Elves +1 Toxic Deluge +1 Blasphemous Edict +1 Rise of the Dark Realms +1 Heroic Intervention +1 Assassin's Trophy +1 Casualties of War +1 Bail Out +1 Village Rites +1 Deadly Dispute +1 Bitter Triumph +1 Epic Downfall +1 Victimize +1 Costly Plunder +1 Arcane Signet +1 Nissa, Vastwood Seer +1 Phyrexian Tower +1 Boseiju, Who Endures +1 Deathcap Glade +1 Overgrown Tomb +1 Underground Mortuary +1 Woodland Cemetery +1 Wastewood Verge +1 Fabled Passage +1 Polluted Delta +1 Wooded Foothills + +Sideboard (0) diff --git a/strategies/brawl/brawl_professor_dellian_fel/1/first_principles.md b/strategies/brawl/brawl_professor_dellian_fel/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_professor_dellian_fel/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_professor_dellian_fel/1/guide.md b/strategies/brawl/brawl_professor_dellian_fel/1/guide.md new file mode 100644 index 0000000..4ad7159 --- /dev/null +++ b/strategies/brawl/brawl_professor_dellian_fel/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Professor Dellian Fel. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: midrange, graveyard. Commander: Professor Dellian Fel. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Professor Dellian Fel brawl singleton command-zone strategy; exact guide pending command-zone 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: Professor Dellian Fel brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: graveyard. +- Main cards to classify during guide refinement: Swamp, Forest, Moseo, Vein's New Dean, Blood Artist, Starscape Cleric, Zulaport Cutthroat, Withering Curse, Greedy Freebooter, Marauding Blight-Priest, Virtue of Persistence, Sephiroth, Fabled SOLDIER, Enduring Tenacity, Dream Beavers, Nightmare's Thirst, Sheoldred, the Apocalypse, Bloodthirsty Conqueror, Exquisite Blood, Sanguine Bond. +- 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: Swamp, Forest, Moseo, Vein's New Dean, Blood Artist, Starscape Cleric, Zulaport Cutthroat, Withering Curse, Greedy Freebooter, Marauding Blight-Priest, Virtue of Persistence, Sephiroth, Fabled SOLDIER, Enduring Tenacity, Dream Beavers, Nightmare's Thirst, Sheoldred, the Apocalypse, Bloodthirsty Conqueror, Exquisite Blood, Sanguine Bond. + +## 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 Village Rites, 1 Phyrexian Tower, 1 Overgrown Tomb, 1 Woodland Cemetery, 1 Wastewood Verge, 1 Polluted Delta. +- 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: Swamp, Forest, Moseo, Vein's New Dean, Blood Artist, Starscape Cleric, Zulaport Cutthroat, Withering Curse, Greedy Freebooter, Marauding Blight-Priest, Virtue of Persistence, Sephiroth, Fabled SOLDIER, Enduring Tenacity, Dream Beavers, Nightmare's Thirst, Sheoldred, the Apocalypse, Bloodthirsty Conqueror, Exquisite Blood, Sanguine Bond. +- 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: Swamp, Forest, Moseo, Vein's New Dean, Blood Artist, Starscape Cleric, Zulaport Cutthroat, Withering Curse, Greedy Freebooter, Marauding Blight-Priest, Virtue of Persistence, Sephiroth, Fabled SOLDIER, Enduring Tenacity, Dream Beavers, Nightmare's Thirst, Sheoldred, the Apocalypse, Bloodthirsty Conqueror, Exquisite Blood, Sanguine Bond? +- 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? diff --git a/strategies/brawl/brawl_professor_dellian_fel/1/metadata.json b/strategies/brawl/brawl_professor_dellian_fel/1/metadata.json new file mode 100644 index 0000000..6428b84 --- /dev/null +++ b/strategies/brawl/brawl_professor_dellian_fel/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Professor Dellian Fel brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276879, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "commander": "Professor Dellian Fel", + "coverage_reason": "brawl source staging for distinct command-zone strategy Professor Dellian Fel; import blocked until singleton runtime support lands.", + "event_name": "Professor Dellian Fel Historic Brawl Arena\nby MegaDodo", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-professor-dellian-fel#paper" + }, + "strategy_id": "brawl_professor_dellian_fel", + "strategy_label": "Professor Dellian Fel", + "tags": [ + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_professor_dellian_fel/1/reflection.md b/strategies/brawl/brawl_professor_dellian_fel/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_professor_dellian_fel/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_quandrix_the_proof/1/decklist.txt b/strategies/brawl/brawl_quandrix_the_proof/1/decklist.txt new file mode 100644 index 0000000..b8d4f40 --- /dev/null +++ b/strategies/brawl/brawl_quandrix_the_proof/1/decklist.txt @@ -0,0 +1,93 @@ +Main (100) +1 Quandrix, the Proof +1 Bribery +6 Forest +6 Island +1 Botanical Sanctum +1 Time Warp +1 Rampant Growth +1 Birds of Paradise +1 Wooded Foothills +1 Cultivate +1 Force of Will +1 Yavimaya Coast +1 Brainstorm +1 Command Tower +1 Reliquary Tower +1 Breeding Pool +1 Utopia Sprawl +1 Cryptic Command +1 Temporal Manipulation +1 Library of Alexandria +1 Flooded Strand +1 Polluted Delta +1 Windswept Heath +1 Beast Within +1 Pongify +1 Farseek +1 Gemstone Caverns +1 Exploration +1 Scalding Tarn +1 Misty Rainforest +1 Verdant Catacombs +1 Hinterland Harbor +1 Cavern of Souls +1 Cyclonic Rift +1 Dig Through Time +1 Treasure Cruise +1 Temporal Trespass +1 Part the Waterveil +1 Baral's Expertise +1 River's Rebuke +1 Field of Ruin +1 Karn's Temporal Sundering +1 Growth Spiral +1 Brazen Borrower +1 Mystic Sanctuary +1 Arcane Signet +1 Uro, Titan of Nature's Wrath +1 Archmage's Charm +1 Crashing Footfalls +1 Prismatic Vista +1 See the Truth +1 Sublime Epiphany +1 Sea Gate Restoration +1 Alrund's Epiphany +1 Subtlety +1 Solve the Equation +1 Hall of Storm Giants +1 Fading Hope +1 Wash Away +1 Dreamroot Cascade +1 Boseiju, Who Endures +1 Otawara, Soaring City +1 Discover the Formula +1 Saiba Syphoner +1 Kami of Bamboo Groves +1 Delighted Halfling +1 Entish Restoration +1 Mystic Confluence +1 Restless Vinestalk +1 Confounding Riddle +1 Pick Your Poison +1 Kellan, Inquisitive Prodigy +1 Hedge Maze +1 Sink into Stupor +1 Fanatic of Rhonas +1 Flare of Cultivation +1 Planar Genesis +1 Fountainport +1 Unable to Scream +1 Expropriate +1 Archmage of Runes +1 Willowrush Verge +1 Marang River Regent +1 Bloomvine Regent +1 Consult the Star Charts +1 Cunning Azurescale +1 Badgermole Cub +1 Shared Roots +1 Lessons from Life +1 Proctor's Gaze + +Sideboard (0) diff --git a/strategies/brawl/brawl_quandrix_the_proof/1/first_principles.md b/strategies/brawl/brawl_quandrix_the_proof/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_quandrix_the_proof/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_quandrix_the_proof/1/guide.md b/strategies/brawl/brawl_quandrix_the_proof/1/guide.md new file mode 100644 index 0000000..21e9c65 --- /dev/null +++ b/strategies/brawl/brawl_quandrix_the_proof/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Quandrix, the Proof. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: combo, ramp. Commander: Quandrix, the Proof. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Quandrix, the Proof brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Quandrix, the Proof brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, ramp. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Quandrix, the Proof, Bribery, Forest, Island, Botanical Sanctum, Time Warp, Rampant Growth, Birds of Paradise, Wooded Foothills, Cultivate, Force of Will, Yavimaya Coast, Brainstorm, Command Tower, Reliquary Tower, Breeding Pool, Utopia Sprawl, Cryptic Command. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Quandrix, the Proof, Bribery, Forest, Island, Botanical Sanctum, Time Warp, Rampant Growth, Birds of Paradise, Wooded Foothills, Cultivate, Force of Will, Yavimaya Coast, Brainstorm, Command Tower, Reliquary Tower, Breeding Pool, Utopia Sprawl, Cryptic Command. + +## 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 Botanical Sanctum, 1 Yavimaya Coast, 1 Command Tower, 1 Reliquary Tower, 1 Breeding Pool, 1 Cryptic Command, 1 Flooded Strand, 1 Polluted Delta, 1 Windswept Heath, 1 Gemstone Caverns, 1 Scalding Tarn, 1 Verdant Catacombs, 1 Hinterland Harbor, 1 Cavern of Souls, 1 Prismatic Vista, 1 Sea Gate Restoration, 1 Fountainport, 1 Willowrush Verge. +- 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: Quandrix, the Proof, Bribery, Forest, Island, Botanical Sanctum, Time Warp, Rampant Growth, Birds of Paradise, Wooded Foothills, Cultivate, Force of Will, Yavimaya Coast, Brainstorm, Command Tower, Reliquary Tower, Breeding Pool, Utopia Sprawl, Cryptic Command. +- 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: Quandrix, the Proof, Bribery, Forest, Island, Botanical Sanctum, Time Warp, Rampant Growth, Birds of Paradise, Wooded Foothills, Cultivate, Force of Will, Yavimaya Coast, Brainstorm, Command Tower, Reliquary Tower, Breeding Pool, Utopia Sprawl, Cryptic Command? +- 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? diff --git a/strategies/brawl/brawl_quandrix_the_proof/1/metadata.json b/strategies/brawl/brawl_quandrix_the_proof/1/metadata.json new file mode 100644 index 0000000..abc0d17 --- /dev/null +++ b/strategies/brawl/brawl_quandrix_the_proof/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "ramp" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Quandrix, the Proof brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276891, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Quandrix, the Proof", + "coverage_reason": "brawl source staging for distinct command-zone strategy Quandrix, the Proof; import blocked until singleton runtime support lands.", + "event_name": "Quandrix, the Proof\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-quandrix-the-proof#paper" + }, + "strategy_id": "brawl_quandrix_the_proof", + "strategy_label": "Quandrix, the Proof", + "tags": [ + "combo", + "ramp" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_quandrix_the_proof/1/reflection.md b/strategies/brawl/brawl_quandrix_the_proof/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_quandrix_the_proof/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_ragavan_nimble_pilferer/1/decklist.txt b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/decklist.txt new file mode 100644 index 0000000..708323b --- /dev/null +++ b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/decklist.txt @@ -0,0 +1,83 @@ +Main (100) +1 Ragavan, Nimble Pilferer +1 Arena of Glory +1 Arid Mesa +1 Barbarian Ring +1 Blood Moon +1 Bloodstained Mire +1 Breeches, Eager Pillager +1 Broadside Bombardiers +1 Castle Embereth +1 Cavern of Souls +1 Chandra, Dressed to Kill +1 Chandra, Torch of Defiance +1 Den of the Bugbear +1 The Irencrag +1 Fable of the Mirror-Breaker +1 Faceless Haven +1 Mines of Moria +1 Flame Slash +1 Fury +1 Gemstone Caverns +1 Glorybringer +1 Grim Lavamancer +1 Hexing Squelcher +1 Impetuous Lootmonger +1 Inti, Seneschal of the Sun +1 Tersa Lightshatter +1 Kellan, Planar Trailblazer +1 Mind Stone +1 Chandra, Hope's Beacon +1 Laelia, the Blade Reforged +1 Light Up the Stage +1 Lightning Bolt +1 Maddening Hex +1 Magus of the Moon +1 Jeska's Will +1 Mephit's Enthusiasm +1 Mine Collapse +1 Molten Impact +1 Burn Down the House +1 Mutavault +1 Pinnacle Monk +1 Unholy Heat +1 Prismatic Vista +1 Pyrokinesis +1 Rahilda, Wanted Cutthroat +1 Ramunap Ruins +1 Scalding Tarn +1 Generous Plunderer +1 Screaming Nemesis +1 Shatterskull Smashing +1 Shove Aside +21 Snow-Covered Mountain +1 Sokenzan, Crucible of Defiance +1 Gate to Tumbledown +1 Sundering Eruption +1 Suplex +1 Winter Moon +1 Wooded Foothills +1 Magda, the Hoardmaster +1 Visions of Phyrexia +1 Ugin, Eye of the Storms +1 Bonecrusher Giant +1 Ugin, the Ineffable +1 Impractical Joke +1 Pyrogoyf +1 Gut, True Soul Zealot +1 Kari Zev, Crew of Two +1 Chaos Warp +1 Ruby Medallion +1 Chandra, Awakened Inferno +1 Koth, Fire of Resistance +1 Seasoned Pyromancer +1 Wurmcoil Engine +1 Overlord of the Boilerbilges +1 Chain Lightning +1 Strangle +1 Enterprising Scallywag +1 Arcane Signet +1 Kayla's Kindling +1 Caldera Breaker + +Sideboard (0) diff --git a/strategies/brawl/brawl_ragavan_nimble_pilferer/1/first_principles.md b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_ragavan_nimble_pilferer/1/guide.md b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/guide.md new file mode 100644 index 0000000..3b08e79 --- /dev/null +++ b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Ragavan, Nimble Pilferer. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: burn, combo. Commander: Ragavan, Nimble Pilferer. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Ragavan, Nimble Pilferer brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a burn, combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Ragavan, Nimble Pilferer brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: burn, combo. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Ragavan, Nimble Pilferer, Arena of Glory, Arid Mesa, Barbarian Ring, Blood Moon, Bloodstained Mire, Breeches, Eager Pillager, Broadside Bombardiers, Castle Embereth, Cavern of Souls, Chandra, Dressed to Kill, Chandra, Torch of Defiance, Den of the Bugbear, The Irencrag, Fable of the Mirror-Breaker, Faceless Haven, Mines of Moria, Flame Slash. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with burn, combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Ragavan, Nimble Pilferer, Arena of Glory, Arid Mesa, Barbarian Ring, Blood Moon, Bloodstained Mire, Breeches, Eager Pillager, Broadside Bombardiers, Castle Embereth, Cavern of Souls, Chandra, Dressed to Kill, Chandra, Torch of Defiance, Den of the Bugbear, The Irencrag, Fable of the Mirror-Breaker, Faceless Haven, Mines of Moria, Flame Slash. + +## 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 Arid Mesa, 1 Castle Embereth, 1 Cavern of Souls, 1 Den of the Bugbear, 1 Gemstone Caverns, 1 Maddening Hex, 1 Prismatic Vista, 1 Ramunap Ruins, 1 Scalding Tarn, 1 Gate to Tumbledown. +- 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: Ragavan, Nimble Pilferer, Arena of Glory, Arid Mesa, Barbarian Ring, Blood Moon, Bloodstained Mire, Breeches, Eager Pillager, Broadside Bombardiers, Castle Embereth, Cavern of Souls, Chandra, Dressed to Kill, Chandra, Torch of Defiance, Den of the Bugbear, The Irencrag, Fable of the Mirror-Breaker, Faceless Haven, Mines of Moria, Flame Slash. +- 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: Ragavan, Nimble Pilferer, Arena of Glory, Arid Mesa, Barbarian Ring, Blood Moon, Bloodstained Mire, Breeches, Eager Pillager, Broadside Bombardiers, Castle Embereth, Cavern of Souls, Chandra, Dressed to Kill, Chandra, Torch of Defiance, Den of the Bugbear, The Irencrag, Fable of the Mirror-Breaker, Faceless Haven, Mines of Moria, Flame Slash? +- 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? diff --git a/strategies/brawl/brawl_ragavan_nimble_pilferer/1/metadata.json b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/metadata.json new file mode 100644 index 0000000..2438ac8 --- /dev/null +++ b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "burn", + "combo" + ], + "colors": [ + "R" + ], + "concept_text": "Ragavan, Nimble Pilferer brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276861, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Ragavan, Nimble Pilferer", + "coverage_reason": "brawl source staging for distinct command-zone strategy Ragavan, Nimble Pilferer; import blocked until singleton runtime support lands.", + "event_name": "Ragavan, Nimble Pilferer\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-ragavan-nimble-pilferer#paper" + }, + "strategy_id": "brawl_ragavan_nimble_pilferer", + "strategy_label": "Ragavan, Nimble Pilferer", + "tags": [ + "burn", + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_ragavan_nimble_pilferer/1/reflection.md b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_ragavan_nimble_pilferer/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_tamiyo_inquisitive_student/1/decklist.txt b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/decklist.txt new file mode 100644 index 0000000..edff3af --- /dev/null +++ b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/decklist.txt @@ -0,0 +1,83 @@ +Main (100) +1 Tamiyo, Inquisitive Student +1 Breeding Pool +1 Stern Scolding +1 Fresh Start +1 Uro, Titan of Nature's Wrath +1 Unsubstantiate +1 Sea Gate Restoration +1 Brainstorm +1 March of Swirling Mist +1 Wash Away +1 Solve the Equation +1 Cyclonic Rift +1 Brazen Borrower +1 Tishana's Tidebinder +1 Saiba Syphoner +1 Dig Through Time +1 Mystic Sanctuary +1 Karn's Temporal Sundering +1 Flooded Strand +1 Polluted Delta +1 Wooded Foothills +1 Windswept Heath +1 Boseiju, Who Endures +1 Otawara, Soaring City +1 Fading Hope +1 Tale's End +1 Temporal Manipulation +1 Hall of Storm Giants +1 Cavern of Souls +1 Tamiyo's Safekeeping +1 Slip Out the Back +1 Pause for Reflection +1 Tamiyo, Collector of Tales +1 Dryad's Revival +1 Wilderness Reclamation +1 Fierce Empath +1 Stifle +1 Emrakul, the Promised End +1 Wan Shi Tong, Librarian +1 Strix Serenade +1 Scalding Tarn +1 Misty Rainforest +1 Verdant Catacombs +1 Cultivate +1 Flare of Denial +1 Sapphire Medallion +1 Pawpatch Formation +1 Planar Genesis +1 Birds of Paradise +1 Sink into Stupor +1 Amphibian Downpour +14 Snow-Covered Island +8 Snow-Covered Forest +1 Hedge Maze +1 Spell Pierce +1 Brainsurge +1 Arcane Signet +1 Command Tower +1 Demolition Field +1 Swan Song +1 Counterspell +1 Fog +1 Negate +1 Cunning Azurescale +1 Gemstone Caverns +1 Delighted Halfling +1 Suspicious Stowaway +1 Badgermole Cub +1 Winter Moon +1 Harbinger of the Seas +1 Mystical Tutor +1 Force Spike +1 Force of Will +1 Malcolm, Alluring Scoundrel +1 Emeritus of Abundance +1 Time Warp +1 Force of Negation +1 Subtlety +1 Eddymurk Crab +1 Unable to Scream + +Sideboard (0) diff --git a/strategies/brawl/brawl_tamiyo_inquisitive_student/1/first_principles.md b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_tamiyo_inquisitive_student/1/guide.md b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/guide.md new file mode 100644 index 0000000..a2f46d9 --- /dev/null +++ b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Tamiyo, Inquisitive Student. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: combo, control. Commander: Tamiyo, Inquisitive Student. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Tamiyo, Inquisitive Student brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Tamiyo, Inquisitive Student brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Tamiyo, Inquisitive Student, Breeding Pool, Stern Scolding, Fresh Start, Uro, Titan of Nature's Wrath, Unsubstantiate, Sea Gate Restoration, Brainstorm, March of Swirling Mist, Wash Away, Solve the Equation, Cyclonic Rift, Brazen Borrower, Tishana's Tidebinder, Saiba Syphoner, Dig Through Time, Mystic Sanctuary, Karn's Temporal Sundering. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Tamiyo, Inquisitive Student, Breeding Pool, Stern Scolding, Fresh Start, Uro, Titan of Nature's Wrath, Unsubstantiate, Sea Gate Restoration, Brainstorm, March of Swirling Mist, Wash Away, Solve the Equation, Cyclonic Rift, Brazen Borrower, Tishana's Tidebinder, Saiba Syphoner, Dig Through Time, Mystic Sanctuary, Karn's Temporal Sundering. + +## 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 Tamiyo, Inquisitive Student, 1 Breeding Pool, 1 Sea Gate Restoration, 1 Flooded Strand, 1 Polluted Delta, 1 Windswept Heath, 1 Cavern of Souls, 1 Scalding Tarn, 1 Verdant Catacombs, 1 Flare of Denial, 1 Command Tower, 1 Negate, 1 Gemstone Caverns. +- 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: Tamiyo, Inquisitive Student, Breeding Pool, Stern Scolding, Fresh Start, Uro, Titan of Nature's Wrath, Unsubstantiate, Sea Gate Restoration, Brainstorm, March of Swirling Mist, Wash Away, Solve the Equation, Cyclonic Rift, Brazen Borrower, Tishana's Tidebinder, Saiba Syphoner, Dig Through Time, Mystic Sanctuary, Karn's Temporal Sundering. +- 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: Tamiyo, Inquisitive Student, Breeding Pool, Stern Scolding, Fresh Start, Uro, Titan of Nature's Wrath, Unsubstantiate, Sea Gate Restoration, Brainstorm, March of Swirling Mist, Wash Away, Solve the Equation, Cyclonic Rift, Brazen Borrower, Tishana's Tidebinder, Saiba Syphoner, Dig Through Time, Mystic Sanctuary, Karn's Temporal Sundering? +- 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? diff --git a/strategies/brawl/brawl_tamiyo_inquisitive_student/1/metadata.json b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/metadata.json new file mode 100644 index 0000000..35f5492 --- /dev/null +++ b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Tamiyo, Inquisitive Student brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276898, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Tamiyo, Inquisitive Student", + "coverage_reason": "brawl source staging for distinct command-zone strategy Tamiyo, Inquisitive Student; import blocked until singleton runtime support lands.", + "event_name": "Tamiyo, Inquisitive Student\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-tamiyo-inquisitive-student#paper" + }, + "strategy_id": "brawl_tamiyo_inquisitive_student", + "strategy_label": "Tamiyo, Inquisitive Student", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_tamiyo_inquisitive_student/1/reflection.md b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_tamiyo_inquisitive_student/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_tasigur_the_golden_fang/1/decklist.txt b/strategies/brawl/brawl_tasigur_the_golden_fang/1/decklist.txt new file mode 100644 index 0000000..1592817 --- /dev/null +++ b/strategies/brawl/brawl_tasigur_the_golden_fang/1/decklist.txt @@ -0,0 +1,103 @@ +Main (100) +1 Tasigur, the Golden Fang +1 Arcane Signet +1 Sea Gate Restoration +1 Assemble the Team +1 Birds of Paradise +1 Bitter Triumph +1 Bloodstained Mire +1 Boseiju, Who Endures +1 Brainstorm +1 Breeding Pool +1 Cache Grab +1 Command Tower +1 Counterspell +1 Cut Down +1 Dark Ritual +1 Deathrite Shaman +1 Delighted Halfling +1 Dig Through Time +1 Dismember +1 Dreams of Steel and Oil +1 Eldritch Evolution +1 Wastewood Verge +1 Emergent Ultimatum +1 Fatal Push +1 Fell the Profane +1 Flooded Strand +1 Multiversal Passage +1 Generous Ent +1 Gloomlake Verge +1 Grave Expectations +1 Grief +1 Griselbrand +1 Grisly Salvage +1 Hedge Maze +1 Inquisition of Kozilek +1 Jace, the Mind Sculptor +1 Jace, Vryn's Prodigy +1 Karn's Temporal Sundering +1 Lorien Revealed +1 Malevolent Rumble +1 Mana Confluence +1 Marsh Flats +1 Memory Lapse +1 Mind Spike +1 Mishra's Bauble +1 Misty Rainforest +1 Mox Amber +1 Neoform +1 Otawara, Soaring City +1 Overgrown Tomb +1 Overlord of the Balemurk +1 Pact of Negation +1 Polluted Delta +1 Psychic Frog +1 Reanimate +1 Remand +1 Willowrush Verge +1 Scalding Tarn +1 Scholar of the Lost Trove +1 Sheoldred's Edict +1 Sink into Stupor +1 Snow-Covered Forest +1 Snow-Covered Island +1 Snow-Covered Swamp +1 Solve the Equation +1 Spawning Pod +1 Stubborn Denial +1 Tale's End +1 Temporal Manipulation +1 Thoughtseize +1 Time Warp +1 Toxic Deluge +1 Treasure Cruise +1 Troll of Khazad-dum +1 Undercity Sewers +1 Underground Mortuary +1 Up the Beanstalk +1 Uro, Titan of Nature's Wrath +1 Vaultborn Tyrant +1 Verdant Catacombs +1 Wash Away +1 Waterlogged Teachings +1 Watery Grave +1 Windswept Heath +1 Witherbloom Command +1 Wooded Foothills +1 Zagoth Triome +1 Force Spike +1 Molt Tender +1 Assassin's Trophy +1 Rakshasa's Bargain +1 Brainsurge +1 Mystical Tutor +1 Midnight Tilling +1 Starting Town +1 Underground River +1 Llanowar Wastes +1 Yavimaya Coast +1 Force of Will +1 Consider + +Sideboard (0) diff --git a/strategies/brawl/brawl_tasigur_the_golden_fang/1/first_principles.md b/strategies/brawl/brawl_tasigur_the_golden_fang/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_tasigur_the_golden_fang/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_tasigur_the_golden_fang/1/guide.md b/strategies/brawl/brawl_tasigur_the_golden_fang/1/guide.md new file mode 100644 index 0000000..bc97e16 --- /dev/null +++ b/strategies/brawl/brawl_tasigur_the_golden_fang/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Tasigur, the Golden Fang. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: combo, control, graveyard. Commander: Tasigur, the Golden Fang. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Tasigur, the Golden Fang brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Tasigur, the Golden Fang brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: graveyard. +- Main cards to classify during guide refinement: Tasigur, the Golden Fang, Arcane Signet, Sea Gate Restoration, Assemble the Team, Birds of Paradise, Bitter Triumph, Bloodstained Mire, Boseiju, Who Endures, Brainstorm, Breeding Pool, Cache Grab, Command Tower, Counterspell, Cut Down, Dark Ritual, Deathrite Shaman, Delighted Halfling, Dig Through Time. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Tasigur, the Golden Fang, Arcane Signet, Sea Gate Restoration, Assemble the Team, Birds of Paradise, Bitter Triumph, Bloodstained Mire, Boseiju, Who Endures, Brainstorm, Breeding Pool, Cache Grab, Command Tower, Counterspell, Cut Down, Dark Ritual, Deathrite Shaman, Delighted Halfling, Dig Through Time. + +## 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 Tasigur, the Golden Fang, 1 Sea Gate Restoration, 1 Breeding Pool, 1 Command Tower, 1 Wastewood Verge, 1 Flooded Strand, 1 Gloomlake Verge, 1 Overgrown Tomb, 1 Polluted Delta, 1 Willowrush Verge, 1 Scalding Tarn, 1 Stubborn Denial, 1 Verdant Catacombs, 1 Windswept Heath, 1 Witherbloom Command, 1 Yavimaya Coast. +- 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: Tasigur, the Golden Fang, Arcane Signet, Sea Gate Restoration, Assemble the Team, Birds of Paradise, Bitter Triumph, Bloodstained Mire, Boseiju, Who Endures, Brainstorm, Breeding Pool, Cache Grab, Command Tower, Counterspell, Cut Down, Dark Ritual, Deathrite Shaman, Delighted Halfling, Dig Through Time. +- 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: Tasigur, the Golden Fang, Arcane Signet, Sea Gate Restoration, Assemble the Team, Birds of Paradise, Bitter Triumph, Bloodstained Mire, Boseiju, Who Endures, Brainstorm, Breeding Pool, Cache Grab, Command Tower, Counterspell, Cut Down, Dark Ritual, Deathrite Shaman, Delighted Halfling, Dig Through Time? +- 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? diff --git a/strategies/brawl/brawl_tasigur_the_golden_fang/1/metadata.json b/strategies/brawl/brawl_tasigur_the_golden_fang/1/metadata.json new file mode 100644 index 0000000..9126e1e --- /dev/null +++ b/strategies/brawl/brawl_tasigur_the_golden_fang/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "Tasigur, the Golden Fang brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276904, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "commander": "Tasigur, the Golden Fang", + "coverage_reason": "brawl source staging for distinct command-zone strategy Tasigur, the Golden Fang; import blocked until singleton runtime support lands.", + "event_name": "Competitive Brawl Tasigur Combo\nby frag?matica!", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-tasigur-the-golden-fang#paper" + }, + "strategy_id": "brawl_tasigur_the_golden_fang", + "strategy_label": "Tasigur, the Golden Fang", + "tags": [ + "combo", + "control", + "graveyard" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_tasigur_the_golden_fang/1/reflection.md b/strategies/brawl/brawl_tasigur_the_golden_fang/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_tasigur_the_golden_fang/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_titania_voice_of_gaea/1/decklist.txt b/strategies/brawl/brawl_titania_voice_of_gaea/1/decklist.txt new file mode 100644 index 0000000..c90dc05 --- /dev/null +++ b/strategies/brawl/brawl_titania_voice_of_gaea/1/decklist.txt @@ -0,0 +1,96 @@ +Main (100) +1 Titania, Voice of Gaea +8 Forest +1 Expedition Map +1 Crucible of Worlds +1 Zuran Orb +1 Crop Rotation +1 Exploration +1 Insidious Fungus +1 Sazh's Chocobo +1 Bristly Bill, Spine Sower +1 Scythecat Cub +1 Sylvan Scrying +1 Azusa, Lost but Seeking +1 Growing Rites of Itlimoc +1 Loot, Exuberant Explorer +1 Mossborn Hydra +1 Ramunap Excavator +1 Scute Swarm +1 Spelunking +1 Territorial Scythecat +1 Tireless Provisioner +1 Tireless Tracker +1 Icetill Explorer +1 Oracle of Mul Daya +1 Sowing Mycospawn +1 Splendid Reclamation +1 Ashaya, Soul of the Wild +1 Eusocial Engineering +1 Nissa, Who Shakes the World +1 Wrenn and Seven +1 Zendikar's Roil +1 Ancient Greenwarden +1 Lumra, Bellow of the Woods +1 Multani, Yavimaya's Avatar +1 Primeval Titan +1 Rampaging Baloths +1 Famished Worldsire +1 Argoth, Sanctum of Nature +1 Ba Sing Se +1 Boseiju, Who Endures +1 Evendo, Waking Haven +1 Shifting Woodland +1 The Shire +1 Arid Archway +1 Command Beacon +1 Dark Depths +1 Fabled Passage +1 Lotus Field +1 Nykthos, Shrine to Nyx +1 Plaza of Heroes +1 Soulstone Sanctuary +1 The Mycosynth Gardens +1 Thespian's Stage +1 Urza's Cave +1 Verdant Catacombs +1 Windswept Heath +1 Wooded Foothills +1 Yavimaya, Cradle of Growth +1 Brokers Hideout +1 Cabaretti Courtyard +1 Escape Tunnel +1 Evolving Wilds +1 Misty Rainforest +1 Promising Vein +1 Riveteers Overlook +1 Shire Terrace +1 Terramorphic Expanse +1 Tyrite Sanctum +1 Vibrant Cityscape +1 Mox Amber +1 Mox Opal +1 Arcane Signet +1 Emerald Medallion +1 Arboreal Grazer +1 Birds of Paradise +1 Noxious Revival +1 Shared Roots +1 Explore +1 Farseek +1 Once Upon a Time +1 Return from the Wilds +1 Scapeshift +1 Zanarkand, Ancient Metropolis +1 Wandering Archaic +1 Fecund Greenshell +1 Gigantosaurus +1 Ironscale Hydra +1 Railway Brawler +1 Thrun, Breaker of Silence +1 Vorinclex, Monstrous Raider +1 Craterhoof Behemoth +1 Sword of Forge and Frontier +1 Loaming Shaman + +Sideboard (0) diff --git a/strategies/brawl/brawl_titania_voice_of_gaea/1/first_principles.md b/strategies/brawl/brawl_titania_voice_of_gaea/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_titania_voice_of_gaea/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/brawl/brawl_titania_voice_of_gaea/1/guide.md b/strategies/brawl/brawl_titania_voice_of_gaea/1/guide.md new file mode 100644 index 0000000..ff5a0e3 --- /dev/null +++ b/strategies/brawl/brawl_titania_voice_of_gaea/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Titania, Voice of Gaea. Format: Brawl. Main deck count: 100. Sideboard count: 0. Tags: ramp. Commander: Titania, Voice of Gaea. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Titania, Voice of Gaea brawl singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Titania, Voice of Gaea brawl singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: ramp. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Titania, Voice of Gaea, Forest, Expedition Map, Crucible of Worlds, Zuran Orb, Crop Rotation, Exploration, Insidious Fungus, Sazh's Chocobo, Bristly Bill, Spine Sower, Scythecat Cub, Sylvan Scrying, Azusa, Lost but Seeking, Growing Rites of Itlimoc, Loot, Exuberant Explorer, Mossborn Hydra, Ramunap Excavator, Scute Swarm. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Titania, Voice of Gaea, Forest, Expedition Map, Crucible of Worlds, Zuran Orb, Crop Rotation, Exploration, Insidious Fungus, Sazh's Chocobo, Bristly Bill, Spine Sower, Scythecat Cub, Sylvan Scrying, Azusa, Lost but Seeking, Growing Rites of Itlimoc, Loot, Exuberant Explorer, Mossborn Hydra, Ramunap Excavator, Scute Swarm. + +## 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 Greenwarden, 1 Argoth, Sanctum of Nature, 1 Shifting Woodland, 1 Command Beacon, 1 Nykthos, Shrine to Nyx, 1 Plaza of Heroes, 1 The Mycosynth Gardens, 1 Urza's Cave, 1 Verdant Catacombs, 1 Windswept Heath, 1 Cabaretti Courtyard, 1 Tyrite Sanctum. +- 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: Titania, Voice of Gaea, Forest, Expedition Map, Crucible of Worlds, Zuran Orb, Crop Rotation, Exploration, Insidious Fungus, Sazh's Chocobo, Bristly Bill, Spine Sower, Scythecat Cub, Sylvan Scrying, Azusa, Lost but Seeking, Growing Rites of Itlimoc, Loot, Exuberant Explorer, Mossborn Hydra, Ramunap Excavator, Scute Swarm. +- 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: Titania, Voice of Gaea, Forest, Expedition Map, Crucible of Worlds, Zuran Orb, Crop Rotation, Exploration, Insidious Fungus, Sazh's Chocobo, Bristly Bill, Spine Sower, Scythecat Cub, Sylvan Scrying, Azusa, Lost but Seeking, Growing Rites of Itlimoc, Loot, Exuberant Explorer, Mossborn Hydra, Ramunap Excavator, Scute Swarm? +- 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? diff --git a/strategies/brawl/brawl_titania_voice_of_gaea/1/metadata.json b/strategies/brawl/brawl_titania_voice_of_gaea/1/metadata.json new file mode 100644 index 0000000..729c3b2 --- /dev/null +++ b/strategies/brawl/brawl_titania_voice_of_gaea/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "ramp" + ], + "colors": [ + "G" + ], + "concept_text": "Titania, Voice of Gaea brawl singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276922, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "brawl" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Titania, Voice of Gaea", + "coverage_reason": "brawl source staging for distinct command-zone strategy Titania, Voice of Gaea; import blocked until singleton runtime support lands.", + "event_name": "Mono Green Lands\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "brawl", + "source_name": "MTGGoldfish Brawl Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/brawl-titania-voice-of-gaea#paper" + }, + "strategy_id": "brawl_titania_voice_of_gaea", + "strategy_label": "Titania, Voice of Gaea", + "tags": [ + "ramp" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/brawl/brawl_titania_voice_of_gaea/1/reflection.md b/strategies/brawl/brawl_titania_voice_of_gaea/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/brawl/brawl_titania_voice_of_gaea/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_blech_loafing_pest/1/decklist.txt b/strategies/commander/commander_blech_loafing_pest/1/decklist.txt new file mode 100644 index 0000000..be8d6bc --- /dev/null +++ b/strategies/commander/commander_blech_loafing_pest/1/decklist.txt @@ -0,0 +1,85 @@ +Main (100) +1 Blech, Loafing Pest +1 Bogwater Lumaret +1 Teacher's Pest +1 Pest Mascot +1 Moseo, Vein's New Dean +1 Iridescent Hornbeetle +1 Beledros Witherbloom +1 Eumidian Terrabotanist +1 Duskshell Crawler +1 Essence Warden +1 Winding Constrictor +1 Arasta of the Endless Web +1 Eccentric Pestfinder +1 Ohran Frostfang +1 Twitching Doll +1 Haywire Mite +1 Virulent Emissary +1 Scute Swarm +1 Ribtruss Roaster +1 Blex, Vexing Pest +1 Gorma, the Gullet +1 Pest Rescuer +1 South Wind Avatar +1 Starscape Cleric +1 Lluwen, Exchange Student +1 Enduring Tenacity +1 Essenceknit Scholar +1 Dina, Soul Steeper +1 Sakura-Tribe Elder +1 Meltstrider Eulogist +1 Sol Ring +1 Arcane Signet +1 Cauldron of Essence +1 Skullclamp +1 Pest Infestation +1 Tend the Pests +1 Witherbloom Charm +1 Assassin's Trophy +1 Inspiring Call +1 Arachnogenesis +1 Mortality Spear +1 Heroic Intervention +1 Village Rites +1 Deadly Dispute +1 Nature's Lore +1 Rampant Growth +1 Toxic Deluge +1 Immoral Bargain +1 Blight Mound +1 Feral Appetite +1 Hardened Scales +1 Moldervine Reclamation +1 Doubling Season +1 Comforting Counsel +1 Branching Evolution +1 High Market +1 Command Tower +1 Bojuka Bog +1 Swarmyard +1 Reliquary Tower +1 Radiant Fountain +1 Woodland Cemetery +1 Deathcap Glade +1 Vernal Fen +1 Llanowar Wastes +1 Jungle Hollow +1 Overgrown Tomb +1 Necroblossom Snarl +1 Undergrowth Stadium +1 Viridescent Bog +11 Forest +9 Swamp +1 Professor Dellian Fel +1 Springleaf Parade +1 Pest Summoning +1 Cultivate +1 Dina, Essence Brewer +1 Ashnod's Altar +1 Shopkeeper's Bane +1 Mazirek, Kraul Death Priest +1 Ozolith, the Shattered Spire +1 Prosperous Innkeeper + +Sideboard (0) diff --git a/strategies/commander/commander_blech_loafing_pest/1/first_principles.md b/strategies/commander/commander_blech_loafing_pest/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_blech_loafing_pest/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_blech_loafing_pest/1/guide.md b/strategies/commander/commander_blech_loafing_pest/1/guide.md new file mode 100644 index 0000000..54e08ca --- /dev/null +++ b/strategies/commander/commander_blech_loafing_pest/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Blech, Loafing Pest. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: ramp. Commander: Blech, Loafing Pest. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Blech, Loafing Pest commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Blech, Loafing Pest commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: ramp. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Bogwater Lumaret, Teacher's Pest, Pest Mascot, Moseo, Vein's New Dean, Iridescent Hornbeetle, Beledros Witherbloom, Eumidian Terrabotanist, Duskshell Crawler, Essence Warden, Winding Constrictor, Arasta of the Endless Web, Eccentric Pestfinder, Ohran Frostfang, Twitching Doll, Haywire Mite, Virulent Emissary, Scute Swarm, Ribtruss Roaster. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Bogwater Lumaret, Teacher's Pest, Pest Mascot, Moseo, Vein's New Dean, Iridescent Hornbeetle, Beledros Witherbloom, Eumidian Terrabotanist, Duskshell Crawler, Essence Warden, Winding Constrictor, Arasta of the Endless Web, Eccentric Pestfinder, Ohran Frostfang, Twitching Doll, Haywire Mite, Virulent Emissary, Scute Swarm, Ribtruss Roaster. + +## 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 Essence Warden, 1 Lluwen, Exchange Student, 1 Village Rites, 1 Hardened Scales, 1 Command Tower, 1 Reliquary Tower, 1 Radiant Fountain, 1 Woodland Cemetery, 1 Overgrown Tomb. +- 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: Bogwater Lumaret, Teacher's Pest, Pest Mascot, Moseo, Vein's New Dean, Iridescent Hornbeetle, Beledros Witherbloom, Eumidian Terrabotanist, Duskshell Crawler, Essence Warden, Winding Constrictor, Arasta of the Endless Web, Eccentric Pestfinder, Ohran Frostfang, Twitching Doll, Haywire Mite, Virulent Emissary, Scute Swarm, Ribtruss Roaster. +- 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: Bogwater Lumaret, Teacher's Pest, Pest Mascot, Moseo, Vein's New Dean, Iridescent Hornbeetle, Beledros Witherbloom, Eumidian Terrabotanist, Duskshell Crawler, Essence Warden, Winding Constrictor, Arasta of the Endless Web, Eccentric Pestfinder, Ohran Frostfang, Twitching Doll, Haywire Mite, Virulent Emissary, Scute Swarm, Ribtruss Roaster? +- 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? diff --git a/strategies/commander/commander_blech_loafing_pest/1/metadata.json b/strategies/commander/commander_blech_loafing_pest/1/metadata.json new file mode 100644 index 0000000..370f97d --- /dev/null +++ b/strategies/commander/commander_blech_loafing_pest/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "ramp" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Blech, Loafing Pest commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276771, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Blech, Loafing Pest", + "coverage_reason": "commander source staging for distinct command-zone strategy Blech, Loafing Pest; import blocked until singleton runtime support lands.", + "event_name": "Blech Pests\nby JustinLikesCorn", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-blech-loafing-pest#paper" + }, + "strategy_id": "commander_blech_loafing_pest", + "strategy_label": "Blech, Loafing Pest", + "tags": [ + "ramp" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_blech_loafing_pest/1/reflection.md b/strategies/commander/commander_blech_loafing_pest/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_blech_loafing_pest/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_brigid_clachan_s_heart/1/decklist.txt b/strategies/commander/commander_brigid_clachan_s_heart/1/decklist.txt new file mode 100644 index 0000000..dc4ed1b --- /dev/null +++ b/strategies/commander/commander_brigid_clachan_s_heart/1/decklist.txt @@ -0,0 +1,98 @@ +Main (100) +1 Brigid, Clachan's Heart +1 Allosaurus Shepherd +1 Altar of Bone +1 Ancient Tomb +1 Arbor Elf +1 Archdruid's Charm +1 Arid Mesa +1 Ashaya, Soul of the Wild +1 Avacyn's Pilgrim +1 Badgermole Cub +1 Birds of Paradise +1 Boreal Druid +1 Boseiju, Who Endures +1 Bountiful Promenade +1 Brightglass Gearhulk +1 Chord of Calling +1 Command Tower +1 Crop Rotation +1 Delighted Halfling +1 Disciple of Freyalise +1 Dryad Arbor +1 Eladamri's Call +1 Eldritch Evolution +1 Elite Interceptor +1 Elvish Mystic +1 Elvish Spirit Guide +1 Emerald Charm +1 Emiel the Blessed +1 Endurance +1 Enlightened Tutor +1 Esper Sentinel +1 Eternal Witness +1 Finale of Devastation +1 Flash Thompson, Spider-Fan +1 Flooded Strand +1 Formidable Speaker +1 Fyndhorn Elves +1 Gaea's Cradle +1 Gemstone Caverns +1 Grand Abolisher +1 Green Sun's Zenith +1 Haywire Mite +1 Hyrax Tower Scout +1 Invasion of Ikoria +1 Legolas's Quick Reflexes +1 Llanowar Elves +1 Lotus Petal +1 Lush Portico +1 Marsh Flats +1 Memnite +1 Misty Rainforest +1 Mobilize +1 Natural Order +1 Nature's Rhythm +1 Ornithopter +1 Phyrexian Walker +1 Quirion Ranger +1 Ranger of Eos +1 Ranger-Captain of Eos +1 Recruiter of the Guard +1 Recruitment Officer +1 Savannah +1 Scryb Ranger +1 Seedcradle Witch +1 Shared Summons +1 Shield Sphere +1 Silence +5 Snow-Covered Forest +2 Snow-Covered Plains +1 Sol Ring +1 Sowing Mycospawn +1 Staff of Domination +1 Starfield Shepherd +1 Stoneforge Mystic +1 Summoner's Pact +1 Swords to Plowshares +1 Sylvan Safekeeper +1 Talon Gates of Madara +1 Temple Garden +1 Tooth and Nail +1 Umbral Mantle +1 Utopia Sprawl +1 Veil of Summer +1 Verdant Catacombs +1 Village Bell-Ringer +1 Vitalize +1 Voice of Victory +1 Wild Growth +1 Windswept Heath +1 Wirewood Symbiote +1 Witch Enchanter +1 Wooded Foothills +1 Woodland Bellower +1 Worldly Tutor +1 Yavimaya, Cradle of Growth + +Sideboard (0) diff --git a/strategies/commander/commander_brigid_clachan_s_heart/1/first_principles.md b/strategies/commander/commander_brigid_clachan_s_heart/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_brigid_clachan_s_heart/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_brigid_clachan_s_heart/1/guide.md b/strategies/commander/commander_brigid_clachan_s_heart/1/guide.md new file mode 100644 index 0000000..2287813 --- /dev/null +++ b/strategies/commander/commander_brigid_clachan_s_heart/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Brigid, Clachan's Heart. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Brigid, Clachan's Heart. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Brigid, Clachan's Heart commander singleton command-zone strategy; exact guide pending command-zone 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: Brigid, Clachan's Heart commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: enchantment, tribal. +- Main cards to classify during guide refinement: Allosaurus Shepherd, Altar of Bone, Ancient Tomb, Arbor Elf, Archdruid's Charm, Arid Mesa, Ashaya, Soul of the Wild, Avacyn's Pilgrim, Badgermole Cub, Birds of Paradise, Boreal Druid, Boseiju, Who Endures, Bountiful Promenade, Brightglass Gearhulk, Chord of Calling, Command Tower, Crop Rotation, Delighted Halfling. +- 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: Allosaurus Shepherd, Altar of Bone, Ancient Tomb, Arbor Elf, Archdruid's Charm, Arid Mesa, Ashaya, Soul of the Wild, Avacyn's Pilgrim, Badgermole Cub, Birds of Paradise, Boreal Druid, Boseiju, Who Endures, Bountiful Promenade, Brightglass Gearhulk, Chord of Calling, Command Tower, Crop Rotation, Delighted Halfling. + +## 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 Tomb, 1 Arid Mesa, 1 Command Tower, 1 Flooded Strand, 1 Gemstone Caverns, 1 Hyrax Tower Scout, 1 Talon Gates of Madara, 1 Temple Garden, 1 Verdant Catacombs, 1 Village Bell-Ringer, 1 Windswept Heath, 1 Woodland Bellower. +- 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: Allosaurus Shepherd, Altar of Bone, Ancient Tomb, Arbor Elf, Archdruid's Charm, Arid Mesa, Ashaya, Soul of the Wild, Avacyn's Pilgrim, Badgermole Cub, Birds of Paradise, Boreal Druid, Boseiju, Who Endures, Bountiful Promenade, Brightglass Gearhulk, Chord of Calling, Command Tower, Crop Rotation, Delighted Halfling. +- 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: Allosaurus Shepherd, Altar of Bone, Ancient Tomb, Arbor Elf, Archdruid's Charm, Arid Mesa, Ashaya, Soul of the Wild, Avacyn's Pilgrim, Badgermole Cub, Birds of Paradise, Boreal Druid, Boseiju, Who Endures, Bountiful Promenade, Brightglass Gearhulk, Chord of Calling, Command Tower, Crop Rotation, Delighted Halfling? +- 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? diff --git a/strategies/commander/commander_brigid_clachan_s_heart/1/metadata.json b/strategies/commander/commander_brigid_clachan_s_heart/1/metadata.json new file mode 100644 index 0000000..a28481d --- /dev/null +++ b/strategies/commander/commander_brigid_clachan_s_heart/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Brigid, Clachan's Heart commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276715, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Brigid, Clachan's Heart", + "coverage_reason": "commander source staging for distinct command-zone strategy Brigid, Clachan's Heart; import blocked until singleton runtime support lands.", + "event_name": "pol\nby Neckbird", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-brigid-clachan-s-heart#paper" + }, + "strategy_id": "commander_brigid_clachan_s_heart", + "strategy_label": "Brigid, Clachan's Heart", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_brigid_clachan_s_heart/1/reflection.md b/strategies/commander/commander_brigid_clachan_s_heart/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_brigid_clachan_s_heart/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_duskana_the_rage_mother/1/decklist.txt b/strategies/commander/commander_duskana_the_rage_mother/1/decklist.txt new file mode 100644 index 0000000..42d3853 --- /dev/null +++ b/strategies/commander/commander_duskana_the_rage_mother/1/decklist.txt @@ -0,0 +1,97 @@ +Main (100) +1 Duskana, the Rage Mother +1 Ajani's Sunstriker +1 Alabaster Host Sanctifier +1 Alaborn Grenadier +1 Alpine Watchdog +1 Benalish Knight +1 Bishop's Soldier +1 Brightblade Stoat +1 Diving Griffin +1 Huatli's Snubhorn +1 Keen-Eyed Archers +1 Knight of Meadowgrain +1 Leonin Skyhunter +1 Mirran Crusader +1 Paladin en-Vec +1 Goblin Wardriver +1 Ghor-Clan Wrecker +1 Hound of Griselbrand +1 Splatter Thug +1 Suq'Ata Lancer +1 Ashcoat Bear +1 Daggerback Basilisk +1 Frog-Squirrels +1 Jolrael's Centaur +1 Humble Budoka +1 Greenwood Sentinel +1 Rip-Clan Crasher +1 Zhur-Taa Goblin +1 Safehold Elite +1 Vernadi Shieldmate +1 Cerodon Yearling +1 Hearthfire Hobgoblin +1 Iroas's Champion +1 Skyknight Legionnaire +1 Sky Terror +1 Path to Exile +1 Swords to Plowshares +1 Gruul Charm +1 Boros Charm +1 Selesnya Charm +1 Naya Charm +1 Kabira Takedown +1 Legion Leadership +1 Stump Stomp +1 Cabaretti Charm +1 Makindi Stampede +1 Farseek +1 Kodama's Reach +1 Krosan Grip +1 Destructive Revelry +1 Sundering Growth +1 Klauth's Will +1 Nature's Chant +1 Anthem of Champions +1 Fires of Yavimaya +1 Rhythm of the Wild +1 Rancor +1 Audacity +1 Garruk's Uprising +1 Sol Ring +1 Commander's Sphere +1 Talisman of Unity +1 Talisman of Impulse +1 Talisman of Conviction +1 Lightning Greaves +1 Swiftfoot Boots +1 Arcane Signet +1 Canopy Vista +1 Glittering Massif +1 Scattered Groves +1 Radiant Summit +1 Cinder Glade +1 Sheltered Thicket +1 Game Trail +1 Fortified Village +1 Furycalm Snarl +1 Rootbound Crag +1 Sunpetal Grove +1 Clifftop Retreat +1 Karplusan Forest +1 Brushland +1 Battlefield Forge +1 Grand Coliseum +1 Hashep Oasis +1 Shefet Dunes +1 Kessig Wolf Run +1 Naya Panorama +1 Sheltering Landscape +1 Command Tower +1 Sunhome, Fortress of the Legion +1 Jungle Shrine +4 Plains +3 Forest +2 Mountain + +Sideboard (0) diff --git a/strategies/commander/commander_duskana_the_rage_mother/1/first_principles.md b/strategies/commander/commander_duskana_the_rage_mother/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_duskana_the_rage_mother/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_duskana_the_rage_mother/1/guide.md b/strategies/commander/commander_duskana_the_rage_mother/1/guide.md new file mode 100644 index 0000000..df71f68 --- /dev/null +++ b/strategies/commander/commander_duskana_the_rage_mother/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Duskana, the Rage Mother. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange. Commander: Duskana, the Rage Mother. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Duskana, the Rage Mother commander singleton command-zone strategy; exact guide pending command-zone 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: Duskana, the Rage Mother commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Ajani's Sunstriker, Alabaster Host Sanctifier, Alaborn Grenadier, Alpine Watchdog, Benalish Knight, Bishop's Soldier, Brightblade Stoat, Diving Griffin, Huatli's Snubhorn, Keen-Eyed Archers, Knight of Meadowgrain, Leonin Skyhunter, Mirran Crusader, Paladin en-Vec, Goblin Wardriver, Ghor-Clan Wrecker, Hound of Griselbrand, Splatter Thug. +- 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: Ajani's Sunstriker, Alabaster Host Sanctifier, Alaborn Grenadier, Alpine Watchdog, Benalish Knight, Bishop's Soldier, Brightblade Stoat, Diving Griffin, Huatli's Snubhorn, Keen-Eyed Archers, Knight of Meadowgrain, Leonin Skyhunter, Mirran Crusader, Paladin en-Vec, Goblin Wardriver, Ghor-Clan Wrecker, Hound of Griselbrand, Splatter Thug. + +## 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 Commander's Sphere, 1 Canopy Vista, 1 Fortified Village, 1 Brushland, 1 Sheltering Landscape, 1 Command Tower, 1 Jungle Shrine. +- 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: Ajani's Sunstriker, Alabaster Host Sanctifier, Alaborn Grenadier, Alpine Watchdog, Benalish Knight, Bishop's Soldier, Brightblade Stoat, Diving Griffin, Huatli's Snubhorn, Keen-Eyed Archers, Knight of Meadowgrain, Leonin Skyhunter, Mirran Crusader, Paladin en-Vec, Goblin Wardriver, Ghor-Clan Wrecker, Hound of Griselbrand, Splatter Thug. +- 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: Ajani's Sunstriker, Alabaster Host Sanctifier, Alaborn Grenadier, Alpine Watchdog, Benalish Knight, Bishop's Soldier, Brightblade Stoat, Diving Griffin, Huatli's Snubhorn, Keen-Eyed Archers, Knight of Meadowgrain, Leonin Skyhunter, Mirran Crusader, Paladin en-Vec, Goblin Wardriver, Ghor-Clan Wrecker, Hound of Griselbrand, Splatter Thug? +- 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? diff --git a/strategies/commander/commander_duskana_the_rage_mother/1/metadata.json b/strategies/commander/commander_duskana_the_rage_mother/1/metadata.json new file mode 100644 index 0000000..429a633 --- /dev/null +++ b/strategies/commander/commander_duskana_the_rage_mother/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "R", + "G" + ], + "concept_text": "Duskana, the Rage Mother commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276777, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Duskana, the Rage Mother", + "coverage_reason": "commander source staging for distinct command-zone strategy Duskana, the Rage Mother; import blocked until singleton runtime support lands.", + "event_name": "French Vanilla bears\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-duskana-the-rage-mother#paper" + }, + "strategy_id": "commander_duskana_the_rage_mother", + "strategy_label": "Duskana, the Rage Mother", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_duskana_the_rage_mother/1/reflection.md b/strategies/commander/commander_duskana_the_rage_mother/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_duskana_the_rage_mother/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_fire_lord_azula/1/decklist.txt b/strategies/commander/commander_fire_lord_azula/1/decklist.txt new file mode 100644 index 0000000..45ef501 --- /dev/null +++ b/strategies/commander/commander_fire_lord_azula/1/decklist.txt @@ -0,0 +1,87 @@ +Main (100) +1 Fire Lord Azula +1 Ancestors' Aid +1 Arcane Signet +1 Wayfarer's Bauble +1 Azula, Cunning Usurper +1 Big Score +1 Blazing Crescendo +1 Cascade Bluffs +1 Case of the Ransacked Lab +1 Chain Reaction +1 Chaos Warp +1 Choked Estuary +1 Command Tower +1 Crosis's Charm +1 Crumbling Necropolis +1 Mizzix's Mastery +1 Demand Answers +1 Dimir Aqueduct +1 Dimir Signet +1 Discovery // Dispersal +1 Coastal Peak +1 Electric Revelation +1 Electrodominance +1 Dream Harvest +1 Exotic Orchard +1 Expansion // Explosion +1 Fellwar Stone +1 Hostile Takeover +1 Firebender Ascension +1 Fists of Flame +1 Foreboding Ruins +1 Frantic Search +1 Frostboil Snarl +1 Goblin Electromancer +1 Haste Magic +1 Increasing Vengeance +1 Invoke Calamity +7 Island +1 Izzet Boilerworks +1 Izzet Charm +1 Izzet Signet +1 Ashling's Command +1 Reckless Ransacking +1 Leadership Vacuum +1 Liliana's Triumph +1 Maestros Charm +1 Magma Opus +7 Mountain +1 Negate +1 Nightscape Familiar +1 The Last Agni Kai +1 Path of Ancestry +1 Prismari Command +1 Rakdos Carnarium +1 Rakdos Signet +1 Sazacap's Brew +1 Shadowblood Ridge +1 Sheoldred's Edict +1 Shivan Reef +1 Smoldering Marsh +1 Sol Ring +1 Spell Pierce +1 Rocket-Powered Goblin Glider +1 Storm-Kiln Artist +1 Stormcatch Mentor +1 Sudden Breakthrough +1 Sulfur Falls +5 Swamp +1 Lost in Memories +1 Szat's Will +1 Cormela, Glamour Thief +1 Talisman of Dominance +1 Turnabout +1 Expedite +1 Third Path Iconoclast +1 Thrill of Possibility +1 Torrential Gearhulk +1 Unexpected Windfall +1 Unleash Fury +1 Fae Flight +1 Fire Nation Occupation +1 Darkwater Catacombs +1 Ferrous Lake +1 Seething Landscape + +Sideboard (0) diff --git a/strategies/commander/commander_fire_lord_azula/1/first_principles.md b/strategies/commander/commander_fire_lord_azula/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_fire_lord_azula/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_fire_lord_azula/1/guide.md b/strategies/commander/commander_fire_lord_azula/1/guide.md new file mode 100644 index 0000000..92cd49d --- /dev/null +++ b/strategies/commander/commander_fire_lord_azula/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Fire Lord Azula. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: combo. Commander: Fire Lord Azula. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Fire Lord Azula commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Fire Lord Azula commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Ancestors' Aid, Arcane Signet, Wayfarer's Bauble, Azula, Cunning Usurper, Big Score, Blazing Crescendo, Cascade Bluffs, Case of the Ransacked Lab, Chain Reaction, Chaos Warp, Choked Estuary, Command Tower, Crosis's Charm, Crumbling Necropolis, Mizzix's Mastery, Demand Answers, Dimir Aqueduct, Dimir Signet. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Ancestors' Aid, Arcane Signet, Wayfarer's Bauble, Azula, Cunning Usurper, Big Score, Blazing Crescendo, Cascade Bluffs, Case of the Ransacked Lab, Chain Reaction, Chaos Warp, Choked Estuary, Command Tower, Crosis's Charm, Crumbling Necropolis, Mizzix's Mastery, Demand Answers, Dimir Aqueduct, Dimir Signet. + +## 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 Command Tower, 1 Dimir Aqueduct, 1 Coastal Peak, 1 Foreboding Ruins, 1 Ashling's Command, 1 Negate, 1 Prismari Command, 1 Sudden Breakthrough, 1 Darkwater Catacombs, 1 Seething Landscape. +- 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: Ancestors' Aid, Arcane Signet, Wayfarer's Bauble, Azula, Cunning Usurper, Big Score, Blazing Crescendo, Cascade Bluffs, Case of the Ransacked Lab, Chain Reaction, Chaos Warp, Choked Estuary, Command Tower, Crosis's Charm, Crumbling Necropolis, Mizzix's Mastery, Demand Answers, Dimir Aqueduct, Dimir Signet. +- 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: Ancestors' Aid, Arcane Signet, Wayfarer's Bauble, Azula, Cunning Usurper, Big Score, Blazing Crescendo, Cascade Bluffs, Case of the Ransacked Lab, Chain Reaction, Chaos Warp, Choked Estuary, Command Tower, Crosis's Charm, Crumbling Necropolis, Mizzix's Mastery, Demand Answers, Dimir Aqueduct, Dimir Signet? +- 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? diff --git a/strategies/commander/commander_fire_lord_azula/1/metadata.json b/strategies/commander/commander_fire_lord_azula/1/metadata.json new file mode 100644 index 0000000..415eb74 --- /dev/null +++ b/strategies/commander/commander_fire_lord_azula/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "Fire Lord Azula commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276750, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Fire Lord Azula", + "coverage_reason": "commander source staging for distinct command-zone strategy Fire Lord Azula; import blocked until singleton runtime support lands.", + "event_name": "Azula only has $50 but that\u2019s enough to kill ya\nby MondayBaby", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-fire-lord-azula#paper" + }, + "strategy_id": "commander_fire_lord_azula", + "strategy_label": "Fire Lord Azula", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_fire_lord_azula/1/reflection.md b/strategies/commander/commander_fire_lord_azula/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_fire_lord_azula/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_garth_one_eye/1/decklist.txt b/strategies/commander/commander_garth_one_eye/1/decklist.txt new file mode 100644 index 0000000..175e85d --- /dev/null +++ b/strategies/commander/commander_garth_one_eye/1/decklist.txt @@ -0,0 +1,103 @@ +Main (100) +1 Garth One-Eye [MH2] +1 Elegant Parlor [MKM] +1 Jegantha, the Wellspring [MUL] (F) +1 Forest <304> [RAV] (F) +1 Terminate [DMC] +1 Scion of Draco [MH2] +1 Cascading Cataracts [DMC] +1 Mana Confluence [JOU] +1 Rienne, Angel of Rebirth [DMC] +1 Migration Path [DMC] +1 Solemn Simulacrum [DMC] +1 Mountain <265> [EOE] +1 Great Divide Guide [TLA] +1 Explore [DMC] +1 Island <263> [EOE] +1 Iridian Maelstrom [DMC] +1 Knight of New Alara [DMC] +1 Path to the World Tree [DMC] +1 Cinder Glade [DMC] +1 Seaside Citadel [DMC] +1 Chromanticore [DMC] +1 Faeburrow Elder [DMC] +1 Niv-Mizzet, Guildpact [MKM] +1 Bringer of the Blue Dawn [5DN] +1 Bringer of the White Dawn [5DN] +1 Command Tower [DMC] +1 Cultivate [DMC] +1 Kodama's Reach [DMC] +1 Frost Titan [M11] +1 Forest <313> [M21] (F) +1 Fellwar Stone [DMC] +1 Sunken Hollow [DMC] +1 Stormcarved Coast [WHO] (F) +1 Primeval Spawn [DMC] +1 Forest <266> [EOE] +1 Search for Tomorrow [DMC] +1 Mountain <194> [TMT] +1 Two-Headed Hellkite [DMC] +1 Arcane Sanctum [DMC] +1 Timeless Lotus [DMU] +1 Chromatic Lantern [BRR] +1 Mystic Monastery [DMC] +1 Murmuring Bosk [DMC] +1 Deserted Beach [WHO] +1 O-Kagachi, Vengeful Kami [DMC] +1 Infinite Guideline Station [EOE] +1 Frontier Bivouac [DMC] +1 Canopy Vista [DMC] +1 Explosive Vegetation [DMC] +1 Growth Spiral [DMC] +1 Invasion of Alara [MOM] +1 Prismatic Omen [WOT] +1 Arcane Signet [DMC] +1 Maelstrom Archangel [DMC] +1 Omnath, Locus of All [MOM] (F) +1 Swamp <289> [TLA] +1 The Kami War [NEO] +1 Door to Nothingness [BRR] +1 Surrak Dragonclaw [DMC] +1 Prismatic Undercurrents [ECL] +1 Exotic Orchard [WHO] (F) +1 Coalition Victory [TSB] (F) +1 Unite the Coalition [DMC] +1 Prairie Stream [DMC] +1 Sandsteppe Citadel [DMC] +1 Smoldering Marsh [DMC] +1 Crystal Quarry [EOS] +1 Plains <295> [FIN] +1 Evolving Wilds [ECL] +1 Lavalanche [DMC] +1 Opulent Palace [DMC] +1 Naya Charm [DMC] +1 Mana Flare [WOT] +1 Temple of Abandon [WHO] +1 Swamp <264> [EOE] +1 Maelstrom Nexus [DMC] +1 Duneblast [DMC] +1 Merciless Eviction [DMC] +1 Shinestriker [ECL] +1 Time Wipe [DMC] +1 Sultai Charm [DMC] +1 Omnath, Locus of Creation [ZNR] +1 Coalition Relic [DMC] +1 Farseek [DMC] +1 Steam Vents [ECL] +1 Prismatic Ending <019d6922-920d-70de-b37a-1784c7af0a1e> [SOA] +1 Crumbling Necropolis [DMC] +1 Jungle Shrine [DMC] +1 Island <484> [MH2] (FE) +1 Mythos of Nethroi [IKO] +1 Bringer of the Green Dawn [5DN] +1 Rocky Tar Pit [DMC] +1 Obsidian Obelisk [DMC] +1 Nomad Outpost [DMC] +1 Tiller Engine [DMC] +1 Path to Exile [DMC] +1 Fallaji Wayfarer [DMC] +1 Jenson Carthalion, Druid Exile [DMC] (F) +1 Savage Lands [DMC] +1 Syncopate [FIN] (F) + +Sideboard (0) diff --git a/strategies/commander/commander_garth_one_eye/1/first_principles.md b/strategies/commander/commander_garth_one_eye/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_garth_one_eye/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_garth_one_eye/1/guide.md b/strategies/commander/commander_garth_one_eye/1/guide.md new file mode 100644 index 0000000..31c5b66 --- /dev/null +++ b/strategies/commander/commander_garth_one_eye/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Garth One-Eye. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, tribal. Commander: Garth One-Eye [MH2]. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Garth One-Eye commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Garth One-Eye commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Elegant Parlor [MKM], Jegantha, the Wellspring [MUL] (F), Forest <304> [RAV] (F), Terminate [DMC], Scion of Draco [MH2], Cascading Cataracts [DMC], Mana Confluence [JOU], Rienne, Angel of Rebirth [DMC], Migration Path [DMC], Solemn Simulacrum [DMC], Mountain <265> [EOE], Great Divide Guide [TLA], Explore [DMC], Island <263> [EOE], Iridian Maelstrom [DMC], Knight of New Alara [DMC], Path to the World Tree [DMC], Cinder Glade [DMC]. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Elegant Parlor [MKM], Jegantha, the Wellspring [MUL] (F), Forest <304> [RAV] (F), Terminate [DMC], Scion of Draco [MH2], Cascading Cataracts [DMC], Mana Confluence [JOU], Rienne, Angel of Rebirth [DMC], Migration Path [DMC], Solemn Simulacrum [DMC], Mountain <265> [EOE], Great Divide Guide [TLA], Explore [DMC], Island <263> [EOE], Iridian Maelstrom [DMC], Knight of New Alara [DMC], Path to the World Tree [DMC], Cinder Glade [DMC]. + +## 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 Island <263> [EOE], 1 Command Tower [DMC], 1 Stormcarved Coast [WHO] (F), 1 Arcane Sanctum [DMC], 1 Canopy Vista [DMC], 1 Jungle Shrine [DMC], 1 Island <484> [MH2] (FE), 1 Savage Lands [DMC]. +- 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: Elegant Parlor [MKM], Jegantha, the Wellspring [MUL] (F), Forest <304> [RAV] (F), Terminate [DMC], Scion of Draco [MH2], Cascading Cataracts [DMC], Mana Confluence [JOU], Rienne, Angel of Rebirth [DMC], Migration Path [DMC], Solemn Simulacrum [DMC], Mountain <265> [EOE], Great Divide Guide [TLA], Explore [DMC], Island <263> [EOE], Iridian Maelstrom [DMC], Knight of New Alara [DMC], Path to the World Tree [DMC], Cinder Glade [DMC]. +- 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: Elegant Parlor [MKM], Jegantha, the Wellspring [MUL] (F), Forest <304> [RAV] (F), Terminate [DMC], Scion of Draco [MH2], Cascading Cataracts [DMC], Mana Confluence [JOU], Rienne, Angel of Rebirth [DMC], Migration Path [DMC], Solemn Simulacrum [DMC], Mountain <265> [EOE], Great Divide Guide [TLA], Explore [DMC], Island <263> [EOE], Iridian Maelstrom [DMC], Knight of New Alara [DMC], Path to the World Tree [DMC], Cinder Glade [DMC]? +- 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? diff --git a/strategies/commander/commander_garth_one_eye/1/metadata.json b/strategies/commander/commander_garth_one_eye/1/metadata.json new file mode 100644 index 0000000..57b31e1 --- /dev/null +++ b/strategies/commander/commander_garth_one_eye/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "C" + ], + "concept_text": "Garth One-Eye commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276760, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Garth One-Eye [MH2]", + "coverage_reason": "commander source staging for distinct command-zone strategy Garth One-Eye; import blocked until singleton runtime support lands.", + "event_name": "5 Color Black Lotus\nby Billieyumyum2x2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-garth-one-eye#paper" + }, + "strategy_id": "commander_garth_one_eye", + "strategy_label": "Garth One-Eye", + "tags": [ + "combo", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_garth_one_eye/1/reflection.md b/strategies/commander/commander_garth_one_eye/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_garth_one_eye/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_giada_font_of_hope/1/decklist.txt b/strategies/commander/commander_giada_font_of_hope/1/decklist.txt new file mode 100644 index 0000000..8cb2b91 --- /dev/null +++ b/strategies/commander/commander_giada_font_of_hope/1/decklist.txt @@ -0,0 +1,93 @@ +Main (100) +1 Giada, Font of Hope +1 Alseid of Life's Bounty +1 Ancient Tomb +1 Angel of Destiny +1 Angel of Invention +1 Angel of Jubilation +1 Angel of Vitality +1 Arcane Signet +1 Archangel of Thune +1 Archangel of Tithes +1 Archivist of Oghma +1 Archon of Emeria +1 Aven Mindcensor +1 Battle Angels of Tyr +1 Beza, the Bounding Spring +1 Blind Obedience +1 Bovine Intervention +1 Cathar Commando +1 Cavern of Souls +1 Chivalric Alliance +1 Chrome Mox +1 City of Traitors +1 Crystal Vein +1 Dazzling Angel +1 Deafening Silence +1 Deep Gnome Terramancer +1 Drannith Magistrate +1 Eidolon of Rhetoric +1 Eiganjo, Seat of the Empire +1 Enlightened Tutor +1 Esper Sentinel +1 Exemplar of Light +1 Flagstones of Trokair +1 Flowering of the White Tree +1 Folk Hero +1 Geier Reach Sanitarium +1 Gemstone Caverns +1 Grafdigger's Cage +1 Heliod, Sun-Crowned +1 Herald of War +1 Homeward Path +1 Karn, the Great Creator +1 Lightstall Inquisitor +1 Linvala, Keeper of Silence +1 Loran of the Third Path +1 Lotus Petal +1 Luminarch Ascension +1 Lyra Dawnbringer +1 Mana Vault +1 March of Otherworldly Light +1 Minas Tirith +1 Mother of Runes +1 Mox Amber +1 Mox Diamond +1 Nykthos, Shrine to Nyx +1 Path to Exile +1 Pearl Medallion +11 Plains +1 Prismatic Vista +1 Ranger-Captain of Eos +1 Remote Farm +1 Reprieve +1 Righteous Valkyrie +1 Rule of Law +1 Search for Glory +1 Segovian Angel +1 Serra Ascendant +1 Serra Paragon +1 Sevinne's Reclamation +1 Silence +1 Smothering Tithe +1 Sol Ring +1 Solitude +1 Soul Partition +1 Starnheim Aspirant +1 Strip Mine +1 Swords to Plowshares +1 Talon Gates of Madara +1 Thraben Watcher +1 Trouble in Pairs +1 Unexplained Absence +1 Urza's Saga +1 Voice of Victory +1 Walking Ballista +1 War Room +1 White Plume Adventurer +1 Winds of Abandon +1 Witch Enchanter +1 Wojek Investigator +1 Youthful Valkyrie + +Sideboard (0) diff --git a/strategies/commander/commander_giada_font_of_hope/1/first_principles.md b/strategies/commander/commander_giada_font_of_hope/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_giada_font_of_hope/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_giada_font_of_hope/1/guide.md b/strategies/commander/commander_giada_font_of_hope/1/guide.md new file mode 100644 index 0000000..0ed7af5 --- /dev/null +++ b/strategies/commander/commander_giada_font_of_hope/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Giada, Font of Hope. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Giada, Font of Hope. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Giada, Font of Hope commander singleton command-zone strategy; exact guide pending command-zone 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: Giada, Font of Hope commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: enchantment, tribal. +- Main cards to classify during guide refinement: Alseid of Life's Bounty, Ancient Tomb, Angel of Destiny, Angel of Invention, Angel of Jubilation, Angel of Vitality, Arcane Signet, Archangel of Thune, Archangel of Tithes, Archivist of Oghma, Archon of Emeria, Aven Mindcensor, Battle Angels of Tyr, Beza, the Bounding Spring, Blind Obedience, Bovine Intervention, Cathar Commando, Cavern of Souls. +- 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: Alseid of Life's Bounty, Ancient Tomb, Angel of Destiny, Angel of Invention, Angel of Jubilation, Angel of Vitality, Arcane Signet, Archangel of Thune, Archangel of Tithes, Archivist of Oghma, Archon of Emeria, Aven Mindcensor, Battle Angels of Tyr, Beza, the Bounding Spring, Blind Obedience, Bovine Intervention, Cathar Commando, Cavern of Souls. + +## 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 Tomb, 1 Cathar Commando, 1 Cavern of Souls, 1 Gemstone Caverns, 1 Nykthos, Shrine to Nyx, 1 Prismatic Vista, 1 Remote Farm, 1 Starnheim Aspirant, 1 Talon Gates of Madara. +- 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: Alseid of Life's Bounty, Ancient Tomb, Angel of Destiny, Angel of Invention, Angel of Jubilation, Angel of Vitality, Arcane Signet, Archangel of Thune, Archangel of Tithes, Archivist of Oghma, Archon of Emeria, Aven Mindcensor, Battle Angels of Tyr, Beza, the Bounding Spring, Blind Obedience, Bovine Intervention, Cathar Commando, Cavern of Souls. +- 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: Alseid of Life's Bounty, Ancient Tomb, Angel of Destiny, Angel of Invention, Angel of Jubilation, Angel of Vitality, Arcane Signet, Archangel of Thune, Archangel of Tithes, Archivist of Oghma, Archon of Emeria, Aven Mindcensor, Battle Angels of Tyr, Beza, the Bounding Spring, Blind Obedience, Bovine Intervention, Cathar Commando, Cavern of Souls? +- 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? diff --git a/strategies/commander/commander_giada_font_of_hope/1/metadata.json b/strategies/commander/commander_giada_font_of_hope/1/metadata.json new file mode 100644 index 0000000..a8ada62 --- /dev/null +++ b/strategies/commander/commander_giada_font_of_hope/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W" + ], + "concept_text": "Giada, Font of Hope commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276766, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Giada, Font of Hope", + "coverage_reason": "commander source staging for distinct command-zone strategy Giada, Font of Hope; import blocked until singleton runtime support lands.", + "event_name": "angels 2\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-giada-font-of-hope#paper" + }, + "strategy_id": "commander_giada_font_of_hope", + "strategy_label": "Giada, Font of Hope", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_giada_font_of_hope/1/reflection.md b/strategies/commander/commander_giada_font_of_hope/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_giada_font_of_hope/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_prismari_the_inspiration/1/decklist.txt b/strategies/commander/commander_prismari_the_inspiration/1/decklist.txt new file mode 100644 index 0000000..b6b3e2e --- /dev/null +++ b/strategies/commander/commander_prismari_the_inspiration/1/decklist.txt @@ -0,0 +1,82 @@ +Main (100) +1 Prismari, the Inspiration +1 Grapeshot +1 Thousand-Year Storm +1 Thryx, the Sudden Storm +1 Ral, Monsoon Mage +1 Dualcaster Mage +1 Brain Freeze +1 Storm-Kiln Artist +1 Etali, Primal Storm +1 Ral, Crackling Wit +1 Flusterstorm +1 Haze of Rage +1 Amphibian Downpour +1 Ral, Storm Conduit +1 Storm the Vault +1 Sol Ring +1 Mind's Desire +1 Guttersnipe +1 Lightning Bolt +1 Shock +1 Jeska's Will +1 Empty the Warrens +1 Skirk Prospector +1 Arrow Storm +1 Pigment Storm +1 Mystical Tutor +1 Fabricate +1 Gamble +1 Lotus Field +1 Storm Skreelix +1 Red Elemental Blast +1 Arcane Signet +1 Fellwar Stone +1 Chromatic Lantern +1 Firemind Vessel +1 Izzet Locket +1 Opt +1 Skyclave Relic +1 Chromatic Orrery +1 Sceptre of Eternal Glory +1 Throne of Eldraine +1 The Eternity Elevator +1 Nyx Lotus +1 Sky Diamond +1 Fire Diamond +1 Staff of Compleation +1 Mox Tantalite +1 Cursed Mirror +1 Gilded Lotus +1 Thran Dynamo +1 Mox Amber +1 Thought Vessel +1 Spellbook +1 Mind Stone +1 Bender's Waterskin +1 Talisman of Creativity +1 Lotus Bloom +1 Steam Vents +1 Scalding Tarn +1 Treasure Nabber +1 Frostboil Snarl +1 Training Center +1 Temple of Epiphany +1 Thundering Falls +1 Flame of Anor +1 Mizzix of the Izmagnus +1 Vivi Ornitier +1 Riverpyre Verge +1 Reliquary Tower +1 Counterspell +1 Melek, Izzet Paragon +1 Niv-Mizzet, Visionary +1 Snapcaster Mage +1 Crackle with Power +1 Swan Song +1 Through the Breach +1 Big Score +12 Mountain +11 Island + +Sideboard (0) diff --git a/strategies/commander/commander_prismari_the_inspiration/1/first_principles.md b/strategies/commander/commander_prismari_the_inspiration/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_prismari_the_inspiration/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_prismari_the_inspiration/1/guide.md b/strategies/commander/commander_prismari_the_inspiration/1/guide.md new file mode 100644 index 0000000..64553b3 --- /dev/null +++ b/strategies/commander/commander_prismari_the_inspiration/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Prismari, the Inspiration. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control. Commander: Prismari, the Inspiration. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Prismari, the Inspiration commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Prismari, the Inspiration commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Prismari, the Inspiration, Grapeshot, Thousand-Year Storm, Thryx, the Sudden Storm, Ral, Monsoon Mage, Dualcaster Mage, Brain Freeze, Storm-Kiln Artist, Etali, Primal Storm, Ral, Crackling Wit, Flusterstorm, Haze of Rage, Amphibian Downpour, Ral, Storm Conduit, Storm the Vault, Sol Ring, Mind's Desire, Guttersnipe. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Prismari, the Inspiration, Grapeshot, Thousand-Year Storm, Thryx, the Sudden Storm, Ral, Monsoon Mage, Dualcaster Mage, Brain Freeze, Storm-Kiln Artist, Etali, Primal Storm, Ral, Crackling Wit, Flusterstorm, Haze of Rage, Amphibian Downpour, Ral, Storm Conduit, Storm the Vault, Sol Ring, Mind's Desire, Guttersnipe. + +## 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 Thryx, the Sudden Storm, 1 Scalding Tarn, 1 Riverpyre Verge, 1 Reliquary Tower. +- 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: Prismari, the Inspiration, Grapeshot, Thousand-Year Storm, Thryx, the Sudden Storm, Ral, Monsoon Mage, Dualcaster Mage, Brain Freeze, Storm-Kiln Artist, Etali, Primal Storm, Ral, Crackling Wit, Flusterstorm, Haze of Rage, Amphibian Downpour, Ral, Storm Conduit, Storm the Vault, Sol Ring, Mind's Desire, Guttersnipe. +- 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: Prismari, the Inspiration, Grapeshot, Thousand-Year Storm, Thryx, the Sudden Storm, Ral, Monsoon Mage, Dualcaster Mage, Brain Freeze, Storm-Kiln Artist, Etali, Primal Storm, Ral, Crackling Wit, Flusterstorm, Haze of Rage, Amphibian Downpour, Ral, Storm Conduit, Storm the Vault, Sol Ring, Mind's Desire, Guttersnipe? +- 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? diff --git a/strategies/commander/commander_prismari_the_inspiration/1/metadata.json b/strategies/commander/commander_prismari_the_inspiration/1/metadata.json new file mode 100644 index 0000000..549a485 --- /dev/null +++ b/strategies/commander/commander_prismari_the_inspiration/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Prismari, the Inspiration commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276731, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Prismari, the Inspiration", + "coverage_reason": "commander source staging for distinct command-zone strategy Prismari, the Inspiration; import blocked until singleton runtime support lands.", + "event_name": "STORM\nby Samura Dunk", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-prismari-the-inspiration#paper" + }, + "strategy_id": "commander_prismari_the_inspiration", + "strategy_label": "Prismari, the Inspiration", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_prismari_the_inspiration/1/reflection.md b/strategies/commander/commander_prismari_the_inspiration/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_prismari_the_inspiration/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_tom_bombadil/1/decklist.txt b/strategies/commander/commander_tom_bombadil/1/decklist.txt new file mode 100644 index 0000000..06e8e19 --- /dev/null +++ b/strategies/commander/commander_tom_bombadil/1/decklist.txt @@ -0,0 +1,89 @@ +Main (100) +1 Tom Bombadil +1 There and Back Again +1 Narci, Fable Singer +1 Kiora Bests the Sea God +1 Sythis, Harvest's Hand +1 The Kami War +1 Binding the Old Gods +1 Sanctum Weaver +1 The Cruelty of Gix +1 Satsuki, the Living Lore +1 Elspeth Conquers Death +1 Setessan Champion +1 The Eldest Reborn +1 Goldberry, River-Daughter +1 The Bath Song +1 Summon: Bahamut +1 Jukai Naturalist +1 Eidolon of Blossoms +1 Scroll of Isildur +1 Historian's Boon +1 In the Darkness Bind Them +1 Enlightened Tutor +1 Rhystic Study +1 Serra's Sanctum +1 Barbara Wright +1 Summon: Fenrir +1 Summon: Primal Odin +1 Weaver of Harmony +1 Sigurd, Jarl of Ravensthorpe +1 Summon: Knights of Round +1 Summon: Yojimbo +1 O'aka, Traveling Merchant +1 Summon: Titan +1 Summon: Valefor +1 Summon: Shiva +1 Summon: Esper Valigarmanda +1 Summon: Brynhildr +1 Mesa Enchantress +1 Clockspinning +1 Heroic Intervention +1 Dovin's Veto +1 Farseek +1 Resurgent Belief +1 Cultivate +1 Blasphemous Act +1 Clash of the Eikons +1 Sterling Grove +1 War of the Last Alliance +1 Enchantress's Presence +1 Sigil of the Empty Throne +1 Sphere of Safety +1 Leyline of the Guildpact +1 Birth of the Imperium +1 One Ring to Rule Them All +1 Starfield of Nyx +1 The First Iroan Games +1 The Weatherseed Treaty +1 The Legend of Yangchen +1 Arcane Signet +1 Sol Ring +1 Chromatic Lantern +1 Power Conduit +1 Crystal Fragments +1 Nesting Grounds +1 Hall of Heliod's Generosity +1 Urza's Saga +1 Reliquary Tower +1 Command Tower +5 Forest +5 Plains +3 Island +3 Swamp +3 Mountain +1 Exotic Orchard +1 The World Tree +1 Spara's Headquarters +1 Path of Ancestry +1 Jetmir's Garden +1 Windswept Heath +1 Indatha Triome +1 Sandsteppe Citadel +1 Jungle Shrine +1 Reflecting Pool +1 Evolving Wilds +1 Adagia, Windswept Bastion +1 Boseiju, Who Endures + +Sideboard (0) diff --git a/strategies/commander/commander_tom_bombadil/1/first_principles.md b/strategies/commander/commander_tom_bombadil/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_tom_bombadil/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_tom_bombadil/1/guide.md b/strategies/commander/commander_tom_bombadil/1/guide.md new file mode 100644 index 0000000..fc7ff06 --- /dev/null +++ b/strategies/commander/commander_tom_bombadil/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Tom Bombadil. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange. Commander: Tom Bombadil. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Tom Bombadil commander singleton command-zone strategy; exact guide pending command-zone 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: Tom Bombadil commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: enchantment. +- Main cards to classify during guide refinement: There and Back Again, Narci, Fable Singer, Kiora Bests the Sea God, Sythis, Harvest's Hand, The Kami War, Binding the Old Gods, Sanctum Weaver, The Cruelty of Gix, Satsuki, the Living Lore, Elspeth Conquers Death, Setessan Champion, The Eldest Reborn, Goldberry, River-Daughter, The Bath Song, Summon: Bahamut, Jukai Naturalist, Eidolon of Blossoms, Scroll of Isildur. +- 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: There and Back Again, Narci, Fable Singer, Kiora Bests the Sea God, Sythis, Harvest's Hand, The Kami War, Binding the Old Gods, Sanctum Weaver, The Cruelty of Gix, Satsuki, the Living Lore, Elspeth Conquers Death, Setessan Champion, The Eldest Reborn, Goldberry, River-Daughter, The Bath Song, Summon: Bahamut, Jukai Naturalist, Eidolon of Blossoms, Scroll of Isildur. + +## 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 Sanctum Weaver, 1 Serra's Sanctum, 1 Mesa Enchantress, 1 Reliquary Tower, 1 Command Tower, 1 Jetmir's Garden, 1 Windswept Heath, 1 Jungle Shrine, 1 Reflecting Pool. +- 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: There and Back Again, Narci, Fable Singer, Kiora Bests the Sea God, Sythis, Harvest's Hand, The Kami War, Binding the Old Gods, Sanctum Weaver, The Cruelty of Gix, Satsuki, the Living Lore, Elspeth Conquers Death, Setessan Champion, The Eldest Reborn, Goldberry, River-Daughter, The Bath Song, Summon: Bahamut, Jukai Naturalist, Eidolon of Blossoms, Scroll of Isildur. +- 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: There and Back Again, Narci, Fable Singer, Kiora Bests the Sea God, Sythis, Harvest's Hand, The Kami War, Binding the Old Gods, Sanctum Weaver, The Cruelty of Gix, Satsuki, the Living Lore, Elspeth Conquers Death, Setessan Champion, The Eldest Reborn, Goldberry, River-Daughter, The Bath Song, Summon: Bahamut, Jukai Naturalist, Eidolon of Blossoms, Scroll of Isildur? +- 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? diff --git a/strategies/commander/commander_tom_bombadil/1/metadata.json b/strategies/commander/commander_tom_bombadil/1/metadata.json new file mode 100644 index 0000000..a652306 --- /dev/null +++ b/strategies/commander/commander_tom_bombadil/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "Tom Bombadil commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276755, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Tom Bombadil", + "coverage_reason": "commander source staging for distinct command-zone strategy Tom Bombadil; import blocked until singleton runtime support lands.", + "event_name": "sagas br3\nby IceNinja", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-tom-bombadil#paper" + }, + "strategy_id": "commander_tom_bombadil", + "strategy_label": "Tom Bombadil", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_tom_bombadil/1/reflection.md b/strategies/commander/commander_tom_bombadil/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_tom_bombadil/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_vivi_ornitier/1/decklist.txt b/strategies/commander/commander_vivi_ornitier/1/decklist.txt new file mode 100644 index 0000000..3545557 --- /dev/null +++ b/strategies/commander/commander_vivi_ornitier/1/decklist.txt @@ -0,0 +1,87 @@ +Main (100) +1 Vivi Ornitier +1 Airship Engine Room +1 Command Tower +1 Exotic Orchard +1 Fiery Islet +1 Fountainport +9 Island +9 Mountain +1 Path of Ancestry +1 Reliquary Tower +1 Scalding Tarn +1 Secret Tunnel +1 Shivan Reef +1 Spectacle Summit +1 Stormcarved Coast +1 Thriving Bluff +1 Thriving Isle +1 Training Center +1 Brainstorm +1 Commander's Plate +1 Consider +1 Essence Flux +1 Faithless Looting +1 Flashback +1 Gamble +1 Into the Flood Maw +1 Lady Octopus, Inspired Inventor +1 Lightning Bolt +1 Opt +1 Ponder +1 Pongify +1 Preordain +1 Ragavan, Nimble Pilferer +1 Sol Ring +1 Spell Pierce +1 Splash Portal +1 Stormchaser's Talent +1 Swan Song +1 Vandalblast +1 Abandon Attachments +1 Arcane Denial +1 Arcane Signet +1 Bulk Up +1 Conqueror's Flail +1 Cool but Rude +1 Counterspell +1 Crackle with Power +1 Cyclonic Rift +1 Emeritus of Conflict +1 Faerie Mastermind +1 Flow State +1 Goblin Electromancer +1 Grapeshot +1 Harmonic Prodigy +1 Izzet Signet +1 Lightning Strike +1 Long River's Pull +1 Narset's Reversal +1 Red Mage's Rapier +1 Snapcaster Mage +1 Thought Vessel +1 Underworld Breach +1 Wan Shi Tong, Librarian +1 Chaos Warp +1 Deflecting Swat +1 Fierce Guardianship +1 Frantic Search +1 Haughty Djinn +1 Irma, Part-Time Mutant +1 Propaganda +1 Rhystic Study +1 Sink into Stupor +1 Sword of Feast and Famine +1 Veyran, Voice of Duality +1 Windfall +1 Big Score +1 Ral, Crackling Wit +1 Spark Double +1 Storm-Kiln Artist +1 Will of the Jeskai +1 Overpowering Attack +1 Thousand-Year Storm +1 Prismari, the Inspiration +1 Blasphemous Act + +Sideboard (0) diff --git a/strategies/commander/commander_vivi_ornitier/1/first_principles.md b/strategies/commander/commander_vivi_ornitier/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_vivi_ornitier/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_vivi_ornitier/1/guide.md b/strategies/commander/commander_vivi_ornitier/1/guide.md new file mode 100644 index 0000000..cf64c3a --- /dev/null +++ b/strategies/commander/commander_vivi_ornitier/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Vivi Ornitier. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control. Commander: Vivi Ornitier. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Vivi Ornitier commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Vivi Ornitier commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Vivi Ornitier, Airship Engine Room, Command Tower, Exotic Orchard, Fiery Islet, Fountainport, Island, Mountain, Path of Ancestry, Reliquary Tower, Scalding Tarn, Secret Tunnel, Shivan Reef, Spectacle Summit, Stormcarved Coast, Thriving Bluff, Thriving Isle, Training Center. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Vivi Ornitier, Airship Engine Room, Command Tower, Exotic Orchard, Fiery Islet, Fountainport, Island, Mountain, Path of Ancestry, Reliquary Tower, Scalding Tarn, Secret Tunnel, Shivan Reef, Spectacle Summit, Stormcarved Coast, Thriving Bluff, Thriving Isle, Training Center. + +## 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 Command Tower, 1 Fountainport, 1 Reliquary Tower, 1 Scalding Tarn, 1 Stormcarved Coast, 1 Commander's Plate, 1 Arcane Denial. +- 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: Vivi Ornitier, Airship Engine Room, Command Tower, Exotic Orchard, Fiery Islet, Fountainport, Island, Mountain, Path of Ancestry, Reliquary Tower, Scalding Tarn, Secret Tunnel, Shivan Reef, Spectacle Summit, Stormcarved Coast, Thriving Bluff, Thriving Isle, Training Center. +- 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: Vivi Ornitier, Airship Engine Room, Command Tower, Exotic Orchard, Fiery Islet, Fountainport, Island, Mountain, Path of Ancestry, Reliquary Tower, Scalding Tarn, Secret Tunnel, Shivan Reef, Spectacle Summit, Stormcarved Coast, Thriving Bluff, Thriving Isle, Training Center? +- 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? diff --git a/strategies/commander/commander_vivi_ornitier/1/metadata.json b/strategies/commander/commander_vivi_ornitier/1/metadata.json new file mode 100644 index 0000000..ea67ef5 --- /dev/null +++ b/strategies/commander/commander_vivi_ornitier/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Vivi Ornitier commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276740, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Vivi Ornitier", + "coverage_reason": "commander source staging for distinct command-zone strategy Vivi Ornitier; import blocked until singleton runtime support lands.", + "event_name": "Vivi\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-vivi-ornitier#paper" + }, + "strategy_id": "commander_vivi_ornitier", + "strategy_label": "Vivi Ornitier", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_vivi_ornitier/1/reflection.md b/strategies/commander/commander_vivi_ornitier/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_vivi_ornitier/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_witherbloom_the_balancer/1/decklist.txt b/strategies/commander/commander_witherbloom_the_balancer/1/decklist.txt new file mode 100644 index 0000000..5cfa2ee --- /dev/null +++ b/strategies/commander/commander_witherbloom_the_balancer/1/decklist.txt @@ -0,0 +1,88 @@ +Main (100) +1 Witherbloom, the Balancer +1 Mirkwood Bats +1 Orcish Bowmasters +1 Emeritus of Woe +1 Zulaport Cutthroat +1 Blood Artist +1 Stensian Sanguinist +1 Beledros Witherbloom +1 Craterhoof Behemoth +1 Emeritus of Abundance +1 Arbor Elf +1 Llanowar Elves +1 Elvish Mystic +1 Eternal Witness +1 Formidable Speaker +1 Skullclamp +1 Chomping Changeling +1 Tendershoot Dryad +1 Dina's Guidance +1 Dark Ritual +1 Sprout Swarm +1 Assassin's Trophy +1 Demonic Tutor +1 Diabolic Intent +1 Nature's Rhythm +1 Splinter's Technique +1 Exsanguinate +1 Final Act +1 Casualties of War +1 Pest Infestation +1 Deadly Brew +1 Feed the Swarm +1 Cultivate +1 Cauldron of Essence +1 Arcane Signet +1 Sol Ring +1 Shamanic Revelation +1 Chain of Smog +1 In Garruk's Wake +1 Delighted Halfling +1 Boseiju, Who Shelters All +1 Arachnogenesis +1 Birds of Paradise +1 Second Harvest +1 Army of the Damned +1 Chatterfang, Squirrel General +1 Finale of Eternity +1 Majestic Genesis +1 Deathrite Shaman +1 Awaken the Woods +1 Ezuri's Predation +1 Elves of Deep Shadow +1 Fyndhorn Elves +1 Circle of Dreams Druid +1 Genesis Wave +1 Sedgemoor Witch +1 Witherbloom Apprentice +1 Warren Soultrader +1 Cabal Ritual +1 Dosan the Falling Leaf +1 Golgari Charm +1 Heroic Intervention +1 Scute Swarm +1 Allosaurus Shepherd +10 Forest +7 Swamp +1 Bojuka Bog +1 Command Tower +1 Verdant Catacombs +1 Terramorphic Expanse +1 Titan's Grave +1 Woodland Cemetery +1 Witherbloom Campus +1 Necroblossom Snarl +1 Haunted Mire +1 Festering Thicket +1 Llanowar Wastes +1 Grim Backwoods +1 Vernal Fen +1 Exotic Orchard +1 Study Hall +1 Deathcap Glade +1 Twilight Mire +1 Viridescent Bog +1 Hissing Quagmire + +Sideboard (0) diff --git a/strategies/commander/commander_witherbloom_the_balancer/1/first_principles.md b/strategies/commander/commander_witherbloom_the_balancer/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_witherbloom_the_balancer/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_witherbloom_the_balancer/1/guide.md b/strategies/commander/commander_witherbloom_the_balancer/1/guide.md new file mode 100644 index 0000000..6874d04 --- /dev/null +++ b/strategies/commander/commander_witherbloom_the_balancer/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Witherbloom, the Balancer. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Witherbloom, the Balancer. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Witherbloom, the Balancer commander singleton command-zone strategy; exact guide pending command-zone 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: Witherbloom, the Balancer commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Mirkwood Bats, Orcish Bowmasters, Emeritus of Woe, Zulaport Cutthroat, Blood Artist, Stensian Sanguinist, Beledros Witherbloom, Craterhoof Behemoth, Emeritus of Abundance, Arbor Elf, Llanowar Elves, Elvish Mystic, Eternal Witness, Formidable Speaker, Skullclamp, Chomping Changeling, Tendershoot Dryad, Dina's Guidance. +- 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: Mirkwood Bats, Orcish Bowmasters, Emeritus of Woe, Zulaport Cutthroat, Blood Artist, Stensian Sanguinist, Beledros Witherbloom, Craterhoof Behemoth, Emeritus of Abundance, Arbor Elf, Llanowar Elves, Elvish Mystic, Eternal Witness, Formidable Speaker, Skullclamp, Chomping Changeling, Tendershoot Dryad, Dina's Guidance. + +## 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 Command Tower, 1 Verdant Catacombs, 1 Woodland Cemetery. +- 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: Mirkwood Bats, Orcish Bowmasters, Emeritus of Woe, Zulaport Cutthroat, Blood Artist, Stensian Sanguinist, Beledros Witherbloom, Craterhoof Behemoth, Emeritus of Abundance, Arbor Elf, Llanowar Elves, Elvish Mystic, Eternal Witness, Formidable Speaker, Skullclamp, Chomping Changeling, Tendershoot Dryad, Dina's Guidance. +- 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: Mirkwood Bats, Orcish Bowmasters, Emeritus of Woe, Zulaport Cutthroat, Blood Artist, Stensian Sanguinist, Beledros Witherbloom, Craterhoof Behemoth, Emeritus of Abundance, Arbor Elf, Llanowar Elves, Elvish Mystic, Eternal Witness, Formidable Speaker, Skullclamp, Chomping Changeling, Tendershoot Dryad, Dina's Guidance? +- 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? diff --git a/strategies/commander/commander_witherbloom_the_balancer/1/metadata.json b/strategies/commander/commander_witherbloom_the_balancer/1/metadata.json new file mode 100644 index 0000000..9b4f981 --- /dev/null +++ b/strategies/commander/commander_witherbloom_the_balancer/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Witherbloom, the Balancer commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276735, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Witherbloom, the Balancer", + "coverage_reason": "commander source staging for distinct command-zone strategy Witherbloom, the Balancer; import blocked until singleton runtime support lands.", + "event_name": "WB Tokens\nby Yuxa", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-witherbloom-the-balancer#paper" + }, + "strategy_id": "commander_witherbloom_the_balancer", + "strategy_label": "Witherbloom, the Balancer", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_witherbloom_the_balancer/1/reflection.md b/strategies/commander/commander_witherbloom_the_balancer/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_witherbloom_the_balancer/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_y_shtola_night_s_blessed/1/decklist.txt b/strategies/commander/commander_y_shtola_night_s_blessed/1/decklist.txt new file mode 100644 index 0000000..046b803 --- /dev/null +++ b/strategies/commander/commander_y_shtola_night_s_blessed/1/decklist.txt @@ -0,0 +1,103 @@ +Main (100) +1 Y'shtola, Night's Blessed +1 Adarkar Wastes +1 An Offer You Can't Refuse +1 Ancient Tomb +1 Angel's Grace +1 Arcane Signet +1 Bleachbone Verge +1 Bloodchief Ascension +1 Bloodthirsty Conqueror +1 Bolas's Citadel +1 Brainstorm +1 Cabal Ritual +1 Caves of Koilos +1 Choked Estuary +1 Command Tower +1 Cyclonic Rift +1 Dark Ritual +1 Deadly Rollick +1 Decorum Dissertation +1 Delney, Streetwise Lookout +1 Demonic Consultation +1 Demonic Tutor +1 Drowned Catacomb +1 Emeritus of Woe +1 Enlightened Tutor +1 Entomb +1 Erode +1 Esper Sentinel +1 Exquisite Blood +1 Fabled Passage +1 Farewell +1 Fellwar Stone +1 Fetid Heath +1 Fierce Guardianship +1 Floodfarm Verge +1 Flusterstorm +1 Frantic Search +1 Glacial Chasm +1 Glacial Fortress +1 Heliod, Sun-Crowned +1 High Fae Trickster +1 Irrigated Farmland +1 Island +1 Isolated Chapel +1 Kambal, Consul of Allocation +1 Laboratory Maniac +1 Lightning Greaves +1 Marsh Flats +1 Meticulous Archive +1 Mindbreak Trap +1 Mindcrank +1 Mithril Coat +1 Morningtide's Light +1 Mystical Tutor +1 Orcish Bowmasters +1 Painful Quandary +1 Path to Exile +1 Plains +1 Prairie Stream +1 Reanimate +1 Reliquary Tower +1 Rhystic Study +1 Sanguine Bond +1 Shadowy Backstreet +1 Shattered Sanctum +1 Shineshadow Snarl +1 Smothering Tithe +1 Sol Ring +1 Spellskite +1 Sunken Hollow +1 Sunken Ruins +1 Swamp +1 Swan Song +1 Swiftfoot Boots +1 Swords to Plowshares +1 Talisman of Dominance +1 Talisman of Hierarchy +1 Talisman of Progress +1 Teferi's Protection +1 Thassa's Oracle +1 The One Ring +1 Toxic Deluge +1 Undercity Sewers +1 Underground River +1 Urborg, Tomb of Yawgmoth +1 Vampiric Tutor +1 Vault of Champions +1 Vindicate +1 Void Rend +1 Walking Ballista +1 Windfall +1 Monologue Tax +1 Fabricate +1 Hallowed Fountain +1 Reflecting Pool +1 Darkslick Shores +1 Elesh Norn +1 Akroma's Will +1 Hope Estheim +1 Fractured Identity + +Sideboard (0) diff --git a/strategies/commander/commander_y_shtola_night_s_blessed/1/first_principles.md b/strategies/commander/commander_y_shtola_night_s_blessed/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_y_shtola_night_s_blessed/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_y_shtola_night_s_blessed/1/guide.md b/strategies/commander/commander_y_shtola_night_s_blessed/1/guide.md new file mode 100644 index 0000000..69c4186 --- /dev/null +++ b/strategies/commander/commander_y_shtola_night_s_blessed/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Y'shtola, Night's Blessed. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, graveyard, tribal. Commander: Y'shtola, Night's Blessed. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Y'shtola, Night's Blessed commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Y'shtola, Night's Blessed commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: graveyard, tribal. +- Main cards to classify during guide refinement: Adarkar Wastes, An Offer You Can't Refuse, Ancient Tomb, Angel's Grace, Arcane Signet, Bleachbone Verge, Bloodchief Ascension, Bloodthirsty Conqueror, Bolas's Citadel, Brainstorm, Cabal Ritual, Caves of Koilos, Choked Estuary, Command Tower, Cyclonic Rift, Dark Ritual, Deadly Rollick, Decorum Dissertation. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Adarkar Wastes, An Offer You Can't Refuse, Ancient Tomb, Angel's Grace, Arcane Signet, Bleachbone Verge, Bloodchief Ascension, Bloodthirsty Conqueror, Bolas's Citadel, Brainstorm, Cabal Ritual, Caves of Koilos, Choked Estuary, Command Tower, Cyclonic Rift, Dark Ritual, Deadly Rollick, Decorum Dissertation. + +## 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 Tomb, 1 Bleachbone Verge, 1 Caves of Koilos, 1 Command Tower, 1 Entomb, 1 Fetid Heath, 1 Floodfarm Verge, 1 Irrigated Farmland, 1 Reliquary Tower, 1 Shattered Sanctum, 1 Sunken Ruins, 1 Urborg, Tomb of Yawgmoth, 1 Hallowed Fountain, 1 Reflecting Pool, 1 Fractured Identity. +- 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: Adarkar Wastes, An Offer You Can't Refuse, Ancient Tomb, Angel's Grace, Arcane Signet, Bleachbone Verge, Bloodchief Ascension, Bloodthirsty Conqueror, Bolas's Citadel, Brainstorm, Cabal Ritual, Caves of Koilos, Choked Estuary, Command Tower, Cyclonic Rift, Dark Ritual, Deadly Rollick, Decorum Dissertation. +- 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: Adarkar Wastes, An Offer You Can't Refuse, Ancient Tomb, Angel's Grace, Arcane Signet, Bleachbone Verge, Bloodchief Ascension, Bloodthirsty Conqueror, Bolas's Citadel, Brainstorm, Cabal Ritual, Caves of Koilos, Choked Estuary, Command Tower, Cyclonic Rift, Dark Ritual, Deadly Rollick, Decorum Dissertation? +- 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? diff --git a/strategies/commander/commander_y_shtola_night_s_blessed/1/metadata.json b/strategies/commander/commander_y_shtola_night_s_blessed/1/metadata.json new file mode 100644 index 0000000..36d26a0 --- /dev/null +++ b/strategies/commander/commander_y_shtola_night_s_blessed/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B" + ], + "concept_text": "Y'shtola, Night's Blessed commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276726, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [ + "graveyard", + "tribal" + ], + "source_metadata": { + "commander": "Y'shtola, Night's Blessed", + "coverage_reason": "commander source staging for distinct command-zone strategy Y'shtola, Night's Blessed; import blocked until singleton runtime support lands.", + "event_name": "Y\u2019shtola\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-y-shtola-night-s-blessed#paper" + }, + "strategy_id": "commander_y_shtola_night_s_blessed", + "strategy_label": "Y'shtola, Night's Blessed", + "tags": [ + "combo", + "graveyard", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_y_shtola_night_s_blessed/1/reflection.md b/strategies/commander/commander_y_shtola_night_s_blessed/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_y_shtola_night_s_blessed/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_zoraline_cosmos_caller/1/decklist.txt b/strategies/commander/commander_zoraline_cosmos_caller/1/decklist.txt new file mode 100644 index 0000000..c9b6874 --- /dev/null +++ b/strategies/commander/commander_zoraline_cosmos_caller/1/decklist.txt @@ -0,0 +1,87 @@ +Main (100) +1 Zoraline, Cosmos Caller +4 Plains +14 Swamp +1 Cleric Class +1 Maskwood Nexus +1 Witch's Cottage +1 Starscape Cleric +1 Starseer Mentor +1 Angel's Feather +1 Adventurer's Inn +1 Exquisite Blood +1 Darkstar Augur +1 Diresight +1 Emeritus of Woe +1 Lolth, Spider Queen +1 Mind Stone +1 Thriving Moor +1 Early Winter +1 Aclazotz, Deepest Betrayal +1 Sinister Monolith +1 Hazel's Nocturne +1 Shattered Sanctum +1 Star Charter +1 Scoured Barrens +1 Arcane Signet +1 Bontu's Monument +1 Moon-Blessed Cleric +1 Blighted Bat +1 Bender's Waterskin +1 Wolfbat +1 Reaper's Talisman +1 Feed the Cycle +1 Nocturnal Hunger +1 Nesting Grounds +1 Moonstone Eulogist +1 Deep-Cavern Bat +1 Flock Impostor +1 Moonrise Cleric +1 Essence Channeler +1 Abandoned Air Temple +1 Lifecreed Duo +1 Mudflat Village +1 Consumed by Greed +1 Caves of Koilos +1 Sanguine Bond +1 Starfall Invocation +1 Cruel Tutor +1 Rooftop Percher +1 Gathering Stone +1 Path of Ancestry +1 Sol Ring +1 Moonstone Harbinger +1 Regal Bloodlord +1 Momo, Friendly Flier +1 Stargaze +1 Starlit Soothsayer +1 Repel Calamity +1 Glidedive Duo +1 Forum of Amity +1 Blightbeetle +1 Changeling Wayfinder +1 Great Arashin City +1 Thriving Heath +1 Lupinflower Village +1 White Lotus Tile +1 Moseo, Vein's New Dean +1 Inspiring Leader +1 Three Tree City +1 Misty Palms Oasis +1 Patchwork Banner +1 Momo, Playful Pet +1 Firdoch Core +1 Painful Lesson +1 Wax-Wane Witness +1 Nameless Inversion +1 Mirkwood Bats +1 Lunar Convocation +1 Sonar Strike +1 Fountainport Bell +1 Rug of Smothering +1 Three Tree Mascot +1 Commander's Sphere +1 White Auracite +1 Hidden Grotto + +Sideboard (0) diff --git a/strategies/commander/commander_zoraline_cosmos_caller/1/first_principles.md b/strategies/commander/commander_zoraline_cosmos_caller/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_zoraline_cosmos_caller/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/commander/commander_zoraline_cosmos_caller/1/guide.md b/strategies/commander/commander_zoraline_cosmos_caller/1/guide.md new file mode 100644 index 0000000..ba0af4f --- /dev/null +++ b/strategies/commander/commander_zoraline_cosmos_caller/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Zoraline, Cosmos Caller. Format: Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Zoraline, Cosmos Caller. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Zoraline, Cosmos Caller commander singleton command-zone strategy; exact guide pending command-zone 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: Zoraline, Cosmos Caller commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Plains, Swamp, Cleric Class, Maskwood Nexus, Witch's Cottage, Starscape Cleric, Starseer Mentor, Angel's Feather, Adventurer's Inn, Exquisite Blood, Darkstar Augur, Diresight, Emeritus of Woe, Lolth, Spider Queen, Mind Stone, Thriving Moor, Early Winter, Aclazotz, Deepest Betrayal. +- 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: Plains, Swamp, Cleric Class, Maskwood Nexus, Witch's Cottage, Starscape Cleric, Starseer Mentor, Angel's Feather, Adventurer's Inn, Exquisite Blood, Darkstar Augur, Diresight, Emeritus of Woe, Lolth, Spider Queen, Mind Stone, Thriving Moor, Early Winter, Aclazotz, Deepest Betrayal. + +## 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 Shattered Sanctum, 1 Deep-Cavern Bat, 1 Mudflat Village, 1 Caves of Koilos, 1 Thriving Heath, 1 Lupinflower Village, 1 Fountainport Bell, 1 Commander's Sphere, 1 Hidden Grotto. +- 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: Plains, Swamp, Cleric Class, Maskwood Nexus, Witch's Cottage, Starscape Cleric, Starseer Mentor, Angel's Feather, Adventurer's Inn, Exquisite Blood, Darkstar Augur, Diresight, Emeritus of Woe, Lolth, Spider Queen, Mind Stone, Thriving Moor, Early Winter, Aclazotz, Deepest Betrayal. +- 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: Plains, Swamp, Cleric Class, Maskwood Nexus, Witch's Cottage, Starscape Cleric, Starseer Mentor, Angel's Feather, Adventurer's Inn, Exquisite Blood, Darkstar Augur, Diresight, Emeritus of Woe, Lolth, Spider Queen, Mind Stone, Thriving Moor, Early Winter, Aclazotz, Deepest Betrayal? +- 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? diff --git a/strategies/commander/commander_zoraline_cosmos_caller/1/metadata.json b/strategies/commander/commander_zoraline_cosmos_caller/1/metadata.json new file mode 100644 index 0000000..31b606c --- /dev/null +++ b/strategies/commander/commander_zoraline_cosmos_caller/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "B" + ], + "concept_text": "Zoraline, Cosmos Caller commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276745, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Zoraline, Cosmos Caller", + "coverage_reason": "commander source staging for distinct command-zone strategy Zoraline, Cosmos Caller; import blocked until singleton runtime support lands.", + "event_name": "zoraline\nby Messey02", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "commander", + "source_name": "MTGGoldfish Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/commander-zoraline-cosmos-caller#paper" + }, + "strategy_id": "commander_zoraline_cosmos_caller", + "strategy_label": "Zoraline, Cosmos Caller", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/commander/commander_zoraline_cosmos_caller/1/reflection.md b/strategies/commander/commander_zoraline_cosmos_caller/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/commander/commander_zoraline_cosmos_caller/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_aang_swift_savior/1/decklist.txt b/strategies/duel-commander/duel_commander_aang_swift_savior/1/decklist.txt new file mode 100644 index 0000000..b5a59ba --- /dev/null +++ b/strategies/duel-commander/duel_commander_aang_swift_savior/1/decklist.txt @@ -0,0 +1,93 @@ +Main (100) +1 Aang, Swift Savior +1 Adarkar Wastes +1 Spectacular Spider-Man +1 Agna Qel'a +1 Appa, Steadfast Guardian +1 Arid Mesa +1 Aven Interrupter +1 Aven Mindcensor +1 Brainstorm +1 Cathar Commando +1 Change the Equation +1 Command Tower +1 Daze +1 Deserted Beach +1 Drannith Magistrate +1 Eiganjo Castle +1 Eiganjo, Seat of the Empire +1 Enduring Curiosity +1 Ephemerate +1 Erode +1 Faerie Mastermind +1 Flooded Strand +1 Floodfarm Verge +1 Force Spike +1 Gitaxian Probe +1 Glacial Fortress +1 Guide of Souls +1 Hallowed Fountain +1 Harbinger of the Seas +1 Hengegate Pathway +1 Lose Focus +1 Malcolm, Alluring Scoundrel +1 Mana Leak +1 Mana Tithe +1 March of Otherworldly Light +1 Marsh Flats +1 Meddling Mage +1 Memory Lapse +1 Mental Misstep +1 Meticulous Archive +1 Mother of Runes +1 Multiversal Passage +1 Mystic Gate +1 No More Lies +1 Novice Inspector +1 Ocelot Pride +1 On Thin Ice +1 Otawara, Soaring City +1 Palace Jailer +1 Parallax Wave +1 Path to Exile +1 Phelia, Exuberant Shepherd +1 Polluted Delta +1 Portable Hole +1 Prairie Stream +1 Quantum Riddler +1 Razorgrass Ambush +1 Reflecting Pool +1 Remand +1 Reprieve +1 Restless Anchorage +1 Scalding Tarn +1 Seachrome Coast +1 Shorikai, Genesis Engine +1 Sink into Stupor +1 Skyclave Apparition +1 Skycoach Conductor +1 Snap +6 Snow-Covered Island +6 Snow-Covered Plains +1 Solitude +1 Spell Snare +1 Stern Scolding +1 Subtlety +1 Swift Reconfiguration +1 Swords to Plowshares +1 Sygg, Wanderwine Wisdom +1 Tale's End +1 Talon Gates of Madara +1 Teferi, Time Raveler +1 The Wandering Emperor +1 Thraben Inspector +1 Tishana's Tidebinder +1 True-Name Nemesis +1 Tundra +1 Vendilion Clique +1 Voice of Victory +1 Wan Shi Tong, Librarian +1 Wash Away +1 Witch Enchanter + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_aang_swift_savior/1/first_principles.md b/strategies/duel-commander/duel_commander_aang_swift_savior/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aang_swift_savior/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_aang_swift_savior/1/guide.md b/strategies/duel-commander/duel_commander_aang_swift_savior/1/guide.md new file mode 100644 index 0000000..770b1e4 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aang_swift_savior/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Aang, Swift Savior. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo. Commander: Aang, Swift Savior. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Aang, Swift Savior duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Aang, Swift Savior duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: enchantment. +- Main cards to classify during guide refinement: Adarkar Wastes, Spectacular Spider-Man, Agna Qel'a, Appa, Steadfast Guardian, Arid Mesa, Aven Interrupter, Aven Mindcensor, Brainstorm, Cathar Commando, Change the Equation, Command Tower, Daze, Deserted Beach, Drannith Magistrate, Eiganjo Castle, Eiganjo, Seat of the Empire, Enduring Curiosity, Ephemerate. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Adarkar Wastes, Spectacular Spider-Man, Agna Qel'a, Appa, Steadfast Guardian, Arid Mesa, Aven Interrupter, Aven Mindcensor, Brainstorm, Cathar Commando, Change the Equation, Command Tower, Daze, Deserted Beach, Drannith Magistrate, Eiganjo Castle, Eiganjo, Seat of the Empire, Enduring Curiosity, Ephemerate. + +## 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 Arid Mesa, 1 Cathar Commando, 1 Command Tower, 1 Eiganjo Castle, 1 Flooded Strand, 1 Floodfarm Verge, 1 Hallowed Fountain, 1 Hengegate Pathway, 1 Mystic Gate, 1 Polluted Delta, 1 Reflecting Pool, 1 Scalding Tarn, 1 Seachrome Coast, 1 Talon Gates of Madara. +- 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: Adarkar Wastes, Spectacular Spider-Man, Agna Qel'a, Appa, Steadfast Guardian, Arid Mesa, Aven Interrupter, Aven Mindcensor, Brainstorm, Cathar Commando, Change the Equation, Command Tower, Daze, Deserted Beach, Drannith Magistrate, Eiganjo Castle, Eiganjo, Seat of the Empire, Enduring Curiosity, Ephemerate. +- 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: Adarkar Wastes, Spectacular Spider-Man, Agna Qel'a, Appa, Steadfast Guardian, Arid Mesa, Aven Interrupter, Aven Mindcensor, Brainstorm, Cathar Commando, Change the Equation, Command Tower, Daze, Deserted Beach, Drannith Magistrate, Eiganjo Castle, Eiganjo, Seat of the Empire, Enduring Curiosity, Ephemerate? +- 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? diff --git a/strategies/duel-commander/duel_commander_aang_swift_savior/1/metadata.json b/strategies/duel-commander/duel_commander_aang_swift_savior/1/metadata.json new file mode 100644 index 0000000..362fc38 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aang_swift_savior/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Aang, Swift Savior duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276828, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Aang, Swift Savior", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Aang, Swift Savior; import blocked until singleton runtime support lands.", + "event_name": "Aang, Swift Savior - MTGO\nby Shaka1333", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-aang-swift-savior#paper" + }, + "strategy_id": "duel_commander_aang_swift_savior", + "strategy_label": "Aang, Swift Savior", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_aang_swift_savior/1/reflection.md b/strategies/duel-commander/duel_commander_aang_swift_savior/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aang_swift_savior/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/decklist.txt b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/decklist.txt new file mode 100644 index 0000000..3f859ba --- /dev/null +++ b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/decklist.txt @@ -0,0 +1,102 @@ +Main (100) +1 Aminatou, the Fateshifter +1 Thoughtseize +1 Windswept Heath +1 Underground Sea +1 Arid Mesa +1 Teferi, Time Raveler +1 Tainted Pact +1 Bleachbone Verge +1 Bloodstained Mire +1 Boggart Trawler +1 Swords to Plowshares +1 Solitude +1 Snuff Out +1 Damn +1 Snow-Covered Swamp +1 Snow-Covered Plains +1 Snapcaster Mage +1 Eagles of the North +1 Quantum Riddler +1 Long Goodbye +1 Polluted Delta +1 Fire Nation Occupation +1 Palace Jailer +1 Floodfarm Verge +1 Overlord of the Mistmoors +1 Force of Negation +1 Get Lost +1 Gloomlake Verge +1 Overlord of the Floodpits +1 Overlord of the Balemurk +1 Hallowed Fountain +2 Island +1 Jace, Wielder of Mysteries +1 Deserted Beach +1 Mental Misstep +1 Lorien Revealed +1 Lose Focus +1 Mana Leak +1 Omen of the Sea +1 Marsh Flats +1 Memory Lapse +1 Metamorphosis Fanatic +1 Meticulous Archive +1 Misty Rainforest +1 Momentum Breaker +1 No More Lies +1 Nowhere to Run +1 Oath of Kaya +1 Glacial Fortress +1 Orcish Bowmasters +1 Otawara, Soaring City +1 Grief +1 Godless Shrine +1 Force Spike +1 Flooded Strand +1 Parallax Wave +1 Phelia, Exuberant Shepherd +1 Fatal Push +1 Prismatic Vista +1 Psychic Frog +1 Eiganjo, Seat of the Empire +1 Raffine's Tower +1 Scalding Tarn +1 Scrubland +1 Shadowy Backstreet +1 Sheoldred's Edict +1 Sink into Stupor +1 Skyclave Apparition +1 Cryogen Relic +1 Demonic Tutor +1 Demonic Consultation +1 Daze +1 Creeping Tar Pit +1 Command Tower +1 Spell Snare +1 Static Prison +1 Stern Scolding +1 Subtlety +1 Brainstorm +1 The Wandering Emperor +1 Takenuma, Abandoned Mire +1 Tale's End +1 Baleful Strix +1 Troll of Khazad-dum +1 Tundra +1 Undercity Sewers +1 Toxic Deluge +1 Verdant Catacombs +1 Wan Shi Tong, Librarian +1 Wash Away +1 Shipwreck Marsh +1 Watery Grave +1 Stifle +1 Inquisition of Kozilek +1 Witch Enchanter +1 Starting Town +1 Tishana's Tidebinder +1 Parallax Tide +1 Wishclaw Talisman + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/first_principles.md b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/guide.md b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/guide.md new file mode 100644 index 0000000..cc35dd3 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Aminatou, the Fateshifter. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo. Commander: Aminatou, the Fateshifter. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Aminatou, the Fateshifter duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Aminatou, the Fateshifter duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: enchantment. +- Main cards to classify during guide refinement: Thoughtseize, Windswept Heath, Underground Sea, Arid Mesa, Teferi, Time Raveler, Tainted Pact, Bleachbone Verge, Bloodstained Mire, Boggart Trawler, Swords to Plowshares, Solitude, Snuff Out, Damn, Snow-Covered Swamp, Snow-Covered Plains, Snapcaster Mage, Eagles of the North, Quantum Riddler. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Thoughtseize, Windswept Heath, Underground Sea, Arid Mesa, Teferi, Time Raveler, Tainted Pact, Bleachbone Verge, Bloodstained Mire, Boggart Trawler, Swords to Plowshares, Solitude, Snuff Out, Damn, Snow-Covered Swamp, Snow-Covered Plains, Snapcaster Mage, Eagles of the North, Quantum Riddler. + +## 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 Windswept Heath, 1 Arid Mesa, 1 Bleachbone Verge, 1 Polluted Delta, 1 Floodfarm Verge, 1 Gloomlake Verge, 1 Hallowed Fountain, 1 Godless Shrine, 1 Flooded Strand, 1 Prismatic Vista, 1 Raffine's Tower, 1 Scalding Tarn, 1 Scrubland, 1 Command Tower, 1 Verdant Catacombs. +- 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: Thoughtseize, Windswept Heath, Underground Sea, Arid Mesa, Teferi, Time Raveler, Tainted Pact, Bleachbone Verge, Bloodstained Mire, Boggart Trawler, Swords to Plowshares, Solitude, Snuff Out, Damn, Snow-Covered Swamp, Snow-Covered Plains, Snapcaster Mage, Eagles of the North, Quantum Riddler. +- 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: Thoughtseize, Windswept Heath, Underground Sea, Arid Mesa, Teferi, Time Raveler, Tainted Pact, Bleachbone Verge, Bloodstained Mire, Boggart Trawler, Swords to Plowshares, Solitude, Snuff Out, Damn, Snow-Covered Swamp, Snow-Covered Plains, Snapcaster Mage, Eagles of the North, Quantum Riddler? +- 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? diff --git a/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/metadata.json b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/metadata.json new file mode 100644 index 0000000..f17a967 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B" + ], + "concept_text": "Aminatou, the Fateshifter duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276804, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Aminatou, the Fateshifter", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Aminatou, the Fateshifter; import blocked until singleton runtime support lands.", + "event_name": "Aminatou, the Fateshifter\nby rerere", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-aminatou-the-fateshifter#paper" + }, + "strategy_id": "duel_commander_aminatou_the_fateshifter", + "strategy_label": "Aminatou, the Fateshifter", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/reflection.md b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_aminatou_the_fateshifter/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/decklist.txt b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/decklist.txt new file mode 100644 index 0000000..1961ada --- /dev/null +++ b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/decklist.txt @@ -0,0 +1,92 @@ +Main (100) +1 Brigid, Clachan's Heart +1 Abandoned Air Temple +1 Worldly Tutor +1 Wooded Foothills +1 Wooded Bastion +1 Windswept Heath +1 Wild Growth +1 Voice of Victory +1 Verdant Catacombs +1 Birthing Pod +1 Boreal Druid +1 Boseiju, Who Endures +1 Branchloft Pathway +1 Utopia Sprawl +1 Temple Garden +1 Swords to Plowshares +1 Swift Reconfiguration +1 Cloud, Midgar Mercenary +1 Survival of the Fittest +1 Delighted Halfling +1 Sunpetal Grove +1 Drannith Magistrate +1 Summoner's Pact +1 Earthcraft +1 Eladamri's Call +1 Eldritch Evolution +1 Elvish Mystic +1 Stoneforge Mystic +6 Snow-Covered Plains +1 Skullclamp +1 Formidable Speaker +1 Razorverge Thicket +1 Ranger of Eos +1 Giver of Runes +1 Quirion Ranger +1 Guide of Souls +1 Haywire Mite +1 Hushwood Verge +1 Keen-Eyed Curator +1 Pre-War Formalwear +1 Palace Jailer +1 Marsh Flats +1 Mother of Runes +1 Misty Rainforest +1 Multiversal Passage +1 Nature's Rhythm +1 Ocelot Pride +1 On Thin Ice +1 Lush Portico +1 Parallax Wave +1 Llanowar Elves +1 Prismatic Vista +1 Green Sun's Zenith +1 Ghost Vacuum +1 Ranger-Captain of Eos +1 Fyndhorn Elves +1 Recruiter of the Guard +1 Sanctifier en-Vec +1 Savannah +1 Seedcradle Witch +1 Flooded Strand +1 Skyclave Apparition +7 Snow-Covered Forest +1 Enlightened Tutor +1 Solitude +1 Springheart Nantuko +1 Starfield Shepherd +1 Static Prison +1 Endurance +1 Dryad Arbor +1 Devoted Druid +1 Command Tower +1 Chord of Calling +1 Burrenton Forge-Tender +1 Brushland +1 Urza's Saga +1 Brightglass Gearhulk +1 Birds of Paradise +1 Benevolent Bodyguard +1 Walking Ballista +1 Badgermole Cub +1 Avacyn's Pilgrim +1 Witch Enchanter +1 Arid Mesa +1 Arbor Elf +1 Ancient Den +1 Yavimaya, Cradle of Growth +1 Melira, the Living Cure +1 Heliod's Pilgrim + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/first_principles.md b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/guide.md b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/guide.md new file mode 100644 index 0000000..5b169bb --- /dev/null +++ b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Brigid, Clachan's Heart. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Brigid, Clachan's Heart. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Brigid, Clachan's Heart duel-commander singleton command-zone strategy; exact guide pending command-zone 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: Brigid, Clachan's Heart duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: enchantment, tribal. +- Main cards to classify during guide refinement: Abandoned Air Temple, Worldly Tutor, Wooded Foothills, Wooded Bastion, Windswept Heath, Wild Growth, Voice of Victory, Verdant Catacombs, Birthing Pod, Boreal Druid, Boseiju, Who Endures, Branchloft Pathway, Utopia Sprawl, Temple Garden, Swords to Plowshares, Swift Reconfiguration, Cloud, Midgar Mercenary, Survival of the Fittest. +- 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: Abandoned Air Temple, Worldly Tutor, Wooded Foothills, Wooded Bastion, Windswept Heath, Wild Growth, Voice of Victory, Verdant Catacombs, Birthing Pod, Boreal Druid, Boseiju, Who Endures, Branchloft Pathway, Utopia Sprawl, Temple Garden, Swords to Plowshares, Swift Reconfiguration, Cloud, Midgar Mercenary, Survival of the Fittest. + +## 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 Windswept Heath, 1 Verdant Catacombs, 1 Branchloft Pathway, 1 Temple Garden, 1 Razorverge Thicket, 1 Hushwood Verge, 1 Prismatic Vista, 1 Flooded Strand, 1 Command Tower, 1 Brushland, 1 Arid Mesa, 1 Ancient Den. +- 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: Abandoned Air Temple, Worldly Tutor, Wooded Foothills, Wooded Bastion, Windswept Heath, Wild Growth, Voice of Victory, Verdant Catacombs, Birthing Pod, Boreal Druid, Boseiju, Who Endures, Branchloft Pathway, Utopia Sprawl, Temple Garden, Swords to Plowshares, Swift Reconfiguration, Cloud, Midgar Mercenary, Survival of the Fittest. +- 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: Abandoned Air Temple, Worldly Tutor, Wooded Foothills, Wooded Bastion, Windswept Heath, Wild Growth, Voice of Victory, Verdant Catacombs, Birthing Pod, Boreal Druid, Boseiju, Who Endures, Branchloft Pathway, Utopia Sprawl, Temple Garden, Swords to Plowshares, Swift Reconfiguration, Cloud, Midgar Mercenary, Survival of the Fittest? +- 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? diff --git a/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/metadata.json b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/metadata.json new file mode 100644 index 0000000..4d478cd --- /dev/null +++ b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Brigid, Clachan's Heart duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276822, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Brigid, Clachan's Heart", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Brigid, Clachan's Heart; import blocked until singleton runtime support lands.", + "event_name": "Brigid, Clachan's Heart\nby Carbozo", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-brigid-clachan-s-heart#paper" + }, + "strategy_id": "duel_commander_brigid_clachan_s_heart", + "strategy_label": "Brigid, Clachan's Heart", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/reflection.md b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_brigid_clachan_s_heart/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/decklist.txt b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/decklist.txt new file mode 100644 index 0000000..e126ae9 --- /dev/null +++ b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/decklist.txt @@ -0,0 +1,73 @@ +Main (100) +1 Emet-Selch, Unsundered +16 Island +16 Swamp +1 Command Tower +1 Ice Tunnel +1 Mistvault Bridge +1 Fetid Pools +1 Ash Barrens +1 Creeping Tar Pit +1 Boggart Trawler +1 Seal of Removal +1 Tithing Blade +1 Crippling Fear +1 Mind Rot +1 Sandman's Quicksand +1 Languish +1 Zero Point Ballad +1 Villainous Wrath +1 Duress +1 Barter in Blood +1 Hydroelectric Specimen +1 Fallaji Archaeologist +1 Malcolm, Alluring Scoundrel +1 Summon: Primal Odin +1 Grave Titan +1 Overlord of the Floodpits +1 Thing in the Ice +1 Spell Stutter +1 Stern Scolding +1 Eliminate +1 Lose Focus +1 Spell Pierce +1 Mana Leak +1 Brainstorm +1 Spectral Interference +1 Counterspell +1 Wash Away +1 Dreams of Laguna +1 Engulf the Shore +1 Go for the Throat +1 Bring the Ending +1 Geth's Verdict +1 Fatal Push +1 Stab +1 Doom Blade +1 Last Gasp +1 Requiting Hex +1 Shoot the Sheriff +1 Remand +1 Tainted Indulgence +1 Diabolic Edict +1 Remove Soul +1 Jwari Disruption +1 Heartless Act +1 Liliana's Triumph +1 Evacuation +1 Miscalculation +1 Aetherize +1 Dazzling Denial +1 Drown in the Loch +1 Gollum's Bite +1 Frantic Search +1 Curate +1 Tyrant's Scorn +1 Clash of Wills +1 Murktide Regent +1 Sailors' Bane +1 Kiora, the Rising Tide +1 Marina Vendrell's Grimoire +1 Hullbreaker Horror + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/first_principles.md b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/guide.md b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/guide.md new file mode 100644 index 0000000..a5b6cb1 --- /dev/null +++ b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Emet-Selch, Unsundered. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control. Commander: Emet-Selch, Unsundered. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Emet-Selch, Unsundered duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Emet-Selch, Unsundered duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Seal of Removal, Tithing Blade, Crippling Fear, Mind Rot, Sandman's Quicksand, Languish, Zero Point Ballad, Villainous Wrath, Duress. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Seal of Removal, Tithing Blade, Crippling Fear, Mind Rot, Sandman's Quicksand, Languish, Zero Point Ballad, Villainous Wrath, Duress. + +## 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 Command Tower, 1 Mistvault Bridge, 1 Fetid Pools, 1 Dazzling Denial. +- 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: Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Seal of Removal, Tithing Blade, Crippling Fear, Mind Rot, Sandman's Quicksand, Languish, Zero Point Ballad, Villainous Wrath, Duress. +- 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: Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Seal of Removal, Tithing Blade, Crippling Fear, Mind Rot, Sandman's Quicksand, Languish, Zero Point Ballad, Villainous Wrath, Duress? +- 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? diff --git a/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/metadata.json b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/metadata.json new file mode 100644 index 0000000..fe5603b --- /dev/null +++ b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "Emet-Selch, Unsundered duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276799, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Emet-Selch, Unsundered", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Emet-Selch, Unsundered; import blocked until singleton runtime support lands.", + "event_name": "S5 Budgetmander | Jimmy Atayoc | Emet-Selch, Un...\nby TYMNCR", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-emet-selch-unsundered#paper" + }, + "strategy_id": "duel_commander_emet_selch_unsundered", + "strategy_label": "Emet-Selch, Unsundered", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/reflection.md b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_emet_selch_unsundered/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/decklist.txt b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/decklist.txt new file mode 100644 index 0000000..de9cd2e --- /dev/null +++ b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/decklist.txt @@ -0,0 +1,79 @@ +Main (100) +1 Eshki Dragonclaw +9 Island +9 Forest +9 Mountain +1 Dreamroot Cascade +1 Fabled Passage +1 Command Tower +1 Sodden Verdure +1 Sulfur Falls +1 Cinder Glade +1 Exotic Orchard +1 Hinterland Harbor +1 Lightning Bolt +1 Utopia Sprawl +1 Kellan, Planar Trailblazer +1 Pinnacle Monk +1 Zurgo Bellstriker +1 Frantic Search +1 Snap +1 Tormod's Crypt +1 Hauntwoods Shrieker +1 Ghostfire Slice +1 Tam, Mindful First-Year +1 Floodpits Drowner +1 Sleight of Hand +1 Reclaim +1 Studious First-Year +1 Opt +1 Consider +1 Hunter's Talent +1 Searslicer Goblin +1 Lavaspur Boots +1 Armored Scrapgorger +1 Sakura-Tribe Elder +1 Siren Stormtamer +1 Cankerbloom +1 Brainstorm +1 Wild Growth +1 Pawpatch Formation +1 Ornery Tumblewagg +1 Growth Spiral +1 Preordain +1 Llanowar Elves +1 Atarka's Command +1 Temur Battlecrier +1 Soul-Guide Lantern +1 Counterspell +1 It'll Quench Ya! +1 Loyal Apprentice +1 Malevolent Hermit +1 Prismari Charm +1 Memory Lapse +1 Deeproot Wayfinder +1 Gruul Charm +1 Unsubstantiate +1 Lazotep Plating +1 Den Protector +1 Tyrranax Rex +1 Fury +1 Snakeskin Veil +1 Burst Lightning +1 Brazen Borrower +1 Rootbound Crag +1 Expressive Iteration +1 Bloodbraid Challenger +1 Spider-Punk +1 Elvish Mystic +1 Daze +1 Ash Barrens +1 Banishing Betrayal +1 Iroh's Demonstration +1 Undermountain Adventurer +1 Cunning Coyote +1 Balustrade Wurm +1 Unsummon +1 Spell Pierce + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/first_principles.md b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/guide.md b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/guide.md new file mode 100644 index 0000000..81a2f8b --- /dev/null +++ b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Eshki Dragonclaw. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control, tribal. Commander: Eshki Dragonclaw. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Eshki Dragonclaw duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Eshki Dragonclaw duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Island, Forest, Mountain, Dreamroot Cascade, Fabled Passage, Command Tower, Sodden Verdure, Sulfur Falls, Cinder Glade, Exotic Orchard, Hinterland Harbor, Lightning Bolt, Utopia Sprawl, Kellan, Planar Trailblazer, Pinnacle Monk, Zurgo Bellstriker, Frantic Search, Snap. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Island, Forest, Mountain, Dreamroot Cascade, Fabled Passage, Command Tower, Sodden Verdure, Sulfur Falls, Cinder Glade, Exotic Orchard, Hinterland Harbor, Lightning Bolt, Utopia Sprawl, Kellan, Planar Trailblazer, Pinnacle Monk, Zurgo Bellstriker, Frantic Search, Snap. + +## 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 Command Tower, 1 Sodden Verdure, 1 Hinterland Harbor, 1 Tormod's Crypt, 1 Atarka's Command, 1 Den Protector. +- 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: Island, Forest, Mountain, Dreamroot Cascade, Fabled Passage, Command Tower, Sodden Verdure, Sulfur Falls, Cinder Glade, Exotic Orchard, Hinterland Harbor, Lightning Bolt, Utopia Sprawl, Kellan, Planar Trailblazer, Pinnacle Monk, Zurgo Bellstriker, Frantic Search, Snap. +- 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: Island, Forest, Mountain, Dreamroot Cascade, Fabled Passage, Command Tower, Sodden Verdure, Sulfur Falls, Cinder Glade, Exotic Orchard, Hinterland Harbor, Lightning Bolt, Utopia Sprawl, Kellan, Planar Trailblazer, Pinnacle Monk, Zurgo Bellstriker, Frantic Search, Snap? +- 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? diff --git a/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/metadata.json b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/metadata.json new file mode 100644 index 0000000..39dda06 --- /dev/null +++ b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "R", + "G" + ], + "concept_text": "Eshki Dragonclaw duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276782, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Eshki Dragonclaw", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Eshki Dragonclaw; import blocked until singleton runtime support lands.", + "event_name": "50 dollar eshki\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-eshki-dragonclaw#paper" + }, + "strategy_id": "duel_commander_eshki_dragonclaw", + "strategy_label": "Eshki Dragonclaw", + "tags": [ + "combo", + "control", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/reflection.md b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_eshki_dragonclaw/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/decklist.txt b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/decklist.txt new file mode 100644 index 0000000..86b002c --- /dev/null +++ b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/decklist.txt @@ -0,0 +1,103 @@ +Main (100) +1 Glarb, Calamity's Augur +1 Force Spike +1 Memory Lapse +1 Forest +1 Island +1 Swamp +1 Remand +1 Watery Grave +1 Urborg, Tomb of Yawgmoth +1 Mana Leak +1 Demonic Tutor +1 Cryptic Command +1 Ponder +1 Vendilion Clique +1 Reflecting Pool +1 Sunken Ruins +1 Thought Lash +1 Demonic Consultation +1 Drowned Catacomb +1 Marsh Flats +1 Verdant Catacombs +1 Inquisition of Kozilek +1 Preordain +1 Darkslick Shores +1 Gitaxian Probe +1 Mental Misstep +1 Noxious Revival +1 Snapcaster Mage +1 Duress +1 Abrupt Decay +1 Deathrite Shaman +1 Overgrown Tomb +1 Breeding Pool +1 Spell Snare +1 Thoughtseize +1 Command Tower +1 Brainstorm +1 Counterspell +1 Gush +1 Bayou +1 Tropical Island +1 Underground Sea +1 Murderous Cut +1 Bloodstained Mire +1 Windswept Heath +1 Intuition +1 Daze +1 Exploration +1 Spell Pierce +1 Scalding Tarn +1 Fatal Push +1 Doomsday +1 Unearth +1 Jace, Wielder of Mysteries +1 Force of Negation +1 Prismatic Vista +1 Mystical Dispute +1 Oko, Thief of Crowns +1 Mystic Sanctuary +1 Cling to Dust +1 Clearwater Pathway +1 Tainted Pact +1 Lose Focus +1 Subtlety +1 Profane Tutor +1 Misty Rainforest +1 Shipwreck Marsh +1 Wash Away +1 Deathcap Glade +1 Wooded Foothills +1 Otawara, Soaring City +1 Cut Down +1 Tear Asunder +1 Lorien Revealed +1 Stern Scolding +1 Orcish Bowmasters +1 Legolas's Quick Reflexes +1 Long Goodbye +1 Hedge Maze +1 Underground Mortuary +1 Undercity Sewers +1 Flooded Strand +1 Sink into Stupor +1 Waterlogged Teachings +1 Toxic Deluge +1 Psychic Frog +1 Tamiyo, Inquisitive Student +1 Polluted Delta +1 Barrowgoyf +1 Horizon of Progress +1 Gloomlake Verge +1 Abhorrent Oculus +1 Stock Up +1 Willowrush Verge +1 Rakshasa's Bargain +1 Mistrise Village +1 Consult the Star Charts +1 Multiversal Passage +1 Requiting Hex +1 Flow State + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/first_principles.md b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/guide.md b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/guide.md new file mode 100644 index 0000000..29351bc --- /dev/null +++ b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Glarb, Calamity's Augur. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control. Commander: Glarb, Calamity's Augur. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Glarb, Calamity's Augur duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Glarb, Calamity's Augur duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Force Spike, Memory Lapse, Forest, Island, Swamp, Remand, Watery Grave, Urborg, Tomb of Yawgmoth, Mana Leak, Demonic Tutor, Cryptic Command, Ponder, Vendilion Clique, Reflecting Pool, Sunken Ruins, Thought Lash, Demonic Consultation, Drowned Catacomb. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Force Spike, Memory Lapse, Forest, Island, Swamp, Remand, Watery Grave, Urborg, Tomb of Yawgmoth, Mana Leak, Demonic Tutor, Cryptic Command, Ponder, Vendilion Clique, Reflecting Pool, Sunken Ruins, Thought Lash, Demonic Consultation, Drowned Catacomb. + +## 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 Urborg, Tomb of Yawgmoth, 1 Cryptic Command, 1 Reflecting Pool, 1 Sunken Ruins, 1 Verdant Catacombs, 1 Overgrown Tomb, 1 Breeding Pool, 1 Command Tower, 1 Tropical Island, 1 Windswept Heath, 1 Scalding Tarn, 1 Prismatic Vista, 1 Clearwater Pathway, 1 Flooded Strand, 1 Tamiyo, Inquisitive Student, 1 Polluted Delta, 1 Gloomlake Verge, 1 Willowrush Verge. +- 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: Force Spike, Memory Lapse, Forest, Island, Swamp, Remand, Watery Grave, Urborg, Tomb of Yawgmoth, Mana Leak, Demonic Tutor, Cryptic Command, Ponder, Vendilion Clique, Reflecting Pool, Sunken Ruins, Thought Lash, Demonic Consultation, Drowned Catacomb. +- 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: Force Spike, Memory Lapse, Forest, Island, Swamp, Remand, Watery Grave, Urborg, Tomb of Yawgmoth, Mana Leak, Demonic Tutor, Cryptic Command, Ponder, Vendilion Clique, Reflecting Pool, Sunken Ruins, Thought Lash, Demonic Consultation, Drowned Catacomb? +- 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? diff --git a/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/metadata.json b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/metadata.json new file mode 100644 index 0000000..fd86234 --- /dev/null +++ b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "Glarb, Calamity's Augur duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276816, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Glarb, Calamity's Augur", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Glarb, Calamity's Augur; import blocked until singleton runtime support lands.", + "event_name": "Glarb, Calamity's Augur\nby damienade", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-glarb-calamity-s-augur#paper" + }, + "strategy_id": "duel_commander_glarb_calamity_s_augur", + "strategy_label": "Glarb, Calamity's Augur", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/reflection.md b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_glarb_calamity_s_augur/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/decklist.txt b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/decklist.txt new file mode 100644 index 0000000..fb7895b --- /dev/null +++ b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/decklist.txt @@ -0,0 +1,92 @@ +Main (100) +1 Hidetsugu and Kairi +1 Undercity Sewers +1 Temple of the False God +1 Sunken Ruins +1 Scalding Tarn +1 Subtlety +1 Wan Shi Tong, Librarian +1 Archmage's Charm +1 Phyrexian Tower +1 Brainsurge +1 Change the Equation +1 Cling to Dust +1 Consult the Star Charts +1 Misty Rainforest +1 Marsh Flats +1 High Market +1 Cut Down +1 Gloomlake Verge +1 Drown in the Loch +1 Flooded Strand +1 Flare of Denial +1 Flare of Malice +1 Drowned Catacomb +1 Command Tower +1 Bloodstained Mire +1 Intuition +1 Long Goodbye +1 Lose Focus +3 Swamp +1 Memory Deluge +1 Memory Lapse +10 Island +1 Requiting Hex +1 Sauron's Ransom +1 Sheoldred's Edict +1 Sink into Stupor +1 Siphon Insight +1 Stern Scolding +1 Tale's End +1 Wash Away +1 Bloodchief's Thirst +1 Fire Nation Occupation +1 Time Stretch +1 Game Over +1 Preordain +1 Lorien Revealed +1 Ponder +1 Necrotic Hex +1 Innocent Blood +1 Rise of the Eldrazi +1 Sea Gate Restoration +1 Sorin's Vengeance +1 Stock Up +1 Expropriate +1 Toxic Deluge +1 Demonic Tutor +1 Damnation +1 Spell Snare +1 Agna Qel'a +1 Remand +1 Clearwater Pathway +1 Mystic Confluence +1 Mental Misstep +1 Mana Leak +1 Go for the Throat +1 Force Spike +1 Lazotep Quarry +1 Force of Negation +1 Mistrise Village +1 Fatal Push +1 Mystic Sanctuary +1 Otawara, Soaring City +1 Dismember +1 Polluted Delta +1 Prismatic Vista +1 Cryptic Command +1 Shipwreck Marsh +1 Cremate +1 Counterspell +1 Brainstorm +1 Snapcaster Mage +1 Underground Sea +1 Sinister Concierge +1 Orcish Bowmasters +1 Baleful Strix +1 Underground River +1 Urborg, Tomb of Yawgmoth +1 Verdant Catacombs +1 Watery Grave + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/first_principles.md b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/guide.md b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/guide.md new file mode 100644 index 0000000..1aaaea7 --- /dev/null +++ b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Hidetsugu and Kairi. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control. Commander: Hidetsugu and Kairi. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Hidetsugu and Kairi duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Hidetsugu and Kairi duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Undercity Sewers, Temple of the False God, Sunken Ruins, Scalding Tarn, Subtlety, Wan Shi Tong, Librarian, Archmage's Charm, Phyrexian Tower, Brainsurge, Change the Equation, Cling to Dust, Consult the Star Charts, Misty Rainforest, Marsh Flats, High Market, Cut Down, Gloomlake Verge, Drown in the Loch. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Undercity Sewers, Temple of the False God, Sunken Ruins, Scalding Tarn, Subtlety, Wan Shi Tong, Librarian, Archmage's Charm, Phyrexian Tower, Brainsurge, Change the Equation, Cling to Dust, Consult the Star Charts, Misty Rainforest, Marsh Flats, High Market, Cut Down, Gloomlake Verge, Drown in the Loch. + +## 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 Sunken Ruins, 1 Scalding Tarn, 1 Phyrexian Tower, 1 Gloomlake Verge, 1 Flooded Strand, 1 Flare of Denial, 1 Command Tower, 1 Sea Gate Restoration, 1 Clearwater Pathway, 1 Mistrise Village, 1 Polluted Delta, 1 Prismatic Vista, 1 Cryptic Command, 1 Urborg, Tomb of Yawgmoth, 1 Verdant Catacombs. +- 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: Undercity Sewers, Temple of the False God, Sunken Ruins, Scalding Tarn, Subtlety, Wan Shi Tong, Librarian, Archmage's Charm, Phyrexian Tower, Brainsurge, Change the Equation, Cling to Dust, Consult the Star Charts, Misty Rainforest, Marsh Flats, High Market, Cut Down, Gloomlake Verge, Drown in the Loch. +- 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: Undercity Sewers, Temple of the False God, Sunken Ruins, Scalding Tarn, Subtlety, Wan Shi Tong, Librarian, Archmage's Charm, Phyrexian Tower, Brainsurge, Change the Equation, Cling to Dust, Consult the Star Charts, Misty Rainforest, Marsh Flats, High Market, Cut Down, Gloomlake Verge, Drown in the Loch? +- 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? diff --git a/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/metadata.json b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/metadata.json new file mode 100644 index 0000000..0b1a1c3 --- /dev/null +++ b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "Hidetsugu and Kairi duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276841, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Hidetsugu and Kairi", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Hidetsugu and Kairi; import blocked until singleton runtime support lands.", + "event_name": "Hidetsugu and Kairi\nby Daddykarn", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-hidetsugu-and-kairi#paper" + }, + "strategy_id": "duel_commander_hidetsugu_and_kairi", + "strategy_label": "Hidetsugu and Kairi", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/reflection.md b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_hidetsugu_and_kairi/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/decklist.txt b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/decklist.txt new file mode 100644 index 0000000..7f2e403 --- /dev/null +++ b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/decklist.txt @@ -0,0 +1,71 @@ +Main (100) +1 Phelia, Exuberant Shepherd +1 Mishra's Factory +1 Scavenger Grounds +1 Shefet Dunes +1 Benevolent Bodyguard +1 Blade Splicer +1 Containment Priest +1 Curious Farm Animals +1 Elite Spellbinder +1 Extraction Specialist +1 Flickerwisp +1 Guide of Souls +1 Overlord of the Mistmoors +1 Palace Jailer +1 Ranger of Eos +1 Skyclave Apparition +1 Starfield Shepherd +1 Steel Seraph +1 Tax Collector +1 Toby, Beastie Befriender +1 Mana Tithe +1 March of Otherworldly Light +1 Parting Gust +1 Swords to Plowshares +1 Disruptor Flute +1 On Thin Ice +1 Ossification +1 Portable Hole +1 Pre-War Formalwear +1 Seam Rip +1 Staff of the Storyteller +1 Static Prison +1 Touch the Spirit Realm +1 Sanctifier en-Vec +1 Kytheon, Hero of Akros +1 Anointed Peacekeeper +1 Curse of Silence +1 Runed Halo +1 Charming Prince +1 Moon-Blessed Cleric +1 Thalia, Guardian of Thraben +1 Aven Mindcensor +1 Tithe Taker +1 Adeline, Resplendent Cathar +1 Wedding Announcement +1 Maul of the Skyclaves +33 Plains +1 Kabira Takedown +1 Cloudshift +1 Brave the Elements +1 Giant Killer +1 Cathar Commando +1 Thraben Inspector +1 Gideon, Ally of Zendikar +1 Knight of the White Orchid +1 Phyrexian Revoker +1 Idyllic Grange +1 Sunpearl Kirin +1 Remorseful Cleric +1 Guardian of New Benalia +1 Selfless Spirit +1 Spirit of the Labyrinth +1 Novice Inspector +1 Leonardo, Big Brother +1 Cave of the Frost Dragon +1 Castle Ardenvale +1 Hopeful Vigil +1 Sungold Sentinel + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/first_principles.md b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/guide.md b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/guide.md new file mode 100644 index 0000000..fcb1033 --- /dev/null +++ b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Phelia, Exuberant Shepherd. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Phelia, Exuberant Shepherd. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Phelia, Exuberant Shepherd duel-commander singleton command-zone strategy; exact guide pending command-zone 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: Phelia, Exuberant Shepherd duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Phelia, Exuberant Shepherd, Mishra's Factory, Scavenger Grounds, Shefet Dunes, Benevolent Bodyguard, Blade Splicer, Containment Priest, Curious Farm Animals, Elite Spellbinder, Extraction Specialist, Flickerwisp, Guide of Souls, Overlord of the Mistmoors, Palace Jailer, Ranger of Eos, Skyclave Apparition, Starfield Shepherd, Steel Seraph. +- 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: Phelia, Exuberant Shepherd, Mishra's Factory, Scavenger Grounds, Shefet Dunes, Benevolent Bodyguard, Blade Splicer, Containment Priest, Curious Farm Animals, Elite Spellbinder, Extraction Specialist, Flickerwisp, Guide of Souls, Overlord of the Mistmoors, Palace Jailer, Ranger of Eos, Skyclave Apparition, Starfield Shepherd, Steel Seraph. + +## 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 Scavenger Grounds, 1 Curious Farm Animals, 1 Adeline, Resplendent Cathar, 1 Cathar Commando, 1 Cave of the Frost Dragon, 1 Castle Ardenvale. +- 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: Phelia, Exuberant Shepherd, Mishra's Factory, Scavenger Grounds, Shefet Dunes, Benevolent Bodyguard, Blade Splicer, Containment Priest, Curious Farm Animals, Elite Spellbinder, Extraction Specialist, Flickerwisp, Guide of Souls, Overlord of the Mistmoors, Palace Jailer, Ranger of Eos, Skyclave Apparition, Starfield Shepherd, Steel Seraph. +- 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: Phelia, Exuberant Shepherd, Mishra's Factory, Scavenger Grounds, Shefet Dunes, Benevolent Bodyguard, Blade Splicer, Containment Priest, Curious Farm Animals, Elite Spellbinder, Extraction Specialist, Flickerwisp, Guide of Souls, Overlord of the Mistmoors, Palace Jailer, Ranger of Eos, Skyclave Apparition, Starfield Shepherd, Steel Seraph? +- 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? diff --git a/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/metadata.json b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/metadata.json new file mode 100644 index 0000000..23f01f2 --- /dev/null +++ b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W" + ], + "concept_text": "Phelia, Exuberant Shepherd duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276788, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Phelia, Exuberant Shepherd", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Phelia, Exuberant Shepherd; import blocked until singleton runtime support lands.", + "event_name": "Dogstyle\nby Clauded", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-phelia-exuberant-shepherd#paper" + }, + "strategy_id": "duel_commander_phelia_exuberant_shepherd", + "strategy_label": "Phelia, Exuberant Shepherd", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/reflection.md b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_phelia_exuberant_shepherd/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/decklist.txt b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/decklist.txt new file mode 100644 index 0000000..e744b40 --- /dev/null +++ b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/decklist.txt @@ -0,0 +1,103 @@ +Main (100) +1 Silas Renn, Seeker Adept +1 Adarkar Wastes +1 Meticulous Archive +1 Tishana's Tidebinder +1 Malcolm, Alluring Scoundrel +1 Rivendell +1 Minas Tirith +1 Barad-dur +1 Pippin, Guard of the Citadel +1 Orcish Bowmasters +1 Flowering of the White Tree +1 Force of Negation +1 Sheoldred's Edict +1 Plaza of Heroes +1 Shadowy Backstreet +1 Ertai Resurrected +1 Sheoldred, the Apocalypse +1 Cut Down +1 Swift Reconfiguration +1 Raffine, Scheming Seer +1 Takenuma, Abandoned Mire +1 Otawara, Soaring City +1 Eiganjo, Seat of the Empire +1 Solitude +1 Opposition Agent +1 Wash Away +1 Kaito, Bane of Nightmares +1 City of Brass +1 Sygg, Wanderwine Wisdom +1 Requiting Hex +1 Aang, Swift Savior +1 Wan Shi Tong, Librarian +1 Dismember +1 Spectacular Spider-Man +1 Cloud, Midgar Mercenary +1 Starting Town +1 Voice of Victory +1 Pre-War Formalwear +1 Mana Leak +1 Basim Ibn Ishaq +1 Senu, Keen-Eyed Protector +1 Subtlety +1 Barrowgoyf +1 Windswept Heath +1 Flooded Strand +1 Bloodstained Mire +1 Phelia, Exuberant Shepherd +1 Psychic Frog +1 Emperor of Bones +1 Undercity Sewers +1 Vendilion Clique +1 Mana Confluence +1 Thoughtseize +1 Watery Grave +1 Godless Shrine +1 Hallowed Fountain +1 Reverent Mantra +1 Mental Misstep +1 Seachrome Coast +1 Verdant Catacombs +1 Scalding Tarn +1 Misty Rainforest +1 Spell Pierce +1 Arid Mesa +1 Gitaxian Probe +1 Scrubland +1 Flagstones of Trokair +1 Oboro, Palace in the Clouds +1 Shizo, Death's Storehouse +1 Minamo, School at Water's Edge +1 Eiganjo Castle +1 Stifle +1 Underground River +1 Caves of Koilos +1 Force Spike +1 Swords to Plowshares +1 Dennick, Pious Apprentice +1 Svyelun of Sea and Sky +1 Prismatic Ending +1 Mana Tithe +1 Tainted Pact +1 Command Tower +1 Skyclave Apparition +1 Brazen Borrower +1 Tale's End +1 Teferi, Time Raveler +1 Unearth +1 Fatal Push +1 Marsh Flats +1 Concealed Courtyard +1 Memory Lapse +1 Daze +1 Skullclamp +1 Polluted Delta +1 Urborg, Tomb of Yawgmoth +1 Underground Sea +1 Tundra +1 Demonic Tutor +1 Parallax Wave +1 Yoshimaru, Ever Faithful + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/first_principles.md b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/guide.md b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/guide.md new file mode 100644 index 0000000..253c945 --- /dev/null +++ b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Silas Renn, Seeker Adept // Yoshimaru, Ever Faithful. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange. Commander: Silas Renn, Seeker Adept. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Silas Renn, Seeker Adept // Yoshimaru, Ever Faithful duel-commander singleton command-zone strategy; exact guide pending command-zone 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: Silas Renn, Seeker Adept // Yoshimaru, Ever Faithful duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: midrange. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Adarkar Wastes, Meticulous Archive, Tishana's Tidebinder, Malcolm, Alluring Scoundrel, Rivendell, Minas Tirith, Barad-dur, Pippin, Guard of the Citadel, Orcish Bowmasters, Flowering of the White Tree, Force of Negation, Sheoldred's Edict, Plaza of Heroes, Shadowy Backstreet, Ertai Resurrected, Sheoldred, the Apocalypse, Cut Down, Swift Reconfiguration. +- 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: Adarkar Wastes, Meticulous Archive, Tishana's Tidebinder, Malcolm, Alluring Scoundrel, Rivendell, Minas Tirith, Barad-dur, Pippin, Guard of the Citadel, Orcish Bowmasters, Flowering of the White Tree, Force of Negation, Sheoldred's Edict, Plaza of Heroes, Shadowy Backstreet, Ertai Resurrected, Sheoldred, the Apocalypse, Cut Down, Swift Reconfiguration. + +## 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 Plaza of Heroes, 1 Windswept Heath, 1 Flooded Strand, 1 Godless Shrine, 1 Hallowed Fountain, 1 Seachrome Coast, 1 Verdant Catacombs, 1 Scalding Tarn, 1 Arid Mesa, 1 Scrubland, 1 Eiganjo Castle, 1 Caves of Koilos, 1 Dennick, Pious Apprentice, 1 Command Tower, 1 Concealed Courtyard, 1 Polluted Delta, 1 Urborg, Tomb of Yawgmoth. +- 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: Adarkar Wastes, Meticulous Archive, Tishana's Tidebinder, Malcolm, Alluring Scoundrel, Rivendell, Minas Tirith, Barad-dur, Pippin, Guard of the Citadel, Orcish Bowmasters, Flowering of the White Tree, Force of Negation, Sheoldred's Edict, Plaza of Heroes, Shadowy Backstreet, Ertai Resurrected, Sheoldred, the Apocalypse, Cut Down, Swift Reconfiguration. +- 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: Adarkar Wastes, Meticulous Archive, Tishana's Tidebinder, Malcolm, Alluring Scoundrel, Rivendell, Minas Tirith, Barad-dur, Pippin, Guard of the Citadel, Orcish Bowmasters, Flowering of the White Tree, Force of Negation, Sheoldred's Edict, Plaza of Heroes, Shadowy Backstreet, Ertai Resurrected, Sheoldred, the Apocalypse, Cut Down, Swift Reconfiguration? +- 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? diff --git a/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/metadata.json b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/metadata.json new file mode 100644 index 0000000..555965b --- /dev/null +++ b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "U", + "B" + ], + "concept_text": "Silas Renn, Seeker Adept // Yoshimaru, Ever Faithful duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276848, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Silas Renn, Seeker Adept", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Silas Renn, Seeker Adept // Yoshimaru, Ever Faithful; import blocked until singleton runtime support lands.", + "event_name": "Silas Renn, Seeker Adept // Yoshimaru, Ever Fai...\nby Pablodocus", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-silas-renn-seeker-adept-yoshimaru-ever-faithful#paper" + }, + "strategy_id": "duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful", + "strategy_label": "Silas Renn, Seeker Adept // Yoshimaru, Ever Faithful", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/reflection.md b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_silas_renn_seeker_adept_yoshimaru_ever_faithful/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/decklist.txt b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/decklist.txt new file mode 100644 index 0000000..15c5616 --- /dev/null +++ b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/decklist.txt @@ -0,0 +1,103 @@ +Main (100) +1 Slimefoot and Squee +1 Yavimaya, Cradle of Growth +1 Accursed Marauder +1 Worldly Tutor +1 Wooded Foothills +1 Arid Mesa +1 Windswept Heath +1 Wild Growth +1 Bayou +1 Wastewood Verge +1 Birthing Pod +1 Blackcleave Cliffs +1 Blazemire Verge +1 Abundant Countryside +1 Blood Crypt +1 Utopia Sprawl +1 Underground Mortuary +1 Thoughtseize +1 Cankerbloom +1 Chaos Defiler +1 Tainted Pact +1 Forest +1 Commercial District +1 Survival of the Fittest +1 Snow-Covered Forest +1 Delighted Halfling +1 Skullclamp +1 Scalding Tarn +1 Pyrogoyf +1 Eldritch Evolution +1 Elves of Deep Shadow +1 Elvish Mystic +1 Emperor of Bones +1 Badgermole Cub +1 Prismatic Vista +1 Fatal Push +1 Flare of Malice +1 Polluted Delta +1 Orcish Bowmasters +1 Mountain +1 Goblin Bombardment +1 Metamorphosis Fanatic +1 Hexing Squelcher +1 Grist, the Hunger Tide +1 Llanowar Elves +1 Detective's Phoenix +1 Keen-Eyed Curator +1 Grove of the Burnwillows +1 Inquisition of Kozilek +1 Lazotep Quarry +1 Ignoble Hierarch +1 Headliner Scarlett +1 Llanowar Wastes +1 Grief +1 Marsh Flats +1 Dauthi Voidwalker +1 Green Sun's Zenith +1 Misty Rainforest +1 Fyndhorn Elves +1 Starting Town +1 Oliphaunt +1 Fury +1 Overgrown Tomb +1 Phyrexian Tower +1 Bitter Triumph +1 Endurance +1 Duress +1 Opposition Agent +1 Demonic Tutor +1 Dismember +1 Deathrite Shaman +1 Copperline Gorge +1 Stomping Ground +1 Command Tower +1 Taiga +1 Broadside Bombardiers +1 Boseiju, Who Endures +1 Woodland Cemetery +1 Blooming Marsh +1 Bloodstained Mire +1 Verdant Catacombs +1 Birds of Paradise +1 Wight of the Reliquary +1 Barrowgoyf +1 Badlands +1 Arbor Elf +1 Smuggler's Copter +1 Abrupt Decay +1 Yawgmoth, Thran Physician +1 Swamp +1 Minsc & Boo, Timeless Heroes +1 Frenzied Baloth +1 Boggart Trawler +1 Multiversal Passage +1 Lightning Bolt +1 Fauna Shaman +1 Dryad Arbor +1 Snuff Out +1 Magus of the Moon +1 Ghostfire Slice + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/first_principles.md b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/guide.md b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/guide.md new file mode 100644 index 0000000..2e0ee2e --- /dev/null +++ b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Slimefoot and Squee. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: burn, tribal. Commander: Slimefoot and Squee. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Slimefoot and Squee duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a burn strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Slimefoot and Squee duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: burn. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Yavimaya, Cradle of Growth, Accursed Marauder, Worldly Tutor, Wooded Foothills, Arid Mesa, Windswept Heath, Wild Growth, Bayou, Wastewood Verge, Birthing Pod, Blackcleave Cliffs, Blazemire Verge, Abundant Countryside, Blood Crypt, Utopia Sprawl, Underground Mortuary, Thoughtseize, Cankerbloom. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with burn to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Yavimaya, Cradle of Growth, Accursed Marauder, Worldly Tutor, Wooded Foothills, Arid Mesa, Windswept Heath, Wild Growth, Bayou, Wastewood Verge, Birthing Pod, Blackcleave Cliffs, Blazemire Verge, Abundant Countryside, Blood Crypt, Utopia Sprawl, Underground Mortuary, Thoughtseize, Cankerbloom. + +## 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 Arid Mesa, 1 Windswept Heath, 1 Wastewood Verge, 1 Blazemire Verge, 1 Blood Crypt, 1 Scalding Tarn, 1 Prismatic Vista, 1 Polluted Delta, 1 Overgrown Tomb, 1 Phyrexian Tower, 1 Command Tower, 1 Woodland Cemetery, 1 Verdant Catacombs, 1 Badlands. +- 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: Yavimaya, Cradle of Growth, Accursed Marauder, Worldly Tutor, Wooded Foothills, Arid Mesa, Windswept Heath, Wild Growth, Bayou, Wastewood Verge, Birthing Pod, Blackcleave Cliffs, Blazemire Verge, Abundant Countryside, Blood Crypt, Utopia Sprawl, Underground Mortuary, Thoughtseize, Cankerbloom. +- 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: Yavimaya, Cradle of Growth, Accursed Marauder, Worldly Tutor, Wooded Foothills, Arid Mesa, Windswept Heath, Wild Growth, Bayou, Wastewood Verge, Birthing Pod, Blackcleave Cliffs, Blazemire Verge, Abundant Countryside, Blood Crypt, Utopia Sprawl, Underground Mortuary, Thoughtseize, Cankerbloom? +- 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? diff --git a/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/metadata.json b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/metadata.json new file mode 100644 index 0000000..f532147 --- /dev/null +++ b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "burn" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "Slimefoot and Squee duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276834, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Slimefoot and Squee", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Slimefoot and Squee; import blocked until singleton runtime support lands.", + "event_name": "Slimefoot and Squee\nby Pasdejambon", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-slimefoot-and-squee#paper" + }, + "strategy_id": "duel_commander_slimefoot_and_squee", + "strategy_label": "Slimefoot and Squee", + "tags": [ + "burn", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/reflection.md b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_slimefoot_and_squee/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/decklist.txt b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/decklist.txt new file mode 100644 index 0000000..ca5408e --- /dev/null +++ b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/decklist.txt @@ -0,0 +1,91 @@ +Main (100) +1 Sonic the Hedgehog +1 Whitemane Lion +1 Tin Street Dodger +1 Zephyr Sentinel +1 Swan Song +1 Esper Sentinel +1 Monastery Swiftspear +1 Robber of the Rich +1 Ponder +1 Lightning Stormkin +1 Kaza, Roil Chaser +1 Gods Willing +1 Stormchaser Mage +1 Kolaghan Stormsinger +1 Brainstorm +1 Delver of Secrets +1 Null Rod +1 Cursed Totem +1 Brave the Elements +1 Spell Pierce +1 Izzet Charm +1 Storm Entity +1 Akoum Battlesinger +1 Magma Jet +1 Slith Firewalker +1 Burst Lightning +1 Sprite Dragon +1 Shard Volley +1 Arc Trail +1 Dreadhorde Arcanist +1 Reckless Lackey +1 Skitter of Lizards +1 Deceiver Exarch +1 Lightning Bolt +1 Phoenix Chick +1 Rabbit Battery +1 Sawblade Scamp +1 Loyal Apprentice +1 Fanatical Firebrand +1 Threnody Singer +1 Faith's Shield +1 Hell's Thunder +1 Ash Zealot +1 Slickshot Show-Off +1 Zealous Conscripts +1 Goblin Guide +1 Command Tower +1 Glacial Fortress +1 Clifftop Retreat +1 Fiery Islet +1 Adarkar Wastes +1 Battlefield Forge +1 Shivan Reef +1 Mystic Monastery +1 Captain Lannery Storm +1 Cathar Commando +1 Path to Exile +1 Hallowed Fountain +1 Flooded Strand +1 Sacred Foundry +1 Scalding Tarn +1 Bomat Courier +1 Spectral Sailor +1 Plumecreed Escort +1 Masked Meower +1 Hobgoblin, Mantled Marauder +1 Laelia, the Blade Reforged +1 Steam Vents +1 Sunbaked Canyon +1 Rugged Prairie +1 Seachrome Coast +1 Cascade Bluffs +1 Prairie Stream +1 Sundown Pass +1 Inspiring Vantage +4 Island +8 Mountain +3 Plains +1 Spirebluff Canal +1 Mana Confluence +1 Arid Mesa +1 Kilo, Apogee Mind +1 Gingerbrute +1 Malcolm, the Eyes +1 Dragon's Rage Channeler +1 Merry, Esquire of Rohan +1 Mother of Runes +1 Aven Mindcensor + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/first_principles.md b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/guide.md b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/guide.md new file mode 100644 index 0000000..0b0f9ab --- /dev/null +++ b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Sonic the Hedgehog. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, tribal. Commander: Sonic the Hedgehog. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Sonic the Hedgehog duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Sonic the Hedgehog duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Whitemane Lion, Tin Street Dodger, Zephyr Sentinel, Swan Song, Esper Sentinel, Monastery Swiftspear, Robber of the Rich, Ponder, Lightning Stormkin, Kaza, Roil Chaser, Gods Willing, Stormchaser Mage, Kolaghan Stormsinger, Brainstorm, Delver of Secrets, Null Rod, Cursed Totem, Brave the Elements. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Whitemane Lion, Tin Street Dodger, Zephyr Sentinel, Swan Song, Esper Sentinel, Monastery Swiftspear, Robber of the Rich, Ponder, Lightning Stormkin, Kaza, Roil Chaser, Gods Willing, Stormchaser Mage, Kolaghan Stormsinger, Brainstorm, Delver of Secrets, Null Rod, Cursed Totem, Brave the Elements. + +## 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 Command Tower, 1 Cathar Commando, 1 Hallowed Fountain, 1 Flooded Strand, 1 Sacred Foundry, 1 Scalding Tarn, 1 Seachrome Coast, 1 Arid Mesa. +- 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: Whitemane Lion, Tin Street Dodger, Zephyr Sentinel, Swan Song, Esper Sentinel, Monastery Swiftspear, Robber of the Rich, Ponder, Lightning Stormkin, Kaza, Roil Chaser, Gods Willing, Stormchaser Mage, Kolaghan Stormsinger, Brainstorm, Delver of Secrets, Null Rod, Cursed Totem, Brave the Elements. +- 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: Whitemane Lion, Tin Street Dodger, Zephyr Sentinel, Swan Song, Esper Sentinel, Monastery Swiftspear, Robber of the Rich, Ponder, Lightning Stormkin, Kaza, Roil Chaser, Gods Willing, Stormchaser Mage, Kolaghan Stormsinger, Brainstorm, Delver of Secrets, Null Rod, Cursed Totem, Brave the Elements? +- 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? diff --git a/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/metadata.json b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/metadata.json new file mode 100644 index 0000000..924c6d4 --- /dev/null +++ b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "R" + ], + "concept_text": "Sonic the Hedgehog duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276810, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Sonic the Hedgehog", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Sonic the Hedgehog; import blocked until singleton runtime support lands.", + "event_name": "Sonic 420 1v1 v2\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-sonic-the-hedgehog#paper" + }, + "strategy_id": "duel_commander_sonic_the_hedgehog", + "strategy_label": "Sonic the Hedgehog", + "tags": [ + "combo", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/reflection.md b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_sonic_the_hedgehog/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_spider_man_2099/1/decklist.txt b/strategies/duel-commander/duel_commander_spider_man_2099/1/decklist.txt new file mode 100644 index 0000000..d8ddb96 --- /dev/null +++ b/strategies/duel-commander/duel_commander_spider_man_2099/1/decklist.txt @@ -0,0 +1,84 @@ +Main (100) +1 Spider-Man 2099 +1 Broadside Bombardiers +1 Sinister Concierge +1 True-Name Nemesis +1 Dragon's Rage Channeler +1 Fury +1 Brazen Borrower +1 Party Thrasher +1 Volatile Stormdrake +1 Grim Lavamancer +1 Loch Mare +1 Squee, Dubious Monarch +1 Floodpits Drowner +1 Mercurial Spelldancer +1 Nova Hellkite +1 Detective's Phoenix +1 Laelia, the Blade Reforged +1 Delver of Secrets +1 Hydro-Man, Fluid Felon +1 Kari Zev, Skyship Raider +1 Gut, True Soul Zealot +1 Loyal Apprentice +1 Khenra Spellspear +1 Swiftfoot Boots +1 Mirror Shield +1 Pyrokinesis +1 Counterspell +1 Spell Pierce +1 Occult Epiphany +1 Lightning Bolt +1 Spider-Sense +1 Lava Dart +1 Lazotep Plating +1 Wash Away +1 Ghostfire Slice +1 Fire // Ice +1 Force of Rage +1 Repeal +1 Vapor Snag +1 Unholy Heat +1 Blink of an Eye +1 Lightning Axe +1 Lightning Strike +1 Logic Knot +1 Mana Leak +1 Negate +1 Turn Aside +1 Withdraw +1 Faithless Looting +1 Light Up the Stage +1 Expressive Iteration +1 Impractical Joke +1 Reckless Charge +1 Flame Slash +1 Maximize Altitude +1 Maximize Velocity +1 Roast +1 Propaganda +1 Clout of the Dominus +1 Combat Research +1 Leyline of Resonance +1 Advanced Reconstruction +1 Seal of Removal +1 Fabled Passage +1 Cori Mountain Monastery +1 Shivan Reef +1 Sulfur Falls +1 Command Tower +1 Izzet Boilerworks +1 Molten Tributary +8 Island +13 Mountain +1 Restless Spire +1 Temple of Epiphany +1 Wandering Fumarole +1 Highland Lake +1 Izzet Guildgate +1 Opal Palace +1 Prismari Campus +1 Spectacle Summit +1 Swiftwater Cliffs + +Sideboard (0) diff --git a/strategies/duel-commander/duel_commander_spider_man_2099/1/first_principles.md b/strategies/duel-commander/duel_commander_spider_man_2099/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_spider_man_2099/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/duel-commander/duel_commander_spider_man_2099/1/guide.md b/strategies/duel-commander/duel_commander_spider_man_2099/1/guide.md new file mode 100644 index 0000000..e89255e --- /dev/null +++ b/strategies/duel-commander/duel_commander_spider_man_2099/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Spider-Man 2099. Format: Duel Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control, tribal. Commander: Spider-Man 2099. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Spider-Man 2099 duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Spider-Man 2099 duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support. +- Primary tags: combo, control. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Broadside Bombardiers, Sinister Concierge, True-Name Nemesis, Dragon's Rage Channeler, Fury, Brazen Borrower, Party Thrasher, Volatile Stormdrake, Grim Lavamancer, Loch Mare, Squee, Dubious Monarch, Floodpits Drowner, Mercurial Spelldancer, Nova Hellkite, Detective's Phoenix, Laelia, the Blade Reforged, Delver of Secrets, Hydro-Man, Fluid Felon. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Broadside Bombardiers, Sinister Concierge, True-Name Nemesis, Dragon's Rage Channeler, Fury, Brazen Borrower, Party Thrasher, Volatile Stormdrake, Grim Lavamancer, Loch Mare, Squee, Dubious Monarch, Floodpits Drowner, Mercurial Spelldancer, Nova Hellkite, Detective's Phoenix, Laelia, the Blade Reforged, Delver of Secrets, Hydro-Man, Fluid Felon. + +## 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 Negate, 1 Command Tower, 1 Highland Lake, 1 Izzet Guildgate. +- 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: Broadside Bombardiers, Sinister Concierge, True-Name Nemesis, Dragon's Rage Channeler, Fury, Brazen Borrower, Party Thrasher, Volatile Stormdrake, Grim Lavamancer, Loch Mare, Squee, Dubious Monarch, Floodpits Drowner, Mercurial Spelldancer, Nova Hellkite, Detective's Phoenix, Laelia, the Blade Reforged, Delver of Secrets, Hydro-Man, Fluid Felon. +- 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: Broadside Bombardiers, Sinister Concierge, True-Name Nemesis, Dragon's Rage Channeler, Fury, Brazen Borrower, Party Thrasher, Volatile Stormdrake, Grim Lavamancer, Loch Mare, Squee, Dubious Monarch, Floodpits Drowner, Mercurial Spelldancer, Nova Hellkite, Detective's Phoenix, Laelia, the Blade Reforged, Delver of Secrets, Hydro-Man, Fluid Felon? +- 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? diff --git a/strategies/duel-commander/duel_commander_spider_man_2099/1/metadata.json b/strategies/duel-commander/duel_commander_spider_man_2099/1/metadata.json new file mode 100644 index 0000000..6e426ac --- /dev/null +++ b/strategies/duel-commander/duel_commander_spider_man_2099/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Spider-Man 2099 duel-commander singleton command-zone strategy; exact guide pending command-zone runtime support.", + "created_at": 1781276793, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "duel-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Spider-Man 2099", + "coverage_reason": "duel-commander source staging for distinct command-zone strategy Spider-Man 2099; import blocked until singleton runtime support lands.", + "event_name": "spider\nby Anonymous", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from MTGGoldfish metagame page; blocked from import until Veles supports this command-zone format.", + "source_format": "duel-commander", + "source_name": "MTGGoldfish Duel Commander Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/duel_commander-spider-man-2099#paper" + }, + "strategy_id": "duel_commander_spider_man_2099", + "strategy_label": "Spider-Man 2099", + "tags": [ + "combo", + "control", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/duel-commander/duel_commander_spider_man_2099/1/reflection.md b/strategies/duel-commander/duel_commander_spider_man_2099/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/duel-commander/duel_commander_spider_man_2099/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_5c_enigmatic_incarnation/1/decklist.txt b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/decklist.txt new file mode 100644 index 0000000..7b46580 --- /dev/null +++ b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/decklist.txt @@ -0,0 +1,43 @@ +Main (60) +1 Atraxa, Grand Unifier +1 Dream Trawler +1 Glasspool Mimic +2 Overlord of the Floodpits +4 Overlord of the Hauntwoods +1 Skyclave Apparition +1 Summon: Leviathan +1 Zur, Eternal Schemer +2 Pinnacle Starcage +1 Dovin's Veto +1 March of Otherworldly Light +4 Enigmatic Incarnation +2 High Noon +4 Leyline Binding +4 Seam Rip +4 Up the Beanstalk +1 Angel of Serenity +3 Breeding Pool +1 Floodfarm Verge +1 Fabled Passage +1 Forest +1 Hallowed Fountain +2 Hushwood Verge +1 Island +1 Plains +3 Raugrin Triome +4 Temple Garden +2 Willowrush Verge +2 Zagoth Triome +3 Spara's Headquarters + +Sideboard (15) +3 Dovin's Veto +1 Archon of Emeria +1 Clarion Conqueror +1 Elesh Norn, Mother of Machines +2 March of Otherworldly Light +2 Rest in Peace +1 Thought Distortion +2 Pinnacle Starcage +1 Ruric Thar, the Unbowed +1 Agent of Treachery diff --git a/strategies/explorer/explorer_5c_enigmatic_incarnation/1/first_principles.md b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_5c_enigmatic_incarnation/1/guide.md b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/guide.md new file mode 100644 index 0000000..ef045f7 --- /dev/null +++ b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +5c Enigmatic Incarnation. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: midrange, blink. Guide status: pending manual import. + +## Thesis +enchantment toolbox engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_5c_enigmatic_incarnation/1/metadata.json b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/metadata.json new file mode 100644 index 0000000..113406e --- /dev/null +++ b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "enchantment toolbox engine", + "created_at": 1781249272, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "blink" + ], + "source_metadata": { + "coverage_reason": "explorer 5c Enigmatic Incarnation distinct metagame coverage: enchantment toolbox engine", + "event_date": "May 9, 2026", + "event_name": "DeadCatCup; 29th Place, 4-3", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 19, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer 5c Enigmatic Incarnation distinct metagame coverage: enchantment toolbox engine", + "source_deck_id": "7775280", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-5c-enigmatic-incarnation" + }, + "strategy_id": "explorer_5c_enigmatic_incarnation", + "strategy_label": "5c Enigmatic Incarnation", + "tags": [ + "midrange", + "blink" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_5c_enigmatic_incarnation/1/reflection.md b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_5c_enigmatic_incarnation/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_5c_scapeshift/1/decklist.txt b/strategies/explorer/explorer_5c_scapeshift/1/decklist.txt new file mode 100644 index 0000000..44d9639 --- /dev/null +++ b/strategies/explorer/explorer_5c_scapeshift/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +2 Aftermath Analyst +4 Underground Mortuary +1 Arid Archway +4 The Wandering Minstrel +2 Castle Garenbrig +4 Crumbling Vestige +1 Terror of the Peaks +4 Formidable Speaker +1 Glasspool Mimic +4 Scapeshift +1 Otawara, Soaring City +4 Lumra, Bellow of the Woods +4 Lotus Field +4 Port of Karfell +4 Hedge Maze +4 Spelunking +4 Starting Town +2 Forest +1 Boseiju, Who Endures +4 Arboreal Grazer +1 Morlun, Devourer of Spiders + +Sideboard (15) +1 Summon: Leviathan +1 Kaervek, the Spiteful +2 Emrakul, the Promised End +1 Pest Control +3 Culling Ritual +3 Clarion Conqueror +1 Boseiju, Who Endures +3 Abrupt Decay diff --git a/strategies/explorer/explorer_5c_scapeshift/1/first_principles.md b/strategies/explorer/explorer_5c_scapeshift/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_5c_scapeshift/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_5c_scapeshift/1/guide.md b/strategies/explorer/explorer_5c_scapeshift/1/guide.md new file mode 100644 index 0000000..3b28f90 --- /dev/null +++ b/strategies/explorer/explorer_5c_scapeshift/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +5c Scapeshift. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: combo, ramp. Guide status: pending manual import. + +## Thesis +land-combo finish + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_5c_scapeshift/1/metadata.json b/strategies/explorer/explorer_5c_scapeshift/1/metadata.json new file mode 100644 index 0000000..0f17e18 --- /dev/null +++ b/strategies/explorer/explorer_5c_scapeshift/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "combo", + "ramp" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "land-combo finish", + "created_at": 1781249268, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "explorer 5c Scapeshift distinct metagame coverage: land-combo finish", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07 (1); 11th Place, 4-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer 5c Scapeshift distinct metagame coverage: land-combo finish", + "source_deck_id": "7826585", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-5c-scapeshift" + }, + "strategy_id": "explorer_5c_scapeshift", + "strategy_label": "5c Scapeshift", + "tags": [ + "combo", + "ramp" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_5c_scapeshift/1/reflection.md b/strategies/explorer/explorer_5c_scapeshift/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_5c_scapeshift/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_azorius_control/1/decklist.txt b/strategies/explorer/explorer_azorius_control/1/decklist.txt new file mode 100644 index 0000000..ba008cd --- /dev/null +++ b/strategies/explorer/explorer_azorius_control/1/decklist.txt @@ -0,0 +1,41 @@ +Main (60) +1 Beza, the Bounding Spring +1 Change the Equation +4 Consult the Star Charts +3 Deserted Beach +4 No More Lies +1 Eiganjo, Seat of the Empire +1 Elspeth, Storm Slayer +1 Emeritus of Ideation +1 Erode +1 Farewell +2 Get Lost +4 Floodfarm Verge +1 Hall of Storm Giants +4 Hallowed Fountain +2 Island +4 March of Otherworldly Light +2 Field of Ruin +1 Narset, Parter of Veils +1 Otawara, Soaring City +2 Petrified Hamlet +2 Plains +2 Restless Anchorage +1 Dovin's Veto +2 Teferi, Hero of Dominaria +3 The Wandering Emperor +3 Stock Up +2 Supreme Verdict +2 High Noon +2 Meticulous Archive + +Sideboard (15) +1 Dovin's Veto +1 Emeritus of Ideation +1 Hallowed Moonlight +4 Rest in Peace +2 Kutzil's Flanker +2 Mystical Dispute +1 Ultima +1 Elspeth, Storm Slayer +2 Beza, the Bounding Spring diff --git a/strategies/explorer/explorer_azorius_control/1/first_principles.md b/strategies/explorer/explorer_azorius_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_azorius_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_azorius_control/1/guide.md b/strategies/explorer/explorer_azorius_control/1/guide.md new file mode 100644 index 0000000..6c642b3 --- /dev/null +++ b/strategies/explorer/explorer_azorius_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Control. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +classic blue-white control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_azorius_control/1/metadata.json b/strategies/explorer/explorer_azorius_control/1/metadata.json new file mode 100644 index 0000000..e5e0370 --- /dev/null +++ b/strategies/explorer/explorer_azorius_control/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "classic blue-white control", + "created_at": 1781249265, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "explorer Azorius Control distinct metagame coverage: classic blue-white control", + "event_date": "May 29, 2026", + "event_name": "Pioneer Challenge 32 2026-05-29 (1); 1st Place, 8-1", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Azorius Control distinct metagame coverage: classic blue-white control", + "source_deck_id": "7808037", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-azorius-control" + }, + "strategy_id": "explorer_azorius_control", + "strategy_label": "Azorius Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_azorius_control/1/reflection.md b/strategies/explorer/explorer_azorius_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_azorius_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_azorius_spirits/1/decklist.txt b/strategies/explorer/explorer_azorius_spirits/1/decklist.txt new file mode 100644 index 0000000..3b60bfe --- /dev/null +++ b/strategies/explorer/explorer_azorius_spirits/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +4 Seachrome Coast +1 Aang, Swift Savior +3 Seam Rip +3 Enduring Curiosity +3 Sheltered by Ghosts +4 No More Lies +1 Otawara, Soaring City +1 Eiganjo, Seat of the Empire +4 Hengegate Pathway +4 Skyclave Apparition +4 Spell Queller +4 Mausoleum Wanderer +4 Rattlechains +2 Spell Snare +3 Mutavault +4 Hallowed Fountain +4 Adarkar Wastes +2 Plains +4 Supreme Phantom +1 Island + +Sideboard (15) +1 Seam Rip +2 High Noon +1 Tishana's Tidebinder +1 Get Lost +2 The Wandering Emperor +1 Lofty Denial +1 Soul-Guide Lantern +2 Elspeth, Storm Slayer +2 Settle the Wreckage +2 Rest in Peace diff --git a/strategies/explorer/explorer_azorius_spirits/1/first_principles.md b/strategies/explorer/explorer_azorius_spirits/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_azorius_spirits/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_azorius_spirits/1/guide.md b/strategies/explorer/explorer_azorius_spirits/1/guide.md new file mode 100644 index 0000000..fb08ff6 --- /dev/null +++ b/strategies/explorer/explorer_azorius_spirits/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Spirits. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: tempo, aggro, tribal. Guide status: pending manual import. + +## Thesis +flash/evasive tribal tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_azorius_spirits/1/metadata.json b/strategies/explorer/explorer_azorius_spirits/1/metadata.json new file mode 100644 index 0000000..8e4d661 --- /dev/null +++ b/strategies/explorer/explorer_azorius_spirits/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "tempo", + "aggro" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "flash/evasive tribal tempo", + "created_at": 1781249270, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "coverage_reason": "explorer Azorius Spirits distinct metagame coverage: flash/evasive tribal tempo", + "event_date": "Jun 6, 2026", + "event_name": "Pioneer Challenge 32 2026-06-06; 6th Place, 5-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 16, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Azorius Spirits distinct metagame coverage: flash/evasive tribal tempo", + "source_deck_id": "7825221", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-azorius-spirits" + }, + "strategy_id": "explorer_azorius_spirits", + "strategy_label": "Azorius Spirits", + "tags": [ + "tempo", + "aggro", + "tribal" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_azorius_spirits/1/reflection.md b/strategies/explorer/explorer_azorius_spirits/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_azorius_spirits/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_dimir_aggro/1/decklist.txt b/strategies/explorer/explorer_dimir_aggro/1/decklist.txt new file mode 100644 index 0000000..1e8befc --- /dev/null +++ b/strategies/explorer/explorer_dimir_aggro/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Faerie Miscreant +4 Floodpits Drowner +3 Multiversal Passage +4 Moon-Circuit Hacker +4 Gloomlake Verge +1 Otawara, Soaring City +4 Mutavault +1 Takenuma, Abandoned Mire +4 Darkslick Shores +4 Watery Grave +4 Kaito, Bane of Nightmares +4 Fatal Push +2 Sheoldred, the Apocalypse +4 Thoughtseize +2 Island +1 Brazen Borrower +4 Mockingbird +2 Go for the Throat +1 Swamp +1 Enduring Curiosity +2 Nowhere to Run + +Sideboard (15) +1 Languish +2 Anoint with Affliction +2 Graveyard Trespasser +2 Duress +3 Leyline of the Void +2 Disdainful Stroke +1 Spell Pierce +2 Path of Peril diff --git a/strategies/explorer/explorer_dimir_aggro/1/first_principles.md b/strategies/explorer/explorer_dimir_aggro/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_dimir_aggro/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_dimir_aggro/1/guide.md b/strategies/explorer/explorer_dimir_aggro/1/guide.md new file mode 100644 index 0000000..5f71912 --- /dev/null +++ b/strategies/explorer/explorer_dimir_aggro/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Aggro. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo. Guide status: pending manual import. + +## Thesis +blue-black disruptive creature pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_dimir_aggro/1/metadata.json b/strategies/explorer/explorer_dimir_aggro/1/metadata.json new file mode 100644 index 0000000..84c7884 --- /dev/null +++ b/strategies/explorer/explorer_dimir_aggro/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "blue-black disruptive creature pressure", + "created_at": 1781249265, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "explorer Dimir Aggro distinct metagame coverage: blue-black disruptive creature pressure", + "event_date": "Jun 8, 2026", + "event_name": "Pioneer Challenge 32 2026-06-08; 2nd Place, 7-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Dimir Aggro distinct metagame coverage: blue-black disruptive creature pressure", + "source_deck_id": "7828034", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-dimir-aggro" + }, + "strategy_id": "explorer_dimir_aggro", + "strategy_label": "Dimir Aggro", + "tags": [ + "aggro", + "tempo" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_dimir_aggro/1/reflection.md b/strategies/explorer/explorer_dimir_aggro/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_dimir_aggro/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_dredgeless_dredge/1/decklist.txt b/strategies/explorer/explorer_dredgeless_dredge/1/decklist.txt new file mode 100644 index 0000000..31c51c3 --- /dev/null +++ b/strategies/explorer/explorer_dredgeless_dredge/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +4 Mana Confluence +2 Witherbloom Command +3 Blooming Marsh +2 Watery Grave +2 Overgrown Tomb +4 Prized Amalgam +4 Dredger's Insight +3 Souls of the Lost +4 Willow Geist +4 Timeline Culler +4 Silversmote Ghoul +4 Creeping Chill +4 Otherworldly Gaze +4 Stitcher's Supplier +2 Breeding Pool +3 Botanical Sanctum +3 Darkslick Shores +4 Bloodghast + +Sideboard (15) +4 Leyline of the Void +2 Damping Sphere +2 Fatal Push +4 Duress +1 Tear Asunder +2 Witherbloom Command diff --git a/strategies/explorer/explorer_dredgeless_dredge/1/first_principles.md b/strategies/explorer/explorer_dredgeless_dredge/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_dredgeless_dredge/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_dredgeless_dredge/1/guide.md b/strategies/explorer/explorer_dredgeless_dredge/1/guide.md new file mode 100644 index 0000000..cfd4e82 --- /dev/null +++ b/strategies/explorer/explorer_dredgeless_dredge/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dredgeless Dredge. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, graveyard. Guide status: pending manual import. + +## Thesis +graveyard self-mill pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_dredgeless_dredge/1/metadata.json b/strategies/explorer/explorer_dredgeless_dredge/1/metadata.json new file mode 100644 index 0000000..7bbd86c --- /dev/null +++ b/strategies/explorer/explorer_dredgeless_dredge/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "graveyard self-mill pressure", + "created_at": 1781249271, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "explorer Dredgeless Dredge distinct metagame coverage: graveyard self-mill pressure", + "event_date": "May 28, 2026", + "event_name": "Pioneer Challenge 32 2026-05-28; 15th Place, 3-3", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 18, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Dredgeless Dredge distinct metagame coverage: graveyard self-mill pressure", + "source_deck_id": "7806449", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/dredgeless-dredge" + }, + "strategy_id": "explorer_dredgeless_dredge", + "strategy_label": "Dredgeless Dredge", + "tags": [ + "combo", + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_dredgeless_dredge/1/reflection.md b/strategies/explorer/explorer_dredgeless_dredge/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_dredgeless_dredge/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_golgari_midrange/1/decklist.txt b/strategies/explorer/explorer_golgari_midrange/1/decklist.txt new file mode 100644 index 0000000..49ec9b7 --- /dev/null +++ b/strategies/explorer/explorer_golgari_midrange/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +4 Blooming Marsh +4 Badgermole Cub +4 Professor Dellian Fel +1 Boseiju, Who Endures +4 Mutavault +4 Fatal Push +1 Emeritus of Abundance +4 Unholy Annex // Ritual Chamber +4 Thoughtseize +3 Sheoldred, the Apocalypse +1 Takenuma, Abandoned Mire +1 Urborg, Tomb of Yawgmoth +1 Wastewood Verge +4 Abrupt Decay +1 Culling Ritual +2 Sentinel of the Nameless City +3 Swamp +4 Llanowar Wastes +1 Forest +1 Tear Asunder +4 Overgrown Tomb +1 Restless Cottage +3 Graveyard Trespasser + +Sideboard (15) +2 Ray of Enfeeblement +1 Culling Ritual +3 Invoke Despair +2 Unlicensed Hearse +2 Withering Curse +2 Duress +2 Go Blank +1 Sheoldred's Edict diff --git a/strategies/explorer/explorer_golgari_midrange/1/first_principles.md b/strategies/explorer/explorer_golgari_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_golgari_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_golgari_midrange/1/guide.md b/strategies/explorer/explorer_golgari_midrange/1/guide.md new file mode 100644 index 0000000..e0c461c --- /dev/null +++ b/strategies/explorer/explorer_golgari_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Golgari Midrange. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: midrange, graveyard. Guide status: pending manual import. + +## Thesis +black-green attrition baseline + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_golgari_midrange/1/metadata.json b/strategies/explorer/explorer_golgari_midrange/1/metadata.json new file mode 100644 index 0000000..70edd11 --- /dev/null +++ b/strategies/explorer/explorer_golgari_midrange/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "black-green attrition baseline", + "created_at": 1781249262, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "explorer Golgari Midrange distinct metagame coverage: black-green attrition baseline", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07 (1); 1st Place, 8-1", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Golgari Midrange distinct metagame coverage: black-green attrition baseline", + "source_deck_id": "7826575", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-golgari-midrange" + }, + "strategy_id": "explorer_golgari_midrange", + "strategy_label": "Golgari Midrange", + "tags": [ + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_golgari_midrange/1/reflection.md b/strategies/explorer/explorer_golgari_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_golgari_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_hidden_strings/1/decklist.txt b/strategies/explorer/explorer_hidden_strings/1/decklist.txt new file mode 100644 index 0000000..798653b --- /dev/null +++ b/strategies/explorer/explorer_hidden_strings/1/decklist.txt @@ -0,0 +1,37 @@ +Main (60) +4 Sleight of Hand +4 Thespian's Stage +4 Hidden Strings +1 Dig Through Time +4 Pore Over the Pages +4 Lotus Field +2 Flashback +3 Riverglide Pathway +1 Wish +4 Consider +1 Island +2 Otawara, Soaring City +4 Spirebluff Canal +4 Into the Flood Maw +4 Artist's Talent +1 Lindblum, Industrial Regency +4 Flow State +3 Steam Vents +2 Expedition Map +3 Divide by Zero +1 Lier, Disciple of the Drowned + +Sideboard (15) +1 Niv-Mizzet, Parun +2 Anger of the Gods +1 Vivi Ornitier +1 Divide by Zero +2 Spider-Sense +1 Sphinx of the Final Word +1 Improvisation Capstone +1 Firebending Lesson +1 Iroh's Demonstration +1 Accumulate Wisdom +1 Boomerang Basics +1 Lier, Disciple of the Drowned +1 Quantum Riddler diff --git a/strategies/explorer/explorer_hidden_strings/1/first_principles.md b/strategies/explorer/explorer_hidden_strings/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_hidden_strings/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_hidden_strings/1/guide.md b/strategies/explorer/explorer_hidden_strings/1/guide.md new file mode 100644 index 0000000..f18c0a1 --- /dev/null +++ b/strategies/explorer/explorer_hidden_strings/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Hidden Strings. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: combo, spells. Guide status: pending manual import. + +## Thesis +Lotus Field combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_hidden_strings/1/metadata.json b/strategies/explorer/explorer_hidden_strings/1/metadata.json new file mode 100644 index 0000000..feabc4b --- /dev/null +++ b/strategies/explorer/explorer_hidden_strings/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Lotus Field combo", + "created_at": 1781249266, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "explorer Hidden Strings distinct metagame coverage: Lotus Field combo", + "event_date": "May 31, 2026", + "event_name": "Pioneer Challenge 32 2026-05-31 (1); 6th Place, 5-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Hidden Strings distinct metagame coverage: Lotus Field combo", + "source_deck_id": "7813834", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-hidden-strings" + }, + "strategy_id": "explorer_hidden_strings", + "strategy_label": "Hidden Strings", + "tags": [ + "combo", + "spells" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_hidden_strings/1/reflection.md b/strategies/explorer/explorer_hidden_strings/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_hidden_strings/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_izzet_indomitable_creativity/1/decklist.txt b/strategies/explorer/explorer_izzet_indomitable_creativity/1/decklist.txt new file mode 100644 index 0000000..4b31f73 --- /dev/null +++ b/strategies/explorer/explorer_izzet_indomitable_creativity/1/decklist.txt @@ -0,0 +1,41 @@ +Main (60) +4 Fiery Impulse +1 Hall of Storm Giants +4 Indomitable Creativity +1 Sublime Epiphany +3 Divide by Zero +1 Otawara, Soaring City +2 Prismari Command +4 Riverglide Pathway +1 Sokenzan, Crucible of Defiance +2 Mountain +4 Stern Lesson +4 Stormcarved Coast +3 Prismari Charm +1 Island +4 Deduce +3 Shivan Reef +4 Magma Opus +4 Torrential Gearhulk +1 Spikefield Hazard +4 Steam Vents +1 Fountainport +1 Into the Flood Maw +1 Abrade +2 Thundering Falls + +Sideboard (15) +1 Aether Gust +1 Anger of the Gods +2 Mystical Dispute +1 Negate +1 Pyroclasm +1 Change the Equation +1 Abrade +1 Boomerang Basics +1 It'll Quench Ya! +1 Firebending Lesson +1 Iroh's Demonstration +1 Redirect Lightning +1 Improvisation Capstone +1 The Legend of Roku diff --git a/strategies/explorer/explorer_izzet_indomitable_creativity/1/first_principles.md b/strategies/explorer/explorer_izzet_indomitable_creativity/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_izzet_indomitable_creativity/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_izzet_indomitable_creativity/1/guide.md b/strategies/explorer/explorer_izzet_indomitable_creativity/1/guide.md new file mode 100644 index 0000000..df11924 --- /dev/null +++ b/strategies/explorer/explorer_izzet_indomitable_creativity/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Indomitable Creativity. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: combo, control, tokens. Guide status: pending manual import. + +## Thesis +Creativity combo-control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_izzet_indomitable_creativity/1/metadata.json b/strategies/explorer/explorer_izzet_indomitable_creativity/1/metadata.json new file mode 100644 index 0000000..97a1846 --- /dev/null +++ b/strategies/explorer/explorer_izzet_indomitable_creativity/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Creativity combo-control", + "created_at": 1781249270, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "tokens" + ], + "source_metadata": { + "coverage_reason": "explorer Izzet Indomitable Creativity distinct metagame coverage: Creativity combo-control", + "event_date": "May 29, 2026", + "event_name": "Pioneer Challenge 32 2026-05-29 (1); 17th Place, 3-3", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 17, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Izzet Indomitable Creativity distinct metagame coverage: Creativity combo-control", + "source_deck_id": "7807656", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-izzet-indomitable-creativity" + }, + "strategy_id": "explorer_izzet_indomitable_creativity", + "strategy_label": "Izzet Indomitable Creativity", + "tags": [ + "combo", + "control", + "tokens" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_izzet_indomitable_creativity/1/reflection.md b/strategies/explorer/explorer_izzet_indomitable_creativity/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_izzet_indomitable_creativity/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_izzet_phoenix/1/decklist.txt b/strategies/explorer/explorer_izzet_phoenix/1/decklist.txt new file mode 100644 index 0000000..f006692 --- /dev/null +++ b/strategies/explorer/explorer_izzet_phoenix/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Arclight Phoenix +4 Artist's Talent +4 Consider +4 Fiery Impulse +2 Flashback +2 Into the Flood Maw +3 Lightning Axe +4 Island +4 Spirebluff Canal +1 Otawara, Soaring City +4 Picklock Prankster +1 Prismari Command +1 Proft's Eidetic Memory +4 Riverglide Pathway +1 Stormcarved Coast +4 Treasure Cruise +4 Opt +1 Prismari Charm +4 Sleight of Hand +4 Steam Vents + +Sideboard (15) +1 Abrade +1 Brazen Borrower +1 Flowstone Infusion +1 Into the Flood Maw +4 Ledger Shredder +3 Mystical Dispute +3 Redcap Melee +1 Rending Volley diff --git a/strategies/explorer/explorer_izzet_phoenix/1/first_principles.md b/strategies/explorer/explorer_izzet_phoenix/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_izzet_phoenix/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_izzet_phoenix/1/guide.md b/strategies/explorer/explorer_izzet_phoenix/1/guide.md new file mode 100644 index 0000000..b0cc9ee --- /dev/null +++ b/strategies/explorer/explorer_izzet_phoenix/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Phoenix. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: tempo, midrange, graveyard, spells. Guide status: pending manual import. + +## Thesis +Arclight Phoenix spell recursion + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_izzet_phoenix/1/metadata.json b/strategies/explorer/explorer_izzet_phoenix/1/metadata.json new file mode 100644 index 0000000..baa03eb --- /dev/null +++ b/strategies/explorer/explorer_izzet_phoenix/1/metadata.json @@ -0,0 +1,58 @@ +{ + "archetype_tags": [ + "tempo", + "midrange" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Arclight Phoenix spell recursion", + "created_at": 1781249263, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "graveyard", + "spells" + ], + "source_metadata": { + "coverage_reason": "explorer Izzet Phoenix distinct metagame coverage: Arclight Phoenix spell recursion", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07; 1st Place, 7-1", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Izzet Phoenix distinct metagame coverage: Arclight Phoenix spell recursion", + "source_deck_id": "7826007", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/izzet-phoenix-57eb17e3-2b71-4301-99a6-45002ffcfadb" + }, + "strategy_id": "explorer_izzet_phoenix", + "strategy_label": "Izzet Phoenix", + "tags": [ + "tempo", + "midrange", + "graveyard", + "spells" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_izzet_phoenix/1/reflection.md b/strategies/explorer/explorer_izzet_phoenix/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_izzet_phoenix/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_jund_sacrifice/1/decklist.txt b/strategies/explorer/explorer_jund_sacrifice/1/decklist.txt new file mode 100644 index 0000000..9a4f749 --- /dev/null +++ b/strategies/explorer/explorer_jund_sacrifice/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +3 Blazemire Verge +4 Blightstep Pathway +4 Bloodtithe Harvester +4 Cauldron Familiar +4 Deadly Dispute +1 Den of the Bugbear +4 Mayhem Devil +3 Overgrown Tomb +4 Scavenger's Talent +1 Sokenzan, Crucible of Defiance +4 Witch's Oven +2 Swamp +4 Blackcleave Cliffs +4 Eyetwitch +4 Blood Crypt +4 Fable of the Mirror-Breaker +4 Fatal Push +2 Ygra, Eater of All + +Sideboard (15) +2 The Legend of Roku +1 Ozai's Cruelty +1 Decorum Dissertation +1 Abandon Attachments +1 Origin of Metalbending +2 Unlicensed Hearse +1 Firebending Lesson +4 Thoughtseize +1 Ruinous Waterbending +1 Pest Summoning diff --git a/strategies/explorer/explorer_jund_sacrifice/1/first_principles.md b/strategies/explorer/explorer_jund_sacrifice/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_jund_sacrifice/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_jund_sacrifice/1/guide.md b/strategies/explorer/explorer_jund_sacrifice/1/guide.md new file mode 100644 index 0000000..5bc41bf --- /dev/null +++ b/strategies/explorer/explorer_jund_sacrifice/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jund Sacrifice. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: midrange, combo, sacrifice, artifact, food. Guide status: pending manual import. + +## Thesis +sacrifice engine and drain + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_jund_sacrifice/1/metadata.json b/strategies/explorer/explorer_jund_sacrifice/1/metadata.json new file mode 100644 index 0000000..8a2bcb6 --- /dev/null +++ b/strategies/explorer/explorer_jund_sacrifice/1/metadata.json @@ -0,0 +1,61 @@ +{ + "archetype_tags": [ + "midrange", + "combo" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "sacrifice engine and drain", + "created_at": 1781249267, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "sacrifice", + "artifact", + "food" + ], + "source_metadata": { + "coverage_reason": "explorer Jund Sacrifice distinct metagame coverage: sacrifice engine and drain", + "event_date": "May 31, 2026", + "event_name": "Pioneer Challenge 32 2026-05-31; 4th Place, 5-3", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Jund Sacrifice distinct metagame coverage: sacrifice engine and drain", + "source_deck_id": "7813378", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-jund-sacrifice-a753541c-3269-45a7-beeb-d907ff98334d" + }, + "strategy_id": "explorer_jund_sacrifice", + "strategy_label": "Jund Sacrifice", + "tags": [ + "midrange", + "combo", + "sacrifice", + "artifact", + "food" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_jund_sacrifice/1/reflection.md b/strategies/explorer/explorer_jund_sacrifice/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_jund_sacrifice/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_mono_red_prowess/1/decklist.txt b/strategies/explorer/explorer_mono_red_prowess/1/decklist.txt new file mode 100644 index 0000000..58d8be2 --- /dev/null +++ b/strategies/explorer/explorer_mono_red_prowess/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +1 Den of the Bugbear +4 Kumano Faces Kakkazan +4 Monastery Swiftspear +4 Monstrous Rage +15 Mountain +4 Emberheart Challenger +2 Ramunap Ruins +4 Reckless Rage +4 Screaming Nemesis +1 Sokenzan, Crucible of Defiance +4 Soul-Scar Mage +4 Sunspine Lynx +4 Burst Lightning +4 Mutavault +1 The Legend of Roku + +Sideboard (15) +3 Flowstone Infusion +1 Ghost Vacuum +3 Hexing Squelcher +4 Magebane Lizard +2 Scorching Shot +2 Weathered Runestone diff --git a/strategies/explorer/explorer_mono_red_prowess/1/first_principles.md b/strategies/explorer/explorer_mono_red_prowess/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_mono_red_prowess/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_mono_red_prowess/1/guide.md b/strategies/explorer/explorer_mono_red_prowess/1/guide.md new file mode 100644 index 0000000..25809f3 --- /dev/null +++ b/strategies/explorer/explorer_mono_red_prowess/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-Red Prowess. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, prowess, spells. Guide status: pending manual import. + +## Thesis +red spell-aggro pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_mono_red_prowess/1/metadata.json b/strategies/explorer/explorer_mono_red_prowess/1/metadata.json new file mode 100644 index 0000000..a8e2ae5 --- /dev/null +++ b/strategies/explorer/explorer_mono_red_prowess/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "R" + ], + "concept_text": "red spell-aggro pressure", + "created_at": 1781249263, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "prowess", + "spells" + ], + "source_metadata": { + "coverage_reason": "explorer Mono-Red Prowess distinct metagame coverage: red spell-aggro pressure", + "event_date": "Jun 6, 2026", + "event_name": "Pioneer Challenge 32 2026-06-06; 1st Place, 8-1", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Mono-Red Prowess distinct metagame coverage: red spell-aggro pressure", + "source_deck_id": "7825219", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-mono-red-prowess" + }, + "strategy_id": "explorer_mono_red_prowess", + "strategy_label": "Mono-Red Prowess", + "tags": [ + "aggro", + "tempo", + "prowess", + "spells" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_mono_red_prowess/1/reflection.md b/strategies/explorer/explorer_mono_red_prowess/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_mono_red_prowess/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_mono_white_humans/1/decklist.txt b/strategies/explorer/explorer_mono_white_humans/1/decklist.txt new file mode 100644 index 0000000..47668f2 --- /dev/null +++ b/strategies/explorer/explorer_mono_white_humans/1/decklist.txt @@ -0,0 +1,28 @@ +Main (60) +4 Eiganjo, Seat of the Empire +8 Plains +4 Mutavault +4 Cavern of Souls +3 Zack Fair +3 Kytheon, Hero of Akros +4 Recruitment Officer +1 Spider-Woman, Stunning Savior +1 Spectacular Spider-Man +4 Thalia, Guardian of Thraben +4 Thalia's Lieutenant +2 Arachne, Psionic Weaver +2 Cosmogrand Zenith +2 Haliya, Guided by Light +4 Adeline, Resplendent Cathar +4 Mox Amber +2 Declaration in Stone +4 Coppercoat Vanguard + +Sideboard (15) +1 Spider-Woman, Stunning Savior +1 Spectacular Spider-Man +1 Loran of the Third Path +2 Extraction Specialist +4 Seam Rip +4 Rest in Peace +2 Wedding Announcement diff --git a/strategies/explorer/explorer_mono_white_humans/1/first_principles.md b/strategies/explorer/explorer_mono_white_humans/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_mono_white_humans/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_mono_white_humans/1/guide.md b/strategies/explorer/explorer_mono_white_humans/1/guide.md new file mode 100644 index 0000000..f83a0e2 --- /dev/null +++ b/strategies/explorer/explorer_mono_white_humans/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-White Humans. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, tribal. Guide status: pending manual import. + +## Thesis +white disruptive creature curve + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_mono_white_humans/1/metadata.json b/strategies/explorer/explorer_mono_white_humans/1/metadata.json new file mode 100644 index 0000000..2ae2383 --- /dev/null +++ b/strategies/explorer/explorer_mono_white_humans/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "W" + ], + "concept_text": "white disruptive creature curve", + "created_at": 1781249269, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "coverage_reason": "explorer Mono-White Humans distinct metagame coverage: white disruptive creature curve", + "event_date": "May 31, 2026", + "event_name": "Pioneer Challenge 32 2026-05-31 (1); 13th Place, 4-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Mono-White Humans distinct metagame coverage: white disruptive creature curve", + "source_deck_id": "7813827", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-mono-white-humans" + }, + "strategy_id": "explorer_mono_white_humans", + "strategy_label": "Mono-White Humans", + "tags": [ + "aggro", + "tempo", + "tribal" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_mono_white_humans/1/reflection.md b/strategies/explorer/explorer_mono_white_humans/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_mono_white_humans/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_niv_to_light/1/decklist.txt b/strategies/explorer/explorer_niv_to_light/1/decklist.txt new file mode 100644 index 0000000..3400c55 --- /dev/null +++ b/strategies/explorer/explorer_niv_to_light/1/decklist.txt @@ -0,0 +1,60 @@ +Main (80) +1 Watery Grave +2 Niv-Mizzet Reborn +1 Temple Garden +4 Sylvan Caryatid +1 Swamp +4 Bring to Light +1 Sunbillow Verge +1 Floodfarm Verge +1 Stomping Ground +1 Indatha Triome +1 Sacred Foundry +2 Jetmir's Garden +2 Ketria Triome +1 Kolaghan's Command +1 Plains +1 Overgrown Tomb +4 Lightning Helix +1 Niv-Mizzet, Supreme +2 Omnath, Locus of Creation +1 Mountain +1 Maelstrom Pulse +1 Overlord of the Hauntwoods +1 Raugrin Triome +1 Island +1 Spara's Headquarters +1 Forest +4 Fabled Passage +1 Blood Crypt +1 Bleachbone Verge +2 Hushwood Verge +4 Up the Beanstalk +1 Valki, God of Lies +1 Wastewood Verge +2 Xander's Lounge +2 Zagoth Triome +1 Ziatora's Proving Ground +1 Culling Ritual +2 Abrupt Decay +3 Vanishing Verse +1 Deafening Clarion +1 Ultima +4 Leyline Binding +2 Professor Dellian Fel +1 Beza, the Bounding Spring +1 Vibrant Outburst +4 Ancient Cornucopia +2 Breeding Pool + +Sideboard (15) +1 Erode +1 Unmoored Ego +1 Yorion, Sky Nomad +1 Surrak Dragonclaw +1 Ultima +1 Sphinx's Revelation +2 Kaervek, the Spiteful +4 Dovin's Veto +1 Tolsimir, Friend to Wolves +2 Rest in Peace diff --git a/strategies/explorer/explorer_niv_to_light/1/first_principles.md b/strategies/explorer/explorer_niv_to_light/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_niv_to_light/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_niv_to_light/1/guide.md b/strategies/explorer/explorer_niv_to_light/1/guide.md new file mode 100644 index 0000000..5162e71 --- /dev/null +++ b/strategies/explorer/explorer_niv_to_light/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Niv to Light. Format: Explorer. Main deck count: 80. Sideboard count: 15. Tags: midrange, control, toolbox. Guide status: pending manual import. + +## Thesis +Bring to Light five-color value + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_niv_to_light/1/metadata.json b/strategies/explorer/explorer_niv_to_light/1/metadata.json new file mode 100644 index 0000000..baa6cd4 --- /dev/null +++ b/strategies/explorer/explorer_niv_to_light/1/metadata.json @@ -0,0 +1,59 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "Bring to Light five-color value", + "created_at": 1781249267, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "toolbox" + ], + "source_metadata": { + "coverage_reason": "explorer Niv to Light distinct metagame coverage: Bring to Light five-color value", + "event_date": "Jun 5, 2026", + "event_name": "Pioneer Challenge 32 2026-06-05; 9th Place, 4-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Niv to Light distinct metagame coverage: Bring to Light five-color value", + "source_deck_id": "7823007", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/niv-to-light" + }, + "strategy_id": "explorer_niv_to_light", + "strategy_label": "Niv to Light", + "tags": [ + "midrange", + "control", + "toolbox" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_niv_to_light/1/reflection.md b/strategies/explorer/explorer_niv_to_light/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_niv_to_light/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_nykthos_ramp/1/decklist.txt b/strategies/explorer/explorer_nykthos_ramp/1/decklist.txt new file mode 100644 index 0000000..b1a92df --- /dev/null +++ b/strategies/explorer/explorer_nykthos_ramp/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +2 Llanowar Elves +2 Old-Growth Troll +2 Elvish Mystic +2 Polukranos Reborn +4 Voracious Hydra +4 Badgermole Cub +12 Forest +2 Nykthos, Shrine to Nyx +2 Castle Garenbrig +3 Lair of the Hydra +2 Boseiju, Who Endures +2 Cavalier of Thorns +2 Scavenging Ooze +3 Ba Sing Se +2 Kiora, Behemoth Beckoner +4 Scrapshooter +1 Cityscape Leveler +4 Spider Manifestation +1 Ugin, the Spirit Dragon +4 Meltstrider's Resolve + +Sideboard (15) +4 Shifting Ceratops +2 Sorcerous Spyglass +1 Scavenging Ooze +2 The Stone Brain +3 Soul-Guide Lantern +3 Damping Sphere diff --git a/strategies/explorer/explorer_nykthos_ramp/1/first_principles.md b/strategies/explorer/explorer_nykthos_ramp/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_nykthos_ramp/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_nykthos_ramp/1/guide.md b/strategies/explorer/explorer_nykthos_ramp/1/guide.md new file mode 100644 index 0000000..e6bbb22 --- /dev/null +++ b/strategies/explorer/explorer_nykthos_ramp/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Nykthos Ramp. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: ramp, combo, big-mana, devotion. Guide status: pending manual import. + +## Thesis +green devotion big-mana engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_nykthos_ramp/1/metadata.json b/strategies/explorer/explorer_nykthos_ramp/1/metadata.json new file mode 100644 index 0000000..b14c5b9 --- /dev/null +++ b/strategies/explorer/explorer_nykthos_ramp/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "ramp", + "combo" + ], + "colors": [ + "G" + ], + "concept_text": "green devotion big-mana engine", + "created_at": 1781249269, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "devotion" + ], + "source_metadata": { + "coverage_reason": "explorer Nykthos Ramp distinct metagame coverage: green devotion big-mana engine", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07; 14th Place, 3-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Nykthos Ramp distinct metagame coverage: green devotion big-mana engine", + "source_deck_id": "7825996", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-nykthos-ramp" + }, + "strategy_id": "explorer_nykthos_ramp", + "strategy_label": "Nykthos Ramp", + "tags": [ + "ramp", + "combo", + "big-mana", + "devotion" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_nykthos_ramp/1/reflection.md b/strategies/explorer/explorer_nykthos_ramp/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_nykthos_ramp/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_orzhov_greasefang/1/decklist.txt b/strategies/explorer/explorer_orzhov_greasefang/1/decklist.txt new file mode 100644 index 0000000..37046a2 --- /dev/null +++ b/strategies/explorer/explorer_orzhov_greasefang/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +1 Swamp +1 Plains +4 Concealed Courtyard +4 Thoughtseize +1 Urborg, Tomb of Yawgmoth +1 Geier Reach Sanitarium +4 Godless Shrine +4 Fatal Push +4 Parhelion II +2 Brightclimb Pathway +2 Vanishing Verse +4 Fleeting Spirit +4 Greasefang, Okiba Boss +1 Eiganjo, Seat of the Empire +1 Takenuma, Abandoned Mire +3 Guardian of New Benalia +4 The Mycosynth Gardens +2 Shadowy Backstreet +1 Lively Dirge +2 Sheltered by Ghosts +4 Monument to Endurance +2 Bleachbone Verge +4 Iron-Shield Elf + +Sideboard (15) +3 Duress +1 Damping Sphere +2 Soul-Guide Lantern +1 Vanishing Verse +2 Bitter Triumph +3 Doorkeeper Thrull +1 Seam Rip +2 Ral Zarek, Guest Lecturer diff --git a/strategies/explorer/explorer_orzhov_greasefang/1/first_principles.md b/strategies/explorer/explorer_orzhov_greasefang/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_orzhov_greasefang/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_orzhov_greasefang/1/guide.md b/strategies/explorer/explorer_orzhov_greasefang/1/guide.md new file mode 100644 index 0000000..1271564 --- /dev/null +++ b/strategies/explorer/explorer_orzhov_greasefang/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Orzhov Greasefang. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, graveyard. Guide status: pending manual import. + +## Thesis +Greasefang vehicle combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_orzhov_greasefang/1/metadata.json b/strategies/explorer/explorer_orzhov_greasefang/1/metadata.json new file mode 100644 index 0000000..b6e069e --- /dev/null +++ b/strategies/explorer/explorer_orzhov_greasefang/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "W", + "B" + ], + "concept_text": "Greasefang vehicle combo", + "created_at": 1781249264, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "explorer Orzhov Greasefang distinct metagame coverage: Greasefang vehicle combo", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07; 3rd Place, 6-1", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Orzhov Greasefang distinct metagame coverage: Greasefang vehicle combo", + "source_deck_id": "7825998", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-orzhov-greasefang" + }, + "strategy_id": "explorer_orzhov_greasefang", + "strategy_label": "Orzhov Greasefang", + "tags": [ + "combo", + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_orzhov_greasefang/1/reflection.md b/strategies/explorer/explorer_orzhov_greasefang/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_orzhov_greasefang/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_rakdos_midrange/1/decklist.txt b/strategies/explorer/explorer_rakdos_midrange/1/decklist.txt new file mode 100644 index 0000000..3ba43e7 --- /dev/null +++ b/strategies/explorer/explorer_rakdos_midrange/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Blackcleave Cliffs +4 Mutavault +2 Go for the Throat +1 Urborg, Tomb of Yawgmoth +4 Blood Crypt +2 Swamp +2 Mountain +4 Fatal Push +4 Blightstep Pathway +3 Graveyard Trespasser +4 Bloodtithe Harvester +4 Fable of the Mirror-Breaker +1 Takenuma, Abandoned Mire +3 Sheoldred, the Apocalypse +2 Torch the Tower +4 Fear of Missing Out +3 Blazemire Verge +1 Liliana of the Veil +4 Thoughtseize +4 Unholy Annex // Ritual Chamber + +Sideboard (15) +1 Anger of the Gods +3 Duress +4 Leyline of the Void +2 Damping Sphere +1 Thought Distortion +1 Go Blank +1 Ray of Enfeeblement +1 Invoke Despair +1 Withering Torment diff --git a/strategies/explorer/explorer_rakdos_midrange/1/first_principles.md b/strategies/explorer/explorer_rakdos_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_rakdos_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_rakdos_midrange/1/guide.md b/strategies/explorer/explorer_rakdos_midrange/1/guide.md new file mode 100644 index 0000000..30d7063 --- /dev/null +++ b/strategies/explorer/explorer_rakdos_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Rakdos Midrange. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: midrange, discard. Guide status: pending manual import. + +## Thesis +red-black removal and threat efficiency + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_rakdos_midrange/1/metadata.json b/strategies/explorer/explorer_rakdos_midrange/1/metadata.json new file mode 100644 index 0000000..26de510 --- /dev/null +++ b/strategies/explorer/explorer_rakdos_midrange/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "red-black removal and threat efficiency", + "created_at": 1781249266, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "discard" + ], + "source_metadata": { + "coverage_reason": "explorer Rakdos Midrange distinct metagame coverage: red-black removal and threat efficiency", + "event_date": "Jun 1, 2026", + "event_name": "Pioneer Challenge 32 2026-06-01; 5th Place, 5-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Rakdos Midrange distinct metagame coverage: red-black removal and threat efficiency", + "source_deck_id": "7817423", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-rakdos-midrange" + }, + "strategy_id": "explorer_rakdos_midrange", + "strategy_label": "Rakdos Midrange", + "tags": [ + "midrange", + "discard" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_rakdos_midrange/1/reflection.md b/strategies/explorer/explorer_rakdos_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_rakdos_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_selesnya_angels/1/decklist.txt b/strategies/explorer/explorer_selesnya_angels/1/decklist.txt new file mode 100644 index 0000000..6332fb8 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_angels/1/decklist.txt @@ -0,0 +1,25 @@ +Main (60) +1 Abandoned Air Temple +4 Bishop of Wings +4 Collected Company +1 Eiganjo, Seat of the Empire +3 Elvish Mystic +1 Enduring Innocence +5 Plains +4 Hushwood Verge +2 Inspiring Overseer +4 Kayla's Reconstruction +3 Llanowar Elves +4 Multiversal Passage +4 Razorverge Thicket +4 Righteous Valkyrie +4 Skyclave Apparition +4 Giada, Font of Hope +4 Resplendent Angel +4 Temple Garden + +Sideboard (15) +4 Archon of Emeria +3 Enduring Innocence +4 Portable Hole +4 Unlicensed Hearse diff --git a/strategies/explorer/explorer_selesnya_angels/1/first_principles.md b/strategies/explorer/explorer_selesnya_angels/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_angels/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_selesnya_angels/1/guide.md b/strategies/explorer/explorer_selesnya_angels/1/guide.md new file mode 100644 index 0000000..cdfa2f1 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_angels/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Angels. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, lifegain, tribal. Guide status: pending manual import. + +## Thesis +lifegain angel board snowball + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_selesnya_angels/1/metadata.json b/strategies/explorer/explorer_selesnya_angels/1/metadata.json new file mode 100644 index 0000000..43736d2 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_angels/1/metadata.json @@ -0,0 +1,58 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "lifegain angel board snowball", + "created_at": 1781249268, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "lifegain", + "tribal" + ], + "source_metadata": { + "coverage_reason": "explorer Selesnya Angels distinct metagame coverage: lifegain angel board snowball", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07 (1); 9th Place, 4-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Selesnya Angels distinct metagame coverage: lifegain angel board snowball", + "source_deck_id": "7826565", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-selesnya-angels" + }, + "strategy_id": "explorer_selesnya_angels", + "strategy_label": "Selesnya Angels", + "tags": [ + "aggro", + "midrange", + "lifegain", + "tribal" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_selesnya_angels/1/reflection.md b/strategies/explorer/explorer_selesnya_angels/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_angels/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_selesnya_company/1/decklist.txt b/strategies/explorer/explorer_selesnya_company/1/decklist.txt new file mode 100644 index 0000000..49ac6dd --- /dev/null +++ b/strategies/explorer/explorer_selesnya_company/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Archon of Emeria +4 Razorverge Thicket +3 Thalia, Guardian of Thraben +1 Boseiju, Who Endures +2 Branchloft Pathway +4 Collected Company +1 Eiganjo, Seat of the Empire +4 Brushland +4 Enduring Innocence +4 Llanowar Elves +3 Ouroboroid +2 Abandoned Air Temple +4 Skyclave Apparition +2 Elspeth, Storm Slayer +2 Starting Town +4 Elvish Mystic +1 Aven Interrupter +1 The Wandering Emperor +4 Badgermole Cub +2 Plains +4 Temple Garden + +Sideboard (15) +3 Aven Interrupter +3 Rest in Peace +3 Seam Rip +1 Get Lost +1 Elesh Norn, Mother of Machines +2 High Noon +2 Beza, the Bounding Spring diff --git a/strategies/explorer/explorer_selesnya_company/1/first_principles.md b/strategies/explorer/explorer_selesnya_company/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_company/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_selesnya_company/1/guide.md b/strategies/explorer/explorer_selesnya_company/1/guide.md new file mode 100644 index 0000000..16d6f04 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_company/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Company. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange. Guide status: pending manual import. + +## Thesis +Collected Company creature toolbox + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_selesnya_company/1/metadata.json b/strategies/explorer/explorer_selesnya_company/1/metadata.json new file mode 100644 index 0000000..7b74cfd --- /dev/null +++ b/strategies/explorer/explorer_selesnya_company/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Collected Company creature toolbox", + "created_at": 1781249264, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "explorer Selesnya Company distinct metagame coverage: Collected Company creature toolbox", + "event_date": "May 30, 2026", + "event_name": "Pioneer Challenge 32 2026-05-30; 11th Place, 4-2", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Selesnya Company distinct metagame coverage: Collected Company creature toolbox", + "source_deck_id": "7810848", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-selesnya-company" + }, + "strategy_id": "explorer_selesnya_company", + "strategy_label": "Selesnya Company", + "tags": [ + "aggro", + "midrange" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_selesnya_company/1/reflection.md b/strategies/explorer/explorer_selesnya_company/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_selesnya_company/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_simic_merfolk/1/decklist.txt b/strategies/explorer/explorer_simic_merfolk/1/decklist.txt new file mode 100644 index 0000000..6d493b5 --- /dev/null +++ b/strategies/explorer/explorer_simic_merfolk/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +3 Agatha's Soul Cauldron +4 Deeproot Pilgrimage +4 Mutavault +4 Vodalian Hexcatcher +1 Otawara, Soaring City +4 Kumena, Tyrant of Orazca +4 Cenote Scout +4 Breeding Pool +3 Barkchannel Pathway +3 Cavern of Souls +4 Botanical Sanctum +1 Island +1 Boseiju, Who Endures +1 Champions of the Shoal +4 Floodpits Drowner +4 Tishana's Tidebinder +1 Mindspring Merfolk +1 Haywire Mite +4 Formidable Speaker +1 Disruptor of Currents +4 Harmonized Trio + +Sideboard (15) +2 Mystical Dispute +2 Haywire Mite +2 Change the Equation +1 Fading Hope +1 Damping Sphere +1 Spell Pierce +1 March of Swirling Mist +2 Stock Up +2 Spell Snare +1 Mistcaller diff --git a/strategies/explorer/explorer_simic_merfolk/1/first_principles.md b/strategies/explorer/explorer_simic_merfolk/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_simic_merfolk/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/explorer/explorer_simic_merfolk/1/guide.md b/strategies/explorer/explorer_simic_merfolk/1/guide.md new file mode 100644 index 0000000..79d1b07 --- /dev/null +++ b/strategies/explorer/explorer_simic_merfolk/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Simic Merfolk. Format: Explorer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, tribal, counters. Guide status: pending manual import. + +## Thesis +Merfolk tribal tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/explorer/explorer_simic_merfolk/1/metadata.json b/strategies/explorer/explorer_simic_merfolk/1/metadata.json new file mode 100644 index 0000000..b2088e7 --- /dev/null +++ b/strategies/explorer/explorer_simic_merfolk/1/metadata.json @@ -0,0 +1,58 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Merfolk tribal tempo", + "created_at": 1781249272, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "explorer" + ], + "mechanic_tags": [ + "tribal", + "counters" + ], + "source_metadata": { + "coverage_reason": "explorer Simic Merfolk distinct metagame coverage: Merfolk tribal tempo", + "event_date": "May 25, 2026", + "event_name": "Pioneer Challenge 32 2026-05-25; 22nd Place, 3-3", + "explorer_import_basis": "pioneer-compatible-proxy", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 20, + "requires_arena_legality_review": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Simic Merfolk distinct metagame coverage: Merfolk tribal tempo", + "source_deck_id": "7803061", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-simic-merfolk" + }, + "strategy_id": "explorer_simic_merfolk", + "strategy_label": "Simic Merfolk", + "tags": [ + "aggro", + "tempo", + "tribal", + "counters" + ], + "validation_warnings": [ + "Explorer imported from the reviewed Pioneer-compatible proxy lane; verify exact Arena legality and Forge card/rules support before serious default use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/explorer/explorer_simic_merfolk/1/reflection.md b/strategies/explorer/explorer_simic_merfolk/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/explorer/explorer_simic_merfolk/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_abzan_yawgmoth/1/decklist.txt b/strategies/historic/historic_abzan_yawgmoth/1/decklist.txt new file mode 100644 index 0000000..045f7ff --- /dev/null +++ b/strategies/historic/historic_abzan_yawgmoth/1/decklist.txt @@ -0,0 +1,44 @@ +Main (60) +4 Badgermole Cub +4 Birds of Paradise +4 Yawgmoth, Thran Physician +4 Young Wolf +3 Delighted Halfling +2 Boggart Trawler +1 A-Blood Artist +1 Archon of Emeria +1 Deathrite Shaman +1 Jet Collector +1 Ouroboroid +1 Prosperous Innkeeper +1 Rope Line Attendant +1 Witch Enchanter +3 Agatha's Soul Cauldron +4 Chord of Calling +1 Green Sun's Zenith +1 Malevolent Rumble +2 Dredger's Insight +2 Grist, the Hunger Tide +4 Blooming Marsh +4 Overgrown Tomb +3 Razorverge Thicket +2 Forest +2 Temple Garden +1 Boseiju, Who Endures +1 Starting Town +1 Wastewood Verge + +Sideboard (15) +2 Deafening Silence +2 Endurance +1 Accursed Marauder +1 A-Haywire Mite +1 Archon of Emeria +1 Chittering Illuminator +1 Hapatra, Vizier of Poisons +1 Juggernaut Peddler +1 Outland Liberator +1 Strict Proctor +1 Sylvan Safekeeper +1 Thalia, Guardian of Thraben +1 Voice of Victory diff --git a/strategies/historic/historic_abzan_yawgmoth/1/first_principles.md b/strategies/historic/historic_abzan_yawgmoth/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_abzan_yawgmoth/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_abzan_yawgmoth/1/guide.md b/strategies/historic/historic_abzan_yawgmoth/1/guide.md new file mode 100644 index 0000000..1d9bbd2 --- /dev/null +++ b/strategies/historic/historic_abzan_yawgmoth/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Abzan Yawgmoth. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, sacrifice, graveyard. Guide status: pending manual import. + +## Thesis +Abzan creature-combo deck using sacrifice loops and graveyard value + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_abzan_yawgmoth/1/metadata.json b/strategies/historic/historic_abzan_yawgmoth/1/metadata.json new file mode 100644 index 0000000..91e91c3 --- /dev/null +++ b/strategies/historic/historic_abzan_yawgmoth/1/metadata.json @@ -0,0 +1,60 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "W", + "B", + "G" + ], + "concept_text": "Abzan creature-combo deck using sacrifice loops and graveyard value", + "created_at": 1781275456, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "sacrifice", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "Historic Abzan Yawgmoth distinct metagame coverage: Abzan creature-combo deck using sacrifice loops and graveyard value", + "event_date": "2026-06-12T12:07:54+02:00", + "event_name": "MTG Arena Yawgmoth deck, by ScuffleDLux", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/abzan-yawgmoth", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "abzan-yawgmoth", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/yawgmoth-decklist-by-scuffledlux-2950901" + }, + "strategy_id": "historic_abzan_yawgmoth", + "strategy_label": "Abzan Yawgmoth", + "tags": [ + "combo", + "midrange", + "sacrifice", + "graveyard" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_abzan_yawgmoth/1/reflection.md b/strategies/historic/historic_abzan_yawgmoth/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_abzan_yawgmoth/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_affinity/1/decklist.txt b/strategies/historic/historic_affinity/1/decklist.txt new file mode 100644 index 0000000..272d3a9 --- /dev/null +++ b/strategies/historic/historic_affinity/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +4 Esper Sentinel +4 Refurbished Familiar +4 Thought Monitor +4 Solar Transformer +4 Tithing Blade +4 White Sun's Twilight +2 Clear the Mind +4 Haunt the Network +2 Thoughtcast +4 Voyage Home +1 Tezzeret, Master of the Bridge +4 Seat of the Synod +4 Vault of Whispers +3 Ancient Den +2 Mistvault Bridge +3 Razortide Bridge +2 Goldmire Bridge +4 Raffine's Tower +1 Volatile Fault + +Sideboard (15) +4 Dovin's Veto +2 Heliod's Intervention +1 The Elderspell +4 Damnation +4 White Auracite diff --git a/strategies/historic/historic_affinity/1/first_principles.md b/strategies/historic/historic_affinity/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_affinity/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_affinity/1/guide.md b/strategies/historic/historic_affinity/1/guide.md new file mode 100644 index 0000000..9f97b66 --- /dev/null +++ b/strategies/historic/historic_affinity/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Affinity. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: aggro. Guide status: pending manual import. + +## Thesis +artifact synergy shell using artifact lands, cheap permanents, and payoff engines + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_affinity/1/metadata.json b/strategies/historic/historic_affinity/1/metadata.json new file mode 100644 index 0000000..1e8eb0b --- /dev/null +++ b/strategies/historic/historic_affinity/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "W", + "U", + "B" + ], + "concept_text": "artifact synergy shell using artifact lands, cheap permanents, and payoff engines", + "created_at": 1781275452, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Affinity distinct metagame coverage: artifact synergy shell using artifact lands, cheap permanents, and payoff engines", + "event_date": "2026-06-12T12:01:45+02:00", + "event_name": "MTG Arena Haunt the Network deck, by Wyvernius Dr\u00e5kon", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/affinity", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "affinity", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/haunt-the-network-decklist-by-wyvernius-drakon-2977639" + }, + "strategy_id": "historic_affinity", + "strategy_label": "Affinity", + "tags": [ + "aggro" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_affinity/1/reflection.md b/strategies/historic/historic_affinity/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_affinity/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_azorius_artifacts/1/decklist.txt b/strategies/historic/historic_azorius_artifacts/1/decklist.txt new file mode 100644 index 0000000..a246931 --- /dev/null +++ b/strategies/historic/historic_azorius_artifacts/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Ornithopter +4 Esper Sentinel +4 Ingenious Smith +3 Emporium Thopterist +3 Memory Guardian +3 Kappa Cannoneer +4 Thought Monitor +4 Portable Hole +4 Retrofitter Foundry +4 Springleaf Drum +3 Metallic Rebuke +1 Eiganjo, Seat of the Empire +1 Hengegate Pathway +1 Plains +1 Otawara, Soaring City +4 Seat of the Synod +4 Adarkar Wastes +4 Hallowed Fountain +4 Seachrome Coast + +Sideboard (15) +2 Tormod's Crypt +4 Fragment Reality +1 Spell Pierce +2 Pithing Needle +3 Stone of Erech +1 Unlicensed Hearse +1 Containment Priest +1 Metallic Rebuke diff --git a/strategies/historic/historic_azorius_artifacts/1/first_principles.md b/strategies/historic/historic_azorius_artifacts/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_azorius_artifacts/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_azorius_artifacts/1/guide.md b/strategies/historic/historic_azorius_artifacts/1/guide.md new file mode 100644 index 0000000..00e8b5e --- /dev/null +++ b/strategies/historic/historic_azorius_artifacts/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Artifacts. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +Azorius artifact-control deck leveraging artifact density, sweepers, and engines + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_azorius_artifacts/1/metadata.json b/strategies/historic/historic_azorius_artifacts/1/metadata.json new file mode 100644 index 0000000..843638c --- /dev/null +++ b/strategies/historic/historic_azorius_artifacts/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Azorius artifact-control deck leveraging artifact density, sweepers, and engines", + "created_at": 1781275463, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Azorius Artifacts distinct metagame coverage: Azorius artifact-control deck leveraging artifact density, sweepers, and engines", + "event_date": "2026-06-12T12:30:05+02:00", + "event_name": "MTG Arena H UW Affinity deck, by adrik", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 21, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/azorius-artifacts", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "azorius-artifacts", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-uw-affinity-decklist-by-adrik-2424033" + }, + "strategy_id": "historic_azorius_artifacts", + "strategy_label": "Azorius Artifacts", + "tags": [ + "control" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_azorius_artifacts/1/reflection.md b/strategies/historic/historic_azorius_artifacts/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_azorius_artifacts/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_azorius_flash/1/decklist.txt b/strategies/historic/historic_azorius_flash/1/decklist.txt new file mode 100644 index 0000000..f16e633 --- /dev/null +++ b/strategies/historic/historic_azorius_flash/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +2 Tamiyo, Inquisitive Student +2 Aang, Swift Savior +4 Aven Interrupter +4 Spell Queller +3 Talion's Throneguard +3 Calim, Djinn Emperor +4 Fragment Reality +2 Spell Snare +4 Remand +4 Reprieve +2 Sink into Stupor +2 Divine Purge +4 High Noon +2 Plains +2 Island +4 Hallowed Fountain +1 Steam Vents +4 Seachrome Coast +1 Hall of Storm Giants +1 Eiganjo, Seat of the Empire +1 Otawara, Soaring City +1 Floodfarm Verge +3 Sunbillow Verge + +Sideboard (15) +1 Oust +1 Spell Snare +1 Stern Scolding +3 Rest in Peace +3 Wrath of the Skies +2 Archon of Emeria +2 Force of Negation +2 Quantum Riddler diff --git a/strategies/historic/historic_azorius_flash/1/first_principles.md b/strategies/historic/historic_azorius_flash/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_azorius_flash/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_azorius_flash/1/guide.md b/strategies/historic/historic_azorius_flash/1/guide.md new file mode 100644 index 0000000..4c651b5 --- /dev/null +++ b/strategies/historic/historic_azorius_flash/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Flash. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: tempo. Guide status: pending manual import. + +## Thesis +Azorius flash tempo deck that plays at instant speed and punishes tap-out turns + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_azorius_flash/1/metadata.json b/strategies/historic/historic_azorius_flash/1/metadata.json new file mode 100644 index 0000000..5b6cdef --- /dev/null +++ b/strategies/historic/historic_azorius_flash/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "tempo" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Azorius flash tempo deck that plays at instant speed and punishes tap-out turns", + "created_at": 1781275454, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Azorius Flash distinct metagame coverage: Azorius flash tempo deck that plays at instant speed and punishes tap-out turns", + "event_date": "2026-06-12T12:04:39+02:00", + "event_name": "MTG Arena Azorius High Noon deck, by Gdinut", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/azorius-flash", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "azorius-flash", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/azorius-high-noon-decklist-by-gdinut-2969359" + }, + "strategy_id": "historic_azorius_flash", + "strategy_label": "Azorius Flash", + "tags": [ + "tempo" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_azorius_flash/1/reflection.md b/strategies/historic/historic_azorius_flash/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_azorius_flash/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_charbelcher_combo/1/decklist.txt b/strategies/historic/historic_charbelcher_combo/1/decklist.txt new file mode 100644 index 0000000..dc5e47f --- /dev/null +++ b/strategies/historic/historic_charbelcher_combo/1/decklist.txt @@ -0,0 +1,28 @@ +Main (60) +4 Fable of the Mirror-Breaker +4 Goblin Charbelcher +2 Pact of Negation +4 March of Reckless Joy +4 Spikefield Hazard +2 Kazuul's Fury +4 Valakut Awakening +4 Magma Opus +4 Strangle +4 Strike It Rich +4 Shatterskull Smashing +2 Brotherhood's End +4 Indomitable Creativity +4 Irencrag Feat +4 Song-Mad Treachery +2 Emeria's Call +4 Sea Gate Restoration + +Sideboard (15) +2 Pact of Negation +1 Rending Volley +3 Spell Pierce +1 Abrade +2 Brotherhood's End +1 Silundi Vision +4 Leyline of the Void +1 Chandra, Awakened Inferno diff --git a/strategies/historic/historic_charbelcher_combo/1/first_principles.md b/strategies/historic/historic_charbelcher_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_charbelcher_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_charbelcher_combo/1/guide.md b/strategies/historic/historic_charbelcher_combo/1/guide.md new file mode 100644 index 0000000..c37b9b1 --- /dev/null +++ b/strategies/historic/historic_charbelcher_combo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Charbelcher Combo. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: combo. Guide status: pending manual import. + +## Thesis +land-light combo deck built to resolve and activate Goblin Charbelcher effects + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_charbelcher_combo/1/metadata.json b/strategies/historic/historic_charbelcher_combo/1/metadata.json new file mode 100644 index 0000000..eef498f --- /dev/null +++ b/strategies/historic/historic_charbelcher_combo/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "land-light combo deck built to resolve and activate Goblin Charbelcher effects", + "created_at": 1781275460, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Charbelcher Combo distinct metagame coverage: land-light combo deck built to resolve and activate Goblin Charbelcher effects", + "event_date": "2026-06-12T12:25:03+02:00", + "event_name": "MTG Arena Belcher deck, by YeggyBombs", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 17, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/charbelcher-combo", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "charbelcher-combo", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/belcher-decklist-by-yeggybombs-2885675" + }, + "strategy_id": "historic_charbelcher_combo", + "strategy_label": "Charbelcher Combo", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_charbelcher_combo/1/reflection.md b/strategies/historic/historic_charbelcher_combo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_charbelcher_combo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_dimir_control/1/decklist.txt b/strategies/historic/historic_dimir_control/1/decklist.txt new file mode 100644 index 0000000..8bd6882 --- /dev/null +++ b/strategies/historic/historic_dimir_control/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +2 Tamiyo, Inquisitive Student +2 Baleful Strix +4 Psychic Frog +2 Snapcaster Mage +4 Quantum Riddler +1 Tasigur, the Golden Fang +2 Cling to Dust +4 Fatal Push +2 Spell Snare +4 Counterspell +2 Drown in the Loch +2 Dismember +2 Force of Negation +2 Sink into Stupor +4 Thoughtseize +2 Kaito, Bane of Nightmares +2 Island +2 Swamp +4 Watery Grave +4 Darkslick Shores +4 Prismatic Vista +1 Otawara, Soaring City +2 Gloomlake Verge + +Sideboard (15) +2 Consign to Memory +2 Stern Scolding +2 Surgical Extraction +3 Damping Sphere +2 Harbinger of the Seas +2 Mystical Dispute +2 Toxic Deluge diff --git a/strategies/historic/historic_dimir_control/1/first_principles.md b/strategies/historic/historic_dimir_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_dimir_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_dimir_control/1/guide.md b/strategies/historic/historic_dimir_control/1/guide.md new file mode 100644 index 0000000..c1cc704 --- /dev/null +++ b/strategies/historic/historic_dimir_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Control. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +Dimir interactive control/midrange with removal, discard, and recursive advantage + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_dimir_control/1/metadata.json b/strategies/historic/historic_dimir_control/1/metadata.json new file mode 100644 index 0000000..0be289c --- /dev/null +++ b/strategies/historic/historic_dimir_control/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "Dimir interactive control/midrange with removal, discard, and recursive advantage", + "created_at": 1781275453, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Dimir Control distinct metagame coverage: Dimir interactive control/midrange with removal, discard, and recursive advantage", + "event_date": "2026-06-12T12:03:52+02:00", + "event_name": "MTG Arena H Dimir Midrange deck, by Nytoks", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/dimir-control", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "dimir-control", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-dimir-midrange-decklist-by-nytoks-2931703" + }, + "strategy_id": "historic_dimir_control", + "strategy_label": "Dimir Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_dimir_control/1/reflection.md b/strategies/historic/historic_dimir_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_dimir_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_dimir_mill/1/decklist.txt b/strategies/historic/historic_dimir_mill/1/decklist.txt new file mode 100644 index 0000000..5e8ed99 --- /dev/null +++ b/strategies/historic/historic_dimir_mill/1/decklist.txt @@ -0,0 +1,19 @@ +Main (60) +4 Overwhelmed Apprentice +4 Ruin Crab +3 Thassa, Deep-Dwelling +4 Archive Trap +4 Thought Collapse +4 Glimpse the Unthinkable +3 Maddening Cacophony +2 Drowned Secrets +3 Fraying Sanity +3 Ashiok, Dream Render +4 Ashiok, Nightmare Muse +4 Clearwater Pathway +4 Fabled Passage +7 Island +3 Swamp +4 Temple of Deceit + +Sideboard (0) diff --git a/strategies/historic/historic_dimir_mill/1/first_principles.md b/strategies/historic/historic_dimir_mill/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_dimir_mill/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_dimir_mill/1/guide.md b/strategies/historic/historic_dimir_mill/1/guide.md new file mode 100644 index 0000000..ac232bf --- /dev/null +++ b/strategies/historic/historic_dimir_mill/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Mill. Format: Historic. Main deck count: 60. Sideboard count: 0. Tags: control, combo, mill. Guide status: pending manual import. + +## Thesis +Dimir Mill metagame lane + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_dimir_mill/1/metadata.json b/strategies/historic/historic_dimir_mill/1/metadata.json new file mode 100644 index 0000000..fe9581c --- /dev/null +++ b/strategies/historic/historic_dimir_mill/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "control", + "combo" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "Dimir Mill metagame lane", + "created_at": 1781275464, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "mill" + ], + "source_metadata": { + "coverage_reason": "Historic Dimir Mill distinct metagame coverage: Dimir Mill metagame lane", + "event_date": "2026-06-12T12:34:39+02:00", + "event_name": "Dimir Mill deck, by kojirosasakitv", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 23, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 0, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "dimir-mill", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/mill-draftsim-deck-decklist-by-kojirosasakitv-2727609" + }, + "strategy_id": "historic_dimir_mill", + "strategy_label": "Dimir Mill", + "tags": [ + "control", + "combo", + "mill" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_dimir_mill/1/reflection.md b/strategies/historic/historic_dimir_mill/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_dimir_mill/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_eldrazi_ramp/1/decklist.txt b/strategies/historic/historic_eldrazi_ramp/1/decklist.txt new file mode 100644 index 0000000..c27db93 --- /dev/null +++ b/strategies/historic/historic_eldrazi_ramp/1/decklist.txt @@ -0,0 +1,38 @@ +Main (60) +4 Sowing Mycospawn +2 Devourer of Destiny +4 Nulldrifter +1 Sire of Seven Deaths +1 Emrakul, the Promised End +4 Talisman of Curiosity +2 Torpor Orb +4 Kozilek's Command +3 Ugin's Binding +4 Malevolent Rumble +4 Utopia Sprawl +4 Ugin, Eye of the Storms +4 Forest +1 Island +1 Wastes +1 Yavimaya Coast +3 Breeding Pool +1 Cavern of Souls +1 Sanctum of Ugin +1 Blast Zone +2 Prismatic Vista +1 Mirrex +1 Shifting Woodland +4 Ugin's Labyrinth +2 Echoing Cavern + +Sideboard (15) +1 A-Haywire Mite +1 Consign to Memory +1 Ghost Vacuum +1 Relic of Progenitus +2 Vexing Bauble +1 Torpor Orb +2 Dismember +2 Mystical Dispute +1 Palantír of Orthanc +3 Fade from History diff --git a/strategies/historic/historic_eldrazi_ramp/1/first_principles.md b/strategies/historic/historic_eldrazi_ramp/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_eldrazi_ramp/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_eldrazi_ramp/1/guide.md b/strategies/historic/historic_eldrazi_ramp/1/guide.md new file mode 100644 index 0000000..9d686e5 --- /dev/null +++ b/strategies/historic/historic_eldrazi_ramp/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Eldrazi Ramp. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: ramp, big-mana. Guide status: pending manual import. + +## Thesis +Eldrazi big-mana ramp with colorless payoffs and prison-resistant threat density + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_eldrazi_ramp/1/metadata.json b/strategies/historic/historic_eldrazi_ramp/1/metadata.json new file mode 100644 index 0000000..e3f09e7 --- /dev/null +++ b/strategies/historic/historic_eldrazi_ramp/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "ramp", + "big-mana" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Eldrazi big-mana ramp with colorless payoffs and prison-resistant threat density", + "created_at": 1781275446, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Eldrazi Ramp distinct metagame coverage: Eldrazi big-mana ramp with colorless payoffs and prison-resistant threat density", + "event_date": "2026-06-12T12:00:15+02:00", + "event_name": "MTG Arena Eldrazi (H3) deck, by YouTube/MTG Joe", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/eldrazi-ramp", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "eldrazi-ramp", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/eldrazi-h3-decklist-by-youtube-mtg-joe-2886472" + }, + "strategy_id": "historic_eldrazi_ramp", + "strategy_label": "Eldrazi Ramp", + "tags": [ + "ramp", + "big-mana" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_eldrazi_ramp/1/reflection.md b/strategies/historic/historic_eldrazi_ramp/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_eldrazi_ramp/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_goblins/1/decklist.txt b/strategies/historic/historic_goblins/1/decklist.txt new file mode 100644 index 0000000..6f46b8b --- /dev/null +++ b/strategies/historic/historic_goblins/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +3 Goblin Trapfinder +4 Skirk Prospector +4 Goblin Anarchomancer +4 Goblin Instigator +4 Rundvelt Hordemaster +3 Scuzzback Scrounger +1 General Kreat, the Boltbringer +4 Goblin Matron +2 Goblin Warchief +1 Pashalik Mons +1 Squee, the Immortal +1 Goblin Ringleader +1 Krenko, Mob Boss +1 Muxus, Goblin Grandee +1 Tarfire +4 Cabaretti Revels +3 Mountain +4 Karplusan Forest +4 Stomping Ground +4 Copperline Gorge +1 Gemstone Caverns +3 Cragcrown Pathway +1 Den of the Bugbear +1 Arena of Glory + +Sideboard (15) +2 Pick Your Poison +3 Shove Aside +2 Soul-Guide Lantern +2 Tarfire +2 Disruptor Flute +1 Chomping Changeling +1 Goblin Ringleader +1 Goblin Trashmaster +1 Gemstone Caverns diff --git a/strategies/historic/historic_goblins/1/first_principles.md b/strategies/historic/historic_goblins/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_goblins/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_goblins/1/guide.md b/strategies/historic/historic_goblins/1/guide.md new file mode 100644 index 0000000..0544eaa --- /dev/null +++ b/strategies/historic/historic_goblins/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Goblins. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: aggro. Guide status: pending manual import. + +## Thesis +Goblin tribal aggression with synergy payoffs and explosive board development + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_goblins/1/metadata.json b/strategies/historic/historic_goblins/1/metadata.json new file mode 100644 index 0000000..86ba99c --- /dev/null +++ b/strategies/historic/historic_goblins/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "Goblin tribal aggression with synergy payoffs and explosive board development", + "created_at": 1781275461, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Goblins distinct metagame coverage: Goblin tribal aggression with synergy payoffs and explosive board development", + "event_date": "2026-06-12T12:26:13+02:00", + "event_name": "MTG Arena [H] Gruul Goblin deck, by dtr", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 18, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/goblins", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "goblins", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-gruul-goblin-decklist-by-dtr-2907231" + }, + "strategy_id": "historic_goblins", + "strategy_label": "Goblins", + "tags": [ + "aggro" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_goblins/1/reflection.md b/strategies/historic/historic_goblins/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_goblins/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_izzet_phoenix/1/decklist.txt b/strategies/historic/historic_izzet_phoenix/1/decklist.txt new file mode 100644 index 0000000..e88e5bf --- /dev/null +++ b/strategies/historic/historic_izzet_phoenix/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +4 A-Demilich +4 Arclight Phoenix +1 Brazen Borrower +4 Consider +4 Manamorphose +4 Thought Scour +1 Force of Negation +1 Lightning Axe +1 Noxious Revival +1 Spell Snare +4 Faithless Looting +4 Ponder +3 Deem Inferior +3 Treasure Cruise +2 Chain Lightning +2 Swiftspear's Teachings +4 Prismatic Vista +4 Spirebluff Canal +4 Steam Vents +3 Island +1 Mountain +1 Otawara, Soaring City + +Sideboard (15) +3 Force of Negation +2 Annul +2 Crackling Drake +2 Meltdown +1 Abrade +1 Brazen Borrower +1 Cindercone Smite +1 Pyroclasm +1 Rending Volley +1 Surgical Extraction diff --git a/strategies/historic/historic_izzet_phoenix/1/first_principles.md b/strategies/historic/historic_izzet_phoenix/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_izzet_phoenix/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_izzet_phoenix/1/guide.md b/strategies/historic/historic_izzet_phoenix/1/guide.md new file mode 100644 index 0000000..52bd705 --- /dev/null +++ b/strategies/historic/historic_izzet_phoenix/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Phoenix. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: tempo, graveyard, spells. Guide status: pending manual import. + +## Thesis +Izzet spell graveyard tempo deck built around Phoenix recursion and cheap interaction + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_izzet_phoenix/1/metadata.json b/strategies/historic/historic_izzet_phoenix/1/metadata.json new file mode 100644 index 0000000..272fdc7 --- /dev/null +++ b/strategies/historic/historic_izzet_phoenix/1/metadata.json @@ -0,0 +1,58 @@ +{ + "archetype_tags": [ + "tempo" + ], + "colors": [ + "U", + "R", + "G" + ], + "concept_text": "Izzet spell graveyard tempo deck built around Phoenix recursion and cheap interaction", + "created_at": 1781275458, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "graveyard", + "spells" + ], + "source_metadata": { + "coverage_reason": "Historic Izzet Phoenix distinct metagame coverage: Izzet spell graveyard tempo deck built around Phoenix recursion and cheap interaction", + "event_date": "2026-06-12T12:21:45+02:00", + "event_name": "MTG Arena Izzet Phoenix deck, by Ivan Lausevic", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/izzet-phoenix", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "izzet-phoenix", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/izzet-phoenix-decklist-by-ivan-lausevic-2950843" + }, + "strategy_id": "historic_izzet_phoenix", + "strategy_label": "Izzet Phoenix", + "tags": [ + "tempo", + "graveyard", + "spells" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_izzet_phoenix/1/reflection.md b/strategies/historic/historic_izzet_phoenix/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_izzet_phoenix/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_izzet_wizards/1/decklist.txt b/strategies/historic/historic_izzet_wizards/1/decklist.txt new file mode 100644 index 0000000..0eb334f --- /dev/null +++ b/strategies/historic/historic_izzet_wizards/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +4 Monastery Swiftspear +4 Soul-Scar Mage +3 Emberheart Challenger +4 A-Cori-Steel Cutter +2 Flashback +3 Monstrous Rage +4 Opt +4 Boomerang Basics +4 Chain Lightning +2 Crash Through +3 Swiftspear's Teachings +4 Stormchaser's Talent +3 Island +2 Mountain +4 Steam Vents +4 Spirebluff Canal +4 Riverpyre Verge +2 Multiversal Passage + +Sideboard (15) +2 Annul +2 Force Spike +2 Soul-Guide Lantern +1 Abrade +2 Counterspell +2 Hexing Squelcher +2 Pyroclasm +2 Scorching Shot diff --git a/strategies/historic/historic_izzet_wizards/1/first_principles.md b/strategies/historic/historic_izzet_wizards/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_izzet_wizards/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_izzet_wizards/1/guide.md b/strategies/historic/historic_izzet_wizards/1/guide.md new file mode 100644 index 0000000..4b3176a --- /dev/null +++ b/strategies/historic/historic_izzet_wizards/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Wizards. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: tempo, spells. Guide status: pending manual import. + +## Thesis +Izzet spell-tempo tribal deck with cheap threats and interaction + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_izzet_wizards/1/metadata.json b/strategies/historic/historic_izzet_wizards/1/metadata.json new file mode 100644 index 0000000..bbc4b69 --- /dev/null +++ b/strategies/historic/historic_izzet_wizards/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "tempo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Izzet spell-tempo tribal deck with cheap threats and interaction", + "created_at": 1781275453, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "Historic Izzet Wizards distinct metagame coverage: Izzet spell-tempo tribal deck with cheap threats and interaction", + "event_date": "2026-06-12T12:03:14+02:00", + "event_name": "MTG Arena Izzet Cori Pio deck, by Borgolas", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/izzet-wizards", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "izzet-wizards", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/izzet-cori-pio-decklist-by-borgolas-2905085" + }, + "strategy_id": "historic_izzet_wizards", + "strategy_label": "Izzet Wizards", + "tags": [ + "tempo", + "spells" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_izzet_wizards/1/reflection.md b/strategies/historic/historic_izzet_wizards/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_izzet_wizards/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_jeskai_control/1/decklist.txt b/strategies/historic/historic_jeskai_control/1/decklist.txt new file mode 100644 index 0000000..49ef661 --- /dev/null +++ b/strategies/historic/historic_jeskai_control/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Snapcaster Mage +2 Phlage, Titan of Fire's Fury +2 Niv-Mizzet, Parun +3 Consider +2 Fragment Reality +2 Peek +4 Ribald Shanty +4 Hymn to the Ages +1 Remand +4 Reprieve +4 Divine Purge +2 Teferi, Hero of Dominaria +1 Island +4 Hallowed Fountain +4 Steam Vents +4 Glacial Fortress +2 Sacred Foundry +2 Clifftop Retreat +4 Sulfur Falls +4 Raugrin Triome +1 Hall of Storm Giants + +Sideboard (15) +3 Consign to Memory +2 Fragment Reality +3 Aether Gust +2 Dovin's Veto +3 Unlicensed Hearse +1 Phlage, Titan of Fire's Fury +1 Niv-Mizzet, Parun diff --git a/strategies/historic/historic_jeskai_control/1/first_principles.md b/strategies/historic/historic_jeskai_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_jeskai_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_jeskai_control/1/guide.md b/strategies/historic/historic_jeskai_control/1/guide.md new file mode 100644 index 0000000..093bd59 --- /dev/null +++ b/strategies/historic/historic_jeskai_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jeskai Control. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +Jeskai control deck with sweepers, counterplay, and late-game card advantage + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_jeskai_control/1/metadata.json b/strategies/historic/historic_jeskai_control/1/metadata.json new file mode 100644 index 0000000..e3fa5ca --- /dev/null +++ b/strategies/historic/historic_jeskai_control/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U", + "R" + ], + "concept_text": "Jeskai control deck with sweepers, counterplay, and late-game card advantage", + "created_at": 1781275454, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Jeskai Control distinct metagame coverage: Jeskai control deck with sweepers, counterplay, and late-game card advantage", + "event_date": "2026-06-12T12:05:19+02:00", + "event_name": "MTG Arena Bo3: New Jeskai Chorus deck, by CubeApril", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/jeskai-control", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "jeskai-control", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/bo3-new-jeskai-chorus-decklist-by-cubeapril-2913845" + }, + "strategy_id": "historic_jeskai_control", + "strategy_label": "Jeskai Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_jeskai_control/1/reflection.md b/strategies/historic/historic_jeskai_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_jeskai_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_jund_midrange/1/decklist.txt b/strategies/historic/historic_jund_midrange/1/decklist.txt new file mode 100644 index 0000000..7a8c4b4 --- /dev/null +++ b/strategies/historic/historic_jund_midrange/1/decklist.txt @@ -0,0 +1,37 @@ +Main (60) +4 Barrowgoyf +4 Ignoble Hierarch +4 Jarsyl, Dark Age Scion +4 Pyrogoyf +1 Fear of Missing Out +1 Rahilda, Wanted Cutthroat +1 Esper Origins +2 Fable of the Mirror-Breaker +4 Fatal Push +1 Abrupt Decay +4 Malevolent Rumble +4 Thoughtseize +2 Inquisition of Kozilek +1 Liliana, the Last Hope +4 Prismatic Vista +4 Starting Town +3 Blood Crypt +3 Stomping Ground +2 Arena of Glory +2 Blooming Marsh +2 Swamp +1 Forest +1 Mountain +1 Nurturing Peatland + +Sideboard (15) +3 Opposition Agent +2 Culling Ritual +2 Ghost Vacuum +2 Professor Dellian Fel +1 Defense Grid +1 Liliana, the Last Hope +1 Rending Volley +1 Surgical Extraction +1 Witherbloom Command +1 You Line Up the Shot diff --git a/strategies/historic/historic_jund_midrange/1/first_principles.md b/strategies/historic/historic_jund_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_jund_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_jund_midrange/1/guide.md b/strategies/historic/historic_jund_midrange/1/guide.md new file mode 100644 index 0000000..514529e --- /dev/null +++ b/strategies/historic/historic_jund_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jund Midrange. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: midrange, graveyard. Guide status: pending manual import. + +## Thesis +interactive Jund graveyard midrange with efficient threats and discard/removal pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_jund_midrange/1/metadata.json b/strategies/historic/historic_jund_midrange/1/metadata.json new file mode 100644 index 0000000..e80cd5c --- /dev/null +++ b/strategies/historic/historic_jund_midrange/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "interactive Jund graveyard midrange with efficient threats and discard/removal pressure", + "created_at": 1781275452, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "Historic Jund Midrange distinct metagame coverage: interactive Jund graveyard midrange with efficient threats and discard/removal pressure", + "event_date": "2026-06-12T12:00:56+02:00", + "event_name": "MTG Arena Jund deck, by SB36", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/jund-midrange", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "jund-midrange", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/jund-decklist-by-sb36-2974365" + }, + "strategy_id": "historic_jund_midrange", + "strategy_label": "Jund Midrange", + "tags": [ + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_jund_midrange/1/reflection.md b/strategies/historic/historic_jund_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_jund_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_kethis_legends/1/decklist.txt b/strategies/historic/historic_kethis_legends/1/decklist.txt new file mode 100644 index 0000000..9fe4cc9 --- /dev/null +++ b/strategies/historic/historic_kethis_legends/1/decklist.txt @@ -0,0 +1,32 @@ +Main (61) +4 Delighted Halfling +4 Rona, Herald of Invasion +4 Emry, Lurker of the Loch +4 Kethis, the Hidden Hand +1 Jegantha, the Wellspring +4 Mox Amber +2 Agatha's Soul Cauldron +1 Relic of Legends +3 Retraction Helix +2 Unearth +3 Malevolent Rumble +2 Oath of Nissa +1 Tyvar, Jubilant Brawler +4 Jace, the Perfected Mind +1 Botanical Sanctum +2 Breeding Pool +4 Mana Confluence +3 Blooming Marsh +3 Boseiju, Who Endures +2 Takenuma, Abandoned Mire +4 Plaza of Heroes +3 Great Hall of the Citadel + +Sideboard (14) +2 Pact of Negation +1 Bloodchief Ascension +4 Fatal Push +4 Thoughtseize +1 Force of Vigor +1 A-Minsc & Boo, Timeless Heroes +1 Urza's Ruinous Blast diff --git a/strategies/historic/historic_kethis_legends/1/first_principles.md b/strategies/historic/historic_kethis_legends/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_kethis_legends/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_kethis_legends/1/guide.md b/strategies/historic/historic_kethis_legends/1/guide.md new file mode 100644 index 0000000..f4815fb --- /dev/null +++ b/strategies/historic/historic_kethis_legends/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Kethis Legends. Format: Historic. Main deck count: 61. Sideboard count: 14. Tags: combo, graveyard. Guide status: pending manual import. + +## Thesis +Kethis Legends metagame lane + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_kethis_legends/1/metadata.json b/strategies/historic/historic_kethis_legends/1/metadata.json new file mode 100644 index 0000000..978681d --- /dev/null +++ b/strategies/historic/historic_kethis_legends/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "Kethis Legends metagame lane", + "created_at": 1781275463, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "Historic Kethis Legends distinct metagame coverage: Kethis Legends metagame lane", + "event_date": "2026-06-12T12:31:46+02:00", + "event_name": "MTG Arena H Kethis helix deck, by adrik", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 22, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 61, + "mtgdecks_sideboard_count": 14, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "kethis-legends", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-kethis-helix-decklist-by-adrik-2829206" + }, + "strategy_id": "historic_kethis_legends", + "strategy_label": "Kethis Legends", + "tags": [ + "combo", + "graveyard" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_kethis_legends/1/reflection.md b/strategies/historic/historic_kethis_legends/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_kethis_legends/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_lotus_field_combo/1/decklist.txt b/strategies/historic/historic_lotus_field_combo/1/decklist.txt new file mode 100644 index 0000000..8b8022b --- /dev/null +++ b/strategies/historic/historic_lotus_field_combo/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +3 Vizier of Tumbling Sands +4 Expedition Map +4 Consign to Memory +2 Consider +2 Into the Flood Maw +1 Stifle +4 Hidden Strings +4 Pore Over the Pages +2 Lórien Revealed +2 Ponder +2 Stock Up +2 Wish +4 Artist's Talent +3 Underworld Breach +4 Deserted Temple +4 Lotus Field +4 Spirebluff Canal +3 Island +3 Otawara, Soaring City +3 Steam Vents + +Sideboard (15) +3 Brotherhood's End +3 Leyline of Sanctity +2 Surgical Extraction +1 Abrade +1 Grapeshot +1 Into the Flood Maw +1 Jace, Wielder of Mysteries +1 Tendrils of Agony +1 Tome Scour +1 Underworld Breach diff --git a/strategies/historic/historic_lotus_field_combo/1/first_principles.md b/strategies/historic/historic_lotus_field_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_lotus_field_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_lotus_field_combo/1/guide.md b/strategies/historic/historic_lotus_field_combo/1/guide.md new file mode 100644 index 0000000..7dfc236 --- /dev/null +++ b/strategies/historic/historic_lotus_field_combo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Lotus Field Combo. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: combo, ramp. Guide status: pending manual import. + +## Thesis +Lotus Field combo-ramp deck that converts land engines into a deterministic finish + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_lotus_field_combo/1/metadata.json b/strategies/historic/historic_lotus_field_combo/1/metadata.json new file mode 100644 index 0000000..ec5a5ec --- /dev/null +++ b/strategies/historic/historic_lotus_field_combo/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo", + "ramp" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Lotus Field combo-ramp deck that converts land engines into a deterministic finish", + "created_at": 1781275459, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Lotus Field Combo distinct metagame coverage: Lotus Field combo-ramp deck that converts land engines into a deterministic finish", + "event_date": "2026-06-12T12:22:29+02:00", + "event_name": "MTG Arena Izzet deck, by steamgunner", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/lotus-field-combo", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "lotus-field-combo", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/izzet-decklist-by-steamgunner-2974367" + }, + "strategy_id": "historic_lotus_field_combo", + "strategy_label": "Lotus Field Combo", + "tags": [ + "combo", + "ramp" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_lotus_field_combo/1/reflection.md b/strategies/historic/historic_lotus_field_combo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_lotus_field_combo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_mardu_sacrifice/1/decklist.txt b/strategies/historic/historic_mardu_sacrifice/1/decklist.txt new file mode 100644 index 0000000..901c68e --- /dev/null +++ b/strategies/historic/historic_mardu_sacrifice/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 A-Guide of Souls +4 Stadium Headliner +4 Ajani, Nacatl Pariah +4 Amped Raptor +4 Marionette Apprentice +4 Voice of Victory +4 Sephiroth, Fabled SOLDIER +4 A-Galvanic Discharge +4 Static Prison +4 Goblin Bombardment +1 Plains +1 Phyrexian Tower +1 Blood Crypt +1 Godless Shrine +4 Sacred Foundry +3 Blackcleave Cliffs +2 Aether Hub +3 Concealed Courtyard +4 Inspiring Vantage + +Sideboard (15) +1 Pithing Needle +1 Surgical Extraction +4 Thoughtseize +2 Containment Priest +2 Damping Sphere +1 Disruptor Flute +2 Wrath of the Skies +2 Wear // Tear diff --git a/strategies/historic/historic_mardu_sacrifice/1/first_principles.md b/strategies/historic/historic_mardu_sacrifice/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_mardu_sacrifice/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_mardu_sacrifice/1/guide.md b/strategies/historic/historic_mardu_sacrifice/1/guide.md new file mode 100644 index 0000000..6040f11 --- /dev/null +++ b/strategies/historic/historic_mardu_sacrifice/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mardu Sacrifice. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: midrange, sacrifice. Guide status: pending manual import. + +## Thesis +Mardu sacrifice deck converting small creatures and artifacts into attrition and damage + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_mardu_sacrifice/1/metadata.json b/strategies/historic/historic_mardu_sacrifice/1/metadata.json new file mode 100644 index 0000000..c582a61 --- /dev/null +++ b/strategies/historic/historic_mardu_sacrifice/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "B", + "R" + ], + "concept_text": "Mardu sacrifice deck converting small creatures and artifacts into attrition and damage", + "created_at": 1781275457, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "sacrifice" + ], + "source_metadata": { + "coverage_reason": "Historic Mardu Sacrifice distinct metagame coverage: Mardu sacrifice deck converting small creatures and artifacts into attrition and damage", + "event_date": "2026-06-12T12:15:22+02:00", + "event_name": "MTG Arena [H] Mardu Sacrifice deck, by Entheogen", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/mardu-sacrifice", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "mardu-sacrifice", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-mardu-sacrifice-decklist-by-entheogen-2540120" + }, + "strategy_id": "historic_mardu_sacrifice", + "strategy_label": "Mardu Sacrifice", + "tags": [ + "midrange", + "sacrifice" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_mardu_sacrifice/1/reflection.md b/strategies/historic/historic_mardu_sacrifice/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_mardu_sacrifice/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_mono_green_devotion/1/decklist.txt b/strategies/historic/historic_mono_green_devotion/1/decklist.txt new file mode 100644 index 0000000..6790d15 --- /dev/null +++ b/strategies/historic/historic_mono_green_devotion/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +3 Delighted Halfling +2 Badgermole Cub +4 Fanatic of Rhonas +4 Outcaster Trailblazer +2 Polukranos Reborn +1 Scrapshooter +4 Cavalier of Thorns +2 Elesh Norn, Mother of Machines +4 Storm the Festival +4 Utopia Sprawl +4 Kiora, Behemoth Beckoner +4 Karn, the Great Creator +12 Forest +4 Temple Garden +4 Nykthos, Shrine to Nyx +1 Boseiju, Who Endures +1 Shifting Woodland + +Sideboard (15) +1 Tormod's Crypt +1 A-Haywire Mite +1 Pithing Needle +1 Portable Hole +1 Relic of Progenitus +1 Liquimetal Coating +1 Karn's Sylex +1 A-The One Ring +1 Skysovereign, Consul Flagship +1 God-Pharaoh's Statue +1 Akroma's Memorial +1 Cityscape Leveler +1 Extinguisher Battleship +1 Portal to Phyrexia +1 Tree of Tales diff --git a/strategies/historic/historic_mono_green_devotion/1/first_principles.md b/strategies/historic/historic_mono_green_devotion/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_mono_green_devotion/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_mono_green_devotion/1/guide.md b/strategies/historic/historic_mono_green_devotion/1/guide.md new file mode 100644 index 0000000..ef73e7d --- /dev/null +++ b/strategies/historic/historic_mono_green_devotion/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono Green Devotion. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: ramp, big-mana, devotion. Guide status: pending manual import. + +## Thesis +green devotion ramp deck using mana acceleration into oversized payoffs + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_mono_green_devotion/1/metadata.json b/strategies/historic/historic_mono_green_devotion/1/metadata.json new file mode 100644 index 0000000..c408a88 --- /dev/null +++ b/strategies/historic/historic_mono_green_devotion/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "ramp", + "big-mana" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "green devotion ramp deck using mana acceleration into oversized payoffs", + "created_at": 1781275455, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "devotion" + ], + "source_metadata": { + "coverage_reason": "Historic Mono Green Devotion distinct metagame coverage: green devotion ramp deck using mana acceleration into oversized payoffs", + "event_date": "2026-06-12T12:06:00+02:00", + "event_name": "MTG Arena GGG (H) deck, by fattiepoX", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/mono-green-devotion", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "mono-green-devotion", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/ggg-h-decklist-by-fattiepox-2881993" + }, + "strategy_id": "historic_mono_green_devotion", + "strategy_label": "Mono Green Devotion", + "tags": [ + "ramp", + "big-mana", + "devotion" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_mono_green_devotion/1/reflection.md b/strategies/historic/historic_mono_green_devotion/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_mono_green_devotion/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_ninjas/1/decklist.txt b/strategies/historic/historic_ninjas/1/decklist.txt new file mode 100644 index 0000000..1560d6e --- /dev/null +++ b/strategies/historic/historic_ninjas/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +4 Ornithopter +4 A-Thousand-Faced Shadow +4 Changeling Outcast +4 Hydroponics Architect +4 A-Moon-Circuit Hacker +4 A-Silver-Fur Master +2 Yuriko, the Tiger's Shadow +4 Fatal Push +4 Force of Negation +2 Sink into Stupor +2 Snuff Out +2 Lórien Revealed +2 Kaito, Bane of Nightmares +2 Island +2 Swamp +4 Watery Grave +4 Darkslick Shores +4 Prismatic Vista +1 Otawara, Soaring City +1 Gloomlake Verge + +Sideboard (15) +4 Thoughtseize +2 Damping Sphere +2 Barrowgoyf +1 Dismember +2 Toxic Deluge +4 Leyline of the Void diff --git a/strategies/historic/historic_ninjas/1/first_principles.md b/strategies/historic/historic_ninjas/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_ninjas/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_ninjas/1/guide.md b/strategies/historic/historic_ninjas/1/guide.md new file mode 100644 index 0000000..a0cc67d --- /dev/null +++ b/strategies/historic/historic_ninjas/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Ninjas. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: tempo. Guide status: pending manual import. + +## Thesis +Dimir Ninjas tempo deck using evasive attackers, ninjutsu pressure, and disruption + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_ninjas/1/metadata.json b/strategies/historic/historic_ninjas/1/metadata.json new file mode 100644 index 0000000..2dbbe12 --- /dev/null +++ b/strategies/historic/historic_ninjas/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "tempo" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "Dimir Ninjas tempo deck using evasive attackers, ninjutsu pressure, and disruption", + "created_at": 1781275459, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Ninjas distinct metagame coverage: Dimir Ninjas tempo deck using evasive attackers, ninjutsu pressure, and disruption", + "event_date": "2026-06-12T12:24:26+02:00", + "event_name": "MTG Arena H Dimir Ninjas deck, by Nytoks", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 16, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/ninjas", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "ninjas", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-dimir-ninjas-decklist-by-nytoks-2892105" + }, + "strategy_id": "historic_ninjas", + "strategy_label": "Ninjas", + "tags": [ + "tempo" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_ninjas/1/reflection.md b/strategies/historic/historic_ninjas/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_ninjas/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_quintorius_combo/1/decklist.txt b/strategies/historic/historic_quintorius_combo/1/decklist.txt new file mode 100644 index 0000000..8456206 --- /dev/null +++ b/strategies/historic/historic_quintorius_combo/1/decklist.txt @@ -0,0 +1,27 @@ +Main (67) +1 Keruga, the Macrosage +4 Shark Typhoon +4 Mirrorshell Crab +4 Spark Double +4 Surgical Metamorph +4 Calim, Djinn Emperor +4 Horned Loch-Whale +4 Oliphaunt +4 Trumpeting Carnosaur +4 Leyline Binding +4 Quintorius Kand +1 Castle Vantress +1 Mountain +4 Hallowed Fountain +2 Seachrome Coast +4 Steam Vents +1 Blood Crypt +1 Stomping Ground +4 Sacred Foundry +2 Raffine's Tower +2 Spara's Headquarters +4 Mirrex + +Sideboard (8) +4 Doomskar +4 Virtue of Courage diff --git a/strategies/historic/historic_quintorius_combo/1/first_principles.md b/strategies/historic/historic_quintorius_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_quintorius_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_quintorius_combo/1/guide.md b/strategies/historic/historic_quintorius_combo/1/guide.md new file mode 100644 index 0000000..43b9dfa --- /dev/null +++ b/strategies/historic/historic_quintorius_combo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Quintorius Combo. Format: Historic. Main deck count: 67. Sideboard count: 8. Tags: combo. Guide status: pending manual import. + +## Thesis +Quintorius Combo metagame lane + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_quintorius_combo/1/metadata.json b/strategies/historic/historic_quintorius_combo/1/metadata.json new file mode 100644 index 0000000..28253bf --- /dev/null +++ b/strategies/historic/historic_quintorius_combo/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "R" + ], + "concept_text": "Quintorius Combo metagame lane", + "created_at": 1781275464, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Quintorius Combo distinct metagame coverage: Quintorius Combo metagame lane", + "event_date": "2026-06-12T12:37:37+02:00", + "event_name": "MTG Arena (H) Quint Combo deck, by yerffej03", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 24, + "mtgdecks_archetype_url": "", + "mtgdecks_main_count": 67, + "mtgdecks_sideboard_count": 8, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "quintorius-combo", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-quint-combo-decklist-by-yerffej03-2228662" + }, + "strategy_id": "historic_quintorius_combo", + "strategy_label": "Quintorius Combo", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_quintorius_combo/1/reflection.md b/strategies/historic/historic_quintorius_combo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_quintorius_combo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_rakdos_sacrifice/1/decklist.txt b/strategies/historic/historic_rakdos_sacrifice/1/decklist.txt new file mode 100644 index 0000000..31c64f1 --- /dev/null +++ b/strategies/historic/historic_rakdos_sacrifice/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +4 Forsaken Miner +4 Artillery Enthusiast +3 Voldaren Epicure +4 Bloodghast +4 Warren Soultrader +4 Seasoned Pyromancer +4 Mayhem Devil +4 Fatal Push +4 Chthonian Nightmare +4 Goblin Bombardment +4 Blightstep Pathway +2 Hive of the Eye Tyrant +1 Phyrexian Tower +1 Takenuma, Abandoned Mire +1 Barbarian Ring +2 Den of the Bugbear +1 Mountain +1 Sokenzan, Crucible of Defiance +4 Blackcleave Cliffs +4 Blood Crypt + +Sideboard (15) +4 Disruptor Flute +4 Molten Impact +3 Kolaghan's Command +4 Ob Nixilis, the Adversary diff --git a/strategies/historic/historic_rakdos_sacrifice/1/first_principles.md b/strategies/historic/historic_rakdos_sacrifice/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_rakdos_sacrifice/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_rakdos_sacrifice/1/guide.md b/strategies/historic/historic_rakdos_sacrifice/1/guide.md new file mode 100644 index 0000000..1191b8f --- /dev/null +++ b/strategies/historic/historic_rakdos_sacrifice/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Rakdos Sacrifice. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: midrange, sacrifice. Guide status: pending manual import. + +## Thesis +Rakdos sacrifice attrition deck using disposable material and drain/removal engines + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_rakdos_sacrifice/1/metadata.json b/strategies/historic/historic_rakdos_sacrifice/1/metadata.json new file mode 100644 index 0000000..acd0bac --- /dev/null +++ b/strategies/historic/historic_rakdos_sacrifice/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "Rakdos sacrifice attrition deck using disposable material and drain/removal engines", + "created_at": 1781275462, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "sacrifice" + ], + "source_metadata": { + "coverage_reason": "Historic Rakdos Sacrifice distinct metagame coverage: Rakdos sacrifice attrition deck using disposable material and drain/removal engines", + "event_date": "2026-06-12T12:29:00+02:00", + "event_name": "MTG Arena [H] Chthonian Sacrifice deck, by Ulf", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 20, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/rakdos-sacrifice", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "rakdos-sacrifice", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-chthonian-sacrifice-decklist-by-ulf-2111354" + }, + "strategy_id": "historic_rakdos_sacrifice", + "strategy_label": "Rakdos Sacrifice", + "tags": [ + "midrange", + "sacrifice" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_rakdos_sacrifice/1/reflection.md b/strategies/historic/historic_rakdos_sacrifice/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_rakdos_sacrifice/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_red_deck_wins/1/decklist.txt b/strategies/historic/historic_red_deck_wins/1/decklist.txt new file mode 100644 index 0000000..5527000 --- /dev/null +++ b/strategies/historic/historic_red_deck_wins/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +4 A-Heartfire Hero +4 Kumano Faces Kakkazan +4 Emberheart Challenger +4 Manifold Mouse +4 Screaming Nemesis +3 Sunspine Lynx +1 Shadowspear +4 Burst Lightning +4 Monstrous Rage +3 Reckless Rage +2 Lightning Strike +13 Mountain +2 Mutavault +2 Ramunap Ruins +1 Den of the Bugbear +1 Sokenzan, Crucible of Defiance +4 Rockface Village + +Sideboard (15) +1 Grafdigger's Cage +4 Redcap Melee +2 Rending Volley +1 Shadowspear +3 Magebane Lizard +2 Urabrask's Forge +2 Witchstalker Frenzy diff --git a/strategies/historic/historic_red_deck_wins/1/first_principles.md b/strategies/historic/historic_red_deck_wins/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_red_deck_wins/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_red_deck_wins/1/guide.md b/strategies/historic/historic_red_deck_wins/1/guide.md new file mode 100644 index 0000000..018e7d5 --- /dev/null +++ b/strategies/historic/historic_red_deck_wins/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Red Deck Wins. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: aggro, burn. Guide status: pending manual import. + +## Thesis +low-curve red aggression and burn pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_red_deck_wins/1/metadata.json b/strategies/historic/historic_red_deck_wins/1/metadata.json new file mode 100644 index 0000000..d691d05 --- /dev/null +++ b/strategies/historic/historic_red_deck_wins/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro", + "burn" + ], + "colors": [ + "R" + ], + "concept_text": "low-curve red aggression and burn pressure", + "created_at": 1781275461, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Red Deck Wins distinct metagame coverage: low-curve red aggression and burn pressure", + "event_date": "2026-06-12T12:28:12+02:00", + "event_name": "MTG Arena [PNR] Mono Red deck, by mitchapalooza", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 19, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/red-deck-wins", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "red-deck-wins", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/pnr-mono-red-decklist-by-mitchapalooza-2567045" + }, + "strategy_id": "historic_red_deck_wins", + "strategy_label": "Red Deck Wins", + "tags": [ + "aggro", + "burn" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_red_deck_wins/1/reflection.md b/strategies/historic/historic_red_deck_wins/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_red_deck_wins/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_ruby_storm/1/decklist.txt b/strategies/historic/historic_ruby_storm/1/decklist.txt new file mode 100644 index 0000000..945279f --- /dev/null +++ b/strategies/historic/historic_ruby_storm/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +4 Ral, Monsoon Mage +4 Pinnacle Monk +4 Ruby Medallion +3 Goblin Charbelcher +4 Manamorphose +4 Pyretic Ritual +4 Valakut Awakening +4 Strike It Rich +3 Reckless Impulse +4 Shatterskull Smashing +3 Wrenn's Resolve +4 Jeska's Will +4 Sundering Eruption +3 Wish +1 Irencrag Feat +3 Storm of Memories +4 Bloodsoaked Insight + +Sideboard (15) +1 Mox Amber +2 Lithomantic Barrage +1 Vexing Bauble +1 Grapeshot +1 Underworld Breach +1 Untimely Malfunction +1 Alchemist's Gambit +1 Galvanic Relay +1 Empty the Warrens +1 Goblin Charbelcher +2 Irencrag Feat +1 Tendrils of Agony +1 Storm of Memories diff --git a/strategies/historic/historic_ruby_storm/1/first_principles.md b/strategies/historic/historic_ruby_storm/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_ruby_storm/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_ruby_storm/1/guide.md b/strategies/historic/historic_ruby_storm/1/guide.md new file mode 100644 index 0000000..c91b396 --- /dev/null +++ b/strategies/historic/historic_ruby_storm/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Ruby Storm. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: combo, storm. Guide status: pending manual import. + +## Thesis +storm combo deck chaining cost reducers and ritual-like engines into lethal payoffs + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_ruby_storm/1/metadata.json b/strategies/historic/historic_ruby_storm/1/metadata.json new file mode 100644 index 0000000..a0c7e34 --- /dev/null +++ b/strategies/historic/historic_ruby_storm/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "R" + ], + "concept_text": "storm combo deck chaining cost reducers and ritual-like engines into lethal payoffs", + "created_at": 1781275455, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "storm" + ], + "source_metadata": { + "coverage_reason": "Historic Ruby Storm distinct metagame coverage: storm combo deck chaining cost reducers and ritual-like engines into lethal payoffs", + "event_date": "2026-06-12T12:07:09+02:00", + "event_name": "MTG Arena Ral Historic deck, by sims", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/ruby-storm", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "ruby-storm", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/ral-historic-decklist-by-sims-2912144" + }, + "strategy_id": "historic_ruby_storm", + "strategy_label": "Ruby Storm", + "tags": [ + "combo", + "storm" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_ruby_storm/1/reflection.md b/strategies/historic/historic_ruby_storm/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_ruby_storm/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_samwise_cat/1/decklist.txt b/strategies/historic/historic_samwise_cat/1/decklist.txt new file mode 100644 index 0000000..68236bf --- /dev/null +++ b/strategies/historic/historic_samwise_cat/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +4 A-Cauldron Familiar +4 Birds of Paradise +4 Gilded Goose +4 Marionette Apprentice +4 Samwise Gamgee +4 Umbral Collar Zealot +2 Badgermole Cub +1 A-Haywire Mite +1 Bartolomé del Presidio +1 Juggernaut Peddler +4 Chord of Calling +1 Collected Company +4 Birthing Ritual +2 Naktamun Shines Again +4 Starting Town +3 Razorverge Thicket +3 Temple Garden +2 Blooming Marsh +2 Godless Shrine +2 Nurturing Peatland +2 Overgrown Tomb +1 Forest +1 Mana Confluence + +Sideboard (15) +3 Deafening Silence +3 Path to Exile +2 Naktamun Shines Again +1 Abrupt Decay +1 Archon of Emeria +1 Darkstar Banisher +1 Dauthi Voidwalker +1 Endurance +1 Juggernaut Peddler +1 Phyrexian Revoker diff --git a/strategies/historic/historic_samwise_cat/1/first_principles.md b/strategies/historic/historic_samwise_cat/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_samwise_cat/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_samwise_cat/1/guide.md b/strategies/historic/historic_samwise_cat/1/guide.md new file mode 100644 index 0000000..72cb4db --- /dev/null +++ b/strategies/historic/historic_samwise_cat/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Samwise Cat. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: combo, artifact, sacrifice, midrange, food. Guide status: pending manual import. + +## Thesis +Samwise/Cauldron Familiar style loop combo with sacrifice and life-drain pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_samwise_cat/1/metadata.json b/strategies/historic/historic_samwise_cat/1/metadata.json new file mode 100644 index 0000000..e8d060e --- /dev/null +++ b/strategies/historic/historic_samwise_cat/1/metadata.json @@ -0,0 +1,61 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "B", + "G" + ], + "concept_text": "Samwise/Cauldron Familiar style loop combo with sacrifice and life-drain pressure", + "created_at": 1781275457, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [ + "artifact", + "sacrifice", + "food" + ], + "source_metadata": { + "coverage_reason": "Historic Samwise Cat distinct metagame coverage: Samwise/Cauldron Familiar style loop combo with sacrifice and life-drain pressure", + "event_date": "2026-06-12T12:17:39+02:00", + "event_name": "MTG Arena Samwise Gamgee Combo deck, by Justin Schabel", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/samwise-cat", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "samwise-cat", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/samwise-gamgee-combo-decklist-by-justin-schabel-2950895" + }, + "strategy_id": "historic_samwise_cat", + "strategy_label": "Samwise Cat", + "tags": [ + "combo", + "artifact", + "sacrifice", + "midrange", + "food" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_samwise_cat/1/reflection.md b/strategies/historic/historic_samwise_cat/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_samwise_cat/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_woodlands_omniscience/1/decklist.txt b/strategies/historic/historic_woodlands_omniscience/1/decklist.txt new file mode 100644 index 0000000..d13b6bd --- /dev/null +++ b/strategies/historic/historic_woodlands_omniscience/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +1 Artillery Enthusiast +1 A-Haywire Mite +2 Satyr Wayfinder +1 Jarsyl, Dark Age Scion +2 Atraxa, Grand Unifier +2 Ulamog, the Defiler +1 Emrakul, the World Anew +3 God-Pharaoh's Gift +1 Seed of Hope +2 Smuggler's Surprise +3 Cathartic Pyre +4 Cache Grab +4 Faithless Looting +4 Traverse the Ulvenwald +4 Malevolent Rumble +4 Omniscience +2 Cragcrown Pathway +2 Mountain +2 Boseiju, Who Endures +3 Forest +4 Shifting Woodland +4 Stomping Ground +4 Prismatic Vista + +Sideboard (15) +2 Ghost Vacuum +1 Alpine Moon +1 Fiery Impulse +1 Shove Aside +1 A-Haywire Mite +1 Cinderclasm +4 Fable of the Mirror-Breaker +2 Monster Manual +1 Elesh Norn, Grand Cenobite +1 Bojuka Bog diff --git a/strategies/historic/historic_woodlands_omniscience/1/first_principles.md b/strategies/historic/historic_woodlands_omniscience/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_woodlands_omniscience/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/historic/historic_woodlands_omniscience/1/guide.md b/strategies/historic/historic_woodlands_omniscience/1/guide.md new file mode 100644 index 0000000..b9430fb --- /dev/null +++ b/strategies/historic/historic_woodlands_omniscience/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Woodlands Omniscience. Format: Historic. Main deck count: 60. Sideboard count: 15. Tags: combo, ramp. Guide status: pending manual import. + +## Thesis +combo-ramp deck using Shifting Woodland style graveyard engines to cheat huge effects + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/historic/historic_woodlands_omniscience/1/metadata.json b/strategies/historic/historic_woodlands_omniscience/1/metadata.json new file mode 100644 index 0000000..039623e --- /dev/null +++ b/strategies/historic/historic_woodlands_omniscience/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "combo", + "ramp" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "combo-ramp deck using Shifting Woodland style graveyard engines to cheat huge effects", + "created_at": 1781275458, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "historic" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "Historic Woodlands Omniscience distinct metagame coverage: combo-ramp deck using Shifting Woodland style graveyard engines to cheat huge effects", + "event_date": "2026-06-12T12:20:11+02:00", + "event_name": "MTG Arena H:\u5909\u5bb9\u3059\u308b\u68ee\u6797(BO3) deck, by reirry", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "mtgdecks_archetype_url": "https://mtgdecks.net/Historic/woodlands-omniscience", + "mtgdecks_main_count": 60, + "mtgdecks_sideboard_count": 15, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Importable constructed sample selected from MTGDecks metagame lane; source main/sideboard counts retained in metadata.", + "source_archetype_slug": "woodlands-omniscience", + "source_format": "historic", + "source_name": "MTGDecks Historic Metagame", + "source_url": "https://mtgdecks.net/Historic/h-\u5909\u5bb9\u3059\u308b\u68ee\u6797-bo3-decklist-by-reirry-2405211" + }, + "strategy_id": "historic_woodlands_omniscience", + "strategy_label": "Woodlands Omniscience", + "tags": [ + "combo", + "ramp" + ], + "validation_warnings": [ + "Historic is an Arena/digital format; verify Forge card/mechanic coverage before default production use.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/historic/historic_woodlands_omniscience/1/reflection.md b/strategies/historic/historic_woodlands_omniscience/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/historic/historic_woodlands_omniscience/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_aluren/1/decklist.txt b/strategies/legacy/legacy_aluren/1/decklist.txt new file mode 100644 index 0000000..bd67ec1 --- /dev/null +++ b/strategies/legacy/legacy_aluren/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +4 Acererak the Archlich +4 Aluren +4 Ancient Tomb +4 Atraxa, Grand Unifier +1 Boseiju, Who Endures +1 City of Traitors +1 Flooded Strand +4 Force of Will +1 Forest +2 Hedge Maze +1 Island +4 Lotus Petal +4 Misty Rainforest +2 Omniscience +1 Polluted Delta +4 Ponder +1 Scalding Tarn +4 Show and Tell +4 Stock Up +3 Tropical Island +2 Veil of Summer +4 Brainstorm + +Sideboard (15) +2 Blue Elemental Blast +3 Carpet of Flowers +2 Consign to Memory +1 Endurance +1 Force of Negation +1 Force of Vigor +1 Harbinger of the Seas +1 Pithing Needle +1 Silent Gravestone +2 Veil of Summer diff --git a/strategies/legacy/legacy_aluren/1/first_principles.md b/strategies/legacy/legacy_aluren/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_aluren/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_aluren/1/guide.md b/strategies/legacy/legacy_aluren/1/guide.md new file mode 100644 index 0000000..377ed15 --- /dev/null +++ b/strategies/legacy/legacy_aluren/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Aluren. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange. Guide status: pending manual import. + +## Thesis +creature combo-value engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_aluren/1/metadata.json b/strategies/legacy/legacy_aluren/1/metadata.json new file mode 100644 index 0000000..160b53e --- /dev/null +++ b/strategies/legacy/legacy_aluren/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "creature combo-value engine", + "created_at": 1781240845, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Aluren distinct metagame coverage: creature combo-value engine", + "event_date": "May 30, 2026", + "event_name": "$1K Legacy - SCG CON Washington DC - Saturday - 9:00 am; 8th Place, 4-1-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Aluren distinct metagame coverage: creature combo-value engine", + "source_deck_id": "7812130", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-aluren" + }, + "strategy_id": "legacy_aluren", + "strategy_label": "Aluren", + "tags": [ + "combo", + "midrange" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_aluren/1/reflection.md b/strategies/legacy/legacy_aluren/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_aluren/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_azorius_stoneblade/1/decklist.txt b/strategies/legacy/legacy_azorius_stoneblade/1/decklist.txt new file mode 100644 index 0000000..92a517c --- /dev/null +++ b/strategies/legacy/legacy_azorius_stoneblade/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +1 Arid Mesa +1 Batterskull +4 Brainstorm +3 Daze +4 Flooded Strand +4 Force of Will +2 Island +1 Karakas +1 Meteor Sword +1 Meticulous Archive +2 Misty Rainforest +2 Murktide Regent +4 Phelia, Exuberant Shepherd +1 Plains +4 Ponder +1 Pre-War Formalwear +4 Quantum Riddler +1 Scalding Tarn +4 Stoneforge Mystic +4 Swords to Plowshares +4 Tamiyo, Inquisitive Student +3 Tundra +4 Wasteland + +Sideboard (15) +3 Consign to Memory +2 Containment Priest +2 Erode +2 Force of Negation +1 Harbinger of the Seas +2 Hydroblast +1 Surgical Extraction +2 Wrath of the Skies diff --git a/strategies/legacy/legacy_azorius_stoneblade/1/first_principles.md b/strategies/legacy/legacy_azorius_stoneblade/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_azorius_stoneblade/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_azorius_stoneblade/1/guide.md b/strategies/legacy/legacy_azorius_stoneblade/1/guide.md new file mode 100644 index 0000000..cf72cbc --- /dev/null +++ b/strategies/legacy/legacy_azorius_stoneblade/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Stoneblade. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: midrange, control, equipment. Guide status: pending manual import. + +## Thesis +Stoneforge control-midrange + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_azorius_stoneblade/1/metadata.json b/strategies/legacy/legacy_azorius_stoneblade/1/metadata.json new file mode 100644 index 0000000..e01484e --- /dev/null +++ b/strategies/legacy/legacy_azorius_stoneblade/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Stoneforge control-midrange", + "created_at": 1781240848, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "equipment" + ], + "source_metadata": { + "coverage_reason": "legacy Azorius Stoneblade distinct metagame coverage: Stoneforge control-midrange", + "event_date": "Jun 6, 2026", + "event_name": "Liga Curitibana de Legacy - SUPER LEGACY 2026/1; 4-0-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 18, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Azorius Stoneblade distinct metagame coverage: Stoneforge control-midrange", + "source_deck_id": "7825673", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-azorius-stoneblade" + }, + "strategy_id": "legacy_azorius_stoneblade", + "strategy_label": "Azorius Stoneblade", + "tags": [ + "midrange", + "control", + "equipment" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_azorius_stoneblade/1/reflection.md b/strategies/legacy/legacy_azorius_stoneblade/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_azorius_stoneblade/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_beanstalk_control/1/decklist.txt b/strategies/legacy/legacy_beanstalk_control/1/decklist.txt new file mode 100644 index 0000000..255ba55 --- /dev/null +++ b/strategies/legacy/legacy_beanstalk_control/1/decklist.txt @@ -0,0 +1,41 @@ +Main (80) +1 Bayou +4 Brainstorm +4 Clarion Conqueror +4 Flooded Strand +4 Force of Will +1 Island +1 Karakas +1 Leovold, Emissary of Trest +4 Leyline Binding +4 Lorien Revealed +1 Meticulous Archive +4 Misty Rainforest +1 Mystic Sanctuary +4 Orcish Bowmasters +1 Plains +4 Polluted Delta +4 Ponder +4 Quantum Riddler +1 Savannah +1 Scrubland +4 Solitude +4 Swords to Plowshares +4 Thoughtseize +1 Tropical Island +2 Tundra +1 Undercity Sewers +1 Underground Sea +4 Up the Beanstalk +1 Uro, Titan of Nature's Wrath +1 Volcanic Island +4 Wasteland + +Sideboard (15) +4 Barrowgoyf +4 Consign to Memory +1 Damping Sphere +2 Duress +2 Pernicious Deed +1 Wrath of the Skies +1 Yorion, Sky Nomad diff --git a/strategies/legacy/legacy_beanstalk_control/1/first_principles.md b/strategies/legacy/legacy_beanstalk_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_beanstalk_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_beanstalk_control/1/guide.md b/strategies/legacy/legacy_beanstalk_control/1/guide.md new file mode 100644 index 0000000..1b31248 --- /dev/null +++ b/strategies/legacy/legacy_beanstalk_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Beanstalk Control. Format: Legacy. Main deck count: 80. Sideboard count: 15. Tags: control, midrange, blink. Guide status: pending manual import. + +## Thesis +Yorion Beanstalk control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_beanstalk_control/1/metadata.json b/strategies/legacy/legacy_beanstalk_control/1/metadata.json new file mode 100644 index 0000000..22bac35 --- /dev/null +++ b/strategies/legacy/legacy_beanstalk_control/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "control", + "midrange" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "Yorion Beanstalk control", + "created_at": 1781240848, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "blink" + ], + "source_metadata": { + "coverage_reason": "legacy Beanstalk Control distinct metagame coverage: Yorion Beanstalk control", + "event_date": "May 31, 2026", + "event_name": "$1K Legacy - SCG CON Washington DC - Sunday - 9:00 am; 7th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 19, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Beanstalk Control distinct metagame coverage: Yorion Beanstalk control", + "source_deck_id": "7815074", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-beanstalk-control-yorion" + }, + "strategy_id": "legacy_beanstalk_control", + "strategy_label": "Beanstalk Control", + "tags": [ + "control", + "midrange", + "blink" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_beanstalk_control/1/reflection.md b/strategies/legacy/legacy_beanstalk_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_beanstalk_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_blue_artifacts/1/decklist.txt b/strategies/legacy/legacy_blue_artifacts/1/decklist.txt new file mode 100644 index 0000000..7c14b77 --- /dev/null +++ b/strategies/legacy/legacy_blue_artifacts/1/decklist.txt @@ -0,0 +1,39 @@ +Main (60) +4 Emry, Lurker of the Loch +1 Chromatic Star +4 Volcanic Island +3 Great Furnace +4 Mox Opal +1 Ensnaring Bridge +4 Urza's Saga +3 Urza's Bauble +1 Wooded Foothills +1 Phyrexian Dragon Engine +4 Goblin Welder +4 Goblin Engineer +4 Lotus Petal +1 Legion Extruder +1 Agatha's Soul Cauldron +4 Mishra's Bauble +4 Pinnacle Emissary +1 Skateboard +4 Sewer-veillance Cam +1 Mountain +2 Scalding Tarn +1 Bloodstained Mire +1 Plateau +1 Tezzeret, Cruel Captain +1 Seat of the Synod + +Sideboard (15) +1 Containment Priest +2 Swan Song +1 Tormod's Crypt +1 Tezzeret, Cruel Captain +1 Void Mirror +2 Disruptor Flute +1 Haywire Mite +2 Sudden Demise +1 Pithing Needle +1 Portable Hole +2 Flusterstorm diff --git a/strategies/legacy/legacy_blue_artifacts/1/first_principles.md b/strategies/legacy/legacy_blue_artifacts/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_blue_artifacts/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_blue_artifacts/1/guide.md b/strategies/legacy/legacy_blue_artifacts/1/guide.md new file mode 100644 index 0000000..7f9dd65 --- /dev/null +++ b/strategies/legacy/legacy_blue_artifacts/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Blue Artifacts. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, artifact. Guide status: pending manual import. + +## Thesis +blue artifact engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_blue_artifacts/1/metadata.json b/strategies/legacy/legacy_blue_artifacts/1/metadata.json new file mode 100644 index 0000000..8c7e120 --- /dev/null +++ b/strategies/legacy/legacy_blue_artifacts/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "blue artifact engine", + "created_at": 1781240845, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "legacy Blue Artifacts distinct metagame coverage: blue artifact engine", + "event_date": "Jun 7, 2026", + "event_name": "Legacy Challenge 32 2026-06-07 (1); 1st Place, 9-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Blue Artifacts distinct metagame coverage: blue artifact engine", + "source_deck_id": "7826207", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-blue-artifacts" + }, + "strategy_id": "legacy_blue_artifacts", + "strategy_label": "Blue Artifacts", + "tags": [ + "combo", + "midrange", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_blue_artifacts/1/reflection.md b/strategies/legacy/legacy_blue_artifacts/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_blue_artifacts/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_cradle_control/1/decklist.txt b/strategies/legacy/legacy_cradle_control/1/decklist.txt new file mode 100644 index 0000000..2823520 --- /dev/null +++ b/strategies/legacy/legacy_cradle_control/1/decklist.txt @@ -0,0 +1,38 @@ +Main (60) +1 Endurance +4 Badgermole Cub +3 Bayou +1 Quirion Ranger +2 Windswept Heath +1 Collector Ouphe +1 Craterhoof Behemoth +4 Wasteland +1 Keen-Eyed Curator +1 Fiend Artisan +1 Forest +4 Verdant Catacombs +3 Natural Order +1 Grist, the Hunger Tide +1 Icetill Explorer +4 Ignoble Hierarch +4 Green Sun's Zenith +3 Once Upon a Time +3 Springheart Nantuko +1 Talon Gates of Madara +1 Underground Mortuary +3 Gaea's Cradle +2 Dryad Arbor +4 Wight of the Reliquary +1 Bojuka Bog +3 Birds of Paradise +1 Ba Sing Se +1 Atraxa, Grand Unifier + +Sideboard (15) +1 Gaddock Teeg +2 Force of Vigor +3 Abrupt Decay +3 Mindbreak Trap +1 Endurance +1 Talon Gates of Madara +4 Thoughtseize diff --git a/strategies/legacy/legacy_cradle_control/1/first_principles.md b/strategies/legacy/legacy_cradle_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_cradle_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_cradle_control/1/guide.md b/strategies/legacy/legacy_cradle_control/1/guide.md new file mode 100644 index 0000000..794acb4 --- /dev/null +++ b/strategies/legacy/legacy_cradle_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Cradle Control. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: midrange, control, toolbox. Guide status: pending manual import. + +## Thesis +Cradle creature toolbox/control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_cradle_control/1/metadata.json b/strategies/legacy/legacy_cradle_control/1/metadata.json new file mode 100644 index 0000000..d83ec8e --- /dev/null +++ b/strategies/legacy/legacy_cradle_control/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "Cradle creature toolbox/control", + "created_at": 1781240844, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "toolbox" + ], + "source_metadata": { + "coverage_reason": "legacy Cradle Control distinct metagame coverage: Cradle creature toolbox/control", + "event_date": "Jun 3, 2026", + "event_name": "Legacy Challenge 32 2026-06-03; 3rd Place, 6-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Cradle Control distinct metagame coverage: Cradle creature toolbox/control", + "source_deck_id": "7821075", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-cradle-control" + }, + "strategy_id": "legacy_cradle_control", + "strategy_label": "Cradle Control", + "tags": [ + "midrange", + "control", + "toolbox" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_cradle_control/1/reflection.md b/strategies/legacy/legacy_cradle_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_cradle_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_death_and_taxes/1/decklist.txt b/strategies/legacy/legacy_death_and_taxes/1/decklist.txt new file mode 100644 index 0000000..c3af62e --- /dev/null +++ b/strategies/legacy/legacy_death_and_taxes/1/decklist.txt @@ -0,0 +1,35 @@ +Main (80) +4 Karakas +1 Lion Sash +4 Phelia, Exuberant Shepherd +4 Ghost Quarter +4 White Orchid Phantom +2 Pre-War Formalwear +4 Disruptor Flute +4 Skyclave Apparition +4 Witch Enchanter +1 Canoptek Scarab Swarm +4 Solitude +4 Aether Vial +4 Swords to Plowshares +4 Recruiter of the Guard +2 Flickerwisp +1 Meteor Sword +1 Eiganjo, Seat of the Empire +4 Flagstones of Trokair +4 Thalia, Guardian of Thraben +4 Stoneforge Mystic +1 Meticulous Archive +4 Wasteland +11 Plains + +Sideboard (15) +3 Deafening Silence +2 Erode +1 Yorion, Sky Nomad +1 Grafdigger's Cage +2 Faerie Macabre +3 Wrath of the Skies +1 Containment Priest +1 Mindbreak Trap +1 Surgical Extraction diff --git a/strategies/legacy/legacy_death_and_taxes/1/first_principles.md b/strategies/legacy/legacy_death_and_taxes/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_death_and_taxes/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_death_and_taxes/1/guide.md b/strategies/legacy/legacy_death_and_taxes/1/guide.md new file mode 100644 index 0000000..81218fe --- /dev/null +++ b/strategies/legacy/legacy_death_and_taxes/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Death and Taxes. Format: Legacy. Main deck count: 80. Sideboard count: 15. Tags: tempo, control, blink. Guide status: pending manual import. + +## Thesis +white tax/prison creature deck + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_death_and_taxes/1/metadata.json b/strategies/legacy/legacy_death_and_taxes/1/metadata.json new file mode 100644 index 0000000..1e34e3f --- /dev/null +++ b/strategies/legacy/legacy_death_and_taxes/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "tempo", + "control" + ], + "colors": [ + "W" + ], + "concept_text": "white tax/prison creature deck", + "created_at": 1781240845, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "blink" + ], + "source_metadata": { + "coverage_reason": "legacy Death and Taxes distinct metagame coverage: white tax/prison creature deck", + "event_date": "Jun 7, 2026", + "event_name": "Legacy Challenge 32 2026-06-07; 1st Place, 9-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Death and Taxes distinct metagame coverage: white tax/prison creature deck", + "source_deck_id": "7825464", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-death-and-taxes-yorion-mono-white-d867cd0f-702e-45a2-a765-734174ae83d3" + }, + "strategy_id": "legacy_death_and_taxes", + "strategy_label": "Death and Taxes", + "tags": [ + "tempo", + "control", + "blink" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_death_and_taxes/1/reflection.md b/strategies/legacy/legacy_death_and_taxes/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_death_and_taxes/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_dimir_tempo/1/decklist.txt b/strategies/legacy/legacy_dimir_tempo/1/decklist.txt new file mode 100644 index 0000000..c996ec2 --- /dev/null +++ b/strategies/legacy/legacy_dimir_tempo/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +4 Thoughtseize +1 Snuff Out +4 Flow State +2 Scalding Tarn +4 Ponder +2 Polluted Delta +1 Force of Negation +3 Murktide Regent +3 Misty Rainforest +1 Mystic Sanctuary +4 Tamiyo, Inquisitive Student +4 Force of Will +2 Flooded Strand +4 Fatal Push +3 Daze +4 Underground Sea +4 Brainstorm +4 Wasteland +1 Undercity Sewers +1 Island +3 Orcish Bowmasters +1 Spell Pierce + +Sideboard (15) +3 Consign to Memory +1 Surgical Extraction +1 Force of Negation +3 Hydroblast +1 Snuff Out +1 Hurkyl's Recall +1 Barrowgoyf +1 Orcish Bowmasters +2 Kaito, Bane of Nightmares +1 Emperor of Bones diff --git a/strategies/legacy/legacy_dimir_tempo/1/first_principles.md b/strategies/legacy/legacy_dimir_tempo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_dimir_tempo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_dimir_tempo/1/guide.md b/strategies/legacy/legacy_dimir_tempo/1/guide.md new file mode 100644 index 0000000..84b675b --- /dev/null +++ b/strategies/legacy/legacy_dimir_tempo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Tempo. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: tempo, midrange, discard, spells. Guide status: pending manual import. + +## Thesis +blue-black tempo-disruption + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_dimir_tempo/1/metadata.json b/strategies/legacy/legacy_dimir_tempo/1/metadata.json new file mode 100644 index 0000000..79b6b0d --- /dev/null +++ b/strategies/legacy/legacy_dimir_tempo/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "tempo", + "midrange" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "blue-black tempo-disruption", + "created_at": 1781240842, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "discard", + "spells" + ], + "source_metadata": { + "coverage_reason": "legacy Dimir Tempo distinct metagame coverage: blue-black tempo-disruption", + "event_date": "May 31, 2026", + "event_name": "Legacy Challenge 32 2026-05-31; 2nd Place, 6-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Dimir Tempo distinct metagame coverage: blue-black tempo-disruption", + "source_deck_id": "7811215", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-dimir-tempo" + }, + "strategy_id": "legacy_dimir_tempo", + "strategy_label": "Dimir Tempo", + "tags": [ + "tempo", + "midrange", + "discard", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_dimir_tempo/1/reflection.md b/strategies/legacy/legacy_dimir_tempo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_dimir_tempo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_doomsday/1/decklist.txt b/strategies/legacy/legacy_doomsday/1/decklist.txt new file mode 100644 index 0000000..872f8b4 --- /dev/null +++ b/strategies/legacy/legacy_doomsday/1/decklist.txt @@ -0,0 +1,38 @@ +Main (60) +3 Thoughtseize +1 Consider +1 Street Wraith +1 Scalding Tarn +3 Ponder +4 Polluted Delta +1 Misty Rainforest +4 Flow State +1 Marsh Flats +2 Lotus Petal +1 Lion's Eye Diamond +1 Snow-Covered Swamp +4 Force of Will +1 Flooded Strand +2 Murktide Regent +1 Edge of Autumn +4 Doomsday +1 Daze +4 Dark Ritual +4 Tamiyo, Inquisitive Student +1 Thassa's Oracle +1 Snow-Covered Island +1 Undercity Sewers +1 Cavern of Souls +4 Brainstorm +4 Underground Sea +3 Wasteland +1 Jace, Wielder of Mysteries + +Sideboard (15) +4 Barrowgoyf +1 Bitter Triumph +3 Consign to Memory +2 Dauthi Voidwalker +2 Fatal Push +2 Force of Negation +1 Long Goodbye diff --git a/strategies/legacy/legacy_doomsday/1/first_principles.md b/strategies/legacy/legacy_doomsday/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_doomsday/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_doomsday/1/guide.md b/strategies/legacy/legacy_doomsday/1/guide.md new file mode 100644 index 0000000..e8c4d10 --- /dev/null +++ b/strategies/legacy/legacy_doomsday/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Doomsday. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, spells. Guide status: pending manual import. + +## Thesis +compact stack-based combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_doomsday/1/metadata.json b/strategies/legacy/legacy_doomsday/1/metadata.json new file mode 100644 index 0000000..afafbb2 --- /dev/null +++ b/strategies/legacy/legacy_doomsday/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "compact stack-based combo", + "created_at": 1781240844, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "legacy Doomsday distinct metagame coverage: compact stack-based combo", + "event_date": "May 31, 2026", + "event_name": "Legacy Challenge 32 2026-05-31 (1); 1st Place, 8-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Doomsday distinct metagame coverage: compact stack-based combo", + "source_deck_id": "7813548", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-doomsday" + }, + "strategy_id": "legacy_doomsday", + "strategy_label": "Doomsday", + "tags": [ + "combo", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_doomsday/1/reflection.md b/strategies/legacy/legacy_doomsday/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_doomsday/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_eldrazi/1/decklist.txt b/strategies/legacy/legacy_eldrazi/1/decklist.txt new file mode 100644 index 0000000..ca45ef5 --- /dev/null +++ b/strategies/legacy/legacy_eldrazi/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +4 Ancient Tomb +4 Eldrazi Temple +4 Cavern of Souls +3 It That Heralds the End +4 Wastescape Battlemage +4 Eye of Ugin +4 Thought-Knot Seer +1 Reality Smasher +4 Lotus Petal +4 Kozilek's Command +4 Chalice of the Void +1 Wasteland +4 Glaring Fleshraker +4 Eldrazi Linebreaker +2 Sire of Seven Deaths +4 Petrified Hamlet +4 Abundant Countryside +1 Eldrazi Confluence + +Sideboard (15) +3 Wasteland +2 Null Rod +4 Disruptor Flute +1 Warping Wail +1 Karn's Sylex +4 Leyline of the Void diff --git a/strategies/legacy/legacy_eldrazi/1/first_principles.md b/strategies/legacy/legacy_eldrazi/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_eldrazi/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_eldrazi/1/guide.md b/strategies/legacy/legacy_eldrazi/1/guide.md new file mode 100644 index 0000000..eea7ca9 --- /dev/null +++ b/strategies/legacy/legacy_eldrazi/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Eldrazi. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: aggro, stompy. Guide status: pending manual import. + +## Thesis +Sol-land Eldrazi pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_eldrazi/1/metadata.json b/strategies/legacy/legacy_eldrazi/1/metadata.json new file mode 100644 index 0000000..44cdc01 --- /dev/null +++ b/strategies/legacy/legacy_eldrazi/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "aggro", + "stompy" + ], + "colors": [ + "R" + ], + "concept_text": "Sol-land Eldrazi pressure", + "created_at": 1781240844, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Eldrazi distinct metagame coverage: Sol-land Eldrazi pressure", + "event_date": "Jun 7, 2026", + "event_name": "Legacy Challenge 32 2026-06-07; 5th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Eldrazi distinct metagame coverage: Sol-land Eldrazi pressure", + "source_deck_id": "7825455", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-eldrazi" + }, + "strategy_id": "legacy_eldrazi", + "strategy_label": "Eldrazi", + "tags": [ + "aggro", + "stompy" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_eldrazi/1/reflection.md b/strategies/legacy/legacy_eldrazi/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_eldrazi/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_izzet_delver/1/decklist.txt b/strategies/legacy/legacy_izzet_delver/1/decklist.txt new file mode 100644 index 0000000..ba47eed --- /dev/null +++ b/strategies/legacy/legacy_izzet_delver/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Wasteland +4 Ponder +2 Polluted Delta +4 Lightning Bolt +4 Force of Will +1 Urza's Bauble +4 Daze +3 Scalding Tarn +4 Brainstorm +2 Flooded Strand +4 Cori-Steel Cutter +4 Volcanic Island +1 Island +4 Dragon's Rage Channeler +2 Misty Rainforest +4 Mishra's Bauble +2 Preordain +1 Thundering Falls +4 Flow State +2 Murktide Regent + +Sideboard (15) +2 Surgical Extraction +3 Pyroblast +2 Consign to Memory +2 Force of Negation +1 Hydroblast +2 Price of Progress +2 Unholy Heat +1 Meltdown diff --git a/strategies/legacy/legacy_izzet_delver/1/first_principles.md b/strategies/legacy/legacy_izzet_delver/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_izzet_delver/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_izzet_delver/1/guide.md b/strategies/legacy/legacy_izzet_delver/1/guide.md new file mode 100644 index 0000000..dea21ba --- /dev/null +++ b/strategies/legacy/legacy_izzet_delver/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Delver. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: tempo, aggro, spells. Guide status: pending manual import. + +## Thesis +blue-red Delver tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_izzet_delver/1/metadata.json b/strategies/legacy/legacy_izzet_delver/1/metadata.json new file mode 100644 index 0000000..a341e88 --- /dev/null +++ b/strategies/legacy/legacy_izzet_delver/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "tempo", + "aggro" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "blue-red Delver tempo", + "created_at": 1781240842, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "legacy Izzet Delver distinct metagame coverage: blue-red Delver tempo", + "event_date": "May 31, 2026", + "event_name": "Legacy Challenge 32 2026-05-31; 1st Place, 7-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Izzet Delver distinct metagame coverage: blue-red Delver tempo", + "source_deck_id": "7811216", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-izzet-delver" + }, + "strategy_id": "legacy_izzet_delver", + "strategy_label": "Izzet Delver", + "tags": [ + "tempo", + "aggro", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_izzet_delver/1/reflection.md b/strategies/legacy/legacy_izzet_delver/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_izzet_delver/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_jeskai_control/1/decklist.txt b/strategies/legacy/legacy_jeskai_control/1/decklist.txt new file mode 100644 index 0000000..95abdfc --- /dev/null +++ b/strategies/legacy/legacy_jeskai_control/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +4 Island +1 Mountain +2 Plains +2 Ponder +2 Scalding Tarn +4 Swords to Plowshares +4 Brainstorm +2 Tundra +1 Volcanic Island +4 Force of Will +2 Teferi, Time Raveler +3 Prismatic Vista +1 Mystic Sanctuary +2 Prismatic Ending +2 Dress Down +3 Force of Negation +4 Lorien Revealed +2 Forth Eorlingas! +2 Wrath of the Skies +3 Flooded Strand +4 Stock Up +4 Flow State +2 Erode + +Sideboard (15) +1 Blue Elemental Blast +2 Surgical Extraction +2 Ruination +1 Hydroblast +1 Red Elemental Blast +2 Pyroblast +2 Temporary Lockdown +1 Monastery Mentor +3 Consign to Memory diff --git a/strategies/legacy/legacy_jeskai_control/1/first_principles.md b/strategies/legacy/legacy_jeskai_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_jeskai_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_jeskai_control/1/guide.md b/strategies/legacy/legacy_jeskai_control/1/guide.md new file mode 100644 index 0000000..398efc7 --- /dev/null +++ b/strategies/legacy/legacy_jeskai_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jeskai Control. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +blue-white-red control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_jeskai_control/1/metadata.json b/strategies/legacy/legacy_jeskai_control/1/metadata.json new file mode 100644 index 0000000..f9e4f49 --- /dev/null +++ b/strategies/legacy/legacy_jeskai_control/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U", + "R" + ], + "concept_text": "blue-white-red control", + "created_at": 1781240847, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Jeskai Control distinct metagame coverage: blue-white-red control", + "event_date": "Jun 6, 2026", + "event_name": "Legacy Challenge 32 2026-06-06 (1); 7th Place, 4-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Jeskai Control distinct metagame coverage: blue-white-red control", + "source_deck_id": "7824363", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-jeskai-control" + }, + "strategy_id": "legacy_jeskai_control", + "strategy_label": "Jeskai Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_jeskai_control/1/reflection.md b/strategies/legacy/legacy_jeskai_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_jeskai_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_lands/1/decklist.txt b/strategies/legacy/legacy_lands/1/decklist.txt new file mode 100644 index 0000000..0193dd9 --- /dev/null +++ b/strategies/legacy/legacy_lands/1/decklist.txt @@ -0,0 +1,37 @@ +Main (60) +1 Ancient Tomb +1 Blast Zone +1 Bojuka Bog +3 Boseiju, Who Endures +2 Cache Grab +4 Crop Rotation +3 Dark Depths +2 Disruptor Flute +1 Expedition Map +4 Exploration +3 Forest +2 Ghost Quarter +1 Karakas +4 Life from the Loam +4 Malevolent Rumble +1 Maze of Ith +4 Mox Diamond +1 Otawara, Soaring City +1 Pithing Needle +1 Skateboard +1 Soul-Guide Lantern +1 The Tabernacle at Pendrell Vale +3 Thespian's Stage +4 Urza's Saga +4 Wasteland +3 Yavimaya, Cradle of Growth + +Sideboard (15) +1 Choke +2 Dismember +2 Disruptor Flute +3 Endurance +3 Force of Vigor +1 Grafdigger's Cage +2 Icetill Explorer +1 Pithing Needle diff --git a/strategies/legacy/legacy_lands/1/first_principles.md b/strategies/legacy/legacy_lands/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_lands/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_lands/1/guide.md b/strategies/legacy/legacy_lands/1/guide.md new file mode 100644 index 0000000..dccd89e --- /dev/null +++ b/strategies/legacy/legacy_lands/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Lands. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: control, combo. Guide status: pending manual import. + +## Thesis +land toolbox and lock pieces + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_lands/1/metadata.json b/strategies/legacy/legacy_lands/1/metadata.json new file mode 100644 index 0000000..d498596 --- /dev/null +++ b/strategies/legacy/legacy_lands/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "control", + "combo" + ], + "colors": [ + "G" + ], + "concept_text": "land toolbox and lock pieces", + "created_at": 1781240843, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Lands distinct metagame coverage: land toolbox and lock pieces", + "event_date": "May 31, 2026", + "event_name": "$1K Legacy - SCG CON Washington DC - Sunday - 9:00 am; 1st Place, 7-0-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Lands distinct metagame coverage: land toolbox and lock pieces", + "source_deck_id": "7815068", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-lands" + }, + "strategy_id": "legacy_lands", + "strategy_label": "Lands", + "tags": [ + "control", + "combo" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_lands/1/reflection.md b/strategies/legacy/legacy_lands/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_lands/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_led_dredge/1/decklist.txt b/strategies/legacy/legacy_led_dredge/1/decklist.txt new file mode 100644 index 0000000..e310d4a --- /dev/null +++ b/strategies/legacy/legacy_led_dredge/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Lion's Eye Diamond +3 Poxwalkers +4 Otherworldly Gaze +4 Narcomoeba +2 Ox of Agonas +1 Thassa's Oracle +3 Golgari Thug +1 Underground Sea +1 Scalding Tarn +3 Volcanic Island +1 Island +1 Misty Rainforest +3 Bridge from Below +4 Faithless Looting +4 Stinkweed Imp +4 Cabal Therapy +2 Breakthrough +3 Dread Return +4 Golgari Grave-Troll +1 Polluted Delta +1 Careful Study +4 Cephalid Coliseum +2 Flooded Strand + +Sideboard (15) +4 Unmask +4 Into the Flood Maw +3 Siege Smash +4 Leyline of the Void diff --git a/strategies/legacy/legacy_led_dredge/1/first_principles.md b/strategies/legacy/legacy_led_dredge/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_led_dredge/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_led_dredge/1/guide.md b/strategies/legacy/legacy_led_dredge/1/guide.md new file mode 100644 index 0000000..6601fcc --- /dev/null +++ b/strategies/legacy/legacy_led_dredge/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +LED Dredge. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, graveyard. Guide status: pending manual import. + +## Thesis +Dredge graveyard combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_led_dredge/1/metadata.json b/strategies/legacy/legacy_led_dredge/1/metadata.json new file mode 100644 index 0000000..7ceac81 --- /dev/null +++ b/strategies/legacy/legacy_led_dredge/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "Dredge graveyard combo", + "created_at": 1781240850, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "legacy LED Dredge distinct metagame coverage: Dredge graveyard combo", + "event_date": "Jun 8, 2026", + "event_name": "Legacy League 2026-06-08; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 22, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy LED Dredge distinct metagame coverage: Dredge graveyard combo", + "source_deck_id": "7826935", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-led-dredge" + }, + "strategy_id": "legacy_led_dredge", + "strategy_label": "LED Dredge", + "tags": [ + "combo", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_led_dredge/1/reflection.md b/strategies/legacy/legacy_led_dredge/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_led_dredge/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_omni_tell/1/decklist.txt b/strategies/legacy/legacy_omni_tell/1/decklist.txt new file mode 100644 index 0000000..7aa86c8 --- /dev/null +++ b/strategies/legacy/legacy_omni_tell/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +2 Eureka +4 Show and Tell +4 Stock Up +4 Omniscience +4 Brainstorm +4 Ponder +4 Force of Will +4 Veil of Summer +4 Atraxa, Grand Unifier +2 Emrakul, the Aeons Torn +4 Lotus Petal +1 Sink into Stupor +4 Ancient Tomb +1 City of Traitors +2 Tropical Island +2 Snow-Covered Island +1 Snow-Covered Forest +1 Lorien Revealed +4 Misty Rainforest +1 Hedge Maze +1 Polluted Delta +1 Flooded Strand +1 Scalding Tarn + +Sideboard (15) +3 Carpet of Flowers +2 Disruptor Flute +2 Consign to Memory +1 Mistrise Village +1 Into the Flood Maw +1 Underground Sea +2 Massacre +3 Barrowgoyf diff --git a/strategies/legacy/legacy_omni_tell/1/first_principles.md b/strategies/legacy/legacy_omni_tell/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_omni_tell/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_omni_tell/1/guide.md b/strategies/legacy/legacy_omni_tell/1/guide.md new file mode 100644 index 0000000..c64cbcb --- /dev/null +++ b/strategies/legacy/legacy_omni_tell/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Omni-Tell. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, control. Guide status: pending manual import. + +## Thesis +Omniscience combo-control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_omni_tell/1/metadata.json b/strategies/legacy/legacy_omni_tell/1/metadata.json new file mode 100644 index 0000000..5b04f37 --- /dev/null +++ b/strategies/legacy/legacy_omni_tell/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "Omniscience combo-control", + "created_at": 1781240847, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Omni-Tell distinct metagame coverage: Omniscience combo-control", + "event_date": "May 30, 2026", + "event_name": "Legacy Challenge 32 2026-05-30 (1); 7th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 16, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Omni-Tell distinct metagame coverage: Omniscience combo-control", + "source_deck_id": "7808795", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-omni-tell" + }, + "strategy_id": "legacy_omni_tell", + "strategy_label": "Omni-Tell", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_omni_tell/1/reflection.md b/strategies/legacy/legacy_omni_tell/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_omni_tell/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_oops_all_spells/1/decklist.txt b/strategies/legacy/legacy_oops_all_spells/1/decklist.txt new file mode 100644 index 0000000..369607a --- /dev/null +++ b/strategies/legacy/legacy_oops_all_spells/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Agadeem's Awakening +2 Narcomoeba +4 Boggart Trawler +4 Elvish Spirit Guide +1 Dread Return +4 Dark Ritual +2 Chrome Mox +1 Bridge from Below +2 Cabal Therapy +4 Cabal Ritual +4 Fell the Profane +4 Lotus Petal +4 Balustrade Spy +3 Reanimate +1 Poxwalkers +1 Thassa's Oracle +2 Unmask +4 Pact of Negation +4 Lively Dirge +4 Simian Spirit Guide +1 Disciple of Freyalise + +Sideboard (15) +1 Wear Down +4 Goblin Charbelcher +1 Jack-o'-Lantern +2 Disciple of Freyalise +4 Force of Vigor +1 Progenitus +1 Memory's Journey +1 Chancellor of the Annex diff --git a/strategies/legacy/legacy_oops_all_spells/1/first_principles.md b/strategies/legacy/legacy_oops_all_spells/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_oops_all_spells/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_oops_all_spells/1/guide.md b/strategies/legacy/legacy_oops_all_spells/1/guide.md new file mode 100644 index 0000000..9a81635 --- /dev/null +++ b/strategies/legacy/legacy_oops_all_spells/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Oops All Spells. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, graveyard. Guide status: pending manual import. + +## Thesis +all-in graveyard combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_oops_all_spells/1/metadata.json b/strategies/legacy/legacy_oops_all_spells/1/metadata.json new file mode 100644 index 0000000..d1ff6cb --- /dev/null +++ b/strategies/legacy/legacy_oops_all_spells/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "all-in graveyard combo", + "created_at": 1781240849, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "legacy Oops All Spells distinct metagame coverage: all-in graveyard combo", + "event_date": "Jun 10, 2026", + "event_name": "Legacy Challenge 32 2026-06-10; 2nd Place, 7-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 20, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Oops All Spells distinct metagame coverage: all-in graveyard combo", + "source_deck_id": "7830142", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-oops-all-spells" + }, + "strategy_id": "legacy_oops_all_spells", + "strategy_label": "Oops All Spells", + "tags": [ + "combo", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_oops_all_spells/1/reflection.md b/strategies/legacy/legacy_oops_all_spells/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_oops_all_spells/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_painter/1/decklist.txt b/strategies/legacy/legacy_painter/1/decklist.txt new file mode 100644 index 0000000..f84e48b --- /dev/null +++ b/strategies/legacy/legacy_painter/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +2 Lightning Bolt +4 Painter's Servant +1 Soul-Guide Lantern +4 Pyroblast +2 Lotus Petal +4 Goblin Engineer +9 Mountain +4 Fable of the Mirror-Breaker +1 Skateboard +4 Urza's Saga +3 Agatha's Soul Cauldron +1 City of Traitors +4 Goblin Welder +1 Arena of Glory +4 Ancient Tomb +2 Red Elemental Blast +2 Simian Spirit Guide +1 Phyrexian Devourer +2 Grindstone +2 Great Furnace +1 Ensnaring Bridge +1 Chaos Defiler +1 Phyrexian Dragon Engine + +Sideboard (15) +2 Abrade +3 Fury +4 Leyline of the Void +2 Mindbreak Trap +2 Magus of the Moon +1 Blood Moon +1 Pithing Needle diff --git a/strategies/legacy/legacy_painter/1/first_principles.md b/strategies/legacy/legacy_painter/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_painter/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_painter/1/guide.md b/strategies/legacy/legacy_painter/1/guide.md new file mode 100644 index 0000000..2be1e76 --- /dev/null +++ b/strategies/legacy/legacy_painter/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Painter. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, control, artifact. Guide status: pending manual import. + +## Thesis +Painter-Grindstone combo-control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_painter/1/metadata.json b/strategies/legacy/legacy_painter/1/metadata.json new file mode 100644 index 0000000..de3a767 --- /dev/null +++ b/strategies/legacy/legacy_painter/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "Painter-Grindstone combo-control", + "created_at": 1781240846, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "legacy Painter distinct metagame coverage: Painter-Grindstone combo-control", + "event_date": "May 31, 2026", + "event_name": "$1K Legacy - SCG CON Washington DC - Sunday - 9:00 am; 11th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Painter distinct metagame coverage: Painter-Grindstone combo-control", + "source_deck_id": "7815078", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-painter" + }, + "strategy_id": "legacy_painter", + "strategy_label": "Painter", + "tags": [ + "combo", + "control", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_painter/1/reflection.md b/strategies/legacy/legacy_painter/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_painter/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_rakdos_reanimator/1/decklist.txt b/strategies/legacy/legacy_rakdos_reanimator/1/decklist.txt new file mode 100644 index 0000000..ab38530 --- /dev/null +++ b/strategies/legacy/legacy_rakdos_reanimator/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +1 Underground Sea +4 Faithless Looting +3 Atraxa, Grand Unifier +4 Unmask +4 Animate Dead +2 Marsh Flats +2 Cabal Therapy +1 Koma, World-Eater +4 Dark Ritual +3 Griselbrand +1 Raph & Mikey, Troublemakers +1 Raucous Theater +2 Collective Brutality +4 Shallow Grave +4 Lotus Petal +3 Verdant Catacombs +1 Undercity Sewers +2 Badlands +4 Reanimate +3 Thoughtseize +2 Archon of Cruelty +2 Polluted Delta +1 Ashen Rider +2 Swamp + +Sideboard (15) +4 Show and Tell +1 Thoughtseize +1 Cabal Therapy +3 Stronghold Gambit +1 Meltdown +1 Abrade +4 Dauthi Voidwalker diff --git a/strategies/legacy/legacy_rakdos_reanimator/1/first_principles.md b/strategies/legacy/legacy_rakdos_reanimator/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_rakdos_reanimator/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_rakdos_reanimator/1/guide.md b/strategies/legacy/legacy_rakdos_reanimator/1/guide.md new file mode 100644 index 0000000..dc03f93 --- /dev/null +++ b/strategies/legacy/legacy_rakdos_reanimator/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Rakdos Reanimator. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, reanimator, graveyard. Guide status: pending manual import. + +## Thesis +fast discard/reanimation combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_rakdos_reanimator/1/metadata.json b/strategies/legacy/legacy_rakdos_reanimator/1/metadata.json new file mode 100644 index 0000000..eee242a --- /dev/null +++ b/strategies/legacy/legacy_rakdos_reanimator/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "fast discard/reanimation combo", + "created_at": 1781240843, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "reanimator", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "legacy Rakdos Reanimator distinct metagame coverage: fast discard/reanimation combo", + "event_date": "May 30, 2026", + "event_name": "Legacy Challenge 32 2026-05-30; 3rd Place, 7-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Rakdos Reanimator distinct metagame coverage: fast discard/reanimation combo", + "source_deck_id": "7808201", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-rakdos-reanimator" + }, + "strategy_id": "legacy_rakdos_reanimator", + "strategy_label": "Rakdos Reanimator", + "tags": [ + "combo", + "reanimator", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_rakdos_reanimator/1/reflection.md b/strategies/legacy/legacy_rakdos_reanimator/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_rakdos_reanimator/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_red_stompy/1/decklist.txt b/strategies/legacy/legacy_red_stompy/1/decklist.txt new file mode 100644 index 0000000..775ca33 --- /dev/null +++ b/strategies/legacy/legacy_red_stompy/1/decklist.txt @@ -0,0 +1,25 @@ +Main (60) +4 The One Ring +6 Snow-Covered Mountain +4 Broadside Bombardiers +4 Caves of Chaos Adventurer +4 Simian Spirit Guide +4 City of Traitors +4 Fable of the Mirror-Breaker +4 Fury +4 Magus of the Moon +4 Pyrogoyf +2 Shatterskull Smashing +4 Chrome Mox +3 Blood Moon +4 Sundering Eruption +4 Ancient Tomb +1 Wild Wasteland + +Sideboard (15) +1 Boil +2 Ruination +3 Hexing Squelcher +4 Fiery Confluence +2 Disruptor Flute +3 Trinisphere diff --git a/strategies/legacy/legacy_red_stompy/1/first_principles.md b/strategies/legacy/legacy_red_stompy/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_red_stompy/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_red_stompy/1/guide.md b/strategies/legacy/legacy_red_stompy/1/guide.md new file mode 100644 index 0000000..1a5fe22 --- /dev/null +++ b/strategies/legacy/legacy_red_stompy/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Red Stompy. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: stompy, prison. Guide status: pending manual import. + +## Thesis +red prison and fast threats + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_red_stompy/1/metadata.json b/strategies/legacy/legacy_red_stompy/1/metadata.json new file mode 100644 index 0000000..a450c71 --- /dev/null +++ b/strategies/legacy/legacy_red_stompy/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "stompy", + "prison" + ], + "colors": [ + "R" + ], + "concept_text": "red prison and fast threats", + "created_at": 1781240846, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Red Stompy distinct metagame coverage: red prison and fast threats", + "event_date": "Jun 1, 2026", + "event_name": "Legacy League 2026-06-01; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Red Stompy distinct metagame coverage: red prison and fast threats", + "source_deck_id": "7814202", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-red-stompy" + }, + "strategy_id": "legacy_red_stompy", + "strategy_label": "Red Stompy", + "tags": [ + "stompy", + "prison" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_red_stompy/1/reflection.md b/strategies/legacy/legacy_red_stompy/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_red_stompy/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_saga_storm/1/decklist.txt b/strategies/legacy/legacy_saga_storm/1/decklist.txt new file mode 100644 index 0000000..35a7663 --- /dev/null +++ b/strategies/legacy/legacy_saga_storm/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +4 Vault of Whispers +2 Badlands +2 Beseech the Mirror +4 Urza's Saga +4 Thoughtseize +1 Tendrils of Agony +1 Swamp +1 Polluted Delta +1 Gaea's Will +4 Mox Opal +3 Mishra's Bauble +4 Lotus Petal +4 Lion's Eye Diamond +4 Infernal Tutor +4 Duress +4 Dark Ritual +1 City of Traitors +4 Chrome Mox +2 Burning Wish +1 Ad Nauseam +4 Wishclaw Talisman +1 Skateboard + +Sideboard (15) +1 Beseech the Mirror +1 Tendrils of Agony +2 Surge Node +1 Peer into the Abyss +1 Debt to the Deathless +1 Cabal Therapy +2 Feed the Swarm +1 Echo of Eons +2 Fatal Push +1 Grafdigger's Cage +2 Shattering Spree diff --git a/strategies/legacy/legacy_saga_storm/1/first_principles.md b/strategies/legacy/legacy_saga_storm/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_saga_storm/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_saga_storm/1/guide.md b/strategies/legacy/legacy_saga_storm/1/guide.md new file mode 100644 index 0000000..fdcc439 --- /dev/null +++ b/strategies/legacy/legacy_saga_storm/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Saga Storm. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, storm, artifact. Guide status: pending manual import. + +## Thesis +Urza Saga storm artifact combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_saga_storm/1/metadata.json b/strategies/legacy/legacy_saga_storm/1/metadata.json new file mode 100644 index 0000000..9640783 --- /dev/null +++ b/strategies/legacy/legacy_saga_storm/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "Urza Saga storm artifact combo", + "created_at": 1781240847, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "storm", + "artifact" + ], + "source_metadata": { + "coverage_reason": "legacy Saga Storm distinct metagame coverage: Urza Saga storm artifact combo", + "event_date": "Jun 7, 2026", + "event_name": "Legacy Challenge 32 2026-06-07 (1); 5th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 17, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Saga Storm distinct metagame coverage: Urza Saga storm artifact combo", + "source_deck_id": "7826229", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-saga-storm-8f40fd61-e011-4e94-8cd2-4e63013604ce" + }, + "strategy_id": "legacy_saga_storm", + "strategy_label": "Saga Storm", + "tags": [ + "combo", + "storm", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_saga_storm/1/reflection.md b/strategies/legacy/legacy_saga_storm/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_saga_storm/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_selesnya_depths/1/decklist.txt b/strategies/legacy/legacy_selesnya_depths/1/decklist.txt new file mode 100644 index 0000000..1eac298 --- /dev/null +++ b/strategies/legacy/legacy_selesnya_depths/1/decklist.txt @@ -0,0 +1,42 @@ +Main (61) +3 Badgermole Cub +1 Blast Zone +1 Bojuka Bog +3 Crop Rotation +2 Dark Depths +1 Dryad Arbor +1 Echoing Deeps +4 Elvish Reclaimer +2 Erode +2 Flagstones of Trokair +1 Forest +4 Green Sun's Zenith +1 Karakas +4 Knight of the Reliquary +2 Legolas's Quick Reflexes +1 Lush Portico +3 Mox Diamond +1 Plains +3 Savannah +2 Scythecat Cub +1 Sejiri Steppe +1 Six +4 Swords to Plowshares +1 Sylvan Safekeeper +1 Talon Gates of Madara +2 Thespian's Stage +3 Wasteland +4 Windswept Heath +2 Yavimaya, Cradle of Growth + +Sideboard (15) +1 Collector Ouphe +2 Disruptor Flute +2 Doorkeeper Thrull +2 Endurance +2 Force of Vigor +1 Gaddock Teeg +1 Icetill Explorer +2 Mindbreak Trap +1 Outland Liberator +1 The Tabernacle at Pendrell Vale diff --git a/strategies/legacy/legacy_selesnya_depths/1/first_principles.md b/strategies/legacy/legacy_selesnya_depths/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_selesnya_depths/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_selesnya_depths/1/guide.md b/strategies/legacy/legacy_selesnya_depths/1/guide.md new file mode 100644 index 0000000..e892b98 --- /dev/null +++ b/strategies/legacy/legacy_selesnya_depths/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Depths. Format: Legacy. Main deck count: 61. Sideboard count: 15. Tags: combo, midrange. Guide status: pending manual import. + +## Thesis +Dark Depths land combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_selesnya_depths/1/metadata.json b/strategies/legacy/legacy_selesnya_depths/1/metadata.json new file mode 100644 index 0000000..24af9b6 --- /dev/null +++ b/strategies/legacy/legacy_selesnya_depths/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Dark Depths land combo", + "created_at": 1781240849, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Selesnya Depths distinct metagame coverage: Dark Depths land combo", + "event_date": "May 30, 2026", + "event_name": "$1K Legacy - SCG CON Washington DC - Saturday - 9:00 am; 2nd Place, 7-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 21, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Selesnya Depths distinct metagame coverage: Dark Depths land combo", + "source_deck_id": "7812124", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-selesnya-depths" + }, + "strategy_id": "legacy_selesnya_depths", + "strategy_label": "Selesnya Depths", + "tags": [ + "combo", + "midrange" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_selesnya_depths/1/reflection.md b/strategies/legacy/legacy_selesnya_depths/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_selesnya_depths/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_sneak_and_show/1/decklist.txt b/strategies/legacy/legacy_sneak_and_show/1/decklist.txt new file mode 100644 index 0000000..c18f2d0 --- /dev/null +++ b/strategies/legacy/legacy_sneak_and_show/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +4 Ancient Tomb +2 Flooded Strand +2 Island +4 Scalding Tarn +3 Volcanic Island +4 Brainstorm +3 Ponder +4 Show and Tell +3 Stock Up +2 Spell Pierce +1 Mountain +4 Atraxa, Grand Unifier +3 Emrakul, the Aeons Torn +1 Through the Breach +2 Omniscience +2 Prismari Charm +4 Force of Will +3 Sneak Attack +4 Lotus Petal +1 Misty Rainforest +2 Flusterstorm +1 Thundering Falls +1 City of Traitors + +Sideboard (15) +1 Abrade +1 Grafdigger's Cage +2 Red Elemental Blast +1 Crash +2 Disruptor Flute +3 Hexing Squelcher +2 Hydroblast +1 Fury +1 Through the Breach +1 Blood Moon diff --git a/strategies/legacy/legacy_sneak_and_show/1/first_principles.md b/strategies/legacy/legacy_sneak_and_show/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_sneak_and_show/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_sneak_and_show/1/guide.md b/strategies/legacy/legacy_sneak_and_show/1/guide.md new file mode 100644 index 0000000..bd97846 --- /dev/null +++ b/strategies/legacy/legacy_sneak_and_show/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Sneak and Show. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo. Guide status: pending manual import. + +## Thesis +fast Show and Tell threat cheating + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_sneak_and_show/1/metadata.json b/strategies/legacy/legacy_sneak_and_show/1/metadata.json new file mode 100644 index 0000000..5180cbd --- /dev/null +++ b/strategies/legacy/legacy_sneak_and_show/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "fast Show and Tell threat cheating", + "created_at": 1781240842, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "legacy Sneak and Show distinct metagame coverage: fast Show and Tell threat cheating", + "event_date": "May 30, 2026", + "event_name": "Legacy Challenge 32 2026-05-30 (1); 1st Place, 6-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy Sneak and Show distinct metagame coverage: fast Show and Tell threat cheating", + "source_deck_id": "7808815", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-sneak-and-show" + }, + "strategy_id": "legacy_sneak_and_show", + "strategy_label": "Sneak and Show", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_sneak_and_show/1/reflection.md b/strategies/legacy/legacy_sneak_and_show/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_sneak_and_show/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_the_epic_storm/1/decklist.txt b/strategies/legacy/legacy_the_epic_storm/1/decklist.txt new file mode 100644 index 0000000..7487f31 --- /dev/null +++ b/strategies/legacy/legacy_the_epic_storm/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +4 Brainstorm +4 Lion's Eye Diamond +4 Burning Wish +1 Underground Sea +4 Mox Opal +4 Gamble +4 Lotus Petal +4 Dark Ritual +3 Echo of Eons +3 Beseech the Mirror +1 Song of Creation +3 Hexing Squelcher +1 Gaea's Will +1 Tendrils of Agony +3 Scalding Tarn +1 Badlands +4 Chrome Mox +1 Undercity Sewers +2 Bloodstained Mire +3 Veil of Summer +1 Runehorn Hellkite +1 Taiga +1 Commercial District +2 Verdant Catacombs + +Sideboard (15) +1 Peer into the Abyss +1 Beseech the Mirror +1 Tendrils of Agony +3 Boomerang Basics +4 Thoughtseize +1 Empty the Warrens +1 Echo of Eons +1 Approach of the Second Sun +2 Boseiju, Who Endures diff --git a/strategies/legacy/legacy_the_epic_storm/1/first_principles.md b/strategies/legacy/legacy_the_epic_storm/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_the_epic_storm/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/legacy/legacy_the_epic_storm/1/guide.md b/strategies/legacy/legacy_the_epic_storm/1/guide.md new file mode 100644 index 0000000..3cd9b59 --- /dev/null +++ b/strategies/legacy/legacy_the_epic_storm/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +The EPIC Storm. Format: Legacy. Main deck count: 60. Sideboard count: 15. Tags: combo, storm, spells. Guide status: pending manual import. + +## Thesis +fast ritual storm + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/legacy/legacy_the_epic_storm/1/metadata.json b/strategies/legacy/legacy_the_epic_storm/1/metadata.json new file mode 100644 index 0000000..3422f86 --- /dev/null +++ b/strategies/legacy/legacy_the_epic_storm/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "fast ritual storm", + "created_at": 1781240846, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "legacy" + ], + "mechanic_tags": [ + "storm", + "spells" + ], + "source_metadata": { + "coverage_reason": "legacy The EPIC Storm distinct metagame coverage: fast ritual storm", + "event_date": "May 30, 2026", + "event_name": "Legacy Challenge 32 2026-05-30; 1st Place, 7-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "legacy The EPIC Storm distinct metagame coverage: fast ritual storm", + "source_deck_id": "7808204", + "source_format": "legacy", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/legacy-the-epic-storm" + }, + "strategy_id": "legacy_the_epic_storm", + "strategy_label": "The EPIC Storm", + "tags": [ + "combo", + "storm", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/legacy/legacy_the_epic_storm/1/reflection.md b/strategies/legacy/legacy_the_epic_storm/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/legacy/legacy_the_epic_storm/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_affinity/1/decklist.txt b/strategies/modern/modern_affinity/1/decklist.txt new file mode 100644 index 0000000..42d346e --- /dev/null +++ b/strategies/modern/modern_affinity/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +2 Arcbound Ravager +3 Claws of Gix +1 Shadowspear +1 Emry, Lurker of the Loch +4 Engineered Explosives +2 Fiery Islet +1 Galvanic Blast +2 Island +4 Kappa Cannoneer +1 Krang, Master Mind +2 Metallic Rebuke +4 Mishra's Bauble +4 Mox Opal +4 Pinnacle Emissary +1 Pithing Needle +2 Sink into Stupor +1 Skateboard +4 Spirebluff Canal +3 Steam Vents +4 Tormod's Crypt +4 Urza's Saga +4 Weapons Manufacturing +2 Welding Jar + +Sideboard (15) +3 Consign to Memory +1 Damping Sphere +2 Force of Negation +2 Galvanic Blast +2 Harbinger of the Seas +1 Mystical Dispute +1 Shattering Spree +1 Vexing Bauble +2 Whipflare diff --git a/strategies/modern/modern_affinity/1/first_principles.md b/strategies/modern/modern_affinity/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_affinity/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_affinity/1/guide.md b/strategies/modern/modern_affinity/1/guide.md new file mode 100644 index 0000000..5bb81e2 --- /dev/null +++ b/strategies/modern/modern_affinity/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Affinity. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: aggro, artifact. Guide status: pending manual import. + +## Thesis +artifact swarm and affinity pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_affinity/1/metadata.json b/strategies/modern/modern_affinity/1/metadata.json new file mode 100644 index 0000000..b77d4a6 --- /dev/null +++ b/strategies/modern/modern_affinity/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "artifact swarm and affinity pressure", + "created_at": 1781240829, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "modern Affinity distinct metagame coverage: artifact swarm and affinity pressure", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 7th Place, 5-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Affinity distinct metagame coverage: artifact swarm and affinity pressure", + "source_deck_id": "7809958", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-affinity" + }, + "strategy_id": "modern_affinity", + "strategy_label": "Affinity", + "tags": [ + "aggro", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_affinity/1/reflection.md b/strategies/modern/modern_affinity/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_affinity/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_amulet_titan/1/decklist.txt b/strategies/modern/modern_amulet_titan/1/decklist.txt new file mode 100644 index 0000000..9b50003 --- /dev/null +++ b/strategies/modern/modern_amulet_titan/1/decklist.txt @@ -0,0 +1,42 @@ +Main (60) +1 Echoing Deeps +1 Otawara, Soaring City +4 Gruul Turf +4 Arboreal Grazer +3 Forest +3 Scapeshift +1 Tolaria West +1 Urza's Cave +4 Amulet of Vigor +1 Dryad Arbor +3 Simic Growth Chamber +1 Zuran Orb +4 Green Sun's Zenith +1 The Mycosynth Gardens +4 Crumbling Vestige +2 Malevolent Rumble +1 Shifting Woodland +1 Aftermath Analyst +3 Primeval Titan +4 Spelunking +1 Hanweir Battlements +1 Cultivator Colossus +1 Mirrorpool +2 Summoner's Pact +4 Urza's Saga +3 Boseiju, Who Endures +1 Vesuva + +Sideboard (15) +1 Firespout +2 Vexing Bauble +2 Dismember +1 Collector Ouphe +1 Six +1 Bojuka Bog +1 Icetill Explorer +2 Force of Vigor +1 Elvish Reclaimer +1 Soul-Guide Lantern +1 Insidious Fungus +1 Fire Magic diff --git a/strategies/modern/modern_amulet_titan/1/first_principles.md b/strategies/modern/modern_amulet_titan/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_amulet_titan/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_amulet_titan/1/guide.md b/strategies/modern/modern_amulet_titan/1/guide.md new file mode 100644 index 0000000..5fe6fd2 --- /dev/null +++ b/strategies/modern/modern_amulet_titan/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Amulet Titan. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, ramp. Guide status: pending manual import. + +## Thesis +Amulet land engine ramp + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_amulet_titan/1/metadata.json b/strategies/modern/modern_amulet_titan/1/metadata.json new file mode 100644 index 0000000..f887219 --- /dev/null +++ b/strategies/modern/modern_amulet_titan/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "combo", + "ramp" + ], + "colors": [ + "G" + ], + "concept_text": "Amulet land engine ramp", + "created_at": 1781240833, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "modern Amulet Titan distinct metagame coverage: Amulet land engine ramp", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 1st Place, 8-1-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Amulet Titan distinct metagame coverage: Amulet land engine ramp", + "source_deck_id": "7809952", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/amulet-titan" + }, + "strategy_id": "modern_amulet_titan", + "strategy_label": "Amulet Titan", + "tags": [ + "combo", + "ramp" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_amulet_titan/1/reflection.md b/strategies/modern/modern_amulet_titan/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_amulet_titan/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_asmo_food/1/decklist.txt b/strategies/modern/modern_asmo_food/1/decklist.txt new file mode 100644 index 0000000..9ce206e --- /dev/null +++ b/strategies/modern/modern_asmo_food/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +2 Bloodstained Mire +2 Sacred Foundry +2 Relic of Progenitus +2 Faithless Looting +2 Wooded Foothills +2 Mountain +1 Plains +4 Ovalchase Daredevil +4 Asmoranomardicadaistinaculdacar +4 The Underworld Cookbook +4 Arid Mesa +4 Urza's Saga +1 Sokenzan, Crucible of Defiance +4 Inti, Seneschal of the Sun +2 Elegant Parlor +2 Vexing Bauble +2 Artist's Talent +4 Monument to Endurance +4 Hardened Academic +4 Mox Opal +4 Galvanic Blast + +Sideboard (15) +2 Relic of Progenitus +1 Pithing Needle +2 Wear // Tear +2 Drannith Magistrate +2 Prismatic Ending +2 Obsidian Charmaw +2 Vexing Bauble +2 Pyroclasm diff --git a/strategies/modern/modern_asmo_food/1/first_principles.md b/strategies/modern/modern_asmo_food/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_asmo_food/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_asmo_food/1/guide.md b/strategies/modern/modern_asmo_food/1/guide.md new file mode 100644 index 0000000..635f234 --- /dev/null +++ b/strategies/modern/modern_asmo_food/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Asmo Food. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: midrange, combo, artifact, sacrifice, food. Guide status: pending manual import. + +## Thesis +food artifact engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_asmo_food/1/metadata.json b/strategies/modern/modern_asmo_food/1/metadata.json new file mode 100644 index 0000000..6b7267e --- /dev/null +++ b/strategies/modern/modern_asmo_food/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "midrange", + "combo" + ], + "colors": [ + "W", + "B", + "R" + ], + "concept_text": "food artifact engine", + "created_at": 1781240835, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "artifact", + "sacrifice", + "food" + ], + "source_metadata": { + "coverage_reason": "modern Asmo Food distinct metagame coverage: food artifact engine", + "event_date": "Jun 5, 2026", + "event_name": "Modern League 2026-06-05; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 22, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Asmo Food distinct metagame coverage: food artifact engine", + "source_deck_id": "7822255", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-asmo-food" + }, + "strategy_id": "modern_asmo_food", + "strategy_label": "Asmo Food", + "tags": [ + "midrange", + "combo", + "artifact", + "sacrifice", + "food" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_asmo_food/1/reflection.md b/strategies/modern/modern_asmo_food/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_asmo_food/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_azorius_control/1/decklist.txt b/strategies/modern/modern_azorius_control/1/decklist.txt new file mode 100644 index 0000000..3a71960 --- /dev/null +++ b/strategies/modern/modern_azorius_control/1/decklist.txt @@ -0,0 +1,39 @@ +Main (60) +4 Orim's Chant +1 Isochron Scepter +3 Counterspell +3 Consult the Star Charts +2 Supreme Verdict +3 Tune the Narrative +1 Force of Negation +1 March of Otherworldly Light +3 Prismatic Ending +3 Wrath of the Skies +4 Flooded Strand +1 Day's Undoing +3 Narset, Parter of Veils +3 Teferi, Time Raveler +1 Teferi, Hero of Dominaria +3 Arid Mesa +2 Hallowed Fountain +2 Meticulous Archive +2 Scalding Tarn +2 Mystic Gate +2 Plains +2 Island +1 Geier Reach Sanitarium +1 Hall of Storm Giants +1 Monumental Henge +1 Thundering Falls +1 Watery Grave +4 Solitude + +Sideboard (15) +1 Isochron Scepter +1 Wrath of the Skies +1 Kaheera, the Orphanguard +4 Consign to Memory +3 Mystical Dispute +2 High Noon +1 Celestial Purge +2 Rest in Peace diff --git a/strategies/modern/modern_azorius_control/1/first_principles.md b/strategies/modern/modern_azorius_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_azorius_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_azorius_control/1/guide.md b/strategies/modern/modern_azorius_control/1/guide.md new file mode 100644 index 0000000..54370b8 --- /dev/null +++ b/strategies/modern/modern_azorius_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Control. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +blue-white control baseline + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_azorius_control/1/metadata.json b/strategies/modern/modern_azorius_control/1/metadata.json new file mode 100644 index 0000000..f02568a --- /dev/null +++ b/strategies/modern/modern_azorius_control/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "blue-white control baseline", + "created_at": 1781240834, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "modern Azorius Control distinct metagame coverage: blue-white control baseline", + "event_date": "Jun 10, 2026", + "event_name": "Modern League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 19, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Azorius Control distinct metagame coverage: blue-white control baseline", + "source_deck_id": "7829037", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/wu-68d6e340-6601-4aab-9a70-4bdccc013e7e" + }, + "strategy_id": "modern_azorius_control", + "strategy_label": "Azorius Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_azorius_control/1/reflection.md b/strategies/modern/modern_azorius_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_azorius_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_belcher/1/decklist.txt b/strategies/modern/modern_belcher/1/decklist.txt new file mode 100644 index 0000000..e6fef6a --- /dev/null +++ b/strategies/modern/modern_belcher/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +4 Orim's Chant +1 Razorgrass Ambush +4 Witch Enchanter +4 Pinnacle Monk +4 Sundering Eruption +4 Legion Leadership +4 Stormscale Scion +4 Desperate Ritual +4 Pyretic Ritual +4 Manamorphose +4 Goblin Charbelcher +4 Talisman of Conviction +4 Irencrag Feat +4 Shatterskull Smashing +4 Strike It Rich +3 March of Reckless Joy + +Sideboard (15) +2 Static Prison +1 Mountain +2 Redirect Lightning +3 Blood Moon +2 Shattering Spree +2 Silence +3 Wear // Tear diff --git a/strategies/modern/modern_belcher/1/first_principles.md b/strategies/modern/modern_belcher/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_belcher/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_belcher/1/guide.md b/strategies/modern/modern_belcher/1/guide.md new file mode 100644 index 0000000..e989be6 --- /dev/null +++ b/strategies/modern/modern_belcher/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Belcher. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, artifact, spells. Guide status: pending manual import. + +## Thesis +land-light Belcher combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_belcher/1/metadata.json b/strategies/modern/modern_belcher/1/metadata.json new file mode 100644 index 0000000..ccd2c43 --- /dev/null +++ b/strategies/modern/modern_belcher/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "land-light Belcher combo", + "created_at": 1781240831, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "artifact", + "spells" + ], + "source_metadata": { + "coverage_reason": "modern Belcher distinct metagame coverage: land-light Belcher combo", + "event_date": "May 26, 2026", + "event_name": "Modern League 2026-05-26; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Belcher distinct metagame coverage: land-light Belcher combo", + "source_deck_id": "7803911", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-belcher-e9e93d4f-ed4a-44f6-9173-f8bd560e3900" + }, + "strategy_id": "modern_belcher", + "strategy_label": "Belcher", + "tags": [ + "combo", + "artifact", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_belcher/1/reflection.md b/strategies/modern/modern_belcher/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_belcher/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_boros_burn/1/decklist.txt b/strategies/modern/modern_boros_burn/1/decklist.txt new file mode 100644 index 0000000..b306f0a --- /dev/null +++ b/strategies/modern/modern_boros_burn/1/decklist.txt @@ -0,0 +1,28 @@ +Main (60) +3 Mountain +1 Elegant Parlor +2 Barbarian Ring +4 Arena of Glory +4 Boltwave +4 Seal of Fire +4 Lava Spike +2 Sacred Foundry +4 Lightning Bolt +4 Rift Bolt +4 Searing Blaze +4 Boros Charm +4 Monastery Swiftspear +2 Bloodstained Mire +2 Wooded Foothills +4 Chandra's Incinerator +4 Dragon's Rage Channeler +4 Scalding Tarn + +Sideboard (15) +2 Meltdown +3 Tormod's Crypt +1 Skullcrack +2 Searing Blood +2 Eidolon of the Great Revel +2 Roiling Vortex +3 Wear // Tear diff --git a/strategies/modern/modern_boros_burn/1/first_principles.md b/strategies/modern/modern_boros_burn/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_boros_burn/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_boros_burn/1/guide.md b/strategies/modern/modern_boros_burn/1/guide.md new file mode 100644 index 0000000..d8da2f7 --- /dev/null +++ b/strategies/modern/modern_boros_burn/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Boros Burn. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: aggro, burn, spells. Guide status: pending manual import. + +## Thesis +linear burn baseline + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_boros_burn/1/metadata.json b/strategies/modern/modern_boros_burn/1/metadata.json new file mode 100644 index 0000000..e346ce0 --- /dev/null +++ b/strategies/modern/modern_boros_burn/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "aggro", + "burn" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "linear burn baseline", + "created_at": 1781240834, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "modern Boros Burn distinct metagame coverage: linear burn baseline", + "event_date": "Jun 10, 2026", + "event_name": "Modern League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 18, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Boros Burn distinct metagame coverage: linear burn baseline", + "source_deck_id": "7829844", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-boros-burn" + }, + "strategy_id": "modern_boros_burn", + "strategy_label": "Boros Burn", + "tags": [ + "aggro", + "burn", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_boros_burn/1/reflection.md b/strategies/modern/modern_boros_burn/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_boros_burn/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_boros_energy/1/decklist.txt b/strategies/modern/modern_boros_energy/1/decklist.txt new file mode 100644 index 0000000..d896540 --- /dev/null +++ b/strategies/modern/modern_boros_energy/1/decklist.txt @@ -0,0 +1,37 @@ +Main (60) +1 The Legend of Roku +2 Blood Moon +3 Goblin Bombardment +1 Redirect Lightning +1 Static Prison +1 Lightning Bolt +4 Galvanic Discharge +2 Thraben Charm +2 Seasoned Pyromancer +2 Ranger-Captain of Eos +2 Voice of Victory +4 Ajani, Nacatl Pariah +4 Ragavan, Nimble Pilferer +4 Ocelot Pride +4 Guide of Souls +4 Arid Mesa +4 Marsh Flats +4 Windswept Heath +1 Arena of Glory +1 Dalkovan Encampment +3 Sacred Foundry +2 Elegant Parlor +1 Mountain +3 Plains + +Sideboard (15) +1 The Legend of Roku +1 Meltdown +1 Wrath of the Skies +2 Obsidian Charmaw +1 Wear // Tear +2 Vexing Bauble +2 Rest in Peace +1 Damping Sphere +2 High Noon +2 Orim's Chant diff --git a/strategies/modern/modern_boros_energy/1/first_principles.md b/strategies/modern/modern_boros_energy/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_boros_energy/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_boros_energy/1/guide.md b/strategies/modern/modern_boros_energy/1/guide.md new file mode 100644 index 0000000..39417c9 --- /dev/null +++ b/strategies/modern/modern_boros_energy/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Boros Energy. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, energy. Guide status: pending manual import. + +## Thesis +Boros energy tempo-pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_boros_energy/1/metadata.json b/strategies/modern/modern_boros_energy/1/metadata.json new file mode 100644 index 0000000..987cd17 --- /dev/null +++ b/strategies/modern/modern_boros_energy/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "Boros energy tempo-pressure", + "created_at": 1781240829, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "energy" + ], + "source_metadata": { + "coverage_reason": "modern Boros Energy distinct metagame coverage: Boros energy tempo-pressure", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 3rd Place, 6-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Boros Energy distinct metagame coverage: Boros energy tempo-pressure", + "source_deck_id": "7809954", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-boros-energy" + }, + "strategy_id": "modern_boros_energy", + "strategy_label": "Boros Energy", + "tags": [ + "aggro", + "midrange", + "energy" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_boros_energy/1/reflection.md b/strategies/modern/modern_boros_energy/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_boros_energy/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_crashing_footfalls/1/decklist.txt b/strategies/modern/modern_crashing_footfalls/1/decklist.txt new file mode 100644 index 0000000..24f6c13 --- /dev/null +++ b/strategies/modern/modern_crashing_footfalls/1/decklist.txt @@ -0,0 +1,38 @@ +Main (60) +4 Crashing Footfalls +4 Dead // Gone +1 Steam Vents +4 Shardless Agent +2 Wistfulness +4 Subtlety +1 Vibrance +1 Thundering Falls +4 Fire // Ice +4 Misty Rainforest +2 Island +4 Force of Negation +1 Stomping Ground +3 Wooded Foothills +2 Quantum Riddler +1 Mistrise Village +2 Sink into Stupor +1 Commercial District +1 Hedge Maze +1 Boseiju, Who Endures +4 Violent Outburst +2 Endurance +3 Scalding Tarn +1 Forest +1 Mountain +1 Breeding Pool +1 Repudiate // Replicate + +Sideboard (15) +2 Force of Vigor +2 Mystical Dispute +2 Brotherhood's End +2 Inevitable Betrayal +3 Obsidian Charmaw +2 Endurance +1 Fable of the Mirror-Breaker +1 Boseiju, Who Endures diff --git a/strategies/modern/modern_crashing_footfalls/1/first_principles.md b/strategies/modern/modern_crashing_footfalls/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_crashing_footfalls/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_crashing_footfalls/1/guide.md b/strategies/modern/modern_crashing_footfalls/1/guide.md new file mode 100644 index 0000000..4e47ee7 --- /dev/null +++ b/strategies/modern/modern_crashing_footfalls/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Crashing Footfalls. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: tempo, combo, cascade, tokens. Guide status: pending manual import. + +## Thesis +cascade Rhino tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_crashing_footfalls/1/metadata.json b/strategies/modern/modern_crashing_footfalls/1/metadata.json new file mode 100644 index 0000000..ea347bd --- /dev/null +++ b/strategies/modern/modern_crashing_footfalls/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "tempo", + "combo" + ], + "colors": [ + "U", + "R", + "G" + ], + "concept_text": "cascade Rhino tempo", + "created_at": 1781240833, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "cascade", + "tokens" + ], + "source_metadata": { + "coverage_reason": "modern Crashing Footfalls distinct metagame coverage: cascade Rhino tempo", + "event_date": "Jun 5, 2026", + "event_name": "Modern League 2026-06-05; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 16, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Crashing Footfalls distinct metagame coverage: cascade Rhino tempo", + "source_deck_id": "7822615", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-crashing-footfalls" + }, + "strategy_id": "modern_crashing_footfalls", + "strategy_label": "Crashing Footfalls", + "tags": [ + "tempo", + "combo", + "cascade", + "tokens" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_crashing_footfalls/1/reflection.md b/strategies/modern/modern_crashing_footfalls/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_crashing_footfalls/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_dimir_midrange/1/decklist.txt b/strategies/modern/modern_dimir_midrange/1/decklist.txt new file mode 100644 index 0000000..a588528 --- /dev/null +++ b/strategies/modern/modern_dimir_midrange/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +1 Swamp +3 Quantum Riddler +3 Tamiyo, Inquisitive Student +2 Sink into Stupor +4 Psychic Frog +1 Sheoldred's Edict +2 Undercity Sewers +3 Orcish Bowmasters +2 Kaito, Bane of Nightmares +1 Otawara, Soaring City +3 Subtlety +1 Murktide Regent +1 Cling to Dust +3 Watery Grave +2 Darkslick Shores +2 Island +1 Spell Snare +2 Preordain +3 Thoughtseize +2 Marsh Flats +3 Flooded Strand +4 Polluted Delta +4 Counterspell +4 Fatal Push +3 Force of Negation + +Sideboard (15) +2 Toxic Deluge +4 Consign to Memory +2 Harbinger of the Seas +1 Nihil Spellbomb +2 Chalice of the Void +2 Mystical Dispute +2 Engineered Explosives diff --git a/strategies/modern/modern_dimir_midrange/1/first_principles.md b/strategies/modern/modern_dimir_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_dimir_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_dimir_midrange/1/guide.md b/strategies/modern/modern_dimir_midrange/1/guide.md new file mode 100644 index 0000000..77209d9 --- /dev/null +++ b/strategies/modern/modern_dimir_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Midrange. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: midrange, control, discard. Guide status: pending manual import. + +## Thesis +blue-black interactive attrition + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_dimir_midrange/1/metadata.json b/strategies/modern/modern_dimir_midrange/1/metadata.json new file mode 100644 index 0000000..f0fc7ed --- /dev/null +++ b/strategies/modern/modern_dimir_midrange/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "blue-black interactive attrition", + "created_at": 1781240833, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "discard" + ], + "source_metadata": { + "coverage_reason": "modern Dimir Midrange distinct metagame coverage: blue-black interactive attrition", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 2nd Place, 8-1-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Dimir Midrange distinct metagame coverage: blue-black interactive attrition", + "source_deck_id": "7809953", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-dimir-midrange" + }, + "strategy_id": "modern_dimir_midrange", + "strategy_label": "Dimir Midrange", + "tags": [ + "midrange", + "control", + "discard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_dimir_midrange/1/reflection.md b/strategies/modern/modern_dimir_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_dimir_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_domain_zoo/1/decklist.txt b/strategies/modern/modern_domain_zoo/1/decklist.txt new file mode 100644 index 0000000..89ba1ac --- /dev/null +++ b/strategies/modern/modern_domain_zoo/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +4 Wooded Foothills +1 Steam Vents +2 Consign to Memory +4 Doorkeeper Thrull +1 Sacred Foundry +2 Fable of the Mirror-Breaker +2 Fatal Push +1 Overgrown Tomb +4 Kroxa, Titan of Death's Hunger +4 Leyline Binding +4 Leyline of the Guildpact +4 Marsh Flats +4 Lightning Bolt +1 Mountain +1 Godless Shrine +4 Ragavan, Nimble Pilferer +1 Elegant Parlor +4 Scion of Draco +4 Bloodstained Mire +1 Swamp +4 Territorial Kavu +2 Arena of Glory +1 Zagoth Triome + +Sideboard (15) +2 Consign to Memory +1 High Noon +2 Mystical Dispute +2 Obsidian Charmaw +2 Stubborn Denial +2 Wear // Tear +4 Wrath of the Skies diff --git a/strategies/modern/modern_domain_zoo/1/first_principles.md b/strategies/modern/modern_domain_zoo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_domain_zoo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_domain_zoo/1/guide.md b/strategies/modern/modern_domain_zoo/1/guide.md new file mode 100644 index 0000000..937aefa --- /dev/null +++ b/strategies/modern/modern_domain_zoo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Domain Zoo. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange. Guide status: pending manual import. + +## Thesis +five-color efficient creature aggro + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_domain_zoo/1/metadata.json b/strategies/modern/modern_domain_zoo/1/metadata.json new file mode 100644 index 0000000..794daa9 --- /dev/null +++ b/strategies/modern/modern_domain_zoo/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "five-color efficient creature aggro", + "created_at": 1781240833, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "modern Domain Zoo distinct metagame coverage: five-color efficient creature aggro", + "event_date": "Jun 10, 2026", + "event_name": "Modern League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Domain Zoo distinct metagame coverage: five-color efficient creature aggro", + "source_deck_id": "7829105", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-domain-zoo" + }, + "strategy_id": "modern_domain_zoo", + "strategy_label": "Domain Zoo", + "tags": [ + "aggro", + "midrange" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_domain_zoo/1/reflection.md b/strategies/modern/modern_domain_zoo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_domain_zoo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_eldrazi_tron/1/decklist.txt b/strategies/modern/modern_eldrazi_tron/1/decklist.txt new file mode 100644 index 0000000..8abd49a --- /dev/null +++ b/strategies/modern/modern_eldrazi_tron/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +1 All Is Dust +4 Chalice of the Void +4 Devourer of Destiny +4 Eldrazi Temple +1 Emrakul, the Promised End +4 Expedition Map +4 Glaring Fleshraker +1 Karn Liberated +4 Karn, the Great Creator +4 Kozilek's Command +4 Mind Stone +4 Thought-Knot Seer +4 Ugin's Labyrinth +4 Ugin, Eye of the Storms +4 Urza's Mine +4 Urza's Power Plant +4 Urza's Tower +1 Swamp + +Sideboard (15) +1 Cityscape Leveler +1 Ensnaring Bridge +1 Grafdigger's Cage +1 Liquimetal Coating +1 Mindslaver +1 Oblivion Stone +1 Pithing Needle +1 Skysovereign, Consul Flagship +1 Tormod's Crypt +3 Torpor Orb +1 Trinisphere +1 Walking Ballista +1 Engineered Explosives diff --git a/strategies/modern/modern_eldrazi_tron/1/first_principles.md b/strategies/modern/modern_eldrazi_tron/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_eldrazi_tron/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_eldrazi_tron/1/guide.md b/strategies/modern/modern_eldrazi_tron/1/guide.md new file mode 100644 index 0000000..67a89b8 --- /dev/null +++ b/strategies/modern/modern_eldrazi_tron/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Eldrazi Tron. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: big-mana, midrange, artifact. Guide status: pending manual import. + +## Thesis +Tron lands into Eldrazi threats + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_eldrazi_tron/1/metadata.json b/strategies/modern/modern_eldrazi_tron/1/metadata.json new file mode 100644 index 0000000..54d5df1 --- /dev/null +++ b/strategies/modern/modern_eldrazi_tron/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "big-mana", + "midrange" + ], + "colors": [ + "C" + ], + "concept_text": "Tron lands into Eldrazi threats", + "created_at": 1781240831, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "modern Eldrazi Tron distinct metagame coverage: Tron lands into Eldrazi threats", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 13th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Eldrazi Tron distinct metagame coverage: Tron lands into Eldrazi threats", + "source_deck_id": "7809964", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/eldrazi-tron" + }, + "strategy_id": "modern_eldrazi_tron", + "strategy_label": "Eldrazi Tron", + "tags": [ + "big-mana", + "midrange", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_eldrazi_tron/1/reflection.md b/strategies/modern/modern_eldrazi_tron/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_eldrazi_tron/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_esper_blink/1/decklist.txt b/strategies/modern/modern_esper_blink/1/decklist.txt new file mode 100644 index 0000000..bd32b84 --- /dev/null +++ b/strategies/modern/modern_esper_blink/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +1 Boggart Trawler +3 Emperor of Bones +3 Ephemerate +3 Fatal Push +1 Flickerwisp +4 Flooded Strand +2 Godless Shrine +1 Hallowed Fountain +1 March of Otherworldly Light +4 Marsh Flats +1 Meticulous Archive +4 Overlord of the Balemurk +4 Phelia, Exuberant Shepherd +2 Plains +1 Polluted Delta +2 Prismatic Ending +4 Quantum Riddler +1 Shadowy Backstreet +4 Solitude +1 Swamp +3 Teferi, Time Raveler +4 Thoughtseize +1 Undercity Sewers +1 Watery Grave +4 Witch Enchanter + +Sideboard (15) +1 Archon of Emeria +2 Clarion Conqueror +3 Consign to Memory +2 High Noon +3 Mystical Dispute +1 Surgical Extraction +3 Wrath of the Skies diff --git a/strategies/modern/modern_esper_blink/1/first_principles.md b/strategies/modern/modern_esper_blink/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_esper_blink/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_esper_blink/1/guide.md b/strategies/modern/modern_esper_blink/1/guide.md new file mode 100644 index 0000000..04c7a85 --- /dev/null +++ b/strategies/modern/modern_esper_blink/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Esper Blink. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: midrange, control, blink, artifact. Guide status: pending manual import. + +## Thesis +Esper blink/value control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_esper_blink/1/metadata.json b/strategies/modern/modern_esper_blink/1/metadata.json new file mode 100644 index 0000000..7c343b0 --- /dev/null +++ b/strategies/modern/modern_esper_blink/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "W", + "U", + "B" + ], + "concept_text": "Esper blink/value control", + "created_at": 1781240831, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "blink", + "artifact" + ], + "source_metadata": { + "coverage_reason": "modern Esper Blink distinct metagame coverage: Esper blink/value control", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 11th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Esper Blink distinct metagame coverage: Esper blink/value control", + "source_deck_id": "7809962", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-esper-genericblink" + }, + "strategy_id": "modern_esper_blink", + "strategy_label": "Esper Blink", + "tags": [ + "midrange", + "control", + "blink", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_esper_blink/1/reflection.md b/strategies/modern/modern_esper_blink/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_esper_blink/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_goryo_s_vengeance/1/decklist.txt b/strategies/modern/modern_goryo_s_vengeance/1/decklist.txt new file mode 100644 index 0000000..c686714 --- /dev/null +++ b/strategies/modern/modern_goryo_s_vengeance/1/decklist.txt @@ -0,0 +1,40 @@ +Main (60) +4 Atraxa, Grand Unifier +4 Ephemerate +3 Faithful Mending +4 Flooded Strand +1 Godless Shrine +4 Goryo's Vengeance +1 Griselbrand +1 Hallowed Fountain +1 Island +1 March of Otherworldly Light +3 Marsh Flats +1 Meticulous Archive +1 Plains +4 Polluted Delta +2 Prismatic Ending +4 Psychic Frog +4 Quantum Riddler +1 Shadowy Backstreet +4 Solitude +1 Swamp +2 Teferi, Time Raveler +1 Undercity Sewers +1 Watery Grave +1 Quest for the Nihil Stone +1 Nihil Spellbomb +2 Pest Control +2 Force of Negation +1 Winternight Stories + +Sideboard (15) +4 Consign to Memory +2 Surgical Extraction +1 Mystical Dispute +1 Force of Negation +1 Subtlety +1 Engineered Explosives +2 Ashiok, Dream Render +2 Damping Sphere +1 March of Otherworldly Light diff --git a/strategies/modern/modern_goryo_s_vengeance/1/first_principles.md b/strategies/modern/modern_goryo_s_vengeance/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_goryo_s_vengeance/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_goryo_s_vengeance/1/guide.md b/strategies/modern/modern_goryo_s_vengeance/1/guide.md new file mode 100644 index 0000000..94a1169 --- /dev/null +++ b/strategies/modern/modern_goryo_s_vengeance/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Goryo's Vengeance. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, graveyard. Guide status: pending manual import. + +## Thesis +instant-speed reanimation combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_goryo_s_vengeance/1/metadata.json b/strategies/modern/modern_goryo_s_vengeance/1/metadata.json new file mode 100644 index 0000000..6face38 --- /dev/null +++ b/strategies/modern/modern_goryo_s_vengeance/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "instant-speed reanimation combo", + "created_at": 1781240830, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "modern Goryo's Vengeance distinct metagame coverage: instant-speed reanimation combo", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 14th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Goryo's Vengeance distinct metagame coverage: instant-speed reanimation combo", + "source_deck_id": "7809965", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-goryo-s-vengeance" + }, + "strategy_id": "modern_goryo_s_vengeance", + "strategy_label": "Goryo's Vengeance", + "tags": [ + "combo", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_goryo_s_vengeance/1/reflection.md b/strategies/modern/modern_goryo_s_vengeance/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_goryo_s_vengeance/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_grixis_reanimator/1/decklist.txt b/strategies/modern/modern_grixis_reanimator/1/decklist.txt new file mode 100644 index 0000000..8cdf807 --- /dev/null +++ b/strategies/modern/modern_grixis_reanimator/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Abhorrent Oculus +4 Archon of Cruelty +1 Blood Crypt +4 Bloodstained Mire +4 Emperor of Bones +4 Faithless Looting +4 Fatal Push +1 Island +4 Persist +4 Polluted Delta +4 Psychic Frog +1 Raucous Theater +1 Scalding Tarn +2 Spell Pierce +1 Steam Vents +2 Swamp +4 Thought Scour +4 Thoughtseize +1 Thundering Falls +1 Undercity Sewers +4 Unearth +1 Watery Grave + +Sideboard (15) +4 Consign to Memory +2 Damping Sphere +2 Meltdown +2 Mystical Dispute +2 Pyroclasm +1 Surgical Extraction +2 Vexing Bauble diff --git a/strategies/modern/modern_grixis_reanimator/1/first_principles.md b/strategies/modern/modern_grixis_reanimator/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_grixis_reanimator/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_grixis_reanimator/1/guide.md b/strategies/modern/modern_grixis_reanimator/1/guide.md new file mode 100644 index 0000000..a846dde --- /dev/null +++ b/strategies/modern/modern_grixis_reanimator/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Grixis Reanimator. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, reanimator, graveyard. Guide status: pending manual import. + +## Thesis +Grixis graveyard threat cheating + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_grixis_reanimator/1/metadata.json b/strategies/modern/modern_grixis_reanimator/1/metadata.json new file mode 100644 index 0000000..d297d46 --- /dev/null +++ b/strategies/modern/modern_grixis_reanimator/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "Grixis graveyard threat cheating", + "created_at": 1781240831, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "reanimator", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "modern Grixis Reanimator distinct metagame coverage: Grixis graveyard threat cheating", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 4th Place, 6-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Grixis Reanimator distinct metagame coverage: Grixis graveyard threat cheating", + "source_deck_id": "7809955", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-grixis-reanimator" + }, + "strategy_id": "modern_grixis_reanimator", + "strategy_label": "Grixis Reanimator", + "tags": [ + "combo", + "midrange", + "reanimator", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_grixis_reanimator/1/reflection.md b/strategies/modern/modern_grixis_reanimator/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_grixis_reanimator/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_gruul_broodscale_combo/1/decklist.txt b/strategies/modern/modern_gruul_broodscale_combo/1/decklist.txt new file mode 100644 index 0000000..f3a9443 --- /dev/null +++ b/strategies/modern/modern_gruul_broodscale_combo/1/decklist.txt @@ -0,0 +1,37 @@ +Main (60) +3 Vexing Bauble +4 Basking Broodscale +4 Urza's Saga +2 Boseiju, Who Endures +1 Stomping Ground +1 Springleaf Drum +1 Soul-Guide Lantern +1 Misty Rainforest +4 Kozilek's Command +4 Glaring Fleshraker +4 Grove of the Burnwillows +1 Haywire Mite +2 Forest +4 Malevolent Rumble +2 Emrakul, the Promised End +4 Eldrazi Temple +1 Commercial District +3 Unholy Heat +2 Cavern of Souls +3 Blade of the Bloodchief +4 Ancient Stirrings +4 Writhing Chrysalis +1 Wooded Foothills + +Sideboard (15) +2 Damping Sphere +1 Pithing Needle +2 Nature's Claim +1 Gemstone Caverns +1 Grafdigger's Cage +1 Force of Vigor +1 Emrakul, the Promised End +2 Thief of Existence +1 Unholy Heat +2 Warping Wail +1 Sire of Seven Deaths diff --git a/strategies/modern/modern_gruul_broodscale_combo/1/first_principles.md b/strategies/modern/modern_gruul_broodscale_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_gruul_broodscale_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_gruul_broodscale_combo/1/guide.md b/strategies/modern/modern_gruul_broodscale_combo/1/guide.md new file mode 100644 index 0000000..d64ac5d --- /dev/null +++ b/strategies/modern/modern_gruul_broodscale_combo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Gruul Broodscale Combo. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, counters. Guide status: pending manual import. + +## Thesis +Broodscale combo pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_gruul_broodscale_combo/1/metadata.json b/strategies/modern/modern_gruul_broodscale_combo/1/metadata.json new file mode 100644 index 0000000..823ff88 --- /dev/null +++ b/strategies/modern/modern_gruul_broodscale_combo/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "Broodscale combo pressure", + "created_at": 1781240832, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "counters" + ], + "source_metadata": { + "coverage_reason": "modern Gruul Broodscale Combo distinct metagame coverage: Broodscale combo pressure", + "event_date": "Jun 10, 2026", + "event_name": "Modern League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Gruul Broodscale Combo distinct metagame coverage: Broodscale combo pressure", + "source_deck_id": "7829307", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-gruul-basking-broodscale-combo" + }, + "strategy_id": "modern_gruul_broodscale_combo", + "strategy_label": "Gruul Broodscale Combo", + "tags": [ + "combo", + "midrange", + "counters" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_gruul_broodscale_combo/1/reflection.md b/strategies/modern/modern_gruul_broodscale_combo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_gruul_broodscale_combo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_hammer_time/1/decklist.txt b/strategies/modern/modern_hammer_time/1/decklist.txt new file mode 100644 index 0000000..ab0acb5 --- /dev/null +++ b/strategies/modern/modern_hammer_time/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Puresteel Paladin +4 Colossus Hammer +4 Leyline Axe +4 Mox Opal +1 Shadowspear +4 Urza's Saga +4 Cori-Steel Cutter +4 Steelshaper's Gift +4 Arid Mesa +4 Sunbaked Canyon +2 Sacred Foundry +4 Stoneforge Mystic +3 Plains +1 Paradise Mantle +3 Inkmoth Nexus +1 Elegant Parlor +4 Battlefield Improvisation +1 Umezawa's Jitte +4 Memnite + +Sideboard (15) +1 Pithing Needle +2 Wear // Tear +1 Tormod's Crypt +1 Vexing Bauble +2 Mana Tithe +2 Disruptor Flute +1 Chainsaw +2 Forge Anew +2 Damping Sphere +1 Tezzeret, Cruel Captain diff --git a/strategies/modern/modern_hammer_time/1/first_principles.md b/strategies/modern/modern_hammer_time/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_hammer_time/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_hammer_time/1/guide.md b/strategies/modern/modern_hammer_time/1/guide.md new file mode 100644 index 0000000..4e37551 --- /dev/null +++ b/strategies/modern/modern_hammer_time/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Hammer Time. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: aggro, combo, equipment, artifact. Guide status: pending manual import. + +## Thesis +equipment combo-aggro + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_hammer_time/1/metadata.json b/strategies/modern/modern_hammer_time/1/metadata.json new file mode 100644 index 0000000..febf8dd --- /dev/null +++ b/strategies/modern/modern_hammer_time/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "aggro", + "combo" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "equipment combo-aggro", + "created_at": 1781240835, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "equipment", + "artifact" + ], + "source_metadata": { + "coverage_reason": "modern Hammer Time distinct metagame coverage: equipment combo-aggro", + "event_date": "Jun 5, 2026", + "event_name": "Modern League 2026-06-05; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 20, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Hammer Time distinct metagame coverage: equipment combo-aggro", + "source_deck_id": "7822469", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-hammer-time" + }, + "strategy_id": "modern_hammer_time", + "strategy_label": "Hammer Time", + "tags": [ + "aggro", + "combo", + "equipment", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_hammer_time/1/reflection.md b/strategies/modern/modern_hammer_time/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_hammer_time/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_izzet_prowess/1/decklist.txt b/strategies/modern/modern_izzet_prowess/1/decklist.txt new file mode 100644 index 0000000..e9d38ab --- /dev/null +++ b/strategies/modern/modern_izzet_prowess/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Dragon's Rage Channeler +1 Stormchaser's Talent +3 Bloodstained Mire +4 Lightning Bolt +1 Boomerang Basics +4 Steam Vents +1 Flashback +3 Mutagenic Growth +4 Cori-Steel Cutter +4 Lava Dart +2 Mountain +4 Scalding Tarn +4 Mishra's Bauble +2 Arid Mesa +4 Monastery Swiftspear +4 Slickshot Show-Off +2 Fiery Islet +4 Expressive Iteration +4 Preordain +1 Thundering Falls + +Sideboard (15) +4 Consign to Memory +1 Assault Strobe +2 Unholy Heat +2 Spell Pierce +2 Tormod's Crypt +2 Meltdown +2 Eddymurk Crab diff --git a/strategies/modern/modern_izzet_prowess/1/first_principles.md b/strategies/modern/modern_izzet_prowess/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_izzet_prowess/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_izzet_prowess/1/guide.md b/strategies/modern/modern_izzet_prowess/1/guide.md new file mode 100644 index 0000000..686450d --- /dev/null +++ b/strategies/modern/modern_izzet_prowess/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Prowess. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, prowess, spells. Guide status: pending manual import. + +## Thesis +cheap threat plus spell velocity + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_izzet_prowess/1/metadata.json b/strategies/modern/modern_izzet_prowess/1/metadata.json new file mode 100644 index 0000000..1baa52e --- /dev/null +++ b/strategies/modern/modern_izzet_prowess/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "cheap threat plus spell velocity", + "created_at": 1781240832, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "prowess", + "spells" + ], + "source_metadata": { + "coverage_reason": "modern Izzet Prowess distinct metagame coverage: cheap threat plus spell velocity", + "event_date": "May 29, 2026", + "event_name": "$1K Modern RCQ - SCG CON Washington DC - Friday - 10:00 am; 6th Place, 5-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Izzet Prowess distinct metagame coverage: cheap threat plus spell velocity", + "source_deck_id": "7809957", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-izzet-prowess" + }, + "strategy_id": "modern_izzet_prowess", + "strategy_label": "Izzet Prowess", + "tags": [ + "aggro", + "tempo", + "prowess", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_izzet_prowess/1/reflection.md b/strategies/modern/modern_izzet_prowess/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_izzet_prowess/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_living_end/1/decklist.txt b/strategies/modern/modern_living_end/1/decklist.txt new file mode 100644 index 0000000..4258c74 --- /dev/null +++ b/strategies/modern/modern_living_end/1/decklist.txt @@ -0,0 +1,37 @@ +Main (60) +1 Boseiju, Who Endures +1 Breeding Pool +2 Colossal Skyturtle +1 Commercial District +4 Curator of Mysteries +4 Force of Negation +3 Living End +1 Forest +4 Generous Ent +1 Hedge Maze +1 Island +1 Mistrise Village +4 Misty Rainforest +2 Oliphaunt +4 Street Wraith +1 Sink into Stupor +1 Steam Vents +1 Stomping Ground +1 Striped Riverwinder +4 Subtlety +1 Thundering Falls +4 Violent Outburst +4 Shardless Agent +4 Wistfulness +4 Endurance +1 Wooded Foothills + +Sideboard (15) +1 Brazen Borrower +2 Brotherhood's End +1 Dismember +1 Faerie Macabre +1 Ingot Chewer +3 Mystical Dispute +4 Obsidian Charmaw +2 Force of Vigor diff --git a/strategies/modern/modern_living_end/1/first_principles.md b/strategies/modern/modern_living_end/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_living_end/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_living_end/1/guide.md b/strategies/modern/modern_living_end/1/guide.md new file mode 100644 index 0000000..7d88a23 --- /dev/null +++ b/strategies/modern/modern_living_end/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Living End. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, cascade, graveyard. Guide status: pending manual import. + +## Thesis +cascade graveyard combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_living_end/1/metadata.json b/strategies/modern/modern_living_end/1/metadata.json new file mode 100644 index 0000000..7cf31e1 --- /dev/null +++ b/strategies/modern/modern_living_end/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "cascade graveyard combo", + "created_at": 1781240830, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "cascade", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "modern Living End distinct metagame coverage: cascade graveyard combo", + "event_date": "Jun 10, 2026", + "event_name": "Modern League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Living End distinct metagame coverage: cascade graveyard combo", + "source_deck_id": "7829082", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-living-end" + }, + "strategy_id": "modern_living_end", + "strategy_label": "Living End", + "tags": [ + "combo", + "midrange", + "cascade", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_living_end/1/reflection.md b/strategies/modern/modern_living_end/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_living_end/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_mill/1/decklist.txt b/strategies/modern/modern_mill/1/decklist.txt new file mode 100644 index 0000000..e8ad93e --- /dev/null +++ b/strategies/modern/modern_mill/1/decklist.txt @@ -0,0 +1,25 @@ +Main (60) +4 Hedron Crab +4 Ruin Crab +4 Scheming Symmetry +4 Fractured Sanity +4 Archive Trap +4 Exhibition Tidecaller +1 Oboro, Palace in the Clouds +6 Island +4 Flooded Strand +4 Thought Scour +4 Extirpate +2 Watery Grave +3 Visions of Beyond +4 Tasha's Hideous Laughter +4 Misty Rainforest +4 Polluted Delta + +Sideboard (15) +4 Nihil Spellbomb +4 Requiting Hex +1 Ensnaring Bridge +2 Soul-Guide Lantern +2 Collective Brutality +2 Echoing Truth diff --git a/strategies/modern/modern_mill/1/first_principles.md b/strategies/modern/modern_mill/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_mill/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_mill/1/guide.md b/strategies/modern/modern_mill/1/guide.md new file mode 100644 index 0000000..99c8f9e --- /dev/null +++ b/strategies/modern/modern_mill/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mill. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: control, mill. Guide status: pending manual import. + +## Thesis +library-pressure control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_mill/1/metadata.json b/strategies/modern/modern_mill/1/metadata.json new file mode 100644 index 0000000..807adc0 --- /dev/null +++ b/strategies/modern/modern_mill/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "library-pressure control", + "created_at": 1781240835, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "mill" + ], + "source_metadata": { + "coverage_reason": "modern Mill distinct metagame coverage: library-pressure control", + "event_date": "Jun 10, 2026", + "event_name": "Modern League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 21, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Mill distinct metagame coverage: library-pressure control", + "source_deck_id": "7829311", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-mill" + }, + "strategy_id": "modern_mill", + "strategy_label": "Mill", + "tags": [ + "control", + "mill" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_mill/1/reflection.md b/strategies/modern/modern_mill/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_mill/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_ruby_storm/1/decklist.txt b/strategies/modern/modern_ruby_storm/1/decklist.txt new file mode 100644 index 0000000..774ed11 --- /dev/null +++ b/strategies/modern/modern_ruby_storm/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +4 Flame of Anor +2 Thundering Falls +1 Bloodstained Mire +2 Sink into Stupor +4 Ral, Monsoon Mage +4 Stormcatch Mentor +3 Stock Up +1 Island +2 Mountain +4 Flow State +4 Desperate Ritual +3 Steam Vents +1 Grapeshot +4 Manamorphose +4 Scalding Tarn +4 Preordain +4 Pyretic Ritual +2 Flooded Strand +1 Baral, Chief of Compliance +2 Past in Flames +1 Wooded Foothills +1 Valakut Awakening +2 Strike It Rich + +Sideboard (15) +2 Consign to Memory +3 Vexing Bauble +2 Into the Flood Maw +1 Fire Magic +3 Lightning Bolt +2 Apostle's Blessing +2 Spell Pierce diff --git a/strategies/modern/modern_ruby_storm/1/first_principles.md b/strategies/modern/modern_ruby_storm/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_ruby_storm/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_ruby_storm/1/guide.md b/strategies/modern/modern_ruby_storm/1/guide.md new file mode 100644 index 0000000..2fbeab6 --- /dev/null +++ b/strategies/modern/modern_ruby_storm/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Ruby Storm. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, storm, spells. Guide status: pending manual import. + +## Thesis +ritual storm combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_ruby_storm/1/metadata.json b/strategies/modern/modern_ruby_storm/1/metadata.json new file mode 100644 index 0000000..5d280d0 --- /dev/null +++ b/strategies/modern/modern_ruby_storm/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "ritual storm combo", + "created_at": 1781240830, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "storm", + "spells" + ], + "source_metadata": { + "coverage_reason": "modern Ruby Storm distinct metagame coverage: ritual storm combo", + "event_date": "Jun 5, 2026", + "event_name": "Modern League 2026-06-05; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Ruby Storm distinct metagame coverage: ritual storm combo", + "source_deck_id": "7823255", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-ruby-storm" + }, + "strategy_id": "modern_ruby_storm", + "strategy_label": "Ruby Storm", + "tags": [ + "combo", + "storm", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_ruby_storm/1/reflection.md b/strategies/modern/modern_ruby_storm/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_ruby_storm/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_the_rock/1/decklist.txt b/strategies/modern/modern_the_rock/1/decklist.txt new file mode 100644 index 0000000..382ce6f --- /dev/null +++ b/strategies/modern/modern_the_rock/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Orcish Bowmasters +2 Underground Mortuary +4 Phyrexian Tower +2 Chthonian Nightmare +3 Flare of Malice +4 Marionette Apprentice +4 Warren Soultrader +4 Malevolent Rumble +1 Spymaster's Vault +1 Sephiroth, Fabled SOLDIER +4 Phoenix Fleet Airship +4 Marsh Flats +4 Gravecrawler +4 Thoughtseize +1 Polluted Delta +1 Bloodstained Mire +1 Overgrown Tomb +4 Verdant Catacombs +4 Shambling Ghast +4 Swamp + +Sideboard (15) +3 Vexing Bauble +2 Nihil Spellbomb +3 Fatal Push +1 Ashiok, Dream Render +1 Shatter Assumptions +3 Culling Ritual +2 Break the Ice diff --git a/strategies/modern/modern_the_rock/1/first_principles.md b/strategies/modern/modern_the_rock/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_the_rock/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_the_rock/1/guide.md b/strategies/modern/modern_the_rock/1/guide.md new file mode 100644 index 0000000..aac1264 --- /dev/null +++ b/strategies/modern/modern_the_rock/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +The Rock. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: midrange, discard. Guide status: pending manual import. + +## Thesis +black-green fair attrition + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_the_rock/1/metadata.json b/strategies/modern/modern_the_rock/1/metadata.json new file mode 100644 index 0000000..2b674ee --- /dev/null +++ b/strategies/modern/modern_the_rock/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "black-green fair attrition", + "created_at": 1781240834, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "discard" + ], + "source_metadata": { + "coverage_reason": "modern The Rock distinct metagame coverage: black-green fair attrition", + "event_date": "Jun 5, 2026", + "event_name": "Modern League 2026-06-05; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 17, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern The Rock distinct metagame coverage: black-green fair attrition", + "source_deck_id": "7823492", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/the-rock" + }, + "strategy_id": "modern_the_rock", + "strategy_label": "The Rock", + "tags": [ + "midrange", + "discard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_the_rock/1/reflection.md b/strategies/modern/modern_the_rock/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_the_rock/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_yawgmoth/1/decklist.txt b/strategies/modern/modern_yawgmoth/1/decklist.txt new file mode 100644 index 0000000..853de28 --- /dev/null +++ b/strategies/modern/modern_yawgmoth/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Delighted Halfling +4 Agatha's Soul Cauldron +2 Underground Mortuary +3 Spymaster's Vault +4 Malevolent Rumble +3 Dredger's Insight +1 Sephiroth, Fabled SOLDIER +1 Ouroboroid +4 Badgermole Cub +1 Swamp +2 Forest +1 Formidable Speaker +4 Verdant Catacombs +4 Green Sun's Zenith +4 Young Wolf +1 Dryad Arbor +3 Windswept Heath +4 Walking Ballista +3 Overgrown Tomb +4 Yawgmoth, Thran Physician +1 Grist, the Hunger Tide +2 Boseiju, Who Endures + +Sideboard (15) +1 Cankerbloom +1 Vexing Bauble +2 Fulminator Mage +4 Thoughtseize +3 Fatal Push +3 Force of Vigor +1 Endurance diff --git a/strategies/modern/modern_yawgmoth/1/first_principles.md b/strategies/modern/modern_yawgmoth/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_yawgmoth/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/modern/modern_yawgmoth/1/guide.md b/strategies/modern/modern_yawgmoth/1/guide.md new file mode 100644 index 0000000..f253c79 --- /dev/null +++ b/strategies/modern/modern_yawgmoth/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Yawgmoth. Format: Modern. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, sacrifice, counters. Guide status: pending manual import. + +## Thesis +creature-combo sacrifice engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/modern/modern_yawgmoth/1/metadata.json b/strategies/modern/modern_yawgmoth/1/metadata.json new file mode 100644 index 0000000..afa0fa3 --- /dev/null +++ b/strategies/modern/modern_yawgmoth/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "creature-combo sacrifice engine", + "created_at": 1781240832, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "modern" + ], + "mechanic_tags": [ + "sacrifice", + "counters" + ], + "source_metadata": { + "coverage_reason": "modern Yawgmoth distinct metagame coverage: creature-combo sacrifice engine", + "event_date": "Jun 10, 2026", + "event_name": "Modern League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "modern Yawgmoth distinct metagame coverage: creature-combo sacrifice engine", + "source_deck_id": "7829536", + "source_format": "modern", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/modern-yawgmoth-9bd3dc9a-1da1-442e-9b88-6ef2a027e80b" + }, + "strategy_id": "modern_yawgmoth", + "strategy_label": "Yawgmoth", + "tags": [ + "combo", + "midrange", + "sacrifice", + "counters" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/modern/modern_yawgmoth/1/reflection.md b/strategies/modern/modern_yawgmoth/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/modern/modern_yawgmoth/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_256cast/1/decklist.txt b/strategies/oathbreaker/oathbreaker_256cast/1/decklist.txt new file mode 100644 index 0000000..856f5e3 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_256cast/1/decklist.txt @@ -0,0 +1,62 @@ +Main (59) +1 Glaring Fleshraker +1 Urza's Saga +1 Mox Amber +1 Skullclamp +1 Foundry Inspector +1 Great Furnace +1 Mox Opal +1 Lotus Petal +1 Emry, Lurker of the Loch +1 Sensei's Divining Top +1 Mishra's Workshop +1 Urza, Lord High Artificer +1 Etherium Sculptor +1 Seat of the Synod +1 The One Ring +1 Basalt Monolith +1 Voltaic Key +1 Forensic Gadgeteer +1 Springleaf Drum +1 Grim Monolith +1 Manifold Key +1 Mishra's Bauble +1 Lightning Bolt +1 Urza's Bauble +1 Command Tower +1 Volcanic Island +1 Island +1 Scalding Tarn +1 Thundering Falls +1 Gemstone Caverns +1 Force of Will +1 Pinnacle Emissary +1 Metallic Rebuke +1 Chief Engineer +1 Paradise Mantle +1 Clock of Omens +1 Galvanic Blast +1 Pithing Needle +1 Arcane Signet +1 Fierce Guardianship +1 Ghost Vacuum +1 Uthros, Titanic Godcore +1 Flooded Strand +1 Repurposing Bay +1 Arid Mesa +1 Bloodstained Mire +1 Wooded Foothills +1 Polluted Delta +1 Misty Rainforest +1 Radiant Lotus +1 Mountain +1 Ancient Tomb +1 Glimmervoid +1 Krark-Clan Ironworks +1 Paradox Engine +1 Thoughtcast +1 Saheeli, Sublime Artificer +1 Makeshift Munitions +1 Mystic Forge + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_256cast/1/first_principles.md b/strategies/oathbreaker/oathbreaker_256cast/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_256cast/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_256cast/1/guide.md b/strategies/oathbreaker/oathbreaker_256cast/1/guide.md new file mode 100644 index 0000000..90081db --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_256cast/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +256cast. Format: Oathbreaker. Main deck count: 59. Sideboard count: 0. Tags: midrange. Commander: Thoughtcast // Saheeli, Sublime Artificer. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +256cast oathbreaker 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: 256cast oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Glaring Fleshraker, Urza's Saga, Mox Amber, Skullclamp, Foundry Inspector, Great Furnace, Mox Opal, Lotus Petal, Emry, Lurker of the Loch, Sensei's Divining Top, Mishra's Workshop, Urza, Lord High Artificer, Etherium Sculptor, Seat of the Synod, The One Ring, Basalt Monolith, Voltaic Key, Forensic Gadgeteer. +- 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: Glaring Fleshraker, Urza's Saga, Mox Amber, Skullclamp, Foundry Inspector, Great Furnace, Mox Opal, Lotus Petal, Emry, Lurker of the Loch, Sensei's Divining Top, Mishra's Workshop, Urza, Lord High Artificer, Etherium Sculptor, Seat of the Synod, The One Ring, Basalt Monolith, Voltaic Key, Forensic Gadgeteer. + +## 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 Foundry Inspector, 1 Command Tower, 1 Volcanic Island, 1 Scalding Tarn, 1 Gemstone Caverns, 1 Flooded Strand, 1 Arid Mesa, 1 Polluted Delta, 1 Ancient Tomb. +- 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: Glaring Fleshraker, Urza's Saga, Mox Amber, Skullclamp, Foundry Inspector, Great Furnace, Mox Opal, Lotus Petal, Emry, Lurker of the Loch, Sensei's Divining Top, Mishra's Workshop, Urza, Lord High Artificer, Etherium Sculptor, Seat of the Synod, The One Ring, Basalt Monolith, Voltaic Key, Forensic Gadgeteer. +- 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: Glaring Fleshraker, Urza's Saga, Mox Amber, Skullclamp, Foundry Inspector, Great Furnace, Mox Opal, Lotus Petal, Emry, Lurker of the Loch, Sensei's Divining Top, Mishra's Workshop, Urza, Lord High Artificer, Etherium Sculptor, Seat of the Synod, The One Ring, Basalt Monolith, Voltaic Key, Forensic Gadgeteer? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_256cast/1/metadata.json b/strategies/oathbreaker/oathbreaker_256cast/1/metadata.json new file mode 100644 index 0000000..5826c8a --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_256cast/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "256cast oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277086, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Thoughtcast // Saheeli, Sublime Artificer", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy 256cast.", + "event_name": "256cast", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "20911275", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/20911275/256cast" + }, + "strategy_id": "oathbreaker_256cast", + "strategy_label": "256cast", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_256cast/1/reflection.md b/strategies/oathbreaker/oathbreaker_256cast/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_256cast/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_hautli_aggro/1/decklist.txt b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/decklist.txt new file mode 100644 index 0000000..ddeb9b3 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/decklist.txt @@ -0,0 +1,62 @@ +Main (63) +1 Path to Exile +1 Sidar Kondo of Jamuraa +1 Misty Rainforest +1 Maned Serval +1 Giant Ox +1 Eladamri's Call +1 Bountiful Promenade +1 Assault Formation +4 Forest +1 Chrome Mox +1 Strict Proctor +1 Ornithopter +1 God-Pharaoh's Faithful +1 Tasseled Dromedary +1 Lagonna-Band Trailblazer +1 Nyx-Fleece Ram +1 Yoked Ox +1 Avacyn's Pilgrim +1 Skinshifter +1 Grizzled Leotau +1 Phyrexian Walker +1 Birds of Paradise +1 Runic Armasaur +1 Soulless Jailer +1 Llanowar Elves +1 Prismatic Vista +1 Hushbringer +1 Gaddock Teeg +1 Armored Scrapgorger +1 Delighted Halfling +1 Tocatli Honor Guard +1 Gilded Goose +1 Nullmage Advocate +1 Command Tower +1 Brushland +1 Gemstone Caverns +1 Thrashing Brontodon +1 Arid Mesa +1 Horizon Canopy +1 Windswept Heath +1 Flooded Strand +1 Verdant Catacombs +1 Wooded Foothills +1 Canopy Vista +1 Savannah +1 Marsh Flats +2 Plains +1 Dauntless Dismantler +1 Mirri's Guile +1 Silence +1 Arboreal Grazer +1 Drannith Magistrate +1 Temple Garden +1 Armored Armadillo +1 Rug of Smothering +1 Huatli, the Sun's Heart +1 Tower Defense +1 Turtle-Duck +1 PuPu UFO + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_hautli_aggro/1/first_principles.md b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_hautli_aggro/1/guide.md b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/guide.md new file mode 100644 index 0000000..44ed098 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Hautli Aggro. Format: Oathbreaker. Main deck count: 63. Sideboard count: 0. Tags: aggro. Commander: Huatli, the Sun's Heart // Tower Defense. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Hautli Aggro oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a aggro strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Hautli Aggro oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: aggro. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Path to Exile, Sidar Kondo of Jamuraa, Misty Rainforest, Maned Serval, Giant Ox, Eladamri's Call, Bountiful Promenade, Assault Formation, Forest, Chrome Mox, Strict Proctor, Ornithopter, God-Pharaoh's Faithful, Tasseled Dromedary, Lagonna-Band Trailblazer, Nyx-Fleece Ram, Yoked Ox, Avacyn's Pilgrim. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with aggro to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Path to Exile, Sidar Kondo of Jamuraa, Misty Rainforest, Maned Serval, Giant Ox, Eladamri's Call, Bountiful Promenade, Assault Formation, Forest, Chrome Mox, Strict Proctor, Ornithopter, God-Pharaoh's Faithful, Tasseled Dromedary, Lagonna-Band Trailblazer, Nyx-Fleece Ram, Yoked Ox, Avacyn's Pilgrim. + +## 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 Prismatic Vista, 1 Command Tower, 1 Brushland, 1 Gemstone Caverns, 1 Arid Mesa, 1 Windswept Heath, 1 Flooded Strand, 1 Verdant Catacombs, 1 Canopy Vista, 1 Temple Garden, 1 Tower Defense. +- 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: Path to Exile, Sidar Kondo of Jamuraa, Misty Rainforest, Maned Serval, Giant Ox, Eladamri's Call, Bountiful Promenade, Assault Formation, Forest, Chrome Mox, Strict Proctor, Ornithopter, God-Pharaoh's Faithful, Tasseled Dromedary, Lagonna-Band Trailblazer, Nyx-Fleece Ram, Yoked Ox, Avacyn's Pilgrim. +- 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: Path to Exile, Sidar Kondo of Jamuraa, Misty Rainforest, Maned Serval, Giant Ox, Eladamri's Call, Bountiful Promenade, Assault Formation, Forest, Chrome Mox, Strict Proctor, Ornithopter, God-Pharaoh's Faithful, Tasseled Dromedary, Lagonna-Band Trailblazer, Nyx-Fleece Ram, Yoked Ox, Avacyn's Pilgrim? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_hautli_aggro/1/metadata.json b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/metadata.json new file mode 100644 index 0000000..2cbe4c6 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Hautli Aggro oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277084, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Huatli, the Sun's Heart // Tower Defense", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Hautli Aggro.", + "event_name": "Hautli Aggro", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "101109", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/101109/hautli_aggro" + }, + "strategy_id": "oathbreaker_hautli_aggro", + "strategy_label": "Hautli Aggro", + "tags": [ + "aggro" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_hautli_aggro/1/reflection.md b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_hautli_aggro/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_izzet_something/1/decklist.txt b/strategies/oathbreaker/oathbreaker_izzet_something/1/decklist.txt new file mode 100644 index 0000000..025a266 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_izzet_something/1/decklist.txt @@ -0,0 +1,63 @@ +Main (60) +1 Urabrask // The Great Work +1 Storm-Kiln Artist +1 Force of Will +1 Rite of Flame +1 Pyretic Ritual +1 Seething Song +1 Desperate Ritual +1 Ruby Medallion +1 Gamble +1 Ral, Monsoon Mage // Ral, Leyline Prodigy +1 Will of the Jeskai +1 Snap +1 Opera Love Song +1 Pyroblast +1 Red Elemental Blast +1 Timetwister +1 Volcanic Island +1 Mox Amber +1 Vivi Ornitier +1 City of Traitors +1 Mox Diamond +1 Grapeshot +1 Steam Vents +1 Mystical Tutor +1 Birgi, God of Storytelling // Harnfel, Horn of Bounty +1 Windfall +1 Great Furnace +1 Island +1 Scalding Tarn +1 Mountain +1 Faithless Looting +1 Simian Spirit Guide +1 Electro, Assaulting Battery +1 Sink into Stupor // Soporific Springs +1 Fierce Guardianship +1 Deflecting Swat +1 Twinferno +1 Artist's Talent +1 Mental Misstep +1 Ancient Tomb +1 Past in Flames +1 Wheel of Fortune +1 Lightning Bolt +1 Lotus Petal +1 Bloodstained Mire +1 Chrome Mox +1 Mox Opal +1 Expressive Iteration +1 Valakut Awakening // Valakut Stoneforge +1 Wrenn's Resolve +1 Reckless Impulse +1 Highway Robbery +1 Gitaxian Probe +1 Baral, Chief of Compliance +1 Glimpse the Impossible +1 Thunderclap Drake +1 Bonus Round +1 Rowan, Scholar of Sparks // Will, Scholar of Frost +1 Jeska's Will +1 Surge of Brilliance + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_izzet_something/1/first_principles.md b/strategies/oathbreaker/oathbreaker_izzet_something/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_izzet_something/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_izzet_something/1/guide.md b/strategies/oathbreaker/oathbreaker_izzet_something/1/guide.md new file mode 100644 index 0000000..e7333e7 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_izzet_something/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Something. Format: Oathbreaker. Main deck count: 60. Sideboard count: 0. Tags: combo. Commander: Rowan, Scholar of Sparks // Will, Scholar of Frost // Jeska's Will. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Izzet Something oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Izzet Something oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: combo. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Urabrask // The Great Work, Storm-Kiln Artist, Force of Will, Rite of Flame, Pyretic Ritual, Seething Song, Desperate Ritual, Ruby Medallion, Gamble, Ral, Monsoon Mage // Ral, Leyline Prodigy, Will of the Jeskai, Snap, Opera Love Song, Pyroblast, Red Elemental Blast, Timetwister, Volcanic Island, Mox Amber. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Urabrask // The Great Work, Storm-Kiln Artist, Force of Will, Rite of Flame, Pyretic Ritual, Seething Song, Desperate Ritual, Ruby Medallion, Gamble, Ral, Monsoon Mage // Ral, Leyline Prodigy, Will of the Jeskai, Snap, Opera Love Song, Pyroblast, Red Elemental Blast, Timetwister, Volcanic Island, Mox Amber. + +## 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 Volcanic Island, 1 Scalding Tarn, 1 Ancient Tomb. +- 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: Urabrask // The Great Work, Storm-Kiln Artist, Force of Will, Rite of Flame, Pyretic Ritual, Seething Song, Desperate Ritual, Ruby Medallion, Gamble, Ral, Monsoon Mage // Ral, Leyline Prodigy, Will of the Jeskai, Snap, Opera Love Song, Pyroblast, Red Elemental Blast, Timetwister, Volcanic Island, Mox Amber. +- 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: Urabrask // The Great Work, Storm-Kiln Artist, Force of Will, Rite of Flame, Pyretic Ritual, Seething Song, Desperate Ritual, Ruby Medallion, Gamble, Ral, Monsoon Mage // Ral, Leyline Prodigy, Will of the Jeskai, Snap, Opera Love Song, Pyroblast, Red Elemental Blast, Timetwister, Volcanic Island, Mox Amber? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_izzet_something/1/metadata.json b/strategies/oathbreaker/oathbreaker_izzet_something/1/metadata.json new file mode 100644 index 0000000..1fba076 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_izzet_something/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Izzet Something oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277090, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Rowan, Scholar of Sparks // Will, Scholar of Frost // Jeska's Will", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Izzet Something.", + "event_name": "Izzet Something", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "19774936", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/19774936/izzet_something" + }, + "strategy_id": "oathbreaker_izzet_something", + "strategy_label": "Izzet Something", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_izzet_something/1/reflection.md b/strategies/oathbreaker/oathbreaker_izzet_something/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_izzet_something/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/decklist.txt b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/decklist.txt new file mode 100644 index 0000000..bd38d66 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/decklist.txt @@ -0,0 +1,58 @@ +Main (67) +1 Spectral Deluge +1 Proft's Eidetic Memory +1 Brainstorm +1 Jin-Gitaxias // The Great Synthesis +1 Interplanar Beacon +1 Ugin, the Spirit Dragon +1 Reenact the Crime +1 Twenty-Toed Toad +1 Jace, Wielder of Mysteries +1 Alrund, God of the Cosmos // Hakka, Whispering Raven +1 Vnwxt, Verbose Host +1 Laboratory Maniac +1 Chasm Skulker +1 Wan Shi Tong, All-Knowing +1 The Water Crystal +1 Opt +1 Archway of Innovation +1 Preordain +1 Boomerang Basics +1 Ponder +1 Unsummon +1 Baral's Expertise +1 Lier, Disciple of the Drowned +1 Brainsurge +1 Castle Vantress +1 Counterspell +1 Hydroelectric Specimen // Hydroelectric Laboratory +1 Mistrise Village +1 Deekah, Fractal Theorist +1 Narset's Reversal +1 Silundi Vision // Silundi Isle +1 Illusionist's Gambit +1 Propaganda +1 Witchbane Orb +1 Blue Sun's Zenith +1 Riddlekeeper +1 Sphinx's Tutelage +13 Island +1 Shadowspear +1 Alandra, Sky Dreamer +1 Engulf the Shore +1 Gogo, Master of Mimicry +1 Brain Freeze +1 Curiosity Crafter +1 Psychosis Crawler +1 Fellwar Stone +1 Wizard Class +1 Thought Vessel +1 Misleading Signpost +1 Arcane Signet +1 Pull from Tomorrow +1 Mordenkainen +1 Mystic Sanctuary +1 Inexorable Tide +1 River's Rebuke + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/first_principles.md b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/guide.md b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/guide.md new file mode 100644 index 0000000..ac690a5 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +mordenkainen draw. Format: Oathbreaker. Main deck count: 67. Sideboard count: 0. Tags: combo, control. Commander: Blue Sun's Zenith // Pull from Tomorrow // Mordenkainen. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +mordenkainen draw oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: mordenkainen draw oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Spectral Deluge, Proft's Eidetic Memory, Brainstorm, Jin-Gitaxias // The Great Synthesis, Interplanar Beacon, Ugin, the Spirit Dragon, Reenact the Crime, Twenty-Toed Toad, Jace, Wielder of Mysteries, Alrund, God of the Cosmos // Hakka, Whispering Raven, Vnwxt, Verbose Host, Laboratory Maniac, Chasm Skulker, Wan Shi Tong, All-Knowing, The Water Crystal, Opt, Archway of Innovation, Preordain. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Spectral Deluge, Proft's Eidetic Memory, Brainstorm, Jin-Gitaxias // The Great Synthesis, Interplanar Beacon, Ugin, the Spirit Dragon, Reenact the Crime, Twenty-Toed Toad, Jace, Wielder of Mysteries, Alrund, God of the Cosmos // Hakka, Whispering Raven, Vnwxt, Verbose Host, Laboratory Maniac, Chasm Skulker, Wan Shi Tong, All-Knowing, The Water Crystal, Opt, Archway of Innovation, Preordain. + +## 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 Castle Vantress, 1 Mistrise Village, 1 Alandra, Sky Dreamer, 1 Mordenkainen. +- 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: Spectral Deluge, Proft's Eidetic Memory, Brainstorm, Jin-Gitaxias // The Great Synthesis, Interplanar Beacon, Ugin, the Spirit Dragon, Reenact the Crime, Twenty-Toed Toad, Jace, Wielder of Mysteries, Alrund, God of the Cosmos // Hakka, Whispering Raven, Vnwxt, Verbose Host, Laboratory Maniac, Chasm Skulker, Wan Shi Tong, All-Knowing, The Water Crystal, Opt, Archway of Innovation, Preordain. +- 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: Spectral Deluge, Proft's Eidetic Memory, Brainstorm, Jin-Gitaxias // The Great Synthesis, Interplanar Beacon, Ugin, the Spirit Dragon, Reenact the Crime, Twenty-Toed Toad, Jace, Wielder of Mysteries, Alrund, God of the Cosmos // Hakka, Whispering Raven, Vnwxt, Verbose Host, Laboratory Maniac, Chasm Skulker, Wan Shi Tong, All-Knowing, The Water Crystal, Opt, Archway of Innovation, Preordain? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/metadata.json b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/metadata.json new file mode 100644 index 0000000..d835c92 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U" + ], + "concept_text": "mordenkainen draw oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277085, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Blue Sun's Zenith // Pull from Tomorrow // Mordenkainen", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy mordenkainen draw.", + "event_name": "mordenkainen draw", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "20390658", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/20390658/mordenkainen_draw" + }, + "strategy_id": "oathbreaker_mordenkainen_draw", + "strategy_label": "mordenkainen draw", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/reflection.md b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mordenkainen_draw/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_mrowelves/1/decklist.txt b/strategies/oathbreaker/oathbreaker_mrowelves/1/decklist.txt new file mode 100644 index 0000000..6f6d5a5 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mrowelves/1/decklist.txt @@ -0,0 +1,62 @@ +Main (60) +1 Priest of Titania +1 Gaea's Cradle +1 Woodland Cemetery +1 Underground Mortuary +1 Circle of Dreams Druid +1 Elvish Archdruid +1 Eladamri, Korvecdal +1 Elvish Spirit Guide +1 Demonic Tutor +1 Imperial Seal +1 Swamp +1 Dionus, Elvish Archdruid +1 Green Sun's Zenith +1 Worldly Tutor +1 Bloodstained Mire +1 Marsh Flats +1 Misty Rainforest +1 Polluted Delta +1 Verdant Catacombs +1 Overgrown Tomb +1 Ancient Tomb +1 Elvish Mystic +1 Wild Growth +1 Command Tower +1 Vampiric Tutor +1 Sylvan Tutor +1 Wooded Foothills +1 Windswept Heath +1 Crop Rotation +1 Bayou +1 Wirewood Symbiote +1 Elvish Warmaster +1 Elvish Guidance +1 Arbor Elf +1 Elvish Reclaimer +1 Fyndhorn Elves +1 Elves of Deep Shadow +1 Quirion Ranger +1 Joraga Treespeaker +1 Mox Diamond +1 Nettle Sentinel +1 Glimpse of Nature +1 Badgermole Cub +2 Forest +1 Leaf-Crowned Visionary +1 Allosaurus Shepherd +1 Finale of Devastation +1 Veil of Summer +1 Dryad Arbor +1 Tyvar, Jubilant Brawler +1 Darkbore Pathway // Slitherbore Pathway +1 Nurturing Peatland +1 Once Upon a Time +1 Collector Ouphe +1 Yavimaya, Cradle of Growth +1 Heroic Intervention +1 Cavern of Souls +1 Marwyn, the Nurturer +1 Llanowar Elves + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_mrowelves/1/first_principles.md b/strategies/oathbreaker/oathbreaker_mrowelves/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mrowelves/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_mrowelves/1/guide.md b/strategies/oathbreaker/oathbreaker_mrowelves/1/guide.md new file mode 100644 index 0000000..dfbc22e --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mrowelves/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Mrowelves. Format: Oathbreaker. Main deck count: 60. Sideboard count: 0. Tags: midrange, tribal. Commander: Finale of Devastation // Tyvar, Jubilant Brawler. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Mrowelves oathbreaker 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: Mrowelves oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Priest of Titania, Gaea's Cradle, Woodland Cemetery, Underground Mortuary, Circle of Dreams Druid, Elvish Archdruid, Eladamri, Korvecdal, Elvish Spirit Guide, Demonic Tutor, Imperial Seal, Swamp, Dionus, Elvish Archdruid, Green Sun's Zenith, Worldly Tutor, Bloodstained Mire, Marsh Flats, Misty Rainforest, Polluted Delta. +- 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: Priest of Titania, Gaea's Cradle, Woodland Cemetery, Underground Mortuary, Circle of Dreams Druid, Elvish Archdruid, Eladamri, Korvecdal, Elvish Spirit Guide, Demonic Tutor, Imperial Seal, Swamp, Dionus, Elvish Archdruid, Green Sun's Zenith, Worldly Tutor, Bloodstained Mire, Marsh Flats, Misty Rainforest, Polluted Delta. + +## 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 Woodland Cemetery, 1 Polluted Delta, 1 Verdant Catacombs, 1 Overgrown Tomb, 1 Ancient Tomb, 1 Command Tower, 1 Windswept Heath, 1 Darkbore Pathway // Slitherbore Pathway, 1 Nurturing Peatland, 1 Cavern of Souls. +- 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: Priest of Titania, Gaea's Cradle, Woodland Cemetery, Underground Mortuary, Circle of Dreams Druid, Elvish Archdruid, Eladamri, Korvecdal, Elvish Spirit Guide, Demonic Tutor, Imperial Seal, Swamp, Dionus, Elvish Archdruid, Green Sun's Zenith, Worldly Tutor, Bloodstained Mire, Marsh Flats, Misty Rainforest, Polluted Delta. +- 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: Priest of Titania, Gaea's Cradle, Woodland Cemetery, Underground Mortuary, Circle of Dreams Druid, Elvish Archdruid, Eladamri, Korvecdal, Elvish Spirit Guide, Demonic Tutor, Imperial Seal, Swamp, Dionus, Elvish Archdruid, Green Sun's Zenith, Worldly Tutor, Bloodstained Mire, Marsh Flats, Misty Rainforest, Polluted Delta? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_mrowelves/1/metadata.json b/strategies/oathbreaker/oathbreaker_mrowelves/1/metadata.json new file mode 100644 index 0000000..3fb7cdf --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mrowelves/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Mrowelves oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277089, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Finale of Devastation // Tyvar, Jubilant Brawler", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Mrowelves.", + "event_name": "Mrowelves", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "11254907", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/11254907/mrowelves" + }, + "strategy_id": "oathbreaker_mrowelves", + "strategy_label": "Mrowelves", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_mrowelves/1/reflection.md b/strategies/oathbreaker/oathbreaker_mrowelves/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_mrowelves/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/decklist.txt b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/decklist.txt new file mode 100644 index 0000000..55e6735 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/decklist.txt @@ -0,0 +1,54 @@ +Main (64) +1 Esper Sentinel +1 Skyclave Apparition +1 Karmic Guide +1 Command Tower +1 Eiganjo, Seat of the Empire +1 Exotic Orchard +1 Furycalm Snarl +1 Sokenzan, Crucible of Defiance +1 Sundial of the Infinite +1 Wayfarer's Bauble +1 Adeline, Resplendent Cathar +1 Arcane Signet +1 Blasphemous Act +1 Boros Charm +1 Cathartic Pyre +1 Cleansing Nova +1 Clifftop Retreat +1 Faithless Looting +1 Irencrag Pyromancer +1 Knight of the White Orchid +1 Laelia, the Blade Reforged +1 Mind Stone +1 Neheb, Dreadhorde Champion +1 Path to Exile +1 Reveillark +1 Swords to Plowshares +1 Thrill of Possibility +1 Venerable Warsinger +8 Plains +1 Battle Angels of Tyr +1 Brought Back +1 Tectonic Giant +1 Neyali, Suns' Vanguard +1 Flametongue Kavu +1 Dire Fleet Daredevil +1 Unholy Heat +1 Needleverge Pathway // Pillarverge Pathway +7 Mountain +1 Terror of the Peaks +1 Currency Converter +1 Sevinne's Reclamation +1 Goblin Bombardment +1 Mila, Crafty Companion // Lukka, Wayward Bonder +1 Inti, Seneschal of the Sun +1 Wheel of Misfortune +1 Lorehold Charm +1 Onakke Oathkeeper +1 Charming Scoundrel +1 Nahiri, the Unforgiving +1 Spirit of Resilience +1 Magmakin Artillerist + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/first_principles.md b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/guide.md b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/guide.md new file mode 100644 index 0000000..1470909 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Nahiri, the Unforgiving Reanimator. Format: Oathbreaker. Main deck count: 64. Sideboard count: 0. Tags: midrange, graveyard. Commander: Wheel of Misfortune // Nahiri, the Unforgiving. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Nahiri, the Unforgiving Reanimator oathbreaker 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: Nahiri, the Unforgiving Reanimator oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: graveyard. +- Main cards to classify during guide refinement: Esper Sentinel, Skyclave Apparition, Karmic Guide, Command Tower, Eiganjo, Seat of the Empire, Exotic Orchard, Furycalm Snarl, Sokenzan, Crucible of Defiance, Sundial of the Infinite, Wayfarer's Bauble, Adeline, Resplendent Cathar, Arcane Signet, Blasphemous Act, Boros Charm, Cathartic Pyre, Cleansing Nova, Clifftop Retreat, Faithless Looting. +- 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: Esper Sentinel, Skyclave Apparition, Karmic Guide, Command Tower, Eiganjo, Seat of the Empire, Exotic Orchard, Furycalm Snarl, Sokenzan, Crucible of Defiance, Sundial of the Infinite, Wayfarer's Bauble, Adeline, Resplendent Cathar, Arcane Signet, Blasphemous Act, Boros Charm, Cathartic Pyre, Cleansing Nova, Clifftop Retreat, Faithless Looting. + +## 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 Command Tower, 1 Adeline, Resplendent Cathar, 1 Needleverge Pathway // Pillarverge Pathway. +- 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: Esper Sentinel, Skyclave Apparition, Karmic Guide, Command Tower, Eiganjo, Seat of the Empire, Exotic Orchard, Furycalm Snarl, Sokenzan, Crucible of Defiance, Sundial of the Infinite, Wayfarer's Bauble, Adeline, Resplendent Cathar, Arcane Signet, Blasphemous Act, Boros Charm, Cathartic Pyre, Cleansing Nova, Clifftop Retreat, Faithless Looting. +- 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: Esper Sentinel, Skyclave Apparition, Karmic Guide, Command Tower, Eiganjo, Seat of the Empire, Exotic Orchard, Furycalm Snarl, Sokenzan, Crucible of Defiance, Sundial of the Infinite, Wayfarer's Bauble, Adeline, Resplendent Cathar, Arcane Signet, Blasphemous Act, Boros Charm, Cathartic Pyre, Cleansing Nova, Clifftop Retreat, Faithless Looting? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/metadata.json b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/metadata.json new file mode 100644 index 0000000..56b948f --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "Nahiri, the Unforgiving Reanimator oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277081, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "commander": "Wheel of Misfortune // Nahiri, the Unforgiving", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Nahiri, the Unforgiving Reanimator.", + "event_name": "Nahiri, the Unforgiving Reanimator", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "4220879", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/4220879/nahiri_the_unforgiving_reanimator" + }, + "strategy_id": "oathbreaker_nahiri_the_unforgiving_reanimator", + "strategy_label": "Nahiri, the Unforgiving Reanimator", + "tags": [ + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/reflection.md b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_nahiri_the_unforgiving_reanimator/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/decklist.txt b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/decklist.txt new file mode 100644 index 0000000..539bc68 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/decklist.txt @@ -0,0 +1,43 @@ +Main (60) +1 Waste Not +1 Ral Zarek, Guest Lecturer +1 Pox +1 Doomsday Confluence +1 Jecht, Reluctant Guardian // Braska's Final Aeon +1 Vicious Rumors +1 Burglar Rat +1 Elderfang Disciple +1 The Raven Man +1 Tinybones, Trinket Thief +1 Words of Waste +1 Tinybones, Bauble Burglar +1 Liliana's Specter +1 Entropic Battlecruiser +1 Aclazotz, Deepest Betrayal // Temple of the Dead +1 Arbiter of Woe +1 Liliana, Dreadhorde General +1 Liliana of the Veil +1 Withering Curse +1 Liliana's Caress +1 Tourach, Dread Cantor +1 Megrim +1 Necrogen Mists +1 Cunning Lethemancer +1 Bloodthirsty Conqueror +1 The Rack +1 Shrieking Affliction +1 Bloodchief Ascension +1 Geth's Grimoire +1 Castle Locthwain +21 Swamp +1 Cabal Stronghold +1 Raiders' Wake +1 Quest for the Nihil Stone +1 Lightning Greaves +1 Liliana, Heretical Healer // Liliana, Defiant Necromancer +1 Sheoldred, Whispering One +1 Liliana Vess +1 Dread Presence +1 Library of Leng + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/first_principles.md b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/guide.md b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/guide.md new file mode 100644 index 0000000..0aa1587 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Ral Zarek No Hands. Format: Oathbreaker. Main deck count: 60. Sideboard count: 0. Tags: midrange. Commander: Ral Zarek, Guest Lecturer // Pox. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Ral Zarek No Hands oathbreaker 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: Ral Zarek No Hands oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Waste Not, Ral Zarek, Guest Lecturer, Pox, Doomsday Confluence, Jecht, Reluctant Guardian // Braska's Final Aeon, Vicious Rumors, Burglar Rat, Elderfang Disciple, The Raven Man, Tinybones, Trinket Thief, Words of Waste, Tinybones, Bauble Burglar, Liliana's Specter, Entropic Battlecruiser, Aclazotz, Deepest Betrayal // Temple of the Dead, Arbiter of Woe, Liliana, Dreadhorde General, Liliana of the Veil. +- 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: Waste Not, Ral Zarek, Guest Lecturer, Pox, Doomsday Confluence, Jecht, Reluctant Guardian // Braska's Final Aeon, Vicious Rumors, Burglar Rat, Elderfang Disciple, The Raven Man, Tinybones, Trinket Thief, Words of Waste, Tinybones, Bauble Burglar, Liliana's Specter, Entropic Battlecruiser, Aclazotz, Deepest Betrayal // Temple of the Dead, Arbiter of Woe, Liliana, Dreadhorde General, Liliana of the Veil. + +## 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 Castle Locthwain. +- 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: Waste Not, Ral Zarek, Guest Lecturer, Pox, Doomsday Confluence, Jecht, Reluctant Guardian // Braska's Final Aeon, Vicious Rumors, Burglar Rat, Elderfang Disciple, The Raven Man, Tinybones, Trinket Thief, Words of Waste, Tinybones, Bauble Burglar, Liliana's Specter, Entropic Battlecruiser, Aclazotz, Deepest Betrayal // Temple of the Dead, Arbiter of Woe, Liliana, Dreadhorde General, Liliana of the Veil. +- 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: Waste Not, Ral Zarek, Guest Lecturer, Pox, Doomsday Confluence, Jecht, Reluctant Guardian // Braska's Final Aeon, Vicious Rumors, Burglar Rat, Elderfang Disciple, The Raven Man, Tinybones, Trinket Thief, Words of Waste, Tinybones, Bauble Burglar, Liliana's Specter, Entropic Battlecruiser, Aclazotz, Deepest Betrayal // Temple of the Dead, Arbiter of Woe, Liliana, Dreadhorde General, Liliana of the Veil? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/metadata.json b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/metadata.json new file mode 100644 index 0000000..ff3654e --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B" + ], + "concept_text": "Ral Zarek No Hands oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277079, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Ral Zarek, Guest Lecturer // Pox", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Ral Zarek No Hands.", + "event_name": "Ral Zarek No Hands", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "22433867", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/22433867/ral_zarek_no_hands" + }, + "strategy_id": "oathbreaker_ral_zarek_no_hands", + "strategy_label": "Ral Zarek No Hands", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/reflection.md b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_ral_zarek_no_hands/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_serra/1/decklist.txt b/strategies/oathbreaker/oathbreaker_serra/1/decklist.txt new file mode 100644 index 0000000..761818c --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_serra/1/decklist.txt @@ -0,0 +1,53 @@ +Main (66) +1 Angel of Destiny +1 Sunblast Angel +1 Resplendent Angel +1 Bishop of Wings +1 Akroma, Angel of Wrath +1 Starnheim Aspirant +1 Angel of the Dire Hour +1 Angelic Skirmisher +1 Wojek Investigator +1 Emeria, the Sky Ruin +1 Heraldic Banner +1 Karoo +17 Plains +1 Flagstones of Trokair +1 Desert of the True +1 Myriad Landscape +1 Serra's Emissary +1 Herald of the Host +1 Fellwar Stone +1 Arcane Signet +1 Mondrak, Glory Dominus +1 Path to Exile +1 Reprieve +1 Swords to Plowshares +1 Curse of Silence +1 Archangel of Tithes +1 Oblation +1 Voice of Victory +1 Pollen Lullaby +1 Dawn Charm +1 Well of Lost Dreams +1 Survival Cache +1 Pearl Medallion +1 Inspiring Overseer +1 Secret Rendezvous +1 Righteous Valkyrie +1 Giada, Font of Hope +1 Thraben Watcher +1 Steel Seraph +1 Ring of the Lucii +1 Bender's Waterskin +1 Mandate of Peace +1 Orim's Chant +1 Cosmos Elixir +1 Entreat the Angels +1 Ghostly Prison +1 Moment of Silence +1 Serra the Benevolent +1 Love Song of Night and Day +1 Temple of the False God + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_serra/1/first_principles.md b/strategies/oathbreaker/oathbreaker_serra/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_serra/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_serra/1/guide.md b/strategies/oathbreaker/oathbreaker_serra/1/guide.md new file mode 100644 index 0000000..1a99dc0 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_serra/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Serra. Format: Oathbreaker. Main deck count: 66. Sideboard count: 0. Tags: midrange. Commander: Mandate of Peace // Serra the Benevolent. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Serra oathbreaker 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: Serra oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Angel of Destiny, Sunblast Angel, Resplendent Angel, Bishop of Wings, Akroma, Angel of Wrath, Starnheim Aspirant, Angel of the Dire Hour, Angelic Skirmisher, Wojek Investigator, Emeria, the Sky Ruin, Heraldic Banner, Karoo, Plains, Flagstones of Trokair, Desert of the True, Myriad Landscape, Serra's Emissary, Herald of the Host. +- 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: Angel of Destiny, Sunblast Angel, Resplendent Angel, Bishop of Wings, Akroma, Angel of Wrath, Starnheim Aspirant, Angel of the Dire Hour, Angelic Skirmisher, Wojek Investigator, Emeria, the Sky Ruin, Heraldic Banner, Karoo, Plains, Flagstones of Trokair, Desert of the True, Myriad Landscape, Serra's Emissary, Herald of the Host. + +## 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 Resplendent Angel, 1 Starnheim Aspirant, 1 Myriad Landscape. +- 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: Angel of Destiny, Sunblast Angel, Resplendent Angel, Bishop of Wings, Akroma, Angel of Wrath, Starnheim Aspirant, Angel of the Dire Hour, Angelic Skirmisher, Wojek Investigator, Emeria, the Sky Ruin, Heraldic Banner, Karoo, Plains, Flagstones of Trokair, Desert of the True, Myriad Landscape, Serra's Emissary, Herald of the Host. +- 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: Angel of Destiny, Sunblast Angel, Resplendent Angel, Bishop of Wings, Akroma, Angel of Wrath, Starnheim Aspirant, Angel of the Dire Hour, Angelic Skirmisher, Wojek Investigator, Emeria, the Sky Ruin, Heraldic Banner, Karoo, Plains, Flagstones of Trokair, Desert of the True, Myriad Landscape, Serra's Emissary, Herald of the Host? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_serra/1/metadata.json b/strategies/oathbreaker/oathbreaker_serra/1/metadata.json new file mode 100644 index 0000000..8826ef5 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_serra/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W" + ], + "concept_text": "Serra oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277080, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Mandate of Peace // Serra the Benevolent", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Serra.", + "event_name": "Serra", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "22662726", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/22662726/serra" + }, + "strategy_id": "oathbreaker_serra", + "strategy_label": "Serra", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_serra/1/reflection.md b/strategies/oathbreaker/oathbreaker_serra/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_serra/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_simic_value_flash/1/decklist.txt b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/decklist.txt new file mode 100644 index 0000000..fabf611 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/decklist.txt @@ -0,0 +1,58 @@ +Main (58) +1 Gilded Goose +1 Academy Manufactor +1 The Goose Mother +1 Crop Rotation +1 Dryad Arbor +1 Protean Hulk +1 Cultivator Colossus +1 Ghalta, Stampede Tyrant +1 Disciple of Freyalise // Garden of Freyalise +1 Vaultborn Tyrant +1 Gruff Triplets +1 Primeval Titan +1 Woodfall Primus +1 Stock Up +1 Flash +1 Gaea's Cradle +1 Ancient Tomb +1 Ice-Fang Coatl +1 Coiling Oracle +1 Arcum's Astrolabe +1 Fierce Guardianship +1 Mental Misstep +1 Daze +1 Worldly Tutor +1 Worldspine Wurm +1 Elvish Visionary +1 Pond Prophet +1 Fblthp, the Lost +1 Wall of Blossoms +1 Sink into Stupor // Soporific Springs +1 Force of Will +1 Spell Pierce +1 Wash Away +1 Stern Scolding +1 Birds of Paradise +1 Wild Growth +1 Utopia Sprawl +1 Arbor Elf +1 Scalding Tarn +1 Misty Rainforest +1 Delighted Halfling +1 Polluted Delta +1 Flooded Strand +1 Windswept Heath +1 Verdant Catacombs +1 Wooded Foothills +1 Command Tower +1 Tropical Island +1 Force of Negation +3 Forest +2 Island +1 Oko, Thief of Crowns +1 Waterlogged Grove +1 Barkchannel Pathway // Tidechannel Pathway +1 Green Sun's Zenith + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_simic_value_flash/1/first_principles.md b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_simic_value_flash/1/guide.md b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/guide.md new file mode 100644 index 0000000..eba0d5c --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +simic value flash. Format: Oathbreaker. Main deck count: 58. Sideboard count: 0. Tags: midrange, tribal. Commander: Flash // Oko, Thief of Crowns. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +simic value flash oathbreaker 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: simic value flash oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Gilded Goose, Academy Manufactor, The Goose Mother, Crop Rotation, Dryad Arbor, Protean Hulk, Cultivator Colossus, Ghalta, Stampede Tyrant, Disciple of Freyalise // Garden of Freyalise, Vaultborn Tyrant, Gruff Triplets, Primeval Titan, Woodfall Primus, Stock Up, Flash, Gaea's Cradle, Ancient Tomb, Ice-Fang Coatl. +- 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: Gilded Goose, Academy Manufactor, The Goose Mother, Crop Rotation, Dryad Arbor, Protean Hulk, Cultivator Colossus, Ghalta, Stampede Tyrant, Disciple of Freyalise // Garden of Freyalise, Vaultborn Tyrant, Gruff Triplets, Primeval Titan, Woodfall Primus, Stock Up, Flash, Gaea's Cradle, Ancient Tomb, Ice-Fang Coatl. + +## 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 Disciple of Freyalise // Garden of Freyalise, 1 Ancient Tomb, 1 Scalding Tarn, 1 Polluted Delta, 1 Flooded Strand, 1 Windswept Heath, 1 Verdant Catacombs, 1 Command Tower, 1 Tropical Island, 1 Barkchannel Pathway // Tidechannel Pathway. +- 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: Gilded Goose, Academy Manufactor, The Goose Mother, Crop Rotation, Dryad Arbor, Protean Hulk, Cultivator Colossus, Ghalta, Stampede Tyrant, Disciple of Freyalise // Garden of Freyalise, Vaultborn Tyrant, Gruff Triplets, Primeval Titan, Woodfall Primus, Stock Up, Flash, Gaea's Cradle, Ancient Tomb, Ice-Fang Coatl. +- 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: Gilded Goose, Academy Manufactor, The Goose Mother, Crop Rotation, Dryad Arbor, Protean Hulk, Cultivator Colossus, Ghalta, Stampede Tyrant, Disciple of Freyalise // Garden of Freyalise, Vaultborn Tyrant, Gruff Triplets, Primeval Titan, Woodfall Primus, Stock Up, Flash, Gaea's Cradle, Ancient Tomb, Ice-Fang Coatl? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_simic_value_flash/1/metadata.json b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/metadata.json new file mode 100644 index 0000000..c9be30b --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "simic value flash oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277068, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Flash // Oko, Thief of Crowns", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy simic value flash.", + "event_name": "simic value flash", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "21074013", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/21074013/simic_value_flash" + }, + "strategy_id": "oathbreaker_simic_value_flash", + "strategy_label": "simic value flash", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_simic_value_flash/1/reflection.md b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_simic_value_flash/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/decklist.txt b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/decklist.txt new file mode 100644 index 0000000..3b5fffc --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/decklist.txt @@ -0,0 +1,78 @@ +Main (79) +1 Mikaeus, the Unhallowed +1 Temur Sabertooth +1 Birds of Paradise +1 Pact of the Serpent +1 Copperhorn Scout +1 Nature's Claim +1 Arbor Elf +1 Essence Warden +1 Leaf-Crowned Visionary +1 Joraga Treespeaker +1 Finale of Devastation +1 Beast Whisperer +1 Deathrite Shaman +1 Priest of Titania +1 Lathril, Blade of the Elves +1 Wirewood Channeler +1 Skemfar Shadowsage +1 Rofellos, Llanowar Emissary +1 Rishkar, Peema Renegade +1 Gilt-Leaf Archdruid +1 Staff of Domination +1 Elvish Guidance +1 Gilt-Leaf Palace +1 Leyline of Abundance +1 Bayou +1 Overgrown Tomb +1 Glimpse of Nature +1 Golgari Guildmage +1 Seeker of Skybreak +1 Cavern of Souls +1 Realmwalker +1 Crashing Drawbridge +1 Guardian Project +1 Ezuri, Renegade Leader +1 Lifecrafter's Bestiary +2 Swamp +1 Allosaurus Shepherd +1 Prismatic Vista +1 Verdant Catacombs +1 Twilight Mire +1 Craterhoof Behemoth +1 Tyvar Kell +1 Abrupt Decay +1 Elvish Warmaster +1 Wirewood Lodge +1 Devoted Druid +1 Marwyn, the Nurturer +1 Fyndhorn Elves +1 Elvish Archdruid +1 Circle of Dreams Druid +1 Elvish Mystic +1 Elves of Deep Shadow +1 Llanowar Elves +1 Boreal Druid +1 Quirion Ranger +1 Assassin's Trophy +1 Blooming Marsh +1 Bloom Tender +1 Elvish Visionary +1 Glissa Sunslayer +1 Citanul Stalwart +1 Birchlore Rangers +1 Nettle Sentinel +1 Llanowar Tribe +1 Heritage Druid +1 Llanowar Druid +1 Misty Rainforest +1 Polluted Delta +1 Veil of Summer +1 Nyxbloom Ancient +4 Forest +1 Force of Vigor +1 Gaea's Cradle +1 Kindred Summons +1 Tyvar, Jubilant Brawler + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/first_principles.md b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/guide.md b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/guide.md new file mode 100644 index 0000000..9f9f464 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Tyvar Summons Elves. Format: Oathbreaker. Main deck count: 79. Sideboard count: 0. Tags: midrange, tribal. Commander: Kindred Summons // Tyvar, Jubilant Brawler. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Tyvar Summons Elves oathbreaker 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: Tyvar Summons Elves oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Mikaeus, the Unhallowed, Temur Sabertooth, Birds of Paradise, Pact of the Serpent, Copperhorn Scout, Nature's Claim, Arbor Elf, Essence Warden, Leaf-Crowned Visionary, Joraga Treespeaker, Finale of Devastation, Beast Whisperer, Deathrite Shaman, Priest of Titania, Lathril, Blade of the Elves, Wirewood Channeler, Skemfar Shadowsage, Rofellos, Llanowar Emissary. +- 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: Mikaeus, the Unhallowed, Temur Sabertooth, Birds of Paradise, Pact of the Serpent, Copperhorn Scout, Nature's Claim, Arbor Elf, Essence Warden, Leaf-Crowned Visionary, Joraga Treespeaker, Finale of Devastation, Beast Whisperer, Deathrite Shaman, Priest of Titania, Lathril, Blade of the Elves, Wirewood Channeler, Skemfar Shadowsage, Rofellos, Llanowar Emissary. + +## 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 Essence Warden, 1 Overgrown Tomb, 1 Cavern of Souls, 1 Crashing Drawbridge, 1 Prismatic Vista, 1 Verdant Catacombs, 1 Polluted Delta. +- 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: Mikaeus, the Unhallowed, Temur Sabertooth, Birds of Paradise, Pact of the Serpent, Copperhorn Scout, Nature's Claim, Arbor Elf, Essence Warden, Leaf-Crowned Visionary, Joraga Treespeaker, Finale of Devastation, Beast Whisperer, Deathrite Shaman, Priest of Titania, Lathril, Blade of the Elves, Wirewood Channeler, Skemfar Shadowsage, Rofellos, Llanowar Emissary. +- 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: Mikaeus, the Unhallowed, Temur Sabertooth, Birds of Paradise, Pact of the Serpent, Copperhorn Scout, Nature's Claim, Arbor Elf, Essence Warden, Leaf-Crowned Visionary, Joraga Treespeaker, Finale of Devastation, Beast Whisperer, Deathrite Shaman, Priest of Titania, Lathril, Blade of the Elves, Wirewood Channeler, Skemfar Shadowsage, Rofellos, Llanowar Emissary? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/metadata.json b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/metadata.json new file mode 100644 index 0000000..63c1418 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Tyvar Summons Elves oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277087, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Kindred Summons // Tyvar, Jubilant Brawler", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Tyvar Summons Elves.", + "event_name": "Tyvar Summons Elves", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "4196862", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/4196862/tyvar_summons_elves" + }, + "strategy_id": "oathbreaker_tyvar_summons_elves", + "strategy_label": "Tyvar Summons Elves", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/reflection.md b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_tyvar_summons_elves/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_what_about_second_library/1/decklist.txt b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/decklist.txt new file mode 100644 index 0000000..4a3e293 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/decklist.txt @@ -0,0 +1,61 @@ +Main (70) +1 Castle Garenbrig +1 Shifting Woodland +1 Reliquary Tower +1 Nykthos, Shrine to Nyx +1 Oran-Rief, the Vastwood +13 Forest +1 Boseiju, Who Endures +1 War Room +1 Evendo, Waking Haven +1 Gaea's Cradle +1 Lotus Field +1 Buried Ruin +1 Bala Ged Recovery // Bala Ged Sanctuary +1 Sylvan Library +1 Crop Rotation +1 Sakura-Tribe Elder +1 Icetill Explorer +1 Six +1 Noxious Revival +1 Beast Within +1 Nature's Claim +1 Exploration +1 Roiling Regrowth +1 Burgeoning +1 Planar Engineering +1 Dryad of the Ilysian Grove +1 Return of the Wildspeaker +1 Life from the Loam +1 Ancient Greenwarden +1 Horn of Greed +1 Sylvan Awakening +1 Splendid Reclamation +1 Cycle of Renewal +1 Oracle of Mul Daya +1 Archdruid's Charm +1 Exploration Broodship +1 Awaken the Woods +1 Unnatural Restoration +1 Emerald Medallion +1 Druid Class +1 Staff of Titania +1 Battle Mammoth +1 Aetherflux Conduit +1 Diary of Dreams +1 Guardian Project +1 Howling Mine +1 Lifecrafter's Bestiary +1 Ashaya, Soul of the Wild +1 Together as One +1 Braulios of Pheres Band +1 Titania, Gaea Incarnate +1 Titania, Voice of Gaea +1 Doubling Season +1 Titania, Nature's Force +1 Harrow +1 Argoth, Sanctum of Nature +1 Nostalgic Dreams +1 Wrenn and Realmbreaker + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_what_about_second_library/1/first_principles.md b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_what_about_second_library/1/guide.md b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/guide.md new file mode 100644 index 0000000..49274e5 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +What About Second Library. Format: Oathbreaker. Main deck count: 70. Sideboard count: 0. Tags: midrange. Commander: Nostalgic Dreams // Wrenn and Realmbreaker. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +What About Second Library oathbreaker 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: What About Second Library oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Castle Garenbrig, Shifting Woodland, Reliquary Tower, Nykthos, Shrine to Nyx, Oran-Rief, the Vastwood, Forest, Boseiju, Who Endures, War Room, Evendo, Waking Haven, Gaea's Cradle, Lotus Field, Buried Ruin, Bala Ged Recovery // Bala Ged Sanctuary, Sylvan Library, Crop Rotation, Sakura-Tribe Elder, Icetill Explorer, Six. +- 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: Castle Garenbrig, Shifting Woodland, Reliquary Tower, Nykthos, Shrine to Nyx, Oran-Rief, the Vastwood, Forest, Boseiju, Who Endures, War Room, Evendo, Waking Haven, Gaea's Cradle, Lotus Field, Buried Ruin, Bala Ged Recovery // Bala Ged Sanctuary, Sylvan Library, Crop Rotation, Sakura-Tribe Elder, Icetill Explorer, Six. + +## 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 Castle Garenbrig, 1 Shifting Woodland, 1 Reliquary Tower, 1 Nykthos, Shrine to Nyx, 1 Ancient Greenwarden, 1 Argoth, Sanctum of Nature. +- 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: Castle Garenbrig, Shifting Woodland, Reliquary Tower, Nykthos, Shrine to Nyx, Oran-Rief, the Vastwood, Forest, Boseiju, Who Endures, War Room, Evendo, Waking Haven, Gaea's Cradle, Lotus Field, Buried Ruin, Bala Ged Recovery // Bala Ged Sanctuary, Sylvan Library, Crop Rotation, Sakura-Tribe Elder, Icetill Explorer, Six. +- 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: Castle Garenbrig, Shifting Woodland, Reliquary Tower, Nykthos, Shrine to Nyx, Oran-Rief, the Vastwood, Forest, Boseiju, Who Endures, War Room, Evendo, Waking Haven, Gaea's Cradle, Lotus Field, Buried Ruin, Bala Ged Recovery // Bala Ged Sanctuary, Sylvan Library, Crop Rotation, Sakura-Tribe Elder, Icetill Explorer, Six? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_what_about_second_library/1/metadata.json b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/metadata.json new file mode 100644 index 0000000..4f9fb5b --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "G" + ], + "concept_text": "What About Second Library oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277078, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Nostalgic Dreams // Wrenn and Realmbreaker", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy What About Second Library.", + "event_name": "What About Second Library", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "22509481", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/22509481/what_about_second_library" + }, + "strategy_id": "oathbreaker_what_about_second_library", + "strategy_label": "What About Second Library", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_what_about_second_library/1/reflection.md b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_what_about_second_library/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/decklist.txt b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/decklist.txt new file mode 100644 index 0000000..24ef65a --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/decklist.txt @@ -0,0 +1,61 @@ +Main (67) +1 Ground Assault +1 Manamorphose +1 Xenagos, the Reveler +1 Agatha of the Vile Cauldron +1 Geosurge +1 Signal the Clans +1 Ruby, Daring Tracker +1 Gallia of the Endless Dance +1 Abundant Harvest +1 Wrenn and Six +1 Radha, Heir to Keld +1 Ancient Grudge +1 Artifact Mutation +1 Atarka's Command +1 Destructive Revelry +1 Simoon +1 Barbed Sextant +1 Attune with Aether +1 Worldsoul's Rage +1 Break Out +1 Reap the Past +1 Active Volcano +1 Birds of Paradise +1 Artifact Blast +1 Brainstone +1 Burgeoning +1 Blazing Firesinger // Seething Song +1 Rodeo Pyromancers +1 Command Tower +1 Blossoming Wreath +1 Candy Trail +1 Caravan Vigil +1 Tinder Wall +1 Infernal Plunge +1 Seething Song +1 Pyretic Ritual +1 Soulbright Flamekin +1 Gaea's Cradle +1 Priest of Urabrask +1 Nykthos, Shrine to Nyx +1 Wooded Foothills +1 Vessel of Volatility +1 Temple of Abandon +6 Mountain +1 Gruul Turf +1 Cragcrown Pathway // Timbercrown Pathway +5 Forest +1 Last March of the Ents +1 Colossus of Akros +1 Woodfall Primus +1 Vorinclex, Voice of Hunger +1 Ashnod's Altar +1 Wakeroot Elemental +1 Illusionist's Bracers +1 Spawnsire of Ulamog +1 Doubling Season +1 Benefactor's Draught +1 Big Score + +Sideboard (0) diff --git a/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/first_principles.md b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/guide.md b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/guide.md new file mode 100644 index 0000000..d4937c3 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Xenagos, the Reveler x Manamorphose - Gruul - Hyper Ramp. Format: Oathbreaker. Main deck count: 67. Sideboard count: 0. Tags: ramp, artifact. Commander: Manamorphose // Xenagos, the Reveler. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Xenagos, the Reveler x Manamorphose - Gruul - Hyper Ramp oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Xenagos, the Reveler x Manamorphose - Gruul - Hyper Ramp oathbreaker command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: ramp. +- Mechanical tags: artifact. +- Main cards to classify during guide refinement: Ground Assault, Manamorphose, Xenagos, the Reveler, Agatha of the Vile Cauldron, Geosurge, Signal the Clans, Ruby, Daring Tracker, Gallia of the Endless Dance, Abundant Harvest, Wrenn and Six, Radha, Heir to Keld, Ancient Grudge, Artifact Mutation, Atarka's Command, Destructive Revelry, Simoon, Barbed Sextant, Attune with Aether. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Ground Assault, Manamorphose, Xenagos, the Reveler, Agatha of the Vile Cauldron, Geosurge, Signal the Clans, Ruby, Daring Tracker, Gallia of the Endless Dance, Abundant Harvest, Wrenn and Six, Radha, Heir to Keld, Ancient Grudge, Artifact Mutation, Atarka's Command, Destructive Revelry, Simoon, Barbed Sextant, Attune with Aether. + +## 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 Atarka's Command, 1 Command Tower, 1 Nykthos, Shrine to Nyx, 1 Gruul Turf, 1 Cragcrown Pathway // Timbercrown Pathway. +- 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: Ground Assault, Manamorphose, Xenagos, the Reveler, Agatha of the Vile Cauldron, Geosurge, Signal the Clans, Ruby, Daring Tracker, Gallia of the Endless Dance, Abundant Harvest, Wrenn and Six, Radha, Heir to Keld, Ancient Grudge, Artifact Mutation, Atarka's Command, Destructive Revelry, Simoon, Barbed Sextant, Attune with Aether. +- 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: Ground Assault, Manamorphose, Xenagos, the Reveler, Agatha of the Vile Cauldron, Geosurge, Signal the Clans, Ruby, Daring Tracker, Gallia of the Endless Dance, Abundant Harvest, Wrenn and Six, Radha, Heir to Keld, Ancient Grudge, Artifact Mutation, Atarka's Command, Destructive Revelry, Simoon, Barbed Sextant, Attune with Aether? +- 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? diff --git a/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/metadata.json b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/metadata.json new file mode 100644 index 0000000..ab8b52a --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "ramp" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "Xenagos, the Reveler x Manamorphose - Gruul - Hyper Ramp oathbreaker command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781277082, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "oathbreaker" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "commander": "Manamorphose // Xenagos, the Reveler", + "coverage_reason": "oathbreaker source staging from Archidekt competitive_oathbreaker tag for distinct command-zone strategy Xenagos, the Reveler x Manamorphose - Gruul - Hyper Ramp.", + "event_name": "Xenagos, the Reveler x Manamorphose - Gruul - Hyper Ramp", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "22487696", + "source_format": "oathbreaker", + "source_name": "Archidekt Competitive Oathbreaker Tag", + "source_tag": "competitive_oathbreaker", + "source_url": "https://archidekt.com/decks/22487696/xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp" + }, + "strategy_id": "oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp", + "strategy_label": "Xenagos, the Reveler x Manamorphose - Gruul - Hyper Ramp", + "tags": [ + "ramp", + "artifact" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/reflection.md b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/oathbreaker/oathbreaker_xenagos_the_reveler_x_manamorphose_gruul_hyper_ramp/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_bogle_pauper/1/decklist.txt b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/decklist.txt new file mode 100644 index 0000000..b5d21ac --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/decklist.txt @@ -0,0 +1,78 @@ +Main (100) +1 Slippery Bogle +1 Arbor Elf +1 Avenging Hunter +1 Fade Away +1 Drift of Phantasms +1 Rampant Growth +1 Fall from Favor +1 Aarakocra Sneak +1 Season of Renewal +1 Evolution Witness +1 Entourage of Trest +1 Azure Fleet Admiral +1 Secrets of the Golden City +1 Coiling Oracle +1 Portent Tracker +1 Dawn's Reflection +1 Fertile Ground +1 Elvish Mystic +1 Prishe's Wanderings +1 Fertilid +1 Wose Pathfinder +1 Grafted Growth +1 Sea Gate +1 You See a Guard Approach +1 Fyndhorn Elves +1 Shore Up +1 Basilisk Gate +1 Tanglepool Bridge +1 Manor Gate +1 Heap Gate +1 Simic Guildgate +1 Opal Palace +1 Thornwood Falls +1 Woodland Stream +1 Command Tower +1 Quandrix Campus +14 Forest +13 Island +1 Nature's Claim +1 You Come to a River +1 Pick Your Poison +1 Reasonable Doubt +1 Cartouche of Strength +1 Finishing Move +1 Mist-Cloaked Herald +1 Spiketail Drakeling +1 Trailblazer's Torch +1 You Find the Villains' Lair +1 Slither Blade +1 Looter il-Kor +1 Golem-Skin Gauntlets +1 Duskshell Crawler +1 Tales of Master Seshiro // Seshiro's Living Legacy +1 Armory of Iroas +1 Pridemalkin +1 Rancor +1 Haunted Cloak +1 Fleetfeather Sandals +1 Arcane Flight +1 Zephyr Charge +1 Cobbled Wings +1 Dread Linnorm // Scale Deflection +1 Crystal Carapace +1 One With the Wind +1 Preordain +1 Aqueous Form +1 The Modern Age // Vector Glider +1 Sheltering Boughs +1 Flux +1 Young Blue Dragon // Sand Augury +1 Vulshok Battlegear +1 Strider Harness +1 Embrace the Paradox +1 Nature's Lore +1 Utopia Sprawl + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_bogle_pauper/1/first_principles.md b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_bogle_pauper/1/guide.md b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/guide.md new file mode 100644 index 0000000..4f42929 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Bogle. (Pauper). Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: ramp, tribal. Commander: Slippery Bogle. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Bogle. (Pauper) pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Bogle. (Pauper) pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: ramp. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Arbor Elf, Avenging Hunter, Fade Away, Drift of Phantasms, Rampant Growth, Fall from Favor, Aarakocra Sneak, Season of Renewal, Evolution Witness, Entourage of Trest, Azure Fleet Admiral, Secrets of the Golden City, Coiling Oracle, Portent Tracker, Dawn's Reflection, Fertile Ground, Elvish Mystic, Prishe's Wanderings. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Arbor Elf, Avenging Hunter, Fade Away, Drift of Phantasms, Rampant Growth, Fall from Favor, Aarakocra Sneak, Season of Renewal, Evolution Witness, Entourage of Trest, Azure Fleet Admiral, Secrets of the Golden City, Coiling Oracle, Portent Tracker, Dawn's Reflection, Fertile Ground, Elvish Mystic, Prishe's Wanderings. + +## 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 Secrets of the Golden City, 1 Sea Gate, 1 Basilisk Gate, 1 Tanglepool Bridge, 1 Manor Gate, 1 Heap Gate, 1 Simic Guildgate, 1 Woodland Stream, 1 Command Tower. +- 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: Arbor Elf, Avenging Hunter, Fade Away, Drift of Phantasms, Rampant Growth, Fall from Favor, Aarakocra Sneak, Season of Renewal, Evolution Witness, Entourage of Trest, Azure Fleet Admiral, Secrets of the Golden City, Coiling Oracle, Portent Tracker, Dawn's Reflection, Fertile Ground, Elvish Mystic, Prishe's Wanderings. +- 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: Arbor Elf, Avenging Hunter, Fade Away, Drift of Phantasms, Rampant Growth, Fall from Favor, Aarakocra Sneak, Season of Renewal, Evolution Witness, Entourage of Trest, Azure Fleet Admiral, Secrets of the Golden City, Coiling Oracle, Portent Tracker, Dawn's Reflection, Fertile Ground, Elvish Mystic, Prishe's Wanderings? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_bogle_pauper/1/metadata.json b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/metadata.json new file mode 100644 index 0000000..406a8ae --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "ramp" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Bogle. (Pauper) pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276974, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Slippery Bogle", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Bogle. (Pauper).", + "event_name": "Bogle. (Pauper)", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "23311328", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/23311328/bogle_pauper" + }, + "strategy_id": "pauper_commander_bogle_pauper", + "strategy_label": "Bogle. (Pauper)", + "tags": [ + "ramp", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_bogle_pauper/1/reflection.md b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_bogle_pauper/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/decklist.txt b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/decklist.txt new file mode 100644 index 0000000..9e87d20 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/decklist.txt @@ -0,0 +1,79 @@ +Main (100) +1 Teshar, Ancestor's Apostle +1 Gods Willing +1 Ancient Den +1 Apostle's Blessing +1 Arcane Signet +1 Arcum's Astrolabe +1 Ashnod's Altar +1 Blacksmith's Skill +1 Chromatic Star +1 Commander's Sphere +1 Conduit Pylons +1 Conjurer's Bauble +1 Darksteel Citadel +1 Dire Mimic +1 Everflowing Chalice +1 Fanatical Devotion +1 Fellwar Stone +1 Hidden Grotto +1 Jack-o'-Lantern +1 Loran's Escape +1 Lotus Petal +1 Lunatic Pandora +1 Mind Stone +1 Relic of Progenitus +1 Rusted Slasher +1 Shriekhorn +1 Spectacular Tactics +1 Springjaw Trap +1 Springleaf Drum +1 Tocasia's Dig Site +1 Tormod's Crypt +25 Snow-Covered Plains +1 Welding Jar +1 Roving Harper +1 Priest of Ancient Lore +1 Chromatic Sphere +1 Buried Treasure +1 Desert of the True +1 Exosuit Savior +1 Secluded Steppe +1 Drifting Meadow +1 Voyager Quickwelder +1 Foundry Inspector +1 Mimic +1 Airlift Chaplain +1 Benevolent Bodyguard +1 Cathar Commando +1 Cathodion +1 Filigree Familiar +1 Glint Hawk +1 Inspiring Overseer +1 Kami of False Hope +1 Kindly Customer +1 Kor Skyfisher +1 Leonin Squire +1 Myr Kinsmith +1 Myr Moonvessel +1 Myr Retriever +1 Novice Inspector +1 Ornithopter +1 Perilous Myr +1 Phyrexian Walker +1 Shattered Acolyte +1 Shield Sphere +1 Aviary Mechanic +1 Skyscanner +1 Spirited Companion +1 Starnheim Courser +1 Thermal Navigator +1 Thraben Inspector +1 Trusty Packbeast +1 Workshop Assistant +1 Gleaming Barrier +1 Mechanical Mobster +1 Magic Pot +1 Helpful Hunter + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/first_principles.md b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/guide.md b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/guide.md new file mode 100644 index 0000000..681384d --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/guide.md @@ -0,0 +1,105 @@ +# 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? diff --git a/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/metadata.json b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/metadata.json new file mode 100644 index 0000000..5c5a9f1 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W" + ], + "concept_text": "CPDH: Teshar, Apr 2026 pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276960, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Teshar, Ancestor's Apostle", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy CPDH: Teshar, Apr 2026.", + "event_name": "CPDH: Teshar, Apr 2026", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "21916539", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/21916539/cpdh_teshar_apr_2026" + }, + "strategy_id": "pauper_commander_cpdh_teshar_apr_2026", + "strategy_label": "CPDH: Teshar, Apr 2026", + "tags": [ + "midrange" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/reflection.md b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_cpdh_teshar_apr_2026/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/decklist.txt b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/decklist.txt new file mode 100644 index 0000000..374439f --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/decklist.txt @@ -0,0 +1,82 @@ +Main (106) +1 Dina, Soul Steeper +1 Deathgreeter +1 Marauding Blight-Priest +1 Pristine Talisman +1 Epicure of Blood +1 Essence Warden +1 Jaddi Offshoot +1 Kazandu Nectarpot +1 Dogged Pursuit +1 Radiant Fountain +1 Social Climber +1 Trespasser's Curse +1 Ill-Gotten Inheritance +1 Blood Researcher +1 Grazing Gladehart +1 Falkenrath Noble +1 Infuse with Vitality +1 Riveteers Overlook +1 Creeping Bloodsucker +1 Pest Summoning +1 Jungle Hollow +1 Vampire Neonate +1 Witherbloom Pledgemage +1 Filigree Familiar +1 Urborg Repossession +1 Serrated Scorpion +1 Bake into a Pie +1 Environmental Sciences +1 Appetite for the Unnatural +1 Command Tower +1 Moldering Karok +1 Daggerdrome Imp +1 Rampant Growth +1 Evolving Wilds +1 Breathe Your Last +1 Bojuka Bog +1 Adventurer's Inn +1 Bogwater Lumaret +1 Sanguine Syphoner +1 Sign in Blood +1 Agate-Blade Assassin +1 Banehound +1 Night Market Lookout +1 Thornbow Archer +1 Feed the Swarm +1 Drossclaw +1 Grapple with Death +1 Golgari Signet +1 Return to Nature +1 Fog +1 Pest Mascot +1 Send in the Pest +1 Pull from the Grave +14 Forest +1 Path of Ancestry +15 Swamp +1 Night's Whisper +1 Viscera Seer +1 Golgari Rot Farm +1 Stonefare Crocodile +1 Undercity Uprising +1 Nature's Claim +1 Farbog Revenant +1 Chrome Companion +1 Tithing Blade // Consuming Sepulcher +1 Rooftop Assassin +1 Vampire Envoy +1 Ghastly Gloomhunter +1 Mukotai Ambusher +1 Vault Skirge +1 Shopkeeper's Bane +1 Unearth +1 Dutiful Return +1 Quiet Disrepair +1 Specter of the Fens +1 Duskwielder +1 Lampad of Death's Vigil +1 Llanowar Elves +1 Natural End + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/first_principles.md b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/guide.md b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/guide.md new file mode 100644 index 0000000..c0aefbb --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Dina, Soul Steeper - PDH (1931). Format: Pauper Commander. Main deck count: 106. Sideboard count: 0. Tags: ramp, graveyard. Commander: Dina, Soul Steeper. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Dina, Soul Steeper - PDH (1931) pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Dina, Soul Steeper - PDH (1931) pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: ramp. +- Mechanical tags: graveyard. +- Main cards to classify during guide refinement: Deathgreeter, Marauding Blight-Priest, Pristine Talisman, Epicure of Blood, Essence Warden, Jaddi Offshoot, Kazandu Nectarpot, Dogged Pursuit, Radiant Fountain, Social Climber, Trespasser's Curse, Ill-Gotten Inheritance, Blood Researcher, Grazing Gladehart, Falkenrath Noble, Infuse with Vitality, Riveteers Overlook, Creeping Bloodsucker. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Deathgreeter, Marauding Blight-Priest, Pristine Talisman, Epicure of Blood, Essence Warden, Jaddi Offshoot, Kazandu Nectarpot, Dogged Pursuit, Radiant Fountain, Social Climber, Trespasser's Curse, Ill-Gotten Inheritance, Blood Researcher, Grazing Gladehart, Falkenrath Noble, Infuse with Vitality, Riveteers Overlook, Creeping Bloodsucker. + +## 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 Essence Warden, 1 Radiant Fountain, 1 Command Tower, 1 Agate-Blade Assassin, 1 Golgari Rot Farm. +- 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: Deathgreeter, Marauding Blight-Priest, Pristine Talisman, Epicure of Blood, Essence Warden, Jaddi Offshoot, Kazandu Nectarpot, Dogged Pursuit, Radiant Fountain, Social Climber, Trespasser's Curse, Ill-Gotten Inheritance, Blood Researcher, Grazing Gladehart, Falkenrath Noble, Infuse with Vitality, Riveteers Overlook, Creeping Bloodsucker. +- 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: Deathgreeter, Marauding Blight-Priest, Pristine Talisman, Epicure of Blood, Essence Warden, Jaddi Offshoot, Kazandu Nectarpot, Dogged Pursuit, Radiant Fountain, Social Climber, Trespasser's Curse, Ill-Gotten Inheritance, Blood Researcher, Grazing Gladehart, Falkenrath Noble, Infuse with Vitality, Riveteers Overlook, Creeping Bloodsucker? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/metadata.json b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/metadata.json new file mode 100644 index 0000000..f843a92 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "ramp" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Dina, Soul Steeper - PDH (1931) pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276928, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "commander": "Dina, Soul Steeper", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Dina, Soul Steeper - PDH (1931).", + "event_name": "Dina, Soul Steeper - PDH (1931)", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "22970902", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/22970902/dina_soul_steeper_pdh_1931" + }, + "strategy_id": "pauper_commander_dina_soul_steeper_pdh_1931", + "strategy_label": "Dina, Soul Steeper - PDH (1931)", + "tags": [ + "ramp", + "graveyard" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/reflection.md b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_dina_soul_steeper_pdh_1931/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/decklist.txt b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/decklist.txt new file mode 100644 index 0000000..4e567ab --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/decklist.txt @@ -0,0 +1,66 @@ +Main (100) +1 Doc Aurlock, Grizzled Genius +1 Favor of the Overbeing +1 Shambleshark +1 Bioshift +1 Pond Prophet +1 Quandrix Pledgemage +1 Snapping Voidcraw +1 Scuttlegator +1 Temporal Spring +1 Eureka Moment +1 Wavesifter +1 Fractal Summoning +1 Shielding Plax +1 Aeromunculus +1 Slippery Bogle +1 Winged Coatl +1 Square Up +1 Coiling Oracle +1 Growth Spiral +1 Applied Biomancy +1 Biomathematician +1 Needlethorn Drake +1 Snakeform +1 Silent Departure +1 Sword Coast Serpent // Capsizing Wave +1 Artful Dodge +1 Deep Analysis +1 Beanstalk Wurm // Plant Beans +1 Behold the Multiverse +1 Otherworldly Gaze +1 Rosethorn Acolyte // Seasonal Ritual +19 Island +1 Scour All Possibilities +1 Simic Guildgate +1 Think Twice +1 Moment's Peace +1 Tumbleweed Rising +1 Ravenform +1 Chatter of the Squirrel +1 Trapjaw Kelpie +1 Undercover Crocodelf +1 Vigean Hydropon +1 Germinating Wurm +1 Sarulf's Packmate +1 Elephant Ambush +1 Karfell Harbinger +1 Dreams of Laguna +1 Shadowbeast Sighting +1 Tapping at the Window +1 Path to the Festival +1 Retrieve the Esper +1 Djinn of Fool's Fall +1 Secrets of the Key +1 Spinewoods Paladin +1 Freestrider Commando +1 Loan Shark +1 Drix Fatemaker +1 Sylvan Might +1 Starbreach Whale +1 Mechanozoa +1 Sinister Cryologist +1 Fog +20 Forest + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/first_principles.md b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/guide.md b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/guide.md new file mode 100644 index 0000000..ccdff71 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Doc Aurlock - GU Pauper. Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, tribal. Commander: Doc Aurlock, Grizzled Genius. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Doc Aurlock - GU Pauper 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: Doc Aurlock - GU Pauper pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Favor of the Overbeing, Shambleshark, Bioshift, Pond Prophet, Quandrix Pledgemage, Snapping Voidcraw, Scuttlegator, Temporal Spring, Eureka Moment, Wavesifter, Fractal Summoning, Shielding Plax, Aeromunculus, Slippery Bogle, Winged Coatl, Square Up, Coiling Oracle, Growth Spiral. +- 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: Favor of the Overbeing, Shambleshark, Bioshift, Pond Prophet, Quandrix Pledgemage, Snapping Voidcraw, Scuttlegator, Temporal Spring, Eureka Moment, Wavesifter, Fractal Summoning, Shielding Plax, Aeromunculus, Slippery Bogle, Winged Coatl, Square Up, Coiling Oracle, Growth Spiral. + +## 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 Sword Coast Serpent // Capsizing Wave, 1 Simic Guildgate, 1 Freestrider Commando. +- 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: Favor of the Overbeing, Shambleshark, Bioshift, Pond Prophet, Quandrix Pledgemage, Snapping Voidcraw, Scuttlegator, Temporal Spring, Eureka Moment, Wavesifter, Fractal Summoning, Shielding Plax, Aeromunculus, Slippery Bogle, Winged Coatl, Square Up, Coiling Oracle, Growth Spiral. +- 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: Favor of the Overbeing, Shambleshark, Bioshift, Pond Prophet, Quandrix Pledgemage, Snapping Voidcraw, Scuttlegator, Temporal Spring, Eureka Moment, Wavesifter, Fractal Summoning, Shielding Plax, Aeromunculus, Slippery Bogle, Winged Coatl, Square Up, Coiling Oracle, Growth Spiral? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/metadata.json b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/metadata.json new file mode 100644 index 0000000..fb205d1 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Doc Aurlock - GU Pauper pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276953, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Doc Aurlock, Grizzled Genius", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Doc Aurlock - GU Pauper.", + "event_name": "Doc Aurlock - GU Pauper", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "15819706", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/15819706/doc_aurlock_gu_pauper" + }, + "strategy_id": "pauper_commander_doc_aurlock_gu_pauper", + "strategy_label": "Doc Aurlock - GU Pauper", + "tags": [ + "midrange", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/reflection.md b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_doc_aurlock_gu_pauper/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_falls/1/decklist.txt b/strategies/pauper-commander/pauper_commander_falls/1/decklist.txt new file mode 100644 index 0000000..34196e1 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_falls/1/decklist.txt @@ -0,0 +1,79 @@ +Main (103) +1 Imoti, Celebrant of Bounty +1 Utter Insignificance +1 Explore +1 Growth Spiral +1 Opt +1 Scour from Existence +1 Aethersnipe +1 Annoyed Altisaur +1 Crashing Drawbridge +1 Fierce Empath +1 Sword Coast Serpent // Capsizing Wave +1 Tangle Golem +1 Walker of the Grove +1 Fellwar Stone +1 Cultivate +1 Rampant Growth +1 Rush of Knowledge +1 Simic Signet +1 Arcane Signet +1 Coiling Oracle +1 Ulamog's Crusher +1 Preordain +1 Seer's Lantern +1 Skyshroud Claim +1 Greater Tanuki +1 Krosan Drover +1 Maelstrom Colossus +1 Sigiled Starfish +1 Slavering Branchsnapper +1 Snapping Voidcraw +1 Mind Stone +1 Greater Sandwurm +1 Tranquil Thicket +1 Command Tower +14 Island +1 Mental Journey +1 Natural Reclamation +1 Thundering Tanadon +1 Dread Linnorm // Scale Deflection +1 Spined Megalodon +1 Wood Elves +1 Tolarian Terror +1 Farhaven Elf +1 Thornwood Falls +1 Halimar Depths +1 Gearseeker Serpent +1 Colossal Dreadmaw +1 Elvish Aberration +1 It of the Horrid Swarm +1 Unsummon +1 Errant Ephemeron +1 Siege Wurm +1 Witness Protection +1 Spire Golem +1 Eldrazi Devastator +1 Vapor Snag +1 Forceful Denial +1 Evolving Wilds +1 Terramorphic Expanse +1 Lonely Sandbar +15 Forest +1 Kodama's Reach +1 Treasure Cruise +1 Lignify +1 Darksteel Pendant +1 Serum Visions +1 Whispersilk Cloak +1 Read the Tides +1 Wretched Gryff +1 Mirrorshell Crab +1 Krosan Tusker +1 Mulldrifter +1 Timberland Ancient +1 Generous Ent +1 Delver of Secrets // Insectile Aberration +1 Hydroblast + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_falls/1/first_principles.md b/strategies/pauper-commander/pauper_commander_falls/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_falls/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_falls/1/guide.md b/strategies/pauper-commander/pauper_commander_falls/1/guide.md new file mode 100644 index 0000000..1871b76 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_falls/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Falls. Format: Pauper Commander. Main deck count: 103. Sideboard count: 0. Tags: ramp, tribal. Commander: Imoti, Celebrant of Bounty. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Falls pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a ramp strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Falls pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: ramp. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Utter Insignificance, Explore, Growth Spiral, Opt, Scour from Existence, Aethersnipe, Annoyed Altisaur, Crashing Drawbridge, Fierce Empath, Sword Coast Serpent // Capsizing Wave, Tangle Golem, Walker of the Grove, Fellwar Stone, Cultivate, Rampant Growth, Rush of Knowledge, Simic Signet, Arcane Signet. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with ramp to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Utter Insignificance, Explore, Growth Spiral, Opt, Scour from Existence, Aethersnipe, Annoyed Altisaur, Crashing Drawbridge, Fierce Empath, Sword Coast Serpent // Capsizing Wave, Tangle Golem, Walker of the Grove, Fellwar Stone, Cultivate, Rampant Growth, Rush of Knowledge, Simic Signet, Arcane Signet. + +## 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 Crashing Drawbridge, 1 Sword Coast Serpent // Capsizing Wave, 1 Command Tower, 1 Forceful Denial, 1 Timberland Ancient. +- 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: Utter Insignificance, Explore, Growth Spiral, Opt, Scour from Existence, Aethersnipe, Annoyed Altisaur, Crashing Drawbridge, Fierce Empath, Sword Coast Serpent // Capsizing Wave, Tangle Golem, Walker of the Grove, Fellwar Stone, Cultivate, Rampant Growth, Rush of Knowledge, Simic Signet, Arcane Signet. +- 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: Utter Insignificance, Explore, Growth Spiral, Opt, Scour from Existence, Aethersnipe, Annoyed Altisaur, Crashing Drawbridge, Fierce Empath, Sword Coast Serpent // Capsizing Wave, Tangle Golem, Walker of the Grove, Fellwar Stone, Cultivate, Rampant Growth, Rush of Knowledge, Simic Signet, Arcane Signet? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_falls/1/metadata.json b/strategies/pauper-commander/pauper_commander_falls/1/metadata.json new file mode 100644 index 0000000..49a6c95 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_falls/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "ramp" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Falls pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276967, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Imoti, Celebrant of Bounty", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Falls.", + "event_name": "Falls", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "16358124", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/16358124/falls" + }, + "strategy_id": "pauper_commander_falls", + "strategy_label": "Falls", + "tags": [ + "ramp", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_falls/1/reflection.md b/strategies/pauper-commander/pauper_commander_falls/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_falls/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/decklist.txt b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/decklist.txt new file mode 100644 index 0000000..96c2b2b --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/decklist.txt @@ -0,0 +1,76 @@ +Main (100) +1 Fang, Fearless l'Cie +1 Skeleton Crew +1 Accursed Marauder +1 Retrofitted Transmogrant +1 Dogged Detective +1 Haunt of the Dead Marshes +1 Purple Pentapus +1 Crypt Creeper +1 Scarblade Scout +1 Overeager Apprentice +1 Scrounger of Souls +1 Persistent Specimen +1 Wailing Ghoul +1 Eviscerator's Insight +1 Deadly Dispute +1 Defile +1 Cremate +1 Bone Harvest +1 Tendrils of Corruption +1 Murder +1 Corrupted Conviction +1 Bone Shards +1 Feed the Swarm +1 Merciless Resolve +1 Dread Return +1 Resentful Revelation +1 Hidden Grotto +1 Crystal Grotto +1 Conduit Pylons +1 Polluted Mire +1 Soul Salvage +1 Unearth +1 Wander in Death +1 Masterful Flourish +1 Diresight +1 Risky Shortcut +1 Cheerful Osteomancer // Raise Dead +1 Wayfarer's Bauble +1 Desert of the Glorified +1 Eaten Alive +1 Cost of Brilliance +1 Pull from the Grave +1 Charcoal Diamond +1 Bojuka Bog +1 Mortuary Mire +1 Witch's Cottage +1 Ghoulcaller's Chant +1 Gravedig +1 Syphon Soul +1 Unnatural Endurance +1 Professor's Warning +1 Scales of Shale +1 Armor of Shadows +1 Without Weakness +1 Azra Smokeshaper +1 Unlikely Aid +1 Charity Extractor +1 Dash Hopes +1 Return from Extinction +1 Dusk Legion Zealot +1 Mindwrack Harpy +1 Pristine Talisman +1 Bone Splinters +1 Wreckage Wickerfolk +1 Village Rites +1 Cabal Initiate +1 Desperate Farmer // Depraved Harvester +1 Gray Merchant of Asphodel +1 Troll of Khazad-dûm +1 Shadow Alley Denizen +28 Swamp +1 Macabre Waltz +1 Grim Discovery + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/first_principles.md b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/guide.md b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/guide.md new file mode 100644 index 0000000..2a7055d --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Fang Plays Pauper. Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange, graveyard. Commander: Fang, Fearless l'Cie. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Fang Plays Pauper 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: Fang Plays Pauper pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: midrange. +- Mechanical tags: graveyard. +- Main cards to classify during guide refinement: Skeleton Crew, Accursed Marauder, Retrofitted Transmogrant, Dogged Detective, Haunt of the Dead Marshes, Purple Pentapus, Crypt Creeper, Scarblade Scout, Overeager Apprentice, Scrounger of Souls, Persistent Specimen, Wailing Ghoul, Eviscerator's Insight, Deadly Dispute, Defile, Cremate, Bone Harvest, Tendrils of Corruption. +- 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: Skeleton Crew, Accursed Marauder, Retrofitted Transmogrant, Dogged Detective, Haunt of the Dead Marshes, Purple Pentapus, Crypt Creeper, Scarblade Scout, Overeager Apprentice, Scrounger of Souls, Persistent Specimen, Wailing Ghoul, Eviscerator's Insight, Deadly Dispute, Defile, Cremate, Bone Harvest, Tendrils of Corruption. + +## 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 Crypt Creeper, 1 Hidden Grotto, 1 Village Rites, 1 Desperate Farmer // Depraved Harvester, 1 Shadow Alley Denizen. +- 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: Skeleton Crew, Accursed Marauder, Retrofitted Transmogrant, Dogged Detective, Haunt of the Dead Marshes, Purple Pentapus, Crypt Creeper, Scarblade Scout, Overeager Apprentice, Scrounger of Souls, Persistent Specimen, Wailing Ghoul, Eviscerator's Insight, Deadly Dispute, Defile, Cremate, Bone Harvest, Tendrils of Corruption. +- 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: Skeleton Crew, Accursed Marauder, Retrofitted Transmogrant, Dogged Detective, Haunt of the Dead Marshes, Purple Pentapus, Crypt Creeper, Scarblade Scout, Overeager Apprentice, Scrounger of Souls, Persistent Specimen, Wailing Ghoul, Eviscerator's Insight, Deadly Dispute, Defile, Cremate, Bone Harvest, Tendrils of Corruption? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/metadata.json b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/metadata.json new file mode 100644 index 0000000..a3e78bb --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B" + ], + "concept_text": "Fang Plays Pauper pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276993, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "commander": "Fang, Fearless l'Cie", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Fang Plays Pauper.", + "event_name": "Fang Plays Pauper", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "22797828", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/22797828/fang_plays_pauper" + }, + "strategy_id": "pauper_commander_fang_plays_pauper", + "strategy_label": "Fang Plays Pauper", + "tags": [ + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/reflection.md b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_fang_plays_pauper/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/decklist.txt b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/decklist.txt new file mode 100644 index 0000000..0507f2b --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/decklist.txt @@ -0,0 +1,83 @@ +Main (100) +1 Broodspinner +1 Holdout Settlement +1 Survivors' Encampment +1 Conduit Pylons +1 Crystal Grotto +1 Golgari Rot Farm +1 Bojuka Bog +1 Command Tower +11 Forest +11 Swamp +1 Journey of Discovery +1 Siege Zombie +1 Mobilize +1 Witch's Cauldron +1 You Are Already Dead +1 Vendetta +1 Heritage Reclamation +1 Return to Nature +1 Howling Golem +1 Tithing Blade // Consuming Sepulcher +1 Eviscerator's Insight +1 Nihil Spellbomb +1 Tragic Slip +1 Black Mage's Rod +1 Nadier's Nightblade +1 Reckoner's Bargain +1 Cornered by Black Mages +1 Desert +1 Hidden Grotto +1 Rumble Arena +1 Tocasia's Dig Site +1 Tree of Tales +1 Titan's Grave +1 Vault of Whispers +1 Witherbloom Campus +1 Crop Rotation +1 Carrion Feeder +1 Viscera Seer +1 Grisly Salvage +1 Chatterstorm +1 Explore +1 Blisterpod +1 Chatter of the Squirrel +1 Nested Shambler +1 Crawling Infestation +1 Deadly Dispute +1 Eldrazi Repurposer +1 Elfsworn Giant +1 Fists of Ironwood +1 Fanatical Offering +1 Eyeblight Cullers +1 Night Soil +1 Infestation Sage +1 Mirkwood Bats +1 Khalni Garden +1 Malevolent Rumble +1 Nezumi Linkbreaker +1 Not Dead After All +1 Presence of Gond +1 Return from the Wilds +1 Saproling Migration +1 Scarblade's Malice +1 Scatter the Seeds +1 Undercellar Myconid +1 Zuko's Exile +1 Sign in Blood +1 Village Rites +1 Funeral Rites +1 Night's Whisper +1 Bushmeat Poacher +1 Bequeathal +1 You Meet in a Tavern +1 Casting of Bones +1 Caravan Vigil +1 Arboreal Grazer +1 Harrow +1 Nissa's Pilgrimage +1 Skyshroud Ranger +1 Utopia Sprawl +1 Sakura-Tribe Scout + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/first_principles.md b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/guide.md b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/guide.md new file mode 100644 index 0000000..03e5aae --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Golgari Token Spellslinger Burn Pauper EDH. Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: burn, combo, graveyard, tokens, tribal. Commander: Broodspinner. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Golgari Token Spellslinger Burn Pauper EDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a burn, combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Golgari Token Spellslinger Burn Pauper EDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: burn, combo. +- Mechanical tags: graveyard, tokens, tribal. +- Main cards to classify during guide refinement: Holdout Settlement, Survivors' Encampment, Conduit Pylons, Crystal Grotto, Golgari Rot Farm, Bojuka Bog, Command Tower, Forest, Swamp, Journey of Discovery, Siege Zombie, Mobilize, Witch's Cauldron, You Are Already Dead, Vendetta, Heritage Reclamation, Return to Nature, Howling Golem. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with burn, combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Holdout Settlement, Survivors' Encampment, Conduit Pylons, Crystal Grotto, Golgari Rot Farm, Bojuka Bog, Command Tower, Forest, Swamp, Journey of Discovery, Siege Zombie, Mobilize, Witch's Cauldron, You Are Already Dead, Vendetta, Heritage Reclamation, Return to Nature, Howling Golem. + +## 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 Golgari Rot Farm, 1 Command Tower, 1 Hidden Grotto, 1 Khalni Garden, 1 Village Rites. +- 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: Holdout Settlement, Survivors' Encampment, Conduit Pylons, Crystal Grotto, Golgari Rot Farm, Bojuka Bog, Command Tower, Forest, Swamp, Journey of Discovery, Siege Zombie, Mobilize, Witch's Cauldron, You Are Already Dead, Vendetta, Heritage Reclamation, Return to Nature, Howling Golem. +- 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: Holdout Settlement, Survivors' Encampment, Conduit Pylons, Crystal Grotto, Golgari Rot Farm, Bojuka Bog, Command Tower, Forest, Swamp, Journey of Discovery, Siege Zombie, Mobilize, Witch's Cauldron, You Are Already Dead, Vendetta, Heritage Reclamation, Return to Nature, Howling Golem? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/metadata.json b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/metadata.json new file mode 100644 index 0000000..94c142e --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/metadata.json @@ -0,0 +1,60 @@ +{ + "archetype_tags": [ + "burn", + "combo" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Golgari Token Spellslinger Burn Pauper EDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276940, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [ + "graveyard", + "tokens", + "tribal" + ], + "source_metadata": { + "commander": "Broodspinner", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Golgari Token Spellslinger Burn Pauper EDH.", + "event_name": "Golgari Token Spellslinger Burn Pauper EDH", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "23312250", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/23312250/golgari_token_spellslinger_burn_pauper_edh" + }, + "strategy_id": "pauper_commander_golgari_token_spellslinger_burn_pauper_edh", + "strategy_label": "Golgari Token Spellslinger Burn Pauper EDH", + "tags": [ + "burn", + "combo", + "graveyard", + "tokens", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/reflection.md b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_golgari_token_spellslinger_burn_pauper_edh/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/decklist.txt b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/decklist.txt new file mode 100644 index 0000000..af8f2d5 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/decklist.txt @@ -0,0 +1,96 @@ +Main (100) +1 Gremlin Tamer +1 Frogify +1 All That Glitters +1 Ophidian Eye +1 Witness Protection +1 Ethereal Armor +1 Planar Disruption +1 Sigil of Sleep +1 Omen of the Sea +1 Security Bypass +1 Steel of the Godhead +1 Conviction +1 Seal of Cleansing +1 Moon-Circuit Hacker +1 Reprobation +1 Hyena Umbra +1 Spirited Companion +1 Transcendent Envoy +1 Grand Entryway // Elegant Rotunda +1 Dog Umbra +1 Trapped in the Screen +1 Imprisoned in the Moon +1 Banishing Light +1 Journey to Nowhere +1 Summon: Choco/Mog +1 Fanatical Devotion +1 Benevolent Blessing +1 Chains of Custody +1 Cartouche of Knowledge +1 Ior Ruin Expedition +1 Angelic Renewal +1 Seal of Removal +1 Betrayal +1 The Modern Age // Vector Glider +1 Web Up +1 Soul Barrier +1 Gossamer Chains +1 Stormcaller's Boon +1 Answered Prayers +1 Psychic Venom +1 Ocular Halo +1 Veil of Birds +1 Pentarch Ward +1 Opal Gargoyle +1 Spreading Seas +1 Family Reunion +1 Thraben Charm +1 Rootborn Defenses +1 Fate Foretold +1 Your Temple Is Under Attack +1 Eagles of the North +1 On the Job +1 Focus Fire +1 Starnheim Courser +1 Flicker of Fate +5 Plains +1 Hoodwink +1 Slumbering Keepguard +4 Island +1 Suture Priest +1 Creeping Peeper +1 Soul Warden +1 Lunarch Veteran // Luminous Phantom +1 Soul's Attendant +1 Lórien Revealed +1 Ash Barrens +1 Night Market +1 Secluded Steppe +1 Lonely Sandbar +1 Drifting Meadow +1 Remote Isle +1 Desert of the Mindful +1 Desert of the True +1 Arcane Signet +1 Azorius Signet +1 Command Tower +1 Glimmerburst +1 Shared Discovery +1 Return Triumphant +1 Unable to Scream +1 Abandoned Campground +1 Azorius Chancery +1 Halimar Depths +1 Escape Tunnel +1 Evolving Wilds +1 Terramorphic Expanse +1 Skybridge Towers +1 Skyline Cascade +1 Vibrant Cityscape +1 Lonely Arroyo +1 The Fair Basilica +1 Sejiri Steppe +1 The Surgical Bay + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/first_principles.md b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/guide.md b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/guide.md new file mode 100644 index 0000000..4f625f1 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Gremlin Tamer - Pauper. Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: combo. Commander: Gremlin Tamer. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Gremlin Tamer - Pauper pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Gremlin Tamer - Pauper pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: combo. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Frogify, All That Glitters, Ophidian Eye, Witness Protection, Ethereal Armor, Planar Disruption, Sigil of Sleep, Omen of the Sea, Security Bypass, Steel of the Godhead, Conviction, Seal of Cleansing, Moon-Circuit Hacker, Reprobation, Hyena Umbra, Spirited Companion, Transcendent Envoy, Grand Entryway // Elegant Rotunda. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Frogify, All That Glitters, Ophidian Eye, Witness Protection, Ethereal Armor, Planar Disruption, Sigil of Sleep, Omen of the Sea, Security Bypass, Steel of the Godhead, Conviction, Seal of Cleansing, Moon-Circuit Hacker, Reprobation, Hyena Umbra, Spirited Companion, Transcendent Envoy, Grand Entryway // Elegant Rotunda. + +## 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 Transcendent Envoy, 1 Starnheim Courser, 1 Soul Warden, 1 Command Tower, 1 Azorius Chancery, 1 Skybridge Towers. +- 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: Frogify, All That Glitters, Ophidian Eye, Witness Protection, Ethereal Armor, Planar Disruption, Sigil of Sleep, Omen of the Sea, Security Bypass, Steel of the Godhead, Conviction, Seal of Cleansing, Moon-Circuit Hacker, Reprobation, Hyena Umbra, Spirited Companion, Transcendent Envoy, Grand Entryway // Elegant Rotunda. +- 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: Frogify, All That Glitters, Ophidian Eye, Witness Protection, Ethereal Armor, Planar Disruption, Sigil of Sleep, Omen of the Sea, Security Bypass, Steel of the Godhead, Conviction, Seal of Cleansing, Moon-Circuit Hacker, Reprobation, Hyena Umbra, Spirited Companion, Transcendent Envoy, Grand Entryway // Elegant Rotunda? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/metadata.json b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/metadata.json new file mode 100644 index 0000000..8197034 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Gremlin Tamer - Pauper pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276987, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Gremlin Tamer", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Gremlin Tamer - Pauper.", + "event_name": "Gremlin Tamer - Pauper", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "17945296", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/17945296/gremlin_tamer_pauper" + }, + "strategy_id": "pauper_commander_gremlin_tamer_pauper", + "strategy_label": "Gremlin Tamer - Pauper", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/reflection.md b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gremlin_tamer_pauper/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/decklist.txt b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/decklist.txt new file mode 100644 index 0000000..fd985d0 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/decklist.txt @@ -0,0 +1,75 @@ +Main (100) +1 Gretchen Titchwillow +1 Echoing Truth +1 Dawn's Reflection +1 Overgrowth +1 Step Through +1 Vizier of Tumbling Sands +1 Viridian Longbow +1 Impulse +1 Llanowar Visionary +1 Command Tower +1 Sheltered Aerie +1 Glittering Frost +1 Market Festival +1 Grafted Growth +1 Vedalken Aethermage +1 Stone-Seeder Hierophant +1 Voyaging Satyr +1 Galvanic Alchemist +1 Emerald Charm +1 Tidal Bore +1 Krosan Restorer +1 Dream's Grip +1 Blighted Burgeoning +1 Evanescent Intellect +1 Oboro Breezecaller +1 Nature's Embrace +1 Drift of Phantasms +1 Simic Growth Chamber +1 Lórien Revealed +1 Careful Cultivation +1 Tolarian Winds +1 Foil +1 Pili-Pala +1 Dramatic Reversal +1 Cerulean Wisps +1 Counterspell +1 Daze +1 Spell Pierce +1 Wildheart Invoker +1 Freed from the Real +13 Forest +1 Opal Palace +1 Imprisoned in the Moon +1 Snap +1 Resculpt +1 Twiddle +1 Turn Aside +1 Arbor Elf +1 Ponder +1 Brainstorm +1 Deep Analysis +1 Crop Rotation +1 Hidden Strings +1 Vitalize +1 Peregrine Drake +1 Miscalculation +1 Tamiyo's Safekeeping +1 Merchant Scroll +1 Urban Utopia +1 Utopia Sprawl +1 Arcane Signet +1 Wild Growth +1 Fertile Ground +1 Negate +1 Darksteel Citadel +17 Island +1 Frantic Search +1 High Tide +1 Cloud of Faeries +1 Mystic Sanctuary +1 Arcane Denial +1 Dispel + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/first_principles.md b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/guide.md b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/guide.md new file mode 100644 index 0000000..b7172bc --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Gretchen pEDH. Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: combo, control, tribal. Commander: Gretchen Titchwillow. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Gretchen pEDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Gretchen pEDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: combo, control. +- Mechanical tags: tribal. +- Main cards to classify during guide refinement: Echoing Truth, Dawn's Reflection, Overgrowth, Step Through, Vizier of Tumbling Sands, Viridian Longbow, Impulse, Llanowar Visionary, Command Tower, Sheltered Aerie, Glittering Frost, Market Festival, Grafted Growth, Vedalken Aethermage, Stone-Seeder Hierophant, Voyaging Satyr, Galvanic Alchemist, Emerald Charm. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Echoing Truth, Dawn's Reflection, Overgrowth, Step Through, Vizier of Tumbling Sands, Viridian Longbow, Impulse, Llanowar Visionary, Command Tower, Sheltered Aerie, Glittering Frost, Market Festival, Grafted Growth, Vedalken Aethermage, Stone-Seeder Hierophant, Voyaging Satyr, Galvanic Alchemist, Emerald Charm. + +## 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 Command Tower, 1 Hidden Strings, 1 Negate, 1 Arcane Denial. +- 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: Echoing Truth, Dawn's Reflection, Overgrowth, Step Through, Vizier of Tumbling Sands, Viridian Longbow, Impulse, Llanowar Visionary, Command Tower, Sheltered Aerie, Glittering Frost, Market Festival, Grafted Growth, Vedalken Aethermage, Stone-Seeder Hierophant, Voyaging Satyr, Galvanic Alchemist, Emerald Charm. +- 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: Echoing Truth, Dawn's Reflection, Overgrowth, Step Through, Vizier of Tumbling Sands, Viridian Longbow, Impulse, Llanowar Visionary, Command Tower, Sheltered Aerie, Glittering Frost, Market Festival, Grafted Growth, Vedalken Aethermage, Stone-Seeder Hierophant, Voyaging Satyr, Galvanic Alchemist, Emerald Charm? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/metadata.json b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/metadata.json new file mode 100644 index 0000000..8087bae --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Gretchen pEDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276999, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "commander": "Gretchen Titchwillow", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Gretchen pEDH.", + "event_name": "Gretchen pEDH", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "23188137", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/23188137/gretchen_pedh" + }, + "strategy_id": "pauper_commander_gretchen_pedh", + "strategy_label": "Gretchen pEDH", + "tags": [ + "combo", + "control", + "tribal" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/reflection.md b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_gretchen_pedh/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/decklist.txt b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/decklist.txt new file mode 100644 index 0000000..b0736f1 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/decklist.txt @@ -0,0 +1,85 @@ +Main (100) +1 Jasmine Boreal of the Seven +1 Elite Vanguard +1 Savannah Lions +1 Blade of the Sixth Pride +1 Cliffhaven Sell-Sword +1 Savai Sabertooth +1 Elvish Ranger +1 Panther Warriors +1 Garruk's Gorehorn +1 Tuinvale Treefolk // Oaken Boon +1 Tusked Colossodon +1 Axebane Stag +1 Adventure Awaits +1 Ancient Brontodon +1 Track Down +1 Cultivate +1 Fog +1 Nature's Claim +1 Crib Swap +1 Generous Gift +1 Arcane Signet +1 Selesnya Signet +1 Utopia Sprawl +1 Journey to Nowhere +1 Banishing Light +1 Overgrowth +1 Arctic Treeline +1 Botanical Plaza +1 Command Tower +1 Path of Ancestry +1 Thriving Grove +1 Tranquil Expanse +8 Plains +12 Forest +1 Selesnya Guildgate +1 Selesnya Sanctuary +1 Commander's Sphere +1 Terramorphic Expanse +1 Evolving Wilds +1 Kodama's Reach +1 Thriving Heath +1 Avacyn's Pilgrim +1 Llanowar Elves +1 Garenbrig Carver // Shield's Might +1 Silverflame Squire // On Alert +1 Blossoming Sands +1 Terrain Elemental +1 Dromoka Warrior +1 Citadel Gate +1 Ornithopter of Paradise +1 Elven Farsight +1 Wildfield Borderpost +1 Poison Dart Frog +1 Knight of New Benalia +1 Introduction to Annihilation +1 Prowling Caracal +1 Cowl Prowler +1 Oreskos Swiftclaw +1 Introduction to Prophecy +1 Devilthorn Fox +1 Swordwise Centaur +1 Besotted Knight // Betroth the Beast +1 Prizefighter Construct +1 Canopy Gorger +1 Alpine Grizzly +1 Stormplain Detainment +1 Orazca Frillback +1 Oblivion Ring +1 Shower of Arrows +1 Radiant Grove +1 Make Your Move +1 Vorstclaw +1 Sarkhan's Resolve +1 Alpha Tyrranax +1 Primordial Wurm +1 Manor Gate +1 Wild Growth +1 Disenchant +1 Rebellious Strike +1 Creosote Heath +1 Naturalize +1 Thornglint Bridge + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/first_principles.md b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/guide.md b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/guide.md new file mode 100644 index 0000000..0d781aa --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Jasmine Boreal of the Seven. Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: combo. Commander: Jasmine Boreal of the Seven. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Jasmine Boreal of the Seven pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a combo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Jasmine Boreal of the Seven pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: combo. +- Mechanical tags: enchantment. +- Main cards to classify during guide refinement: Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Tuinvale Treefolk // Oaken Boon, Tusked Colossodon, Axebane Stag, Adventure Awaits, Ancient Brontodon, Track Down, Cultivate, Fog, Nature's Claim, Crib Swap. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Tuinvale Treefolk // Oaken Boon, Tusked Colossodon, Axebane Stag, Adventure Awaits, Ancient Brontodon, Track Down, Cultivate, Fog, Nature's Claim, Crib Swap. + +## 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 Botanical Plaza, 1 Command Tower, 1 Selesnya Guildgate, 1 Commander's Sphere, 1 Thriving Heath, 1 Citadel Gate, 1 Manor Gate, 1 Creosote Heath, 1 Thornglint Bridge. +- 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: Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Tuinvale Treefolk // Oaken Boon, Tusked Colossodon, Axebane Stag, Adventure Awaits, Ancient Brontodon, Track Down, Cultivate, Fog, Nature's Claim, Crib Swap. +- 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: Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Tuinvale Treefolk // Oaken Boon, Tusked Colossodon, Axebane Stag, Adventure Awaits, Ancient Brontodon, Track Down, Cultivate, Fog, Nature's Claim, Crib Swap? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/metadata.json b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/metadata.json new file mode 100644 index 0000000..ec7e0d0 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Jasmine Boreal of the Seven pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276946, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Jasmine Boreal of the Seven", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Jasmine Boreal of the Seven.", + "event_name": "Jasmine Boreal of the Seven", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "23353243", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/23353243/jasmine_boreal_of_the_seven" + }, + "strategy_id": "pauper_commander_jasmine_boreal_of_the_seven", + "strategy_label": "Jasmine Boreal of the Seven", + "tags": [ + "combo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/reflection.md b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_jasmine_boreal_of_the_seven/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/decklist.txt b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/decklist.txt new file mode 100644 index 0000000..7940fa5 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/decklist.txt @@ -0,0 +1,89 @@ +Main (110) +1 Voracious Tome-Skimmer +1 Deathgreeter +1 Ice Tunnel +1 Contaminated Aquifer +1 Unexpected Fangs +1 Dizzy Spell +1 Perplex +1 Raven of Fell Omens +1 Spinning Darkness +1 Utter Insignificance +1 Snap +1 Go for the Throat +1 Resculpt +1 Spell Pierce +1 Opt +1 Frantic Search +1 Consider +1 Dispel +1 Tragic Slip +1 Defile +1 Not Dead After All +1 Unwind +1 Shore Up +1 Undying Malice +1 Shadow Rift +1 Essence Scatter +1 Peek +1 Foil +1 Cerulean Wisps +1 Spell Stutter +1 Magic Damper +1 Lofty Denial +1 Tune the Narrative +1 Cremate +1 Obsessive Search +1 Aphotic Wisps +1 Anoint with Affliction +1 Ghastly Demise +1 Bender's Waterskin +1 Sinister Hideout +1 Serpent's Pass +1 Waterfront District +1 Murky Sewer +1 Geyser Drake +1 Peppersmoke +1 Freed from the Real +1 Drift of Phantasms +1 Reach Through Mists +1 Take the Fall +1 Whispers of the Muse +11 Swamp +15 Island +1 Octopus Form +1 Mizzium Skin +1 Blessing of Leeches +1 Undying Evil +1 Snapback +1 Melancholic Poet +1 Moonsnare Prototype +1 Arcane Denial +1 Eel Umbra +1 Counterspell +1 Negate +1 Brainstorm +1 Feign Death +1 Mana Leak +1 Thought Scour +1 Run Away Together +1 Doom Blade +1 Leap +1 Cast Down +1 Fleeting Distraction +1 Retraction Helix +1 Arcane Signet +1 Springleaf Drum +1 Command Tower +1 Deadly Dispute +1 Basilica Screecher +1 Naiad of Hidden Coves +1 Eternal Thirst +1 Disciple of the Vault +1 Undercity Scrounger +1 Windrider Wizard +1 Terror +1 Fellwar Stone +1 Dimir Signet + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/first_principles.md b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/guide.md b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/guide.md new file mode 100644 index 0000000..5123466 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +(Vo-)Racios Passios cPDH. Format: Pauper Commander. Main deck count: 110. Sideboard count: 0. Tags: combo, control. Commander: Voracious Tome-Skimmer. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +(Vo-)Racios Passios cPDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a combo, control strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: (Vo-)Racios Passios cPDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: combo, control. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Deathgreeter, Ice Tunnel, Contaminated Aquifer, Unexpected Fangs, Dizzy Spell, Perplex, Raven of Fell Omens, Spinning Darkness, Utter Insignificance, Snap, Go for the Throat, Resculpt, Spell Pierce, Opt, Frantic Search, Consider, Dispel, Tragic Slip. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with combo, control to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Deathgreeter, Ice Tunnel, Contaminated Aquifer, Unexpected Fangs, Dizzy Spell, Perplex, Raven of Fell Omens, Spinning Darkness, Utter Insignificance, Snap, Go for the Throat, Resculpt, Spell Pierce, Opt, Frantic Search, Consider, Dispel, Tragic Slip. + +## 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 Lofty Denial, 1 Arcane Denial, 1 Negate, 1 Command Tower, 1 Naiad of Hidden Coves. +- 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: Deathgreeter, Ice Tunnel, Contaminated Aquifer, Unexpected Fangs, Dizzy Spell, Perplex, Raven of Fell Omens, Spinning Darkness, Utter Insignificance, Snap, Go for the Throat, Resculpt, Spell Pierce, Opt, Frantic Search, Consider, Dispel, Tragic Slip. +- 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: Deathgreeter, Ice Tunnel, Contaminated Aquifer, Unexpected Fangs, Dizzy Spell, Perplex, Raven of Fell Omens, Spinning Darkness, Utter Insignificance, Snap, Go for the Throat, Resculpt, Spell Pierce, Opt, Frantic Search, Consider, Dispel, Tragic Slip? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/metadata.json b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/metadata.json new file mode 100644 index 0000000..a8260fe --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "(Vo-)Racios Passios cPDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276934, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Voracious Tome-Skimmer", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy (Vo-)Racios Passios cPDH.", + "event_name": "(Vo-)Racios Passios cPDH", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "18716979", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/18716979/voracios_passios_cpdh" + }, + "strategy_id": "pauper_commander_vo_racios_passios_cpdh", + "strategy_label": "(Vo-)Racios Passios cPDH", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/reflection.md b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_vo_racios_passios_cpdh/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/decklist.txt b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/decklist.txt new file mode 100644 index 0000000..0360087 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/decklist.txt @@ -0,0 +1,90 @@ +Main (113) +1 Wraith, Vicious Vigilante +1 Aven Squire +1 Counterspell +1 Spell Pierce +1 Hindering Light +1 Dizzy Spell +1 Turn Aside +1 Muddle the Mixture +1 Intervene +1 Drift of Phantasms +1 Keep Safe +1 Skybridge Towers +1 Abandoned Campground +1 Dispel +1 Spirit Link +1 Hyena Umbra +12 Island +1 Ophidian Eye +1 Bone Saw +16 Plains +1 Goldvein Pick +1 Ethereal Armor +1 All That Glitters +1 Steel of the Godhead +1 Benevolent Blessing +1 Sigil of Sleep +1 Eel Umbra +1 Prying Blade +1 Chains of Custody +1 Golem-Skin Gauntlets +1 Greatsword of Tyr +1 Blacksmith's Skill +1 Crumb and Get It +1 Sentinel's Eyes +1 Cartouche of Solidarity +1 Vanishing +1 Take Up the Shield +1 Armory of Iroas +1 Bonesplitter +1 Adventuring Gear +1 Shore Up +1 Defiant Strike +1 Recommission +1 Karametra's Blessing +1 You Come to a River +1 Magic Damper +1 Cartouche of Knowledge +1 Mammoth Umbra +1 Goggles of Night +1 Kor Halberd +1 Amorphous Axe +1 Darksteel Axe +1 Lightwheel Enhancements +1 Forge of Heroes +1 Hidden Strings +1 Tandem Lookout +1 Last Thoughts +1 Adamant Will +1 Saiba Cryptomancer +1 Battlefield Improvisation +1 Guided Strike +1 Acrobatic Leap +1 Flare of Faith +1 Rebellious Strike +1 Beaming Defiance +1 Dúnedain Blade +1 Akrasan Squire +1 Ethercaste Knight +1 Faerie Guidemother // Gift of the Fae +1 Besotted Knight // Betroth the Beast +1 Arrester's Zeal +1 Strider Harness +1 Archon's Glory +1 One With the Wind +1 Bonds of Faith +1 Utility Knife +1 Moment of Triumph +1 Regent's Authority +1 Candlelight Vigil +1 Auspicious Arrival +1 Spectral Flight +1 Razortide Bridge +1 Command Tower +1 Path of Ancestry +1 University Campus +1 North Pole Gates +1 Dig Site Inventory + +Sideboard (0) diff --git a/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/first_principles.md b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/guide.md b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/guide.md new file mode 100644 index 0000000..6ac5e86 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/guide.md @@ -0,0 +1,105 @@ +# Strategy Specifications +## Deck Name And Archetype +Wraith | Voltron PDH. Format: Pauper Commander. Main deck count: 113. Sideboard count: 0. Tags: control, tempo. Commander: Wraith, Vicious Vigilante. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available. + +## Thesis +Wraith | Voltron PDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a control, tempo strategy and validate all tactical assumptions against legal actions and revealed game state. + +## Role Package +- Core role: Wraith | Voltron PDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. +- Primary tags: control, tempo. +- Mechanical tags: decklist-driven mechanics. +- Main cards to classify during guide refinement: Aven Squire, Counterspell, Spell Pierce, Hindering Light, Dizzy Spell, Turn Aside, Muddle the Mixture, Intervene, Drift of Phantasms, Keep Safe, Skybridge Towers, Abandoned Campground, Dispel, Spirit Link, Hyena Umbra, Island, Ophidian Eye, Bone Saw. +- Sideboard cards to map during guide refinement: none listed. + +## Primary Win Conditions +- Use the cards most aligned with control, tempo to execute the sourced archetype plan. +- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Aven Squire, Counterspell, Spell Pierce, Hindering Light, Dizzy Spell, Turn Aside, Muddle the Mixture, Intervene, Drift of Phantasms, Keep Safe, Skybridge Towers, Abandoned Campground, Dispel, Spirit Link, Hyena Umbra, Island, Ophidian Eye, Bone Saw. + +## 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 Skybridge Towers, 1 Hidden Strings, 1 Saiba Cryptomancer, 1 Razortide Bridge, 1 Command Tower, 1 North Pole Gates. +- 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: Aven Squire, Counterspell, Spell Pierce, Hindering Light, Dizzy Spell, Turn Aside, Muddle the Mixture, Intervene, Drift of Phantasms, Keep Safe, Skybridge Towers, Abandoned Campground, Dispel, Spirit Link, Hyena Umbra, Island, Ophidian Eye, Bone Saw. +- 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: Aven Squire, Counterspell, Spell Pierce, Hindering Light, Dizzy Spell, Turn Aside, Muddle the Mixture, Intervene, Drift of Phantasms, Keep Safe, Skybridge Towers, Abandoned Campground, Dispel, Spirit Link, Hyena Umbra, Island, Ophidian Eye, Bone Saw? +- 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? diff --git a/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/metadata.json b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/metadata.json new file mode 100644 index 0000000..14246e8 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "control", + "tempo" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Wraith | Voltron PDH pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.", + "created_at": 1781276980, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper-commander" + ], + "mechanic_tags": [], + "source_metadata": { + "commander": "Wraith, Vicious Vigilante", + "coverage_reason": "pauper-commander source staging from Archidekt competitive_pdh tag for distinct command-zone strategy Wraith | Voltron PDH.", + "event_name": "Wraith | Voltron PDH", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "requires_command_zone_support": true, + "requires_forge_parity_review": true, + "retrieved_at": "2026-06-12T12:00:00Z", + "sample_reason": "Exact list staged from Archidekt competitive tag; blocked from import until Veles supports this command-zone format.", + "source_deck_id": "15823091", + "source_format": "pauper-commander", + "source_name": "Archidekt Competitive Pauper Commander Tag", + "source_tag": "competitive_pdh", + "source_url": "https://archidekt.com/decks/15823091/wraith_voltron_pdh" + }, + "strategy_id": "pauper_commander_wraith_voltron_pdh", + "strategy_label": "Wraith | Voltron PDH", + "tags": [ + "control", + "tempo" + ], + "validation_warnings": [ + "Blocked lane: Veles cannot safely import this singleton/command-zone deck yet; source is a competitive tag, not a tournament metagame table.", + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/reflection.md b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper-commander/pauper_commander_wraith_voltron_pdh/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/blue_terror/1/decklist.txt b/strategies/pauper/blue_terror/1/decklist.txt new file mode 100644 index 0000000..2e3f39c --- /dev/null +++ b/strategies/pauper/blue_terror/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +4 Brainstorm +4 Counterspell +4 Cryptic Serpent +2 Deem Inferior +2 Deep Analysis +4 Delver of Secrets +2 Force Spike +16 Island +4 Lorien Revealed +4 Mental Note +2 Ponder +2 Sleep of the Dead +2 Spell Pierce +4 Thought Scour +4 Tolarian Terror + +Sideboard (15) +3 Annul +2 Blue Elemental Blast +2 Envelop +3 Gut Shot +4 Hydroblast +1 Murmuring Mystic diff --git a/strategies/pauper/blue_terror/1/first_principles.md b/strategies/pauper/blue_terror/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/blue_terror/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/blue_terror/1/guide.md b/strategies/pauper/blue_terror/1/guide.md new file mode 100644 index 0000000..6aa676e --- /dev/null +++ b/strategies/pauper/blue_terror/1/guide.md @@ -0,0 +1,695 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Strategy identity: Blue Terror is a Pauper mono-blue tempo-control deck built around cheap card selection, permission, graveyard velocity, and under-costed threats. The main plan is to turn Brainstorm, Ponder, Mental Note, Thought Scour, Lorien Revealed, and Deep Analysis into enough card flow and graveyard density that Delver of Secrets applies early pressure while Cryptic Serpent and Tolarian Terror close the game behind Counterspell, Force Spike, Spell Pierce, Deem Inferior, and Sleep of the Dead. + +- Deck registration check: the submitted main deck contains 60 cards exactly, with 16 Island as the only land and 44 nonland cards. The submitted sideboard contains 15 cards exactly: 3 Annul, 2 Blue Elemental Blast, 2 Envelop, 3 Gut Shot, 4 Hydroblast, and 1 Murmuring Mystic. The registered list respects normal constructed copy limits by name except Island, which is a basic land. + +- Format check: the declared format is Pauper, so Veles should treat this as a common-card constructed deck with Pauper banned-list validation delegated to the active rules engine and current legality data. A live legality pass should still be run before official testing because format legality and bans are time-sensitive; general Pauper construction is common-card based, but current sanctioned legality must come from the engine or an up-to-date source such as Wizards/Scryfall rather than pilot inference. + +- Tags check: the useful normalized tags are tempo, control, graveyard, and spells. The duplicated input tags should be collapsed for indexing, but the duplicates do not change strategic interpretation. The deck is not a pure draw-go control deck, not a combo deck, and not a graveyard deck that loses automatically when the graveyard is attacked; graveyard hate is disruptive because it delays Cryptic Serpent, Tolarian Terror, Deep Analysis, Sleep of the Dead, and large-spell timing, but Delver of Secrets plus permission still gives a fair tempo path. + +- Stock status: classify this as a stock-to-hybrid Pauper mono-blue Terror shell rather than a rogue concept. The core of Delver of Secrets, Tolarian Terror, Cryptic Serpent, Thought Scour, Mental Note, Brainstorm, Ponder, Lorien Revealed, Counterspell, Spell Pierce, and Force Spike is a recognizable blue tempo-control framework; the exact split with 2 Deem Inferior, 2 Sleep of the Dead, and 2 Deep Analysis should be treated as list-specific and tested rather than assumed optimal. + +- Mana identity: the deck is mono-blue and has no splash requirements, so every keep and sequencing decision should ask whether the hand produces enough blue mana early rather than whether colors are available. Sixteen Island plus 4 Lorien Revealed means land-light hands can be functional only when the visible hand has cheap cantrips or Lorien Revealed access; do not assume a hidden land is coming unless card selection or draw probability justifies the risk. + +- Role concern: Blue Terror usually starts as the deck that must preserve tempo, not merely accumulate cards. The agent should prefer lines that deploy or protect a clock while denying the opponent's highest-impact spell, because long games can favor decks with broader threats, recursion, monarch, initiative, lifegain, or uncounterable board presence. + +- Legality and text discipline: use exact visible rules-engine legal actions at runtime and never infer that a card can be cast, targeted, flashed back, transformed, or reduced unless Forge/Veles exposes that legal action. If any card text or legality is unavailable in the runtime card database, mark that card as Card text check required for tactical execution and make the play conditional on the legal action list. + +- Opponent information status: no specific opponent decklist is supplied for this guide batch, so matchup assumptions must remain archetype-based until Veles provides a matchup label, revealed cards, public zones, or prior-game logs. The pilot may play around likely Pauper cards from open mana and archetype context, but must not act as if hidden cards are known. + +## Thesis + +- Core assembly: Blue Terror assembles early blue mana, graveyard density, cheap card selection, and one or two under-costed threats before shifting into permission-backed pressure. Delver of Secrets is the early clock, while Cryptic Serpent and Tolarian Terror convert Brainstorm, Ponder, Mental Note, Thought Scour, Lorien Revealed, Deep Analysis, Counterspell, Force Spike, Spell Pierce, Deem Inferior, and Sleep of the Dead into discounted finishers. + +- Primary win pattern: win by presenting a fast evasive or oversized threat, then trade mana efficiently so the opponent never resolves the spell that catches them up. A protected Delver of Secrets can win alone when Counterspell, Force Spike, Spell Pierce, and Deem Inferior keep the opponent off balance; a resolved Cryptic Serpent or Tolarian Terror usually ends the game quickly if combat remains clear. + +- Tactical priority: prioritize the line that produces a clock while preserving the most relevant interaction for the opponent's next high-impact turn. This deck should not spend every turn sculpting unless it lacks a keepable threat, needs land, or must find a specific answer; selection is strongest when it turns into pressure plus protection. + +- What this deck is not: do not pilot Blue Terror as pure draw-go control, graveyard combo, tap-out card draw, or a deck trying to answer everything forever. Long games are acceptable only when Deep Analysis, Lorien Revealed, repeated legal Sleep of the Dead lines, and large threats are buying time toward a real kill. + +- Graveyard discipline: use Mental Note and Thought Scour as velocity and cost reduction, not as blind self-mill for its own sake. Graveyard count matters for Cryptic Serpent and Tolarian Terror, flashback-style or graveyard-cast legal actions involving Deep Analysis and Sleep of the Dead, and post-board resilience, but the deck must still respect graveyard hate and can win through ordinary Delver of Secrets pressure. + +- Runtime discipline: choose only legal actions exposed by Veles and the rules engine, especially for transformation, graveyard casting, cost reduction, targeting, and counter windows. Card text check required for Deem Inferior exact rules text; treat it as a tempo interaction card only when the legal action list shows a valid target and effect timing. + +## Role Package + +- Threats: Delver of Secrets, Cryptic Serpent, and Tolarian Terror are the registered main-deck threats and should define nearly every plan. Delver of Secrets rewards early deployment when the hand can support it; Cryptic Serpent and Tolarian Terror reward filling the graveyard and then spending one protected turn to create a large clock. + +- Payoffs: Cryptic Serpent and Tolarian Terror are the main graveyard-spell payoffs, and Deep Analysis is the main card-advantage payoff when the game slows enough to pay life or mana through legal actions. Sleep of the Dead can function as a tempo payoff when repeated legal graveyard actions convert stocked graveyards into attacks or survival. + +- Engines: Brainstorm, Ponder, Mental Note, Thought Scour, Lorien Revealed, and Deep Analysis are the card-flow engine. Use the engine to find lands, threats, and the right counterspell; avoid low-impact digging when the board demands a counter, blocker, tap effect, or immediate threat. + +- Velocity: Mental Note and Thought Scour are the fastest graveyard builders and should often be used to reduce Cryptic Serpent and Tolarian Terror while replacing themselves. Brainstorm and Ponder should be sequenced for card quality, land access, and Delver of Secrets support rather than cast automatically at the first legal moment. + +- Interaction: Counterspell is the hard permission anchor; Force Spike and Spell Pierce are tempo permission that get worse as opponents develop mana; Deem Inferior is conditional tempo interaction pending card text verification; Sleep of the Dead is board-tempo interaction when legal targets exist. Counter the spell that beats the current clock or invalidates the next attack, not the first spell offered. + +- Protection: Counterspell, Spell Pierce, and Force Spike protect Delver of Secrets, Cryptic Serpent, and Tolarian Terror from removal, sweepers, edicts, and race-breaking spells when legal counter windows appear. Protection is most valuable after a real threat is already present or when the next threat is the only path to victory. + +- Recursion and graveyard use: Deep Analysis and Sleep of the Dead are the registered cards that may create graveyard-based follow-up value when the rules engine exposes those actions. Treat graveyard access as a resource to sequence around, but do not assume any graveyard spell is available unless Veles lists it as legal. + +- Mana: Island is the only land, and Lorien Revealed is the main land-access smoothing tool when legal cycling or search actions appear. Two blue mana is critical for Counterspell; one blue plus cheap spells can function early, but hands without Island access or a credible route to it should be judged harshly. + +- Sideboard modules: Annul is the artifact/enchantment pressure valve, Blue Elemental Blast and Hydroblast are anti-red interaction, Envelop is a sorcery-answer package, Gut Shot is the low-mana small-creature answer, and Murmuring Mystic is the grindy alternate threat. Sideboard cards should refine the same pressure-plus-permission plan rather than turn Blue Terror into a passive control deck. + +## Primary Win Conditions + +- Delver pressure path: prioritize Delver of Secrets when an early Island hand can deploy it without forfeiting the next critical interaction window. Setup is Island plus Delver of Secrets, then Brainstorm or Ponder to improve draw quality and support transformation only through legal rules-engine outcomes; execution is repeated evasive attacks while Counterspell, Force Spike, Spell Pierce, and conditional Deem Inferior protect the clock or stop the opponent's stabilizer. + +- Terror/Serpent pressure path: prioritize Tolarian Terror or Cryptic Serpent when Mental Note, Thought Scour, Brainstorm, Ponder, Lorien Revealed, Deep Analysis, and spent interaction have made the graveyard discount real and the board does not demand holding all mana open. Setup is cheap spells plus enough Islands to cast protection; execution is resolving one large threat, attacking every profitable turn, and using Counterspell first on removal, blockers, sweepers, edicts, graveyard hate, or race-breaking threats that undo the large-creature plan. + +- Double-threat compression path: prioritize a second Delver of Secrets, Cryptic Serpent, or Tolarian Terror when one threat is likely to be answered and the hand has enough permission or the opponent is constrained on mana. Setup is one existing clock plus graveyard density or a spare Delver; execution is to force the opponent to answer multiple axes while cheap counters trade up, but avoid overcommitting if public information shows sweepers, edicts, or graveyard hate that punish stacking all threats into the same answer. + +- Permission-backed tempo path: prioritize holding up Counterspell over tapping out for Deep Analysis or speculative selection when a current Delver of Secrets, Cryptic Serpent, or Tolarian Terror already wins the race. Setup is any credible clock plus two blue mana; execution is passing with interaction, countering only spells that change combat math, remove the clock, invalidate graveyard payoff, or create an opposing faster clock. + +- Sleep tempo kill path: prioritize Sleep of the Dead only when the rules engine exposes a legal target and tapping that creature creates immediate damage, preserves lethal pressure, or prevents a race loss. Setup is an attacking Delver of Secrets, Cryptic Serpent, or Tolarian Terror facing a relevant blocker or attacker; execution is to tap the creature at the timing Veles offers, then convert that window into attacks while keeping counters for the opponent's real recovery spell. + +## Secondary Win Conditions + +- Deep Analysis value path: pivot to Deep Analysis when the first threat was answered, both players are trading resources, and life total or board pressure permits spending mana or life only through legal actions. Use it to reload into Delver of Secrets, Cryptic Serpent, Tolarian Terror, Brainstorm, Ponder, Counterspell, Spell Pierce, Force Spike, or Sleep of the Dead; do not choose a Deep Analysis line if the immediate board state requires blocking, countering, or deploying a lethal clock instead. + +- Lorien Revealed attrition path: use Lorien Revealed as land access early when Island count is the bottleneck and as a late card-flow spell only when Veles lists the relevant action and the mana investment will not lose the stack or battlefield. The secondary win is not the card itself; it is turning stable mana into more threats and protection than the opponent can answer. + +- Cantrip inevitability path: use Brainstorm, Ponder, Mental Note, and Thought Scour to keep the deck from flooding or stalling after trades. Prefer selection that finds a threat if no clock exists, finds Counterspell or cheap permission if a clock exists, and fills the graveyard when Cryptic Serpent or Tolarian Terror is one spell away from a protected deployment. + +- Post-board Mystic path: Murmuring Mystic is a secondary post-board win condition when present and legal, especially against opponents prepared for graveyard threats or one-for-one removal. Prioritize it in slower games where surviving with counters and cheap spells can produce material over several turns; avoid treating it as mandatory if the current hand already supports a faster Delver of Secrets or Tolarian Terror kill. + +- Soft-lock pressure path: Blue Terror can approximate a lock when an opponent under pressure must cast one important spell per turn into Counterspell, Spell Pierce, Force Spike, or Card text check required Deem Inferior. Preserve this posture when ahead; breaking it for low-impact Mental Note, Thought Scour, Deep Analysis, or Lorien Revealed is wrong if the opponent's visible mana and board suggest one resolved spell reverses the race. + +## Emergency Lines + +- Behind on life: switch from sculpting to survival when the opponent's visible attackers threaten a short clock. Use Sleep of the Dead on legal high-impact attackers, deploy Cryptic Serpent or Tolarian Terror as blockers when racing is no longer realistic, and reserve Counterspell for burn, pump, removal on the needed blocker, or the spell that adds lethal pressure. + +- Behind on board: answer the permanent or spell that matters most to combat, not the first legal target. If no clean counter window exists, use legal Sleep of the Dead lines to buy attacks or untap steps, and use cheap spells primarily to find Tolarian Terror, Cryptic Serpent, or additional interaction. + +- Behind on cards: stabilize before drawing when the battlefield is dangerous, then use Deep Analysis or Lorien Revealed only after passing the immediate lose-the-game window. Brainstorm and Ponder should search for the specific missing class: land, threat, hard counter, tap effect, or graveyard fuel. + +- Behind on mana: prioritize Island access through normal draws, Ponder, Brainstorm, and legal Lorien Revealed land actions before expensive plays. Do not keep passing with Counterspell unavailable if a lower-mana legal action can find the second Island or deploy Delver of Secrets as a real clock. + +- Graveyard disrupted: pivot to Delver of Secrets pressure and ordinary casting costs instead of assuming Cryptic Serpent or Tolarian Terror will stay cheap. Mental Note and Thought Scour remain useful as card flow, but do not spend a full turn rebuilding graveyard if the visible board requires interaction or a castable threat. + +- Win conditions removed: treat every remaining Delver of Secrets, Cryptic Serpent, Tolarian Terror, and post-board Murmuring Mystic as precious. Protect the next threat more aggressively, avoid unnecessary trades in combat, and use Deep Analysis or Lorien Revealed to find redundancy only when the opponent cannot punish the tap-out. + +- Combo or engine opponent ahead: abandon low-pressure card flow and force a clock plus permission posture. Counter the engine piece, payoff, tutor, or protection spell that public information identifies as the current bottleneck; if unsure, prefer Counterspell on the spell most likely to win or lock the game rather than on setup that does not change the next turn cycle. + +## Resource Model + +- Life is a tempo buffer, not a spendable luxury. Spend life only when the legal action clearly advances survival or a winning clock, especially through Deep Analysis flashback if Veles exposes it; decline life-payment lines when visible attackers or burn-like pressure can convert that payment into a lost race. + +- Hand size is the deck's flexible answer bank. Keep hands that contain a credible mix of Island access, cheap spell volume, one threat or selection toward one, and interaction; convert extra Brainstorm, Ponder, Mental Note, Thought Scour, and Lorien Revealed into either graveyard density or specific missing classes rather than casting them automatically. + +- Mana is the constraint that decides whether Blue Terror is tempo or control. One blue mana starts Delver of Secrets, Brainstorm, Ponder, Mental Note, Thought Scour, Spell Pierce, Force Spike, and Sleep of the Dead; two blue mana unlocks Counterspell, which is often the most important turn-cycle resource once a clock exists. + +- Board presence is concentrated in a few threats, so each Delver of Secrets, Cryptic Serpent, Tolarian Terror, and post-board Murmuring Mystic must be valued by matchup and board texture. Commit a threat when it creates a clock or blocker that changes the next turn cycle; protect it when losing it would leave the hand full of air or only expensive redraws. + +- Graveyard count is a production resource for Cryptic Serpent and Tolarian Terror. Mental Note and Thought Scour are strongest when they both replace or move a card and reduce future threat costs; Brainstorm and Ponder are stronger when the missing resource is land, permission, or a specific threat rather than raw graveyard size. + +- Graveyard contents are also contested by escape, flashback, and hate. Treat Deep Analysis in the graveyard as a delayed card-resource only if life and mana allow it; treat Sleep of the Dead recursion as conditional on Veles exposing a legal action and the exile cost not delaying Cryptic Serpent or Tolarian Terror more than the tap effect gains. + +- Exile is mostly spent-resource accounting for this deck. Once Deep Analysis, Sleep of the Dead, or a milled spell is exiled by a legal effect, stop counting it toward graveyard discounts and future recursion; use public exile to reassess whether additional Mental Note or Thought Scour actions are rebuilding a payoff or merely cycling. + +- Lands are stability, not flood insurance. With only Island in the registered main deck, every land drop improves Counterspell posture and eventually hard-casts Cryptic Serpent, Tolarian Terror, Deep Analysis, Deem Inferior, and Lorien Revealed; after the fourth or fifth Island, prioritize selection that finds pressure or protection over simply maximizing land count. + +- Sacrifice fodder is not a built-in resource. Do not value Delver of Secrets, Cryptic Serpent, Tolarian Terror, or Murmuring Mystic as disposable unless visible combat, an edict, or a legal rules-engine prompt makes a trade unavoidable or clearly favorable. + +- Tempo is the deck's main exchange rate. A one-mana Spell Pierce, Force Spike, Sleep of the Dead, Mental Note, or Thought Scour is valuable when it lets a Delver of Secrets, Cryptic Serpent, or Tolarian Terror attack while the opponent spends more mana catching up; low-impact spell casting is poor when it taps mana needed for Counterspell in a decisive window. + +- Information is created by selection and public game actions. Use Brainstorm and Ponder to clarify whether the next plan is threat, land, counter, or tap effect; use revealed or public cards from previous decisions only as information Veles legally shows, and do not assume hidden removal, counters, or graveyard hate beyond archetype-level risk. + +- Sideboard bullets convert narrow mana into matchup leverage. Annul, Blue Elemental Blast, Envelop, Gut Shot, Hydroblast, and Murmuring Mystic should be valued only when their legal text and matchup role line up with visible threats or likely public archetype pressure; do not keep a narrow bullet over core mana, threat, or Counterspell needs unless the matchup demands it. + +## Mana Guide + +- Keep mana by blue access first. A hand without Island or a legal Lorien Revealed land-finding action is usually unkeepable; a one-Island hand is keepable only with cheap selection or Delver of Secrets plus cantrips, while a two-Island hand with Counterspell and action is the baseline stable keep. + +- Sequence Island drops to preserve two-blue interaction. Play the second Island as early as possible when Counterspell is in hand or likely needed; do not spend the turn on Deep Analysis, Deem Inferior, hard-cast Lorien Revealed, Cryptic Serpent, or Tolarian Terror if holding up Counterspell is what protects a clock or prevents a game-breaking spell. + +- Use Lorien Revealed as mana smoothing before treating it as a draw spell. If the legal action text offers Island access and the hand lacks reliable second or third land, take the land line; use the expensive draw mode only when land drops are stable and tapping that much mana does not expose the deck to a losing stack or combat swing. + +- Play land before cantrips when the land drop is known and mana is needed this turn. If Island is already in hand and a Brainstorm, Ponder, Mental Note, or Thought Scour line may find a one-mana play or protect against Force Spike-style timing, playing Island first usually maximizes legal follow-ups. + +- Delay land before selection when Brainstorm or Ponder can decide which resource is missing. If the hand has multiple possible land lines or Brainstorm needs shuffle support from a legal Lorien Revealed land action, consider selecting first only when Veles shows the actions and the current mana still supports the required follow-up. + +- Preserve one blue for cheap interaction when racing. Spell Pierce, Force Spike, Sleep of the Dead, Brainstorm, Mental Note, Thought Scour, and Ponder all compete for the same mana; cast the cantrip only if the opponent's next visible turn is unlikely to punish shields-down play or if finding a land/threat is more urgent than holding the counter. + +- Preserve two blue for Counterspell when ahead. With Delver of Secrets, Cryptic Serpent, or Tolarian Terror already pressuring, passing with two Islands untapped is often better than spending mana on speculative Deep Analysis or Lorien Revealed; counter the spell that breaks the race, removes the threat, or establishes a stronger engine. + +- Spend mana proactively when behind on board. If visible attackers create a short clock, use legal Sleep of the Dead, deploy a discounted Cryptic Serpent or Tolarian Terror as a blocker, or dig with Ponder and Brainstorm for a stabilizer instead of merely representing Counterspell against unknowns. + +- Treat discounted threats as mana advantage, not free spells. Cast Cryptic Serpent or Tolarian Terror when the graveyard discount lets you keep interaction up or double-spell; avoid tapping out for one if the opponent can immediately answer it and you have no replacement threat or protection. + +- Sideboard mana stays mono-blue but role pressure changes. Annul, Blue Elemental Blast, Envelop, Gut Shot, Hydroblast, and Murmuring Mystic alter what mana must be held open; prioritize the bullet's required window only when the matchup and visible board make that narrow answer more important than generic Counterspell or threat development. + +## Mulligan Guide + +- Strong keeps start with Island access, early selection, and a credible plan. Keep two Island plus Delver of Secrets, Counterspell, Mental Note or Thought Scour, and any mix of Brainstorm, Ponder, Spell Pierce, Force Spike, Cryptic Serpent, or Tolarian Terror; this hand develops pressure, fills the graveyard, and protects the first real threat. + +- Strong slower keeps use Lorien Revealed as land smoothing. Keep Island, Lorien Revealed, Brainstorm or Ponder, Counterspell, and a payoff threat when Veles exposes the legal land-finding action or the hand already has enough Islands; treat Lorien Revealed as the missing land before treating it as a late draw spell. + +- Medium keeps need a clear missing-piece plan. Keep one Island with Delver of Secrets plus Mental Note, Thought Scour, Brainstorm, or Ponder when the hand can function if it finds the second land quickly; keep two Island with Counterspell and Deep Analysis only if the matchup is not immediately punishing a slower start. + +- Risky keeps are acceptable only when the matchup rewards speed or permission. A one-Island hand with Delver of Secrets, Brainstorm, Ponder, Mental Note, Thought Scour, and Tolarian Terror can be kept on the play against slow decks, but ship it against fast creature pressure if it lacks Sleep of the Dead, Force Spike, Spell Pierce, or a fast second Island path. + +- Automatic ships lack mana or action. Ship zero-Island hands unless Lorien Revealed is legally available as an Island action from the opener; ship hands with only expensive cards such as Cryptic Serpent, Tolarian Terror, Deep Analysis, Deem Inferior, and Lorien Revealed but no cheap selection; ship hands with Islands and counters but no cantrip, Delver of Secrets, or threat against decks that can ignore permission. + +- Matchup-dependent keeps value narrow tempo differently. Against fast red or swarm pressure, prioritize Island, cheap interaction, Delver of Secrets, Gut Shot after sideboard, Blue Elemental Blast or Hydroblast after sideboard, and Sleep of the Dead; against control or combo, prioritize Counterspell, Spell Pierce, Force Spike, Envelop after sideboard, Annul when artifacts or enchantments matter, and a protected Cryptic Serpent or Tolarian Terror. + +- Play/draw changes counter quality. On the play, Force Spike and Delver of Secrets gain value because the deck can punish tapped-out starts; on the draw, prefer Counterspell, Spell Pierce, Brainstorm, Ponder, and actual land stability because Force Spike loses value faster and missed land drops are harder to recover from. + +- Trap hands look busy but do not advance a role. Do not keep Brainstorm-heavy one-land hands without Ponder, Lorien Revealed, Mental Note, Thought Scour, or another way to improve the top cards; do not keep double Deep Analysis hands against pressure unless the rest of the hand already stabilizes; do not keep multiple Cryptic Serpent and Tolarian Terror hands if the graveyard will not fill before turn four. + +## Turn Arc + +- Turn 1 prefers Island into Delver of Secrets when the hand has follow-up protection or graveyard fuel. If Delver of Secrets is absent, use Ponder when the hand needs a land, threat, or Counterspell; use Mental Note or Thought Scour when the hand already has enough mana and needs to reduce Cryptic Serpent or Tolarian Terror; hold Spell Pierce or Force Spike only when the opponent's likely first turn can produce a high-impact legal spell. + +- Turn 1 deviations protect the hand's weakest resource. Use Lorien Revealed for Island access when the opener depends on hitting land two or three; use Brainstorm early only when necessary to find land, preserve a keep, or set up a known next action, because Brainstorm without a way to change bad top cards can trap resources. + +- Turn 2 usually establishes Counterspell posture or accelerates the graveyard. If Delver of Secrets is attacking or about to attack, prefer leaving Counterspell, Spell Pierce, or Force Spike available over casting speculative Deep Analysis; if no threat is present, cast Ponder, Brainstorm, Mental Note, or Thought Scour to find Delver of Secrets, Cryptic Serpent, Tolarian Terror, or the next Island. + +- Turn 2 deviations answer visible tempo pressure. Cast Sleep of the Dead only when the legal target meaningfully changes a race, buys a turn for Delver of Secrets, or prevents a damaging attack; use Deem Inferior only according to visible legal action text and only when the target is worth delaying over holding Counterspell or developing a threat. + +- Turn 3 is the first major commitment gate. Deploy discounted Cryptic Serpent or Tolarian Terror when the graveyard makes the threat cheap enough to keep interaction up, when the opponent is tapped low, or when the deck must block; otherwise pass with Counterspell when already pressuring or when the opponent's next spell is more dangerous than adding a creature. + +- Turn 3 Deep Analysis is a stabilizing draw plan, not a default tap-out. Cast Deep Analysis when the board is stable, the hand lacks gas, and shields-down play is acceptable; avoid it when a single opposing spell, removal window, or combat step can punish not holding Counterspell, Spell Pierce, Force Spike, Sleep of the Dead, or Deem Inferior. + +- Turns 4-5 should convert stocked graveyards into protected pressure. Prefer sequences such as threat plus one-mana cantrip, threat plus Spell Pierce, or attack plus Counterspell over spending all mana on Lorien Revealed or Deep Analysis unless the game is about raw cards and the visible board is safe. + +- Turns 4-5 deviations prioritize survival over elegance. If facing a short clock, cast Cryptic Serpent or Tolarian Terror as blockers, use Sleep of the Dead on the most relevant attacker, and dig with Ponder or Brainstorm for interaction; if ahead, stop feeding low-impact graveyard actions and protect the existing clock. + +- Late game treats every action as either lethal setup, protection, or recovery. Hard-cast Lorien Revealed or Deep Analysis when mana is abundant and the opponent cannot punish the tap-out; otherwise keep Counterspell plus cheap interaction available, attack with Cryptic Serpent, Tolarian Terror, and Delver of Secrets, and use Mental Note or Thought Scour only when they find real resources or enable recursion shown by Veles. + +- Late game deviations respect public hate and exile. If graveyard discounts are disrupted or key cards are exiled, reassess Cryptic Serpent and Tolarian Terror as expensive threats, value Islands more highly, and win through protected Delver of Secrets attacks, hard-cast threats, Murmuring Mystic after sideboard, or card advantage from Deep Analysis and Lorien Revealed. + +## Card Roles + +- Brainstorm is an emergency sculpting tool and Delver of Secrets setup card, not a default turn-one cantrip. Cast Brainstorm early when the hand needs an Island, a cheap interaction spell, or a threat before the next decision; otherwise hold it to hide weak cards, set up Delver of Secrets, or combine with Ponder, Mental Note, Thought Scour, or Lorien Revealed to escape bad top cards. Avoid Brainstorm into no shuffle or mill support when the current hand is already functional, because locking two weak draws can lose the tempo game. + +- Counterspell is the deck's hard stop for threats that beat the current board or answers that break the clock. Hold up Counterspell when Delver of Secrets, Cryptic Serpent, or Tolarian Terror is already winning and the opponent's next legal spell is more important than adding another cantrip. Spend Counterspell on high-impact creatures, removal aimed at the only clock, graveyard hate that strands multiple threats, and combo or draw spells that invalidate tempo; do not counter low-impact bait when Force Spike or Spell Pierce would handle the same window. + +- Cryptic Serpent is a graveyard-discounted finisher and stabilizing blocker. Deploy Cryptic Serpent when instant and sorcery volume makes it cheap enough to keep pressure or interaction available, especially after Mental Note, Thought Scour, Brainstorm, Ponder, Lorien Revealed, and spent counters have stocked the graveyard. Against removal-heavy decks, prefer casting it with protection mana or after the opponent taps low; against creature pressure, cast it earlier as a large blocker even if that sacrifices some permission posture. + +- Deem Inferior is a tempo answer for visible creatures when Veles exposes a legal action that meaningfully delays the opponent. Card text check required before relying on exact discount or library-placement details; at runtime, follow the rules-engine action text and treat it as a way to buy a turn, reset an opposing aura/equipment tempo line if legal, or remove a blocker for lethal pressure. Avoid firing Deem Inferior at a creature that can be immediately replayed without costing the opponent a real turn unless the current attack, lethal setup, or survival math requires it. + +- Deep Analysis is the reload spell for games where both players trade resources. Cast Deep Analysis when the board is stable, the hand is low on action, and tapping mana or paying life if offered by the engine will not expose you to a short clock. Against aggro, delay Deep Analysis until Sleep of the Dead, Deem Inferior, Cryptic Serpent, Tolarian Terror, or cheap counters have stabilized; against control, prioritize Deep Analysis when the opponent cannot punish the tempo loss and the extra cards will force repeated threats through answers. + +- Delver of Secrets is the best early pressure and the card that lets this deck become a true tempo deck. Play Delver of Secrets on turn one when possible unless the hand must hold Force Spike or Spell Pierce for a matchup-defining opener. Use Brainstorm and Ponder to improve transformation chances when that does not damage mana development; use Mental Note and Thought Scour more carefully because they can remove known top cards. Protect a transformed Delver of Secrets when it is the active clock, but do not spend premium Counterspell on removal if Cryptic Serpent or Tolarian Terror will immediately replace the threat. + +- Force Spike is strongest as an early punishment card and weakest as a late draw. Hold Force Spike on turns one through three when the opponent is likely to tap out for a key spell; spend it aggressively on curve plays, draw engines, removal for Delver of Secrets, or graveyard hate that would slow Cryptic Serpent and Tolarian Terror. On later turns, treat Force Spike as conditional backup for fights over Counterspell or Spell Pierce, and cash it in if the opponent leaves exactly the vulnerable mana pattern shown by the legal stack action. + +- Island is both mana stability and a hidden cost of holding interaction. Prioritize hitting the first two Islands because Counterspell is central to the deck's strongest lines; prioritize the third Island when the hand contains Deep Analysis, Deem Inferior, hard-cast Lorien Revealed, or multiple cheap spells in one turn. Do not overvalue extra Islands after the deck can cast threat plus interaction; use selection to find action unless Lorien Revealed or hard-cast expensive threats require continued land drops. + +- Lorien Revealed is primarily land access early and a major card-advantage spell late. Use Lorien Revealed for Island access when the opener needs land two or three, when Counterspell must come online, or when Brainstorm needs a way to clear bad cards. Hard-cast Lorien Revealed only when the game is stable enough to tap significant mana and raw cards matter more than immediate protection; against pressure, cycling for Island is often the correct tactical use because it enables double-spell turns sooner. + +- Mental Note is graveyard fuel with card replacement, best when the hand already has mana and wants cheaper threats. Cast Mental Note to accelerate Cryptic Serpent and Tolarian Terror, enable late Deep Analysis lines if the engine exposes them, and maintain velocity while holding one-mana interaction. Avoid Mental Note when the top card is known and important from Ponder or Brainstorm unless milling it is acceptable; against graveyard hate, recognize that Mental Note loses value if the stocked graveyard will not survive. + +- Ponder is the cleanest card-quality spell and the safest early setup play. Use Ponder to find missing Islands, Delver of Secrets, Counterspell, or a discounted threat before spending blind mill effects. Keep the top cards when they support the next two turns, especially Delver of Secrets transformation plus land or interaction; shuffle when the pile lacks the missing role. Ponder is better than Brainstorm in uncertain one-land hands because it can escape bad top cards without needing another effect. + +- Sleep of the Dead is a race and survival tool, not generic removal. Use Sleep of the Dead on the creature whose attack, block, or combat keyword most changes the next turn cycle; prioritize buying time for Delver of Secrets attacks, forcing through Cryptic Serpent or Tolarian Terror damage, or preventing lethal pressure. If the engine exposes escape, treat graveyard exile as a real cost because it can delay Cryptic Serpent and Tolarian Terror; spend that cost only when the tempo swing matters more than preserving discount resources. + +- Spell Pierce is the cheap shield for threats and the efficient answer to noncreature haymakers. Hold Spell Pierce when the opponent can represent removal, draw spells, artifacts, enchantments, or combo pieces that matter more than your next cantrip. Use it proactively in stack fights where protecting Delver of Secrets, Cryptic Serpent, or Tolarian Terror keeps a fast clock intact. Do not leave Spell Pierce stranded forever against creature-heavy boards; if the opponent's visible plan is combat, shift toward Sleep of the Dead, Deem Inferior, large blockers, and card selection. + +- Thought Scour is flexible graveyard fuel, self-mill support, and occasional top-card disruption when the target is legal and tactically justified. Target yourself when the main plan is discounting Cryptic Serpent or Tolarian Terror, replacing a card, and moving through the deck. Target the opponent only when visible public information makes their top card valuable or when action text and matchup context justify disruption; do not target opponent by habit if fueling your own graveyard is the stronger plan. Like Mental Note, avoid undoing a good Brainstorm or Ponder top card unless the graveyard payoff is worth it. + +- Tolarian Terror is the premier closing threat because graveyard volume turns it from expensive creature into protected tempo payoff. Cast Tolarian Terror when it is cheap enough to apply pressure while preserving Counterspell, Spell Pierce, or Force Spike, or when the deck needs a large blocker immediately. Its protection text must be confirmed by current rules-engine output if relevant; tactically, treat it as more resilient than Cryptic Serpent only when visible legal actions and public effects support that assumption. Do not exile too many graveyard cards to Sleep of the Dead or other costs if doing so strands Tolarian Terror in hand. + +- Threat sequencing should balance pressure, protection, and graveyard resources. Lead with Delver of Secrets when early damage matters, then use cheap spells to unlock Cryptic Serpent and Tolarian Terror; when holding multiple large threats, cast the one that leaves the best mana for interaction or blocks the visible board best. Against control, avoid committing every threat into sweepers or edicts if one protected attacker is enough; against aggro, commit large bodies earlier because stabilizing life total can matter more than perfect counter posture. + +## Interaction Priorities + +- Priority: Spend Counterspell on spells that beat a protected Delver of Secrets clock, answer Cryptic Serpent or Tolarian Terror cleanly, create an opposing engine, or produce a board state your bounce/tap tools cannot race. Do not counter low-impact creatures just because they are legal if a large serpent can block them and the opponent is representing removal, graveyard hate, card draw, or a combo payoff. + +- Priority: Use Spell Pierce on noncreature spells that change the game before the opponent can pay through it, especially removal aimed at Delver of Secrets, hate pieces for the graveyard plan, opposing card-advantage spells, artifact/enchantment engines, and protection for a key opposing threat. Let Spell Pierce go when the opponent is mostly presenting creatures and the available legal target does not alter your clock or survival. + +- Priority: Use Force Spike early to punish tapped-out development, not to trade down with expendable bait. Counter turn-one through turn-three threats, draw engines, removal, or graveyard hate when the opponent cannot pay; later, treat Force Spike as stack-fight assistance or a narrow punish for exact visible mana, and avoid planning around it as guaranteed permission. + +- Priority: Use Deem Inferior only from legal engine output and visible target text. Card text check required; if the rules engine offers it as interaction for a spell or permanent, prioritize the target that disrupts lethal pressure, removes a blocker for a fast kill, protects a serpent clock, or answers a resolved permanent that Counterspell and Spell Pierce missed. + +- Priority: Use Sleep of the Dead on the creature whose next attack, block, or combat ability most changes the race. Tap a lethal attacker, a blocker stopping Delver of Secrets, Cryptic Serpent, or Tolarian Terror, or a creature that makes profitable attacks impossible; do not spend graveyard resources on escape if that strands a discounted Cryptic Serpent or Tolarian Terror unless survival or lethal damage requires it. + +- Priority: Ignore bait that does not affect the next two turn cycles. Small creatures that are blanked by Cryptic Serpent or Tolarian Terror, redundant cantrips from slower opponents, and removal aimed at a replaceable Delver of Secrets can be allowed when the important fight is over your graveyard, your large threat, or the opponent's payoff. + +- Archetype shift: Against aggro, counter the highest-damage curve plays only when blocking or Sleep of the Dead cannot stabilize; preserve life more than card perfection. Against control, protect one threat and fight card advantage or edicts over random removal. Against combo, counter setup only when it is the bottleneck; otherwise save Counterspell, Spell Pierce, and Force Spike for the payoff shown by legal stack actions. Against graveyard hate, treat the hate piece as a premium target if your hand depends on Cryptic Serpent or Tolarian Terror discounts. + +## Combat And Trading Rules + +- Attack rule: Attack with Delver of Secrets whenever it advances the clock without exposing a needed blocker or walking into an obvious profitable trade from visible board state. A transformed Delver of Secrets is often the deck's best early win condition, so protect it with Spell Pierce or Counterspell when doing so preserves a fast clock and leaves a realistic plan for the next threat. + +- Attack rule: Attack with Cryptic Serpent and Tolarian Terror when the opponent cannot crack back for a better race or force a trade that removes your only stabilizer. Large serpent attacks are strongest when you keep one or two mana available for Counterspell, Spell Pierce, Force Spike, or Sleep of the Dead follow-up, and weakest when tapping out lets the opponent resolve the spell you were supposed to beat. + +- Block rule: Block aggressively with Cryptic Serpent or Tolarian Terror when life total is under pressure and the visible trade is favorable or impossible for the opponent without extra resources. Do not chump with Delver of Secrets unless life total, lethal prevention, or a future protected serpent line makes the flyer expendable. + +- Trade rule: Trade Delver of Secrets only when the opposing creature threatens more damage than Delver will deal before the next likely answer, or when preserving life unlocks Deep Analysis, Lorien Revealed, or a discounted serpent plan. Preserve Delver against slow decks because repeated evasive damage turns every cheap counter into a Time Walk-like exchange. + +- Protection rule: Protect the threat that is currently winning, not the first threat targeted. Counter removal for Delver of Secrets when the opponent is already under a fast clock; protect Cryptic Serpent or Tolarian Terror when they are the only large body, the only lethal attacker, or the only blocker holding back a lethal swing. + +- Life threshold: Above roughly 12 life, favor pressure plus held interaction unless the visible board threatens a sudden swing. Between 7 and 11 life, prioritize stabilizing attacks and blocks, and use Sleep of the Dead to prevent the largest damage chunk. At 6 or less, treat every combat prompt as survival-first unless you have visible lethal or a forced two-turn kill. + +- Archetype shift: Against go-wide aggro, large blockers matter more than perfect card advantage, so cast Cryptic Serpent or Tolarian Terror earlier if legal and affordable. Against control, avoid trading your lone threat for a low-value creature unless it prevents a planeswalker-like engine or lethal setup. Against combo, combat is a clock; attack when safe, and keep enough interaction to stop the payoff rather than over-blocking minor damage. + +## Selection And Tutor Rules + +- Selection rule: Use Lorien Revealed as pseudo-tutor first when the hand needs its second or third Island more than raw cards. Islandcycling is strongest before the land drop, before keeping a one-land hand alive, or when holding up Counterspell matters; do not save Lorien Revealed for a five-mana draw spell if missing land drops will strand Counterspell, Cryptic Serpent, Tolarian Terror, or Deep Analysis. + +- Selection rule: Cast Ponder before the land drop when the current hand needs a land, a cheap spell for Delver of Secrets, or a specific interaction window. Keep the top stack when it gives the next land plus action, or when it sets a known instant or sorcery for Delver of Secrets; shuffle when the visible top cards do not solve mana, pressure, or interaction needs. + +- Selection rule: Use Brainstorm as a tactical fixer, not a casual draw spell, when possible. Prioritize Brainstorm with a shuffle or mill effect available from Lorien Revealed, Mental Note, or Thought Scour so unwanted cards can leave the top of the library; without a reset, cast Brainstorm only when you need a land, a counter, a threat, a Delver of Secrets setup, or instant-speed protection from a discard-like effect shown by legal actions. + +- Selection rule: Sequence Brainstorm with Delver of Secrets upkeep only when transforming Delver matters more than deeper selection. If the upkeep trigger or legal timing lets Brainstorm place an instant or sorcery on top, use that line to accelerate the clock; if the opponent is pressuring life total or representing removal, prefer finding Counterspell, Spell Pierce, Force Spike, Sleep of the Dead, or a large threat over cosmetic setup. + +- Selection rule: Aim Mental Note and Thought Scour at yourself by default when fueling Cryptic Serpent, Tolarian Terror, Sleep of the Dead escape, or Deep Analysis flashback improves the next two turns. Target the opponent only when the rules engine shows a specific tactical reason, such as disrupting known top-library information, enabling a visible lethal line, or avoiding milling your own needed card after Brainstorm or Ponder. + +- Selection rule: Treat self-mill as a resource conversion, not free value. Mill yourself aggressively when Cryptic Serpent or Tolarian Terror becomes castable, when Deep Analysis in the graveyard is useful and life total permits, or when excess cantrips improve velocity; slow down when the graveyard is already sufficient, visible graveyard hate is likely to matter, or Sleep of the Dead escape would compete with serpent discounts. + +- Selection rule: Use Deep Analysis when cards matter more than immediate tempo, and flash it back only when life payment and mana use are safe. Against fast boards, a Deep Analysis flashback that drops life into lethal range is usually worse than holding Counterspell, casting Tolarian Terror, or using Sleep of the Dead; against control, extra cards can be worth the life if they protect a threat or reload after trades. + +- Selection rule: Cast Lorien Revealed as a draw spell only when mana is abundant and the game is about resources rather than immediate stack pressure. If holding five mana for Lorien Revealed forces you to pass without Counterspell or creature deployment against a threatening opponent, prefer cheaper selection, Islandcycling, or board development. + +- Land timing: Delay the land drop until after Ponder, Brainstorm, Mental Note, Thought Scour, or Lorien Revealed when searching for an Island or deciding which card to put back. Make the land drop first only when a legal action requires mana now, when Brainstorm is protecting known top cards for Delver of Secrets, or when passing with interaction is the priority. + +## Priority And Stack Rules + +- Priority rule: Pass with purpose when the current mana represents Counterspell, Spell Pierce, Force Spike, Brainstorm, Thought Scour, Mental Note, Sleep of the Dead, or Deem Inferior and the opponent must act first. Explain the passed spell or ability being declined; do not pass merely because there are many legal cantrips if spending mana now weakens the next stack fight. + +- Stack rule: Fight on the stack over spells that change the race, answer the protected threat, attack the graveyard engine, or create a card-advantage engine. Let low-impact spells resolve when Counterspell, Spell Pierce, or Force Spike is needed for removal, hate, payoff spells, or a decisive combat swing. + +- Stack rule: Use Spell Pierce and Force Spike before Counterspell when the opponent cannot pay and the target is worth countering. Save Counterspell for threats that remain dangerous through tax counters, for late-game spells when Force Spike is unreliable, or for protection fights over Cryptic Serpent, Tolarian Terror, and Delver of Secrets. + +- Stack rule: Cast instant-speed cantrips at the opponent's end step when no meaningful counter target appears. Prefer waiting with Brainstorm, Mental Note, and Thought Scour if holding mana may deter a key spell; cast them earlier only to hit a land drop, enable a legal discounted Cryptic Serpent or Tolarian Terror, transform Delver of Secrets, or find urgent interaction. + +- Stack rule: Use Sleep of the Dead at the last profitable legal window. Tap an attacker before damage if it prevents lethal or preserves a blocker, tap a blocker before declaring attacks if it creates lethal or a major tempo swing, and avoid main-phase use when waiting would reveal more opponent intent without losing value. + +- Stack rule: Treat Deem Inferior as conditional interaction only from visible engine prompts. Card text check required; if legal actions show it can answer a spell or permanent, choose it when the target matters now and when saving Counterspell, Spell Pierce, or Force Spike for a higher-value fight improves the turn cycle. + +- Graveyard timing: Protect threshold-like graveyard density for Cryptic Serpent and Tolarian Terror before spending escape on Sleep of the Dead. Escape becomes correct when tapping the target prevents lethal, opens lethal, or buys the exact turn needed for a serpent clock; otherwise keep graveyard cards as cost reduction and future flexibility. + +- Combat window: After attackers or blockers, reassess whether holding interaction beats adding cards or tapping creatures. Counter removal that breaks a profitable block, use Sleep of the Dead to alter damage when legal, and avoid spending Brainstorm or Thought Scour if the visible stack fight is more important than selection. + +- Resolution rule: Let your own draw and mill spells resolve before committing to a threat when the new cards can change sequencing. After Brainstorm, Ponder, Mental Note, Thought Scour, Deep Analysis, or Lorien Revealed resolves, re-evaluate whether to deploy Delver of Secrets, Cryptic Serpent, or Tolarian Terror, hold up Counterspell, or pass with interaction. + +- Optional timing: Decline optional or flashback lines when they consume mana, life, or graveyard needed for the current role. Deep Analysis flashback, Sleep of the Dead escape, and extra cantrips are strong only when they do not expose you to lethal, tap you out against a key stack window, or delay a necessary large blocker. + +## Sideboard Map + +- Sideboard rule: Preserve the low-curve graveyard-tempo core unless the matchup makes a specific sideboard role clearly higher impact. Brainstorm, Mental Note, Thought Scour, Delver of Secrets, Cryptic Serpent, and Tolarian Terror are still the default engine after sideboarding; most changes should reduce slower draw, unreliable taxes, or conditional interaction before weakening the threat-and-fuel shell. + +- Annul role: Bring Annul against artifact decks, enchantment engines, artifact lands plus payoff decks, Aura-style strategies, and any opponent whose visible sideboarded plan relies on graveyard hate artifacts or enchantments. Annul is best when it counters a permanent that would either answer Cryptic Serpent and Tolarian Terror, shut off the graveyard, generate repeated value, or make racing impossible. Annul is bad against creature-heavy or spell-heavy decks with few artifact/enchantment targets, because holding it can waste the tempo advantage Blue Terror needs. + +- Blue Elemental Blast role: Bring Blue Elemental Blast against red decks where legal action text can target a red spell or permanent. Use it as efficient protection against burn aimed at Delver of Secrets, Cryptic Serpent, or Tolarian Terror, as stack interaction against lethal burn, or as a tempo answer to red battlefield pressure when the rules engine presents a legal target. Blue Elemental Blast is bad against non-red decks and should not be included only because the opponent might splash red unless public information or matchup labeling supports that plan. + +- Hydroblast role: Bring Hydroblast in the same red matchups as Blue Elemental Blast, with special priority against fast red aggro, burn, red sweepers, and red artifact shells. Treat Hydroblast as both survival interaction and threat protection; countering the spell that kills the first large creature is often equivalent to adding several attack steps. Hydroblast is bad when the opponent has few red cards or when holding reactive red-only interaction delays development against non-red threats. + +- Envelop role: Bring Envelop against sorcery-heavy control, combo, land-search, cascade, sweepers, and attrition decks where important legal stack targets are sorceries. Envelop is strongest when it answers the opponent's high-leverage setup or payoff while preserving Counterspell for later. Envelop is bad against instant-speed decks, creature-heavy aggro, artifact-centric pressure, and opponents whose key cards are not sorceries; do not keep hands relying on Envelop unless the matchup makes sorcery targets likely. + +- Gut Shot role: Bring Gut Shot against one-toughness creature decks, Faeries, Elves-like boards, token starts, sacrifice fodder, and small utility creatures where free or low-mana removal changes combat tempo. Gut Shot is especially valuable when it kills a blocker for Delver of Secrets, removes an early attacker while leaving Counterspell open, or stops an engine creature before it snowballs. Gut Shot is bad against large-creature decks, removal-light control with no small targets, and matchups where paying life makes burn math or creature races worse. + +- Murmuring Mystic role: Bring Murmuring Mystic against grindy control, removal-heavy decks, edict-heavy decks, and opponents that can answer a single Tolarian Terror or Cryptic Serpent but struggle against repeated creature production. Card text check required; use it conditionally as a resilient engine only when legal actions and visible state support spending four mana without dying or losing a crucial stack fight. Murmuring Mystic is bad against very fast aggro, efficient red removal if unprotected, and matchups where tapping four mana before stabilizing exposes you to lethal. + +- Exact plan versus fast red aggro or burn when red cards are the opponent's primary pressure: +Side in: 4 Hydroblast, 2 Blue Elemental Blast, 3 Gut Shot +Cut: 2 Deep Analysis, 2 Deem Inferior, 2 Spell Pierce, 2 Force Spike, 1 Lorien Revealed + +- Red matchup plan: Use Hydroblast and Blue Elemental Blast as premium interaction, not as spare mana sinks. Prioritize countering lethal burn, removal aimed at a protected Tolarian Terror or Cryptic Serpent, and creatures or red permanents that represent more damage than one attack step from your threat. Gut Shot should answer early one-toughness pressure when doing so preserves life or lets Delver of Secrets keep attacking. Reduce main-deck emphasis: life-costly Deep Analysis lines, slow Lorien Revealed draw-spell turns, and late-game Force Spike patterns after the opponent can pay. + +- Exact plan versus artifact-heavy Affinity or artifact-value decks: +Side in: 3 Annul, 4 Hydroblast, 1 Murmuring Mystic +Cut: 2 Force Spike, 2 Deem Inferior, 2 Spell Pierce, 1 Deep Analysis, 1 Ponder + +- Artifact matchup plan: Use Annul for artifact engines, artifact threats, and artifact/enchantment hate that would invalidate your graveyard or threats. Hydroblast becomes high priority when the artifact deck's red cards are the payoff, removal, or reach; otherwise use only when the rules engine presents a legal red target worth answering. Murmuring Mystic gives a different threat profile in games where one large creature is too easy to answer. Reduce main-deck emphasis: soft tax counters on later turns and conditional bounce-like interaction when the opponent's permanents generate value immediately. + +- Exact plan versus Faeries, small blue tempo, or one-toughness evasive decks: +Side in: 3 Gut Shot, 2 Blue Elemental Blast, 2 Envelop +Cut: 2 Deep Analysis, 2 Deem Inferior, 2 Sleep of the Dead, 1 Lorien Revealed + +- Small-creature tempo plan: Use Gut Shot to win early board exchanges without tapping mana, especially when it protects Delver of Secrets pressure or clears a blocker before combat. Envelop is only valuable if the opponent's public configuration includes important sorceries; if the matchup is mostly instant-speed, prefer keeping main-deck counters instead. Blue Elemental Blast applies only when red splash cards or red removal are known or matchup-labeled; otherwise do not add red-only effects. Reduce main-deck emphasis: slow draw turns and tap effects that do not answer the stack or permanently handle evasive pressure. + +- Exact plan versus sorcery-centric combo, control, or big-mana setup decks: +Side in: 2 Envelop, 1 Murmuring Mystic +Cut: 2 Sleep of the Dead, 1 Deem Inferior + +- Sorcery matchup plan: Use Envelop to stop the opponent's highest-leverage sorcery, especially a setup spell, sweeper, card-advantage burst, or payoff that would overpower a single protected threat. Murmuring Mystic is a secondary win condition when the game slows and the opponent is built to trade one-for-one. Keep Spell Pierce and Force Spike more often on the play or when the opponent is mana-constrained; reduce main-deck emphasis on Sleep of the Dead when creatures are not the main axis. + +- Exact plan versus Bogles, Auras, enchantment engines, or artifact/enchantment graveyard hate: +Side in: 3 Annul +Cut: 2 Force Spike, 1 Deep Analysis + +- Enchantment plan: Use Annul on the permanent that changes combat math or disables your graveyard plan, not on the first legal target by habit. Against Aura-style decks, counter the aura or hate piece that creates the largest immediate race swing; against slower enchantment engines, counter the permanent that creates repeated advantage. Reduce main-deck emphasis: Force Spike when the opponent can sequence around it and Deep Analysis when life or tempo is under pressure. + +- Exact plan versus removal-heavy black control, edicts, and attrition: +Side in: 1 Murmuring Mystic, 2 Envelop +Cut: 2 Sleep of the Dead, 1 Deem Inferior + +- Attrition plan: Use Murmuring Mystic to diversify threats when the opponent is overloaded on single-target removal or edicts. Protect the first resolved engine or large creature with Counterspell, Spell Pierce, and Force Spike according to visible mana; do not tap out for Murmuring Mystic into a known decisive sorcery unless Envelop or Counterspell can still matter later. Add role cards: Envelop for sorcery-speed removal, discard-like sorceries, sweepers, or card advantage. Reduce main-deck emphasis: creature-tap effects when the opponent is not racing through combat. + +- Broad graveyard-hate rule: Add role cards: Annul against artifact or enchantment hate, and preserve Counterspell for hate spells when the graveyard discount is central to casting Cryptic Serpent and Tolarian Terror. Reduce main-deck emphasis: extra escape use of Sleep of the Dead if graveyard resources are contested. Do not assume hate exists in hidden zones; react to matchup context, revealed cards, public permanents, and legal stack targets. + +- Broad creature-race rule: Add role cards: Gut Shot against small creatures, Hydroblast and Blue Elemental Blast against red creatures or burn, and Annul only if the pressure comes from artifacts or enchantments. Reduce main-deck emphasis: Deep Analysis flashback and Lorien Revealed draw-spell turns when they cost the turn needed to stabilize. + +- Broad control-mirror rule: Add role cards: Murmuring Mystic and Envelop when the opponent's important cards are sorceries or one-for-one answers. Reduce main-deck emphasis: Sleep of the Dead and other creature-only tempo effects when combat is secondary. Keep enough cheap selection to maintain land drops, fill the graveyard, and find protected threats; over-sideboarding away from the cantrip engine makes Cryptic Serpent and Tolarian Terror worse. + +## Matchup Guidance + +- Aggro: Become a tap-out threat deck only after the first damage wave is contained. Prioritize Delver of Secrets when it can race immediately, but prioritize holding up Counterspell, Force Spike, Spell Pierce, Hydroblast, Blue Elemental Blast, or Gut Shot when the opponent's next legal spell or attack represents more damage than one early Delver hit. Tolarian Terror and Cryptic Serpent stabilize races once cheap spells have filled the graveyard; do not spend Brainstorm, Mental Note, Thought Scour, or Ponder pointlessly if the resulting graveyard count still cannot produce a protected large creature. Reduce main-deck emphasis: Deep Analysis flashback, slow Lorien Revealed draw-spell turns, and speculative Deem Inferior lines before the board is stable. + +- Burn: Treat life total as the primary resource and cards as secondary once the opponent is representing red reach. Add role cards: Hydroblast and Blue Elemental Blast for burn spells, red creatures, and red removal pointed at a key threat; Gut Shot only when paying life is clearly better than taking repeated creature damage or losing a tempo-critical Delver of Secrets exchange. Counterspell should usually answer lethal or near-lethal burn rather than low-impact setup. Avoid Deep Analysis flashback unless the life payment cannot put the game inside visible burn range. + +- Go-wide decks: Win by compressing the game around one or two cheap blockers plus a fast clock, because Blue Terror has limited true sweeper coverage. Gut Shot should answer one-toughness lords, token makers, or evasive attackers when the visible exchange preserves multiple life points or an attacker. Sleep of the Dead is valuable when tapping the largest attacker changes a race; it is weak when many small attackers still produce lethal pressure. Tolarian Terror is often the best blocker, but attack with it only when the crack-back and public pump effects still leave survival. + +- Tempo mirrors: Protect mana efficiency before raw card count. Delver of Secrets on turn one is excellent when backed by Force Spike, Spell Pierce, or Counterspell, but exposing Tolarian Terror or Cryptic Serpent without protection is often worse than waiting one turn. Add role cards: Gut Shot against one-toughness creatures, Envelop only if public cards show important sorceries, and Blue Elemental Blast only when red splash cards are known. Brainstorm should preserve interaction, not just improve card quality, when the opponent can punish tapped mana. + +- Control: Shift from racing to threat discipline and card-flow pressure. Resolve one meaningful threat, usually Tolarian Terror, Cryptic Serpent, Delver of Secrets, or Murmuring Mystic, then spend Counterspell, Spell Pierce, Force Spike, and Envelop to protect it or stop a card-advantage swing. Add role cards: Murmuring Mystic when games become one-for-one exchanges, and Envelop for sorcery-speed draw, sweepers, or removal. Reduce main-deck emphasis: Sleep of the Dead and Gut Shot unless visible creatures make them relevant. Deep Analysis is strong when life is safe and the opponent cannot convert the tap-out window into a decisive threat. + +- Removal-heavy decks: Diversify threat timing and avoid feeding one-answer turns. Lead with Delver of Secrets when early pressure matters, but hold Tolarian Terror or Cryptic Serpent until either the graveyard discount is strong or protection is available. Add role cards: Murmuring Mystic as a threat that rewards continued instant and sorcery casting, Envelop for sorcery removal or sweepers, and Annul only if the removal package includes artifact or enchantment hate. Counterspell should often protect an already resolved threat instead of fighting every marginal spell. + +- Midrange: Trade tempo for board position only when the exchange preserves a future threat. Counterspell should answer the card that invalidates your clock, not every medium creature. Deem Inferior is conditional interaction; Card text check required, so use it only when the rules engine presents a legal target and the visible result meaningfully delays a threat, engine, or blocker. Sleep of the Dead can force through damage against one large blocker, but do not rely on it against value creatures that already generated advantage. Deep Analysis is best after the first big creature is online. + +- Big mana: Commit pressure early and counter the payoff, not every ramp piece. Delver of Secrets backed by Force Spike or Spell Pierce is strongest before the opponent has excess mana. Add role cards: Envelop for sorcery payoff or setup spells and Murmuring Mystic if the game is likely to slow. Counterspell should be preserved for the first spell that beats Tolarian Terror or Cryptic Serpent on board. Lorien Revealed is acceptable as mana fixing or a late draw spell when holding up interaction is not required by the visible stack. + +- Combo: Identify whether the opponent needs a creature, graveyard, artifact, enchantment, sorcery, or stack-based payoff, then reserve the correct answer. Counterspell is the universal stop; Spell Pierce, Force Spike, Envelop, Annul, Hydroblast, and Blue Elemental Blast are matchup-dependent stops that should be spent only on legal targets that advance or protect the combo. Pressure matters: Tolarian Terror and Cryptic Serpent shorten the window and make soft counters stronger. Do not tap out for Deep Analysis or Murmuring Mystic if the opponent can legally attempt a decisive combo before your next interaction window. + +- Graveyard decks: Race while countering the payoff or enabler that matters most from public information. This list does not have broad graveyard exile in the registered sideboard, so Counterspell, Spell Pierce, Force Spike, and Envelop must cover stack-based graveyard actions. Annul only applies when the graveyard plan uses artifact or enchantment permanents or hate against your own graveyard discount. Preserve your own graveyard for Tolarian Terror, Cryptic Serpent, and Sleep of the Dead; avoid unnecessary escape or self-mill sequencing if it makes your threat timing worse. + +- Artifact and enchantment decks: Add role cards: Annul as the clean answer to artifacts, enchantments, and artifact/enchantment hate that would constrain your graveyard or threats. Against artifact-heavy red decks, Hydroblast and Blue Elemental Blast also cover red payoffs, red removal, and red reach. Counterspell should answer the permanent or spell that changes the whole game texture, not a minor artifact that does not affect clock, mana, or threat survival. Murmuring Mystic is useful when single large creatures are easy to neutralize. + +- Single-threat decks: Make the game about answering or racing the one object that matters. Counterspell is the preferred answer before resolution; Deem Inferior and Sleep of the Dead are conditional after or during legal target windows, with Deem Inferior requiring card text verification from legal action output. If the single threat lacks evasion and cannot race, Tolarian Terror or Cryptic Serpent can hold combat while Delver of Secrets or another large threat attacks. Do not spend Annul, Envelop, Hydroblast, or Blue Elemental Blast unless the legal target actually belongs to their covered card type or color. + +- Creature-light control or spell combo: Reduce main-deck emphasis on Sleep of the Dead, Gut Shot, and creature-only tempo effects when they do not interact with the opponent's main axis. Add role cards: Envelop, Murmuring Mystic, and relevant blast effects only when public colors make them legal and meaningful. Brainstorm, Ponder, Mental Note, and Thought Scour should find threats plus protection rather than merely maximize graveyard size. A protected Tolarian Terror is usually better than two unprotected threats into known removal. + +- Unknown game one opponents: Default to a balanced tempo-control posture. Keep mana open when the opponent's archetype is not yet identified, lead with Delver of Secrets only when the legal line does not strand critical interaction, and use cheap cantrips to find Island, Counterspell, and a discount threat. Do not assume sideboard cards are relevant until color, card type, or strategy is public. Once the opponent reveals red cards, artifacts, enchantments, sorceries, small creatures, or removal density, reclassify the game using the matching guidance above. + +## Specific Matchup Notes + +- General/archetype-only: Use these notes as matchup assumptions until the opponent reveals exact cards; revealed cards, public zones, and legal action text override every archetype read. Prioritize a protected Delver of Secrets, Tolarian Terror, or Cryptic Serpent over maximizing graveyard count when the opponent can punish a tapped shield. + +- Red aggro and burn: Add role cards: Hydroblast, Blue Elemental Blast, and Gut Shot when red spells or one-toughness creatures are public. Reduce main-deck emphasis: Deep Analysis when life is under pressure and Lorien Revealed as a tap-out draw spell before stabilization. Priority targets are lethal burn, haste threats, damage-based removal aimed at Delver of Secrets or Tolarian Terror, and creatures that invalidate racing math. + +- Small-creature tempo: Add role cards: Gut Shot for visible one-toughness threats and Murmuring Mystic when games become attrition battles over the board. Reduce main-deck emphasis: Deep Analysis if the opponent can convert the life payment or tap-out window into a winning attack. Sleep of the Dead is strongest when it converts one blocker or attacker into a decisive tempo turn; use it conditionally from legal action text. + +- Control and removal-heavy decks: Add role cards: Murmuring Mystic, Envelop, and relevant blasts only when color or card type makes them live. Reduce main-deck emphasis: Gut Shot and Sleep of the Dead unless public creatures matter. Priority targets are sweepers, clean answers to Tolarian Terror or Cryptic Serpent, card-advantage sorceries, and removal that breaks up the only protected clock. + +- Big mana and ramp: Add role cards: Envelop for sorcery payoffs and Murmuring Mystic when the game will slow. Reduce main-deck emphasis: Gut Shot and narrow creature tempo unless the opponent presents small mana creatures. Counterspell should usually wait for the payoff that beats your clock, while Force Spike and Spell Pierce are best before the opponent has excess mana. + +- Artifact or enchantment decks: Add role cards: Annul, and add Hydroblast or Blue Elemental Blast only when red cards are public. Reduce main-deck emphasis: Force Spike on the draw if the opponent quickly develops spare mana. Priority targets are engine permanents, artifact creatures that race Tolarian Terror, enchantments that lock combat or graveyards, and hate pieces that make your threats worse. + +- Graveyard decks: Add role cards: Envelop when the payoff is sorcery-based and Annul only when artifacts or enchantments matter. Reduce main-deck emphasis: Sleep of the Dead if tapping creatures does not stop the actual engine. This deck has no broad graveyard exile in the sideboard, so Counterspell, Spell Pierce, Force Spike, and pressure must carry the matchup. + +- Combo: Add role cards according to the visible combo axis: Annul for artifact or enchantment pieces, Envelop for sorcery payoffs, Hydroblast or Blue Elemental Blast for red combo spells, and Murmuring Mystic only when there is time. Reduce main-deck emphasis: Deep Analysis and slow Lorien Revealed casts when passing with interaction is required. Commit to a threat when it shortens the clock enough to make soft counters live. + +## Risk Summary + +- Mana risk: The deck is mostly Island-based, but one-land keeps can fail if Brainstorm, Ponder, Mental Note, or Thought Scour do not find another Island or Lorien Revealed landcycling line. Do not keep speculative hands that need multiple cantrips to hit both mana and interaction against fast opponents. + +- Matchup risk: Blue Terror can look like control while needing tempo pressure, so identify when the opponent will win a long game. Against big mana, combo, or card-advantage control, a protected Tolarian Terror or Delver of Secrets often matters more than holding every answer. + +- Draw risk: Brainstorm is powerful but dangerous without shuffle or hand-clearing support; avoid locking dead cards on top when the next draw step must find Counterspell, Island, or a threat. Ponder should prioritize functional hands over perfect graveyard setup. + +- Over-sideboarding risk: Too many narrow answers can dilute the threat-plus-cantrip core that enables Tolarian Terror and Cryptic Serpent. Keep enough Brainstorm, Ponder, Mental Note, Thought Scour, and cheap interaction to produce a clock and defend it. + +- Graveyard risk: Mental Note, Thought Scour, Deep Analysis, Sleep of the Dead, Tolarian Terror, and Cryptic Serpent all care about graveyard texture in different ways. Do not spend escape or self-mill lines casually if they delay a discounted threat or expose you to known graveyard hate. + +- Sweeper/removal risk: A single protected threat is strong, but one unprotected threat into known removal can lose the initiative. Against removal-heavy decks, sequence Delver of Secrets, Tolarian Terror, Cryptic Serpent, and Murmuring Mystic so Counterspell, Spell Pierce, Force Spike, or Envelop can protect the threat that matters. + +- Closer risk: Delver of Secrets may fail to transform quickly, and large serpents can be stalled by tokens or tap effects. Use Sleep of the Dead only when the legal target and board state convert into damage, survival, or a lethal setup. + +- Interaction risk: Force Spike and Spell Pierce decay as the opponent gains mana, while Counterspell remains the hard stop. Spend soft counters early on relevant spells, but do not fire them into low-impact targets just because they are legal. + +- Sequencing risk: Tapping out for Deep Analysis, Lorien Revealed, or Murmuring Mystic can be losing when the opponent has a visible decisive window. When unsure, preserve blue mana for Counterspell unless the legal proactive play changes the clock or stabilizes the board immediately. + +- Card-text risk: Deem Inferior requires card text verification before relying on exact tactical outcomes. Use it only when the rules engine presents a legal action and the visible result clearly advances tempo, defense, or threat protection. + +## Test Feedback Checklist + +- Deciding factor: After each game, identify whether the result was decided by early pressure, protected interaction, mana development, graveyard velocity, sideboard cards, or one resolved opposing payoff; cite public cards and rules-engine action windows rather than inferred hidden cards. + +- Mulligans: Record opening hand size, Island count, threat count, cantrip count, and interaction count. Note whether the keep had Delver of Secrets, Tolarian Terror, Cryptic Serpent, Brainstorm, Ponder, Mental Note, Thought Scour, Counterspell, Force Spike, Spell Pierce, or Lorien Revealed as mana smoothing. + +- Mana: Check whether the deck had enough untapped blue mana at the decision points that mattered. Flag games where Counterspell was stranded, Lorien Revealed was forced to be a slow spell instead of land access, or Deep Analysis competed with holding up interaction. + +- Velocity: Track whether Brainstorm, Ponder, Mental Note, and Thought Scour turned on Tolarian Terror or Cryptic Serpent before the opponent stabilized. Note whether self-mill helped, missed, or created tension with Sleep of the Dead or Deep Analysis graveyard use. + +- Threat deployment: Ask whether the first Delver of Secrets, Tolarian Terror, Cryptic Serpent, or post-board Murmuring Mystic was deployed at the right time. Record whether waiting for Counterspell, Spell Pierce, Force Spike, Annul, Envelop, Hydroblast, Blue Elemental Blast, or Gut Shot would have changed the outcome. + +- Interaction quality: For every Counterspell, Force Spike, Spell Pierce, Annul, Envelop, Hydroblast, Blue Elemental Blast, and Gut Shot, record whether it answered a game-relevant spell or was spent on a low-impact target. Flag soft counters that were held until the opponent could pay. + +- Removal and tempo: Check whether Sleep of the Dead and Deem Inferior produced real damage, survival, or threat protection. Card text check required for Deem Inferior before assigning detailed tactical blame beyond the legal action and visible result. + +- Sideboard impact: Record whether Annul, Blue Elemental Blast, Envelop, Gut Shot, Hydroblast, and Murmuring Mystic were actually legal and relevant in post-board games. Mark sideboard cards as stranded only when they remained unusable despite visible opposing targets or clear matchup expectations. + +- Closing: Ask whether the deck converted a large Tolarian Terror, Cryptic Serpent, or transformed Delver of Secrets into lethal quickly enough. Flag games where repeated cantrips, Deep Analysis, or Lorien Revealed delayed a closing attack while the opponent assembled inevitability. + +- Role accuracy: Record whether the pilot correctly acted as tempo, control, or racing deck in each turn cycle. A pass with open Counterspell can be correct, but it should be judged against the visible clock, current legal proactive plays, and likely next opposing payoff. + +- Mistakes: Identify legal decisions that appear suspicious from public information: attacking with a needed blocker, tapping out before a decisive opposing turn, using Brainstorm without a plan to clear weak cards, or spending Spell Pierce/Force Spike after their window had decayed. + +- Stranded cards: List cards that were repeatedly uncastable or low impact, especially Deep Analysis, Lorien Revealed, Sleep of the Dead, Deem Inferior, Murmuring Mystic, Annul, Envelop, Hydroblast, Blue Elemental Blast, and Gut Shot. Separate mana issues, matchup mismatch, and poor sequencing. + +- Overperformers and underperformers: Name exact cards that won or lost games through visible actions. Compare Delver of Secrets pressure, Tolarian Terror speed, Cryptic Serpent redundancy, Counterspell protection, and sideboard card relevance across pre-board and post-board games. + +## First Tuning Questions + +- Threat density: If games are lost without an early clock, should the deck adjust the balance among Delver of Secrets, Tolarian Terror, Cryptic Serpent, and Murmuring Mystic, or is the issue mulligan discipline and sequencing? + +- Cantrip mix: If Brainstorm, Ponder, Mental Note, and Thought Scour fail to find both mana and threats, should the cantrip package change, or are current losses caused by keeping hands that need too many cantrips to function? + +- Land and Lorien Revealed balance: If one-land keeps fail often or Counterspell is stranded, should Island count or Lorien Revealed usage be revisited? Separate actual mana shortage from games where Lorien Revealed was cast greedily instead of preserving interaction. + +- Soft-counter quantity: If Force Spike and Spell Pierce are dead too often after turn three, should their quantities shift toward harder answers, or are they being held past their best window? Track play/draw differences before changing counts. + +- Card advantage tension: If Deep Analysis wins attrition games but loses races through life or tap-out pressure, should its role be reduced against fast decks while preserved for slower matchups? Use visible damage races, not generic dislike of the card. + +- Tempo interaction: If Sleep of the Dead and Deem Inferior do not convert into attacks, survival, or protected threats, should their slots become cheaper interaction, more selection, or additional sideboard flexibility? Card text check required for Deem Inferior before final conclusions. + +- Red matchup plan: If burn or red aggro remains poor despite Hydroblast, Blue Elemental Blast, and Gut Shot, is the problem sideboard slot count, mulligan priorities, or tapping out for Deep Analysis and Lorien Revealed at the wrong time? + +- Artifact/enchantment plan: If Annul is often stranded, are artifact and enchantment matchups rare, or is the pilot missing legal targets that should matter? If Annul is excellent, ask whether three copies are enough for the expected field. + +- Sorcery/combo plan: If Envelop is high impact only in narrow matchups, should those slots stay dedicated to sorcery payoffs, or should the sideboard broaden? Judge this by actual opposing public spells and game-deciding stack windows. + +- Attrition plan: If Murmuring Mystic stabilizes creature boards or removal-heavy games, should the deck value a second copy, or does its mana cost conflict too often with holding Counterspell? + +- Role conflict: If losses show the pilot playing control in matchups where the opponent has inevitability, update guidance to deploy Tolarian Terror, Cryptic Serpent, or Delver of Secrets earlier. If losses show reckless tap-outs, tighten commitment gates around Counterspell and sideboard interaction. + +- Closing power: If large threats are repeatedly stalled by blockers, tokens, or prevention, ask whether Sleep of the Dead timing, attack discipline, or sideboard configuration needs attention before changing the main threat suite. + +## Veles Tactical Policy + +### Policy: Opening Hand Gate +Priority: high +Decision families: mulligan +Cards: Delver of Secrets, Tolarian Terror, Cryptic Serpent, Brainstorm, Ponder, Mental Note, Thought Scour, Lorien Revealed, Counterspell +Phase windows: pregame mulligan decisions. +Runtime cues: prompt:mulligan, opening hand, known play/draw. +Use when: Keep hands with Island access, at least one early play, and a plausible route to either Delver of Secrets pressure or graveyard-enabled Tolarian Terror/Cryptic Serpent. +Avoid when: Ship hands with no Island access, no cantrip, no threat, or only expensive spells that require multiple draw steps before functioning. +Instructions: Treat Lorien Revealed as Island access only if cycling is legal and tempo loss is acceptable; value one-land hands more with Brainstorm or Ponder than with only Mental Note or Thought Scour. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: First Threat Setup +Priority: high +Decision families: priority +Cards: Delver of Secrets, Tolarian Terror, Cryptic Serpent +Phase windows: early main phases and first priority windows with a castable threat. +Runtime cues: action:cast Delver of Secrets, action:cast Tolarian Terror, action:cast Cryptic Serpent. +Use when: Deploy the first threat early when it starts a clock and does not expose a better hand to a decisive stack window. +Avoid when: Passing with Counterspell or Spell Pierce clearly protects against an imminent high-impact spell, or tapping out prevents interaction against a faster visible board. +Instructions: Prefer Delver of Secrets on turn one; prefer Tolarian Terror or Cryptic Serpent once cheap enough to cast while preserving relevant interaction. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Land And Lorien Revealed Access +Priority: high +Decision families: mana, selection +Cards: Island, Lorien Revealed, Counterspell +Phase windows: draw step aftermath, main phases, and end steps when cycling is legal. +Runtime cues: action:cycle Lorien Revealed, action:play Island, available mana summary. +Use when: Use Lorien Revealed for Island access if missing the next land drop or needing double blue for Counterspell matters more than casting Lorien Revealed later. +Avoid when: Already stable on mana and the matchup is slow enough that the spell half may become a real card-advantage play. +Instructions: Make land drops before fancy selection; double Island for Counterspell is a core checkpoint. +Pilot skill floor: low. +No-API allowed: no +Light-model allowed: yes + +### Policy: Cantrip Sequencing +Priority: high +Decision families: selection, mana +Cards: Brainstorm, Ponder, Mental Note, Thought Scour, Tolarian Terror, Cryptic Serpent +Phase windows: early main phases, end steps, and setup turns before casting graveyard threats. +Runtime cues: action:cast Brainstorm, action:cast Ponder, action:cast Mental Note, action:cast Thought Scour. +Use when: Cast selection to find mana, threats, or interaction, and cast self-mill to reduce Tolarian Terror/Cryptic Serpent costs when threat deployment is near. +Avoid when: Blindly spending mana would leave no answer to a known decisive spell or waste Brainstorm without a plan for bad cards. +Instructions: Use Ponder/Brainstorm for quality and land finding; use Mental Note/Thought Scour when graveyard count is the bottleneck or end-step mana would otherwise be unused. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Brainstorm Discipline +Priority: medium +Decision families: selection +Cards: Brainstorm, Lorien Revealed +Phase windows: main phases, end steps, and response windows. +Runtime cues: action:cast Brainstorm. +Use when: Brainstorm finds land, protects a needed card from discard if relevant, or sets up a stronger next turn with a visible shuffle/cycling route. +Avoid when: It only churns cards with no pressure, no shuffle, and no immediate decision improvement. +Instructions: Put back cards that are slow for the current role; avoid hiding behind Brainstorm while the opponent advances a board you must answer. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Hold-Up Counterspell Commitment Gate +Priority: high +Decision families: priority, interaction +Cards: Counterspell, Force Spike, Spell Pierce +Phase windows: opponent main phases, stack windows, and your main phases before tapping out. +Runtime cues: action:cast Counterspell, action:cast Force Spike, action:cast Spell Pierce, action:pass. +Use when: Hold mana if the opponent has a likely game-changing spell, your clock is already present, or the legal proactive play is replaceable. +Avoid when: The opponent is under no pressure and waiting lets them outgrow Force Spike/Spell Pierce or overwhelm a single Counterspell. +Instructions: Spend soft counters early on mana-efficient, relevant spells; reserve Counterspell for threats, removal on your clock, engines, or payoff spells. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Tap-Out Draw Gate +Priority: medium +Decision families: priority, selection +Cards: Deep Analysis, Lorien Revealed, Counterspell, Spell Pierce, Force Spike +Phase windows: your main phases and late end-step windows. +Runtime cues: action:cast Deep Analysis, action:cast Lorien Revealed. +Use when: Tap out for card advantage if the opponent cannot punish the window severely or you need cards to continue functioning. +Avoid when: The opponent has a visible clock, open mana, or known payoff where holding Counterspell/Spell Pierce/Force Spike is more important. +Instructions: Treat Deep Analysis and Lorien Revealed as stabilizing tools after interaction or pressure, not automatic mana sinks. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Deterministic Deep Analysis Target +Priority: low +Decision families: selection +Cards: Deep Analysis +Phase windows: target-choice prompt after Deep Analysis is already legally cast. +Runtime cues: action:target self Deep Analysis +Use when: Deep Analysis target selection is prompted and the legal action text offers targeting self for drawing cards. +Avoid when: A replacement effect, prevention-like visible effect, or unusual public rule object makes drawing yourself harmful. +Instructions: Choose target self when the selected line is to draw cards with Deep Analysis. +Pilot skill floor: low. +No-API allowed: yes +Light-model allowed: yes + +### Policy: Graveyard Threat Commitment +Priority: high +Decision families: priority, mana +Cards: Tolarian Terror, Cryptic Serpent, Mental Note, Thought Scour, Brainstorm, Ponder +Phase windows: your main phases after graveyard count changes. +Runtime cues: action:cast Tolarian Terror, action:cast Cryptic Serpent. +Use when: Cast a cheap Tolarian Terror or Cryptic Serpent when it creates a fast clock or stabilizes combat while leaving enough protection for likely interaction. +Avoid when: Waiting one turn keeps Counterspell up and the opponent is unlikely to beat that pause. +Instructions: Convert graveyard velocity into board pressure before cantripping past the window to win. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Tempo Removal Gate +Priority: medium +Decision families: interaction, combat +Cards: Sleep of the Dead, Deem Inferior +Phase windows: precombat, combat, and opponent attack setup windows. +Runtime cues: action:cast Sleep of the Dead, action:cast Deem Inferior, action:target. +Use when: Use these spells to push lethal damage, buy a full turn against a key attacker, or protect a race. +Avoid when: The target is low impact or the tempo gained does not change attacks, blocks, survival, or a protected threat. +Instructions: Card text check required for Deem Inferior; follow only visible legal targets and engine result previews when available. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Attack With A Clock +Priority: high +Decision families: combat +Cards: Delver of Secrets, Tolarian Terror, Cryptic Serpent, Murmuring Mystic +Phase windows: declare attackers. +Runtime cues: action:attack with Delver of Secrets, action:attack with Tolarian Terror, action:attack with Cryptic Serpent. +Use when: Attack if damage advances lethal, forces bad blocks, or the creature is not needed to survive the crack-back. +Avoid when: Holding back is required against lethal or when a key blocker would be lost for low-value damage. +Instructions: This deck wins by converting protected threats into damage; do not over-defend once the race favors you. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Blocking And Race Preservation +Priority: medium +Decision families: combat +Cards: Delver of Secrets, Tolarian Terror, Cryptic Serpent, Murmuring Mystic +Phase windows: declare blockers and combat damage assignment prompts. +Runtime cues: action:block, action:assign combat damage. +Use when: Block to preserve life against a short clock, trade a smaller threat for a better opposing attacker, or keep enough time for large threats to win. +Avoid when: Chump-blocking sacrifices your only clock without preventing a near-term loss. +Instructions: Large Tolarian Terror and Cryptic Serpent can stabilize races, but only trade them when survival or a decisive swing requires it. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Sideboard Color Hate Gate +Priority: high +Decision families: sideboard, interaction +Cards: Hydroblast, Blue Elemental Blast, Annul, Envelop, Gut Shot, Murmuring Mystic +Phase windows: sideboarding and post-board stack windows. +Runtime cues: prompt:sideboard, action:cast Hydroblast, action:cast Blue Elemental Blast, action:cast Annul, action:cast Envelop, action:cast Gut Shot. +Use when: Bring and spend narrow answers only against visible or strongly expected targets they legally answer. +Avoid when: A sideboard card lacks a reliable target in the matchup or spending it misses the actual payoff you must beat. +Instructions: Hydroblast and Blue Elemental Blast are premium versus red; Annul covers artifacts/enchantments; Envelop covers decisive sorceries; Gut Shot answers small creatures; Murmuring Mystic is for attrition and board stalls. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Gut Shot Target Discipline +Priority: medium +Decision families: interaction, combat +Cards: Gut Shot +Phase windows: opponent development, combat, and response windows. +Runtime cues: action:cast Gut Shot, action:target Gut Shot. +Use when: Target a visible one-toughness creature, combat-relevant creature, or utility creature whose removal changes the race or protects Delver of Secrets pressure. +Avoid when: Paying life worsens a race and the target is replaceable. +Instructions: Treat Gut Shot as tempo, not generic damage; preserve life against burn-heavy boards. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Murmuring Mystic Commitment Gate +Priority: medium +Decision families: priority, sideboard +Cards: Murmuring Mystic, Counterspell, Spell Pierce, Force Spike +Phase windows: post-board main phases. +Runtime cues: action:cast Murmuring Mystic. +Use when: Cast Murmuring Mystic in grindy or creature-heavy games where token generation will stabilize or overpower removal exchanges. +Avoid when: Tapping four mana exposes you to a decisive spell or you need to preserve hard interaction immediately. +Instructions: After Murmuring Mystic resolves, value cheap spells more because each legal instant or sorcery may add board presence if the engine confirms it. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Pass With Purpose +Priority: high +Decision families: priority +Cards: Counterspell, Force Spike, Spell Pierce, Brainstorm, Thought Scour, Mental Note +Phase windows: all priority prompts. +Runtime cues: action:pass, stack empty, available mana. +Use when: Passing preserves interaction, end-step cantrips, or a stronger response window than acting now. +Avoid when: Passing wastes mana while behind on board and no relevant answer is being represented. +Instructions: Explain what legal action is being declined and why the held mana or future window is worth more. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Exact Mandatory Pass After No Legal Impact +Priority: low +Decision families: priority +Cards: none +Phase windows: priority prompts with only pass or no-impact procedural choices. +Runtime cues: action:pass +Use when: The only visible legal action is pass, or every non-pass action is explicitly unavailable or non-castable in the rules-engine action list. +Avoid when: Any legal cast, attack, block, target, or payment choice could change the game state. +Instructions: Choose the visible pass action without strategic embellishment. +Pilot skill floor: low. +No-API allowed: yes +Light-model allowed: yes diff --git a/strategies/pauper/blue_terror/1/metadata.json b/strategies/pauper/blue_terror/1/metadata.json new file mode 100644 index 0000000..2a37401 --- /dev/null +++ b/strategies/pauper/blue_terror/1/metadata.json @@ -0,0 +1,45 @@ +{ + "archetype_tags": [ + "tempo", + "control" + ], + "colors": [ + "U" + ], + "concept_text": "mono-blue tempo deck that turns cheap cantrips and counters into fast Terror threats", + "created_at": 1781240802, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "graveyard", + "spells" + ], + "source_metadata": { + "base_choice": "blue_terror:v1", + "generated_at": "2026-06-14T11:14:27.092432+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "blue_terror", + "strategy_label": "Blue Terror", + "tags": [ + "tempo", + "control", + "graveyard", + "spells" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/blue_terror/1/reflection.md b/strategies/pauper/blue_terror/1/reflection.md new file mode 100644 index 0000000..9034dba --- /dev/null +++ b/strategies/pauper/blue_terror/1/reflection.md @@ -0,0 +1,32 @@ +# Reflection Template For Blue Terror + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: After each game, identify whether the result was decided by early pressure, protected interaction, mana development, graveyard velocity, sideboard cards, or one resolved opposing payoff; cite public cards and rules-engine action windows rather than inferred hidden cards. + +- Mulligans: Record opening hand size, Island count, threat count, cantrip count, and interaction count. Note whether the keep had Delver of Secrets, Tolarian Terror, Cryptic Serpent, Brainstorm, Ponder, Mental Note, Thought Scour, Counterspell, Force Spike, Spell Pierce, or Lorien Revealed as mana smoothing. + +- Mana: Check whether the deck had enough untapped blue mana at the decision points that mattered. Flag games where Counterspell was stranded, Lorien Revealed was forced to be a slow spell instead of land access, or Deep Analysis competed with holding up interaction. + +- Velocity: Track whether Brainstorm, Ponder, Mental Note, and Thought Scour turned on Tolarian Terror or Cryptic Serpent before the opponent stabilized. Note whether self-mill helped, missed, or created tension with Sleep of the Dead or Deep Analysis graveyard use. + +- Threat deployment: Ask whether the first Delver of Secrets, Tolarian Terror, Cryptic Serpent, or post-board Murmuring Mystic was deployed at the right time. Record whether waiting for Counterspell, Spell Pierce, Force Spike, Annul, Envelop, Hydroblast, Blue Elemental Blast, or Gut Shot would have changed the outcome. + +- Interaction quality: For every Counterspell, Force Spike, Spell Pierce, Annul, Envelop, Hydroblast, Blue Elemental Blast, and Gut Shot, record whether it answered a game-relevant spell or was spent on a low-impact target. Flag soft counters that were held until the opponent could pay. + +- Removal and tempo: Check whether Sleep of the Dead and Deem Inferior produced real damage, survival, or threat protection. Card text check required for Deem Inferior before assigning detailed tactical blame beyond the legal action and visible result. + +- Sideboard impact: Record whether Annul, Blue Elemental Blast, Envelop, Gut Shot, Hydroblast, and Murmuring Mystic were actually legal and relevant in post-board games. Mark sideboard cards as stranded only when they remained unusable despite visible opposing targets or clear matchup expectations. + +- Closing: Ask whether the deck converted a large Tolarian Terror, Cryptic Serpent, or transformed Delver of Secrets into lethal quickly enough. Flag games where repeated cantrips, Deep Analysis, or Lorien Revealed delayed a closing attack while the opponent assembled inevitability. + +- Role accuracy: Record whether the pilot correctly acted as tempo, control, or racing deck in each turn cycle. A pass with open Counterspell can be correct, but it should be judged against the visible clock, current legal proactive plays, and likely next opposing payoff. + +- Mistakes: Identify legal decisions that appear suspicious from public information: attacking with a needed blocker, tapping out before a decisive opposing turn, using Brainstorm without a plan to clear weak cards, or spending Spell Pierce/Force Spike after their window had decayed. + +- Stranded cards: List cards that were repeatedly uncastable or low impact, especially Deep Analysis, Lorien Revealed, Sleep of the Dead, Deem Inferior, Murmuring Mystic, Annul, Envelop, Hydroblast, Blue Elemental Blast, and Gut Shot. Separate mana issues, matchup mismatch, and poor sequencing. + +- Overperformers and underperformers: Name exact cards that won or lost games through visible actions. Compare Delver of Secrets pressure, Tolarian Terror speed, Cryptic Serpent redundancy, Counterspell protection, and sideboard card relevance across pre-board and post-board games. diff --git a/strategies/pauper/bogles/1/decklist.txt b/strategies/pauper/bogles/1/decklist.txt new file mode 100644 index 0000000..816502b --- /dev/null +++ b/strategies/pauper/bogles/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +12 Forest +3 Sheltering Landscape +3 Plains +4 Ethereal Armor +4 Gladecover Scout +4 Slippery Bogle +4 Abundant Growth +2 Sentinel's Eyes +4 Utopia Sprawl +4 Rancor +4 Malevolent Rumble +3 Silhana Ledgewalker +1 Aura Gnarlid +4 Ancestral Mask +4 Armadillo Cloak + +Sideboard (15) +3 Mask of Law and Grace +2 Spirit Link +2 Flaring Pain +2 Freewind Falcon +3 Journey to Nowhere +3 Standard Bearer diff --git a/strategies/pauper/bogles/1/first_principles.md b/strategies/pauper/bogles/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/bogles/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/bogles/1/guide.md b/strategies/pauper/bogles/1/guide.md new file mode 100644 index 0000000..fe49640 --- /dev/null +++ b/strategies/pauper/bogles/1/guide.md @@ -0,0 +1,641 @@ +# Strategy Specifications +## Deck Name And Archetype +Bogles is a Pauper green-white Aura aggro deck built to resolve an early protected creature, attach efficient enchantments, and convert that single carrier into a fast lethal clock. Use this guide only as tactical guidance beneath the rules engine: choose only legal actions, trust visible board state and public/revealed information, and never assume hidden cards, unexposed card text, or a rules outcome not supplied by Veles or Forge. + +Deck count validation: the supplied main deck is 60 cards exactly. The mana base is 18 lands: 12 Forest, 3 Sheltering Landscape, and 3 Plains. The nonland package is 42 cards: 4 Ethereal Armor, 4 Gladecover Scout, 4 Slippery Bogle, 4 Abundant Growth, 2 Sentinel's Eyes, 4 Utopia Sprawl, 4 Rancor, 4 Malevolent Rumble, 3 Silhana Ledgewalker, 1 Aura Gnarlid, 4 Ancestral Mask, and 4 Armadillo Cloak. The registered sideboard is 15 cards exactly: 3 Mask of Law and Grace, 2 Spirit Link, 2 Flaring Pain, 2 Freewind Falcon, 3 Journey to Nowhere, and 3 Standard Bearer. + +Format status: the requested format is pauper, and the supplied archetype/mechanic tags are aggro, auras, and a duplicated aggro,auras tag. Treat the normalized runtime identity as aggro plus auras. This document does not independently certify current Pauper legality for every listed card; if the rules engine rejects a card, deck configuration, target, timing choice, sideboard plan, or attachment, that rejection is authoritative. + +Archetype status: this is a mostly stock Bogles strategy with build-specific texture rather than a pure stock list. The stock core is Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Ethereal Armor, Rancor, Ancestral Mask, and Armadillo Cloak. The more distinctive elements are 3 Sheltering Landscape, the full 4 Abundant Growth and 4 Utopia Sprawl package, 4 Malevolent Rumble, singleton Aura Gnarlid, and a sideboard that mixes protection, lifegain, damage-prevention override, removal, and spell-redirection pressure through Mask of Law and Grace, Spirit Link, Flaring Pain, Freewind Falcon, Journey to Nowhere, and Standard Bearer. + +Mana role concern: green access is the deck's first operational requirement because Forest enables Gladecover Scout, Slippery Bogle, Utopia Sprawl, Abundant Growth, Rancor, Malevolent Rumble, Silhana Ledgewalker, Ancestral Mask, and Aura Gnarlid lines. White access is the second requirement because Ethereal Armor and Armadillo Cloak are major closing tools, while Mask of Law and Grace, Spirit Link, Freewind Falcon, Journey to Nowhere, and Standard Bearer matter after sideboarding. Treat Sheltering Landscape as a potentially slower fixing land unless current rules output shows a faster legal role in the specific game. + +Role concern: default to beatdown, not midrange value. A good game usually begins with Gladecover Scout or Slippery Bogle on turn 1, sometimes Silhana Ledgewalker as the first durable threat on turn 2 or turn 3, followed by Aura density that creates lethal pressure before the opponent stabilizes. Malevolent Rumble, Abundant Growth, Utopia Sprawl, Sentinel's Eyes, and extra creatures are support cards; do not let support sequencing delay the first meaningful attacker unless the legal hand has no credible creature-plus-Aura route. + +Opponent information status: no specific opponent deck is supplied for this batch, so matchup assumptions must remain archetype-level until public information appears. Use revealed cards, battlefield permanents, graveyards, exile, previous games in the same match, and Veles-provided matchup context when available; do not infer exact hidden removal, blockers, sweepers, edicts, fogs, or counterspells as certainty. If card text for a visible opposing card or for Malevolent Rumble, Sheltering Landscape, Mask of Law and Grace, Freewind Falcon, Flaring Pain, Spirit Link, Journey to Nowhere, or Standard Bearer is not exposed clearly by the engine, write Card text check required in the decision reason and keep the tactical use conditional. + +## Thesis +Bogles assembles one reliable attacker plus stacked enchantments, then converts Aura density into a clock the opponent must answer immediately. The ideal line is Gladecover Scout or Slippery Bogle on turn 1, followed by Ethereal Armor, Rancor, Ancestral Mask, or Armadillo Cloak as legal mana and targets allow; Silhana Ledgewalker is the slower resilient carrier when turn-1 creature deployment is unavailable or when evasion matters more than raw speed. + +The deck wins by prioritizing a protected carrier, functional green access, white payoff access, and enough Aura count to make every attack lethal or race-breaking. Treat Abundant Growth and Utopia Sprawl as both mana infrastructure and enchantment count, not as pure ramp; they are strongest when they unlock Ethereal Armor, Armadillo Cloak, or multiple-spell turns without delaying the first meaningful attack. + +The deck is not trying to trade resources evenly, build a wide battlefield, or play a long control game. Do not spend turns developing Malevolent Rumble, extra mana enchantments, or backup creatures when a legal line can make the current carrier attack for much more damage or gain enough life to swing the race. Use Journey to Nowhere after sideboarding only when the visible opposing creature changes lethal math, blocks profitably, or threatens to end the race. + +The pilot should prioritize tempo over theoretical maximum size unless visible board state shows that a larger delayed attack is safer. A smaller enchanted Gladecover Scout attacking now is often better than waiting to build a perfect Ancestral Mask turn, especially against decks that may stabilize with blockers, edicts, fog effects, or life gain. Still, never assume hidden interaction as certainty; weigh only public information and archetype risk. + +## Role Package +- Threats: Gladecover Scout and Slippery Bogle are the preferred carriers because they enable the fastest protected start; keep lines that deploy either early and attach Auras before the opponent can force awkward timing. Silhana Ledgewalker is the secondary carrier when evasion, resilience, or lack of a turn-1 creature matters. Aura Gnarlid is a backup threat and pressure piece, but do not treat it as the primary plan when a protected creature is available. Freewind Falcon is a sideboard threat for matchups where its text and protections are relevant; Card text check required if the engine does not expose the exact protection or combat text. + +- Payoffs: Ethereal Armor, Rancor, Ancestral Mask, and Armadillo Cloak are the main cards that turn one creature into a win condition. Ethereal Armor and Ancestral Mask reward total enchantment count, so Abundant Growth, Utopia Sprawl, Sentinel's Eyes, Mask of Law and Grace, Spirit Link, and Armadillo Cloak can increase damage beyond their standalone role. Rancor is the key pressure Aura when trample matters; verify any graveyard-return trigger through engine output before relying on recursion. Armadillo Cloak is the race-swing payoff; use it when life-total pressure or opposing damage races are visible. + +- Engines: Abundant Growth and Utopia Sprawl smooth mana while increasing enchantment count, enabling multi-Aura turns and larger Ethereal Armor or Ancestral Mask attacks. Malevolent Rumble is the build-specific velocity card; Card text check required unless Veles exposes its exact candidates and zone movement. Use Malevolent Rumble when the hand needs a creature, Aura density, or recovery after disruption, but avoid it when immediate Aura deployment creates a faster legal clock. + +- Velocity: Sentinel's Eyes, Malevolent Rumble, Abundant Growth, and Utopia Sprawl are the cards most likely to improve turn sequencing without being the primary kill. Sentinel's Eyes should be treated as low-cost Aura density and possible repeat value only if the engine confirms its current legal use. Prefer velocity that preserves attack timing over velocity that spends the turn without changing the battlefield meaningfully. + +- Interaction: Journey to Nowhere is the main sideboard removal spell and should answer visible blockers, lethal attackers, or creatures whose abilities materially disrupt the Aura plan. Flaring Pain is a sideboard tool for damage-prevention problems; Card text check required if the engine does not show the exact timing and effect. Do not use interaction merely because legal when adding damage or lifegain would end the race sooner. + +- Protection: Mask of Law and Grace, Standard Bearer, Freewind Falcon, and the built-in resilience of Gladecover Scout, Slippery Bogle, and Silhana Ledgewalker form the anti-interaction module. Use Mask of Law and Grace only when its protections line up with public opposing colors or visible threats; Card text check required if color/protection details are not displayed. Use Standard Bearer when its engine-visible rules text can redirect or tax opposing targeted interaction; never assume it stops effects not confirmed by rules output. + +- Recursion: Rancor and Sentinel's Eyes may provide repeat use depending on current engine-confirmed text, zone state, and legal actions. Do not plan around returning or recasting either unless Forge exposes the trigger, permission, cost, and legal target. Treat recursion as resilience after disruption, not as a reason to expose the only carrier to unnecessary risk. + +- Mana: Forest is the core start because it enables the green creature and enchantment package. Plains and white fixing matter because Ethereal Armor, Armadillo Cloak, Mask of Law and Grace, Spirit Link, Freewind Falcon, Journey to Nowhere, and Standard Bearer require white access. Sheltering Landscape is a fixing land with possible tempo cost; Card text check required for exact operation in a given game. + +- Sideboard modules: Mask of Law and Grace adds protection, Spirit Link adds race control, Flaring Pain fights prevention, Freewind Falcon adds matchup-specific evasive pressure, Journey to Nowhere adds removal, and Standard Bearer adds targeted-interaction pressure. Sideboard only to improve the visible matchup plan without diluting the core requirement of early creature plus Aura density. + +## Primary Win Conditions +- Protected Aura stack: Build around Gladecover Scout or Slippery Bogle as the preferred carrier, with Silhana Ledgewalker as the slower evasive backup. Setup is early green mana, one legal carrier, and at least one payoff Aura. Execution is to attach Ethereal Armor, Rancor, Ancestral Mask, and Armadillo Cloak in the order that creates the fastest safe clock from current legal actions. Disruption to watch for is edict pressure, sweepers, prevention, bounce, and blockers that change lethal math. Prioritize this path whenever a protected creature is available before spending mana on slower selection or extra bodies. + +- Enchantment-scaling kill: Use Ethereal Armor and Ancestral Mask as the highest ceiling damage package, with Abundant Growth, Utopia Sprawl, Sentinel's Eyes, Rancor, and Armadillo Cloak increasing the enchantment count when legally deployed. Setup is one stable carrier plus enough mana to cast multiple enchantments across turns 1-3. Execution is to grow one attacker beyond profitable blocking and force lethal over one or two attacks. Disruption is any effect that removes the carrier, reduces Aura value, prevents combat damage, or creates a forced sacrifice. Prioritize this path when the opponent is not presenting immediate lethal and the visible board rewards raw size. + +- Trample closing line: Use Rancor to convert a large Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, or Aura Gnarlid into damage that gets through blockers. Setup is any carrier already enhanced by Ethereal Armor, Ancestral Mask, Armadillo Cloak, or multiple small enchantments. Execution is to add trample before combat when blockers would otherwise absorb the attack. Disruption is damage prevention, instant-speed interaction on nonprotected carriers, or combat tricks shown by legal stack actions. Prioritize Rancor when the creature is already large enough and the missing piece is damage delivery, not more size. + +- Race-swing lifegain line: Use Armadillo Cloak as the main way to turn a race into a one-sided clock, with Spirit Link after sideboarding when legal and relevant. Setup is a carrier that can attack safely or force through meaningful damage. Execution is to attach lifegain before the attack that changes survival math, especially against visible creature pressure or burn-like reach. Disruption is removal on an unprotected carrier, prevention, or blockers that stop damage entirely. Prioritize Armadillo Cloak when behind on life, when the opponent has a faster visible clock, or when one attack can put the game out of reach. + +## Secondary Win Conditions +- Evasive backup pressure: Use Silhana Ledgewalker when ground stalls or targeted interaction makes ordinary creatures unreliable, and use Freewind Falcon after sideboarding only when its engine-visible text is relevant; Card text check required if exact protection or evasion is not exposed. This path is slower, so prioritize it when a turn-1 Gladecover Scout or Slippery Bogle was not available or when evasion beats visible blockers. + +- Aura Gnarlid fallback: Use Aura Gnarlid as a backup attacker when protected carriers are absent, removed, or too slow. Card text check required for exact combat text if the engine does not expose it. Attach Auras to Aura Gnarlid only when the legal line creates pressure immediately or when no protected carrier exists; do not move the primary plan onto Aura Gnarlid while a safer Gladecover Scout or Slippery Bogle can carry the same payoff. + +- Value recovery line: Use Malevolent Rumble to rebuild after disruption, find missing pressure, or improve a weak hand only when immediate Aura deployment is not better. Card text check required unless Veles exposes the exact selection, zone movement, and legal candidates. Use Abundant Growth and Utopia Sprawl as recovery tools when mana or enchantment count is the bottleneck, but avoid spending a critical turn on mana texture if attacking for lethal or near-lethal is legal. + +- Recursion and repeat-Aura pressure: Use Rancor and Sentinel's Eyes as resilience only when the rules engine exposes the current legal trigger, permission, cost, and target. Card text check required for any graveyard or repeat-use assumptions. Prioritize repeat pressure after the first carrier is answered or when a low-cost Aura raises Ethereal Armor or Ancestral Mask enough to change combat. + +- Sideboard-assisted pressure: Use Mask of Law and Grace to protect the main carrier when its engine-visible protections match the opposing colors or threats, Standard Bearer when its legal text interferes with opposing targeted interaction, Journey to Nowhere when a visible blocker or attacker decides the race, and Flaring Pain when prevention is the obstacle to lethal; Card text check required for any sideboard card whose exact effect is not visible. + +## Emergency Lines +- Behind on life: Prioritize Armadillo Cloak or Spirit Link on the safest legal attacker, then attack only if damage is likely to connect and stabilize the race. If lifegain is unavailable, choose the line that shortens the opponent’s clock fastest rather than developing low-impact enchantment count. + +- Behind on board: Prioritize Rancor, Silhana Ledgewalker, Aura Gnarlid, or Journey to Nowhere according to the visible problem: trample for blockers, evasion for stalls, backup creature for missing carrier, and removal for one creature that changes lethal or survival math. + +- Behind on cards: Use Malevolent Rumble conditionally to recover, but only if the current legal action does not sacrifice a winning attack. Prefer Auras that create immediate pressure over speculative rebuilds when the opponent is close to stabilizing. + +- Behind on mana: Use Forest, Plains, Sheltering Landscape, Abundant Growth, and Utopia Sprawl to restore functional green and white access. Card text check required for Sheltering Landscape operation. Avoid keeping or sequencing around Utopia Sprawl without a legal land to enchant. + +- Behind against prevention, combo, or recursion: Identify the visible bottleneck first. Use Flaring Pain only for engine-confirmed prevention problems, race combo by maximizing lethal speed, and use Journey to Nowhere only when a visible creature is the actual engine or blocker. Do not assume hidden combo pieces or graveyard outcomes beyond public information. + +- Removed or unavailable win condition: If Gladecover Scout and Slippery Bogle are gone, shift to Silhana Ledgewalker, Aura Gnarlid, or sideboard creatures without overcommitting Auras into a worse carrier unless that is the only realistic clock. Preserve any remaining high-impact Aura for the carrier most likely to attack profitably next turn. + +## Resource Model +- Life is a racing resource, not a shield to preserve at all costs. Spend life by attacking instead of blocking when the attack shortens the clock more than the opponent's visible crack-back threatens; recover life only through legal Armadillo Cloak or sideboard Spirit Link lines when damage is likely to connect. + +- Hand quality is concentrated in one creature plus Aura density. A hand with Gladecover Scout or Slippery Bogle, functional mana, and at least one pressure Aura is usually better than a hand with more total cards but no early carrier; do not value extra Auras if no legal creature can hold them. + +- Mana converts directly into tempo and enchantment count. Abundant Growth and Utopia Sprawl are strongest when they both fix colors and raise Ethereal Armor or Ancestral Mask scaling; they are weaker when they delay the first meaningful attack or fail to unlock white mana for Ethereal Armor and Armadillo Cloak. + +- Board presence is usually one protected attacker plus supporting enchantments. Prefer building Gladecover Scout or Slippery Bogle first, then Silhana Ledgewalker when speed or evasion matters, and Aura Gnarlid only as a fallback or visible-board payoff; do not spread Auras unless edict risk, blockers, or lethal math makes a second carrier necessary. + +- Graveyard value is conditional on engine-visible permissions. Use Rancor or Sentinel's Eyes from graveyard only when Veles exposes a legal action, cost, and target; Card text check required for exact recursion timing. Malevolent Rumble may turn graveyard movement into selection or fodder, but Card text check required for exact candidates, tokens, and sacrifice use. + +- Exile is not a normal resource for this deck. Treat cards exiled by opposing effects as unavailable unless the rules engine exposes a legal action; do not plan around recovering exiled Auras or creatures. + +- Lands are both color infrastructure and Aura anchors. Forest is the best early land because it enables green creatures, Utopia Sprawl, Rancor, Malevolent Rumble, and Ancestral Mask; Plains matters for white Auras and sideboard cards; Sheltering Landscape is utility fixing only if its engine-visible timing does not cost the critical attack turn. + +- Sacrifice fodder is not a core plan. If Malevolent Rumble or another engine-visible effect creates a sacrificable permanent, use it only for legal costs or blockers that preserve the main attacker; do not assume fodder exists from card text not shown by Veles. + +- Tempo is the deck's main currency. Favor the line that attacks on turn 2 or turn 3 with growing damage over the line that merely spends more mana, unless the slower line fixes colors for a clearly larger next-turn attack or prevents losing the race. + +- Information comes from visible board state, public zones, revealed cards, and legal actions. Infer likely removal, blockers, prevention, or edicts from archetype and open mana, but never choose as though hidden cards are confirmed. + +- Sideboard bullets are narrow resources. Mask of Law and Grace, Spirit Link, Flaring Pain, Freewind Falcon, Journey to Nowhere, and Standard Bearer should solve a visible matchup problem; over-sideboarding is costly because every non-Aura or slow card can reduce creature-plus-Aura velocity. + +## Mana Guide +- Keep mana only when it casts an early creature or fixes into one. A strong keep usually has Forest or green access for Gladecover Scout, Slippery Bogle, Abundant Growth, Utopia Sprawl, Rancor, or Malevolent Rumble; hands with Plains and white Auras but no green access are high-risk mulligans unless the legal hand already contains a viable engine-visible plan. + +- Prioritize Forest on turn 1 when the hand contains Utopia Sprawl or a green one-mana creature. Utopia Sprawl requires a legal land to enchant, so do not keep or sequence around it unless the rules engine confirms a valid target; choose the color that unlocks the hand's missing requirement, usually white for Ethereal Armor or Armadillo Cloak. + +- Use Abundant Growth to fix the color bottleneck before committing white-heavy lines. If the hand has creature plus Forest but lacks Plains, Abundant Growth can make Ethereal Armor and Armadillo Cloak live while adding enchantment count; if the hand already has both colors and a lethal attack is available, casting another damage Aura may beat cantrip fixing. + +- Treat Sheltering Landscape as slower fixing until proven otherwise by legal actions. Card text check required for exact tapped status, activation, and land types; sequence it early only when it does not prevent turn-1 creature or turn-2 pressure, or when the hand otherwise cannot access both green and white. + +- Play lands before draw or selection when the current turn's legal actions need known mana now. Hold a land until after Abundant Growth draw, Malevolent Rumble selection, or another engine-visible draw only when no current spell depends on that land drop and the extra information can improve whether Forest, Plains, or Sheltering Landscape is best. + +- Make white mana available before the turn you need to attach Ethereal Armor or Armadillo Cloak. The deck can start on green pressure, but delayed white access strands major payoff Auras; plan turn-2 and turn-3 sequencing so the carrier can receive both size and lifegain/trample when the board calls for it. + +- Preserve red access after sideboarding only for Flaring Pain when the matchup and visible prevention problem justify it. Do not distort the main green-white curve for speculative red unless Flaring Pain is in hand, legally castable soon, and prevention is the obstacle to lethal or survival. + +## Mulligan Guide +- Strong keep: Keep Forest plus Gladecover Scout or Slippery Bogle plus at least one real pressure Aura such as Rancor, Ethereal Armor, Ancestral Mask, or Armadillo Cloak. This hand has the deck's required shape: early protected carrier, mana, and damage scaling. + +- Strong keep: Keep Forest, Utopia Sprawl or Abundant Growth, Gladecover Scout or Slippery Bogle, and any mix of Ethereal Armor, Rancor, Ancestral Mask, or Armadillo Cloak when the engine exposes legal turn-1 development. Choose Utopia Sprawl color to unlock the missing white or green spell, usually white when Ethereal Armor or Armadillo Cloak is waiting. + +- Medium keep: Keep Forest plus Silhana Ledgewalker plus two or more Auras when no one-mana creature is present, especially on the play against removal-heavy or blocker-heavy decks. The hand is slower, so prioritize turn-2 Silhana Ledgewalker and turn-3 Aura stacking over spending turn 2 on low-impact fixing unless color access is broken. + +- Medium keep: Keep one creature, two lands, Abundant Growth, and one payoff Aura when the hand is a little slow but has both colors by turn 2. Prefer this over a six-card hand only if the matchup is not likely to punish a delayed clock immediately. + +- Risky keep: Keep creature-light hands with Malevolent Rumble only when the hand already has mana, at least one early legal creature or a strong reason to find one, and time to spend two mana on selection. Card text check required for exact Malevolent Rumble candidates and token value; do not treat it as guaranteed creature access unless the rules output proves the line. + +- Risky keep: Keep Aura Gnarlid hands only when the rest of the hand already functions. Aura Gnarlid is a fallback carrier or payoff, not a substitute for Gladecover Scout, Slippery Bogle, or Silhana Ledgewalker in normal openers. + +- Automatic ship: Mulligan hands with no Gladecover Scout, no Slippery Bogle, no Silhana Ledgewalker, and no credible engine-visible path to a creature. Multiple Ethereal Armor, Ancestral Mask, Armadillo Cloak, and Rancor do not matter without a legal body. + +- Automatic ship: Mulligan hands with no green access unless the rules engine shows a rare legal line that still casts the hand on time. Plains plus Ethereal Armor plus Armadillo Cloak is a trap if it cannot produce an early creature or green fixing. + +- Matchup-dependent keep: Keep Standard Bearer, Mask of Law and Grace, Freewind Falcon, Spirit Link, Journey to Nowhere, or Flaring Pain hands only when post-board matchup context and visible plan justify a slower opener. These cards must support the creature-plus-Aura plan, not replace it. + +- Play/draw adjustment: On the play, value turn-1 Gladecover Scout or Slippery Bogle more than extra selection because tempo snowballs. On the draw, accept a slightly slower hand with Abundant Growth or Malevolent Rumble only if it still presents a protected threat by turn 2 and does not fold to visible pressure. + +- Trap hand: Do not keep three lands, Abundant Growth, Utopia Sprawl, Ethereal Armor, and Ancestral Mask without a creature. It looks smooth but cannot pressure until it finds a carrier. + +- Trap hand: Do not keep one Forest, Utopia Sprawl, Armadillo Cloak, Ancestral Mask, Malevolent Rumble, Ethereal Armor, and Rancor unless the engine-visible line gives both a legal Utopia Sprawl target and a realistic creature path. The hand can spend mana while failing the deck's main requirement. + +## Turn Arc +- Turn 1 priority: Cast Gladecover Scout or Slippery Bogle off Forest whenever legal. This is the best start because every later Aura and attack depends on a protected carrier. + +- Turn 1 deviation: Cast Utopia Sprawl on a legal Forest when the hand lacks the color or mana speed needed for turn-2 pressure, especially when a creature is already present or Silhana Ledgewalker is the planned carrier. Cast Abundant Growth instead when it fixes the missing color and replaces itself through the engine-visible draw. + +- Turn 1 land rule: Play Forest before Plains unless the only legal productive line needs Plains. Use Sheltering Landscape early only when it does not block the first creature or when it is the only realistic color plan; Card text check required for exact timing and activation. + +- Turn 2 priority: Attack if a turn-1 carrier can attack, then add the Aura that best increases damage without losing color access. Rancor is preferred when trample matters, Ethereal Armor is preferred when enchantment count is already high, and Armadillo Cloak is preferred when lifegain/race swing matters and white mana is available. + +- Turn 2 setup: Cast Silhana Ledgewalker when no one-mana carrier was available or when evasion is more important than immediate size. If choosing between Silhana Ledgewalker and Malevolent Rumble, prefer Silhana Ledgewalker unless the hand has no Aura follow-up or needs selection to function. + +- Turn 2 deviation: Use Abundant Growth or Utopia Sprawl before Auras only when the next spell is otherwise stranded or when the extra enchantment count creates a clearly stronger Ethereal Armor or Ancestral Mask turn. Do not delay the first meaningful attack for fixing that does not unlock a spell. + +- Turn 3 priority: Build the main attacker into a two-turn clock when legal. Ancestral Mask is the highest scaling payoff when enchantment count is large, Armadillo Cloak stabilizes races, and Ethereal Armor plus Rancor can create immediate lethal pressure against low blockers. + +- Turn 3 interaction: Cast Journey to Nowhere only when the target changes lethal math, removes a key blocker, stops a faster clock, or answers a threat the Aura plan cannot race. Do not spend turn 3 on removal if adding Ancestral Mask or Armadillo Cloak creates a safer or faster kill. + +- Turns 4-5 priority: Count lethal before casting anything. If the current attacker plus Rancor, Ethereal Armor, Ancestral Mask, Armadillo Cloak, Sentinel's Eyes, or Spirit Link can win or make racing impossible, choose the damage or lifegain line over speculative selection. + +- Turns 4-5 deviation: Develop a second carrier only when edict risk, visible blockers, removal pressure, or damage math makes one huge attacker insufficient. Prefer Gladecover Scout or Slippery Bogle as the second protected body, Silhana Ledgewalker for evasion, Freewind Falcon when its matchup text is relevant, and Aura Gnarlid only when enchantment scaling makes it a credible attacker. + +- Late-game priority: Preserve live topdecks by keeping at least one usable carrier and choosing lines that make any future Aura lethal or stabilizing. Reuse Rancor or Sentinel's Eyes only through legal engine actions; Card text check required for exact Sentinel's Eyes recursion timing and costs. + +- Late-game deviation: Use Malevolent Rumble when the board has stalled and the deck needs a permanent, Aura density, land, or legal sacrifice/fodder value more than immediate damage. Do not choose Malevolent Rumble over a legal lethal attack, a race-winning Armadillo Cloak, or a necessary Flaring Pain window. + +- Closing rule: If the opponent survives because blockers or prevention invalidate a huge creature, prioritize trample from Rancor, evasion from Silhana Ledgewalker or Freewind Falcon, lifegain pressure from Armadillo Cloak or Spirit Link, protection from Mask of Law and Grace, or an engine-visible Flaring Pain line only when those legal actions solve the visible obstacle. + +## Card Roles +- Forest: Prioritize Forest as the default first land because it casts Gladecover Scout, Slippery Bogle, Abundant Growth, Utopia Sprawl, Rancor, Malevolent Rumble, Silhana Ledgewalker, Ancestral Mask, and Aura Gnarlid. Keep Forest-heavy hands when they produce an early creature and at least one scaling Aura or fixing spell, but check whether white cards will be stranded before choosing a line that ignores Abundant Growth or Utopia Sprawl. Avoid spending the only Forest in a way that prevents a legal Utopia Sprawl attachment or blocks the turn-1 creature plan. + +- Plains: Treat Plains as support mana for Ethereal Armor, Armadillo Cloak, Sentinel's Eyes, and post-board white cards, not as the preferred opener. Play Plains early only when the hand already has green access or when the legal action set shows a white spell is the only productive play. Do not keep Plains-only hands unless the engine-visible sequence still produces a credible early creature and green access. + +- Sheltering Landscape: Use Sheltering Landscape as color smoothing when it does not delay the first protected creature or the first attack. Card text check required for exact timing, activation, and color behavior, so choose it only according to legal engine actions. Track whether it enters or operates too slowly; a land that fixes later can still lose the game if it prevents turn-1 Gladecover Scout or Slippery Bogle. + +- Gladecover Scout: Use Gladecover Scout as a premium carrier and the best turn-1 threat when legal. Its role is to survive targeted interaction while Ethereal Armor, Rancor, Ancestral Mask, Armadillo Cloak, Sentinel's Eyes, or Mask of Law and Grace convert it into a fast clock. Stack Auras on Gladecover Scout when the opponent's visible plan is removal-heavy or tempo-based, but consider Silhana Ledgewalker if blockers are the larger obstacle. Do not keep Aura-dense hands that rely on finding Gladecover Scout later unless selection and mana are clearly functional. + +- Slippery Bogle: Use Slippery Bogle interchangeably with Gladecover Scout as the most important early body. The key tactical distinction is usually not card text but sequencing: deploy it before fixing or selection when the hand can already cast at least one relevant Aura. Build Slippery Bogle aggressively against decks that must interact on board, and respect edict or sacrifice pressure by developing a second carrier when visible resources make a single huge creature fragile. Do not delay Slippery Bogle for Malevolent Rumble unless the hand lacks follow-up or mana. + +- Silhana Ledgewalker: Use Silhana Ledgewalker as the evasive backup carrier when the game is about blockers, stalled boards, or reliable chip damage. It is slower than Gladecover Scout and Slippery Bogle, so cast it on turn 2 when no one-mana carrier is available, when evasion is crucial, or when a second threat protects against edicts. Put large Auras on Silhana Ledgewalker when ground blockers would blank a non-trampling creature. Do not choose it over an active attacking one-drop unless the extra evasion changes the race or lethal math. + +- Aura Gnarlid: Use Aura Gnarlid as a fallback threat and enchantment-scaling payoff, not as the normal opening carrier. Card text check required for exact combat and sizing details, so rely on visible engine power/toughness, legal attacks, and blocker restrictions rather than memory. Cast Aura Gnarlid when the first carrier was answered, when enchantment count already makes it a real attacker, or when a second body is needed against edicts. Avoid building the whole game around the singleton unless the visible board proves it is the best clock. + +- Ethereal Armor: Cast Ethereal Armor when it meaningfully increases the current clock, especially after Abundant Growth, Utopia Sprawl, Rancor, Sentinel's Eyes, Ancestral Mask, or Armadillo Cloak raise enchantment count. It is often the most efficient early damage Aura, but it needs a legal creature and white mana. Prefer it on a protected or evasive carrier, and avoid placing it on a vulnerable backup body unless the engine shows that line is still best. Against racing decks, compare Ethereal Armor damage with Armadillo Cloak lifegain before choosing. + +- Rancor: Cast Rancor when trample or cheap damage matters more than raw scaling. It is the main tool for forcing a huge creature through blockers and is often better before Ancestral Mask when the opponent can chump-block. Use it early to start pressure, but hold it briefly if another Aura produces lethal and Rancor will be needed after blockers appear. Reuse only through legal engine actions; do not assume timing or return behavior outside the rules output. Avoid making a large non-trampling creature first if a visible board already demands Rancor. + +- Ancestral Mask: Treat Ancestral Mask as the largest raw closing Aura once enchantment count is established. It rewards sequencing Abundant Growth, Utopia Sprawl, Rancor, Sentinel's Eyes, Ethereal Armor, and Armadillo Cloak before the finishing swing. Cast it when it creates a two-turn clock, lethal, or a race-proof attacker; hold it when white lifegain, trample, or evasion is required first. Do not overvalue size against visible chump blockers, damage prevention, bounce risk, or edict pressure unless Rancor, Silhana Ledgewalker, Freewind Falcon, or another legal line solves the obstacle. + +- Armadillo Cloak: Use Armadillo Cloak as both pressure and race stabilization when white and green mana are available. It is often the best Aura against creature decks, burn-like pressure, or any matchup where life total determines whether the deck gets another attack. Put it on the creature most likely to connect or survive combat, usually Gladecover Scout, Slippery Bogle, or Silhana Ledgewalker. Do not cast it merely to spend mana if Rancor plus Ethereal Armor creates lethal faster or if the target cannot profitably attack. + +- Abundant Growth: Use Abundant Growth as color fixing, enchantment count, and card flow when it unlocks stranded white cards, supports Ancestral Mask or Ethereal Armor, or smooths post-board plans. Cast it early when it fixes Armadillo Cloak, Ethereal Armor, Sentinel's Eyes, Journey to Nowhere, Standard Bearer, Mask of Law and Grace, or Flaring Pain access. Do not let Abundant Growth replace the early creature plan; a cantrip enchantment is valuable only if it helps the deck attach Auras to a carrier or cast a decisive sideboard card. + +- Utopia Sprawl: Use Utopia Sprawl as acceleration and fixing when a legal land target is available and the chosen color supports the next two turns. Card text check required for exact attachment and color-choice rules, so follow engine prompts carefully. It is strongest when it enables turn-2 Silhana Ledgewalker plus Aura, early Armadillo Cloak, or multiple spells in one turn while adding enchantment count. Do not keep or sequence Utopia Sprawl as functional mana if there is no legal land to enchant. + +- Sentinel's Eyes: Use Sentinel's Eyes as a low-cost Aura count and incremental combat upgrade when it helps Ethereal Armor, Ancestral Mask, or attack math. Card text check required for exact recursion, timing, and costs; use only legal engine actions for any graveyard line. It is rarely the first Aura if Rancor, Ethereal Armor, or Armadillo Cloak changes the clock more, but it becomes useful when mana is tight, enchantment count matters, or repeated value is visible. Avoid overvaluing it as a plan by itself. + +- Malevolent Rumble: Use Malevolent Rumble as selection or value only when the deck needs a missing creature, land, permanent, or follow-up more than immediate damage. Card text check required for exact candidates, token creation, graveyard movement, and tactical value; base choices on the engine-visible options. It is strongest in slower or disrupted games where the first carrier is missing or the hand needs density. Do not cast Malevolent Rumble over a legal lethal attack, a key Aura on a protected creature, or a necessary race-stabilizing Armadillo Cloak. + +- Main-deck role balance: Treat the deck as creature plus Aura first, fixing and selection second, and interaction mostly post-board. The normal winning chain is Gladecover Scout or Slippery Bogle, then Rancor, Ethereal Armor, Ancestral Mask, or Armadillo Cloak, with Abundant Growth and Utopia Sprawl enabling colors and increasing enchantment count. The main recurring mistake is spending early turns on mana or selection while the battlefield lacks a legal carrier. + +## Interaction Priorities + +- Priority: Use Journey to Nowhere only on visible creatures that change the race, block lethal damage, enable the opponent's faster clock, or prevent your enchanted carrier from attacking profitably. Do not spend Journey to Nowhere on a small creature that cannot block Rancor, cannot race Armadillo Cloak, and does not threaten lethal before your next attack. + +- Priority: Answer the opponent's best blocker before answering their best attacker when your life total is stable and a large Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Aura Gnarlid, or Freewind Falcon can end the game. Answer the best attacker first when life total pressure means you may not receive another combat step without Armadillo Cloak or Spirit Link connecting. + +- Priority: Treat edict pressure as an interaction problem solved by extra creatures, not by holding Auras forever. Add or preserve Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Aura Gnarlid, Freewind Falcon, or Standard Bearer when the opponent shows sacrifice effects, then load the best protected/evasive carrier once a backup body exists. + +- Priority: Treat damage prevention as a lethal-turn problem, not a reason to slow the whole game. Use Flaring Pain only when the engine exposes a legal action and prevention would otherwise stop lethal or a decisive race swing; Card text check required for exact timing, flashback, and affected damage. + +- Priority: Use Standard Bearer as a protection or disruption body when targeted spells or Aura-like opposing interaction matter. Card text check required for exact targeting requirements, so rely on legal actions and engine-visible targeting prompts; do not assume it protects against sacrifice, sweepers, combat damage, or non-targeted effects. + +- Priority: Use Mask of Law and Grace only when the engine confirms a legal attachment and the protected colors or text matter against visible or strongly represented interaction. Card text check required for exact protection colors and consequences, so do not assume it beats every blocker, Aura, removal spell, or damage source. + +- Priority: Use Spirit Link as race interaction when the enchanted creature can connect or when lifegain changes lethal math. Card text check required for exact trigger and attachment behavior; do not cast it onto a creature that cannot attack profitably unless the engine-visible board makes the life swing or Aura count relevant. + +- Bait cards: Present lower-commitment Auras before Ancestral Mask when the opponent likely has bounce, exile, or stack interaction and you can still attack effectively. Rancor, Sentinel's Eyes, Abundant Growth, and Utopia Sprawl can advance damage or enchantment count without committing the whole closing package, but never bait so slowly that you miss a lethal window. + +- Cards to ignore: Ignore creatures that neither race your current clock nor block the chosen carrier. A 1/1 or tapped creature is usually irrelevant against Rancor trample, Silhana Ledgewalker evasion, Armadillo Cloak lifegain, or a lethal Ethereal Armor plus Ancestral Mask attack unless it enables sacrifice, pump, convoke, or a known battlefield synergy visible to the engine. + +- Archetype shift: Against creature aggro, prioritize Armadillo Cloak, Spirit Link, and Journey to Nowhere on the race-critical threat. Against control or removal decks, prioritize redundant carriers, Standard Bearer, Mask of Law and Grace, and not exposing all power to one answer. Against fog or prevention decks, preserve Flaring Pain for the turn that matters. Against combo, treat damage speed as interaction and avoid low-impact setup unless it creates a faster lethal clock. + +## Combat And Trading Rules + +- Attack rule: Attack whenever the engine-visible attack improves the clock without risking a carrier that is more valuable as a future lethal threat. Bogles usually wins by forcing the opponent to answer a single oversized creature, so a profitable attack with Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, or Aura Gnarlid is usually better than waiting for a perfect Aura stack. + +- Carrier rule: Put combat responsibility on the creature most likely to connect. Prefer Gladecover Scout or Slippery Bogle when targeted interaction is the issue, Silhana Ledgewalker or Freewind Falcon when blockers are the issue, and Aura Gnarlid only when the visible board and engine sizing make it the best attacker. + +- Trample rule: Value Rancor highly when the opponent can chump-block a huge creature. A non-trampling Ethereal Armor plus Ancestral Mask attacker may still fail to close through disposable blockers, while a smaller Rancor carrier can convert size into real damage. + +- Lifegain rule: Shift from pure beatdown to race-stabilizer when your life total is under pressure. Armadillo Cloak or Spirit Link on an evasive or trampling carrier can be better than the largest Ancestral Mask line if it prevents a crack-back lethal attack. + +- Blocking rule: Block rarely with the primary enchanted carrier unless blocking prevents lethal, preserves a winning race, or the engine shows the carrier survives cleanly. Extra Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Aura Gnarlid, Freewind Falcon, or Standard Bearer can block when they are not the current win condition. + +- Trade rule: Do not trade an Aura-loaded creature for an opposing creature unless the trade prevents immediate loss or converts a stalled board into a clearly better position. The deck's cards are concentrated on one body, so losing the carrier often loses multiple turns of resources. + +- Protection rule: Do not assume protection, hexproof, evasion, lifelink-like effects, trample, or blocker restrictions beyond what the engine shows. When Mask of Law and Grace, Standard Bearer, Freewind Falcon, Aura Gnarlid, Armadillo Cloak, Spirit Link, or Rancor creates an unclear combat state, choose from legal attacks and blocks and evaluate the displayed damage/race outcome. + +- Threshold rule: At 8 or less life against aggro or burn-like pressure, prefer lines that gain life, remove the largest immediate threat, or produce lethal before the opponent's next attack. At high life with a protected carrier, prefer adding damage and trample over spending Journey to Nowhere defensively. + +- Archetype rule: Against blockers, build evasion or trample before raw size. Against removal, build redundancy before excess Auras. Against fast aggro, build lifegain and remove the key attacker. Against slow control, attack every safe turn and force them to answer the current threat before spending turns on Malevolent Rumble or extra mana enchantments. + +## Selection And Tutor Rules + +- Selection rule: Treat Bogles as a pseudo-selection deck, not a true tutor deck. There is no guaranteed card-name tutor in the registered list, so use Abundant Growth, Malevolent Rumble, natural draws, and legal graveyard/escape prompts to increase access to the missing category: creature, Aura, land, white mana, trample, lifegain, or closing power. + +- Early setup rule: Find or preserve the first legal carrier before chasing extra Aura density. A hand or draw step that lacks Gladecover Scout, Slippery Bogle, or a timely Silhana Ledgewalker should value Malevolent Rumble or draw-like actions more highly than adding mana enchantments that do not create an attacker. + +- Abundant Growth rule: Prefer Abundant Growth when it fixes white mana, replaces itself, and adds enchantment count without delaying a required creature. If the choice is between casting Gladecover Scout or Slippery Bogle now and cantripping first, deploy the creature first unless current legal actions show the mana enchantment is needed to cast the creature or next-turn Ethereal Armor/Armadillo Cloak. + +- Utopia Sprawl rule: Use Utopia Sprawl as acceleration and color setup only when the engine confirms a legal land attachment and color choice. Prefer naming the color that unlocks stranded cards in hand, usually white for Ethereal Armor, Armadillo Cloak, Journey to Nowhere, Mask of Law and Grace, Standard Bearer, Freewind Falcon, or Spirit Link; name red only when Flaring Pain is in the current plan and legal mana access otherwise fails. + +- Malevolent Rumble rule: Use Malevolent Rumble when the deck needs a creature, land, or permanent payoff more than immediate damage. Card text check required for exact reveal/mill/token behavior, so choose from engine-listed candidates and prefer, in order, a missing protected carrier, lethal Aura such as Ancestral Mask or Rancor, required mana source, then utility permanent that improves the next attack. + +- Graveyard rule: Treat cards moved to graveyard by Malevolent Rumble or combat as public resources only when the engine exposes legal follow-up actions. Sentinel's Eyes may create repeat value from the graveyard if legal, but Card text check required for exact escape cost and timing; do not exile cards needed for another visible graveyard plan unless the current Aura materially improves the clock or race. + +- Land-drop rule: Make the land drop that preserves the highest number of turn-cycle actions. Forest is usually the priority land for creature and enchantment-mana starts, Plains matters when white Auras or sideboard cards are stranded, and Sheltering Landscape requires Card text check required for exact timing and search behavior before treating it as fast fixing. + +- Bottom/decline rule: In any engine-provided scry, surveil, reveal, or choice prompt, bottom or decline redundant slow pieces when the battlefield already has enough mana but lacks pressure. Keep Rancor for trample through blockers, Armadillo Cloak or Spirit Link for races, Ethereal Armor and Ancestral Mask for lethal scaling, and a backup creature against edict pressure. + +## Priority And Stack Rules + +- Priority rule: Default to sorcery-speed development unless the engine presents a meaningful instant-speed or triggered decision. Bogles usually gains more by adding a creature, Aura, or mana enchantment before combat than by passing with no legal interaction, but never cast into an obviously worse board when a legal attack or lethal line is already available. + +- Stack discipline: Let opposing spells resolve when you have no legal response that changes the outcome. Do not spend time or actions on speculative priority passes; if the only legal choice is pass, explain that no registered card or visible ability can profitably affect the stack. + +- Aura timing: Cast Auras before combat when they increase damage, trample, lifegain, evasion relevance, or lethal math this turn. Delay an Aura only when visible stack interaction, sacrifice effects, bounce risk, or protection prompts make committing another card worse than attacking with the current carrier. + +- Optional payment rule: Make optional payments only when the engine shows the exact legal prompt and the payment advances the current race. For Flaring Pain, Card text check required for exact timing and flashback, but use it only when damage prevention is visible or strongly indicated by current public effects and the attack or burn-equivalent damage matters this turn. + +- Trigger rule: Accept beneficial triggers that return or preserve resources unless the engine shows a reason to decline. Rancor and Sentinel's Eyes involve graveyard or repeat-use patterns that require rules-engine confirmation; follow legal prompts and favor the option that keeps pressure available. + +- Combat window rule: After attackers and after blockers, reassess lethal, trample, and lifegain before passing priority. If a legal Rancor, Armadillo Cloak, Spirit Link, Flaring Pain, or Journey to Nowhere action appears at a timing window, choose it only if it changes damage, survival, blocker math, or prevention outcomes now. + +- Removal timing: Use Journey to Nowhere when removing a visible creature opens lethal, protects the race, or stops a threat that will otherwise beat your clock. Do not fire Journey to Nowhere into a low-impact creature merely because priority is available. + +- Protection timing: Use Mask of Law and Grace or Standard Bearer only when the engine confirms legal actions and the visible matchup makes their text matter. Card text check required for exact protection and targeting behavior; do not assume either card answers edicts, sweepers, blockers, or stack effects not covered by legal output. + +- Mana prompt rule: Treat every Utopia Sprawl, Abundant Growth, Sheltering Landscape, and payment prompt as a tactical choice. Preserve white for Ethereal Armor, Armadillo Cloak, Journey to Nowhere, and sideboard permanents; preserve green for creatures, Rancor, Ancestral Mask, Malevolent Rumble, and follow-up development; preserve red only when Flaring Pain is plausibly needed. + +## Sideboard Map + +- Sideboard principle: Change roles only when the visible matchup asks for a specific sideboard function. Bogles wins by keeping one carrier alive, adding Aura pressure, and ending the race; avoid diluting Gladecover Scout, Slippery Bogle, Ethereal Armor, Rancor, Ancestral Mask, Armadillo Cloak, Abundant Growth, and Utopia Sprawl unless the matchup punishes the default plan or demands a narrow answer. + +- Exact balanced plan versus red removal, red creatures, or black-red attrition: This plan assumes Mask of Law and Grace is text-relevant and Standard Bearer can redirect or stress targeted interaction; Card text check required for exact protection and targeting behavior before relying on either. +Side in: 3 Mask of Law and Grace, 3 Standard Bearer +Cut: 4 Malevolent Rumble, 1 Aura Gnarlid, 1 Sentinel's Eyes + +- Exact balanced plan versus creature racing where lifegain matters more than card flow: Use this when the opponent is pressuring life total with attackers and not primarily answering Auras with sweepers, sacrifice, or bounce. +Side in: 2 Spirit Link, 3 Journey to Nowhere +Cut: 4 Malevolent Rumble, 1 Aura Gnarlid + +- Exact balanced plan versus damage prevention or fog-style blockers to lethal: Use this only when public information, prior games, or matchup brief makes prevention a real concern and when red access through Abundant Growth, Utopia Sprawl, or Sheltering Landscape is plausible. +Side in: 2 Flaring Pain +Cut: 1 Aura Gnarlid, 1 Sentinel's Eyes + +- Mask of Law and Grace role: Add Mask of Law and Grace when the opposing deck uses relevant colored removal, blockers, or damage patterns that its rules text can legally affect. Card text check required for exact color/protection scope, so treat it as conditional protection and evasion only after the engine confirms legal attachment and current effects. + +- Mask of Law and Grace bad cases: Reduce main-deck emphasis on Mask of Law and Grace plans when the opponent relies on edicts, colorless threats, sweepers, bounce, counterspells, combat stalls not addressed by its text, or racing where Armadillo Cloak and Spirit Link matter more. It is also weaker when no carrier is established, because another protection Aura cannot rescue a hand lacking Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Freewind Falcon, or Aura Gnarlid. + +- Spirit Link role: Add Spirit Link against aggressive creature decks, burn-heavy pressure, and races where extra lifegain on a large carrier changes the clock. Card text check required for exact attachment, trigger, and controller behavior, so follow engine output and prefer placing it on the creature most likely to connect or absorb attacks profitably. + +- Spirit Link bad cases: Reduce main-deck emphasis on Spirit Link when the matchup is about edicts, counterspells, combo speed, graveyard setup, or blockers that prevent damage from connecting. It is a role card, not a substitute for Rancor or Armadillo Cloak when trample or larger stat scaling is the missing piece. + +- Flaring Pain role: Add Flaring Pain against prevention, fog effects, Prismatic Strands-style turns, or any visible public effect that stops a lethal or race-winning damage step. Card text check required for exact timing, flashback, and prevention coverage; use it only when the current or next attack can convert the effect into meaningful damage. + +- Flaring Pain bad cases: Reduce main-deck emphasis on Flaring Pain when the opponent is not using prevention or when red mana access is slow enough to strand it. Do not keep a weaker opening hand merely because Flaring Pain is present unless the matchup strongly demands it and the hand already has a functional creature-and-Aura start. + +- Freewind Falcon role: Add Freewind Falcon when evasion, color-relevant resilience, or an additional creature body is more important than maximal Aura density. Card text check required for exact abilities, but tactically it is a sideboard carrier candidate when Gladecover Scout and Slippery Bogle are likely to face sacrifice pressure or when flying attacks matter. + +- Freewind Falcon bad cases: Reduce main-deck emphasis on Freewind Falcon when the matchup does not reward its exact text, when white mana is unreliable, or when the fastest protected green creature start is the priority. Do not overvalue it over Slippery Bogle or Gladecover Scout unless the engine-visible battlefield shows evasion or its protection profile is decisive. + +- Journey to Nowhere role: Add Journey to Nowhere when a visible opposing creature changes lethal math, blocks a giant non-trampling attacker, presents a faster clock, or carries an engine the deck cannot race. It is the cleanest sideboard answer to creature permanents in this list, but choose targets by current board impact rather than card reputation. + +- Journey to Nowhere bad cases: Reduce main-deck emphasis on Journey to Nowhere when the opponent has few creatures, the primary threat is a spell combo, or the deck needs every mana and card to assemble lethal Auras. It becomes worse when spending turn-two white mana delays Ethereal Armor, Armadillo Cloak, or creature deployment without changing the race. + +- Standard Bearer role: Add Standard Bearer against targeted removal, pump, protection, or Aura strategies where forcing target choices can protect the main carrier or disrupt the opponent. Card text check required for exact targeting rule and current legality; use it as a tactical shield or disruption permanent, not as a guaranteed answer to sacrifice, sweepers, or non-targeted effects. + +- Standard Bearer bad cases: Reduce main-deck emphasis on Standard Bearer when the opponent uses global effects, edicts, combat-only pressure, graveyard combo, or blockers where a 1/1-style body does not matter. It can be awkward with your own targeted Auras if the rules text creates targeting constraints, so obey engine prompts and do not assume you can freely enchant the intended carrier. + +- Versus red aggro or burn: Add role cards: Mask of Law and Grace, Spirit Link, Standard Bearer, and sometimes Journey to Nowhere. Reduce main-deck emphasis: Malevolent Rumble first, then Aura Gnarlid or the second Sentinel's Eyes if tempo is the problem; preserve Armadillo Cloak, Rancor, Ethereal Armor, Ancestral Mask, Gladecover Scout, and Slippery Bogle. + +- Versus black removal or edict decks: Add role cards: Standard Bearer when targeted spells matter, Freewind Falcon as an extra carrier when its text matters, Journey to Nowhere for must-answer creatures, and Mask of Law and Grace only if its exact text is relevant. Reduce main-deck emphasis: slower selection and singleton pressure cards before reducing core protected carriers or high-impact Auras. + +- Versus creature swarms and midrange boards: Add role cards: Journey to Nowhere, Spirit Link, and Freewind Falcon when evasion matters. Reduce main-deck emphasis: Malevolent Rumble and Aura Gnarlid when spending mana on setup loses the race; keep Rancor highly because trample converts large stats into actual damage through blockers. + +- Versus fog, prevention, or white control: Add role cards: Flaring Pain, Mask of Law and Grace when relevant, and Standard Bearer if targeted interaction is central. Reduce main-deck emphasis: low-impact repeat Auras or slow selection before removing lethal scaling; keep red access in mana decisions once Flaring Pain is included. + +- Versus fast combo or noncreature engines: Add role cards only when they affect the known engine; Flaring Pain for prevention-based locks, Standard Bearer for targeting-based plans, and Journey to Nowhere only if creature permanents are part of the kill. Reduce main-deck emphasis: narrow lifegain and removal when they do not interact, and prioritize the fastest legal Aura clock. + +- Sideboard execution rule: After sideboarding, re-evaluate mulligans around the new role cards. A hand with sideboard bullets but no early carrier remains suspect; a hand with Gladecover Scout or Slippery Bogle plus Ethereal Armor, Rancor, Ancestral Mask, or Armadillo Cloak usually keeps the main plan intact even when the sideboard card is delayed. + +## Matchup Guidance +- Aggro plan: Race with a protected carrier first, then stabilize with Armadillo Cloak or Spirit Link only when lifegain changes the next attack cycle. Keep hands that deploy Gladecover Scout or Slippery Bogle early with Ethereal Armor, Rancor, Ancestral Mask, or Armadillo Cloak; hands that spend early turns on only Abundant Growth, Utopia Sprawl, or Malevolent Rumble are risky unless the engine-visible curve still produces a fast attacker. Add role cards: Spirit Link, Journey to Nowhere, Freewind Falcon when evasion matters, and Mask of Law and Grace when its exact protection text matters. Reduce main-deck emphasis: Malevolent Rumble first, then Aura Gnarlid or one low-impact Sentinel's Eyes when tempo is decisive. + +- Burn plan: Treat life total as a clock, not a cushion, and prioritize Armadillo Cloak, Spirit Link, and any engine-legal lifegain line that can connect before burn spells finish the game. Add role cards: Spirit Link, Mask of Law and Grace if its text protects from relevant red damage or blockers, Standard Bearer if targeted spells are affected, and Journey to Nowhere only for creatures that materially change the race. Card text check required for Mask of Law and Grace, Spirit Link, and Standard Bearer details; do not assume they stop non-targeted or non-damage effects unless the engine shows it. Reduce main-deck emphasis: Malevolent Rumble and slow selection before cutting Aura density. + +- Control plan: Present one resilient threat and force the control deck to answer it, but do not spend every Aura into visible sweepers, edicts, bounce, or sacrifice pressure if another carrier is needed. Gladecover Scout and Slippery Bogle are preferred starts against targeted removal; Silhana Ledgewalker becomes more important when evasion matters or the board stalls. Add role cards: Standard Bearer against targeted interaction, Freewind Falcon when an extra evasive or protection-relevant carrier is needed, Mask of Law and Grace when black or red interaction is visible or strongly implied by public information, and Flaring Pain against prevention or fog effects. Reduce main-deck emphasis: Journey to Nowhere and Spirit Link unless the control deck wins through creatures or racing. + +- Removal-heavy plan: Preserve creature count and avoid hands that rely on Aura Gnarlid or a single non-protected carrier unless no better legal keep exists. Standard Bearer can redirect or distort some targeted plans only if the engine confirms the relevant target rules; it does not solve edicts, sweepers, sacrifice effects, or global bounce by assumption. Add role cards: Standard Bearer, Mask of Law and Grace when its protection colors line up, Freewind Falcon as another carrier when its text matters, and sometimes Journey to Nowhere for must-answer creatures. Reduce main-deck emphasis: Malevolent Rumble, excess slow value, and narrow lifegain when the main issue is keeping an enchanted creature alive. + +- Tempo plan: Value mana efficiency over maximum size, because bounce, tap effects, counterspells, and cheap blockers punish clunky Aura stacking. Build one creature large enough to demand action, keep Rancor high because trample and recast pressure matter after some disruption, and avoid spending a full turn on Malevolent Rumble unless it finds a missing creature, Aura, or land without losing the race. Add role cards: Standard Bearer against targeted tempo, Journey to Nowhere for the creature that blocks or clocks hardest, and Freewind Falcon if flying changes combat. Reduce main-deck emphasis: slower selection and extra nonessential enchantments before core threats and high-impact Auras. + +- Midrange plan: Go over individual creatures with Ethereal Armor, Ancestral Mask, and Armadillo Cloak while using Rancor to turn size into damage through blockers. Do not trade down in combat with a large carrier unless the visible board makes survival or lethal prevention mandatory; Bogles usually wins midrange games by forcing the opponent to answer one enormous creature. Add role cards: Journey to Nowhere for blockers, lifelink-like race breakers, or engines; Spirit Link for races; Freewind Falcon if evasion is the cleanest path; and Standard Bearer if targeted interaction is central. Reduce main-deck emphasis: Malevolent Rumble when the board demands immediate pressure, but keep enough enchantment density for Ethereal Armor and Ancestral Mask. + +- Big mana plan: Kill before the opponent's expensive stabilizers dominate, and do not over-prioritize small value if the current hand can assemble lethal pressure. Keep fast creature-plus-Aura hands even without perfect colors if they already cast a protected carrier and green pressure; white access still matters for Ethereal Armor and Armadillo Cloak. Add role cards: Flaring Pain only against prevention or fog-style stabilization, Journey to Nowhere if a large visible creature is the stabilizer, and Standard Bearer only if targeted interaction or target-based engines matter. Reduce main-deck emphasis: Spirit Link and defensive cards when the matchup is about speed rather than racing damage. + +- Combo plan: Maximize clock and use interaction only when it actually touches the combo. A hand with Gladecover Scout or Slippery Bogle plus Ethereal Armor, Rancor, Ancestral Mask, or Armadillo Cloak is usually better than a slower hand with narrow answers. Add role cards: Flaring Pain for prevention-based combo turns, Standard Bearer for target-dependent combo lines if confirmed by engine output, and Journey to Nowhere only when creature permanents are part of the kill. Reduce main-deck emphasis: Spirit Link, Journey to Nowhere, and protection cards that do not affect the known combo axis. + +- Graveyard plan: Race first unless the opponent's visible graveyard engine changes the immediate clock or prevents lethal. This list has no dedicated graveyard hate, so do not pretend to answer graveyard recursion directly; instead, shorten the game, use Journey to Nowhere on visible creature engines, and use Flaring Pain only if prevention is involved. Malevolent Rumble may interact with your own card flow, but card text check required for exact graveyard, token, or selection behavior. Add role cards: Journey to Nowhere for graveyard-enabled creatures, Flaring Pain for prevention loops, and Standard Bearer only against targeting. Reduce main-deck emphasis: narrow lifegain when the opponent is not racing with damage. + +- Artifact/enchantment plan: Identify whether the opposing permanents are blockers, engines, prevention pieces, or removal enablers, then choose speed or disruption accordingly. Bogles is not a broad artifact/enchantment removal deck, so do not hold back waiting for nonexistent answers. Add role cards: Journey to Nowhere for creature artifacts or enchantment creatures if legal, Flaring Pain for prevention effects, Standard Bearer against targeted abilities, and Mask of Law and Grace only if its exact colors or protections line up. Reduce main-deck emphasis: Spirit Link and defensive bodies when the battlefield requires trample, size, or a fast lethal attack. + +- Go-wide plan: Put Rancor, Armadillo Cloak, and Ancestral Mask on the carrier most likely to attack through many bodies, because a huge creature without trample or evasion can still fail to close. Do not waste Journey to Nowhere on a small attacker unless it changes lethal, blocks a key attack, or enables the opponent's engine. Add role cards: Journey to Nowhere for the best blocker or lord-like threat, Spirit Link for racing, Freewind Falcon for evasion, and sometimes Mask of Law and Grace if protection makes blocks impossible. Reduce main-deck emphasis: Malevolent Rumble when the opponent is already presenting lethal pressure. + +- Single-threat plan: Decide whether the opposing creature must be answered or ignored, then either race with the largest legal Aura line or use Journey to Nowhere on the threat that dominates combat. If the single threat is larger than your carrier, Armadillo Cloak and Spirit Link can flip the race only when damage actually happens; if the threat blocks profitably, Rancor and Silhana Ledgewalker-style evasion become central. Add role cards: Journey to Nowhere, Spirit Link, and Freewind Falcon when evasion or lifegain matters. Reduce main-deck emphasis: Standard Bearer and Flaring Pain unless the threat relies on targeting or prevention. + +- Mirror or Aura-adjacent plan: Treat Standard Bearer as a possible tactical breaker only after checking exact targeting behavior, because it may affect both players' Aura choices. Journey to Nowhere is valuable against a visible enchanted creature if legal and timely, but spending mana on removal instead of building your own lethal carrier must improve the race. Add role cards: Standard Bearer, Journey to Nowhere, Freewind Falcon, Mask of Law and Grace if protection is relevant, and Flaring Pain if prevention appears. Reduce main-deck emphasis: Malevolent Rumble and slower cards when the mirror is decided by the first protected creature that attacks for lethal. + +## Specific Matchup Notes + +- General/archetype-only scope: These notes assume no exact opponent decklist is supplied, so revealed cards, public game actions, and rules-engine prompts override every matchup assumption. Use the opponent's visible permanents, graveyard, exile, mana, and previous revealed cards to decide whether the game is a pure race, a protected-threat game, a lifegain stabilization game, or a temporary control game with Journey to Nowhere and Standard Bearer. + +- Red aggro and burn: Prioritize a fast Gladecover Scout or Slippery Bogle backed by Armadillo Cloak, Spirit Link, Rancor, and enough size to make racing impossible. Add role cards: Spirit Link, Freewind Falcon if protection/evasion matters, Journey to Nowhere for the creature producing the fastest clock, and Mask of Law and Grace only if its protection text matches the visible red or black pressure. Reduce main-deck emphasis: slow Malevolent Rumble lines and excess setup when life total is already under pressure. Priority targets: creatures that change lethal math, repeat damage sources, and blockers that stop a lifegain attack. + +- Blue tempo and Faeries-style decks: Resolve an early protected carrier before soft permission or bounce-like tempo makes Aura stacking awkward. Add role cards: Standard Bearer against confirmed targeted interaction, Freewind Falcon for evasive racing, Journey to Nowhere for the evasive threat or blocker that changes the clock, and Mask of Law and Grace if its protection lines up with visible colors. Reduce main-deck emphasis: slow selection if it gives the opponent time to develop flyers and interaction. Priority targets: evasive attackers, spellstutter-like blockers if visible and legal to answer, and any permanent that prevents profitable attacks. + +- Black removal, edicts, and sacrifice pressure: Keep creature density high enough to avoid losing to one forced sacrifice effect, and prefer developing a second legal body before committing every Aura if the visible game suggests edicts. Add role cards: Standard Bearer only for targeted effects, Mask of Law and Grace if protection text matches visible removal, Journey to Nowhere for sacrifice engines or blockers, and Spirit Link only when racing damage matters. Reduce main-deck emphasis: single-carrier overinvestment when the opponent clearly represents sacrifice effects. Priority targets: visible edict engines, blockers that buy time, and creatures that make sacrifice effects repeatable. + +- Fog, prevention, and stalled combat: Treat Flaring Pain as a closing tool only when prevention or fog-style effects are visible, previously revealed, or strongly implied by public play patterns. Add role cards: Flaring Pain, Journey to Nowhere for blockers, and Freewind Falcon if evasion wins without relying on damage through blockers. Reduce main-deck emphasis: narrow lifegain if the opponent is not racing. Priority targets: prevention sources, lock pieces, and blockers preventing lethal trample or evasive damage. + +- Creature midrange and go-wide boards: Make Rancor and Armadillo Cloak central because a huge non-trampling creature can still be blanked by repeated chump blocks. Add role cards: Journey to Nowhere for the best blocker or biggest racing threat, Spirit Link for damage races, Freewind Falcon for evasion, and Mask of Law and Grace only when protection changes combat. Reduce main-deck emphasis: low-impact Malevolent Rumble turns when the opponent's board already threatens lethal. Priority targets: the blocker that stops the largest attack, the attacker that shortens the race most, and any lord-like or engine creature visible. + +- Combo and big mana: Maximize the fastest legal clock and avoid spending mana on defensive cards that do not touch the opponent's actual win condition. Add role cards: Flaring Pain for prevention-based stalls, Journey to Nowhere only for creature-based combo or stabilizers, and Standard Bearer only when targeting is central and confirmed. Reduce main-deck emphasis: Spirit Link and protection cards that do not affect the race or combo axis. Priority targets: visible combo creatures, mana engines, and stabilizers that prevent lethal. + +## Risk Summary + +- Mana risk: The deck needs early green for Gladecover Scout, Slippery Bogle, Utopia Sprawl, Abundant Growth, Rancor, Malevolent Rumble, Silhana Ledgewalker, and Ancestral Mask while also needing white for Ethereal Armor and Armadillo Cloak. Hands with Plains-heavy mana, Sheltering Landscape tempo drag, or Utopia Sprawl without a legal land to enchant can lose before the deck functions. + +- Matchup risk: Edicts, sweepers, fogs, prevention, bounce-like tempo, and go-wide blockers attack different parts of the plan, so the pilot must identify the actual pressure instead of applying one generic Aura curve. Revealed cards override archetype labels when choosing between speed, lifegain, protection, removal, and Flaring Pain. + +- Draw risk: Aura-heavy hands without Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, or a credible Aura Gnarlid line can do nothing, while creature-heavy hands without Ethereal Armor, Rancor, Ancestral Mask, or Armadillo Cloak may fail to close. Malevolent Rumble is conditional card flow; card text check required for exact tactical evaluation. + +- Over-sideboarding risk: Adding too many Mask of Law and Grace, Spirit Link, Flaring Pain, Freewind Falcon, Journey to Nowhere, or Standard Bearer can dilute the core creature-plus-Aura kill. Keep the deck's main function intact unless the sideboard card directly changes the visible matchup axis. + +- Graveyard risk: The list has no dedicated graveyard hate, so graveyard decks must be raced or answered through Journey to Nowhere on visible creature engines. Do not claim graveyard control unless a legal action from the rules engine actually provides it. + +- Sweeper and removal risk: A single protected carrier can still lose to sacrifice effects, sweepers, edicts, combat stalls, or non-targeting interaction. When public information points to those effects, develop another body before overcommitting if doing so does not sacrifice lethal pressure. + +- Closer risk: Large power without trample, evasion, or lifegain can fail against blockers and races. Prioritize Rancor, Silhana Ledgewalker, Freewind Falcon, Armadillo Cloak, Spirit Link, or Flaring Pain according to the visible blocker, race, and prevention context. + +- Sequencing risk: Bad Aura placement, premature Journey to Nowhere, slow Malevolent Rumble, or missed lethal can turn a strong hand into a stalled board. Choose the line that changes the next attack step, not merely the line that spends the most mana. + +## Test Feedback Checklist + +- Deciding factor: After each game, identify whether the result turned on opening-hand quality, one protected creature surviving, mana access, Aura density, racing math, opponent interaction, sideboard card impact, or failure to close before stabilization. + +- Mulligan quality: Record whether the keep contained Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, or a credible Aura Gnarlid line, and flag any keep with Auras but no creature, creature but no pump, or no functional early green source. + +- Mana performance: Track whether Forest, Plains, Sheltering Landscape, Abundant Growth, and Utopia Sprawl enabled turns 1-3 cleanly, and note every game where Sheltering Landscape was too slow, Utopia Sprawl lacked a legal land to enchant, or white mana delayed Ethereal Armor or Armadillo Cloak. + +- Red access check: In games involving Flaring Pain, record whether red mana was legally available on the turn it mattered and whether the card addressed a visible prevention or fog effect rather than sitting stranded. + +- Velocity check: Record the first turn a creature entered, the first turn it attacked, and the first turn it became a meaningful clock through Ethereal Armor, Rancor, Ancestral Mask, Armadillo Cloak, or Sentinel's Eyes. + +- Aura sequencing: Identify the Aura that mattered most and whether it was placed on the correct carrier among Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Aura Gnarlid, Freewind Falcon, or Standard Bearer when those were legal options. + +- Engine and value check: Evaluate whether Malevolent Rumble improved card flow or cost too much tempo; Card text check required if the rules-engine output does not make the selection, token, or graveyard implications clear. + +- Closing check: Record whether the missing closer was trample from Rancor, lifegain or race swing from Armadillo Cloak or Spirit Link, raw size from Ancestral Mask, evasion from Silhana Ledgewalker or Freewind Falcon, or protection from Mask of Law and Grace. + +- Removal discipline: For each Journey to Nowhere, record whether it answered the visible creature most relevant to lethal, blocking, racing, or an engine, and flag uses that only spent mana without changing the next attack or survival turn. + +- Sideboard impact: For each Mask of Law and Grace, Spirit Link, Flaring Pain, Freewind Falcon, Journey to Nowhere, and Standard Bearer drawn, record whether it changed combat, protected a threat, solved a blocker, won a race, or diluted the creature-plus-Aura plan. + +- Role assessment: After each game, classify whether the pilot correctly acted as pure beatdown, lifegain race-stabilizer, anti-removal protected threat deck, or temporary control deck with Journey to Nowhere and Standard Bearer. + +- Mistake log: Record every illegal Aura target attempt, missed color constraint, missed lethal, poor attack into an obvious profitable block, missed profitable block, and any choice that assumed hidden cards or unverified card text. + +- Stranded-card log: List stranded Ethereal Armor, Ancestral Mask, Armadillo Cloak, Rancor, Malevolent Rumble, Journey to Nowhere, Flaring Pain, extra creatures, or sideboard cards, and name the bottleneck as creature count, mana color, timing, opponent board, or sideboard dilution. + +- Performance tags: After each match, name the best and worst main-deck card and sideboard card in context, separating matchup-specific weakness from a likely card quantity, card selection, mana, tempo, sideboard, pilot sequencing, or closing-power issue. + +## First Tuning Questions + +- Creature quantity question: If losses often involve Aura-heavy hands without Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, or Aura Gnarlid, should the list increase early carrier density or reduce noncreature setup that does not immediately create pressure? + +- Aura density question: If creatures survive but clocks remain too small, is the balance among Ethereal Armor, Rancor, Ancestral Mask, Armadillo Cloak, Sentinel's Eyes, Abundant Growth, and Utopia Sprawl producing enough lethal pressure by turns 3-5? + +- Mana-base question: If white spells or Flaring Pain are stranded, should Plains, Sheltering Landscape, Abundant Growth, Utopia Sprawl, or the red-access plan be adjusted to preserve early green while improving splash reliability? + +- Tempo question: If Malevolent Rumble repeatedly delays attacks or Aura deployment, is it functioning as real velocity in this shell, or is it creating a role conflict between aggro pressure and selection value? + +- Closer question: If huge creatures fail to end games, should the deck prioritize more trample, evasion, lifegain, or prevention-breaking effects rather than more raw enchantment count? + +- Removal question: If Journey to Nowhere wins races against creature decks but sits idle elsewhere, is the current removal allocation correctly aimed at blockers and creature engines, or is it reducing the deck's fastest draws too often? + +- Protection question: If losses cluster around targeted removal, edicts, or color-specific blockers, are Mask of Law and Grace, Standard Bearer, Freewind Falcon, and extra bodies addressing the right interaction type without overloading on reactive cards? + +- Sideboard-slot question: If Spirit Link, Flaring Pain, Freewind Falcon, Journey to Nowhere, Mask of Law and Grace, or Standard Bearer are frequently stranded, should those slots shift toward cards that affect more visible matchup axes? + +- Role-conflict question: If the pilot often chooses development over attacking or attacking over needed stabilization, does the Strategy Specification need sharper matchup-specific role rules for racing, lifegain stabilization, and control-tempo turns? + +- Quantity-versus-pilot question: If underperformers appear only after illegal targets, poor sequencing, or missed lethal, treat the issue as pilot guidance first; if clean play still leaves cards stranded or low impact, treat it as a card selection or quantity problem. + +## Veles Tactical Policy + +### Policy: Early Protected Creature Requirement +- Priority: Critical. +- Decision families: mulligan, pregame. +- Cards: Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Aura Gnarlid. +- Phase windows: Opening hand, mulligan decisions. +- Runtime cues: action:keep, action:mulligan. +- Use when: Keep hands with a legal early green source, one castable Gladecover Scout or Slippery Bogle, or Silhana Ledgewalker plus credible turn-2/3 mana and Aura pressure. +- Avoid when: Mulligan hands with Auras only, no creature, no early green, or Aura Gnarlid as the only carrier without enough mana and enchantment support. +- Instructions: Treat the first resilient creature as the deck's engine; do not keep a slow value hand unless the rules output shows no better legal mulligan path and the hand can still deploy a carrier soon. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: First Land And Green Access +- Priority: Critical. +- Decision families: mana. +- Cards: Forest, Plains, Sheltering Landscape, Abundant Growth, Utopia Sprawl. +- Phase windows: Opening turns, land play choices, mana ability prompts. +- Runtime cues: action:play Forest, action:play Sheltering Landscape, action:play Plains. +- Use when: Prefer Forest when it enables turn-1 Gladecover Scout, Slippery Bogle, Abundant Growth, or Utopia Sprawl. +- Avoid when: Avoid Plains first if it strands green creature deployment; avoid slow Sheltering Landscape sequencing when an untapped Forest enables pressure now. +- Instructions: Build green first, then white; use Abundant Growth or Utopia Sprawl to fix white only when doing so does not delay the first creature or the first meaningful Aura attack. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Enabling Permanent Setup +- Priority: High. +- Decision families: mana, priority. +- Cards: Abundant Growth, Utopia Sprawl, Forest. +- Phase windows: Main phases before casting Auras or creatures. +- Runtime cues: action:cast Abundant Growth, action:cast Utopia Sprawl. +- Use when: Cast an enabling enchantment when it unlocks missing white, increases future Aura count, or lets the next turn cast Armadillo Cloak, Ethereal Armor, or Ancestral Mask. +- Avoid when: Do not spend the turn on setup if a legal creature plus Aura line creates immediate pressure and mana is already functional. +- Instructions: Treat Abundant Growth and Utopia Sprawl as both fixing and enchantment count; choose the legal enchanted land and color according to the next two turns, not only the current spell. +- Pilot skill floor: Medium. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Aura Carrier Selection +- Priority: Critical. +- Decision families: priority, interaction. +- Cards: Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Aura Gnarlid, Freewind Falcon, Standard Bearer. +- Phase windows: Main phases and any legal Aura-casting window. +- Runtime cues: legal Aura target list, visible creatures, opponent colors, blockers. +- Use when: Put the first major Aura stack on the hardest-to-answer legal attacker, usually Gladecover Scout or Slippery Bogle, then Silhana Ledgewalker when evasion matters. +- Avoid when: Avoid loading Aura Gnarlid, Freewind Falcon, or Standard Bearer over hexproof carriers unless visible board context makes evasion, protection, or redirection more valuable. +- Instructions: Never invent target legality; choose only a target supplied by the engine and prefer the carrier that both survives visible interaction and attacks through visible blockers. +- Pilot skill floor: Medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Fast Clock Aura Sequencing +- Priority: High. +- Decision families: priority, combat. +- Cards: Ethereal Armor, Rancor, Ancestral Mask, Armadillo Cloak, Sentinel's Eyes. +- Phase windows: Precombat main phase, postcombat main phase if attack math changes little. +- Runtime cues: action:cast Ethereal Armor, action:cast Rancor, action:cast Ancestral Mask, action:cast Armadillo Cloak. +- Use when: Add the Aura that most improves this turn's attack or next-turn lethal; prioritize Rancor when trample is needed and Armadillo Cloak when the race hinges on life swing. +- Avoid when: Avoid casting a lower-impact Aura before a larger legal Ethereal Armor or Ancestral Mask line if the opponent can stabilize next turn. +- Instructions: Sequence scaling Auras after enchantment-count setup when mana permits, but do not miss an attack window merely to make a later Aura slightly larger. +- Pilot skill floor: Medium. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Malevolent Rumble Tempo Check +- Priority: Medium. +- Decision families: selection, priority. +- Cards: Malevolent Rumble. +- Phase windows: Main phases when selection is legal. +- Runtime cues: action:cast Malevolent Rumble, current hand, visible clock. +- Use when: Cast Malevolent Rumble if the hand lacks the next needed creature, Aura, or mana and the current board is not already presenting a strong attack. +- Avoid when: Avoid Malevolent Rumble when casting an Aura now creates lethal, a two-turn clock, lifegain stabilization, or a much better attack. +- Instructions: Card text check required if engine output does not clearly expose candidates, token creation, or graveyard implications; choose only engine-listed selections. +- Pilot skill floor: Medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Attack With Built Clock +- Priority: Critical. +- Decision families: combat. +- Cards: Gladecover Scout, Slippery Bogle, Silhana Ledgewalker, Aura Gnarlid, Rancor, Armadillo Cloak, Ancestral Mask, Ethereal Armor. +- Phase windows: Declare attackers. +- Runtime cues: action:attack, visible blockers, life totals, creature size. +- Use when: Attack when the legal attacker pressures lethal, wins the race through Armadillo Cloak, or cannot be profitably blocked because of evasion, size, or trample. +- Avoid when: Avoid attacking with a needed blocker only if visible counterattack damage threatens survival and the attack does not materially improve the clock. +- Instructions: Bogles usually wins by attacking; decline attacks only when visible race math clearly makes blocking or preserving a body better. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Trample And Stalled Boards +- Priority: High. +- Decision families: combat, priority. +- Cards: Rancor, Aura Gnarlid, Silhana Ledgewalker, Freewind Falcon. +- Phase windows: Precombat main phase and declare attackers. +- Runtime cues: visible blockers, action:cast Rancor, action:attack. +- Use when: Prioritize trample or evasion when the current largest creature is huge but blocked by expendable visible creatures. +- Avoid when: Avoid adding only raw size to a non-trampling blocked creature if a legal Rancor, evasive carrier, or protected flyer line closes faster. +- Instructions: Convert size into damage; when blockers are the issue, prefer Rancor, Silhana Ledgewalker, Freewind Falcon, or Aura Gnarlid lines over another non-evasion Aura. +- Pilot skill floor: Medium. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Lifegain Race Stabilization +- Priority: High. +- Decision families: priority, combat. +- Cards: Armadillo Cloak, Spirit Link. +- Phase windows: Precombat main phase, combat damage planning. +- Runtime cues: action:cast Armadillo Cloak, action:cast Spirit Link, life totals, visible opposing power. +- Use when: Add lifegain when the opponent's visible board can race or burn-range pressure is more dangerous than losing small tempo. +- Avoid when: Avoid lifegain-first sequencing if lethal damage is available now through Ethereal Armor, Ancestral Mask, or Rancor. +- Instructions: Put lifegain on the creature most likely to connect this turn; check target legality and do not assume Spirit Link text beyond engine-confirmed outcomes. +- Pilot skill floor: Medium. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Removal For Race-Relevant Creatures +- Priority: Medium. +- Decision families: interaction, priority. +- Cards: Journey to Nowhere. +- Phase windows: Main phases when removal is legal. +- Runtime cues: action:cast Journey to Nowhere, visible blockers, visible attackers. +- Use when: Use Journey to Nowhere on a blocker preventing lethal, a creature engine that will overtake the board, or an attacker that changes survival math. +- Avoid when: Avoid removing a low-impact creature when the same mana creates a faster clock or lifegain swing. +- Instructions: Removal is a tempo tool here, not a control plan; choose the legal target that most changes the next combat or next opponent turn. +- Pilot skill floor: Medium. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Targeted Interaction Protection +- Priority: High. +- Decision families: sideboard, interaction, priority. +- Cards: Standard Bearer, Mask of Law and Grace, Freewind Falcon. +- Phase windows: Sideboarding, early main phases, Aura target choices. +- Runtime cues: visible opposing colors, revealed removal, action:cast Standard Bearer, action:cast Mask of Law and Grace. +- Use when: Deploy protection when the opponent has shown color-specific removal, targeted interaction, or blockers that the sideboard card visibly addresses. +- Avoid when: Avoid reactive protection that delays the first carrier plus Aura line against opponents applying little relevant interaction. +- Instructions: Use Standard Bearer to redirect pressure only when it does not consume the role of primary Aura carrier unless the engine shows that line is best. +- Pilot skill floor: Medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Flaring Pain Lethal Window +- Priority: High. +- Decision families: sideboard, priority, combat. +- Cards: Flaring Pain, Abundant Growth, Utopia Sprawl, Sheltering Landscape. +- Phase windows: Lethal setup turns, combat involving prevention or fog effects. +- Runtime cues: action:cast Flaring Pain, visible prevention effect, red mana availability. +- Use when: Cast Flaring Pain only if the engine offers it and a visible prevention, fog, or prevention-like effect is stopping lethal or a decisive attack. +- Avoid when: Avoid holding up or spending red access for Flaring Pain without a visible prevention problem or near-lethal combat. +- Instructions: Confirm red mana through legal mana actions; never assume Flaring Pain bypasses an effect unless the rules engine presents the action and resolves it. +- Pilot skill floor: Advanced. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Priority Pass Discipline +- Priority: Medium. +- Decision families: priority, interaction. +- Cards: Ethereal Armor, Rancor, Ancestral Mask, Armadillo Cloak, Journey to Nowhere, Malevolent Rumble. +- Phase windows: Any priority prompt. +- Runtime cues: action:pass, legal non-pass actions, stack state, combat step. +- Use when: Pass when all legal non-pass actions are low impact, mana is better reserved for a known later legal window, or attacking/blocking math is already optimal. +- Avoid when: Avoid passing with a legal Aura, removal, or selection action that visibly improves lethal, survival, or the next combat. +- Instructions: Explain what is being declined; do not pass through a combat-trick or lethal window without comparing the best legal proactive action. +- Pilot skill floor: Medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Sideboard Plan Execution +- Priority: High. +- Decision families: sideboard. +- Cards: Mask of Law and Grace, Spirit Link, Flaring Pain, Freewind Falcon, Journey to Nowhere, Standard Bearer, Malevolent Rumble, Sentinel's Eyes, Aura Gnarlid. +- Phase windows: Between games sideboard prompt. +- Runtime cues: legal sideboard candidates, matchup label, revealed opposing plan. +- Use when: Add sideboard cards only for visible or matchup-supported problems: targeted removal, racing, prevention, flyers, blockers, creature engines, or Aura-hostile interaction. +- Avoid when: Avoid over-sideboarding below the functional density of creatures, Auras, and mana enchantments. +- Instructions: Follow exact Sideboard Map plans when present; otherwise preserve the core plan and reduce only the lowest-impact main-deck emphasis for the matchup. +- Pilot skill floor: Medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Legal Action Supremacy +- Priority: Critical. +- Decision families: mulligan, mana, priority, combat, interaction, selection, sideboard, pregame. +- Cards: none. +- Phase windows: Every decision. +- Runtime cues: current legal action list. +- Use when: Always choose from engine-provided action IDs and visible legal targets. +- Avoid when: Never invent card text, assume hidden cards, choose absent actions, or rely on guide advice that conflicts with the rules output. +- Instructions: If the guide recommends a line that is not legal, choose the closest legal line that advances protected creature pressure, mana access, lethal damage, or survival. +- Pilot skill floor: Basic. +- No-API allowed: no. +- Light-model allowed: yes. diff --git a/strategies/pauper/bogles/1/metadata.json b/strategies/pauper/bogles/1/metadata.json new file mode 100644 index 0000000..43afc6b --- /dev/null +++ b/strategies/pauper/bogles/1/metadata.json @@ -0,0 +1,39 @@ +{ + "archetype_tags": [ + "aggro" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "hexproof aura deck that builds one protected threat and races", + "created_at": 1781240803, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "auras" + ], + "source_metadata": { + "generator": "codex-exec-policy-compiled-guide", + "promoted_from": "bogles:v6", + "template": "policy-compiled-guide-v6" + }, + "strategy_id": "bogles", + "strategy_label": "Bogles", + "tags": [ + "aggro", + "auras" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/bogles/1/reflection.md b/strategies/pauper/bogles/1/reflection.md new file mode 100644 index 0000000..2b28a8d --- /dev/null +++ b/strategies/pauper/bogles/1/reflection.md @@ -0,0 +1,20 @@ +# Reflection Template For Bogles + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- After each game, record the primary deciding factor: was the game won or lost because of opening-hand quality, one protected creature surviving, mana access, Aura density, racing math, opponent interaction, or failure to close before the opponent stabilized? +- Mulligans: did the kept hand contain a legal early creature such as **Gladecover Scout**, **Slippery Bogle**, or sometimes **Silhana Ledgewalker**? If not, what justified the keep? Track every keep with Auras but no creature, creature but no pump, or mana without both functional green and white access. +- Mana: did **Forest**, **Plains**, **Sheltering Landscape**, **Abundant Growth**, and **Utopia Sprawl** produce the colors and tempo needed for turns 1-3? Note whether **Sheltering Landscape** entered or operated too slowly, whether **Utopia Sprawl** was stranded without a legal land to enchant, and whether sideboard red for **Flaring Pain** was available on the lethal turn. +- Velocity: did the deck deploy a creature on turn 1 or turn 2 and start attacking by turn 2 or turn 3? If not, was the delay caused by tap-land sequencing, missing white for **Ethereal Armor**/**Armadillo Cloak**, too many noncreature spells, or spending time on **Malevolent Rumble**? +- Aura sequencing: which Aura actually mattered most: **Ethereal Armor**, **Rancor**, **Ancestral Mask**, **Armadillo Cloak**, **Sentinel's Eyes**, **Abundant Growth**, or **Utopia Sprawl**? Record whether the first large Aura should have gone onto a different carrier, especially when choosing between **Gladecover Scout**, **Slippery Bogle**, **Silhana Ledgewalker**, and **Aura Gnarlid**. +- Engine/value checks: did **Malevolent Rumble** improve card flow or was it too slow compared with casting another Aura? Card text check required for exact tactical evaluation if the rules output is not already clear. Did **Sentinel's Eyes** provide meaningful repeat value, or was it mostly a low-impact Aura count card? +- Closing: when damage stalled, was the missing piece trample from **Rancor**, lifegain/race swing from **Armadillo Cloak** or **Spirit Link**, raw size from **Ancestral Mask**, evasion from **Silhana Ledgewalker** or **Freewind Falcon**, or protection from **Mask of Law and Grace**? Track games where a huge non-trampling creature failed to end the game. +- Interaction and removal: did **Journey to Nowhere** answer the correct visible threat, or was it drawn in a matchup where racing would have been better? Did the pilot spend removal too early on a creature that did not affect lethal, blockers, or the race? +- Sideboard performance: for every sideboard card drawn, record whether **Mask of Law and Grace**, **Spirit Link**, **Flaring Pain**, **Freewind Falcon**, **Journey to Nowhere**, or **Standard Bearer** changed the outcome. If a sideboard card sat in hand, was that due to missing mana, no legal target, wrong matchup, or over-sideboarding? +- Role assessment: did the deck correctly identify whether it was pure beatdown, race-stabilizer with lifegain, anti-removal protected threat, or temporary control with **Journey to Nowhere**/**Standard Bearer**? Note turns where the pilot should have attacked instead of developing, or developed instead of making a low-impact attack. +- Mistakes and legality: record every attempted illegal Aura target, missed color constraint, missed lethal, poor block, or attack into an obvious profitable block. Also record any line that assumed hidden information or unverified card text. +- Stranded cards: list cards stuck in hand at game end: **Ethereal Armor**, **Ancestral Mask**, **Armadillo Cloak**, **Rancor**, **Malevolent Rumble**, **Journey to Nowhere**, **Flaring Pain**, or extra creatures. Identify whether the bottleneck was creature count, mana color, timing, opponent board, or sideboard dilution. +- Overperformers and underperformers: after each match, name the best and worst main-deck card and sideboard card in context. Separate matchup-specific weakness from overall deckbuilding weakness. diff --git a/strategies/pauper/caw_gates/1/decklist.txt b/strategies/pauper/caw_gates/1/decklist.txt new file mode 100644 index 0000000..86341ae --- /dev/null +++ b/strategies/pauper/caw_gates/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +4 Brainstorm +4 The Modern Age +4 Basilisk Gate +4 Squadron Hawk +4 Lorien Revealed +4 Prismatic Strands +4 Journey to Nowhere +4 Sacred Cat +4 Counterspell +3 Thraben Charm +2 Outlaw Medic +4 Island +4 Sea Gate +4 Citadel Gate +2 Heap Gate +2 Azorius Guildgate +1 Idyllic Beachfront +2 Guardian of the Guildpact + +Sideboard (15) +4 Red Elemental Blast +4 Blue Elemental Blast +2 Dust to Dust +2 Standard Bearer +2 Breath Weapon +1 Outlaw Medic diff --git a/strategies/pauper/caw_gates/1/first_principles.md b/strategies/pauper/caw_gates/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/caw_gates/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/caw_gates/1/guide.md b/strategies/pauper/caw_gates/1/guide.md new file mode 100644 index 0000000..a674c9a --- /dev/null +++ b/strategies/pauper/caw_gates/1/guide.md @@ -0,0 +1,612 @@ +# Strategy Specifications +## Deck Name And Archetype +Caw-Gates is a Pauper Azorius Gates midrange-control deck built around evasive or resilient small threats, high card volume, and Basilisk Gate combat scaling. The registered list is exactly 60 main-deck cards and 15 sideboard cards: 33 nonlands and 27 lands in the main deck, with 4 Brainstorm, 4 The Modern Age, 4 Squadron Hawk, 4 Lorien Revealed, 4 Prismatic Strands, 4 Journey to Nowhere, 4 Sacred Cat, 4 Counterspell, 3 Thraben Charm, 2 Outlaw Medic, 2 Guardian of the Guildpact, 4 Basilisk Gate, 4 Sea Gate, 4 Citadel Gate, 2 Heap Gate, 2 Azorius Guildgate, 1 Idyllic Beachfront, and 4 Island. The sideboard is 4 Red Elemental Blast, 4 Blue Elemental Blast, 2 Dust to Dust, 2 Standard Bearer, 2 Breath Weapon, and 1 Outlaw Medic. + +- Format validation: Treat this as Pauper only after the runtime card database confirms each registered card is legal and not banned at the moment of play. The deck appears constructed for Pauper norms, but Veles should not infer sanctioned legality from this guide alone; if Forge, Scryfall-derived metadata, or the active rules source rejects a card, the decision agent must respect that result. + +- Archetype validation: Classify Caw-Gates as a hybrid stock-plus-personalized Gates shell, not a pure rogue deck. The core of Basilisk Gate, Squadron Hawk, Sacred Cat, Prismatic Strands, Journey to Nowhere, Counterspell, The Modern Age, Brainstorm, and Lorien Revealed is recognizable as Azorius Caw-Gates/CawBlade Gates strategy, while Outlaw Medic and the exact Thraben Charm/Guardian of the Guildpact configuration are tuning choices that should be evaluated during playtests rather than assumed stock-optimal. + +- Tag validation: Use tags `midrange`, `control`, `lands`, `gates`, and `tokens`; collapse duplicate user-supplied tags at import time. The deck can play tempo when Basilisk Gate turns any evasive creature into a fast clock, but its default identity is resource-positive midrange-control with prevention and removal rather than all-in aggro. + +- Mana validation: The mana base is heavily gate-centric with 16 named Gates or gate-like payoffs around Basilisk Gate, plus 4 Island and 1 Idyllic Beachfront. Expect early tapped-land pressure, so keep decisions sensitive to whether Counterspell, Journey to Nowhere, The Modern Age, or Sacred Cat can actually be cast on curve from visible lands instead of assuming perfect Azorius mana. + +- Role concern: The deck wins many games by surviving the first wave, converting small bodies into credible Basilisk Gate threats, and using Prismatic Strands to reverse combat math. The agent should avoid lines that spend resources without preserving a body, protecting life total, improving mana, or setting up a real gate-powered attack. + +- Card-text concern: Card text check required for Outlaw Medic before assigning precise tactical obligations beyond treating it as a registered white creature card and sideboard flex slot. Card text check required if the engine presents unusual modes for Thraben Charm, The Modern Age, Lorien Revealed, or Breath Weapon; follow engine-provided legal actions and prompts over this guide. + +- Opponent-info status: No specific opponent decklist, matchup, game number, sideboard stage, or revealed cards are supplied in this batch. Use only public information, revealed information, prior match logs made available by Veles, and the legal actions produced by the rules engine; do not infer exact hidden cards from archetype labels unless a later matchup section or runtime context supplies that evidence. + +## Thesis +Caw-Gates assembles disposable or evasive bodies, a gate-heavy mana base, and permission/removal long enough for Basilisk Gate to turn modest creatures into lethal threats. The deck is strongest when it makes land drops, keeps at least one credible attacker or blocker on board, trades interaction for the opponent's highest-impact threat, and uses Prismatic Strands to convert combat turns into tempo and card advantage. + +Caw-Gates wins by making Squadron Hawk, Sacred Cat, The Modern Age's eventual body, Guardian of the Guildpact, or another legal creature survive long enough to receive repeated Basilisk Gate pumps. It does not need to dominate the board early; it needs to avoid falling too far behind while building Gates, then attack in chunks that force the opponent to answer every small creature as a major threat. + +Caw-Gates is not an all-in Basilisk Gate combo deck, not a hard draw-go control deck, and not a pure flyers tempo deck. Do not spend Counterspell, Journey to Nowhere, Thraben Charm, or Prismatic Strands just because they are legal; prioritize survival, mana development, future Gate activations, and protecting the creature that converts Basilisk Gate into actual damage. + +Prioritize early stable mana, then board presence, then interaction that preserves life total or a key attacker. Keep hands and sequences that can cast Brainstorm, The Modern Age, Squadron Hawk, Sacred Cat, Journey to Nowhere, or Counterspell on a realistic schedule from visible lands; avoid plans that assume untapped dual mana when the battlefield only shows tapped Gates. + +Use Lorien Revealed as a mana-smoothing tool when land drops or Island access matter more than raw cards, and as a late card-volume spell when the game is stable and legal mana supports it. Use Brainstorm as a tactical fixer with shuffle or selection support when available, but do not lock weak cards on top unless the current legal line still advances survival or a near-term Gate attack. + +Treat Prismatic Strands as both protection and a swing card. Preserve a white creature for flashback when possible, but respect the rules engine's exact legal costs and targets; if the visible board says a prevention line stops lethal, wins combat, or protects a Basilisk Gate threat, it can be worth more than another removal spell. + +## Role Package +- Threats: Squadron Hawk supplies multiple bodies, carries Basilisk Gate well, and gives the deck a steady stream of attackers or Prismatic Strands enablers. Sacred Cat is an early stabilizer and recursive body; use it to buy time, wear Gate pumps, and keep white creatures available. Guardian of the Guildpact is a durable finisher against many monocolored boards, but only commit it when the mana and tempo cost fit the visible game. + +- Payoffs: Basilisk Gate is the central damage engine and turns any surviving creature into a must-answer threat. Guardian of the Guildpact is also a payoff when the opponent's visible interaction is poor against it. Prismatic Strands is a payoff for having white creatures and a battlefield, because it can blank a combat step and create a decisive counterattack. + +- Engines: Squadron Hawk is the main card-density engine because one resolved copy can find more copies when the rules engine offers that action. The Modern Age is the smoothing engine; use it to improve land drops, find interaction, and eventually contribute a body if the engine advances it normally. Sacred Cat provides recursion through its legal graveyard action when the rules engine presents it. + +- Velocity: Brainstorm, The Modern Age, and Lorien Revealed make the deck functional despite many tapped lands. Use Brainstorm to fix immediate decisions and protect important cards from discard only when the visible context supports that line. Use Lorien Revealed's early mana mode when missing land drops or colors would break the hand. + +- Interaction: Counterspell should answer threats, engines, or stack actions that materially beat the current plan, not low-impact spells that can be raced or ignored. Journey to Nowhere is primary creature removal; aim it at threats that pressure life total, block the Basilisk Gate plan, or generate repeated value. Thraben Charm is flexible interaction, but card text check required if the engine presents unfamiliar modes; choose only legal modes that solve the current visible problem. + +- Protection: Prismatic Strands protects life total, attackers, blockers, and post-combat racing math. Standard Bearer from the sideboard protects important creatures against targeted opposing plans when legal and relevant. Blue Elemental Blast and Red Elemental Blast protect the stack or remove opposing color-specific threats only when the rules engine confirms legal targets. + +- Recursion: Sacred Cat is the main built-in recursive threat, and Prismatic Strands has graveyard utility if flashback is legal from the current state. Do not assume graveyard actions are available through hate, timing restrictions, or costs; follow engine prompts exactly. + +- Mana: Island, Idyllic Beachfront, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, and Basilisk Gate create a slow but powerful mana base. Sequence lands to keep Counterspell, Journey to Nowhere, The Modern Age, Sacred Cat, and Basilisk Gate activation plans realistic; when choosing Gate colors, prefer the color that unlocks the next legal high-impact play. + +- Sideboard modules: Red Elemental Blast targets blue matchups and stack fights when legal. Blue Elemental Blast targets red pressure and burn when legal. Dust to Dust is for artifact-heavy opponents where exile tempo matters. Standard Bearer is for targeted removal, pump, or aura-style plans. Breath Weapon is for small-creature battlefields; card text check required before relying on exact damage or exclusions. The extra Outlaw Medic is a creature/stabilization slot, but card text check required before assigning precise tactical use. + +## Primary Win Conditions +- Basilisk Gate carrier plan: Make any legal creature survive, then use Basilisk Gate activations to turn small attacks into lethal chunks. Prioritize this path when at least one Basilisk Gate and multiple Gates are visible, the opponent cannot profitably remove every body, or the game is entering a stalled-board state where raw creature size matters more than card count. + +- Squadron Hawk pressure plan: Resolve Squadron Hawk, take any legal search actions the engine offers, and use the extra copies as repeated flyers, blockers, and Basilisk Gate carriers. Prioritize this path against ground stalls, attrition decks, and removal-heavy opponents because one Hawk can often force several answers before the final pumped attacker matters. + +- Sacred Cat stabilization-to-lethal plan: Use Sacred Cat early to absorb damage, preserve life, and keep a cheap white creature available, then convert it into a Gate-pumped attacker once the game stabilizes. Prioritize this path when behind on life or when Prismatic Strands flashback may become important; do not throw away Sacred Cat if its body is the bridge to surviving the next combat. + +- Guardian of the Guildpact finish plan: Deploy Guardian of the Guildpact when the visible board suggests it will survive and attack profitably, then use Basilisk Gate to shorten the clock. Prioritize this path against monocolored blockers or removal patterns when the rules engine confirms legal attacks and no visible answer changes the race; avoid tapping out for it if Counterspell or Journey to Nowhere is needed to stop an immediate lethal or engine threat. + +- The Modern Age conversion plan: Cast The Modern Age early to filter toward land drops, interaction, and Gate density, then use its later creature body as another Basilisk Gate carrier if the engine naturally produces it. Prioritize this path in slow hands that need smoothing or when the game is about assembling resources rather than answering a single urgent permanent. + +- Protection-backed lethal plan: Save Prismatic Strands for turns where it protects an attack, blanks the opponent's counterattack, or lets a pumped creature survive combat. Prioritize this path when a single successful Basilisk Gate attack changes the race; do not spend Prismatic Strands on low-impact prevention if the visible next combat is the real threat. + +## Secondary Win Conditions +- Incremental flyer damage: Attack with Squadron Hawk and The Modern Age's creature body when damage is safe, even before Basilisk Gate is lethal. Use this line when the opponent is light on flyers, when holding Counterspell protects the board better than adding another threat, or when small damage turns future Gate activations into a two-turn clock. + +- Recursive chip pressure: Use Sacred Cat's legal graveyard action only when the cost and timing are acceptable, then rebuild pressure through repeated small attacks and Gate pumps. This is a backup plan after sweepers, trades, or removal, but do not assume recursion is available through graveyard hate or timing limits unless the engine presents the action. + +- Control-to-one-threat plan: Trade Counterspell, Journey to Nowhere, Thraben Charm, and Prismatic Strands for the opponent's highest-impact threats until any remaining creature can win. Use this line when ahead on cards or board parity; make the opponent answer the last Basilisk Gate carrier rather than racing with fragile extra creatures. + +- Lorien Revealed card-volume plan: Use Lorien Revealed as a late card draw spell when land drops, colors, and survival are already secure, then convert the extra cards into interaction plus a protected attacker. Use the land-search mode earlier when missing mana would prevent the deck from ever reaching its Gate or Counterspell turns. + +- Outlaw Medic body plan: Treat Outlaw Medic as a conditional stabilizing creature or secondary Gate carrier only after a card text check if exact abilities matter. Use it as a body when the legal play advances blocking, life stabilization, or threat density, but do not rely on unverified text to justify a risky line. + +- Thraben Charm flexible-answer plan: Use Thraben Charm to clear a blocker, answer a graveyard or permanent problem, or create a tempo window only when the legal mode and target shown by the engine solve the visible issue. Card text check required for exact mode assumptions. + +## Emergency Lines +- Behind on life: Prioritize blockers, Journey to Nowhere on the largest repeating damage source, Prismatic Strands for the combat step that matters most, and Sacred Cat lines that preserve life. Do not race with a Basilisk Gate attack if losing the blocker exposes lethal unless Prismatic Strands or another legal prevention line covers the crack-back. + +- Behind on board: Convert interaction into time before card advantage; Counterspell the next threat that compounds the board, use Journey to Nowhere on the creature that dominates combat, and use Prismatic Strands to buy a full turn cycle. A single surviving Squadron Hawk or Sacred Cat can become a real clock later, so stabilize before maximizing damage. + +- Behind on cards: Lean on Squadron Hawk, The Modern Age, Brainstorm, and Lorien Revealed to rebuild, but sequence them around survival. If the opponent has pressure, choose the legal action that prevents the most damage or removes the best threat before taking a slower card-volume line. + +- Behind on mana: Use Lorien Revealed's land mode when legal and necessary, prioritize lands that unlock white interaction, double blue for Counterspell, and enough Gates for Basilisk Gate. Avoid Brainstorm lines that trap nonfunctional cards on top unless the visible hand or engine actions provide a way to improve the next draw. + +- Behind against graveyard recursion: Use Thraben Charm only if the engine presents a legal graveyard-relevant mode that disrupts the visible recursion piece. If no graveyard action is legal, shift to Counterspell, pressure, and Journey to Nowhere rather than pretending hidden or illegal hate exists. + +- Behind against combo or engines: Hold Counterspell for the engine spell, payoff, or protection piece that actually wins or snowballs, and use pressure only when it shortens the clock without opening the fatal window. Brainstorm and The Modern Age should look for interaction first, not just more threats. + +- Win conditions removed: Rebuild around any remaining legal creature plus Basilisk Gate, including Sacred Cat, Squadron Hawk, The Modern Age's body, Guardian of the Guildpact, or Outlaw Medic. If Basilisk Gate is absent or neutralized, switch to flyer chip damage, recursive Sacred Cat pressure, and hard control until Lorien Revealed or The Modern Age finds a new threat path. + +## Resource Model +- Life total is a bridge to Gate inevitability, not a trophy. Spend life early to make land drops, develop The Modern Age, and keep Counterspell available, but convert Sacred Cat, Prismatic Strands, Journey to Nowhere, and blocking into survival once the opponent can present a two-turn clock. + +- Hand size is a strategic resource because Brainstorm, The Modern Age, Squadron Hawk, and Lorien Revealed all change card quality or volume. Prefer lines that turn excess cards into land drops, interaction, and Gate carriers; avoid keeping hands where Brainstorm is the only plan to fix missing mana unless a shuffle or discard outlet is already visible. + +- Mana is the deck's central bottleneck because Counterspell needs double blue, Journey to Nowhere and Prismatic Strands need white access, and Basilisk Gate asks for extra mana after a creature is already in play. Treat early turns as color construction first, then Gate count, then holding up interaction, then pumping. + +- Board material is valuable even when small because any Sacred Cat, Squadron Hawk, The Modern Age creature, Guardian of the Guildpact, or Outlaw Medic can become a lethal or stabilizing Basilisk Gate target. Preserve at least one creature when possible; do not trade away the last body unless the trade prevents more damage or stops a must-answer threat. + +- Graveyard resources matter mostly through Prismatic Strands flashback, Sacred Cat recursion, and any graveyard-relevant Thraben Charm mode the engine exposes. Keep white creatures available when Prismatic Strands may need flashback; use Sacred Cat from graveyard only when the legal action does not cost a more urgent Counterspell, Journey to Nowhere, or Gate activation window. + +- Exile is usually a pressure release valve, not a value engine. Journey to Nowhere can park the most important creature, but plan around the visible risk that enchantment removal may restore it; do not assume the exiled creature is permanently gone unless game state makes that irrelevant. + +- Lands are both mana and damage because Basilisk Gate scales with Gate count. Value Basilisk Gate, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, and Idyllic Beachfront as infrastructure for future attacks, while remembering that too many tapped lands can lose the tempo needed to survive. + +- Sacrifice or expendable fodder is conditional, not a core engine. Sacred Cat tokens, spare Squadron Hawk copies, and The Modern Age's later body can be traded or used to support defensive lines, but do not spend them casually when Prismatic Strands flashback or Basilisk Gate targeting depends on having bodies. + +- Tempo is bought in chunks through Counterspell, Journey to Nowhere, Prismatic Strands, and efficient blocks. Use the first tempo gain to hit land drops and establish a Gate carrier; use later tempo gains to force one pumped attack through or stop the opponent's best catch-up play. + +- Information is created by visible actions, Squadron Hawk search results, Brainstorm card placement, The Modern Age discard choices, public graveyards, revealed cards, and sideboarding logs. Reason from what is visible or legally known; play around likely archetype cards only as probability, never as hidden certainty. + +- Sideboard bullets are role cards that change resource exchange rates. Red Elemental Blast and Blue Elemental Blast are color-specific interaction, Dust to Dust pressures artifact mana or artifact threats, Standard Bearer redirects targeted effects when legal, Breath Weapon handles small creature boards, and the extra Outlaw Medic adds a body or stabilizer after a card text check if exact ability text matters. + +## Mana Guide +- Build white plus double blue before maximizing pump. White unlocks Sacred Cat, Journey to Nowhere, Prismatic Strands, Thraben Charm, Guardian of the Guildpact, and Outlaw Medic; double blue unlocks Counterspell and hard-cast Lorien Revealed; Gate density unlocks Basilisk Gate as a finisher. + +- Prioritize keepable mana over speculative card quality. Keep hands with at least two lands and a credible path to both colors, or one-land hands only when the legal hand includes Brainstorm or Lorien Revealed plus enough evidence that the next turns can function; mulligan hands that cannot cast early white interaction or blue filtering before falling behind. + +- Sequence tapped lands by future obligation. Play Sea Gate, Citadel Gate, Azorius Guildgate, Idyllic Beachfront, or other tapped color sources early when no urgent one-mana play is needed; preserve untapped Island turns when Counterspell, Brainstorm, or a same-turn sequence is likely to matter. + +- Treat Basilisk Gate as a payoff land first and a mana land second. Play it early when the hand already has colors, but delay prioritizing multiple Basilisk Gate copies if the hand still lacks white for Journey to Nowhere or double blue for Counterspell. + +- Use Lorien Revealed's land-search mode when missing land drops or colors would break the hand. Hard-cast Lorien Revealed only when survival, colors, and land count are already stable enough that drawing cards beats holding interaction or activating Basilisk Gate. + +- Cast Brainstorm before the land drop only when the hand needs to find a land, a color, or an immediate answer. Cast Brainstorm after the land drop when mana is already solved and the goal is to protect key cards, improve next turns, or pair it with a visible shuffle/discard effect; avoid locking two bad cards on top without a way to clear them. + +- Play lands before The Modern Age when the next land is already known and mana efficiency matters. Consider delaying the land until after The Modern Age only when the engine offers a draw/discard decision and the choice could change which land should be played this turn. + +- Hold up Counterspell when the opponent's next visible or likely play is more dangerous than adding a small body. Spend mana proactively on Squadron Hawk, The Modern Age, Sacred Cat, or Journey to Nowhere when the opponent is not representing a must-counter spell or when board survival requires immediate material. + +- Reserve two mana plus Basilisk Gate activation only when a pumped attack or block changes the race. Do not sink mana into pump if that prevents Counterspell, Journey to Nowhere, Prismatic Strands, Thraben Charm, or Sacred Cat recursion from answering the opponent's next lethal or engine window. + +- Count white creatures before relying on Prismatic Strands flashback. Sacred Cat, Squadron Hawk, Guardian of the Guildpact, The Modern Age's creature, and Outlaw Medic may enable future flashback if legal and untapped, so avoid tapping or trading the only white creature when prevention is the likely survival line. + +- Heap Gate and other utility Gate decisions should follow color need first, Gate count second, and pump timing third. If the engine asks for color choices, choose the color that casts the current or next-turn legal spell; choose speculative colors only when all immediate obligations are covered. + +- Sideboard mana discipline changes by matchup. Against blue or red decks, keep mana open for Red Elemental Blast or Blue Elemental Blast when those cards are present and legal; against artifact decks, make land drops toward Dust to Dust; against small-creature decks, plan white/red requirements for Breath Weapon only after card text check required for exact casting and effect details. + +## Mulligan Guide +- Strong keep: Keep two or three lands with both colors available, at least one early play, and one stabilizer or engine piece, such as `Island`, `Sea Gate`, `Citadel Gate`, `Sacred Cat`, `The Modern Age`, `Counterspell`, and `Journey to Nowhere`. This hand can develop mana, contest early pressure, and transition into Basilisk Gate attacks without relying on hidden draws. + +- Strong keep: Keep hands with `Lorien Revealed`, one land, and either `Brainstorm` or an early castable spell only when the legal action path can find mana before tempo collapses. Prefer this on the draw or against slower decks; ship it against fast red, go-wide creatures, or known pressure if the first two turns are mostly spent fixing. + +- Medium keep: Keep two-land hands with `Brainstorm`, `Squadron Hawk`, and `Journey to Nowhere` when at least one land casts blue and the other provides or finds white. This hand needs careful Brainstorm timing, but `Squadron Hawk` can refill after early filtering and gives Basilisk Gate bodies later. + +- Risky keep: Keep a slow Gate-heavy hand only when it has `Sacred Cat`, `Journey to Nowhere`, `Prismatic Strands`, or `Counterspell` to buy time. A hand of mostly `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, and expensive cards is powerful only if early tapped lands do not concede the board. + +- Automatic ship: Mulligan hands with zero lands, one land without `Brainstorm` or `Lorien Revealed`, no functional color access, or no castable spell before turn three against an unknown opponent. Also ship hands that are all interaction but cannot produce white for `Journey to Nowhere` or double blue for `Counterspell` in time. + +- Matchup-dependent keep: Keep `Prismatic Strands` plus cheap white creatures more aggressively against red damage, tokens, and combat decks. Keep `Counterspell` plus double-blue setup more aggressively against combo, big mana, and decks whose first must-answer spell matters more than early chip damage. + +- Play/draw adjustment: On the play, prefer hands with a turn-one or turn-two board action because falling behind makes Gate pump less safe. On the draw, accept slightly slower `Brainstorm` or `Lorien Revealed` hands if they have enough interaction to answer the opponent's first real threat. + +- Trap hand: Do not keep a hand just because it has multiple `Basilisk Gate` and creatures if it lacks colored mana. The deck wins with Gate damage after it stabilizes; it loses when its first legal spells arrive too late. + +- Trap hand: Do not keep `Brainstorm` as a fake land unless the hand has a clear plan for bad top cards. If the engine shows no shuffle, discard, or land-search line after Brainstorm, value the hand as fragile rather than solved. + +## Turn Arc +- Turn 1: Lead with the land that unlocks the next two turns, usually a tapped Gate when no immediate `Brainstorm` is needed or `Island` when holding up blue matters. Cast `Sacred Cat` when legal against pressure or when future `Prismatic Strands` flashback needs a white creature; cast `Brainstorm` before the land drop only if missing land or color is the urgent problem. + +- Turn 2: Prefer `The Modern Age`, `Squadron Hawk`, `Journey to Nowhere`, or holding `Counterspell` according to the opponent's visible threat. Use `Journey to Nowhere` on a creature that will otherwise dominate combat or shorten the clock; hold `Counterspell` when the likely next spell is more dangerous than the current board. + +- Turn 2 deviation: Use `Lorien Revealed` for land-search when the hand still lacks a color or land drop. Do not hard-cast it early; treat it as mana fixing until the board is stable and enough lands are available. + +- Turn 3: Stabilize first, then build the Gate plan. Cast `Prismatic Strands` only when it prevents meaningful damage or creates a profitable combat turn; cast `Thraben Charm` only according to legal engine text and visible targets, with card text check required if the exact mode impact is unclear. + +- Turn 3 deviation: Deploy `Squadron Hawk` before holding up interaction when the opponent is not presenting a must-counter window and extra Hawks improve future blocks, flashback fuel, or Basilisk Gate carriers. Hold `Counterspell` instead against combo, sweepers, artifact engines, or any public card that would undo the developing board. + +- Turns 4-5: Turn the corner by combining protection, removal, and one Gate carrier. Develop `Guardian of the Guildpact`, `Squadron Hawk`, `Sacred Cat`, or The Modern Age's later creature as the preferred Basilisk Gate target, then keep enough mana for `Counterspell`, `Prismatic Strands`, `Journey to Nowhere`, or a second blocker if the opponent can punish a tap-out attack. + +- Turns 4-5 deviation: Hard-cast `Lorien Revealed` only when the opponent's next turn is unlikely to kill you or resolve a must-answer spell. If behind, spend mana on `Journey to Nowhere`, `Prismatic Strands`, blocks, or legal `Sacred Cat` recursion before drawing cards. + +- Late game: Convert Gate count into lethal pressure while preserving one defensive layer. Attack with the best evasive or resilient body, pump with `Basilisk Gate` when it changes the clock, and avoid spending all mana if the opponent can race back, remove the carrier, or force a prevention window. + +- Late game deviation: When ahead on board, pass with `Counterspell`, `Prismatic Strands`, or `Thraben Charm` available rather than adding low-impact material. When behind, look for legal lines that combine removal, prevention, and lifelink bodies before trying to race with a single pumped creature. + +## Card Roles +- `Brainstorm`: Use `Brainstorm` as mana repair first, card quality second, and protection from discard or bad sequencing only when the legal state supports that purpose. Cast it before a land drop when missing a required land or color; otherwise hold it until `Squadron Hawk`, `Lorien Revealed`, saga looting from `The Modern Age`, or a natural shuffle/search line can clear unwanted cards. Do not fire it just to spend one blue mana if the hand already has a clean next turn, because locking two weak cards on top can cost more tempo than drawing later. Against discard or known hand attack, Brainstorm can hide key cards on top if the engine offers the window and the opponent has not already seen them. With `Squadron Hawk`, put redundant Hawks or expensive cards back only when you have a shuffle or discard outlet; otherwise keep enough bodies to carry `Basilisk Gate` and flash back `Prismatic Strands`. + +- `The Modern Age`: Treat `The Modern Age` as early smoothing that later becomes a flying Gate carrier. Cast it on turn two when you need land drops, color cleanup, graveyard setup for flashback, or a body that can attack safely after stabilizing. Discard excess tapped lands, duplicate expensive cards, or matchup-low-impact interaction; avoid discarding the only white creature when `Prismatic Strands` flashback may be needed. The transformed creature is valuable because evasive damage scales sharply with `Basilisk Gate`, so do not trade it off casually once it becomes a credible finisher. Against removal-heavy decks, it is a delayed threat that taxes answers without overcommitting; against fast decks, value the looting and eventual blocker/attacker only after immediate survival is handled. + +- `Basilisk Gate`: Treat `Basilisk Gate` as the deck's main damage engine, not merely a colorless land. Prioritize reaching enough Gates that one activation turns any evasive or resilient creature into a lethal-clock threat, but do not keep hands where Basilisk Gate prevents early colored spells. Activate only when the rules engine offers the legal action and the attack or block math improves materially; avoid pumping into open removal unless the opponent is under lethal pressure, tapped low, or the exchange is still favorable. Best carriers are `Squadron Hawk`, the creature from `The Modern Age`, `Guardian of the Guildpact`, and lifelink bodies from `Sacred Cat` or `Outlaw Medic` when racing. + +- `Squadron Hawk`: Cast `Squadron Hawk` to refill bodies, create Gate carriers, fuel flashback decisions, and block small flyers. Search for all legal copies unless there is a specific library-size or hand-size reason not to; extra Hawks make `Brainstorm` better by giving known cards to put back and shuffle away if the search resolves. Lead with Hawk against fair decks when the board is not demanding immediate `Journey to Nowhere` or `Counterspell`; hold it against combo or big-mana windows where tapping out loses to a must-counter spell. Do not expose every Hawk to a sweeper when one or two bodies already pressure with `Basilisk Gate`. In sideboarded games, Hawks remain important because they carry `Red Elemental Blast`/`Blue Elemental Blast` protected tempo plans and supply white creatures for `Prismatic Strands`. + +- `Lorien Revealed`: Use `Lorien Revealed` primarily as land access in opening turns and as a late-game reload once stable. If the legal action offers landcycling or an equivalent search mode, take it when missing land drops, colors, or enough Gates for future Basilisk Gate turns. Hard-cast it only when life total, board, and stack risk allow a large draw spell; losing a turn while behind is usually worse than finding a land earlier. `Lorien Revealed` improves one-land and two-land hands, but it does not excuse a hand with no early white access against pressure. With `Brainstorm`, it can act as a shuffle effect, so preserve it when the hand can afford to wait and Brainstorm needs cleanup. + +- `Prismatic Strands`: Save `Prismatic Strands` for damage prevention that changes the game, not chip damage that does not affect the race. Use it to blank alpha strikes, protect a key creature in combat, win a damage race after a Gate attack, or survive burn/combat turns where one color dominates the damage source. Flashback is a major reason to preserve expendable white creatures, especially `Sacred Cat` tokens and extra `Squadron Hawk`; do not tap or trade the only white creature if a Strands flashback is the best next defensive layer. Against red decks and go-wide decks, prioritize lines that keep Strands live. Against control or combo, it may be lower priority unless it protects lethal pressure or stops a known damage-based finish. + +- `Journey to Nowhere`: Use `Journey to Nowhere` as clean creature containment for threats that outscale blockers, invalidate racing, or threaten immediate lethal. Cast it early against a creature that will dominate combat before Gate pressure comes online, but hold it when the opponent's visible board contains only replaceable bodies and a larger threat is likely from public archetype context. Be careful around bounce, enchantment removal, or sacrifice lines when those are visible or likely; do not assume the exiled creature is gone permanently unless the rules state confirms it remains contained. It is often better than `Counterspell` once a creature has resolved, so plan double-blue turns around threats that cannot be answered by Journey. + +- `Sacred Cat`: Use `Sacred Cat` as early life padding, a white permanent for `Prismatic Strands` flashback, and a surprisingly dangerous `Basilisk Gate` carrier. Cast it early against aggressive decks because lifelink plus Gate pump can reverse races. Do not treat it as expendable if the graveyard recursion line or Strands flashback is central to survival, but gladly trade it when the exchange buys enough time and the legal state offers later value. In slower matchups, it is lower impact than `The Modern Age` or `Squadron Hawk`, but it still pressures planes of combat where a single Gate activation turns lifelink into a large life swing. + +- `Counterspell`: Hold `Counterspell` for cards that either cannot be answered cleanly after resolution or would force you off the Gate-control plan. Prioritize combo pieces, sweepers, massive card-advantage spells, artifact engines, graveyard payoffs, and removal aimed at a lethal Gate carrier when the stack legally allows it. Do not counter small creatures automatically if `Journey to Nowhere`, `Sacred Cat`, `Squadron Hawk`, or `Prismatic Strands` can manage combat. Double-blue requirements are real in this mana base, so choose `Island`, `Sea Gate`, and `Citadel Gate` sequencing to support Counterspell without abandoning white. Passing with Counterspell is correct when the opponent's next spell matters more than adding another small creature. + +- `Thraben Charm`: Use `Thraben Charm` as flexible interaction only after checking the exact legal modes exposed by the engine; Card text check required for exact mode wording and target constraints. Treat it tactically as a modal answer or utility spell whose best use depends on visible targets, graveyards, and combat state. Do not spend it for a marginal effect if it may answer a problematic creature, graveyard line, or damage race later. Against creature decks, value the mode that removes or punishes a threat when legal. Against graveyard decks, preserve it if its legal mode interacts with graveyards. Against control, avoid firing low-impact modes unless it advances pressure or protects a decisive turn. + +- `Outlaw Medic`: Use `Outlaw Medic` as a stabilizing creature and potential Gate carrier only after confirming exact card text at runtime; Card text check required for exact abilities. Because the list has two main copies and one sideboard copy, treat it as a role-player for racing, life-buffering, or board presence rather than the primary engine. Cast it when a body with its visible abilities improves combat or buys time for `Basilisk Gate`; hold it when mana must remain open for `Counterspell`, `Prismatic Strands`, or `Journey to Nowhere`. If lifelink, prevention, or combat-relevant text is visible, prioritize it in matchups where life total and blocking matter more than raw card advantage. + +- `Guardian of the Guildpact`: Use `Guardian of the Guildpact` as a resilient finisher that pairs naturally with `Basilisk Gate`. Deploy it when you can protect the tempo of tapping four mana or when the opponent is unlikely to answer it cleanly through visible or known public tools. Once active, prioritize attacks that force a short clock while keeping enough mana for prevention or interaction. Do not run it into sacrifice effects, colorless answers, sweepers, or edicts when the opponent's visible board or graveyard suggests those lines are available. In grindy matchups, Guardian often lets you stop trading resources and start ending the game; in fast matchups, stabilize first before spending four mana on a threat. + +- `Island`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, and `Idyllic Beachfront`: Sequence lands to make early blue and white spells legal while increasing Gate count for `Basilisk Gate`. `Island` is best when `Brainstorm` or `Counterspell` timing matters; `Sea Gate`, `Citadel Gate`, and `Azorius Guildgate` are best when tapped mana development is acceptable and Gate count matters. `Heap Gate` can help convert Gates into colors when the engine shows legal mana actions, but do not rely on it if it delays the first interactive spell. `Idyllic Beachfront` is a fixing land and possible search target depending on the legal action; choose it when color access matters more than raw Gate count. + +## Interaction Priorities + +- Priority: Use `Counterspell` on spells that beat resolved-board answers: combo pieces, sweepers, artifact engines, large card-advantage spells, graveyard payoffs, and removal aimed at a lethal `Basilisk Gate` carrier. Do not counter small attackers when `Sacred Cat`, `Squadron Hawk`, `Journey to Nowhere`, or `Prismatic Strands` can manage the same threat after it resolves. + +- Priority: Use `Journey to Nowhere` on creatures that dominate combat, race through lifegain, carry equipment/auras, or demand an answer before the next attack. Prefer Journey over spending `Counterspell` once the creature has resolved, but respect visible bounce, enchantment removal, sacrifice outlets, or flicker effects that could undo the exile. + +- Priority: Use `Prismatic Strands` to blank decisive damage turns, not incidental attacks. Save it for lethal prevention, profitable combat reversal, protecting a key `Basilisk Gate` attacker/blocker, or surviving red burst damage; flashback value makes spare `Sacred Cat` tokens and extra `Squadron Hawk` bodies important resources. + +- Priority: Use `Thraben Charm` only through legal modes shown by the engine; Card text check required for exact mode wording. When legal, preserve it for high-impact creature, graveyard, or utility targets instead of firing a marginal mode into an empty or low-pressure board. + +- Bait: Lead with lower-stakes threats such as `Sacred Cat`, extra `Squadron Hawk`, or `The Modern Age` when you need the opponent to spend removal before `Guardian of the Guildpact` or a large Gate turn. Against blue decks, bait counters with nonessential development before committing `Guardian of the Guildpact` or `Lorien Revealed`. + +- Ignore: Do not spend premium interaction on replaceable 1/1s, mana-neutral creatures, or small attackers that are already contained by blockers, lifelink, or a future `Prismatic Strands`. Ignore graveyard cards unless a legal `Thraben Charm` mode or public matchup context says they matter. + +- Archetype change: Against aggro, interaction is life-total preservation first; answer the creature or combat step that creates the shortest clock. Against control, interaction is threat protection and card-advantage denial; counter sweepers, haymakers, and answers to `Guardian of the Guildpact`. Against combo, hold `Counterspell` for the engine piece or payoff rather than the setup spell unless the setup spell is the only visible choke point. Against artifact decks, prioritize artifact engines and oversized threats, with sideboard games valuing `Dust to Dust` planning when available. + +- Package boundary: This deck has no main-deck discard or bounce plan, so do not choose actions as if hand disruption or bounce is available. If a sideboard or opponent effect creates a legal discard, exile, or bounce prompt, follow the rules-engine legal actions and visible targets only. + +## Combat And Trading Rules + +- Attack rule: Attack when damage, lifegain, or Gate pressure advances the clock without exposing the only necessary blocker or `Prismatic Strands` flashback creature. A single unblocked `Sacred Cat`, `Squadron Hawk`, `The Modern Age` creature, `Outlaw Medic`, or `Guardian of the Guildpact` can become a real threat with `Basilisk Gate`, so evaluate attacks after available Gate activations, not only printed power. + +- Block rule: Block early against aggro when preserving life buys time for Gates, `Journey to Nowhere`, or `Prismatic Strands`; avoid blocks that trade away the only white creature when flashback Strands is the best defensive line. Use `Sacred Cat` aggressively as a lifelink stabilizer, especially when embalm or graveyard value is legal and visible. + +- Trade rule: Trade `Squadron Hawk` copies and expendable tokens for real tempo when the opponent is pressuring life total, but keep at least one evasive or resilient body when a near-term `Basilisk Gate` clock is available. Do not trade `Guardian of the Guildpact` unless the rules-engine state shows the exchange is unavoidable or decisively favorable. + +- Protection rule: Protect a large Gate carrier when the attack changes the race or threatens lethal. Hold mana for `Prismatic Strands`, `Counterspell`, or legal `Thraben Charm` lines over adding another small body if the current carrier already presents the better clock. + +- Engine preservation: Preserve `Basilisk Gate` activations as a combat resource, especially on evasive `Squadron Hawk`, the transformed `The Modern Age` creature, lifelink `Sacred Cat`, or `Guardian of the Guildpact`. Do not tap too many Gates precombat if doing so removes the threat of pump or makes defensive interaction illegal. + +- Life thresholds: Above roughly 12 life, prefer development plus selective interaction unless the opponent has a fast clock. From 8-11 life, prioritize blockers, lifelink attacks, and Strands setup. At 7 or less, treat every attack step and red mana source as dangerous; leave prevention or removal available unless the legal attack is lethal or nearly lethal. + +- Archetype difference: Against go-wide decks, value `Prismatic Strands` and multiple blockers over one large attack. Against removal-heavy control, pressure with resilient or replaceable bodies before committing the best carrier. Against combo, combat should shorten the clock while mana remains open for `Counterspell`. Against decks with edicts or sacrifice pressure, keep extra bodies beside `Guardian of the Guildpact` when possible. + +## Selection And Tutor Rules + +- Selection: Treat this deck as pseudo-selection, not a true tutor deck. `Brainstorm`, `The Modern Age`, `Lorien Revealed`, and `Squadron Hawk` improve card flow, while `Basilisk Gate` turns ordinary creatures into payoffs; choose lines that find mana, preserve interaction, or assemble a safe carrier rather than digging blindly. + +- Brainstorm: Cast `Brainstorm` when it fixes an immediate decision, protects valuable cards from discard if that is visible, finds a land or answer before a critical turn, or pairs with a legal shuffle/search effect. Prefer holding it when the hand is functional and no shuffle or discard outlet is available, because putting two weak cards back without a way to clear them can trap future draws. + +- Shuffle timing: Use `Squadron Hawk` search and `Lorien Revealed` landcycling as the main ways to refresh cards placed back by `Brainstorm`. If the rules engine offers a legal search after `Brainstorm`, put back cards that are low-impact in the current matchup or redundant lands, then search only when the shuffle improves the next turns. + +- Squadron Hawk: Search for additional `Squadron Hawk` copies when legal unless hand size, known discard pressure, or immediate mana constraints make extra copies harmful. Extra Hawks are real resources: they carry `Basilisk Gate`, fuel longer games, and provide bodies for `Prismatic Strands` flashback, so avoid declining the search without a clear visible reason. + +- Lorien Revealed: Use `Lorien Revealed` as land access early when missing blue mana, white mana through a typed dual if legally searchable, or the third/fourth land needed for `Counterspell` plus development. Use it as a draw spell later when lands are already sufficient and the game is about cards, but do not tap out for it into an obvious must-counter window unless the legal state says shields are unnecessary. + +- The Modern Age: Use `The Modern Age` filtering to discard redundant Gates, extra legends if any appear from external effects, excess `Squadron Hawk` copies, late tapped lands, or situational interaction that lacks visible targets. Keep `Prismatic Strands` when damage prevention is likely, keep `Counterspell` when the opponent’s next spell matters, and keep a creature when `Basilisk Gate` needs a carrier. + +- Land drops: Delay the land drop until after `Brainstorm`, `The Modern Age`, `Lorien Revealed` cycling, or a legal `Squadron Hawk` search when the choice of land matters. Play `Island` when `Counterspell` or `Brainstorm` timing is important; play a Gate when increasing `Basilisk Gate` count matters more than untapped mana. + +- Bottom/discard logic: Keep interaction over raw card quantity when the opponent has a visible threatening line. Bottom or discard redundant `Basilisk Gate` only when colored mana or spell density is the bottleneck; otherwise Gate count is a win condition. + +## Priority And Stack Rules + +- Priority: Pass when holding mana represents more value than casting a low-impact spell, especially with `Counterspell`, `Prismatic Strands`, `Thraben Charm`, or `Brainstorm` available. If passing, name the spell or combat window being respected rather than treating pass as autopilot. + +- Counterspell: Use `Counterspell` on stack objects that invalidate your board plan, create a fast clock, generate major card advantage, or answer a near-lethal `Basilisk Gate` carrier. Let small creatures, replaceable threats, and spells already covered by `Journey to Nowhere`, blockers, or `Prismatic Strands` resolve unless tempo or life total demands a counter. + +- Prismatic Strands: Cast `Prismatic Strands` at the last safe damage-prevention window once attackers, blockers, damage sources, and color information are visible. Choose the color from public sources that matter most; if the engine offers flashback, value expendable white creatures such as `Sacred Cat` or `Squadron Hawk` as payment, but do not tap the only blocker or lethal attacker unless prevention is worth it. + +- Thraben Charm: Use `Thraben Charm` only through modes and targets exposed as legal by the engine; Card text check required for exact mode wording. Prioritize visible high-impact creatures, graveyards, or permanents according to the offered legal action, and avoid spending it before the opponent commits the card or zone that makes the mode valuable. + +- Brainstorm timing: Prefer instant-speed `Brainstorm` on the opponent’s end step, in response to discard, or before a required draw-dependent decision. Avoid using it in response to a spell unless the selected card can legally affect that stack or the hand must be protected. + +- Basilisk Gate timing: Treat `Basilisk Gate` activation as a priority-sensitive combat action. Activate before damage when it changes lethal math, profitable blocks, lifegain, or survival; avoid precombat activation if it reveals the plan too early or taps mana needed for `Counterspell`, `Prismatic Strands`, or `Thraben Charm`. + +- Sacred Cat timing: Use `Sacred Cat` and any legal graveyard ability only when the body matters for lifegain, blocking, Gate carrying, or `Prismatic Strands` flashback. Do not spend mana on a small body if holding interaction prevents a more dangerous stack or combat event. + +- Optional payments/triggers: Accept optional costs or payments only when the visible payoff exceeds the mana or creature cost. Decline optional value if paying would turn off `Counterspell`, prevent `Prismatic Strands`, weaken a necessary `Basilisk Gate` activation, or consume the creature needed for defense. + +- Let-resolve rule: Let opposing spells resolve when the battlefield plan already answers them, when countering would leave a more dangerous known window exposed, or when the spell does not change the next turn cycle. Use legal responses only for stack objects that materially affect survival, card economy, Gate pressure, or a protected win condition. + +## Sideboard Map + +- Role map: Use sideboarding to specialize the main control shell, not to abandon the `Basilisk Gate` plan. Preserve enough cheap creatures for `Basilisk Gate` carriers and `Prismatic Strands` flashback, enough blue sources for `Counterspell`, and enough white sources for `Journey to Nowhere`, `Thraben Charm`, `Standard Bearer`, `Dust to Dust`, and `Outlaw Medic`. + +- Red Elemental Blast: Bring `Red Elemental Blast` against blue decks where it can answer stack interaction, blue threats, blue card draw, or blue permanents before they pull ahead. It is strongest against Faeries, Terror shells, blue control, blue combo protection, and any deck where stopping `Counterspell`-style interaction lets `Guardian of the Guildpact`, `Squadron Hawk`, or a pumped `Sacred Cat` close the game. Poor when the opponent shows few or no blue spells or when the game is mostly decided by nonblue permanents already answerable by `Journey to Nowhere`, `Thraben Charm`, or combat prevention. + +- Blue Elemental Blast: Bring `Blue Elemental Blast` against red decks where it can counter burn, destroy red permanents, protect life total, or prevent a tempo snowball. It is strongest against Kuldotha-style red pressure, Rally-style red creature decks, red removal that threatens a Gate carrier, and red finishers that bypass blockers. Poor when the opponent’s red cards are low-impact, when open blue mana must represent `Counterspell` instead, or when the visible battlefield demands permanent answers more than stack answers. + +- Dust to Dust: Bring `Dust to Dust` against artifact-heavy decks where exiling two artifacts can break mana, remove threats, or stop recursive artifact value. It is strongest against Affinity, artifact lands, artifact creature boards, and artifact engines that make single-target removal inefficient. Poor when the opponent has only incidental artifacts, when double white is unreliable, when tapping three mana at sorcery speed exposes a lethal attack, or when `Counterspell` plus `Journey to Nowhere` already covers the important cards. + +- Standard Bearer: Bring `Standard Bearer` against decks relying on targeted pump, targeted removal, targeted auras, or targeted combo pieces. It is strongest when it forces the opponent to aim effects at a small creature instead of `Guardian of the Guildpact`, a large `Basilisk Gate` carrier, or a stabilizing blocker. Poor against sweepers, edicts, sacrifice effects, non-targeting combat pressure, and decks that can ignore a 1/1 body while winning through board size or card advantage. + +- Breath Weapon: Bring `Breath Weapon` against small-creature boards, token swarms, Faeries-style fliers, and decks where a single instant-speed sweeper can reset combat. Card text check required for exact modes and damage pattern; use only legal modes supplied by the engine and evaluate whether your own `Sacred Cat`, `Squadron Hawk`, `Outlaw Medic`, `Standard Bearer`, or transformed `The Modern Age` creature would be harmed. Poor when your own board is the only pressure, when the opponent’s creatures are too large, or when prevention and spot removal already produce better exchanges. + +- Outlaw Medic: Bring the extra `Outlaw Medic` when lifegain, repeated combat buffering, or another durable white body matters more than narrow interaction. Card text check required for exact ability text; treat its use as conditional on legal actions and visible combat math. It is strongest against red pressure, creature races, and matchups where another body improves `Prismatic Strands`, `Basilisk Gate`, and blocking density. Poor when the matchup is about stack interaction, artifacts, graveyards, or large evasive threats that ignore small-board stabilization. + +- Exact plan versus blue tempo/control: +Side in: 4 Red Elemental Blast +Cut: 2 Outlaw Medic, 1 Sacred Cat, 1 Journey to Nowhere + +- Blue tempo/control rationale: `Red Elemental Blast` fights the stack and blue permanents while protecting the slow Gate plan. `Outlaw Medic` is less important when life total is not the main axis, one `Sacred Cat` can be spared because `Squadron Hawk` already supplies carriers, and one `Journey to Nowhere` is weaker if the opponent’s threats are few, protected, or better answered on the stack. + +- Exact plan versus red aggressive decks: +Side in: 4 Blue Elemental Blast, 1 Outlaw Medic +Cut: 2 Guardian of the Guildpact, 2 Lorien Revealed, 1 Brainstorm + +- Red aggressive rationale: `Blue Elemental Blast` and the extra `Outlaw Medic` improve early survival and preserve life before `Prismatic Strands` and `Basilisk Gate` take over. `Guardian of the Guildpact` can be slow under heavy pressure, `Lorien Revealed` is often too expensive as a draw spell, and one `Brainstorm` is less important than a real answer when every mana point must affect the board or stack. + +- Exact plan versus artifact-heavy Affinity: +Side in: 2 Dust to Dust, 4 Blue Elemental Blast +Cut: 2 Outlaw Medic, 2 Sacred Cat, 1 Brainstorm, 1 The Modern Age + +- Artifact-heavy rationale: `Dust to Dust` is the highest-impact sideboard card when two artifacts are legal targets, while `Blue Elemental Blast` covers red artifact payoffs or burn if present. Reduce low-impact bodies and slow filtering when the game is about answering large artifact threats and preventing explosive damage. + +- Exact plan versus small-creature swarms: +Side in: 2 Breath Weapon, 1 Outlaw Medic +Cut: 2 Lorien Revealed, 1 Brainstorm + +- Swarm rationale: `Breath Weapon` can recover tempo against many small attackers, and the extra `Outlaw Medic` adds a stabilizing body if its legal actions matter. Reduce slow card selection before reducing core removal, because `Journey to Nowhere`, `Thraben Charm`, `Prismatic Strands`, and `Basilisk Gate` are needed to survive and turn the corner. + +- Exact plan versus targeted pump or aura decks: +Side in: 2 Standard Bearer, 2 Blue Elemental Blast +Cut: 2 Outlaw Medic, 1 Lorien Revealed, 1 Brainstorm + +- Targeted-pump rationale: `Standard Bearer` disrupts targeted plans, while `Blue Elemental Blast` is included when the opponent’s pump, removal, or threats are red; if the opponent is not red, treat this exact plan as invalid and use only the `Standard Bearer` role guidance. Keep enough blockers and removal to avoid relying on `Standard Bearer` alone. + +- Add role cards: Against graveyard decks, prioritize `Thraben Charm` from the main deck first, then consider `Red Elemental Blast`, `Blue Elemental Blast`, or `Standard Bearer` only if their colors or targeting rules are relevant. Reduce main-deck emphasis: Expensive card draw and slow bodies lose value when the opponent’s graveyard action must be stopped immediately. + +- Add role cards: Against combo, use `Red Elemental Blast` for blue protection or engines, `Blue Elemental Blast` for red engines or finishers, and `Standard Bearer` only if the combo must target its own creatures or your permanents. Reduce main-deck emphasis: Creature removal and lifegain matter less when the visible path to losing is a stack or engine sequence. + +- Add role cards: Against midrange creature decks, choose between `Breath Weapon`, `Outlaw Medic`, and `Standard Bearer` based on the visible threat shape. Reduce main-deck emphasis: Narrow stack blasts are poor unless the opponent’s colors make them live in multiple common windows. + +- Post-board role rule: After sideboarding, keep the deck’s default plan as survive, trade efficiently, build Gates, and win with protected carriers. Do not overload on reactive cards so heavily that `Basilisk Gate` lacks creatures, or on creatures so heavily that stack and artifact threats go unanswered. + +## Matchup Guidance + +- Aggro: Prioritize life total, early blockers, and damage prevention before slow card quantity. Keep `Sacred Cat`, `Squadron Hawk`, `Journey to Nowhere`, `Thraben Charm`, `Prismatic Strands`, and cheap Gate development as the default stabilizing package, then turn the corner with `Basilisk Gate` once attacks are no longer lethal. Add role cards: `Blue Elemental Blast` against red pressure, `Breath Weapon` against small boards, and the extra `Outlaw Medic` when its legal actions help combat or lifegain; Card text check required for exact `Outlaw Medic` abilities. Reduce main-deck emphasis: expensive `Lorien Revealed` casting lines and slow protection threats when they do not affect the next attack. + +- Control: Make land drops, preserve card advantage, and force the opponent to answer repeatable carriers instead of one large spell. `Squadron Hawk`, `The Modern Age`, `Brainstorm`, and `Lorien Revealed` help maintain material, while `Guardian of the Guildpact` and any evasive creature backed by `Basilisk Gate` become primary pressure. Add role cards: `Red Elemental Blast` against blue control and `Standard Bearer` only when targeted removal or targeted aura effects are a visible axis. Reduce main-deck emphasis: excess creature removal when the opponent presents few creatures and removal is not needed to protect your clock. + +- Combo: Identify the opponent’s visible engine and hold interaction for the step that actually stops it. Use `Counterspell` for must-resolve spells, `Thraben Charm` when a graveyard or enchantment mode is legal and relevant, and pressure with `Squadron Hawk`, `Sacred Cat`, transformed `The Modern Age`, or `Guardian of the Guildpact` so the opponent cannot sculpt forever. Add role cards: `Red Elemental Blast` against blue combo pieces, `Blue Elemental Blast` against red combo pieces, and `Standard Bearer` only if the combo relies on targeting creatures or permanents in a way the rules engine confirms. Reduce main-deck emphasis: lifegain and sorcery-speed creature exile when the visible losing path is stack-based or engine-based. + +- Tempo: Trade mana efficiently and avoid letting a small threat plus protection decide the game. `Counterspell`, `Journey to Nowhere`, `Thraben Charm`, and `Prismatic Strands` should be timed around the opponent’s open mana and attack step, while `Squadron Hawk` is valuable because one card can rebuild after one-for-one exchanges. Add role cards: `Red Elemental Blast` against blue tempo and `Blue Elemental Blast` against red tempo. Reduce main-deck emphasis: slow draw-spell casting lines when tapping low lets the opponent resolve a protected threat or win a race. + +- Midrange: Accept fair trades early, then win by turning every creature into a Gate threat. `Sacred Cat`, `Squadron Hawk`, `The Modern Age`, and `Guardian of the Guildpact` make removal awkward when `Basilisk Gate` threatens lethal-sized attacks, and `Prismatic Strands` can punish alpha strikes. Add role cards: `Breath Weapon` for many small creatures, `Standard Bearer` for targeted removal or pump, and extra `Outlaw Medic` when creature combat and life swings matter; Card text check required. Reduce main-deck emphasis: narrow blasts unless the opponent’s colors create frequent legal targets. + +- Big mana: Pressure earlier than usual while keeping interaction for payoff turns. Use `Lorien Revealed` primarily to hit lands when needed, develop multiple Gates, and make `Basilisk Gate` attacks large enough to shorten the opponent’s setup window. `Counterspell` should usually be saved for payoff threats rather than ramp pieces unless the visible board says the ramp spell unlocks an immediate losing turn. Add role cards: `Red Elemental Blast` or `Blue Elemental Blast` only when their color targets key payoffs, and `Dust to Dust` when artifact mana or artifact lands are central. Reduce main-deck emphasis: small combat-only cards that do not pressure, answer payoffs, or protect the clock. + +- Graveyard: Treat `Thraben Charm` as a main-deck hate card first, not a generic removal spell, when the opponent’s graveyard is the engine. Hold it for the graveyard window that denies the most material, unless a creature must be killed immediately to survive. Add role cards: `Red Elemental Blast` or `Blue Elemental Blast` only when color-specific threats matter, `Standard Bearer` only against targeted graveyard-combo lines, and extra `Outlaw Medic` only if the matchup also attacks life total. Reduce main-deck emphasis: slow card draw when immediate graveyard interaction or pressure is required. + +- Artifact/enchantment: Use `Journey to Nowhere` and `Thraben Charm` for the permanent types they can legally answer, and avoid spending `Counterspell` on low-impact artifacts if `Dust to Dust` can produce a larger swing later. Add role cards: `Dust to Dust` against artifact lands, artifact creatures, and artifact engines; `Blue Elemental Blast` against red artifact payoffs; `Red Elemental Blast` against blue artifact support. Reduce main-deck emphasis: small lifegain bodies when the opposing permanents create overwhelming board or mana advantage. + +- Go-wide: Preserve sweep and prevention timing instead of trading one-for-one too early. `Prismatic Strands` can blank a decisive combat if the color and flashback requirements are legal, while `Basilisk Gate` lets even a small blocker threaten profitable attacks after stabilization. Add role cards: `Breath Weapon` against small creatures and tokens, plus extra `Outlaw Medic` if its legal actions improve racing or blocking; Card text check required. Reduce main-deck emphasis: expensive draw casting and single-threat plans that do not answer a wide board. + +- Single-threat: Answer the one important permanent cleanly and avoid wasting interaction on support cards. `Counterspell` and `Journey to Nowhere` should be held for the threat that actually wins, while `Guardian of the Guildpact` can become the counter-clock if the opponent’s answers are constrained by color or targeting. Add role cards: `Standard Bearer` against targeted pump, auras, or protection lines; `Red Elemental Blast` or `Blue Elemental Blast` when the threat or protection spell has the matching color. Reduce main-deck emphasis: sweep effects and small creature trades when the visible game revolves around one large card. + +- Burn: Treat every life point and every untapped white creature for `Prismatic Strands` as a resource. `Sacred Cat`, `Prismatic Strands`, `Counterspell`, and fast `Basilisk Gate` pressure are the core plan; use `Brainstorm` and `Lorien Revealed` to find interaction only when the mana and life total allow it. Add role cards: `Blue Elemental Blast` and extra `Outlaw Medic`; Card text check required for `Outlaw Medic`. Reduce main-deck emphasis: slow `Guardian of the Guildpact` lines and high-mana `Lorien Revealed` casting when the opponent can end the game before those cards matter. + +- Removal-heavy: Diversify threats and make the opponent answer low-investment bodies before committing the best carrier. `Squadron Hawk`, `Sacred Cat`, `The Modern Age`, and `Guardian of the Guildpact` are strong because they either generate material, recur, or resist some common answers; `Basilisk Gate` should usually wait until attacks are profitable without exposing all tempo to one removal spell. Add role cards: `Standard Bearer` when targeted removal is central and `Red Elemental Blast` or `Blue Elemental Blast` when removal colors match. Reduce main-deck emphasis: narrow creature removal if the opponent’s plan is mostly answers plus a few finishers. + +## Specific Matchup Notes + +- General/archetype-only note: Use these notes as matchup priors, and let revealed cards, public zones, legal actions, and rules-engine prompts override assumptions. If the opponent shows a plan that does not match the archetype label, pivot toward the visible losing path rather than the expected decklist. + +- Red aggressive decks: Protect life total first, then turn one surviving creature into a fast `Basilisk Gate` clock. Priority targets are haste threats, repeatable damage permanents, and attacks where `Prismatic Strands` can prevent the largest damage swing. Add role cards: `Blue Elemental Blast`, `Breath Weapon`, and the sideboard `Outlaw Medic`; Card text check required for `Outlaw Medic`. Reduce main-deck emphasis: slow `Lorien Revealed` casting and expensive `Guardian of the Guildpact` lines when life total is under immediate pressure. + +- Blue tempo or faeries decks: Fight over threats and protection spells, not every cantrip. `Counterspell`, `Journey to Nowhere`, `Thraben Charm`, and `Red Elemental Blast` should prioritize evasive attackers, ninjutsu-enabling boards, counter-wars over `Basilisk Gate` carriers, and cards that turn small creatures into a clock. Add role cards: `Red Elemental Blast` and sometimes `Breath Weapon` if the revealed board is made of small creatures. Reduce main-deck emphasis: tapping low for nonurgent `The Modern Age` or hard-cast `Lorien Revealed` when the opponent can punish the window. + +- Artifact and affinity decks: Preserve clean answers for artifact engines and large artifact creatures while using `Squadron Hawk` and `Sacred Cat` to buy time. Priority targets are artifact lands or artifact threats when `Dust to Dust` is legal and high-impact, plus red or blue payoffs when blasts have legal targets. Add role cards: `Dust to Dust`, `Blue Elemental Blast` for red payoff cards, and `Red Elemental Blast` for blue support cards. Reduce main-deck emphasis: small lifegain-only development that does not change artifact pressure. + +- Graveyard decks: Hold `Thraben Charm` for the graveyard window that denies the most material unless a creature must die now. Priority targets are reanimation targets, flashback value, threshold-style payoffs, or graveyard recursion visible in public zones. Add role cards: color blasts only when revealed threats match, and `Standard Bearer` only when targeted graveyard-combo actions or pump actions are actually part of the legal game. Reduce main-deck emphasis: slow filtering that fails to add pressure or keep graveyard interaction available. + +- Big mana and control decks: Become the pressure deck earlier, but keep `Counterspell` for payoff turns. `Lorien Revealed` should often secure land drops, `The Modern Age` should improve threat quality, and `Basilisk Gate` should force the opponent to answer ordinary bodies as real finishers. Add role cards: `Red Elemental Blast`, `Blue Elemental Blast`, or `Dust to Dust` only when revealed colors or artifacts make them high-impact. Reduce main-deck emphasis: creature-only interaction when the visible game is about resolving payoff spells. + +- Targeted pump, auras, or single-threat decks: Make the opponent prove the threat through legal interaction before racing. Priority targets are the first permanent that makes combat impossible, protection spells on the stack, and pump windows where `Standard Bearer`, `Journey to Nowhere`, `Thraben Charm`, or `Counterspell` can change the outcome. Add role cards: `Standard Bearer` and matching blasts when colors allow. Reduce main-deck emphasis: sweep-style or grind cards that do not answer the single decisive threat. + +## Risk Summary + +- Mana risk: This deck needs both blue interaction and white removal/prevention while many lands are Gates, so do not keep hands that require perfect sequencing to cast `Counterspell`, `Journey to Nowhere`, and `Prismatic Strands` on time. Use `Lorien Revealed` as land access when legal and necessary, and value early untapped blue/white sources over speculative late power. + +- Matchup risk: Caw-Gates can misassign roles because it looks controlling but often wins by becoming a Gate-pressure deck. Against combo, big mana, or control, passing too long without developing `Squadron Hawk`, `Sacred Cat`, `The Modern Age`, or `Guardian of the Guildpact` can give the opponent time to overpower single answers. + +- Draw risk: `Brainstorm`, `The Modern Age`, and `Lorien Revealed` improve card quality, but spending mana on selection while dying on board is a common failure. Cast selection when it finds missing lands, interaction, or lethal setup; delay it when the current legal choice must answer a threat. + +- Over-sideboarding risk: Do not dilute the core creature-plus-`Basilisk Gate` plan with narrow sideboard cards that lack visible targets. Keep enough bodies to carry Gates and flashback `Prismatic Strands`, and add role cards only when the opponent’s public plan makes them live. + +- Graveyard risk: `Thraben Charm` may be the only main-deck graveyard interaction, so spending it as ordinary removal can open a later losing window. Use it on creatures only when survival, tempo, or a known clock is more important than holding graveyard hate. + +- Sweeper/removal risk: Opposing removal is strongest when all pressure is concentrated into one `Basilisk Gate` carrier. Spread commitment across recursive or replaceable bodies, and avoid turning a single removal spell into both a tempo loss and a lost lethal attack. + +- Closer risk: `Guardian of the Guildpact` and pumped small creatures are strong finishers, but they can be too slow if the opponent is assembling a noncombat kill. Shorten the clock with Gate activations when shields are acceptable, and do not assume inevitability without public evidence. + +- Interaction risk: `Counterspell`, `Red Elemental Blast`, and `Blue Elemental Blast` are only as good as their targets and available mana. Passing with interaction is correct only when the likely opposing action matters more than the legal development being declined. + +- Sequencing risk: Wrong land order can strand double-blue, white removal, or Gate scaling. Sequence `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, and `Island` around the next two turns of legal spells, not only the current spell. + +## Test Feedback Checklist + +- Deciding factor: Record whether the game was decided by early survival, `Basilisk Gate` pressure, `Counterspell` timing, `Prismatic Strands`, unanswered flyers, mana constraints, or failure to close after stabilizing. + +- Mulligans: Note whether the opener had enough lands, at least one functional color path, and a realistic first three turns; flag keeps that relied on `Brainstorm`, `The Modern Age`, or `Lorien Revealed` to repair missing mana while under pressure. + +- Mana: Track whether `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, and `Island` sequencing enabled both white interaction and double-blue `Counterspell` when needed. + +- Velocity: Ask whether `Brainstorm`, `The Modern Age`, and `Lorien Revealed` improved the next decision window or merely spent mana while the opponent advanced a clock. + +- Engine development: Check whether `Squadron Hawk` found enough bodies, whether `Sacred Cat` bought time or carried `Basilisk Gate` effectively, and whether `The Modern Age` transformed or filtered at a meaningful point. + +- Removal use: Review each `Journey to Nowhere`, `Thraben Charm`, `Counterspell`, `Red Elemental Blast`, and `Blue Elemental Blast` for target quality; mark any answer spent on a low-impact card before a stronger public threat appeared. + +- Graveyard and prevention: Confirm whether `Thraben Charm` was saved for graveyard pressure when relevant, and whether `Prismatic Strands` prevented a decisive attack rather than a replaceable damage packet. + +- Sideboard performance: Record whether `Red Elemental Blast`, `Blue Elemental Blast`, `Dust to Dust`, `Standard Bearer`, `Breath Weapon`, and sideboard `Outlaw Medic` had visible legal targets and changed the game state enough to justify their slots. + +- Closing: Identify the first turn where a `Basilisk Gate` activation, `Guardian of the Guildpact`, `Squadron Hawk`, `Sacred Cat`, or transformed `The Modern Age` could have shortened the clock without exposing survival. + +- Role assignment: Mark whether the pilot correctly became control against aggro, pressure against big mana or combo, and hybrid midrange against tempo. + +- Mistakes: Flag passes with relevant legal interaction available, attacks that exposed needed blockers, missed Gate-pump lethal lines, overconcentrated pressure into removal, and selection spells cast before required board answers. + +- Stranded cards: List any `Counterspell`, `Journey to Nowhere`, `Prismatic Strands`, `Lorien Revealed`, `Guardian of the Guildpact`, blasts, `Dust to Dust`, `Standard Bearer`, or `Breath Weapon` that stayed unusable because of mana, matchup texture, timing, or missing targets. + +- Overperformers and underperformers: Separate cards that won decisions from cards that only looked good in hand; prioritize observed action quality over card reputation. + +## First Tuning Questions + +- Card quantities: If games repeatedly lose before stabilizing, should the configuration increase early board presence or life-buffer effects around `Sacred Cat`, `Outlaw Medic`, and `Prismatic Strands` rather than relying on slower `Guardian of the Guildpact` lines? + +- Mana base: If double-blue `Counterspell` and white interaction conflict often, should the Gate mix among `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, `Island`, and `Basilisk Gate` be adjusted for earlier color reliability? + +- Selection package: If `Brainstorm`, `The Modern Age`, and `Lorien Revealed` are frequently tempo-negative against fast starts, should the deck reduce emphasis on slow card smoothing in those matchups or change sideboard plans to protect early turns better? + +- Aggro plan: If red or go-wide creature decks beat `Prismatic Strands` anyway, are `Blue Elemental Blast`, `Breath Weapon`, and sideboard `Outlaw Medic` enough, or does the sideboard need more cards that affect the board before Gate pressure matters? + +- Control plan: If control or big mana opponents ignore small creatures, should the deck lean harder on `Guardian of the Guildpact`, `Squadron Hawk`, and protected `Basilisk Gate` clocks, or add more stack interaction beyond `Counterspell` and `Red Elemental Blast`? + +- Artifact plan: If artifact decks remain ahead after `Dust to Dust`, is the issue target timing, insufficient pressure afterward, or too few artifact-specific sideboard slots? + +- Closer mix: If games stabilize but fail to end, should the deck increase durable threats, protect `Basilisk Gate` carriers more conservatively, or preserve `Counterspell` specifically for removal aimed at the closing creature? + +- Role conflict: If the pilot loses by holding answers too long, should guidance push earlier `Squadron Hawk`, `Sacred Cat`, and `The Modern Age` deployment against non-aggro decks? + +- Narrow sideboard cards: If `Standard Bearer`, `Breath Weapon`, blasts, or `Dust to Dust` lack targets across tested matchups, should their slot counts move toward broader interaction or additional stabilizers? + +- Removal balance: If `Journey to Nowhere` and `Thraben Charm` are stretched between creatures and graveyard pressure, should the deck add more creature answers, more graveyard coverage, or clearer matchup-specific priority rules? + +## Veles Tactical Policy + +### Policy: Keep Functional Gate Hands +- Priority: High. +- Decision families: mulligan, pregame. +- Cards: Basilisk Gate, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, Idyllic Beachfront, Island, Squadron Hawk, Sacred Cat, Counterspell, Journey to Nowhere, The Modern Age, Lorien Revealed. +- Phase windows: opening hand, London mulligan, pregame bottoming. +- Runtime cues: action:keep, action:mulligan, visible lands and castable early spells. +- Use when: keep two-to-four lands with a functional color path, one early play or interaction spell, and a plausible plan for turns one through three. +- Avoid when: reject hands with no land, one land without legal repair, all tapped mana plus no early buffer against aggro, or double-blue reliance with no blue path. +- Instructions: Prioritize stable mana and early survival over perfect card quality; bottom expensive or redundant cards before cutting lands needed for `Counterspell` or white interaction. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Early Gate Setup +- Priority: High. +- Decision families: mana, priority. +- Cards: Basilisk Gate, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, Idyllic Beachfront, Island, Sacred Cat, Squadron Hawk, The Modern Age. +- Phase windows: turns one through three main phases. +- Runtime cues: action:play, action:cast, visible land drops, untapped/tapped lands, legal early creature or saga actions. +- Use when: deploy a Gate base while still casting `Sacred Cat`, `Squadron Hawk`, or `The Modern Age` on time. +- Avoid when: a tapped land sequence strands immediate `Journey to Nowhere`, `Counterspell`, or a needed sideboard answer. +- Instructions: Lead with color-fixing Gates unless `Island` is required for double-blue timing; make `Basilisk Gate` useful before planning a Gate-pump clock. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Develop First Carrier +- Priority: High. +- Decision families: priority, combat. +- Cards: Sacred Cat, Squadron Hawk, The Modern Age, Guardian of the Guildpact, Basilisk Gate. +- Phase windows: early main phases, precombat main phase, empty-stack priority. +- Runtime cues: action:cast, action:activate, action:attack, battlefield creatures and summoning sickness. +- Use when: establish at least one body that can block, pressure planes of combat, or later receive `Basilisk Gate` activation. +- Avoid when: holding up `Counterspell` or removal prevents a more dangerous visible threat from resolving. +- Instructions: Prefer cheap evasive or lifelink bodies before expensive closers; do not spend Gate activation mana until the attack or block changes combat math. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Squadron Hawk Resource Loop +- Priority: Medium. +- Decision families: selection, priority. +- Cards: Squadron Hawk, Brainstorm, The Modern Age. +- Phase windows: main phase, search prompt, discard/filter prompt. +- Runtime cues: action:choose, action:search, action:cast Squadron Hawk, known copies in hand/library when exposed by engine. +- Use when: legal search finds extra `Squadron Hawk` copies or excess copies fuel `Brainstorm` and `The Modern Age` decisions. +- Avoid when: spending mana on `Squadron Hawk` leaves no answer to a lethal or high-impact board state. +- Instructions: Take all useful legal copies unless hand size, discard pressure, or immediate tempo makes fewer copies better. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Brainstorm Timing +- Priority: Medium. +- Decision families: selection, priority. +- Cards: Brainstorm, Squadron Hawk, Lorien Revealed, The Modern Age. +- Phase windows: instant-speed priority, main phase before land drop, response windows. +- Runtime cues: action:cast Brainstorm, action:put, hand contents visible to pilot, pending shuffle/search only if rules engine exposes it. +- Use when: fix an immediate land/spell problem, hide excess cards with a real redraw/search path, or find interaction for the current window. +- Avoid when: casting merely spends mana while board pressure demands `Journey to Nowhere`, `Prismatic Strands`, `Counterspell`, or a blocker. +- Instructions: Put back redundant expensive cards, excess lands, or low-impact cards according to the next two turns; do not assume a shuffle unless legal engine output provides one. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Lorien Revealed Mana Repair +- Priority: High. +- Decision families: mana, selection. +- Cards: Lorien Revealed, Island, Counterspell. +- Phase windows: early turns with cycling/search actions, late main phases with draw actions. +- Runtime cues: action:cycle, action:search Island, action:cast Lorien Revealed, visible land count and color requirements. +- Use when: landcycling secures missing blue mana, double-blue `Counterspell`, or a necessary land drop. +- Avoid when: casting the expensive draw mode is slower than answering a visible threat or preventing lethal pressure. +- Instructions: Treat `Lorien Revealed` first as mana consistency until land drops are stable; use draw mode only when survival and shields are acceptable. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Counterspell Discipline +- Priority: High. +- Decision families: interaction, priority. +- Cards: Counterspell, Island, Sea Gate, Heap Gate, Red Elemental Blast, Blue Elemental Blast. +- Phase windows: opponent spell on stack, own protected development windows. +- Runtime cues: action:cast Counterspell, action:cast Red Elemental Blast, action:cast Blue Elemental Blast, visible stack spell. +- Use when: counter a threat, answer, combo piece, sweeper, or tempo play that materially changes the next turn cycle. +- Avoid when: target is low-impact and mana is needed for stronger legal development or a more likely follow-up. +- Instructions: Preserve double-blue for high-impact stack fights; use blasts after sideboard when color and target are legally confirmed. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Removal Target Quality +- Priority: High. +- Decision families: interaction, priority. +- Cards: Journey to Nowhere, Thraben Charm, Dust to Dust, Breath Weapon. +- Phase windows: main phases, opponent attacks, stack/priority windows with legal removal actions. +- Runtime cues: action:cast Journey to Nowhere, action:cast Thraben Charm, action:cast Dust to Dust, action:cast Breath Weapon, visible target list. +- Use when: remove a threat that beats blocking, enables a combo, races Gate pressure, or invalidates `Guardian of the Guildpact` and flyers. +- Avoid when: small creatures can be blocked profitably or a narrow answer should be saved for a public graveyard, artifact, enchantment, or swarm problem. +- Instructions: Confirm mode and target from legal actions; Card text check required for `Thraben Charm`, `Outlaw Medic`, and exact `Breath Weapon` damage rules before relying on non-obvious outcomes. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Prismatic Strands Survival Window +- Priority: Critical. +- Decision families: interaction, combat, priority. +- Cards: Prismatic Strands, Sacred Cat, Squadron Hawk, Outlaw Medic, Guardian of the Guildpact, Standard Bearer. +- Phase windows: declare attackers, declare blockers, before combat damage, lethal burn stack windows. +- Runtime cues: action:cast Prismatic Strands, action:flashback Prismatic Strands, action:choose color, visible attackers or damage source color. +- Use when: a legal prevention choice stops lethal damage, saves key creatures, or creates a swing-back Gate kill. +- Avoid when: the damage is trivial, color choice is uncertain, or tapping a creature for flashback loses a better block. +- Instructions: Choose the color from visible sources only; value flashback highly when a white creature is available and the prevention changes the race. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Gate Pump Combat Math +- Priority: High. +- Decision families: combat, mana, priority. +- Cards: Basilisk Gate, Sacred Cat, Squadron Hawk, Guardian of the Guildpact, The Modern Age. +- Phase windows: declare attackers, declare blockers, post-block priority, end-step pressure. +- Runtime cues: action:activate Basilisk Gate, action:attack, action:block, visible Gate count and creature list. +- Use when: Gate activation creates lethal, wins combat, gains meaningful lifelink, or forces the opponent to answer a protected attacker. +- Avoid when: pumping into open interaction risks losing the only carrier and a pass preserves `Counterspell` or `Prismatic Strands`. +- Instructions: Count visible Gates through engine state; prioritize evasive or resilient carriers, but keep back blockers when under a short clock. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Guardian Closing Plan +- Priority: Medium. +- Decision families: priority, combat, interaction. +- Cards: Guardian of the Guildpact, Basilisk Gate, Counterspell, Prismatic Strands. +- Phase windows: midgame main phases, combat, protection windows. +- Runtime cues: action:cast Guardian of the Guildpact, action:attack, visible opposing blockers/removal colors. +- Use when: the board is stable enough for a durable Gate-pump clock or the opponent lacks visible profitable blocks. +- Avoid when: four mana shields down loses to an immediate stack threat or swarm board. +- Instructions: Deploy `Guardian of the Guildpact` as a closer, not a panic blocker, unless legal board state shows it is the best survival line. +- Pilot skill floor: Intermediate. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Sideboard Color Blasts +- Priority: High. +- Decision families: sideboard, interaction. +- Cards: Red Elemental Blast, Blue Elemental Blast, Counterspell. +- Phase windows: sideboarding, stack windows, permanent-answer windows after sideboard. +- Runtime cues: action:submit sideboard, action:cast Red Elemental Blast, action:cast Blue Elemental Blast, visible opposing colors and stack target. +- Use when: opponent presents blue or red spells/permanents that matter more than generic slow cards. +- Avoid when: legal targets are absent, opponent color is unconfirmed, or the blast would replace necessary board presence against creature pressure. +- Instructions: Add blasts only for matchups with credible visible or deck-known targets; during play, confirm target color and impact before selecting the action. +- Pilot skill floor: Basic. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Artifact And Swarm Sideboard Roles +- Priority: High. +- Decision families: sideboard, interaction. +- Cards: Dust to Dust, Breath Weapon, Standard Bearer, Outlaw Medic, Journey to Nowhere, Thraben Charm, Prismatic Strands. +- Phase windows: sideboarding, early main phases, combat pressure windows. +- Runtime cues: action:submit sideboard, action:cast Dust to Dust, action:cast Breath Weapon, action:cast Standard Bearer, visible artifacts or creature density. +- Use when: artifacts, go-wide boards, targeted pump/removal patterns, or fast damage make narrow sideboard cards materially better than slow selection or closers. +- Avoid when: the opponent is spell-combo/control with few legal targets or when reducing too much pressure makes the deck unable to close. +- Instructions: Balance sideboard plans so the deck still has carriers for `Basilisk Gate`; Card text check required for exact `Standard Bearer`, `Breath Weapon`, and sideboard `Outlaw Medic` tactical assumptions. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. diff --git a/strategies/pauper/caw_gates/1/metadata.json b/strategies/pauper/caw_gates/1/metadata.json new file mode 100644 index 0000000..3af233c --- /dev/null +++ b/strategies/pauper/caw_gates/1/metadata.json @@ -0,0 +1,44 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "gates control deck that uses Basilisk Gate scaling and evasive threats", + "created_at": 1781240803, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "gates", + "tokens" + ], + "source_metadata": { + "generator": "codex-exec-policy-compiled-guide", + "promoted_from": "caw_gates:v2", + "template": "policy-compiled-guide-v6" + }, + "strategy_id": "caw_gates", + "strategy_label": "Caw-Gates", + "tags": [ + "midrange", + "control", + "lands", + "gates", + "tokens" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/caw_gates/1/reflection.md b/strategies/pauper/caw_gates/1/reflection.md new file mode 100644 index 0000000..9cbcd94 --- /dev/null +++ b/strategies/pauper/caw_gates/1/reflection.md @@ -0,0 +1,32 @@ +# Reflection Template For Caw-Gates + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Record whether the game was decided by early survival, `Basilisk Gate` pressure, `Counterspell` timing, `Prismatic Strands`, unanswered flyers, mana constraints, or failure to close after stabilizing. + +- Mulligans: Note whether the opener had enough lands, at least one functional color path, and a realistic first three turns; flag keeps that relied on `Brainstorm`, `The Modern Age`, or `Lorien Revealed` to repair missing mana while under pressure. + +- Mana: Track whether `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, and `Island` sequencing enabled both white interaction and double-blue `Counterspell` when needed. + +- Velocity: Ask whether `Brainstorm`, `The Modern Age`, and `Lorien Revealed` improved the next decision window or merely spent mana while the opponent advanced a clock. + +- Engine development: Check whether `Squadron Hawk` found enough bodies, whether `Sacred Cat` bought time or carried `Basilisk Gate` effectively, and whether `The Modern Age` transformed or filtered at a meaningful point. + +- Removal use: Review each `Journey to Nowhere`, `Thraben Charm`, `Counterspell`, `Red Elemental Blast`, and `Blue Elemental Blast` for target quality; mark any answer spent on a low-impact card before a stronger public threat appeared. + +- Graveyard and prevention: Confirm whether `Thraben Charm` was saved for graveyard pressure when relevant, and whether `Prismatic Strands` prevented a decisive attack rather than a replaceable damage packet. + +- Sideboard performance: Record whether `Red Elemental Blast`, `Blue Elemental Blast`, `Dust to Dust`, `Standard Bearer`, `Breath Weapon`, and sideboard `Outlaw Medic` had visible legal targets and changed the game state enough to justify their slots. + +- Closing: Identify the first turn where a `Basilisk Gate` activation, `Guardian of the Guildpact`, `Squadron Hawk`, `Sacred Cat`, or transformed `The Modern Age` could have shortened the clock without exposing survival. + +- Role assignment: Mark whether the pilot correctly became control against aggro, pressure against big mana or combo, and hybrid midrange against tempo. + +- Mistakes: Flag passes with relevant legal interaction available, attacks that exposed needed blockers, missed Gate-pump lethal lines, overconcentrated pressure into removal, and selection spells cast before required board answers. + +- Stranded cards: List any `Counterspell`, `Journey to Nowhere`, `Prismatic Strands`, `Lorien Revealed`, `Guardian of the Guildpact`, blasts, `Dust to Dust`, `Standard Bearer`, or `Breath Weapon` that stayed unusable because of mana, matchup texture, timing, or missing targets. + +- Overperformers and underperformers: Separate cards that won decisions from cards that only looked good in hand; prioritize observed action quality over card reputation. diff --git a/strategies/pauper/dimir_terror/1/decklist.txt b/strategies/pauper/dimir_terror/1/decklist.txt new file mode 100644 index 0000000..d01ea1d --- /dev/null +++ b/strategies/pauper/dimir_terror/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Faerie Seer +4 Spellstutter Sprite +4 Augur of Bolas +3 Ninja of the Deep Hours +2 Thorn of the Black Rose +4 Brainstorm +1 Dispel +3 Cast Down +4 Snuff Out +4 Lórien Revealed +4 Counterspell +2 Bojuka Bog +4 Contaminated Aquifer +1 Swamp +10 Island +1 Contaminated Landscape +2 Suffocating Fumes +1 Spell Pierce +1 Mukotai Ambusher +1 Murmuring Mystic + +Sideboard (15) +4 Blue Elemental Blast +1 Hydroblast +2 Arms of Hadar +2 Relic of Progenitus +1 Dispel +1 Extract a Confession +2 Okiba-Gang Shinobi +1 Mukotai Ambusher +1 Murmuring Mystic diff --git a/strategies/pauper/dimir_terror/1/first_principles.md b/strategies/pauper/dimir_terror/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/dimir_terror/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/dimir_terror/1/guide.md b/strategies/pauper/dimir_terror/1/guide.md new file mode 100644 index 0000000..93caed0 --- /dev/null +++ b/strategies/pauper/dimir_terror/1/guide.md @@ -0,0 +1,647 @@ +# Strategy Specifications +## Deck Name And Archetype + +**Deck name:** Dimir Terror. **Format:** Pauper. **Submitted counts:** Main deck 60 cards and sideboard 15 cards are internally balanced from the supplied list; the main deck contains 18 lands and 42 nonlands, with no count above four copies. Use these counts as the registered configuration unless the Veles match manifest or rules-engine deck import reports a different legal list. + +**Archetype tags:** Treat the supplied tags `tempo`, `control`, `graveyard`, and `spells` as accurate but incomplete. The operational identity is a blue-black Faeries tempo-control deck using **Faerie Seer**, **Spellstutter Sprite**, **Augur of Bolas**, **Ninja of the Deep Hours**, **Brainstorm**, **Counterspell**, **Snuff Out**, **Cast Down**, and **Lórien Revealed** to trade efficiently, protect draw engines, and win through repeated small advantages. The graveyard tag matters for **Bojuka Bog** and sideboard **Relic of Progenitus**, but this exact registered list contains no visible **Tolarian Terror** or **Gurmag Angler**, so do not assume a stock Dimir Terror large-creature plan unless a runtime card, deck update, or public zone proves it. + +**Stock status:** Classify this as a hybrid or rogue Dimir Faeries / tempo-control build rather than a fully stock Dimir Terror list. The deck has conventional Faeries pressure and permission, black removal, monarch value from **Thorn of the Black Rose**, and single-copy alternate threats in **Mukotai Ambusher** and **Murmuring Mystic**. The sideboard reinforces matchup roles with red interaction through **Blue Elemental Blast** and **Hydroblast**, sweepers through **Arms of Hadar**, graveyard pressure through **Relic of Progenitus**, extra stack interaction through **Dispel**, role removal through **Extract a Confession**, hand-pressure threats through **Okiba-Gang Shinobi**, and additional copies of **Mukotai Ambusher** and **Murmuring Mystic**. + +**Legality status:** Defer all legality, timing, target, alternate-cost, monarch, and replacement-effect certainty to the rules engine. Choose only legal Veles actions produced at runtime, and never infer that a card can be cast, landcycled, targeted, ninjutsued, or used at instant speed unless that exact action is present. Card text check required for **Mukotai Ambusher**, **Murmuring Mystic**, **Extract a Confession**, **Arms of Hadar**, and any non-obvious modal, alternate-cost, or triggered behavior if Veles does not expose enough visible text. + +**Mana concerns:** Prioritize early untapped blue because the deck’s best starts require **Faerie Seer**, **Brainstorm**, **Spellstutter Sprite**, **Counterspell**, **Spell Pierce**, or **Lórien Revealed** decisions on curve. Black mana is still essential for **Cast Down**, hard-cast **Snuff Out** lines, **Suffocating Fumes**, **Thorn of the Black Rose**, **Bojuka Bog** timing, and several sideboard cards. **Contaminated Aquifer**, **Bojuka Bog**, and **Contaminated Landscape** can create tempo loss, so sequence tapped or utility lands when the opponent is least able to punish the lost mana. + +**Role concerns:** Default to tempo-control, not pure draw-go. Develop cheap bodies when they enable **Spellstutter Sprite** or **Ninja of the Deep Hours**, preserve life with **Snuff Out** and **Cast Down** against fast starts, and convert stabilized boards into card advantage with **Ninja of the Deep Hours**, **Thorn of the Black Rose**, **Lórien Revealed**, or **Murmuring Mystic**. Against removal-heavy or grindy opponents, value each creature as a resource engine rather than just chip damage; against linear aggro or combo, treat the same creatures as clocks that shorten the window for the opponent to recover. + +**Opponent information status:** Use only public zones, revealed cards, known matchup labels, logged game history, and current legal actions when assigning the opponent’s archetype or likely threats. Do not assume hidden cards from the opponent’s hand, library, or sideboard. It is acceptable to respect likely Pauper patterns, such as red decks having burn or graveyard decks caring about **Relic of Progenitus**, but the decision reason should state that this is archetype inference rather than known information. + +## Thesis + +**Assemble evasive pressure plus permission before shifting into draw-backed control.** This exact **Dimir Terror** list is best treated as a Dimir Faeries tempo-control deck that starts with **Faerie Seer**, **Spellstutter Sprite**, **Augur of Bolas**, and **Ninja of the Deep Hours**, then uses **Counterspell**, **Snuff Out**, **Cast Down**, **Brainstorm**, and **Lórien Revealed** to keep the opponent’s best plays from mattering while small creatures generate repeated value. + +**Win by converting tiny board presence into protected resource advantage.** A single early flier can become a **Ninja of the Deep Hours** trigger, extra Faeries can make **Spellstutter Sprite** more relevant, and a stabilized board can turn **Thorn of the Black Rose**, **Murmuring Mystic**, or repeated draw/filter spells into a long-game lock. The deck rarely needs one decisive haymaker; it wants the opponent to spend real cards answering one-mana and two-mana plays while you trade up on mana and cards. + +**Do not pilot this as stock graveyard Terror unless runtime information changes the list.** The submitted main deck contains no visible **Tolarian Terror** or **Gurmag Angler**, so graveyard size is not itself a primary payoff. Graveyards matter as public information, as spell-density context for **Augur of Bolas**, and as a target for **Bojuka Bog** or sideboard **Relic of Progenitus**, but do not spend decisions merely to fill your own graveyard. + +**Prioritize untapped blue, early board contact, and interaction timing.** The deck’s best turns keep open **Spellstutter Sprite**, **Counterspell**, **Spell Pierce**, **Dispel**, **Snuff Out**, or **Cast Down** while still adding pressure when legal. Against fast starts, preserve life and avoid speculative value plays that leave lethal pressure unchecked. Against slow decks, force them to answer cheap threats while protecting **Ninja of the Deep Hours**, **Thorn of the Black Rose**, or **Murmuring Mystic** from the highest-impact removal or counter windows. + +**Respect the rules engine over archetype assumptions.** Choose only visible legal actions, and treat alternate costs, ninjutsu, monarch, landcycling-like actions, and triggered abilities as available only when Veles exposes them. Card text check required for **Mukotai Ambusher**, **Murmuring Mystic**, **Extract a Confession**, and **Arms of Hadar** when the runtime prompt does not show enough exact behavior. + +## Role Package + +- **Threats:** Use **Faerie Seer**, **Spellstutter Sprite**, **Augur of Bolas**, and **Ninja of the Deep Hours** as the primary pressure package. **Faerie Seer** is the preferred early evasive body because it supports ninjutsu and improves draw quality. **Spellstutter Sprite** is both a threat and interaction piece, so value it more highly when the opponent is likely to present cheap spells. **Augur of Bolas** blocks, digs, and buys time rather than racing alone. + +- **Payoffs:** Treat **Ninja of the Deep Hours**, **Thorn of the Black Rose**, and **Murmuring Mystic** as the main ways to pull ahead after trading resources. Protect **Ninja of the Deep Hours** when it can draw repeatedly; protect **Thorn of the Black Rose** when monarch can be defended; protect **Murmuring Mystic** when spells in hand can immediately create material. **Mukotai Ambusher** is a conditional tempo or combat payoff only when its legal runtime action and text support that role. + +- **Engines:** Build around small repeatable advantages instead of one combo. **Brainstorm** plus shuffle or selection effects, **Lórien Revealed** as legal card access or mana development, **Augur of Bolas** finding spells, **Ninja of the Deep Hours** drawing cards, and **Thorn of the Black Rose** monarch all count as engines. Do not overcommit engines into obvious sweepers or removal when one protected source is enough. + +- **Velocity:** Use **Brainstorm**, **Faerie Seer**, **Augur of Bolas**, and **Lórien Revealed** to find lands, interaction, or pressure according to the current role. When under pressure, velocity should locate **Snuff Out**, **Cast Down**, **Suffocating Fumes**, or blockers. When stable, velocity should find **Counterspell**, threats, or card-advantage payoffs. + +- **Interaction:** Use **Counterspell**, **Spellstutter Sprite**, **Spell Pierce**, **Dispel**, **Snuff Out**, **Cast Down**, and **Suffocating Fumes** to trade at the most important window, not merely the first legal window. **Snuff Out** is the emergency tempo removal spell when life loss is acceptable. **Suffocating Fumes** is a board-shaping tool against small creatures and go-wide pressure, with exact cycling or modal behavior dependent on legal actions. + +- **Protection:** Protect card-advantage permanents and race-critical life totals with **Counterspell**, **Dispel**, **Spell Pierce**, **Spellstutter Sprite**, and instant-speed removal. Prefer protecting **Ninja of the Deep Hours**, **Thorn of the Black Rose**, or **Murmuring Mystic** when they will generate multiple future cards or stabilize the board. + +- **Recursion:** Assume no true recursion module in the registered main deck unless the rules engine reveals otherwise. Do not plan to rebuy creatures or spells from the graveyard as a core strategy. Sideboard **Relic of Progenitus** and main-deck **Bojuka Bog** are graveyard-control tools, not recursion. + +- **Mana:** Treat **Island** as the core early resource, with **Contaminated Aquifer**, **Bojuka Bog**, **Swamp**, and **Contaminated Landscape** providing black access and utility. Sequence tapped lands when the opponent is least able to punish a shields-down turn, and avoid losing access to double blue for **Counterspell** without a concrete payoff. + +- **Sideboard modules:** **Blue Elemental Blast** and **Hydroblast** form the anti-red package. **Arms of Hadar** supports anti-wide creature plans, pending card text check required. **Relic of Progenitus** attacks graveyard decks while preserving information discipline. Extra **Dispel** improves stack fights. **Extract a Confession** is role removal pending card text check required. **Okiba-Gang Shinobi** adds hand pressure for slower matchups. Extra **Mukotai Ambusher** and **Murmuring Mystic** adjust the threat mix when combat or spell-engine roles matter. + +## Primary Win Conditions + +- **Protected Ninja card-advantage tempo:** Set up **Faerie Seer**, **Spellstutter Sprite**, or another evasive/safe attacker, then use a legal **Ninja of the Deep Hours** line only when the attack is likely to connect or the tempo loss is acceptable. Execute by drawing extra cards, replaying the bounced creature for value, and using **Counterspell**, **Spellstutter Sprite**, **Snuff Out**, **Cast Down**, **Dispel**, or **Spell Pierce** to stop the opponent’s best recovery play. Prioritize this path against slower decks, stumble openings, or hands where one extra card turns on a chain of interaction. Disruption to watch for is instant-speed removal on the attacker, removal on **Ninja of the Deep Hours**, surprise blockers, or a board state where returning your only blocker loses the race. + +- **Faeries pressure plus permission:** Build early board contact with **Faerie Seer** and **Spellstutter Sprite**, then turn the small clock into a soft lock by countering the opponent’s cheap plays and holding **Counterspell** for the first spell that actually changes the game. Execute by attacking in small increments while leaving blue mana or flash interaction available whenever possible. Prioritize this path when the opponent relies on one- and two-mana setup spells, removal, cantrips, or tempo plays. Disruption to watch for is removal that shrinks **Spellstutter Sprite** coverage, sweepers, and tapped-land sequencing that forces you to choose between development and interaction. + +- **Stabilize into monarch:** Cast **Thorn of the Black Rose** when the board is stable enough to defend monarch for at least the opponent’s next combat. Execute by protecting the crown with **Snuff Out**, **Cast Down**, **Suffocating Fumes**, **Counterspell**, and profitable blocks from **Augur of Bolas** or spare creatures. Prioritize this path when both players are trading resources and you can prevent an immediate monarch steal. Do not prioritize it into a wide opposing board, evasive attackers you cannot answer, or a life total where spending the turn on monarch invites lethal. + +- **Spell-engine board growth:** Use **Murmuring Mystic** as a late-game engine only when the legal runtime text supports token or material generation from your spell density. Execute by landing it with protection or follow-up spells, then convert **Brainstorm**, **Lórien Revealed**, **Counterspell**, removal, and other instants or sorceries into board control. Prioritize this path against removal-light or attrition-heavy opponents where a single permanent can dominate. Card text check required if Veles does not expose the relevant trigger or generated objects. + +## Secondary Win Conditions + +- **Backup creature beatdown:** Win with repeated attacks from **Faerie Seer**, **Spellstutter Sprite**, **Augur of Bolas**, **Mukotai Ambusher**, **Thorn of the Black Rose**, or tokens from **Murmuring Mystic** when the opponent is resource-constrained. Use this line when card-advantage engines are unavailable but removal and counters can keep blockers off the table. **Mukotai Ambusher** is conditional; card text check required, and treat it as a combat or tempo threat only when its legal action text confirms the role. + +- **Removal-backed race:** Turn **Snuff Out** and **Cast Down** into tempo by killing blockers or high-pressure attackers while continuing to attack. Use **Snuff Out** aggressively only when life payment or alternate-cost consequences are acceptable from the visible race math. Use **Suffocating Fumes** to shrink or clear small boards when the rules engine exposes a legal profitable line; if the prompt suggests cycling or another mode, choose based on whether board impact or card flow matters more. + +- **Card-flow inevitability:** Use **Brainstorm**, **Lórien Revealed**, **Augur of Bolas**, and **Ninja of the Deep Hours** to outdraw decks that cannot punish the time spent filtering. This is a win condition when interaction density lets you trade one-for-one while your selection finds more action. Avoid spending a key turn on card flow if the opponent’s visible board threatens lethal or a permanent engine that must be answered immediately. + +- **Graveyard suppression as support, not finish:** Use **Bojuka Bog** to disrupt opposing graveyard plans when the timing is visible and legal, but do not treat graveyard hate as your own payoff. The submitted list has no visible **Tolarian Terror** or **Gurmag Angler**, so winning normally still requires creatures, monarch, or spell-engine advantage. + +## Emergency Lines + +- **Behind on life:** Preserve life before value by blocking with **Augur of Bolas** or expendable creatures, using **Snuff Out** only if the life cost does not worsen the lethal clock, and prioritizing **Cast Down**, **Suffocating Fumes**, or legal counters on damage sources. Pass with mana open when the best line is surviving the opponent’s next attack rather than adding a marginal threat. + +- **Behind on board:** Stop the highest-impact attacker or engine first, then rebuild with **Augur of Bolas**, **Thorn of the Black Rose**, or **Murmuring Mystic** only after the immediate combat math is controlled. Do not use **Ninja of the Deep Hours** if bouncing a blocker exposes lethal or gives up the only stabilizing body. + +- **Behind on cards:** Seek a protected draw source rather than firing interaction at low-impact spells. Prioritize **Ninja of the Deep Hours**, **Thorn of the Black Rose**, **Lórien Revealed**, **Brainstorm** with meaningful improvement, or **Augur of Bolas** when the board allows time. + +- **Behind on mana:** Use legal **Lórien Revealed** mana-development actions or land sequencing to restore colors, especially double blue for **Counterspell** and black for **Cast Down** or hard-cast black spells. Keep hands and lines functional before maximizing spell volume. + +- **Win conditions removed:** Shift to incremental attacks plus denial. Protect any remaining creature, use counters on sweepers or card-advantage engines, and let **Bojuka Bog** or removal buy time only when they materially reduce the opponent’s path to winning. + +## Resource Model + +- **Life:** Spend life as a tempo resource only when **Snuff Out** changes the next combat or protects a winning pressure line. Free removal is strongest when it preserves mana for **Counterspell**, **Spellstutter Sprite**, **Dispel**, or **Spell Pierce**; it is weakest when the life payment turns a stable race into a two-attack clock. + +- **Hand:** Treat cards in hand as the deck’s main long-game fuel, not as permission to answer everything. **Brainstorm**, **Augur of Bolas**, **Lórien Revealed**, **Ninja of the Deep Hours**, **Thorn of the Black Rose**, and conditional **Murmuring Mystic** lines all reward trading interaction for only the opponent’s meaningful threats, then pulling ahead when the board is no longer urgent. + +- **Mana:** Convert mana into flexibility by leaving blue open whenever a pass with **Counterspell**, **Spellstutter Sprite**, **Dispel**, or **Spell Pierce** is better than tapping out. Black mana is for board correction through **Cast Down**, **Suffocating Fumes**, **Snuff Out** hard-cast lines, **Thorn of the Black Rose**, and sideboard cards; do not strand black spells by sequencing only **Island** unless double blue is the immediate constraint. + +- **Board:** Use small creatures as pressure, blockers, and spell enablers rather than expendable damage only. **Faerie Seer** enables **Spellstutter Sprite** coverage and **Ninja of the Deep Hours**; **Augur of Bolas** blocks and finds spells; **Thorn of the Black Rose** asks for a defendable board before taking monarch; **Murmuring Mystic** requires card text check and protection before being treated as an engine. + +- **Graveyard:** Use graveyards primarily as public information and as opposing resources to deny. **Bojuka Bog** and **Relic of Progenitus** should hit relevant graveyard plans at high-impact windows; the submitted main deck does not show **Tolarian Terror** or **Gurmag Angler**, so do not protect your own graveyard as a core payoff unless runtime state reveals a specific reason. + +- **Exile:** Track exile as permanent information for cards removed by **Bojuka Bog**, **Relic of Progenitus**, counters, removal, and legal effects. Exiled opposing threats reduce what you must keep answering; exiled own cards are lost resources unless the rules engine exposes a legal way to use them. + +- **Lands:** Treat lands as both mana and timing tools. **Bojuka Bog**, **Contaminated Aquifer**, and possibly **Contaminated Landscape** can improve colors or utility, but tapped or activation constraints can cost interaction windows; card text check required for exact **Contaminated Landscape** use. + +- **Sacrifice fodder:** Do not assume a sacrifice engine from the submitted main deck. Small creatures may be traded or bounced for value, but preserve bodies when they defend monarch, enable **Spellstutter Sprite**, carry **Ninja of the Deep Hours**, or block lethal damage. + +- **Tempo:** Convert tempo by answering a spell or creature while still advancing damage or cards. The best tempo turns usually combine **Snuff Out**, flash **Spellstutter Sprite**, cheap permission, or **Cast Down** with attacks or draw triggers; avoid low-impact filtering when a visible threat demands an answer. + +- **Information:** Use **Faerie Seer** scry, **Brainstorm**, public graveyards, revealed cards, and previous logged game actions to plan, but never infer hidden exact cards as certainty. If a pass depends on playing around a likely instant, state the risk rather than treating it as known. + +- **Sideboard bullets:** Convert sideboard cards into narrow role upgrades after identifying the matchup. **Blue Elemental Blast** and **Hydroblast** answer red pressure, **Arms of Hadar** answers small boards if legal text supports it, **Relic of Progenitus** fights graveyards, **Dispel** fights stack interaction, **Okiba-Gang Shinobi** pressures hands, **Extract a Confession** requires card text check, and extra **Mukotai Ambusher** or **Murmuring Mystic** support creature or engine plans when appropriate. + +## Mana Guide + +- **Keep mana by function, not count alone.** A keep usually needs early blue for **Faerie Seer**, **Brainstorm**, **Spellstutter Sprite**, **Counterspell**, or **Augur of Bolas**, plus a credible path to black for **Cast Down**, **Suffocating Fumes**, **Thorn of the Black Rose**, and hard-cast black interaction. Mulligan hands with no early blue, no second land path, or only tapped lands when the opponent is likely fast. + +- **Prioritize double blue when holding **Counterspell**.** If the hand already has black access, sequence toward two blue sources before turn two when countering matters. If the hand lacks black and contains **Cast Down** or **Suffocating Fumes**, choose a line that reaches black before the first expected combat emergency. + +- **Sequence tapped lands when the turn has no critical one-mana action.** Lead **Contaminated Aquifer** or **Bojuka Bog** when entering tapped does not forfeit **Brainstorm**, **Spell Pierce**, **Dispel**, or a needed blocker. Delay **Bojuka Bog** if the opponent’s graveyard is likely to become a better target soon and the mana is not required now. + +- **Use **Lórien Revealed** as mana development only when the legal action text confirms the mode and the hand needs land more than a draw spell.** Early fixing or land count can be worth more than saving it for cards, especially when missing double blue or black would strand interaction. If already stable on mana, preserve it as a late card-flow spell when legal. + +- **Play land before draw when you need immediate mana, a legal landfall-like constraint, or to hold up interaction after the draw.** Play land after **Brainstorm**, **Faerie Seer** scry, **Augur of Bolas**, or **Lórien Revealed** when selection could change which land is best, unless delaying the land makes a legal spell or counter window unavailable. + +- **Avoid tapping out before the opponent’s key turn unless the board demands it.** Casting **Thorn of the Black Rose**, **Murmuring Mystic**, or a main-phase **Ninja of the Deep Hours** line is strongest when you can still protect the position or when waiting is worse. Against open mana and unknown interaction, prefer passing with blue up if your current board is already advancing. + +- **Use black mana carefully with alternate-cost **Snuff Out** decisions.** If paying life is safe, free **Snuff Out** preserves mana for counters; if life is pressured, plan for hard-cast removal or **Cast Down** instead. Do not spend the only black source on a low-impact action when a larger creature threat is likely next. + +- **Treat **Contaminated Landscape** as utility until rules text is visible.** Card text check required; if it fixes colors or searches lands, use it to repair mana when the turn can spare tempo, not when activating it would drop shields against a decisive spell. + +## Mulligan Guide + +- **Strong keep:** Keep two or three lands with early blue, a one- or two-mana play, and at least one interaction spell. Examples include **Island**, **Contaminated Aquifer**, **Faerie Seer**, **Spellstutter Sprite**, **Counterspell**, **Snuff Out**, and **Augur of Bolas**; this hand develops a Faerie count, blocks, and preserves stack control. + +- **Strong keep:** Keep hands that can cast **Augur of Bolas** on turn two while holding or finding interaction. **Island**, **Island**, **Brainstorm**, **Augur of Bolas**, **Counterspell**, **Cast Down**, and **Lórien Revealed** is strong if the rules engine exposes a land-development mode for **Lórien Revealed** or the hand already has enough lands. + +- **Medium keep:** Keep slower two-land hands with **Brainstorm**, **Counterspell**, and removal when the matchup is not pressuring life immediately. **Island**, **Contaminated Aquifer**, **Brainstorm**, **Counterspell**, **Cast Down**, **Thorn of the Black Rose**, and **Lórien Revealed** can be fine, but it needs early draw or land sequencing to avoid falling behind. + +- **Risky keep:** Keep one-land hands only with clear rules-engine-supported land access and a cheap way to smooth. **Island**, **Brainstorm**, **Faerie Seer**, **Spellstutter Sprite**, **Snuff Out**, **Counterspell**, and **Lórien Revealed** is risky unless **Lórien Revealed** legally finds mana or selection makes the second land likely enough for the matchup speed. + +- **Automatic ship:** Mulligan hands with no land, one land without **Brainstorm** or legal **Lórien Revealed** mana access, no blue source, or only tapped lands plus no turn-two stabilizer against fast decks. Also ship hands that cannot affect the game before turn three unless the opponent is known to be very slow. + +- **Trap hand:** Do not keep a hand because it has many powerful spells if it cannot cast them on time. **Bojuka Bog**, **Swamp**, **Cast Down**, **Suffocating Fumes**, **Thorn of the Black Rose**, **Counterspell**, and **Murmuring Mystic** lacks early blue and should usually ship despite interaction density. + +- **Matchup-dependent keep:** Keep removal-heavy hands against creature decks and permission-heavy hands against spell decks. **Snuff Out**, **Cast Down**, and **Suffocating Fumes** matter more against small-creature pressure, while **Counterspell**, **Spell Pierce**, **Dispel**, and **Spellstutter Sprite** matter more against stack-based threats. + +- **Play/draw adjustment:** On the play, value **Faerie Seer** into **Spellstutter Sprite** or turn-two **Counterspell** more highly because tempo compounds. On the draw, value **Snuff Out**, **Cast Down**, **Suffocating Fumes**, and an early blocker more highly because the opponent can establish pressure first. + +- **Postboard mulligan cue:** After sideboarding, keep narrow hate only when it matches the revealed matchup. **Blue Elemental Blast** and **Hydroblast** are keep-improving against red cards, **Relic of Progenitus** is keep-improving against graveyard plans, and **Arms of Hadar** is keep-improving only when its legal text and the opposing board plan support it. + +## Turn Arc + +- **Turn 1:** Prefer **Faerie Seer** when legal because it sets up draws, enables **Spellstutter Sprite**, and creates **Ninja of the Deep Hours** pressure. If the hand needs colors more than board presence, lead **Contaminated Aquifer** or **Bojuka Bog** when entering tapped does not forfeit a needed **Spell Pierce**, **Dispel**, or **Brainstorm** window. + +- **Turn 1 deviation:** Hold **Brainstorm** unless you need to find land, protect against discard, or set up an immediate known shuffle or selection sequence. Use **Lórien Revealed** for mana only if the legal action text confirms that mode and missing land would otherwise break the hand. + +- **Turn 2:** Prefer **Augur of Bolas**, **Counterspell**, or **Spellstutter Sprite** based on pressure. Cast **Augur of Bolas** when you need a blocker or more spells, hold **Counterspell** when the opponent’s next play is likely decisive, and use **Spellstutter Sprite** when its current Faerie count can answer a meaningful legal spell. + +- **Turn 2 deviation:** Use **Snuff Out** or **Cast Down** before developing if a creature threatens too much damage, a snowballing engine, or a clean **Ninja of the Deep Hours** punish. Preserve life on **Snuff Out** if your life total is already under heavy pressure. + +- **Turn 3:** Convert a safe evasive hit into **Ninja of the Deep Hours** when the attack is legal, the bounced creature retains value, and you are not abandoning a required blocker. Prefer holding interaction over ninjutsu when the opponent can punish the tap-out with a larger threat or removal-heavy tempo swing. + +- **Turn 3 deviation:** Cast **Suffocating Fumes** only when the visible board makes the effect materially better than one-for-one removal; card text check required for exact cycling or board impact. Deploy **Mukotai Ambusher** only when its legal text and timing make the body or interaction relevant. + +- **Turns 4-5:** Take over with protected value, not unsupported haymakers. **Thorn of the Black Rose** is best when you can defend monarch with blockers and removal; **Murmuring Mystic** requires card text check and should be played when you can protect it or immediately profit from spells. + +- **Turns 4-5 deviation:** Keep mana open when the opponent’s likely turn is stronger than your tap-out play. A pass with **Counterspell**, **Spellstutter Sprite**, **Dispel**, **Spell Pierce**, **Cast Down**, or **Snuff Out** can be the correct proactive line if your board already pressures or monarch is protected. + +- **Late game:** Win by chaining cards and denying high-impact plays. Use **Brainstorm**, **Lórien Revealed**, **Ninja of the Deep Hours**, **Thorn of the Black Rose**, and possibly **Murmuring Mystic** to pull ahead while spending **Counterspell**, **Cast Down**, **Snuff Out**, and **Suffocating Fumes** only on threats that change the race, monarch, or lethal math. + +- **Late-game deviation:** Treat **Bojuka Bog** as a timing resource when the opponent’s graveyard matters. Play it for mana if you must, but delay it when the visible graveyard is likely to become a higher-value target and delaying does not cost a decisive spell window. + +## Card Roles + +- **Faerie Seer:** Use **Faerie Seer** as the deck’s best turn-one setup permanent because it fixes the next draws, raises **Spellstutter Sprite** range, carries **Ninja of the Deep Hours**, and blocks small fliers when racing. Keep it alive when Faerie count matters for a near-term counter window, but do not protect it like a win condition unless the hand needs a ninjutsu enabler or monarch defender. Avoid bouncing the only Faerie with **Ninja of the Deep Hours** if that shrink makes **Spellstutter Sprite** unable to counter the opponent’s next likely spell. + +- **Spellstutter Sprite:** Treat **Spellstutter Sprite** as interaction first and an evasive body second. Hold it when the opponent is likely to cast a spell within current Faerie-count range, especially one-mana removal, cantrips, sacrifice setup, burn, or small threats; cast it proactively only when a flying body is needed for **Ninja of the Deep Hours**, monarch defense, or pressure and the stack window is low value. Count only visible Faeries and legal action text at runtime; do not assume **Spellstutter Sprite** can counter a spell unless the rules engine exposes the legal counter action. + +- **Augur of Bolas:** Cast **Augur of Bolas** when you need a blocker, spell selection, or a board object that can be bounced later after combat value. Its main job is to bridge early turns into **Counterspell**, **Cast Down**, **Snuff Out**, **Brainstorm**, **Lórien Revealed**, **Suffocating Fumes**, **Dispel**, or **Spell Pierce** while absorbing ground damage. Do not run **Augur of Bolas** into a turn where holding up **Counterspell** answers a much stronger play unless the board pressure already demands a blocker. + +- **Ninja of the Deep Hours:** Use **Ninja of the Deep Hours** only when the combat hit is likely to connect and the bounced creature gives repeat value or protects a threatened permanent. Best returns are bouncing **Faerie Seer** for another scry or **Spellstutter Sprite** after it already countered something; bouncing **Augur of Bolas** is strong when recasting is affordable and you still need instants or sorceries. Do not ninjutsu away a necessary blocker, monarch defender, or only Faerie-count enabler unless the card draw and tempo clearly matter more before the next opponent turn. + +- **Thorn of the Black Rose:** Deploy **Thorn of the Black Rose** when you can defend monarch with blockers, removal, or stack interaction. The card is a stabilizing value pivot, not a blind turn-four tap-out against a wide board. Its deathtouch body makes large single attackers awkward, but monarch can backfire if the opponent has multiple evasive attackers or a haste/burn line. Against slow decks, prioritize resolving and protecting **Thorn of the Black Rose**; against fast decks, cast it only after life total and combat math are stable. + +- **Brainstorm:** Use **Brainstorm** as a tactical smoothing spell, not as automatic mana spending. Cast it early when you need land, black mana, interaction, or a keepable line; hold it when your hand is functional and future shuffle or selection from **Lórien Revealed**, **Contaminated Landscape**, or other legal effects may improve it. In response to discard or after opponent information changes, **Brainstorm** can hide key cards or find instant-speed answers, but never assume a shuffle exists unless the rules engine presents it. Avoid locking two bad cards on top when under immediate pressure unless the alternative loses now. + +- **Counterspell:** Reserve **Counterspell** for plays that beat your current board, break your value engine, or force a bad race. It is strongest when your battlefield already pressures with fliers, **Ninja of the Deep Hours**, monarch, or a protected threat, because passing with two blue mana then advances tempo. Do not spend **Counterspell** on a low-impact spell if **Cast Down**, **Snuff Out**, **Suffocating Fumes**, or combat can answer the permanent later. Against combo, ramp, monarch, and high-impact engines, counter the enabling spell or payoff according to visible risk rather than mana efficiency alone. + +- **Lórien Revealed:** Use **Lórien Revealed** as land access early when the legal action text confirms its mana-development mode and missing a land would damage the hand. Use it as a draw spell later when you can afford the mana and need to refuel for a long control exchange. Do not spend the early land-search mode casually if your mana is already stable and the matchup is about card volume; do not hold it as a five-mana draw spell if failing to hit land prevents **Counterspell**, **Thorn of the Black Rose**, or double-spell turns. + +- **Cast Down:** Aim **Cast Down** at creatures that create ongoing damage, value, or combat inevitability. Its role is clean creature removal when **Snuff Out** costs too much life, cannot legally target, or should be saved for tempo. Card text and target legality must come from runtime actions; if the rules engine does not expose a target, do not infer that **Cast Down** can kill it. Against small decks, use it to protect life and monarch; against larger decks, save it for threats that cannot be profitably blocked by **Thorn of the Black Rose** or stalled by fliers. + +- **Snuff Out:** Use **Snuff Out** as a tempo swing when paying life is safer than spending mana or when tapping out would lose stack control. It is excellent for clearing a blocker before **Ninja of the Deep Hours**, stopping a snowballing attacker while leaving up **Counterspell**, or defending monarch without sacrificing a turn. Treat the life payment as real damage: avoid free-casting it at low life, against burn, or when a normal **Cast Down** line preserves enough mana. Card text check required for exact alternate-cost and targeting restrictions at runtime; choose only exposed legal actions. + +- **Suffocating Fumes:** Use **Suffocating Fumes** when the visible board makes a mass shrink or sweeper-like effect materially better than one-for-one removal. It is most valuable against token boards, one-toughness creatures, Faerie mirrors, go-wide attackers, and combat steps where shrinking changes multiple trades. Card text check required for exact effect and any cycling mode; if a card-selection action is exposed and the board impact is low, cycling or holding may beat casting. Avoid firing it before the opponent commits more bodies unless current damage, monarch, or ninjutsu pressure requires immediate action. + +- **Dispel:** Treat main-deck **Dispel** as narrow protection and stack interaction. Hold it for opposing instants that kill **Ninja of the Deep Hours**, break a monarch defense, force through a key spell, win a counter war, or represent burn/lethal. Do not keep mana stranded for **Dispel** when the opponent’s visible plan is creature-permanent pressure and you need to develop board or cast removal. Runtime legality determines whether a spell is counterable by **Dispel**; do not assume card type from memory when the engine does not expose the action. + +- **Spell Pierce:** Use **Spell Pierce** early while opponents are mana-constrained or while protecting a tempo-positive threat. It is best on turns one through three against noncreature engines, removal, draw spells, ramp, sacrifice setup, and combo pieces; it loses value as the opponent gains spare mana. Do not overhold it in the late game when casting **Augur of Bolas**, **Thorn of the Black Rose**, or **Lórien Revealed** would create a stronger resource advantage. + +- **Mukotai Ambusher:** Treat **Mukotai Ambusher** as conditional interaction or tempo body until exact text is confirmed. Card text check required. Use it only when the rules engine exposes a legal action whose visible effect advances combat, removal, ninjutsu, or surprise-blocking math; otherwise evaluate it as a creature that must justify its mana against holding **Counterspell** or removal. Because it is a singleton, do not build a plan that requires drawing it. + +- **Murmuring Mystic:** Treat **Murmuring Mystic** as a fragile alternate engine pending exact card text confirmation. Card text check required. Cast it when you can protect it, immediately benefit from following instants or sorceries, or need a board engine that goes wider than single-threat plans. Avoid tapping out for it into obvious removal, combo, or lethal pressure unless waiting is worse. In long games it can convert **Brainstorm**, **Counterspell**, **Cast Down**, **Snuff Out**, **Lórien Revealed**, and sideboard interaction into board control if its text is confirmed. + +- **Bojuka Bog:** Use **Bojuka Bog** as both black mana and graveyard interaction, with timing based on visible graveyard value. Play it early only when color access matters or entering tapped will not cost a high-value stack window. Hold it when the opponent is likely to expose a stronger graveyard target soon and your mana can function without it. Do not target graveyards based on hidden-library assumptions; use public graveyard contents, known archetype, and legal trigger/target output. + +- **Contaminated Aquifer:** Sequence **Contaminated Aquifer** to satisfy black access without losing critical early blue windows. It is a good early tapped land when the hand already has a turn-one play plan or does not need **Spell Pierce**, **Brainstorm**, or **Faerie Seer** immediately. If the rules engine exposes land-type interactions with **Lórien Revealed** or other effects, use only visible legal actions rather than assumed types. + +- **Island:** Prioritize **Island** because early double-blue enables **Counterspell** and makes **Spellstutter Sprite**, **Brainstorm**, **Faerie Seer**, and **Lórien Revealed** lines smoother. Lead **Island** over tapped black sources when the hand needs immediate blue interaction or can find black later. Do not sacrifice double-blue reliability for speculative black mana unless **Cast Down**, **Snuff Out** hard-cast lines, **Suffocating Fumes**, or **Thorn of the Black Rose** are already required by the visible board. + +- **Swamp:** Use **Swamp** to unlock black spells and possible **Snuff Out** alternate-cost conditions when legal text supports that requirement. It is valuable but awkward because it does not cast blue one-drops or **Counterspell**. Keep hands relying on **Swamp** only when another blue source or legal land access is present. + +- **Contaminated Landscape:** Treat **Contaminated Landscape** as fixing and possible shuffle utility if the rules engine exposes those actions. Card text check required for exact abilities. Use it to correct colors, improve **Brainstorm** aftermath, or support longer games, but avoid spending mana on it when holding up **Counterspell**, **Spellstutter Sprite**, or removal is the decisive line. + +## Interaction Priorities + +- **Removal priority:** Kill the permanent or creature that changes the next turn cycle first, not the largest visible object by default. Use **Snuff Out** or **Cast Down** on attackers that threaten lethal, creatures enabling repeated value, blockers preventing **Ninja of the Deep Hours**, and threats that will steal or protect monarch from **Thorn of the Black Rose**. Preserve removal against harmless bodies when your life total is high, your fliers are already attacking, or **Suffocating Fumes** could answer multiple small creatures later. + +- **Counter priority:** Use **Counterspell** on spells that either beat your current board, create an engine you cannot remove cleanly, or force you into a bad race. Counter haymakers, sweepers, card-advantage engines, graveyard payoffs, monarch threats, and removal aimed at a protected **Ninja of the Deep Hours**, **Thorn of the Black Rose**, or confirmed **Murmuring Mystic** engine. Do not spend **Counterspell** on low-impact cantrips or replaceable creatures when the opponent’s next visible mana turn represents a stronger threat. + +- **Cheap permission priority:** Use **Spell Pierce** early against noncreature setup, draw, removal, and combo pieces while the opponent cannot easily pay. Use **Dispel** for instant-speed fights that decide a protected attack, lethal prevention, counter war, removal exchange, or burn race. Use sideboard **Blue Elemental Blast** and **Hydroblast** first against red spells or red permanents when legal and decisive, especially if that lets **Counterspell** remain available for nonred threats. + +- **Spellstutter Sprite priority:** Cast **Spellstutter Sprite** when the legal counter action trades for a relevant spell and leaves a body that improves future faerie count, attacks, blocks, or ninjutsu. Do not fire **Spellstutter Sprite** as a random flash creature if holding it could counter the opponent’s next cheap spell, unless board pressure or monarch defense requires a body now. + +- **Mass-effect priority:** Save **Suffocating Fumes** and sideboard **Arms of Hadar** for boards where one action improves multiple combats or clears several creatures. Use them earlier when your life total is under immediate pressure, a go-wide board blocks ninjutsu, or delaying risks losing monarch. Card text check required for exact effects, modes, and timing; if the engine exposes only a low-impact cast and a legal selection/cycling-style action, prefer preserving the card unless current damage demands action. + +- **Graveyard interaction priority:** Use **Bojuka Bog** and **Relic of Progenitus** only from visible graveyard information, known public reveals, and legal actions. Exile graveyards before flashback, reanimation, delve-like, threshold-like, or recursion payoff windows when the opponent has mana or a pending stack line to exploit them. Do not spend graveyard hate against incidental graveyards while under creature pressure if removal, blockers, or counters are needed to survive. + +- **Discard and bounce discipline:** This list has no main-deck discard or bounce plan by exact card name, so do not invent those roles. Sideboard **Okiba-Gang Shinobi** is hand-pressure through combat if its legal action appears; use it when connecting is realistic and the discard matters more than keeping the current attacker. If a bounce-like or discard-like runtime action appears from a card with unclear text, treat it as Card text check required and choose it only when the visible effect is clearly valuable. + +- **Bait discipline:** Bait opposing counters or removal with lower-commitment plays like **Faerie Seer**, **Augur of Bolas**, or a noncritical **Brainstorm** before committing **Thorn of the Black Rose** or **Murmuring Mystic** when waiting does not lose tempo. Do not bait when the opponent is tapped low, when you must answer a threat now, or when the bait spell is itself needed to hit land drops or stabilize. + +## Combat And Trading Rules + +- **Attack priority:** Attack when damage, ninjutsu access, monarch pressure, or forcing awkward blocks is worth the risk to your board. **Faerie Seer** is the cleanest early attacker because it enables **Ninja of the Deep Hours** and pressures planes of play without risking a key counter body. Do not attack with a needed blocker into visible crack-back lethal, monarch loss, or a profitable opponent race unless the legal line creates a stronger immediate advantage. + +- **Ninja discipline:** Use **Ninja of the Deep Hours** when the returned creature is low-cost, reusable, or already delivered value, especially **Faerie Seer**, **Spellstutter Sprite**, or **Augur of Bolas**. Avoid ninjutsu if returning the creature breaks a necessary blocker, removes faerie count needed for **Spellstutter Sprite**, or taps mana that must remain available for **Counterspell**, **Dispel**, **Spell Pierce**, **Snuff Out**, or **Cast Down**. + +- **Block priority:** Block to preserve life, protect monarch, stop snowballing combat triggers, or convert a creature that has already generated value into a trade. Trade **Faerie Seer** or **Augur of Bolas** when the exchange buys a full turn or blanks a larger attack; preserve **Spellstutter Sprite** when faerie count or flash-counter pressure matters more than two or three life. Use **Mukotai Ambusher** only as combat interaction when runtime text and legal actions make the exchange favorable; Card text check required. + +- **Engine preservation:** Protect **Ninja of the Deep Hours**, **Thorn of the Black Rose**, and confirmed **Murmuring Mystic** when they are actively generating cards, monarch, or board material. Let them trade when survival, lethal prevention, or keeping monarch is more important than future value. Do not spend premium stack interaction protecting a creature that is no longer central to the current role. + +- **Life thresholds:** Treat life as spendable for **Snuff Out** only while the remaining total survives the opponent’s visible board plus plausible archetype reach. Against burn or red tempo, be conservative below high single digits and prefer mana-paid answers or **Blue Elemental Blast**/**Hydroblast** when boarded. Against slow control or combo, paying life is often correct if it preserves mana for counters and keeps your clock active. + +- **Archetype shifts:** Against aggro, trade early, shrink wide boards, and defend life before drawing extra cards. Against control, preserve threats, attack with evasive bodies, and fight over engines rather than every removal spell. Against graveyard decks, combine pressure with **Bojuka Bog** or **Relic of Progenitus** timing. Against combo, damage matters only if it shortens the clock while leaving mana for decisive interaction. + +## Selection And Tutor Rules + +- **Selection discipline:** Treat this list as a pseudo-selection deck, not a true tutor deck. **Brainstorm**, **Faerie Seer**, **Augur of Bolas**, **Lórien Revealed**, **Ninja of the Deep Hours**, and possible land-search actions from **Contaminated Landscape** improve card access, but none should be assumed to find an exact card unless the rules engine exposes that legal choice. + +- **Brainstorm timing:** Cast **Brainstorm** when it fixes a real decision: finding land, hiding cards from discard if known, finding interaction before a stack fight, or converting excess lands into live draws. Prefer waiting when you have no shuffle, surveil, scry, cycling, or land-search effect to clear bad cards, unless missing a land drop or dying requires immediate digging. + +- **Brainstorm put-back policy:** Put back redundant lands after reaching stable mana, expensive threats when under pressure, dead removal against creature-light opponents, or extra permission when the board already demands removal. Preserve **Counterspell**, **Snuff Out**, **Cast Down**, and red-hate after sideboard when the visible matchup makes those cards time-sensitive. + +- **Faerie Seer scry policy:** Use **Faerie Seer** to set up land drops, enable **Spellstutter Sprite**, and prepare **Ninja of the Deep Hours**. Keep interaction or lands that support the next two turns; bottom slow monarch or engine cards when you must survive early creature pressure, and bottom narrow permission when the opponent is presenting battlefield pressure rather than stack pressure. + +- **Augur of Bolas selection:** Choose the instant or sorcery that solves the next turn cycle, not automatically the most powerful card. Prioritize **Snuff Out** or **Cast Down** against lethal or snowballing creatures, **Counterspell** against haymakers or combo, **Brainstorm** only when hand quality and land drops need help, and **Suffocating Fumes** when multiple small creatures or combat math make a mass effect valuable. If Augur reveals no legal spell choice, accept the miss and use the body defensively. + +- **Lórien Revealed use:** Use **Lórien Revealed** as mana development when land drops or blue sources are the bottleneck, and as a late card-advantage spell only when tapping mana does not expose you to a decisive opposing turn. Card text check required for exact available actions; if the engine offers an Island-search or cycling-like line, prefer it early over keeping a clunky hand functional only in theory. + +- **Land-drop timing:** Play untapped blue sources before tapped utility lands when **Counterspell**, **Spellstutter Sprite**, **Spell Pierce**, or **Dispel** must be represented. Play **Bojuka Bog** when the graveyard exile matters or when a tapped black source is otherwise acceptable; avoid burning **Bojuka Bog** into an empty or low-value graveyard if another land drop is available. Use **Contaminated Aquifer** and **Contaminated Landscape** to secure black mana before hands with **Cast Down**, **Suffocating Fumes**, **Thorn of the Black Rose**, or sideboard black cards fall behind. + +- **Card-flow engines:** Use **Ninja of the Deep Hours** only when the draw trigger is likely and the returned creature remains useful later. Use **Thorn of the Black Rose** when monarch can be defended or immediately recaptured; do not choose a slow card-flow line over removal when the opponent can take monarch back for free. + +## Priority And Stack Rules + +- **Default priority rule:** Pass with mana open when the opponent’s next action is more important than your optional play. This deck wins many games by representing **Counterspell**, **Spellstutter Sprite**, **Dispel**, **Spell Pierce**, **Snuff Out**, or **Cast Down**, so spending mana at the first legal window is often worse than forcing the opponent to act into open interaction. + +- **Counterspell commitment gate:** Spend **Counterspell** on spells that change the game: protected threats, card-advantage engines, lethal burn, graveyard payoffs, sweepers, monarch breakers, or combo pieces. Let low-impact setup resolve when your hand has removal for the resulting creature, your clock is active, or a stronger opposing spell is likely from visible mana and matchup context. + +- **Spellstutter Sprite timing:** Use **Spellstutter Sprite** when the engine shows a legal counter that matters and the resulting body contributes to pressure, blocking, or future faerie count. Avoid flashing it in merely as a creature unless a blocker, ninjutsu setup, or end-step pressure is worth losing the counter window. + +- **Cheap permission timing:** Use **Spell Pierce** before the opponent can easily pay, especially against noncreature setup, removal, planes of card advantage, and combo pieces. Use **Dispel** for instant-speed fights over removal, counters, burn, combat tricks, or protected draw. After sideboard, use **Blue Elemental Blast** and **Hydroblast** on red spells or red permanents when legal, saving broader permission for nonred threats. + +- **Removal timing:** Use **Snuff Out** when preserving mana is worth the life payment and the target is worth a premium answer. Use **Cast Down** when paying mana is safer than paying life or when black mana is otherwise unused. Let small creatures resolve if **Suffocating Fumes** or **Arms of Hadar** can clean up multiple bodies later, unless delaying creates lethal pressure or loses monarch. + +- **Combat windows:** Reassess priority after attackers, blockers, and before damage when legal actions appear. Cast removal before damage to prevent lethal, protect monarch, enable a profitable block, or clear a ninjutsu path; wait until after blocks when the opponent may commit more material or when removal changes combat most efficiently. Use **Mukotai Ambusher** only when visible legal text makes the combat exchange favorable; Card text check required. + +- **Graveyard timing:** Use **Bojuka Bog** and **Relic of Progenitus** before the opponent can convert graveyard resources into flashback, recursion, delve-like, threshold-like, or reanimation value. Do not crack or deploy graveyard hate for incidental value while a stack threat, lethal board, or protected engine requires mana and attention. + +- **Optional triggers and payments:** Accept optional value only when it advances the current role without compromising interaction. If **Murmuring Mystic** or another card exposes an optional trigger, Card text check required; choose the value line when legal and low-risk, but keep mana and stack control for the threats that actually decide the turn. + +## Sideboard Map + +- **Sideboard philosophy:** Sideboarding should change the deck’s interaction mix without abandoning the Faeries tempo-control core. Preserve enough blue cards, cheap plays, and instant-speed decisions to support **Faerie Seer**, **Spellstutter Sprite**, **Ninja of the Deep Hours**, **Brainstorm**, **Counterspell**, and **Augur of Bolas**; adjust narrow permission, slow threats, and matchup-poor removal according to visible opposing pressure and known archetype. + +- **Balanced red aggro / Burn plan:** This plan prioritizes cheap red interaction, life preservation, and avoiding slow monarch exposure. +Side in: 4 Blue Elemental Blast, 1 Hydroblast, 1 Dispel +Cut: 2 Thorn of the Black Rose, 2 Suffocating Fumes, 1 Murmuring Mystic, 1 Mukotai Ambusher + +- **Blue Elemental Blast role:** Add **Blue Elemental Blast** against red decks, red removal-heavy decks, Kiln Fiend-style pressure, burn, red monarch threats, and red artifact-aggro payoffs when the engine offers legal red spell or red permanent interaction. It becomes a premium one-mana answer that protects life total, wins stack fights, and keeps mana open for **Counterspell** or **Spellstutter Sprite**. It is poor against nonred creature decks, black removal decks, blue control mirrors with few red cards, and graveyard combo unless visible red cards matter. + +- **Hydroblast role:** Add **Hydroblast** in the same red matchups as **Blue Elemental Blast**, but respect the rules engine for exact target legality and resolution text. Treat it as the fifth red-hate effect when the opponent can win through burn reach, red threats, or red removal breaking your tempo. It is weak when the opponent’s red cards are incidental and your bottleneck is answering nonred creatures, graveyards, or card-advantage engines. + +- **Arms of Hadar role:** Add **Arms of Hadar** against creature-wide decks, token boards, Faeries mirrors with many small creatures, Elves-style battlefields, go-wide artifact creature starts, and low-toughness aggressive decks. Card text check required for exact timing and affected creatures; use it when the engine shows a legal sweeper-like action that converts one card into multiple opposing bodies or breaks a stalled board. It is poor against creature-light control, large single-threat decks, combo, and matchups where sorcery-speed black mana exposure prevents holding up **Counterspell**. + +- **Relic of Progenitus role:** Add **Relic of Progenitus** against graveyard recursion, delve-like threats, flashback plans, reanimation, Tortured Existence-style engines, **Mystical Teachings** loops, and decks where graveyard count visibly matters. Use it as early friction when graveyard growth is central, but preserve activation timing when the opponent may respond by converting the graveyard first. It is poor against pure Burn, creature decks with no graveyard payoffs, and matchups where spending mana or a card on graveyard control delays removal, blockers, or pressure. + +- **Dispel role:** Add the sideboard **Dispel** against blue mirrors, Burn, instant-heavy removal decks, counter wars, combat-trick decks, and combo shells that rely on instants. Use it to protect **Ninja of the Deep Hours**, defend **Thorn of the Black Rose**, win fights over **Counterspell**, or stop instant-speed lethal. It is poor against sorcery-speed creature decks, artifact battlefield engines, and opponents whose key spells are creatures, enchantments, or lands rather than instants. + +- **Extract a Confession role:** Add **Extract a Confession** against large creature decks, hexproof-like or protection-heavy threat decks, black-resistant removal targets, and battlefield states where edict or sacrifice-style pressure is valuable. Card text check required; only choose lines the engine presents as legal, and do not assume it answers a specific hidden or protected threat unless the rules output confirms the available target or sacrifice action. It is weak against token-heavy boards, small creature floods, and decks where **Cast Down**, **Snuff Out**, or sweepers already answer the relevant threats more efficiently. + +- **Okiba-Gang Shinobi role:** Add **Okiba-Gang Shinobi** against slow control, combo, Tron-style big mana, draw-heavy mirrors, and opponents who keep key cards in hand while interacting lightly on board. Use **Faerie Seer**, **Spellstutter Sprite**, or **Augur of Bolas** as enablers only when combat damage is likely and returning the creature does not lose a critical blocker. It is poor against removal-dense red decks, fast go-wide decks, and board states where tapping mana for ninjutsu pressure exposes lethal or monarch loss. + +- **Mukotai Ambusher role:** Add the sideboard **Mukotai Ambusher** when combat is central, surprise lifelink or ambush-style exchanges are likely to matter, or the matchup rewards extra flash-speed creature interaction. Card text check required for exact keywords, timing, and combat legality. It is poor against noncombat combo, hard control with sweepers, and matchups where a single creature body does less than permission, graveyard hate, or sweepers. + +- **Murmuring Mystic role:** Add the sideboard **Murmuring Mystic** against removal-light control, midrange mirrors, and slow decks where repeated instant and sorcery casting can build a board while holding interaction. Card text check required for exact trigger behavior; prefer it when you can untap or protect it with **Counterspell**, **Dispel**, **Spell Pierce**, or red hate. It is poor against fast Burn, edict-heavy decks, sweepers, and matchups where four mana sorcery-speed development gives the opponent a decisive window. + +- **Against red aggro and Burn:** Add role cards: **Blue Elemental Blast**, **Hydroblast**, **Dispel**, and sometimes **Mukotai Ambusher** if lifegain or flash combat text is legally relevant. Reduce main-deck emphasis: **Thorn of the Black Rose**, **Murmuring Mystic**, slow card-flow lines, and removal that does not answer the opponent’s visible red threats or burn plan. Keep **Snuff Out** only when the target is worth the life payment; life is a hard resource in this matchup. + +- **Against go-wide creature decks:** Add role cards: **Arms of Hadar**, **Extract a Confession** when large or protected threats matter, and **Mukotai Ambusher** if combat text helps stabilize. Reduce main-deck emphasis: narrow permission such as **Dispel** or **Spell Pierce** when the opponent is mostly committing creatures to board, and slow monarch lines that cannot be defended. Preserve **Suffocating Fumes** when it lines up with the opponent’s toughness profile. + +- **Against graveyard decks:** Add role cards: **Relic of Progenitus**, sometimes **Extract a Confession** for large graveyard payoff creatures, and extra permission if the opponent’s payoff is spell-based. Reduce main-deck emphasis: creature removal that misses the actual payoff, slow threats that do not pressure the graveyard clock, and speculative **Brainstorm** lines that delay hate deployment. Sequence **Bojuka Bog** and **Relic of Progenitus** so the opponent cannot easily rebuild before the next decisive window. + +- **Against blue control and tempo mirrors:** Add role cards: **Dispel**, **Okiba-Gang Shinobi**, **Murmuring Mystic**, and red hate only if the opponent has meaningful red cards. Reduce main-deck emphasis: dead black removal when the opponent has few creatures, excess sweepers when boards are sparse, and slow tapped-land sequencing that prevents double-spell turns. Protect a resolved card-advantage threat, but do not jam **Thorn of the Black Rose** or **Murmuring Mystic** into obvious open permission unless waiting is worse. + +- **Against combo and big mana:** Add role cards: **Dispel** for instant fights, **Okiba-Gang Shinobi** for hand pressure, **Relic of Progenitus** when graveyard resources matter, and **Blue Elemental Blast**/**Hydroblast** only for visible red payoff cards. Reduce main-deck emphasis: creature sweepers, removal without targets, and combat-only cards. Prioritize clock plus permission; a hand that only answers creatures is not functional if the opponent’s win condition is stack-based or engine-based. + +- **Against black midrange and monarch decks:** Add role cards: **Okiba-Gang Shinobi** for hand pressure, **Murmuring Mystic** for resilient board growth when protected, **Extract a Confession** for hard-to-answer threats, and **Relic of Progenitus** if recursion is visible. Reduce main-deck emphasis: narrow counters that fail against resolved permanents and sweepers that do not answer the actual board. Fight over monarch only when you can defend or immediately reclaim it. + +## Matchup Guidance + +- **Against aggro:** Stabilize before generating card advantage, because this list wins many creature races by trading time for cards and then turning the corner with evasive damage, monarch, or token pressure. Prioritize **Snuff Out** and **Cast Down** on creatures that increase the opponent's next attack step, preserve **Suffocating Fumes** for boards where the toughness profile is favorable, and use **Spellstutter Sprite** as interaction only when the counter is live from visible Faerie count and the spell matters. Add role cards: **Arms of Hadar**, **Mukotai Ambusher**, **Blue Elemental Blast**, **Hydroblast**, and **Extract a Confession** when their legal text lines up with the opposing threats. Reduce main-deck emphasis: slow **Thorn of the Black Rose** and **Murmuring Mystic** lines unless the board is already stable. + +- **Against Burn:** Treat life total as the primary resource and do not pay life for **Snuff Out** unless the removed creature or permanent damage source will cost more life than the payment. Add role cards: **Blue Elemental Blast**, **Hydroblast**, **Dispel**, and sometimes **Mukotai Ambusher** if runtime text confirms lifegain or a relevant flash combat role. Reduce main-deck emphasis: monarch setup, tap-out four-mana plays, and speculative **Brainstorm** lines that do not find interaction or lands. **Spell Pierce**, **Counterspell**, **Dispel**, **Blue Elemental Blast**, and **Hydroblast** should be saved for damage spells or decisive red threats rather than low-impact setup. + +- **Against go-wide decks:** Preserve sweepers and avoid trading one-for-one unless the single target meaningfully changes combat math. **Suffocating Fumes** is strongest when it shrinks or clears multiple attackers, while **Arms of Hadar** is the sideboard card to prioritize when the opponent's board grows beyond point removal. Add role cards: **Arms of Hadar**, **Extract a Confession** for protected or oversized threats, and **Mukotai Ambusher** if its legal text creates profitable combat exchanges. Reduce main-deck emphasis: narrow permission that misses creature development and slow card engines that cannot survive the next attack. + +- **Against single-threat decks:** Focus interaction on the threat that actually ends the game, not on support cards that can be beaten by tempo or blockers. Hold **Cast Down**, **Snuff Out**, **Counterspell**, and **Spell Pierce** for the first creature, aura, equipment carrier, or payoff that dominates visible combat. Add role cards: **Extract a Confession** when edict or confession-style text is confirmed useful, **Dispel** when protection spells are instant-speed, and **Relic of Progenitus** when the threat depends on graveyard size or recursion. Reduce main-deck emphasis: sweepers that do not answer the single large object. + +- **Against control:** Become the patient tempo deck and force the opponent to answer cheap threats while you fight over the few cards that matter. **Faerie Seer**, **Spellstutter Sprite**, **Ninja of the Deep Hours**, and **Brainstorm** should build incremental advantage without walking key cards into open mana unnecessarily. Add role cards: **Dispel**, **Okiba-Gang Shinobi**, **Murmuring Mystic**, and sometimes **Relic of Progenitus** if recursion, flashback, or graveyard engines are visible. Reduce main-deck emphasis: excess creature removal, **Suffocating Fumes** on sparse boards, and early **Snuff Out** life payments against threats that can be countered or ignored. + +- **Against tempo mirrors:** Protect mana efficiency and board position because every tapped land, missed attack, or low-value spell can decide the race. **Spellstutter Sprite** should counter meaningful cheap spells when Faerie count supports it, while **Ninja of the Deep Hours** should be deployed only when the returned creature remains useful and the attack is likely to connect. Add role cards: **Dispel**, **Okiba-Gang Shinobi**, **Mukotai Ambusher**, and **Murmuring Mystic** when games slow after early exchanges. Reduce main-deck emphasis: clunky monarch plays that cannot be defended and removal that misses the opponent's actual threat base. + +- **Against midrange:** Trade early, then win through repeatable advantage or an unanswered high-value permanent. **Thorn of the Black Rose** is powerful only when you can take or defend monarch, and **Murmuring Mystic** is strong only when you can untap or immediately convert spells into board presence. Add role cards: **Okiba-Gang Shinobi**, **Murmuring Mystic**, **Extract a Confession**, and **Relic of Progenitus** if graveyard recursion is visible. Reduce main-deck emphasis: narrow counters after the opponent has resolved their board and sweepers that do not improve combat. + +- **Against big mana:** Present a clock while holding permission, because waiting with only removal lets the opponent reach oversized spells. Prioritize **Faerie Seer** into **Ninja of the Deep Hours**, protected **Spellstutter Sprite** pressure, and counterspells for mana payoffs rather than minor ramp pieces unless the ramp action is the only path to a decisive visible spell. Add role cards: **Okiba-Gang Shinobi**, **Dispel** when the payoff or protection is instant-speed, **Relic of Progenitus** when graveyard loops matter, and **Blue Elemental Blast** or **Hydroblast** only for red payoffs. Reduce main-deck emphasis: **Suffocating Fumes** and creature removal without targets. + +- **Against combo:** Identify whether the combo is stack-based, graveyard-based, battlefield-based, or combat-based before spending interaction. Use **Counterspell**, **Spell Pierce**, **Dispel**, **Spellstutter Sprite**, **Blue Elemental Blast**, and **Hydroblast** only on legal targets that stop the engine, payoff, or protection window. Add role cards: **Dispel**, **Okiba-Gang Shinobi**, **Relic of Progenitus**, and red hate when visible card colors justify it. Reduce main-deck emphasis: creature sweepers, slow monarch engines, and removal that does not interact with the actual combo axis. + +- **Against graveyard decks:** Use graveyard hate at a window that denies the next payoff, not merely when the opponent has any cards in graveyard. **Bojuka Bog** should be sequenced to preserve mana development when possible, but it is worth delaying a tapped land if the visible graveyard is about to enable a decisive spell or creature. Add role cards: **Relic of Progenitus**, **Extract a Confession** for large graveyard threats, and **Dispel** when the graveyard payoff or protection is instant-speed. Reduce main-deck emphasis: low-impact removal and slow card selection that gives the opponent time to rebuild. + +- **Against artifact decks:** Preserve removal and counters for payoffs rather than every artifact enabler, because this deck has limited clean answers to resolved noncreature artifacts. **Cast Down** and **Snuff Out** should target creatures that carry the artifact engine, while **Counterspell** and **Spell Pierce** should stop the card that converts artifacts into lethal pressure or card advantage. Add role cards: **Arms of Hadar** against artifact creature boards, **Extract a Confession** against single large artifact creatures if legal text supports it, and **Blue Elemental Blast** or **Hydroblast** only if red artifact payoffs are visible. Reduce main-deck emphasis: **Dispel** unless key interaction is instant-speed. + +- **Against enchantment decks:** Counter the enchantment payoff or the creature that makes enchantments lethal, because the registered list does not show broad enchantment removal by exact name. Use **Spell Pierce** early when the opponent is constrained, hold **Counterspell** for the card that creates an engine or unbeatable board, and use **Cast Down** or **Snuff Out** if the enchantment plan depends on a creature. Add role cards: **Extract a Confession** for protected creature threats if runtime text confirms relevance and **Dispel** only when protection or interaction is instant-speed. Reduce main-deck emphasis: sweepers against noncreature enchantment engines. + +- **Against removal-heavy decks:** Do not overcommit creatures into obvious removal unless the extra body changes pressure, enables **Spellstutter Sprite**, or makes **Ninja of the Deep Hours** likely to connect. Sequence cheap threats to tax answers, then protect the card-advantage threat that will matter most. Add role cards: **Dispel**, **Okiba-Gang Shinobi**, **Murmuring Mystic**, and sometimes **Relic of Progenitus** against recursion. Reduce main-deck emphasis: creature removal if the opponent wins through answers and card draw rather than battlefield pressure. + +## Specific Matchup Notes + +- **General / archetype-only note:** Treat these notes as matchup assumptions until revealed cards confirm them; visible cards, public graveyards, legal actions, and engine prompts override archetype labels. Use **Brainstorm**, **Faerie Seer**, and **Augur of Bolas** to find the right interaction axis, then reserve **Counterspell**, **Spellstutter Sprite**, **Dispel**, **Spell Pierce**, **Cast Down**, **Snuff Out**, and **Suffocating Fumes** for the cards that actually matter. + +- **Against red aggro or red tempo:** Protect life total first because **Snuff Out** can become dangerous when the opponent pressures damage quickly. Add role cards: **Blue Elemental Blast**, **Hydroblast**, **Dispel**, and **Arms of Hadar** when the board goes wide. Reduce main-deck emphasis: slow **Thorn of the Black Rose** lines that cannot defend monarch and speculative **Brainstorm** turns that leave no interaction. + +- **Against small creature swarms:** Prioritize stabilizing battlefield size before setting up **Ninja of the Deep Hours**. **Suffocating Fumes** and **Arms of Hadar** are premium when they remove multiple visible creatures, while **Cast Down** and **Snuff Out** should answer the creature that invalidates blocking or creates the fastest clock. Add role cards: **Arms of Hadar**, **Mukotai Ambusher**, and sometimes **Murmuring Mystic** if the game is likely to slow after the first sweep. + +- **Against black midrange or monarch mirrors:** Fight over engines, not every body. **Thorn of the Black Rose** is a commitment card; cast it when you can take monarch and defend it with blockers, removal, or permission. Add role cards: **Okiba-Gang Shinobi**, **Murmuring Mystic**, **Dispel**, and **Extract a Confession** if runtime card text makes it relevant to the visible threat profile. Reduce main-deck emphasis: **Suffocating Fumes** when the opponent presents few one-toughness creatures. + +- **Against graveyard-reliant decks:** Time **Bojuka Bog** and **Relic of Progenitus** to interrupt a payoff window rather than to chase small graveyard counts. Add role cards: **Relic of Progenitus**, **Extract a Confession** against large threats if legal text supports it, and **Dispel** when the opponent protects the graveyard payoff with instants. Preserve **Counterspell** for the payoff if graveyard hate is absent or too slow. + +- **Against blue control or tempo:** Establish a cheap threat, then make the opponent act first when possible. **Faerie Seer** enables pressure and **Spellstutter Sprite**, **Ninja of the Deep Hours** punishes shields-down turns, and **Okiba-Gang Shinobi** can pressure hand resources if the attack is likely to connect. Add role cards: **Dispel**, **Okiba-Gang Shinobi**, **Mukotai Ambusher**, and **Murmuring Mystic**. Reduce main-deck emphasis: excess **Snuff Out** life payments and dead sweepers. + +- **Against combo or big mana:** Clock plus permission is the plan; pure draw-go without pressure gives the opponent time to sculpt. **Counterspell** should usually cover the payoff, **Spell Pierce** should punish early setup when mana is tight, and **Dispel** should fight protection or instant-speed combo pieces. Add role cards: **Dispel**, **Okiba-Gang Shinobi**, **Relic of Progenitus** for graveyard combo, and **Blue Elemental Blast** or **Hydroblast** only when red cards are visible. + +## Risk Summary + +- **Mana risk:** The deck needs early blue for **Faerie Seer**, **Brainstorm**, **Spellstutter Sprite**, **Counterspell**, and **Lórien Revealed**, while black cards ask for timely black access. Do not keep hands that rely on tapped black lands to cast every early spell unless the matchup is slow and the hand has selection. + +- **Matchup risk:** The deck can mis-role itself by playing control against inevitability decks or tempo against faster creature decks. Reassess role every turn cycle using visible clock, monarch status, legal interaction, and whether **Ninja of the Deep Hours**, **Thorn of the Black Rose**, or **Murmuring Mystic** can realistically survive. + +- **Draw risk:** **Brainstorm** is powerful but can trap weak cards if no shuffle, landcycling, or selection action is legal. Use **Faerie Seer**, **Augur of Bolas**, and **Lórien Revealed** to smooth draws, but avoid spending the whole turn filtering when the opponent has a lethal or engine window. + +- **Over-sideboarding risk:** Too many reactive sideboard cards can remove the deck's pressure and make **Ninja of the Deep Hours** or **Spellstutter Sprite** worse. Keep enough cheap creatures and blue spells to maintain tempo identity unless the matchup is purely attrition. + +- **Graveyard risk:** **Bojuka Bog** enters timing-sensitive mana development, and **Relic of Progenitus** may affect your own graveyard if card text requires it. Use graveyard hate when the visible payoff window matters, not as automatic early housekeeping. + +- **Sweeper/removal risk:** **Suffocating Fumes** and **Arms of Hadar** lose value against tall threats, while **Snuff Out** life payments are costly under pressure. Match removal to threat shape before spending premium answers. + +- **Closer risk:** The submitted list has no exact-name **Tolarian Terror**, so closing often requires small-creature pressure, monarch, ninjutsu, or **Murmuring Mystic**. Do not assume inevitability without a protected engine. + +- **Interaction risk:** Passing with **Counterspell**, **Dispel**, or **Spell Pierce** is correct only when the likely target matters more than current development. If the opponent is empty-boarded or constrained, advancing pressure may beat holding narrow permission. + +- **Sequencing risk:** Returning a creature for **Ninja of the Deep Hours** or ninjutsu-style actions can weaken **Spellstutter Sprite** counts or blocker density. Use the line only when card draw and tempo gained exceed the lost battlefield role. + +## Test Feedback Checklist + +- **Deciding factor:** After each game, record whether the win or loss was decided by tempo pressure, permission timing, removal efficiency, monarch defense, graveyard interaction, mana stumble, or failure to close after stabilizing. + +- **Mulligans:** Note whether opening hands had early blue mana, a castable cheap creature, enough interaction for the matchup, and a credible plan for **Brainstorm**, **Augur of Bolas**, or **Lórien Revealed**. Flag keeps that had power but no realistic first-three-turn sequence. + +- **Mana:** Track whether **Bojuka Bog**, **Contaminated Aquifer**, **Contaminated Landscape**, **Swamp**, and **Island** sequencing let the deck hold up **Spellstutter Sprite**, **Counterspell**, **Dispel**, or **Spell Pierce** while still casting black removal. Record any game where tapped lands delayed the first relevant answer. + +- **Velocity:** Check whether **Faerie Seer**, **Brainstorm**, **Augur of Bolas**, and **Lórien Revealed** found action on time or merely spent mana without affecting the opponent's next meaningful turn. Flag **Brainstorm** decisions that lacked a legal shuffle, land-search, or selection follow-up. + +- **Engine performance:** Record whether **Ninja of the Deep Hours**, **Thorn of the Black Rose**, or **Murmuring Mystic** actually generated cards or board advantage before being answered. Note whether the pilot protected the engine with permission or exposed it into visible removal pressure. + +- **Removal use:** Review whether **Cast Down**, **Snuff Out**, and **Suffocating Fumes** answered the correct threat shape. Flag life-loss from **Snuff Out** that enabled a race loss, and flag sweepers held too long against small-creature pressure. + +- **Permission use:** Audit each major **Counterspell**, **Spellstutter Sprite**, **Dispel**, and **Spell Pierce** decision for target quality. A pass was good only if the held interaction stopped something more important than the development being declined. + +- **Sideboard impact:** Record which sideboard cards were drawn, cast, stranded, or decisive: **Blue Elemental Blast**, **Hydroblast**, **Arms of Hadar**, **Relic of Progenitus**, **Dispel**, **Extract a Confession**, **Okiba-Gang Shinobi**, **Mukotai Ambusher**, and **Murmuring Mystic**. For **Extract a Confession**, keep judgments conditional if exact card text was not verified. + +- **Closing:** Ask whether the deck converted stabilization into lethal pressure quickly enough through **Faerie Seer**, **Spellstutter Sprite**, **Ninja of the Deep Hours**, **Thorn of the Black Rose**, **Mukotai Ambusher**, or **Murmuring Mystic**. Flag games where the opponent recovered because the pilot stayed purely reactive. + +- **Role accuracy:** Record whether the pilot correctly shifted between tempo, control, and emergency stabilization. The key review question is whether each turn's legal action advanced the role demanded by visible clock, board, hand size, and stack context. + +- **Mistakes and stranded cards:** List cards that remained unusable because of mana, timing, target availability, or poor role fit. Separate true deck-construction problems from runtime decisions where the pilot should have sequenced differently. + +- **Overperformers and underperformers:** Identify cards that repeatedly changed outcomes, not just cards that felt strong. Tie each judgment to visible game states, legal action windows, and whether the card solved the matchup's actual problem. + +## First Tuning Questions + +- **Card quantities:** Is **Thorn of the Black Rose** strong enough at three copies, or does the list need fewer monarch commitments when defending monarch is unreliable? If monarch wins grindy games but loses races, tune by matchup role rather than by average impression. + +- **Threat density:** Does the deck close often enough without exact-name **Tolarian Terror** or another large graveyard threat? If stabilized games still drift away, consider whether **Murmuring Mystic**, **Mukotai Ambusher**, **Ninja of the Deep Hours**, or another closer package needs more space. + +- **One-mana interaction:** Is one main-deck **Dispel** plus one **Spell Pierce** the right mix, or are there matchups where narrow permission strands while board pressure kills you? Compare losses from uncountered noncreature spells against losses from dead permission. + +- **Removal balance:** Are three **Cast Down**, four **Snuff Out**, and two **Suffocating Fumes** correctly shaped for the expected field? If tall creatures beat you, increase reliable spot answers; if wide boards beat you, test more sweep effects such as **Arms of Hadar**. + +- **Mana base:** Do **Bojuka Bog**, **Contaminated Aquifer**, and **Contaminated Landscape** create too many tapped-land turns for a tempo-control deck? If early **Counterspell** or **Spellstutter Sprite** windows are missed, test whether black access, utility lands, or tapland count is the bottleneck. + +- **Selection package:** Are four **Brainstorm**, four **Augur of Bolas**, and four **Lórien Revealed** producing enough velocity without making turns too passive? If filtering replaces interaction under pressure, the deck may need lower-friction plays or clearer sequencing rules. + +- **Aggro plan:** Are **Blue Elemental Blast**, **Hydroblast**, **Arms of Hadar**, **Mukotai Ambusher**, and main-deck **Suffocating Fumes** enough against fast red or swarm decks? If not, decide whether the failure is life total, blocker density, sweeper count, or tapped mana. + +- **Control plan:** Do **Okiba-Gang Shinobi**, extra **Dispel**, **Murmuring Mystic**, and protected **Ninja of the Deep Hours** give enough pressure against blue or black attrition decks? If games stall, test whether more resilient threats matter more than additional answers. + +- **Graveyard plan:** Are two **Relic of Progenitus** plus **Bojuka Bog** enough against graveyard decks without hurting your own velocity? If graveyard hate is drawn too late or used ineffectively, decide whether the issue is quantity, timing policy, or matchup identification. + +- **Role conflict:** Does the list ask the pilot to be tempo, control, monarch, and graveyard-hate deck at the same time too often? If losses cluster around confused sequencing, tune toward the role that wins the highest-value matchups. + +## Veles Tactical Policy + +### Policy: Opening Hand Role Gate +Priority: Keep hands with early blue mana, a castable cheap creature or interaction, and a believable first-three-turn plan. +Decision families: mulligan, pregame +Cards: Faerie Seer, Spellstutter Sprite, Augur of Bolas, Brainstorm, Counterspell, Cast Down, Snuff Out, Island, Contaminated Aquifer, Swamp, Bojuka Bog, Lórien Revealed +Phase windows: opening hand and mulligan decisions. +Runtime cues: opening hand, play/draw, matchup role, visible sideboard stage. +Use when: the hand has blue access, action before turn three, and either pressure plus protection or removal plus card selection. +Avoid when: the hand has no early blue, only tapped lands under pressure, black cards without black access, or Brainstorm with no clear follow-up. +Instructions: Prefer functional six-card hands over speculative sevens; keep slow hands mainly against control when they contain lands, Counterspell, and a draw engine. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Early Faerie Setup +Priority: Deploy the first cheap evasive creature early when it enables Spellstutter Sprite, Ninja of the Deep Hours, or pressure without exposing survival. +Decision families: mana, priority +Cards: Faerie Seer, Spellstutter Sprite, Ninja of the Deep Hours, Brainstorm, Augur of Bolas +Phase windows: turns one through three, main phases, early priority windows. +Runtime cues: legal cast Faerie Seer, legal cast Augur of Bolas, available blue mana, visible opposing pressure. +Use when: Faerie Seer improves draw quality, turns on Spellstutter Sprite, or creates a safe Ninja of the Deep Hours line. +Avoid when: holding up Counterspell or removal is clearly required to prevent a high-impact opposing play. +Instructions: Use Faerie Seer as setup glue, not as meaningless damage; choose Augur of Bolas first when a ground blocker and spell selection are both urgent. +Pilot skill floor: low. +No-API allowed: no +Light-model allowed: yes + +### Policy: Deterministic Opening Creature Cast +Priority: Cast Faerie Seer when it is the only meaningful legal proactive turn-one play and mana would otherwise be unused. +Decision families: priority, mana +Cards: Faerie Seer +Phase windows: first main phase, turn one or equivalent low-information setup. +Runtime cues: action:cast Faerie Seer +Use when: legal action text shows exactly one Faerie Seer cast, no opposing stack item exists, and no stronger interaction decision is pending. +Avoid when: a legal answer is needed for a visible stack threat or the only blue source must be preserved for an immediate higher-value action. +Instructions: Select the Faerie Seer cast action; let the rules engine handle scry prompts afterward. +Pilot skill floor: low. +No-API allowed: yes +Light-model allowed: yes + +### Policy: Land Sequencing For Blue Interaction +Priority: Sequence lands to preserve early blue availability before maximizing black utility. +Decision families: mana +Cards: Island, Contaminated Aquifer, Contaminated Landscape, Bojuka Bog, Swamp, Counterspell, Spellstutter Sprite, Spell Pierce, Dispel, Cast Down, Snuff Out +Phase windows: land-play choices, early main phases, turns one through four. +Runtime cues: legal land plays, available mana next turn, hand contains blue permission or black removal. +Use when: choosing between untapped Island, tapped dual land, utility land, or black source changes next-turn interaction. +Avoid when: immediate black mana is required for a visible creature threat that Snuff Out cannot safely answer. +Instructions: Default to untapped Island for Counterspell and Spellstutter Sprite; play Bojuka Bog for value only when graveyard timing matters or tempo loss is acceptable. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Lórien Revealed Mana Development Gate +Priority: Treat Lórien Revealed as mana smoothing when the legal action text supports it and missing land drops would constrain interaction. +Decision families: mana, selection +Cards: Lórien Revealed, Island, Contaminated Aquifer, Contaminated Landscape, Bojuka Bog, Swamp, Counterspell, Cast Down +Phase windows: early turns, main phase, search or cycling-style windows if exposed by Forge. +Runtime cues: legal action involving Lórien Revealed land search or cycling, low land count, missing blue or black source. +Use when: developing mana unlocks Counterspell plus black removal or prevents a missed land drop. +Avoid when: the full spell mode is legal, safe, and needed as a card-advantage swing; Card text check required if runtime text is unclear. +Instructions: Prioritize stable mana over greed; do not assume exact Lórien Revealed modes beyond legal actions shown. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Brainstorm Discipline +Priority: Cast Brainstorm for protection, land recovery, or high-value selection, not merely because one blue mana is idle. +Decision families: selection, priority +Cards: Brainstorm, Faerie Seer, Augur of Bolas, Lórien Revealed, Contaminated Landscape +Phase windows: main phase, opponent end step, response windows. +Runtime cues: legal cast Brainstorm, hand quality problem, shuffle or selection follow-up visible. +Use when: Brainstorm finds a land, hides key cards from discard, sets up a shuffle, or digs for immediate interaction. +Avoid when: the hand will be locked with weak cards on top and no shuffle, scry, or urgent reason exists. +Instructions: Prefer end-step Brainstorm against control unless main-phase action is needed; under pressure, dig only when it changes the next opposing turn. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Permission Commitment Gate +Priority: Spend Counterspell, Spellstutter Sprite, Dispel, or Spell Pierce only on spells that materially change the race, engine, or survival plan. +Decision families: interaction, priority +Cards: Counterspell, Spellstutter Sprite, Dispel, Spell Pierce, Faerie Seer +Phase windows: stack windows, opponent main phases, combat trick windows, end steps. +Runtime cues: opponent spell on stack, legal counter action, available mana, Faerie count for Spellstutter Sprite. +Use when: the target beats your current plan, invalidates monarch or Ninja, kills a key threat, or creates unrecoverable tempo. +Avoid when: the spell is low impact, your removal answers it cleanly, or a more dangerous known/public card is likely soon. +Instructions: Counter noncreature haymakers with Dispel or Spell Pierce when possible; preserve Counterspell for threats that narrow counters cannot cover. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Deterministic Stack Counter After Selection +Priority: Execute the selected counterspell action when the legal text exactly names the chosen stack target. +Decision families: interaction, priority +Cards: Counterspell, Dispel, Spell Pierce, Spellstutter Sprite +Phase windows: stack response windows. +Runtime cues: action:counter target spell +Use when: one legal action matches the already selected counter line and the stack target text is visible. +Avoid when: multiple counter targets or payment/tax choices remain, or the strategic value of countering is still unresolved. +Instructions: Choose the matching counter action only after the commitment gate has selected this target. +Pilot skill floor: low. +No-API allowed: yes +Light-model allowed: yes + +### Policy: Removal Target Priority +Priority: Use Cast Down, Snuff Out, Suffocating Fumes, Arms of Hadar, or Extract a Confession on threats that affect survival or engine access. +Decision families: interaction, priority +Cards: Cast Down, Snuff Out, Suffocating Fumes, Arms of Hadar, Extract a Confession, Thorn of the Black Rose, Ninja of the Deep Hours +Phase windows: main phases, combat, end step, sweeper windows. +Runtime cues: legal removal, visible attackers, lethal clock, protected engine at risk. +Use when: the target attacks profitably, blocks Ninja damage, threatens monarch, or will snowball before counters matter. +Avoid when: the threat is low impact, a sweeper will answer multiple bodies, or Snuff Out life loss worsens a race. +Instructions: Prefer Snuff Out for tempo when life is safe; prefer Cast Down when life total matters; verify Extract a Confession text before relying on it. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Deterministic Snuff Out Emergency Target +Priority: Use Snuff Out on a single lethal or engine-stopping creature when the action text has exactly one relevant target. +Decision families: interaction +Cards: Snuff Out +Phase windows: combat, stack response, opponent end step. +Runtime cues: action:cast Snuff Out target +Use when: exactly one visible legal target is causing lethal damage this turn or stopping a selected Ninja of the Deep Hours connection. +Avoid when: life payment is optional/unclear, multiple targets require judgment, or the visible clock is not urgent. +Instructions: Choose the exact Snuff Out target action only for the already selected emergency removal line. +Pilot skill floor: low. +No-API allowed: yes +Light-model allowed: yes + +### Policy: Ninja Commitment Gate +Priority: Commit Ninja of the Deep Hours only when the attacker is likely to connect and the tempo loss is acceptable. +Decision families: combat, priority +Cards: Ninja of the Deep Hours, Faerie Seer, Spellstutter Sprite, Mukotai Ambusher, Counterspell, Dispel +Phase windows: declare blockers through combat damage, ninjutsu-style action windows if exposed. +Runtime cues: unblocked attacker, legal Ninja of the Deep Hours action, opponent open mana, available protection. +Use when: drawing a card and redeploying the returned creature advances control of the game. +Avoid when: the opponent can visibly punish the line, the bounced creature is needed as a blocker, or mana must stay open. +Instructions: Favor Faerie Seer as the return creature; protect repeated Ninja hits when they are the main card-advantage plan. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Monarch Commitment Gate +Priority: Cast Thorn of the Black Rose when you can defend monarch or when card advantage is worth the immediate risk. +Decision families: priority, combat, interaction +Cards: Thorn of the Black Rose, Cast Down, Snuff Out, Suffocating Fumes, Counterspell, Spellstutter Sprite +Phase windows: main phase, post-combat, stabilized midgame. +Runtime cues: legal cast Thorn of the Black Rose, visible opposing attackers, removal or blockers available. +Use when: the board is stable, opposing attacks can be contained, and monarch cards will win the long game. +Avoid when: the opponent can immediately steal monarch through visible evasive or wide pressure. +Instructions: Remove or counter the best monarch-stealing threat before committing Thorn when possible. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes + +### Policy: Murmuring Mystic Engine Gate +Priority: Commit Murmuring Mystic when follow-up spells or protection can convert it into board control. +Decision families: priority, interaction +Cards: Murmuring Mystic, Brainstorm, Counterspell, Dispel, Spell Pierce, Cast Down, Snuff Out, Lórien Revealed +Phase windows: main phase, stabilized midgame, post-sideboard control mirrors. +Runtime cues: legal cast Murmuring Mystic, hand has spells, opponent removal pressure visible. +Use when: token generation stabilizes the board or gives a durable win condition. +Avoid when: tapping out exposes you to lethal, a decisive stack threat, or known removal without protection. +Instructions: Treat Murmuring Mystic as a fragile engine; sequence it with cheap spells only when legal actions and mana support the follow-up. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Combat Pressure And Blocks +Priority: Attack when damage or card-advantage setup matters more than preserving blockers; block when survival or monarch defense demands it. +Decision families: combat +Cards: Faerie Seer, Spellstutter Sprite, Augur of Bolas, Ninja of the Deep Hours, Thorn of the Black Rose, Mukotai Ambusher, Murmuring Mystic +Phase windows: declare attackers, declare blockers, combat trick windows. +Runtime cues: legal attack or block actions, visible clock, monarch status, Ninja opportunity. +Use when: evasive damage enables Ninja, pressure shortens the opponent's window, or blocks preserve life and engines. +Avoid when: attacking loses needed blockers under a short clock or blocking sacrifices an engine for low-value damage prevention. +Instructions: Value Faerie Seer and Spellstutter Sprite as evasive pressure, but protect Augur of Bolas and tokens when they are holding the ground. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Graveyard Hate Timing +Priority: Use Bojuka Bog or Relic of Progenitus when graveyard resources are visibly enabling the opponent's next meaningful play. +Decision families: interaction, mana +Cards: Bojuka Bog, Relic of Progenitus +Phase windows: land play, priority windows, opponent setup turns, response windows if legal. +Runtime cues: opponent graveyard count, named graveyard cards visible, legal Bojuka Bog or Relic of Progenitus action. +Use when: graveyard exile disrupts a payoff, shrinks a known resource, or prevents recursion before it matters. +Avoid when: hate is low impact under battlefield pressure or would consume tempo needed for removal or counters. +Instructions: Do not fire Relic blindly if waiting catches a larger visible payoff; do not delay Bojuka Bog if the land drop is also needed for mana. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Red Matchup Sideboard Role +Priority: After sideboarding against red pressure or burn, value Blue Elemental Blast, Hydroblast, life-preserving removal, and lower-risk blockers. +Decision families: sideboard, interaction, mulligan +Cards: Blue Elemental Blast, Hydroblast, Arms of Hadar, Mukotai Ambusher, Dispel, Snuff Out, Suffocating Fumes, Thorn of the Black Rose +Phase windows: sideboard, opening hand, red spell stack windows. +Runtime cues: sideboard stage, opponent red cards seen, legal blast action, visible burn or creature pressure. +Use when: red damage output is the main route to losing. +Avoid when: opponent's red cards are only incidental and the real threat is graveyard, combo, or card advantage. +Instructions: Preserve life total more aggressively; avoid unnecessary Snuff Out life payment when Blue Elemental Blast or Hydroblast can answer the threat. +Pilot skill floor: medium. +No-API allowed: no +Light-model allowed: yes + +### Policy: Attrition Sideboard Role +Priority: Against control or grindy decks, increase resilient card-advantage threats and protect them. +Decision families: sideboard, priority, interaction +Cards: Okiba-Gang Shinobi, Murmuring Mystic, Dispel, Mukotai Ambusher, Ninja of the Deep Hours, Thorn of the Black Rose, Counterspell +Phase windows: sideboard, midgame, stack windows, combat damage setup. +Runtime cues: opponent low pressure, many removal or counter exchanges, legal ninjutsu or engine cast action. +Use when: the matchup is decided by hand size, protected engines, or repeated evasive hits. +Avoid when: the opponent is racing on board and extra engines are too slow. +Instructions: Make the opponent answer different threat axes; do not expose Okiba-Gang Shinobi or Murmuring Mystic without a reasoned protection or timing plan. +Pilot skill floor: high. +No-API allowed: no +Light-model allowed: yes diff --git a/strategies/pauper/dimir_terror/1/metadata.json b/strategies/pauper/dimir_terror/1/metadata.json new file mode 100644 index 0000000..8c8a3ff --- /dev/null +++ b/strategies/pauper/dimir_terror/1/metadata.json @@ -0,0 +1,43 @@ +{ + "archetype_tags": [ + "tempo", + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "Faeries tempo shell with graveyard-enabled large threats and free interaction", + "created_at": 1780472390, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "graveyard", + "spells" + ], + "source_metadata": { + "generator": "codex-exec-policy-compiled-guide", + "promoted_from": "dimir_terror:v2", + "template": "policy-compiled-guide-v6" + }, + "strategy_id": "dimir_terror", + "strategy_label": "Dimir Terror", + "tags": [ + "tempo", + "control", + "graveyard", + "spells" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/dimir_terror/1/reflection.md b/strategies/pauper/dimir_terror/1/reflection.md new file mode 100644 index 0000000..0610bb8 --- /dev/null +++ b/strategies/pauper/dimir_terror/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Dimir Terror + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- **Deciding factor:** After each game, record whether the win or loss was decided by tempo pressure, permission timing, removal efficiency, monarch defense, graveyard interaction, mana stumble, or failure to close after stabilizing. + +- **Mulligans:** Note whether opening hands had early blue mana, a castable cheap creature, enough interaction for the matchup, and a credible plan for **Brainstorm**, **Augur of Bolas**, or **Lórien Revealed**. Flag keeps that had power but no realistic first-three-turn sequence. + +- **Mana:** Track whether **Bojuka Bog**, **Contaminated Aquifer**, **Contaminated Landscape**, **Swamp**, and **Island** sequencing let the deck hold up **Spellstutter Sprite**, **Counterspell**, **Dispel**, or **Spell Pierce** while still casting black removal. Record any game where tapped lands delayed the first relevant answer. + +- **Velocity:** Check whether **Faerie Seer**, **Brainstorm**, **Augur of Bolas**, and **Lórien Revealed** found action on time or merely spent mana without affecting the opponent's next meaningful turn. Flag **Brainstorm** decisions that lacked a legal shuffle, land-search, or selection follow-up. + +- **Engine performance:** Record whether **Ninja of the Deep Hours**, **Thorn of the Black Rose**, or **Murmuring Mystic** actually generated cards or board advantage before being answered. Note whether the pilot protected the engine with permission or exposed it into visible removal pressure. + +- **Removal use:** Review whether **Cast Down**, **Snuff Out**, and **Suffocating Fumes** answered the correct threat shape. Flag life-loss from **Snuff Out** that enabled a race loss, and flag sweepers held too long against small-creature pressure. + +- **Permission use:** Audit each major **Counterspell**, **Spellstutter Sprite**, **Dispel**, and **Spell Pierce** decision for target quality. A pass was good only if the held interaction stopped something more important than the development being declined. + +- **Sideboard impact:** Record which sideboard cards were drawn, cast, stranded, or decisive: **Blue Elemental Blast**, **Hydroblast**, **Arms of Hadar**, **Relic of Progenitus**, **Dispel**, **Extract a Confession**, **Okiba-Gang Shinobi**, **Mukotai Ambusher**, and **Murmuring Mystic**. For **Extract a Confession**, keep judgments conditional if exact card text was not verified. + +- **Closing:** Ask whether the deck converted stabilization into lethal pressure quickly enough through **Faerie Seer**, **Spellstutter Sprite**, **Ninja of the Deep Hours**, **Thorn of the Black Rose**, **Mukotai Ambusher**, or **Murmuring Mystic**. Flag games where the opponent recovered because the pilot stayed purely reactive. + +- **Role accuracy:** Record whether the pilot correctly shifted between tempo, control, and emergency stabilization. The key review question is whether each turn's legal action advanced the role demanded by visible clock, board, hand size, and stack context. + +- **Mistakes and stranded cards:** List cards that remained unusable because of mana, timing, target availability, or poor role fit. Separate true deck-construction problems from runtime decisions where the pilot should have sequenced differently. + +- **Overperformers and underperformers:** Identify cards that repeatedly changed outcomes, not just cards that felt strong. Tie each judgment to visible game states, legal action windows, and whether the card solved the matchup's actual problem. diff --git a/strategies/pauper/dredge/1/decklist.txt b/strategies/pauper/dredge/1/decklist.txt new file mode 100644 index 0000000..bee510b --- /dev/null +++ b/strategies/pauper/dredge/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +4 Circle of the Land Druid +1 Wooded Ridgeline +4 Khalni Garden +4 Generous Ent +1 Haunted Mire +3 Holdout Settlement +4 Forest +4 Lotleth Giant +4 Malevolent Rumble +2 Masked Vandal +4 Molten Gatekeeper +2 Mortuary Mire +4 Satyr Wayfinder +4 Scrapwork Mutt +4 Stinkweed Imp +3 Survivors' Encampment +4 Town Greeter +4 Dread Return + +Sideboard (15) +3 Ancient Grudge +3 Fang Dragon +2 Flaring Pain +4 Gnaw to the Bone +3 Momentary Blink diff --git a/strategies/pauper/dredge/1/first_principles.md b/strategies/pauper/dredge/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/dredge/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/dredge/1/guide.md b/strategies/pauper/dredge/1/guide.md new file mode 100644 index 0000000..77dd505 --- /dev/null +++ b/strategies/pauper/dredge/1/guide.md @@ -0,0 +1,677 @@ +# Strategy Specifications +## Deck Name And Archetype +Dredge is a Pauper graveyard combo-midrange deck built from a validated 60-card main deck and 15-card sideboard: Main (60), Sideboard (15), Format: pauper, Tags: combo, midrange, graveyard. The main deck contains 4 Circle of the Land Druid, 4 Khalni Garden, 4 Generous Ent, 3 Holdout Settlement, 4 Forest, 4 Lotleth Giant, 4 Malevolent Rumble, 2 Masked Vandal, 4 Molten Gatekeeper, 2 Mortuary Mire, 4 Satyr Wayfinder, 4 Scrapwork Mutt, 4 Stinkweed Imp, 3 Survivors' Encampment, 4 Town Greeter, 4 Dread Return, plus 1 Wooded Ridgeline and 1 Haunted Mire. The sideboard contains 3 Ancient Grudge, 3 Fang Dragon, 2 Flaring Pain, 4 Gnaw to the Bone, and 3 Momentary Blink. + +Dredge should be treated as a hybrid graveyard engine deck rather than a stock linear aggro deck. Its tactical identity is to put creature cards and recursive payoffs into the graveyard, convert early bodies and self-mill into material, then use Dread Return and graveyard density to create a decisive Lotleth Giant or other high-impact endgame. The agent should not assume a deterministic one-turn combo unless the rules engine exposes the exact legal sequence; many games will be won by staged setup, blocking, dredging or milling, and choosing the safest commitment turn. + +Stock/rogue status is best classified as rogue or hybrid Pauper Dredge. The shell uses recognizable graveyard cards such as Stinkweed Imp, Satyr Wayfinder, Dread Return, and Lotleth Giant, but the exact package with Circle of the Land Druid, Malevolent Rumble, Molten Gatekeeper, Town Greeter, Scrapwork Mutt, Khalni Garden, Holdout Settlement, Survivors' Encampment, and Mortuary Mire should be piloted from this specification rather than from generic Dredge assumptions. + +Legality must be treated as rules-engine authoritative at runtime. This guide assumes the submitted list is the registered test deck, but the agent must obey Veles legal actions, Forge legality, visible zones, public information, and sideboard validation. If the engine rejects any card, action, target, flashback line, mana payment, sacrifice, or sideboard plan, the engine output wins over this guide. + +Mana concerns are real and should shape early decisions. The deck has many green sources and creature-supported utility lands, but black requirements matter for Dread Return and Lotleth Giant lines, red or artifact interaction matters after sideboarding with Ancient Grudge, Fang Dragon, Flaring Pain, and Momentary Blink may add color or timing pressure depending on legal text. Card text check required for any exact mana or alternative-cost line not exposed by the runtime action list. + +Role concerns are matchup-dependent and board-dependent. Against fast pressure, Dredge often starts as a stabilizing midrange graveyard deck using bodies, Stinkweed Imp, and life-preserving blocks before committing. Against slower decks, it can prioritize self-mill, graveyard count, and Dread Return setup. Against graveyard hate, it must keep functional battlefield pressure and avoid overcommitting if the opponent's public information suggests a hate window. + +Opponent information status is incomplete unless supplied by the match context, revealed cards, public logs, or previous games. The pilot may infer likely interaction from archetype and open mana, but must not act as though hidden cards are known. Use visible graveyards, battlefield, exile, stack, revealed hands, life totals, known sideboard stage, and the current legal action list as the tactical source of truth. + +## Thesis +Dredge assembles graveyard mass, sacrifice bodies, black access, and a decisive Dread Return turn. The ideal game puts Stinkweed Imp, Circle of the Land Druid, Satyr Wayfinder, Malevolent Rumble, Scrapwork Mutt, Town Greeter, Generous Ent, Molten Gatekeeper, and expendable Khalni Garden bodies into zones where they either mill, block, tap for mana, or raise the creature count for Lotleth Giant. The deck wins most cleanly when Dread Return brings back Lotleth Giant after the graveyard is stocked with enough creature cards for a lethal or near-lethal trigger; only take that line when the rules engine exposes the legal spell, sacrifice, target, and mana/flashback choices. + +Dredge is not trying to be a normal curve-out creature deck. Early creatures are usually setup tools, blockers, convoke/tap resources, sacrifice material, or future graveyard count before they are attackers. Preserve life total and board material long enough to make the graveyard matter, but do not trade away the only bodies needed for Dread Return unless the trade prevents a faster loss or the graveyard plan remains executable. + +Prioritize setup before spectacle. The first priorities are green mana, self-mill access, enough creatures on battlefield or in graveyard, and black access for Dread Return or Lotleth Giant lines. The second priority is surviving opposing pressure with Stinkweed Imp, Khalni Garden tokens, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Town Greeter, and Molten Gatekeeper when legal. The third priority is committing to Dread Return only when the visible game state says waiting is more dangerous than acting or the payoff is already decisive. + +Respect runtime uncertainty aggressively. Card text check required for exact Circle of the Land Druid, Malevolent Rumble, Masked Vandal, Molten Gatekeeper, Town Greeter, Fang Dragon, Flaring Pain, and Momentary Blink tactical text unless Veles exposes the legal action and target text. Use this guide to rank legal choices, not to claim an unshown ability exists. + +## Role Package +- Threats: Lotleth Giant is the primary kill threat and should be valued as a graveyard payoff, reanimation target, and hard-cast backup only if mana and legal actions support it. Stinkweed Imp is a defensive threat because it can deter attacks and enable dredge-style recursion when legal. Molten Gatekeeper and Town Greeter are battlefield pressure only after setup; use them first as engine bodies unless visible damage matters. + +- Payoffs: Dread Return is the central payoff spell because it can convert stocked graveyard plus expendable creatures into Lotleth Giant. Lotleth Giant is the main deterministic payoff target when the legal action text supports that target and the creature count is lethal or materially stabilizing. Mortuary Mire is a slower payoff because it can recycle a critical creature to the top when the game allows a draw step or mill choice to matter. + +- Engines: Stinkweed Imp is the repeatable graveyard engine if dredge or recursion is exposed by the rules engine. Circle of the Land Druid and Satyr Wayfinder are early engine pieces because they bridge board presence, land access, and graveyard growth. Malevolent Rumble is a high-priority engine card when it legally finds or mills relevant material; Card text check required for exact selection rules. + +- Velocity: Satyr Wayfinder, Malevolent Rumble, Scrapwork Mutt, Circle of the Land Druid, and Generous Ent are the main ways to turn early turns into graveyard size, land consistency, or card selection. Generous Ent should often be treated as mana fixing or a late body rather than a normal early spell if the legal landcycling action is available. + +- Interaction: Masked Vandal is main-deck artifact/enchantment interaction only when the engine exposes a legal target and required costs. Stinkweed Imp interacts through combat by making attacks or blocks costly. Sideboard Ancient Grudge is artifact interaction, Flaring Pain is prevention/lock interaction, and Fang Dragon may be a threat or interaction card only if its runtime legal text supports that use. + +- Protection: Gnaw to the Bone protects the life total after sideboarding when the graveyard contains enough creatures to buy a turn cycle. Momentary Blink may protect or reuse a creature only when the legal target and timing are exposed; Card text check required for exact value with Lotleth Giant, Satyr Wayfinder, Masked Vandal, or other creatures. + +- Recursion: Dread Return is the proactive recursion plan, Mortuary Mire is the land-based recursion plan, and Stinkweed Imp may be the repeatable recursion engine if dredge is legal. Do not assume recursion beats graveyard hate unless the visible stack, exile, graveyard, and legal actions prove the line remains intact. + +- Mana: Forest, Khalni Garden, Holdout Settlement, Survivors' Encampment, Wooded Ridgeline, Haunted Mire, Mortuary Mire, and Generous Ent form the mana package. Green access enables setup; black access enables Dread Return and Lotleth Giant; creature-tap lands require preserving bodies. Sideboard Ancient Grudge, Fang Dragon, Flaring Pain, and Momentary Blink may add color stress, so sideboarded hands need stricter mana checks. + +- Sideboard modules: Ancient Grudge answers artifacts, Fang Dragon adds a large threat or red module pending legal text, Flaring Pain fights prevention effects, Gnaw to the Bone buys time against damage races, and Momentary Blink supports protection or value if the board has legal targets worth blinking. + +## Primary Win Conditions +- Primary line: Stock the graveyard, keep or create three expendable creatures, then use Dread Return to return Lotleth Giant for a lethal or near-lethal trigger. Prioritize Satyr Wayfinder, Circle of the Land Druid, Malevolent Rumble, Scrapwork Mutt, Stinkweed Imp dredge actions if legal, and Generous Ent landcycling or setup actions to build mana, graveyard size, and creature density before committing. + +- Setup rule: Treat Khalni Garden tokens, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Town Greeter, Molten Gatekeeper, and Stinkweed Imp as Dread Return infrastructure before treating them as attackers. Preserve three sacrifice bodies unless trading prevents a faster loss or the legal action list already exposes another winning line. + +- Execution rule: Commit to Dread Return targeting Lotleth Giant when the legal action text exposes the spell or flashback action, the target is legal, sacrifice choices are legal, and the visible graveyard count makes the Lotleth Giant trigger lethal or likely decisive. Count only visible creature cards and let the rules engine determine exact trigger size after sacrifices, target movement, replacement effects, and any stack interaction. + +- Prioritization rule: Choose the Lotleth Giant Dread Return line over more milling when it wins now, when the opponent threatens lethal next turn, when visible graveyard hate or open interaction makes waiting worse, or when the current board cannot profitably block another attack. Delay only when the visible board is stable, the creature count is clearly short, or Dread Return would walk into known public disruption with no redundancy. + +- Disruption rule: Respect graveyard exile, stack interaction, removal on sacrifice bodies, prevention effects, and effects that can exile or move Lotleth Giant before resolution. If the opponent has known graveyard hate from public information, prefer a same-turn setup-plus-payoff line instead of passing with a stocked graveyard. + +- Backup primary line: Hard-cast Lotleth Giant when mana, colors, and legal actions support it and the graveyard count produces lethal, stabilizing damage, or a two-turn clock. This line is slower than Dread Return but matters after Dread Return is exiled, sacrifice bodies are unavailable, or the game has become mana-rich through Forest, Haunted Mire, Mortuary Mire, Holdout Settlement, Survivors' Encampment, Wooded Ridgeline, and Generous Ent setup. + +## Secondary Win Conditions +- Combat pressure line: Win by attacking only after setup creatures are no longer needed for imminent Dread Return or when combat damage shortens a Lotleth Giant clock. Molten Gatekeeper, Town Greeter, Scrapwork Mutt, Stinkweed Imp, Satyr Wayfinder, Circle of the Land Druid, Generous Ent, and Khalni Garden tokens should attack when blockers are poor, the race favors you, or the opponent is forced to spend removal on low-value bodies. + +- Defensive attrition line: Use Stinkweed Imp and expendable creatures to slow creature decks while the graveyard grows. Block with Stinkweed Imp when it preserves life or trades up, and choose dredge-style recursion only when the rules engine exposes it and drawing a new card is less important than rebuilding the graveyard. + +- Recursion line: Use Mortuary Mire to recycle Lotleth Giant, Stinkweed Imp, Generous Ent, Masked Vandal, or a missing setup creature when the top-card placement will matter before the opponent can punish the tempo loss. Favor Lotleth Giant if the next draw or mill can restart a kill; favor Stinkweed Imp if survival is the limiting resource. + +- Value line: Use Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, and Generous Ent to keep hitting lands, bodies, and graveyard volume when the immediate kill is unavailable. Card text check required for exact Malevolent Rumble, Circle of the Land Druid, Scrapwork Mutt, and Generous Ent legal modes; follow the engine's shown choices. + +- Interaction-to-pressure line: Use Masked Vandal to remove a visible artifact or enchantment that blocks the graveyard plan, prevents attacks, or represents lethal pressure. Card text check required for exact Masked Vandal costs and eligible targets; do not spend it on a low-impact permanent if Lotleth Giant setup is the better route. + +## Emergency Lines +- Behind on life: Prioritize blockers, Stinkweed Imp, Khalni Garden bodies, and any legal life-buying or board-stabilizing line over extra milling. Post-board, Gnaw to the Bone becomes a major stabilizer when the graveyard contains enough creatures; cast it before lethal damage windows if the engine exposes the legal action. + +- Behind on board: Trade expendable creatures to preserve life while protecting the minimum resources needed for Dread Return. If three sacrifice bodies cannot be kept, shift toward hard-cast Lotleth Giant, Mortuary Mire recursion, and Stinkweed Imp defense until the board is rebuilt. + +- Behind on cards: Prefer self-mill and selection that also develops mana or bodies, not low-impact attacks. Satyr Wayfinder, Malevolent Rumble, Scrapwork Mutt, Circle of the Land Druid, and Generous Ent are recovery tools because they can convert weak hands into lands, graveyard count, or future action. + +- Behind on mana: Prioritize Forest and green access first, then black access for Dread Return or Lotleth Giant. Use Generous Ent fixing if legal, value Holdout Settlement and Survivors' Encampment only with creatures available to tap, and avoid sacrificing the only creature that enables colored mana unless the payoff resolves now. + +- Graveyard disrupted: Rebuild with new self-mill instead of assuming old plans still work. If Lotleth Giant, Dread Return, or key creature density is exiled, move to hard-cast threats, combat pressure, Mortuary Mire if legal and useful, or sideboard role cards in later games. + +- Win conditions removed: If Lotleth Giant is unavailable, pressure with creatures while using Stinkweed Imp and Masked Vandal to manage the board. If Dread Return is unavailable, treat Lotleth Giant as a castable finisher and preserve mana development more highly than sacrifice-body count. + +- Combo race emergency: Go now when waiting gives the opponent a visible next-turn win, known hate activation, or lethal attack. Accept a lower Lotleth Giant trigger if it creates lethal next turn, removes the opponent's ability to race, or is the only line that keeps the game alive. + +## Resource Model +- Life is a setup buffer, not a prize to protect at all costs. Spend life to keep developing graveyard volume, mana, and sacrifice bodies, but switch to blocking when the opponent's visible attack clock threatens to beat the next Lotleth Giant or Dread Return window. + +- Hand cards are best when they become lands, graveyard count, or board bodies quickly. Keep Satyr Wayfinder, Circle of the Land Druid, Malevolent Rumble, Scrapwork Mutt, Generous Ent, and Stinkweed Imp lines that convert a weak hand into velocity; do not hoard setup cards unless the current legal actions already point to a same-turn payoff. + +- Mana is the limiting resource for rebuilding after disruption and for hard-casting Lotleth Giant. Prioritize early green for enablers, then black access for Dread Return and Lotleth Giant lines, with red access becoming important for Molten Gatekeeper and post-board Ancient Grudge, Fang Dragon, and Flaring Pain. + +- Board presence is combo infrastructure first and combat material second. Treat Khalni Garden tokens, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Town Greeter, Molten Gatekeeper, Stinkweed Imp, and Masked Vandal as sacrifice bodies, mana enablers, blockers, or chip attackers depending on whether three Dread Return bodies are already secure. + +- Graveyard size is the deck's main scaling resource. Prefer legal plays that add creatures to the graveyard while preserving future action, because Lotleth Giant rewards visible graveyard creature density and Dread Return turns creatures in play into the payoff. + +- Exile is a warning zone and a sideboard resource tracker. If Lotleth Giant, Dread Return, Stinkweed Imp, or key self-mill creatures are exiled, reduce confidence in deterministic graveyard plans; if Ancient Grudge or Flaring Pain is in exile after flashback-like use, do not assume it remains available unless the engine presents a legal action. + +- Lands are development, fixing, and sometimes top-deck control. Forest enables most early setup; Khalni Garden supplies a body; Mortuary Mire can recycle a key creature; Haunted Mire and Wooded Ridgeline are slower fixing; Holdout Settlement and Survivors' Encampment depend on creatures to produce colored mana. + +- Sacrifice fodder is a protected resource once Dread Return is near. Trade or tap bodies freely when no payoff is close, but preserve three creatures when Lotleth Giant is in the graveyard or Dread Return is otherwise likely to become legal soon. + +- Tempo is spent when it buys inevitability and saved when under a short clock. A tapped land, Mortuary Mire setup, Generous Ent fixing action, or self-mill spell is excellent while stable, but blocking, Gnaw to the Bone, or immediate Dread Return becomes higher priority when visible pressure is lethal soon. + +- Information should be treated as public, revealed, or inferred. Use visible graveyards, exile, battlefield, revealed hands, and previous match games; do not assume hidden graveyard hate, removal, or counterspells unless archetype guidance and open mana make playing around them worth the tempo cost. + +- Sideboard bullets convert narrow mana and graveyard resources into matchup-specific leverage. Ancient Grudge targets artifact pressure, Flaring Pain challenges prevention or fog effects, Gnaw to the Bone converts stocked graveyards into survival, Momentary Blink needs card text check required for exact utility, and Fang Dragon needs card text check required for exact role and timing. + +## Mana Guide +- Keep hands that produce green early and have a credible path to black or payoff mana. A hand with Forest or green-producing utility plus Satyr Wayfinder, Circle of the Land Druid, Malevolent Rumble, Generous Ent, or Scrapwork Mutt is usually functional; a hand with only tapped off-color lands and no enabler should be treated as risky. + +- Sequence green before black unless the current legal action requires black now. Forest and green access cast the deck's setup cards, while black matters most when Dread Return or Lotleth Giant is ready or when Mortuary Mire can place an important creature for the next draw. + +- Play tapped lands early when the turn has no stronger legal use for untapped mana. Khalni Garden is high priority because it adds a body, Haunted Mire and Wooded Ridgeline help future colors, and Mortuary Mire should be delayed until its top-card effect can target a creature that matters. + +- Use Holdout Settlement and Survivors' Encampment as colored sources only when a creature can be tapped without damaging the immediate plan. Do not tap the only potential blocker against lethal pressure, the third Dread Return sacrifice body, or the only creature needed for a current mana chain unless the payoff is decisive. + +- Use Generous Ent as fixing when the engine presents a legal land-search or cycling-style action and mana is the bottleneck. Card text check required for exact Generous Ent mode; if the legal action improves land access and the hand lacks green, black, or sideboard colors, take the setup over low-impact board development. + +- Treat red mana as a planned splash, not an early default. Molten Gatekeeper in the main deck and Ancient Grudge, Fang Dragon, and Flaring Pain after sideboard may require red access, so choose Wooded Ridgeline or other red-producing lines when those cards are visible and relevant. + +- Play lands before draw or selection when the extra mana or landfall-like body matters immediately. Hold a land until after Satyr Wayfinder, Malevolent Rumble, Scrapwork Mutt, or dredge-like choices only when the legal selection could change which land should be played, Mortuary Mire timing matters, or hand size/discard incentives are visible. + +- Preserve Mortuary Mire for recursion unless tempo forces it as a tapped black source. Target Lotleth Giant when setting up a kill, Stinkweed Imp when survival is key, Generous Ent when mana or board size matters, and Masked Vandal when a visible artifact or enchantment must be answered. + +- Mulligan mana-light hands that cannot cast setup by turn two or three. Keep slower hands only when they contain green access plus multiple enablers, Khalni Garden body support, or Generous Ent fixing; reject hands that need Holdout Settlement or Survivors' Encampment without creatures to function. + +- Spend mana on self-mill before marginal attacks when not under lethal pressure. Spend mana on blockers, Gnaw to the Bone, Masked Vandal, or immediate Dread Return when the visible board says survival or disruption matters more than adding more graveyard volume. + +## Mulligan Guide +- Strong keep: keep green access plus two setup cards and either graveyard payoff or sacrifice material. Examples include Forest plus Satyr Wayfinder plus Malevolent Rumble; Khalni Garden plus Circle of the Land Druid plus Scrapwork Mutt; or green access plus Stinkweed Imp plus Dread Return plus Lotleth Giant when the hand can put cards into the graveyard early. + +- Medium keep: keep slower hands with Khalni Garden, a tapped dual, and one reliable enabler when they also contain Generous Ent, Satyr Wayfinder, Malevolent Rumble, or Scrapwork Mutt. These hands are acceptable on the draw or against slower decks because they develop mana, bodies, and graveyard volume before the payoff turn. + +- Risky keep: keep one-land hands only when the land produces green and the hand has Satyr Wayfinder, Malevolent Rumble, or a legal Generous Ent fixing action. Card text check required for Generous Ent; if the engine does not expose a fixing action quickly, the hand should have been treated as a mulligan risk. + +- Automatic ship: ship hands with no lands, no green access, no early enabler, or only Lotleth Giant plus Dread Return without a way to mill, discard, or produce three creatures. Also ship hands relying on Holdout Settlement or Survivors' Encampment for colored mana without creatures, because those lands need board support to fix. + +- Matchup-dependent keep: keep post-board Gnaw to the Bone against fast creature pressure only with green access and self-mill. Keep Ancient Grudge only when the opponent is artifact-based and red or green access is realistic. Keep Flaring Pain only when prevention or fog effects are expected and the hand can pressure. Fang Dragon and Momentary Blink require card text check required before they become mulligan anchors. + +- Play/draw adjustment: on the play, prefer hands that start Khalni Garden or Forest into Satyr Wayfinder, Circle of the Land Druid, Malevolent Rumble, or Scrapwork Mutt. On the draw, accept one extra tapped-land hand if it has two enablers, but do not keep a hand that waits until turn three for its first meaningful action against visible aggro pressure. + +- Trap hand: do not keep a hand because it contains Dread Return and Lotleth Giant if the hand cannot stock the graveyard or keep three creatures on board. Do not keep multiple Stinkweed Imp hands without a discard, mill, or draw-replacement path, because dredge value requires the card to reach the graveyard and the engine to offer the replacement action. + +- Trap hand: do not overvalue Mortuary Mire in an opener with no graveyard plan. Mortuary Mire is strongest after a creature has died or been milled; early it is often just a tapped black source, and spending the opening hand on future recursion can leave the deck too slow. + +## Turn Arc +- Turn 1: prefer Khalni Garden when available because it fixes green and creates sacrifice material for Dread Return. If Khalni Garden is absent, play the land that enables turn-two green; use Haunted Mire, Wooded Ridgeline, or Mortuary Mire early only when tapped tempo is acceptable or color access requires it. + +- Turn 1 deviation: avoid spending Mortuary Mire's top-card value with no creature in the graveyard unless black access is otherwise missing. Holdout Settlement and Survivors' Encampment are better once a creature exists, so do not assume they solve colored mana before Khalni Garden, Satyr Wayfinder, or another body appears. + +- Turn 2: prioritize Satyr Wayfinder or Malevolent Rumble when the hand needs lands, graveyard volume, or a path toward Lotleth Giant. Prefer Scrapwork Mutt when discarding Stinkweed Imp, Dread Return, or Lotleth Giant is valuable and the legal action text supports that exchange. + +- Turn 2 deviation: play Circle of the Land Druid when a blocker, sacrifice body, or death-triggered graveyard plan is more important than immediate selection. Cast Stinkweed Imp early when survival matters; it is not just a dredge card if the opponent is pressuring life total. + +- Turn 3: build toward three creatures plus a stocked graveyard. Good default lines are second enabler, Scrapwork Mutt filtering, Stinkweed Imp defense, Masked Vandal against a visible artifact or enchantment, or Town Greeter/Molten Gatekeeper only when their legal text and current board make them useful. Card text check required for exact Town Greeter and Molten Gatekeeper tactical value. + +- Turn 3 deviation: if Lotleth Giant and Dread Return are already in the graveyard and three creatures are available, evaluate whether going now beats waiting. Commit when visible graveyard creature count, opponent shields, and life totals make the payoff decisive; wait when open interaction, low creature count, or a weak payoff makes sacrificing the board reckless. + +- Turns 4-5: convert setup into a real threat. Flash back or cast Dread Return for Lotleth Giant when the engine shows it as legal and the visible graveyard makes the trigger high-impact; otherwise continue milling with Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, and Stinkweed Imp. + +- Turns 4-5 deviation: stabilize before comboing when the opponent has lethal or a short clock. Use Stinkweed Imp as a blocker, preserve Khalni Garden tokens and utility creatures for Dread Return only if survival permits, and use post-board Gnaw to the Bone when life gain changes the race more than another setup spell. + +- Turns 4-5 sideboard pacing: use Ancient Grudge against artifacts before they create irreversible tempo or graveyard hate pressure. Use Flaring Pain only when prevention blocks a meaningful damage plan. Use Momentary Blink or Fang Dragon only after card text check required confirms the legal action advances the current board. + +- Late game: treat the graveyard as a loaded resource but not an infinite resource. Prioritize legal Lotleth Giant lines, Mortuary Mire recursion, hard-cast payoffs when mana allows, and dredge or selection only when library size and current pressure make more milling safe. + +- Late game deviation: stop sacrificing board presence into a low-impact Dread Return if Lotleth Giant will not threaten the opponent or stabilize the game. In attrition states, hard-cast creatures, recur Stinkweed Imp, recycle a key creature with Mortuary Mire, and attack only when bodies are no longer needed for blocking or Dread Return. + +## Card Roles +- Circle of the Land Druid: use Circle of the Land Druid as an early body that advances the graveyard plan when it dies. Card text check required for exact death-trigger details, so treat its mill/land-recursion value as conditional on the legal engine prompt; tactically, it is still important as a blocker, sacrifice body for Dread Return, and a way to turn trades into graveyard volume. + +- Circle of the Land Druid timing: cast it early against pressure when blocking matters, and cast it before Dread Return turns when one more creature on board is the bottleneck. Avoid preserving it too long for theoretical value if trading it buys a turn or unlocks a legal graveyard trigger. + +- Generous Ent: use Generous Ent primarily as green fixing and late-game material unless the rules engine exposes a better immediate creature line. Card text check required for exact landcycling and battlefield text; if a legal fixing action is available, it is often better than keeping an expensive creature stranded while the deck misses green or black. + +- Generous Ent timing: use its fixing line early when the hand lacks stable green, black, or red access for the current plan. Hard-cast it only when the game has slowed, mana is abundant, and a large reach body matters more than immediate Lotleth Giant setup. + +- Lotleth Giant: treat Lotleth Giant as the main deterministic payoff when its legal entry or reanimation trigger can convert graveyard creatures into lethal or near-lethal damage. Card text check required for exact trigger count and target/player wording, but the deck is built to load creature cards into the graveyard before resolving Lotleth Giant. + +- Lotleth Giant timing: discard or mill Lotleth Giant willingly when Dread Return is available or likely, because graveyard access is usually faster than hard-casting. Do not rush Dread Return for a low-count Lotleth Giant if sacrificing three creatures leaves you dead on board and the damage is not decisive. + +- Malevolent Rumble: use Malevolent Rumble as a premium setup spell because it digs for permanents while feeding the graveyard and may create enabling material if the engine shows that text. Card text check required for exact token and selection wording; choose the permanent that fixes the current bottleneck rather than the card with the highest abstract value. + +- Malevolent Rumble selection: take lands when mana is the bottleneck, take Dread Return support creatures when three bodies are the bottleneck, and take Lotleth Giant or another payoff only when the graveyard and mana already support a finishing plan. Do not choose a slow payoff over a land if missing the next land drop prevents all relevant legal actions. + +- Masked Vandal: use Masked Vandal as main-deck interaction for visible artifacts or enchantments, especially graveyard hate, artifact engines, and prison pieces. Card text check required for exact cost and target condition; if it requires exiling a creature card from your graveyard, confirm the exchanged card is less important than removing the opposing permanent. + +- Masked Vandal timing: hold Masked Vandal when the opponent represents an artifact or enchantment that can stop Dread Return or graveyard access. Cast it as a body when no target exists only if you need a blocker, sacrifice creature, or mana support through Holdout Settlement or Survivors' Encampment. + +- Molten Gatekeeper: use Molten Gatekeeper only according to legal text exposed by the engine because its exact role is uncertain. Card text check required; if it rewards creatures entering, sacrificing, or graveyard loops, prioritize it before multi-creature setup turns, but if it is only a creature body in the current state, rank it below Satyr Wayfinder and Malevolent Rumble for setup. + +- Molten Gatekeeper timing: cast it when red access is available and the board needs another creature for pressure, blocking, or Dread Return material. Do not distort mana sequencing for Molten Gatekeeper before green setup unless its visible legal text directly improves the current payoff turn. + +- Satyr Wayfinder: use Satyr Wayfinder as one of the best early plays because it finds land while moving creatures and Dread Return pieces toward the graveyard. Take the land that enables the next two turns, not automatically the rarest color, because this deck often needs green early, black for Dread Return or Lotleth Giant lines, and red only for specific main or sideboard cards. + +- Satyr Wayfinder timing: cast Satyr Wayfinder before committing fragile payoff lines when you need land, graveyard count, or a body. Avoid holding it for marginal future information unless you already have a complete three-creature Dread Return setup and casting it would expose you to decking or unnecessary graveyard hate. + +- Scrapwork Mutt: use Scrapwork Mutt as filtering, discard setup, and a recyclable artifact creature body if the engine exposes its expected legal abilities. Card text check required for exact discard/draw and graveyard ability text; it is strongest when it can put Stinkweed Imp, Dread Return, or Lotleth Giant into the graveyard while replacing itself. + +- Scrapwork Mutt timing: cast it when your hand contains dead expensive cards, duplicate lands, or dredge cards that need to enter the graveyard. Do not discard your only enabler or only land drop unless the resulting legal line immediately improves mana, survival, or the Dread Return plan. + +- Stinkweed Imp: use Stinkweed Imp as both a defensive creature and a dredge engine. Card text check required for exact combat/deathtouch-like wording and dredge number, but tactically it blocks large attackers, discourages combat, and turns future draws into graveyard volume when dredge is legally offered. + +- Stinkweed Imp timing: cast it when life total is under pressure or the opponent's attacks are profitable. Dredge it when graveyard volume matters more than drawing a random card; draw normally when library size, hand quality, or the need for land/action makes dredging too risky. + +- Town Greeter: use Town Greeter according to the engine-visible text because its exact tactical role is uncertain. Card text check required; if it creates or rewards small creatures, tokens, or life-buffering, it supports Dread Return material and stabilization, but if it is only a low-impact body, prioritize stronger setup spells first. + +- Town Greeter timing: cast it when you need another creature on board, a legal synergy trigger, or a body to tap Holdout Settlement or Survivors' Encampment. Avoid spending a turn on Town Greeter when a legal Satyr Wayfinder, Malevolent Rumble, or Scrapwork Mutt action would solve mana or graveyard bottlenecks. + +- Dread Return: treat Dread Return as the bridge between setup and payoff, not as a generic value spell. Card text check required only if the engine presents unusual targets or costs; normally the flashback plan requires three expendable creatures and targets Lotleth Giant when the visible graveyard count makes the trigger worth the sacrifice. + +- Dread Return timing: flash it back when the sacrificed creatures are less valuable than the returned creature and the expected Lotleth Giant damage, board presence, or survival swing matters now. Hold it when opponent interaction is likely, the graveyard count is too low, or sacrificing blockers opens lethal damage. + +- Khalni Garden: value Khalni Garden highly because it provides green and a creature token for blocking, tapping utility lands, or Dread Return sacrifice. Play it early when tapped tempo is acceptable; the token often turns otherwise clunky hands into functional mana and flashback hands. + +- Holdout Settlement and Survivors' Encampment: use these lands as colored fixing only after a creature exists to tap. Sequence Khalni Garden, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, or another expendable body first when possible, and do not keep hands that assume these lands produce colors without support. + +- Mortuary Mire: use Mortuary Mire as late recursion for Lotleth Giant, Stinkweed Imp, Satyr Wayfinder, or another high-impact creature after one is in the graveyard. Avoid playing it early with no target unless black mana is required immediately, because losing the top-card mode can weaken attrition games. + +- Forest, Haunted Mire, and Wooded Ridgeline: use Forest as the cleanest early green source, and use Haunted Mire or Wooded Ridgeline when their tapped color access supports the next turn. Sequence tapped duals early when tempo allows, but do not delay turn-two setup for a perfect future color unless the hand already has a legal early action. + +## Interaction Priorities + +- Priority: remove graveyard hate before committing Dread Return or deep dredge if the hate is a visible artifact or enchantment and Masked Vandal or postboard Ancient Grudge can legally answer it. Do not assume Masked Vandal can target or be cast unless the engine exposes the legal target and any required cost; Card text check required for exact Masked Vandal condition. + +- Priority: treat effects that exile the graveyard, stop graveyard recursion, prevent sacrifice, or counter Dread Return as higher-priority problems than ordinary creatures. The deck can race or block many fair attackers, but a resolved hate permanent or held counter can turn Lotleth Giant and Stinkweed Imp volume into no progress. + +- Priority: spend Ancient Grudge first on artifacts that either shut off the graveyard, generate lethal tempo, or dominate combat. Against artifact decks, kill mana-producing or payoff artifacts when that slows their next turn; against hate decks, save Ancient Grudge for the hate piece unless losing immediately. + +- Priority: use Flaring Pain only when damage prevention is visibly stopping a lethal or high-impact Lotleth Giant, Molten Gatekeeper, combat, or Fang Dragon damage line. Do not fire it for small damage unless the next turn cycle makes prevention the only obstacle to winning. + +- Priority: use Masked Vandal on artifact or enchantment engines before low-impact value permanents. Exile a creature card from your graveyard for it only when the answered permanent matters more than keeping that creature for Dread Return count, Stinkweed Imp dredge loops, Mortuary Mire recursion, or Lotleth Giant damage scaling. + +- Bait: present Satyr Wayfinder, Malevolent Rumble, Scrapwork Mutt, Circle of the Land Druid, or Town Greeter before Dread Return when the opponent likely has permission or instant-speed graveyard interaction. Make the opponent answer enablers first; commit Dread Return after they tap low, use a counter, or when waiting is worse because the clock is closing. + +- Ignore: do not overreact to small ground creatures if Stinkweed Imp, Khalni Garden tokens, or expendable bodies can buy the needed turns. Preserve setup velocity unless the visible attack pattern puts you near lethal before Lotleth Giant or Gnaw to the Bone can matter. + +- Archetype change: against fast red or go-wide aggro, value Gnaw to the Bone and Stinkweed Imp as interaction because life and blocking are the relevant exchange. Against control, value redundancy, bait sequencing, and Mortuary Mire recursion over racing; against artifact decks, Ancient Grudge and Masked Vandal become premium interaction; against prevention decks, hold Flaring Pain for the decisive damage turn. + +- Bounce and discard: this registered list has no reliable main-deck counterspell, bounce spell, or hand discard plan from known card names. If the engine exposes such a mode from a card with uncertain text, use it only when the visible choice advances survival, protects Dread Return, or clears the path for Lotleth Giant. + +## Combat And Trading Rules + +- Attack policy: attack with expendable bodies only when damage is meaningful, the creature is not needed to tap Holdout Settlement or Survivors' Encampment, and losing it does not delay Dread Return flashback. The deck often wins by graveyard payoff, so chip damage is useful only when it changes the Lotleth Giant math or pressures a control opponent. + +- Block policy: block aggressively with Khalni Garden tokens, Circle of the Land Druid, Satyr Wayfinder, Scrapwork Mutt, Town Greeter, and other low-value bodies when life total is under pressure or the creature would later be replaceable. Preserve three creatures for Dread Return when life is stable and the payoff turn is close. + +- Stinkweed Imp policy: use Stinkweed Imp as the preferred stabilizing blocker into large attackers when its engine-visible text makes combat unfavorable for the opponent. Card text check required for exact combat ability, but tactically it should trade up, deter attacks, and return to the graveyard where dredge can keep the engine moving. + +- Engine preservation: avoid trading away the only creature that enables Holdout Settlement or Survivors' Encampment if that land is needed for black, red, or sideboard colors next turn. A creature that looks expendable may be the difference between casting Dread Return, Ancient Grudge, Flaring Pain, or a needed setup spell. + +- Sacrifice preservation: keep at least three expendable creatures on board when a legal Dread Return flashback for Lotleth Giant is likely to matter soon. Trade or chump below three creatures only when failing to block risks lethal, loses a key permanent, or buys enough time to rebuild with Khalni Garden, Satyr Wayfinder, Malevolent Rumble, or Town Greeter. + +- Life thresholds: above roughly 12 life, prefer development unless the opponent has a visibly fast board; from 7-11 life, weigh every attack and self-sacrifice against the next opposing combat; at 6 or less, prioritize blocking, Gnaw to the Bone, Stinkweed Imp, and immediate stabilizing lines over marginal graveyard growth. + +- Protection: use Momentary Blink only when the engine shows a legal target and the blink protects a key creature, reuses a valuable enter-the-battlefield effect, or changes combat profitably. Card text check required for exact timing and flashback costs; do not blink a creature just for value if it breaks Dread Return material or mana support. + +- Archetype differences: against aggro, trade bodies for time and convert the graveyard into Gnaw to the Bone or Lotleth Giant later; against control, avoid unnecessary trades that reduce Dread Return material and make sweepers better; against artifact creature decks, trade defensively until Ancient Grudge or Masked Vandal can break their engine; against combo, attack more freely when blockers do not affect the opponent's deterministic line. + +- Fang Dragon combat: use Fang Dragon postboard as a stabilizer or finisher only according to legal text shown by the engine. Card text check required for exact ability, but if it can remove small creatures, cycle for mana setup, or become a large flying threat, choose the mode that solves the immediate board rather than forcing it as a generic attacker. + +## Selection And Tutor Rules + +- Selection priority: use Satyr Wayfinder and Malevolent Rumble as the primary pseudo-tutors because they find lands or creatures while filling the graveyard. Take the card that makes the next two turns work, not automatically the most expensive card. + +- Land selection: take a needed land over a payoff when the current hand cannot cast setup spells, produce black for Dread Return, produce red for Scrapwork Mutt unearth or sideboard cards, or keep future land drops flowing. A found Mortuary Mire is especially valuable when Lotleth Giant, Stinkweed Imp, or another key creature is already in the graveyard and a top-deck setup is useful. + +- Payoff selection: take Lotleth Giant from Satyr Wayfinder or Malevolent Rumble when mana and graveyard volume are already adequate, or when the current path is hard-cast threat into later recursion. Do not take Lotleth Giant over a missing land if the hand cannot cast its enablers. + +- Creature-count policy: prefer choices that put extra creatures into the graveyard once mana is stable. Dread Return and Lotleth Giant both reward graveyard creature density, so a selection that keeps one useful card and mills several creatures often beats a cleaner-looking hand refill. + +- Scrapwork Mutt filtering: discard redundant lands, extra high-cost Lotleth Giant copies, dredge cards you want in the graveyard such as Stinkweed Imp, or situational sideboard cards that are not relevant to the visible board. Keep the card instead of rummaging only when every card in hand has a clear near-term job. + +- Dredge selection: choose Stinkweed Imp dredge over a normal draw when the plan needs graveyard volume, Dread Return setup, or Lotleth Giant damage. Take a normal draw instead when searching for a specific non-graveyard answer such as Ancient Grudge, Flaring Pain, Gnaw to the Bone, Momentary Blink, or a missing land and dredging would likely reduce access to it. + +- Mortuary Mire sequencing: play Mortuary Mire after a valuable creature is already in the graveyard if the tapped land timing is acceptable. Put Lotleth Giant on top when a hard-cast or later Dread Return line is close; put Stinkweed Imp on top when survival and repeatable graveyard velocity matter more. + +- Land-drop timing: delay the land drop until after Satyr Wayfinder or Malevolent Rumble when you already have a playable land and the selection may reveal Mortuary Mire, a missing color, or a better tapped-land sequence. Make the land drop first only when mana from that land is needed to cast the selection spell. + +- Sideboard selection: after boarding, value Ancient Grudge, Gnaw to the Bone, Flaring Pain, Momentary Blink, and Fang Dragon according to the matchup and visible pressure, but do not keep selection lines that strand them off color. Card text check required for exact Fang Dragon and Momentary Blink tactical modes. + +## Priority And Stack Rules + +- Priority default: advance the graveyard engine at sorcery speed unless the engine exposes a meaningful instant-speed action. This deck is mostly proactive, so passing with unused mana is correct only when holding a visible response, preserving a combat trick window, or avoiding overcommitment into known interaction. + +- Dread Return gate: cast or flash back Dread Return only when the legal target and sacrifice cost are worth the risk of losing three creatures or exposing the graveyard. Prefer waiting if the opponent has open interaction, visible graveyard hate, or a likely counterspell and you can keep developing without dying. + +- Dread Return execution: once the commitment is correct, target Lotleth Giant when visible graveyard creature count makes the damage decisive or near-decisive. Target another creature only when the engine exposes a clearly better survival line, such as Stinkweed Imp for blocking or a sideboard creature that answers the board. + +- Lotleth Giant timing: resolve Lotleth Giant when its trigger meaningfully changes the race, threatens lethal, or forces the opponent to answer immediately. Do not spend the payoff into prevention, lifegain, or known counterplay when another turn of milling improves the result and does not risk death. + +- Flaring Pain window: cast Flaring Pain only in response to, or before, a visible prevention effect that would stop a decisive damage line. If prevention is not currently relevant, preserve it for the Lotleth Giant, Molten Gatekeeper, Fang Dragon, or combat turn that actually needs it. + +- Ancient Grudge window: use Ancient Grudge at instant speed when an artifact is about to generate decisive mana, damage, graveyard hate, or combat advantage. If the artifact is not immediately dangerous, consider waiting to conceal the answer or to hit a higher-value target. + +- Gnaw to the Bone window: cast Gnaw to the Bone when life gain changes the opponent’s next attack from lethal or race-winning into survivable. Do not fire it early for a small cushion unless mana would otherwise be wasted and the graveyard creature count is already high enough to matter. + +- Momentary Blink window: use Momentary Blink only on a legal creature when blinking protects a key creature, reuses a valuable enter-the-battlefield effect, or changes combat math. Card text check required for exact target limits and flashback timing; avoid blinking away a creature needed as Dread Return material unless the protection is more important. + +- Scrapwork Mutt unearth timing: unearth Scrapwork Mutt when the temporary body, rummage trigger, artifact body, or sacrifice material matters this turn. Do not unearth merely because mana is available if the body will be exiled before contributing to Dread Return, combat, or filtering. + +- Combat priority: after attackers and blockers, use instant-speed actions only when they improve survival, create a profitable trade, protect a key creature, or set up a near-term payoff. Passing is correct when no legal instant changes the next combat damage or stack outcome. + +- Graveyard-hate discipline: respond to visible graveyard exile or hate activation with any legal value action that uses the graveyard now, such as Gnaw to the Bone, Ancient Grudge flashback, Dread Return, or Scrapwork Mutt unearth, if the engine confirms legality. Do not assume you can respond to static hate unless the rules engine offers a legal action. + +- Optional payments and triggers: accept optional costs or triggers only when they advance the active plan this turn cycle. Decline low-impact optional value if it consumes mana, creatures, graveyard cards, or timing needed for Dread Return, interaction, or survival. + +## Sideboard Map + +- Sideboard identity: use the sideboard to change which axis the graveyard engine protects, not to abandon the Dread Return and Lotleth Giant plan. Ancient Grudge answers artifact engines and hate, Gnaw to the Bone buys racing turns, Flaring Pain forces damage through prevention, Momentary Blink protects or reuses key creatures, and Fang Dragon is a high-end role card whose exact text needs runtime confirmation. + +- Ancient Grudge role: bring Ancient Grudge against artifact-heavy decks, artifact mana decks, Affinity shells, equipment plans, and visible artifact graveyard hate. Prioritize artifacts that stop Dread Return, shrink graveyard value, create lethal pressure, or unlock the opponent's mana engine. Ancient Grudge is bad against creature-only aggro, spell combo, or control decks with few artifact permanents; in those matchups it should not dilute Satyr Wayfinder, Malevolent Rumble, Dread Return, or creature density. + +- Flaring Pain role: bring Flaring Pain against prevention, fog, Prismatic Strands-style effects, Circle-style prevention, or decks that can blank a Lotleth Giant, Molten Gatekeeper, Fang Dragon, or combat-damage kill. Hold it until damage prevention actually matters. Flaring Pain is bad when the opponent wins by removal, countermagic, graveyard hate, board pressure, or lifegain without prevention; it does not solve a stalled engine by itself. + +- Gnaw to the Bone role: bring Gnaw to the Bone against Burn, fast red, go-wide aggro, tempo decks racing in the air, and any matchup where life total is the bottleneck while the graveyard naturally fills. Cast it when it changes the next attack or burn sequence from lethal to survivable, not merely for a small cushion. Gnaw to the Bone is bad against slow control, graveyard hate, combo kills that ignore life total, or games where dredging creatures is being suppressed. + +- Momentary Blink role: bring Momentary Blink when protecting key creatures, reusing Lotleth Giant damage, reusing Satyr Wayfinder or Scrapwork Mutt value, or blanking removal is more important than maximizing raw graveyard count. It becomes stronger when Holdout Settlement and Survivors' Encampment can realistically produce flashback colors through creatures. Momentary Blink is bad against edicts, graveyard exile, fast starts where mana must be spent on blockers, or matchups where the creature must remain available for Dread Return sacrifice. + +- Fang Dragon role: Card text check required. Treat Fang Dragon as a conditional sideboard threat or damage-oriented top end only after legal action text confirms its mode, cost, and targets. Add Fang Dragon against grindy creature boards, prevention-sensitive endgames with Flaring Pain support, or opponents overloaded on graveyard hate where a castable threat matters. Avoid it when speed, low land count, or color constraints make a seven-mana role unrealistic. + +- Balanced plan versus Affinity and artifact engine decks: +Side in: 3 Ancient Grudge +Cut: 2 Masked Vandal, 1 Town Greeter + +- Affinity execution: preserve Dread Return, Lotleth Giant, Stinkweed Imp, Satyr Wayfinder, Malevolent Rumble, and Scrapwork Mutt because the deck still wins by graveyard density. Ancient Grudge should answer artifact lands or payoffs only when that materially slows the opponent, breaks a lethal board, or removes hate; do not spend it on low-value artifacts if a stronger artifact is likely from visible play patterns. + +- Balanced plan versus Burn and fast red aggro: +Side in: 4 Gnaw to the Bone +Cut: 2 Masked Vandal, 2 Lotleth Giant + +- Burn execution: keep hands that produce early creatures and self-mill because Gnaw to the Bone scales with creature count in the graveyard. Reduce main-deck emphasis: slow payoff redundancy and narrow artifact interaction. Role changes: Circle of the Land Druid, Satyr Wayfinder, Scrapwork Mutt, Stinkweed Imp, and Town Greeter become life-total infrastructure because they block, mill, or increase Gnaw to the Bone size. + +- Balanced plan versus prevention or fog decks: +Side in: 2 Flaring Pain, 3 Momentary Blink +Cut: 2 Masked Vandal, 2 Town Greeter, 1 Circle of the Land Druid + +- Prevention execution: treat Flaring Pain as a payoff enabler, not as generic interaction. The key turn is usually Lotleth Giant damage, Molten Gatekeeper pressure, or a combat push after the graveyard is already stocked. Momentary Blink can support this plan by protecting or reusing Lotleth Giant if legal, but do not assume blink resolves through removal or counters. + +- Balanced plan versus removal-heavy midrange or control: +Side in: 3 Momentary Blink, 3 Fang Dragon +Cut: 2 Masked Vandal, 2 Town Greeter, 1 Circle of the Land Druid, 1 Molten Gatekeeper + +- Midrange/control execution: use Momentary Blink to punish spot removal, reuse enter-the-battlefield value, or force the opponent to answer the same threat twice. Add role cards: resilient threat density, protection, and non-graveyard pressure if Fang Dragon is confirmed castable and relevant. Reduce main-deck emphasis: low-impact bodies that neither accelerate graveyard volume nor pressure through removal. + +- Balanced plan versus graveyard hate plus artifacts: +Side in: 3 Ancient Grudge, 3 Momentary Blink +Cut: 2 Masked Vandal, 2 Town Greeter, 1 Circle of the Land Druid, 1 Molten Gatekeeper + +- Graveyard-hate execution: answer visible artifact hate before committing Dread Return or relying on Stinkweed Imp dredge loops. Momentary Blink shifts value toward battlefield creatures when the graveyard may be attacked. Do not over-sideboard into reactive cards if the opponent's hate is only suspected; the main engine must still put creatures into the graveyard and find Dread Return plus Lotleth Giant. + +- Archetype rule versus creature aggro: Add role cards: Gnaw to the Bone, Momentary Blink when removal or combat tricks make blinking profitable, and Fang Dragon only if its confirmed text stabilizes the board. Reduce main-deck emphasis: slow redundant payoffs and narrow artifact-only answers. Keep Stinkweed Imp highly because deathtouch-style blocking is valuable if confirmed by rules text and legal combat actions. + +- Archetype rule versus combo: Add role cards only when they interact with the combo's visible axis; Ancient Grudge for artifact combo pieces, Flaring Pain for prevention-based stalls, and Fang Dragon only if it shortens the clock. Reduce main-deck emphasis: life-gain cards when the opponent does not win through damage. Race with self-mill and Dread Return rather than holding narrow cards with no visible target. + +- Archetype rule versus graveyard mirrors: Add role cards: Momentary Blink for value protection and Fang Dragon if confirmed as a castable alternate threat. Ancient Grudge matters only if artifact hate or artifact engines appear. Gnaw to the Bone can be strong in races but weak if both players are setting up noncombat kills. Preserve Dread Return discipline because opposing graveyard interaction changes the commitment gate. + +- Sideboard mulligan rule: after boarding, keep hands that cast both the engine and the sideboard card on time. A hand with Ancient Grudge but no green or red access, Gnaw to the Bone without self-mill, or Momentary Blink without creatures is not a sideboard success unless the rest of the hand independently executes the core plan. + +## Matchup Guidance + +- Aggro: stabilize first, then convert the graveyard into a lethal Dread Return turn. Keep hands with early blockers, self-mill, and enough mana to deploy Circle of the Land Druid, Satyr Wayfinder, Scrapwork Mutt, Stinkweed Imp, Town Greeter, or Khalni Garden tokens before taking large attacks. Add role cards: Gnaw to the Bone when racing damage matters, Momentary Blink when blinking a blocker or value creature changes combat, and Fang Dragon only if confirmed legal text stabilizes or ends the game. Reduce main-deck emphasis: slow redundant Lotleth Giant copies and narrow Masked Vandal text when the opponent has no visible artifacts or enchantments. + +- Burn: treat life total as the primary resource until Gnaw to the Bone or a fast Lotleth Giant kill is online. Prioritize self-mill bodies because Circle of the Land Druid, Satyr Wayfinder, Scrapwork Mutt, Stinkweed Imp, and Town Greeter increase creature count for Gnaw to the Bone while also buying turns. Do not spend early turns on speculative Molten Gatekeeper pressure if legal blocker development or graveyard growth prevents lethal burn math. Add role cards: Gnaw to the Bone first, Momentary Blink only if it blanks removal or reuses lifegain-relevant bodies, and Flaring Pain only if visible prevention is part of the opposing plan. + +- Go-wide creature decks: preserve blockers and use Stinkweed Imp as a high-value deterrent when rules text and legal actions confirm its combat role. Khalni Garden tokens matter because they can block, support Holdout Settlement or Survivors' Encampment, and later become Dread Return material. Trade small creatures when the trade buys a full turn or protects the Dread Return setup; avoid unnecessary attacks with sacrifice material unless damage changes the clock. Add role cards: Gnaw to the Bone for large life swings and Fang Dragon only after Card text check required confirms it punishes wide boards. + +- Tempo: spend mana efficiently but do not walk the only payoff into obvious open interaction when waiting creates redundancy. Use Satyr Wayfinder, Malevolent Rumble, Scrapwork Mutt, and Stinkweed Imp to rebuild after bounce or counters, and value Mortuary Mire when a public graveyard creature must be recovered. Add role cards: Gnaw to the Bone against air-pressure races, Momentary Blink against spot removal or bounce on Lotleth Giant, and Ancient Grudge only when the tempo deck shows artifact threats or hate. Prioritize resolving multiple small engine pieces over forcing Dread Return into a single likely answer. + +- Control: make them answer the engine repeatedly instead of committing all graveyard payoff into one vulnerable stack. Develop land drops, self-mill, and redundant creatures before the Dread Return commitment gate unless the opponent's clock or tapped mana makes waiting worse. Momentary Blink is strongest when it protects Lotleth Giant, reuses Satyr Wayfinder or Scrapwork Mutt, or punishes removal on a key creature. Fang Dragon is conditional; Card text check required before treating it as a castable alternate threat. Reduce main-deck emphasis: low-impact attackers when they neither pressure planes nor increase graveyard density. + +- Removal-heavy decks: assume key creatures may die, but treat deaths as resources when they stock Dread Return and Lotleth Giant. Do not expose the only sacrifice set if the opponent can remove a creature in response and collapse the line; wait for extra Khalni Garden tokens, Circle of the Land Druid, Satyr Wayfinder, Scrapwork Mutt, Town Greeter, or Stinkweed Imp when possible. Add role cards: Momentary Blink for spot-removal protection and Fang Dragon if confirmed as a threat that does not rely entirely on the graveyard. Use Mortuary Mire to rebuy a specific threat only when the draw step or selection line can actually access it in time. + +- Midrange: trade resources freely when trades increase graveyard size and preserve a future Lotleth Giant kill. Their plan often beats small battlefield pressure, so prioritize self-mill velocity from Malevolent Rumble, Satyr Wayfinder, Scrapwork Mutt, Circle of the Land Druid, and Stinkweed Imp over marginal attacks. Add role cards: Momentary Blink for value loops, Gnaw to the Bone if combat math is the bottleneck, and Fang Dragon after text confirmation when a hard-cast or alternate threat matters. Keep Dread Return discipline; forcing it early is correct only when visible board state, graveyard size, and opponent mana make the payoff likely to matter. + +- Big mana: race setup before their top-end invalidates small blockers. Keep hands that self-mill quickly and present a credible Dread Return plus Lotleth Giant path; slow defensive hands without pressure are risky. Ancient Grudge matters only if visible artifacts are central to acceleration or payoff, while Flaring Pain matters only against prevention or fog effects. Fang Dragon may be too slow unless its confirmed text provides reach or a resilient threat. Use Generous Ent and land selection to hit mana when casting threats is realistic, but do not overvalue land development over graveyard velocity. + +- Combo: identify whether their kill cares about life total, artifacts, graveyards, combat, or prevention before choosing reactive cards. Race with self-mill and Dread Return when no legal interaction is visible. Add role cards: Ancient Grudge for artifact combo pieces or artifact graveyard hate, Flaring Pain for prevention-based lock or fog kills, Gnaw to the Bone only when damage racing matters, and Momentary Blink when protecting the payoff is more important than speed. Do not hold Masked Vandal or Ancient Grudge without a visible legal target if advancing Dread Return would present lethal or force action. + +- Graveyard decks: treat both graveyards as resources but do not assume opposing hidden recursion. Race when your Lotleth Giant count and Dread Return access are ahead; slow down when visible graveyard hate or opposing lethal setup changes the commitment gate. Ancient Grudge is for artifact hate or artifact engines, not generic graveyard mirrors. Momentary Blink supports battlefield value when graveyards are under pressure. Gnaw to the Bone can win creature-heavy graveyard races, but it is weak against non-damage combo finishes. Preserve Mortuary Mire lines for recovered payoffs when public graveyard exile has reduced redundancy. + +- Artifact and enchantment decks: use Masked Vandal and Ancient Grudge on pieces that change the game, not the first legal permanent. Priority targets are hate pieces stopping Dredge execution, artifact lands or mana engines that unlock a faster kill, and artifact or enchantment threats that will end the game before Lotleth Giant. Add role cards: Ancient Grudge when artifacts are visible or highly likely from the matchup; Momentary Blink when removal pressure accompanies hate. Against enchantments, Card text check required for the exact legal Masked Vandal mode before relying on it. + +- Single-threat decks: answer or race the one threat according to the visible clock. If the threat can be blocked profitably, preserve Stinkweed Imp, Khalni Garden tokens, and expendable creatures; if it cannot, prioritize Dread Return speed and Lotleth Giant damage. Momentary Blink may protect the blocker or reuse Lotleth Giant after stabilizing. Gnaw to the Bone is strong when the single threat wins by damage over multiple turns. Do not overcommit creatures into bad attacks if those creatures are needed for Dread Return sacrifice or mana through Holdout Settlement and Survivors' Encampment. + +- Prevention or fog decks: treat Flaring Pain as a payoff enabler and wait to spend it until the same turn as lethal combat, Molten Gatekeeper pressure, or Lotleth Giant damage when legal text confirms it matters. Do not cast Dread Return into a prevention shield unless the line still advances board position or forces resources. Momentary Blink can help reuse Lotleth Giant, but only choose that line when legal action text confirms timing, target, and mana. Reduce main-deck emphasis: narrow interaction that does not affect prevention or clock. + +- Graveyard-hate games: answer visible hate before committing the whole graveyard line, but keep building battlefield material so the deck can still function. Ancient Grudge and Masked Vandal should be saved for hate or engine pieces that actually constrain Dread Return, Stinkweed Imp dredge, or Lotleth Giant payoff. Momentary Blink and Fang Dragon are alternate pressure tools if confirmed legal and castable. Do not assume hate exists from hidden information; adjust only to matchup pattern, revealed cards, public zones, and legal action prompts. + +## Specific Matchup Notes + +- General/archetype-only note: exact opposing decklists are not supplied for this Dredge guide, so treat these notes as matchup priors only. Revealed cards, public zones, legal actions, and rules-engine prompts override all assumptions, especially when deciding whether to commit Dread Return, spend Masked Vandal, or hold Ancient Grudge. + +- Fast creature aggro: prioritize survival until Lotleth Giant or Gnaw to the Bone changes the race. Keep Stinkweed Imp, Khalni Garden tokens, Circle of the Land Druid, Satyr Wayfinder, Scrapwork Mutt, and Town Greeter available as blockers or Dread Return bodies rather than making low-value attacks. Likely sideboarding adds Gnaw to the Bone and may add Momentary Blink when blinking a blocker or Lotleth Giant is realistic. Priority targets are lethal attackers, equipment or artifacts enabling burst damage, and graveyard hate that stops Gnaw to the Bone or Dread Return. + +- Blue tempo or control: develop redundancy before the commitment turn unless their clock makes waiting worse. Bait interaction with Satyr Wayfinder, Scrapwork Mutt, Malevolent Rumble, and smaller threats before exposing Dread Return when possible. Momentary Blink is a likely sideboard role card against spot removal and can protect or reuse Lotleth Giant if legal timing and mana are visible. Flaring Pain matters only if prevention or fog effects are revealed or strongly indicated by public play patterns. Do not assume hidden counterspells, but respect open mana when the same visible line can wait without losing the race. + +- Artifact decks: treat Ancient Grudge as a high-impact answer, not generic value. Priority targets are graveyard hate, artifact mana that accelerates a faster kill, artifact lands when mana denial changes the next turn, and artifact threats that beat Stinkweed Imp or tokens. Masked Vandal should answer the same class of permanent when legal, but Card text check required before relying on any exact enchantment/artifact mode interaction. Avoid over-sideboarding into narrow answers if the opponent's public artifacts are incidental. + +- Big mana, fog, or prevention decks: race the setup and preserve Flaring Pain for the turn it enables meaningful damage or prevents a prevention shield from blanking Lotleth Giant or combat. Generous Ent and land development matter more when hard-casting Lotleth Giant or post-board threats is realistic, but graveyard velocity remains the primary clock. Ancient Grudge is only for visible artifact acceleration, artifact lock pieces, or hate. Fang Dragon is conditional; Card text check required before treating it as a reliable closer or sweeper. + +- Graveyard mirrors and hate-heavy games: assume the graveyard is contested once hate is visible, not before. Save Ancient Grudge or Masked Vandal for hate that actually constrains Stinkweed Imp dredge, Dread Return, or Lotleth Giant. Use Mortuary Mire to rebuild a specific payoff only when the future draw or selection path can access it. Gnaw to the Bone can dominate creature-heavy races, but it is weak against non-damage combo. + +- Combo decks: race with self-mill when no relevant legal interaction is visible. Ancient Grudge is for artifact combo pieces, Flaring Pain is for prevention-based kills or locks, Momentary Blink is for protecting the selected payoff, and Gnaw to the Bone is only for damage races. Do not hold a nonfunctional answer while Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, or Stinkweed Imp can advance a lethal Dread Return line. + +## Risk Summary + +- Mana risk: the deck can stumble when Holdout Settlement and Survivors' Encampment require creatures, or when Mortuary Mire and tapped lands slow early setup. Protect early creature count when it supplies mana, blocks, and Dread Return sacrifice material. + +- Draw risk: hands with Lotleth Giant, Dread Return, and too little self-mill can look powerful but fail to function. Prefer hands with Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Stinkweed Imp, Scrapwork Mutt, or Generous Ent access over payoff-heavy hands without velocity. + +- Graveyard risk: graveyard exile, artifact hate, or repeated removal can convert stocked resources into stranded payoffs. Do not commit Dread Return into visible hate unless the action still produces immediate value or lethal pressure. + +- Closer risk: Lotleth Giant is the main deterministic payoff, so exiling, countering, or removing it at the wrong time can leave the deck attacking with small creatures. Preserve redundancy, Mortuary Mire recovery, and Momentary Blink lines when the opponent can interact. + +- Sequencing risk: dredging Stinkweed Imp, self-milling with Malevolent Rumble, and choosing land or creature setup can conflict. Choose the line that best supports the next commitment gate, not the line that merely mills the most cards. + +- Over-sideboarding risk: adding Ancient Grudge, Flaring Pain, Gnaw to the Bone, Momentary Blink, or Fang Dragon can dilute graveyard velocity. Bring in role cards for visible or highly likely problems, and preserve enough self-mill plus sacrifice bodies to keep Dread Return functional. + +- Sweeper/removal risk: losing multiple creatures can shrink mana access, blockers, and sacrifice count at once. Avoid exposing the only three-creature Dread Return set when a visible removal spell or sweeper pattern can break the line. + +- Interaction risk: Masked Vandal and Ancient Grudge are narrow without legal targets, while Flaring Pain is narrow without prevention. If the answer is not currently relevant, advance graveyard setup unless the matchup clock demands holding mana. + +## Test Feedback Checklist + +- Deciding factor: identify the exact visible event that decided the game: early graveyard velocity, loss of creature count, mana stumble, opponent graveyard hate, Dread Return resolution, Lotleth Giant damage, Gnaw to the Bone stabilization, or failure to close after setup. +- Mulligan review: record whether the opener had a functional path through land, early self-mill, and bodies. Flag payoff-heavy hands with Lotleth Giant plus Dread Return but no Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Stinkweed Imp, Scrapwork Mutt, Generous Ent, or stable mana. +- Mana review: note whether Holdout Settlement or Survivors' Encampment lacked a creature at the needed time, whether Khalni Garden enabled them, whether Mortuary Mire delayed a setup turn, and whether Generous Ent fixed a keep that otherwise failed. +- Velocity review: compare the first three turns against the desired setup curve. Count how often Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Stinkweed Imp dredge, and Scrapwork Mutt moved the deck toward a real Dread Return or Lotleth Giant plan. +- Engine review: ask whether Stinkweed Imp was dredged at the correct times or drawn/cast when blocking mattered more. Record cases where dredging missed required land drops, sacrifice bodies, or a hard-cast Lotleth Giant route. +- Creature-count review: track whether Khalni Garden, Town Greeter, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Masked Vandal, and Molten Gatekeeper supplied enough bodies for blocking, mana, and Dread Return sacrifice costs. +- Removal and hate review: record every Ancient Grudge and Masked Vandal decision by target, timing, and visible impact. Mark any case where an answer was spent on low-impact material while graveyard hate, artifact mana, or a lethal threat remained more important. +- Sideboard review: ask whether Ancient Grudge, Flaring Pain, Gnaw to the Bone, Momentary Blink, and Fang Dragon had visible jobs in the matchup. Flag sideboarded games where role cards stranded in hand reduced self-mill density without solving the actual problem. +- Closing review: identify whether the winning line was Lotleth Giant, repeated creature pressure, hard-cast threats, Mortuary Mire recovery, or opponent failure to pressure. For losses, record whether Dread Return was too slow, interrupted, lacked bodies, or targeted the wrong payoff. +- Role review: state the chosen role each game: race, stabilize, rebuild through hate, conserve resources, or force a commitment. Flag turns where the play followed the wrong role, such as attacking with needed blockers or waiting when the opponent's clock made waiting worse. +- Mistake review: capture legal alternatives the agent rejected incorrectly, especially missed dredge choices, missed land development, premature Dread Return, unsupported attacks, unnecessary passes with setup actions legal, or failure to preserve three creatures. +- Stranded-card review: list cards stranded in hand or graveyard and why: no colored mana, no creatures for Holdout Settlement or Survivors' Encampment, no artifact/enchantment target for Masked Vandal, no artifact target for Ancient Grudge, no prevention target for Flaring Pain, or no useful blink target for Momentary Blink. +- Overperformers and underperformers: record which exact cards changed outcomes. Separate early setup cards from payoff cards so Malevolent Rumble, Satyr Wayfinder, Stinkweed Imp, Dread Return, Lotleth Giant, Gnaw to the Bone, and Ancient Grudge are evaluated by their actual role. + +## First Tuning Questions + +- Quantity question: is four Lotleth Giant correct, or did extra copies clog opening hands more often than they provided payoff redundancy against removal, counters, or milling variance? +- Quantity question: is four Dread Return correct, or did the deck more often fail from missing sacrifice bodies and setup rather than missing the reanimation spell? +- Velocity question: did Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, and Stinkweed Imp provide enough early graveyard volume, or does the deck need more low-cost setup and fewer expensive payoff cards? +- Mana question: did Holdout Settlement and Survivors' Encampment function as reliable colored sources, or did creature-dependent mana cause too many non-games after removal or no-creature openers? +- Mana question: did Mortuary Mire meaningfully recover Lotleth Giant, Stinkweed Imp, or a setup creature, or did tapped-land tempo cost more games than the recursion won? +- Mana question: did Generous Ent improve keep quality and hard-cast plans enough, or was it too slow when the deck needed immediate self-mill or blockers? +- Aggro-plan question: did Khalni Garden, Stinkweed Imp, Circle of the Land Druid, Satyr Wayfinder, Town Greeter, and Gnaw to the Bone stabilize creature races, or does the aggro plan need more life gain, blockers, or faster payoff access? +- Control-plan question: did Momentary Blink, Mortuary Mire, redundant Lotleth Giant copies, and hard-cast threats beat removal and counters, or did the deck need a clearer post-board plan that pressures without relying on one graveyard commitment? +- Hate-plan question: did Ancient Grudge and Masked Vandal answer the hate permanents that mattered, or were the most damaging hate pieces not artifacts or not legally answerable by the current configuration? Card text check required for exact Masked Vandal coverage in future tuning. +- Prevention-plan question: did Flaring Pain matter in enough games to justify its sideboard slots, or was it narrow because prevention and fog effects were not the actual obstacle? +- Closer question: did Lotleth Giant close immediately often enough after Dread Return, or did the deck need secondary closing pressure from Molten Gatekeeper, Fang Dragon, or hard-cast creatures? Card text check required before assigning Fang Dragon a precise closer role. +- Role-conflict question: did the deck lose because the same creatures were needed for mana, blocking, and Dread Return sacrifice costs at once? If yes, evaluate whether the creature base, land mix, or payoff timing needs adjustment. +- Sideboard-slot question: which sideboard card was most often stranded: Ancient Grudge, Flaring Pain, Gnaw to the Bone, Momentary Blink, or Fang Dragon? Use that evidence before changing plans, not assumptions about archetypes. +- Execution question: were losses caused by deck construction or pilot sequencing? Separate mana failures, missing velocity, and hate vulnerability from agent errors such as passing with setup legal, dredging at the wrong time, or committing Dread Return into visible disruption. + +## Veles Tactical Policy + +### Policy: Opening Keep For Self-Mill Engine +- Priority: high. +- Decision families: mulligan. +- Cards: Khalni Garden, Forest, Holdout Settlement, Survivors' Encampment, Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Stinkweed Imp, Dread Return, Lotleth Giant. +- Phase windows: pregame. +- Runtime cues: opening hand, mulligan choices, visible registered deck context. +- Use when: keep hands that cast an early setup spell, produce or support creatures, and have a path to graveyard volume by turn two or three. +- Avoid when: ship hands with payoff-only clumps, creature-dependent lands but no creature, no green access, or no self-mill/dredge path. +- Instructions: value one or two lands plus Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, or Stinkweed Imp over slow hands that merely contain Dread Return and Lotleth Giant. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: London Bottoms Preserve Function +- Priority: high. +- Decision families: mulligan, selection. +- Cards: Dread Return, Lotleth Giant, Generous Ent, Masked Vandal, Molten Gatekeeper, Scrapwork Mutt, Stinkweed Imp. +- Phase windows: pregame, opening hand resolution. +- Runtime cues: mulligan bottom prompt, hand contents after keep. +- Use when: bottom redundant payoffs, expensive cards, narrow interaction, or extra tapped lands before bottoming the only land, only setup spell, or only creature. +- Avoid when: do not bottom the only card that makes the hand cast spells or the only Stinkweed Imp in a hand relying on dredge. +- Instructions: keep one real path to graveyard growth and one real path to mana; excess Dread Return or Lotleth Giant is usually worse than early velocity. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: First Setup Permanent Or Creature +- Priority: high. +- Decision families: mana, priority. +- Cards: Khalni Garden, Town Greeter, Satyr Wayfinder, Circle of the Land Druid, Malevolent Rumble, Scrapwork Mutt. +- Phase windows: turns one to three, main phases. +- Runtime cues: legal cast/play actions for early setup cards. +- Use when: choose the line that creates a body, finds land, mills cards, or enables Holdout Settlement and Survivors' Encampment fastest. +- Avoid when: do not spend the turn on a low-impact tapped land or payoff setup if a legal early self-mill creature prevents missing the next land or body count. +- Instructions: prioritize Khalni Garden when a creature token is needed for mana, blocking, or future Dread Return; prioritize Satyr Wayfinder or Malevolent Rumble when land and graveyard volume are both needed. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Creature-Dependent Mana Discipline +- Priority: high. +- Decision families: mana. +- Cards: Holdout Settlement, Survivors' Encampment, Khalni Garden, Town Greeter, Satyr Wayfinder, Circle of the Land Druid. +- Phase windows: main phases, payment prompts. +- Runtime cues: mana-source prompts, tap-creature prompts, legal payments. +- Use when: tap expendable bodies to unlock colors only if the creature is not needed this combat, this Dread Return turn, or as the only blocker. +- Avoid when: avoid tapping the only blocker against lethal pressure or the third sacrifice body before a planned Dread Return. +- Instructions: treat creatures as mana, life, and combo resources at once; spend them on mana only when the resulting spell improves the turn more than preserving the body. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Dredge Versus Draw Choice +- Priority: high. +- Decision families: selection. +- Cards: Stinkweed Imp, Dread Return, Lotleth Giant, Malevolent Rumble, Satyr Wayfinder. +- Phase windows: draw steps, draw replacement prompts. +- Runtime cues: dredge prompt, visible graveyard, hand, library count. +- Use when: dredge Stinkweed Imp when graveyard count, Dread Return access, or Lotleth Giant setup matters more than drawing a random card. +- Avoid when: draw normally if land drops, colored mana, sideboard interaction, or survival cards are more urgent and graveyard volume is already sufficient. +- Instructions: do not dredge blindly into library danger; compare the next draw’s likely function against the visible need for more creatures in graveyard. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Dread Return Commitment Gate +- Priority: critical. +- Decision families: priority, interaction. +- Cards: Dread Return, Lotleth Giant, Khalni Garden, Town Greeter, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Stinkweed Imp. +- Phase windows: main phases, graveyard-cast windows. +- Runtime cues: legal Dread Return action, available sacrifice bodies, visible opponent mana/board/known interaction. +- Use when: cast Dread Return when the target advances lethal, stabilizes immediately, or waiting risks losing bodies, graveyard, or life. +- Avoid when: do not commit into visible graveyard hate, obvious counter/removal pressure, or insufficient payoff unless the current board makes waiting worse. +- Instructions: verify three expendable creatures, target quality, opponent clock, and redundancy before starting the line. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Deterministic Dread Return Target +- Priority: critical. +- Decision families: interaction, selection. +- Cards: Dread Return, Lotleth Giant. +- Phase windows: Dread Return target prompts. +- Runtime cues: action:target Lotleth Giant Dread Return. +- Use when: Dread Return has already been chosen, Lotleth Giant is a legal graveyard target, and the visible plan is to convert graveyard creature count into a kill or decisive life-total swing. +- Avoid when: another target is visibly required for survival or the legal action text does not clearly pair Lotleth Giant with Dread Return. +- Instructions: choose Lotleth Giant as the default payoff target after the commitment gate approves the reanimation line. +- Pilot skill floor: low. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Lotleth Giant Payoff Target +- Priority: critical. +- Decision families: interaction, selection. +- Cards: Lotleth Giant. +- Phase windows: enter-the-battlefield trigger target prompts. +- Runtime cues: action:target opponent Lotleth Giant. +- Use when: Lotleth Giant’s legal target action offers the opponent and the deck is executing the payoff damage plan. +- Avoid when: rules text or legal action output does not identify the opponent target, or a prevention/redirection replacement prompt changes the decision context. +- Instructions: target opponent for Lotleth Giant payoff damage when legal; do not target self. +- Pilot skill floor: low. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Sacrifice Body Selection For Dread Return +- Priority: critical. +- Decision families: selection, interaction. +- Cards: Dread Return, Khalni Garden, Town Greeter, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Masked Vandal, Molten Gatekeeper, Stinkweed Imp. +- Phase windows: additional cost prompts, graveyard-cast prompts. +- Runtime cues: sacrifice candidate list after Dread Return is selected. +- Use when: sacrifice bodies with the least future value while preserving lethal blockers only if survival still matters after resolution. +- Avoid when: do not sacrifice the only mana enabler needed for follow-up costs unless Dread Return is expected to decide the game. +- Instructions: prefer expendable Plant tokens and spent setup creatures over Stinkweed Imp or utility bodies when their future text matters. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Hard-Cast Fallback Plan +- Priority: medium. +- Decision families: mana, priority, combat. +- Cards: Generous Ent, Lotleth Giant, Molten Gatekeeper, Fang Dragon, Mortuary Mire. +- Phase windows: midgame and late main phases. +- Runtime cues: legal cast actions for expensive creatures, visible graveyard hate, Dread Return unavailable. +- Use when: graveyard plan is disrupted, life total permits a slower line, and mana development supports hard casting threats. +- Avoid when: do not tap out for a slow threat while dying on board or while a cheaper setup action creates an immediate Dread Return turn. +- Instructions: shift from combo to midrange only when visible hate, missing bodies, or missing Dread Return makes waiting for reanimation worse. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Combat Preserve Engine Bodies +- Priority: high. +- Decision families: combat. +- Cards: Stinkweed Imp, Khalni Garden, Town Greeter, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Molten Gatekeeper. +- Phase windows: declare attackers, declare blockers, combat tricks. +- Runtime cues: attack/block prompts, visible pressure, available Dread Return bodies. +- Use when: block to survive, trade with relevant attackers, or convert doomed creatures into time for the graveyard plan. +- Avoid when: avoid attacks that lose the third Dread Return body, tap mana creatures, or expose necessary blockers for minor damage. +- Instructions: Stinkweed Imp is often more valuable as a deterrent or dredge card than as casual attacker; attack only when pressure materially changes the clock. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Artifact And Enchantment Answer Timing +- Priority: high. +- Decision families: interaction, priority. +- Cards: Masked Vandal, Ancient Grudge. +- Phase windows: main phases, priority windows against hate or artifact engines. +- Runtime cues: legal target prompts for Masked Vandal or Ancient Grudge, visible artifact/enchantment targets. +- Use when: answer graveyard hate, artifact mana, lethal equipment, or engine pieces that block the main plan. Card text check required for exact Masked Vandal conditions. +- Avoid when: do not spend these cards on low-impact targets while a visible hate permanent or game-winning artifact remains. +- Instructions: choose targets by whether removing them unlocks Dread Return, prevents lethal, or stops the opponent’s engine before generic value. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Life-Gain Stabilization Gate +- Priority: high. +- Decision families: priority, interaction. +- Cards: Gnaw to the Bone. +- Phase windows: opponent end step, combat-adjacent windows, main phases when under pressure. +- Runtime cues: legal Gnaw to the Bone action, visible life total, graveyard creature count. +- Use when: gain life before lethal damage, buy a full turn cycle, or force aggro to overextend into the combo plan. +- Avoid when: avoid spending it at high life for marginal gain unless mana would otherwise be wasted and future access is threatened. +- Instructions: treat Gnaw to the Bone as a bridge to Dread Return, not as a victory condition by itself. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Prevention Breaker Timing +- Priority: medium. +- Decision families: interaction, priority. +- Cards: Flaring Pain. +- Phase windows: lethal turns, combat damage windows, prevention-heavy stack windows. +- Runtime cues: legal Flaring Pain action, visible prevention effect or known prevention plan. +- Use when: a visible prevention effect would stop lethal combat or Lotleth Giant payoff this turn. Card text check required for exact timing. +- Avoid when: do not cast it speculatively without a visible prevention problem or imminent payoff. +- Instructions: hold Flaring Pain until it converts a chosen lethal or decisive line from prevented to effective. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Momentary Blink Value And Protection Gate +- Priority: medium. +- Decision families: interaction, priority, selection. +- Cards: Momentary Blink, Lotleth Giant, Satyr Wayfinder, Circle of the Land Druid, Masked Vandal. +- Phase windows: removal response windows, main phases, payoff trigger reuse windows. +- Runtime cues: legal Momentary Blink action, target prompts, visible removal or reusable enter effects. +- Use when: blinking protects a key creature, reuses a valuable effect, or creates another Lotleth Giant payoff after the combo is already established. +- Avoid when: avoid blinking setup creatures for small value while mana, bodies, or graveyard setup are the bottleneck. Card text check required for exact eligible targets and flashback timing. +- Instructions: prefer protection or lethal trigger reuse over cosmetic value. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Sideboard Role Selection +- Priority: high. +- Decision families: sideboard. +- Cards: Ancient Grudge, Fang Dragon, Flaring Pain, Gnaw to the Bone, Momentary Blink, Masked Vandal, Scrapwork Mutt, Molten Gatekeeper, Generous Ent, Lotleth Giant. +- Phase windows: between games. +- Runtime cues: sideboard plan prompt, matchup label, previous public game information. +- Use when: add Ancient Grudge for artifacts or hate, Gnaw to the Bone for races, Flaring Pain for prevention, Momentary Blink for removal/counter grind, and Fang Dragon only when its role is verified. Card text check required for Fang Dragon. +- Avoid when: do not dilute self-mill, creature count, or Dread Return density with narrow cards that lack visible matchup jobs. +- Instructions: keep every submitted plan count-balanced and preserve the registered 75. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Low-Information Priority Pass +- Priority: medium. +- Decision families: priority. +- Cards: none. +- Phase windows: empty-stack priority windows, opponent turns, harmless end steps. +- Runtime cues: action:pass priority. +- Use when: the stack is empty, no legal setup, interaction, dredge-enabling, or survival action is useful, and passing cannot miss an immediate engine step. +- Avoid when: do not pass with legal Malevolent Rumble, Satyr Wayfinder, Dread Return, necessary interaction, or lethal-prevention actions available. +- Instructions: pass only when visible actions do not improve mana, graveyard, board, survival, or payoff timing. +- Pilot skill floor: low. +- No-API allowed: yes. +- Light-model allowed: yes. diff --git a/strategies/pauper/dredge/1/metadata.json b/strategies/pauper/dredge/1/metadata.json new file mode 100644 index 0000000..b7609c9 --- /dev/null +++ b/strategies/pauper/dredge/1/metadata.json @@ -0,0 +1,45 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "self-mill graveyard deck that turns the graveyard into threats and recursion", + "created_at": 1781240804, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "base_choice": "dredge:v1", + "generated_at": "2026-06-14T11:26:51.669545+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "dredge", + "strategy_label": "Dredge", + "tags": [ + "combo", + "midrange", + "graveyard" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/dredge/1/reflection.md b/strategies/pauper/dredge/1/reflection.md new file mode 100644 index 0000000..ae63dab --- /dev/null +++ b/strategies/pauper/dredge/1/reflection.md @@ -0,0 +1,20 @@ +# Reflection Template For Dredge + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: identify the exact visible event that decided the game: early graveyard velocity, loss of creature count, mana stumble, opponent graveyard hate, Dread Return resolution, Lotleth Giant damage, Gnaw to the Bone stabilization, or failure to close after setup. +- Mulligan review: record whether the opener had a functional path through land, early self-mill, and bodies. Flag payoff-heavy hands with Lotleth Giant plus Dread Return but no Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Stinkweed Imp, Scrapwork Mutt, Generous Ent, or stable mana. +- Mana review: note whether Holdout Settlement or Survivors' Encampment lacked a creature at the needed time, whether Khalni Garden enabled them, whether Mortuary Mire delayed a setup turn, and whether Generous Ent fixed a keep that otherwise failed. +- Velocity review: compare the first three turns against the desired setup curve. Count how often Malevolent Rumble, Satyr Wayfinder, Circle of the Land Druid, Stinkweed Imp dredge, and Scrapwork Mutt moved the deck toward a real Dread Return or Lotleth Giant plan. +- Engine review: ask whether Stinkweed Imp was dredged at the correct times or drawn/cast when blocking mattered more. Record cases where dredging missed required land drops, sacrifice bodies, or a hard-cast Lotleth Giant route. +- Creature-count review: track whether Khalni Garden, Town Greeter, Satyr Wayfinder, Circle of the Land Druid, Scrapwork Mutt, Masked Vandal, and Molten Gatekeeper supplied enough bodies for blocking, mana, and Dread Return sacrifice costs. +- Removal and hate review: record every Ancient Grudge and Masked Vandal decision by target, timing, and visible impact. Mark any case where an answer was spent on low-impact material while graveyard hate, artifact mana, or a lethal threat remained more important. +- Sideboard review: ask whether Ancient Grudge, Flaring Pain, Gnaw to the Bone, Momentary Blink, and Fang Dragon had visible jobs in the matchup. Flag sideboarded games where role cards stranded in hand reduced self-mill density without solving the actual problem. +- Closing review: identify whether the winning line was Lotleth Giant, repeated creature pressure, hard-cast threats, Mortuary Mire recovery, or opponent failure to pressure. For losses, record whether Dread Return was too slow, interrupted, lacked bodies, or targeted the wrong payoff. +- Role review: state the chosen role each game: race, stabilize, rebuild through hate, conserve resources, or force a commitment. Flag turns where the play followed the wrong role, such as attacking with needed blockers or waiting when the opponent's clock made waiting worse. +- Mistake review: capture legal alternatives the agent rejected incorrectly, especially missed dredge choices, missed land development, premature Dread Return, unsupported attacks, unnecessary passes with setup actions legal, or failure to preserve three creatures. +- Stranded-card review: list cards stranded in hand or graveyard and why: no colored mana, no creatures for Holdout Settlement or Survivors' Encampment, no artifact/enchantment target for Masked Vandal, no artifact target for Ancient Grudge, no prevention target for Flaring Pain, or no useful blink target for Momentary Blink. +- Overperformers and underperformers: record which exact cards changed outcomes. Separate early setup cards from payoff cards so Malevolent Rumble, Satyr Wayfinder, Stinkweed Imp, Dread Return, Lotleth Giant, Gnaw to the Bone, and Ancient Grudge are evaluated by their actual role. diff --git a/strategies/pauper/elves/1/decklist.txt b/strategies/pauper/elves/1/decklist.txt new file mode 100644 index 0000000..d5a50e8 --- /dev/null +++ b/strategies/pauper/elves/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +14 Forest +4 Timberwatch Elf +2 Distant Melody +4 Lead the Stampede +4 Jaspera Sentinel +4 Priest of Titania +4 Winding Way +4 Birchlore Rangers +4 Quirion Ranger +2 Nyxborn Hydra +2 Llanowar Elves +3 Fyndhorn Elves +4 Elvish Vanguard +2 Elvish Visionary +2 Salt Road Packbeast +1 Elvish Mystic + +Sideboard (15) +3 Blue Elemental Blast +2 Vitu-Ghazi Inspector +1 Nylea's Disciple +3 Masked Vandal +1 Valakut Invoker +1 Wellwisher +1 Negate +1 Spell Pierce +1 Dispel +1 Deglamer diff --git a/strategies/pauper/elves/1/first_principles.md b/strategies/pauper/elves/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/elves/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/elves/1/guide.md b/strategies/pauper/elves/1/guide.md new file mode 100644 index 0000000..3389769 --- /dev/null +++ b/strategies/pauper/elves/1/guide.md @@ -0,0 +1,697 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck: Elves. Format: Pauper. Registered main deck count is 60 cards: 14 `Forest` plus 46 nonland spells. Registered sideboard count is 15 cards: 3 `Blue Elemental Blast`, 2 `Vitu-Ghazi Inspector`, 1 `Nylea's Disciple`, 3 `Masked Vandal`, 1 `Valakut Invoker`, 1 `Wellwisher`, 1 `Negate`, 1 `Spell Pierce`, 1 `Dispel`, and 1 `Deglamer`. + +- Archetype: green creature-engine aggro-combo. The deck is a Pauper Elves shell built around dense Elf creature counts, explosive mana from `Priest of Titania`, color conversion from `Birchlore Rangers` and `Jaspera Sentinel`, reload effects from `Lead the Stampede`, `Winding Way`, and `Distant Melody`, and combat kills through `Timberwatch Elf`, `Elvish Vanguard`, wide boards, and large `Nyxborn Hydra` turns. + +- Tags: aggro, combo, tribal, tokens. The duplicate submitted tags normalize to `aggro`, `combo`, `tribal`, and `tokens`; this guide treats the deck as a board-centric engine deck first, a combat aggro deck second, and a burst-combo deck when mana plus board density creates a decisive turn. + +- Stock status: hybrid stock. The core of `Birchlore Rangers`, `Quirion Ranger`, `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, `Winding Way`, and `Distant Melody` is stock Pauper Elves infrastructure; the exact mix with `Nyxborn Hydra`, `Salt Road Packbeast`, and a broad blue/reactive sideboard is configuration-specific and should be treated as tuned but not assumed universally standard. + +- Mana identity: base green with conditional blue access. `Forest`, `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Priest of Titania`, and green creature density support the core plan; `Birchlore Rangers` and `Jaspera Sentinel` are the main bridge into blue cards such as `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel`. Do not assume blue is available just because blue cards are in hand; require visible legal mana actions or a clear legal line through creatures. + +- Role concern: the deck often needs one turn of setup before it becomes overwhelming. Runtime decisions should distinguish between hands that need a first Elf, hands that need `Priest of Titania`, hands that need card-flow from `Lead the Stampede` or `Winding Way`, and hands that already have enough board to threaten `Timberwatch Elf`, `Elvish Vanguard`, or `Nyxborn Hydra` pressure. + +- Legality concern: Veles must defer to the rules engine for legal actions, targets, costs, and timing. This guide does not certify current Pauper legality or exact card text for every registered card; if Forge or another authoritative source offers no legal action for a card, do not infer that a play should exist. Card text check required for any decision that depends on detailed wording of `Nyxborn Hydra`, `Salt Road Packbeast`, `Vitu-Ghazi Inspector`, `Masked Vandal`, `Valakut Invoker`, `Nylea's Disciple`, `Wellwisher`, or `Deglamer` beyond the legal actions currently exposed. + +- Opponent information status: opponent details are unknown unless Veles supplies matchup metadata, revealed cards, public zones, previous-game logs, or sideboard context. Against an unknown Pauper opponent, assume only archetype-level risk from visible lands, colors, public cards, and game history; do not play around exact hidden cards unless they are revealed, strongly signaled by public information, or included in a provided matchup guide. + +- Runtime authority: legal actions, visible state, public zones, revealed information, and current prompt text override this guide. Use this specification to rank supplied actions, not to create new actions, assume hidden cards, claim deterministic outcomes, or bypass the rules engine. + +## Thesis + +- Plan: assemble a critical mass of cheap Elves, convert that board into oversized mana with `Priest of Titania`, reload with `Lead the Stampede`, `Winding Way`, and `Distant Melody`, then win through combat pressure from `Timberwatch Elf`, `Elvish Vanguard`, wide attacks, or a large `Nyxborn Hydra` line when the rules engine exposes it as legal. + +- Priority: preserve the first functioning engine chain over spending mana for low-impact bodies. A hand or board with `Forest`, one-mana acceleration, `Quirion Ranger`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Priest of Titania` should usually develop mana and Elf count before taking speculative attacks or using creatures as expendable material. + +- Win pattern: build the board until every new Elf increases mana, card selection, `Elvish Vanguard` size, and `Timberwatch Elf` lethality. The deck usually wins by making normal Pauper removal inefficient: one answered creature should not stop the next draw spell, mana burst, or pump threat. + +- What this deck is not: do not pilot it as a pure one-for-one interaction deck, a draw-go blue deck, or a reckless all-in aggro deck. `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` are sideboard tools for selected windows; they do not replace the core requirement to create a threatening Elf board. + +- Runtime discipline: trust legal actions, visible board state, public zones, and revealed information over any scripted line. If a card’s exact text or timing is uncertain, use the action only when Veles and the rules engine expose a legal action whose purpose is clear; Card text check required for detailed tactical assumptions about `Nyxborn Hydra`, `Salt Road Packbeast`, `Vitu-Ghazi Inspector`, `Masked Vandal`, `Valakut Invoker`, `Nylea's Disciple`, `Wellwisher`, and `Deglamer` beyond visible legal text. + +## Role Package + +- Threats: `Elvish Vanguard` is the main scaling creature threat and should be deployed early when it can grow from subsequent Elf casts. `Timberwatch Elf` turns any board into lethal pressure, so protect it from unnecessary combat exposure unless activating it creates a decisive damage or survival swing. `Nyxborn Hydra` is the registered large-threat slot; Card text check required, but treat legal cast or targeting actions as payoff choices only when the current mana and board make the line materially better than rebuilding with card flow. `Salt Road Packbeast` is a larger body/utility creature slot; Card text check required, and prefer it when legal action text or matchup context shows it stabilizes combat or advances resources. + +- Payoffs: `Priest of Titania` is both engine and payoff because each additional Elf increases its mana ceiling. `Timberwatch Elf` is the cleanest combat payoff and often makes small creatures more valuable untapped than attacking early. `Distant Melody` is the high-ceiling card payoff when blue mana and enough creature type density are present; do not assume blue mana unless `Birchlore Rangers`, `Jaspera Sentinel`, or another legal source makes it available. + +- Engines: `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, and `Priest of Titania` are the core engine shell. Sequence them to maximize next-turn legal mana and color access, not merely current-turn board count. `Quirion Ranger` should be valued for reusing key mana creatures or `Timberwatch Elf` when the rules engine presents legal untap lines; do not bounce `Forest` casually if the land drop or mana loss damages the next turn cycle. + +- Velocity: `Lead the Stampede` and `Winding Way` are the main rebuild and dig tools, with `Elvish Visionary` providing smaller incremental flow. Use velocity when the board needs more creatures, when removal has broken the first wave, or when the hand lacks a payoff; prefer development first when a drawn spell cannot be cast or protected this turn. + +- Interaction: the main deck has little conventional interaction, so interaction is mostly combat math, pump timing, and sideboard cards. `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, and `Deglamer` form the reactive package after sideboarding; use them for cards that stop the engine, sweep the board, win a race, or invalidate a payoff. + +- Protection: protection is mostly structural redundancy and selective patience. Preserve `Priest of Titania`, `Timberwatch Elf`, and enough untapped creatures for mana or pump when open mana, known removal, or combat tricks make a line fragile. Sideboard counters can protect a winning board, but only when blue access is real and holding mana does not strand the engine. + +- Recursion: no registered card is a primary recursion engine. Treat the graveyard as public information and as possible fuel or constraint only when a legal action from `Masked Vandal`, `Deglamer`, or another exposed effect references it; do not assume creature recursion exists. + +- Mana: `Forest`, `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, and `Priest of Titania` make the deck function. Prioritize hands and lines that produce multiple green mana early while preserving conditional blue access for `Distant Melody` and sideboard permission. + +- Sideboard modules: `Blue Elemental Blast` handles red pressure or red interaction when legal. `Masked Vandal` and `Deglamer` address artifact/enchantment problems. `Nylea's Disciple` and `Wellwisher` are life-total stabilizers. `Valakut Invoker` is a mana-sink or late-game alternate threat; Card text check required. `Vitu-Ghazi Inspector` is a sideboard creature/value module; Card text check required. `Negate`, `Spell Pierce`, and `Dispel` protect against noncreature interaction and stack-based disruption when blue mana is available. + +## Primary Win Conditions + +- Timberwatch lethal: build a board of cheap Elves, keep `Timberwatch Elf` alive and untapped when possible, then use a legal pump activation to turn one unblocked or safely attacking creature into a decisive damage source. Prioritize this path when the battlefield already contains several Elves, the opponent has limited blockers, or a single large attacker is safer than exposing the whole team. + +- Timberwatch setup: develop `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, `Priest of Titania`, and `Elvish Vanguard` before forcing combat. Treat `Quirion Ranger` untap actions as premium when they let `Timberwatch Elf` pump twice, reuse `Priest of Titania`, or preserve a blocker after generating mana. + +- Wide Elf pressure: attack with multiple small creatures only when combat math, `Timberwatch Elf`, or visible blockers make the damage worth risking engine material. Prioritize wide attacks when the opponent is tapped low, cannot profitably block, or is under a short clock; hold back mana creatures when losing them would collapse `Priest of Titania` or blue access for `Distant Melody`. + +- Elvish Vanguard snowball: cast `Elvish Vanguard` early when the hand contains follow-up Elves and the opponent has not shown an immediate answer. Execute by sequencing additional Elf creatures before low-impact noncreature actions so `Elvish Vanguard` grows naturally; prioritize this path against decks relying on ground combat or spot removal that cannot answer multiple scaling threats. + +- Priest engine into reload: use `Priest of Titania` as the main bridge from development to payoff. Execute by converting a large Elf count into `Lead the Stampede`, `Winding Way`, `Distant Melody` when blue mana is legal, or a large legal `Nyxborn Hydra` line; prioritize this path when the hand is spell-dense, the board is stable, and one explosive turn can overwhelm removal. + +- Card-flow rebuild: use `Lead the Stampede`, `Winding Way`, `Distant Melody`, and `Elvish Visionary` to refill before the first wave becomes exhausted. Prioritize reloads after sweepers, trades, or spot removal, and before committing the last payoff if the opponent can answer a single creature. Do not cast `Distant Melody` without verified blue mana from legal sources such as `Birchlore Rangers` or `Jaspera Sentinel`. + +## Secondary Win Conditions + +- Nyxborn Hydra pressure: treat `Nyxborn Hydra` as a large-threat or payoff line only when legal action text and visible mana make the play clearly productive. Card text check required; do not assume exact bestow, counter, targeting, or combat effects beyond rules-engine output. + +- Salt Road Packbeast stabilization: use `Salt Road Packbeast` as a secondary body or value creature when the legal action improves board presence, blocks profitably, or supports a longer game. Card text check required, so avoid assuming hidden utility unless the current prompt exposes it. + +- Sideboard mana-sink finish: after sideboarding, `Valakut Invoker` can become an alternate late-game payoff if the rules engine exposes relevant legal actions and the deck has abundant mana from `Priest of Titania`. Card text check required; prioritize it only when combat is stalled, the opponent has contained `Timberwatch Elf`, or direct pressure from a legal activation is better than adding more small creatures. + +- Life-buffer pressure: `Wellwisher` and `Nylea's Disciple` support secondary race plans after sideboarding by buying time for the normal Elf engine to become lethal. Card text check required for exact effects, but if legal actions visibly gain life or improve survival, prefer them when red pressure, flyers, or large opposing attackers make another draw spell too slow. + +- Protected board finish: use `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` to defend an already-winning board rather than to imitate a control deck. Prioritize holding these cards when the opponent is likely to have a sweeper, burn spell, removal spell, or noncreature payoff that would undo a `Timberwatch Elf`, `Priest of Titania`, or `Elvish Vanguard` line. + +- Artifact/enchantment release valve: use `Masked Vandal` or `Deglamer` after sideboarding to remove permanents that stop combat, shut off the engine, or create an unbeatable race. Card text check required for exact targeting and exile/shuffle behavior; take the action only when the legal target and tactical benefit are visible. + +## Emergency Lines + +- Behind on life: stabilize first with profitable blocks, `Timberwatch Elf` pump on blockers when legal, and sideboard life tools before pursuing maximum card draw. Keep enough creatures untapped to survive the next attack if the opponent can present lethal or near-lethal damage. + +- Behind on board: rebuild creature count before attacking unless a legal `Timberwatch Elf` pump creates a safe trade or lethal counterattack. Use `Lead the Stampede`, `Winding Way`, and `Elvish Visionary` to find bodies, then rebuild `Priest of Titania` mana and `Elvish Vanguard` pressure. + +- Behind on cards: cast the highest-impact legal reload spell that can be paid for without destroying next-turn mana. Prefer `Distant Melody` only when blue mana and enough relevant creatures are visible; otherwise use `Lead the Stampede` or `Winding Way` to restore density. + +- Behind on mana: protect one-mana accelerants, prioritize `Priest of Titania`, and use `Quirion Ranger` only when returning `Forest` does not strand future plays. Do not keep spending engine creatures in combat if mana is the bottleneck. + +- Engine removed: switch from a single-payoff plan to redundant pressure. Rebuild with multiple cheap Elves, grow `Elvish Vanguard`, look for `Timberwatch Elf`, and avoid waiting for a nonexistent recursion loop; no registered main-deck card is a dedicated creature recursion engine. + +- Combat locked or win conditions removed: win by incremental wide damage, a large legal `Nyxborn Hydra`, sideboard `Valakut Invoker`, or protected rebuilds from card-flow spells. There is no registered creature-land or prison lock plan, so do not pass turns hoping for one; choose the legal line that improves the next turn cycle. + +## Resource Model + +- Life converts into setup time, not a resource to spend freely. Keep risky attacks and no-block lines only when the visible crack-back is survivable or when a `Timberwatch Elf`, `Elvish Vanguard`, or large legal `Nyxborn Hydra` line can close the game before life loss matters. + +- Hand size converts into board density and reload timing. Spend cheap Elves aggressively when they increase `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Birchlore Rangers`, or `Jaspera Sentinel` output, but hold a reload spell if the current hand already has enough creatures to force the opponent to answer first. + +- Mana converts into explosive turns through creatures rather than lands. `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Quirion Ranger` are part of the mana engine, so do not trade them away unless survival, lethal pressure, or a decisive `Timberwatch Elf` combat line justifies it. + +- Board material is both pressure and fuel. Count Elves before choosing attacks, blocks, or mana actions because the same creature may increase `Priest of Titania` mana, enable `Birchlore Rangers` or `Jaspera Sentinel`, grow `Elvish Vanguard`, improve `Distant Melody`, and raise `Timberwatch Elf` pump math. + +- Graveyard resources are normally low value in game one. Treat cards milled or revealed by `Winding Way` and combat deaths as public information unless a sideboard `Masked Vandal` line makes the graveyard materially relevant; do not assume recursion because the registered main deck has no dedicated graveyard-return plan. + +- Exile is normally a cost or answer zone, not a plan. After sideboarding, use `Masked Vandal` and `Deglamer` only when the legal target matters enough to spend the sideboard bullet; do not fire them into low-impact permanents while the Elf engine still needs development. + +- Lands are scarce but simple. With only `Forest` as registered lands, protect land drops that allow follow-up green spells, but evaluate `Quirion Ranger` land-return actions as mana-positive when they untap `Priest of Titania`, reuse a key creature, or preserve combat after making mana. + +- Sacrifice fodder is not a normal resource for this list. Do not expose creatures as disposable material unless the rules engine offers a clear legal cost, profitable block, or tactical trade; cheap Elves are usually engine pieces, not expendable tokens. + +- Tempo converts into snowball pressure. Prefer plays that add multiple relevant permanents before a reload spell when the opponent is not threatening a sweeper, and prefer `Lead the Stampede`, `Winding Way`, `Distant Melody`, or `Elvish Visionary` first when the hand is running out of bodies. + +- Information converts into safer commitment gates. Use revealed cards, public graveyards, visible mana, and previous actions to decide whether to deploy `Timberwatch Elf`, commit into `Distant Melody`, hold `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel`, or force combat before the opponent untaps. + +- Sideboard bullets convert narrow windows into survival or protection. `Wellwisher` and `Nylea's Disciple` buy turns, `Blue Elemental Blast` fights red pressure or red interaction, `Negate`, `Spell Pierce`, and `Dispel` protect high-value turns, `Masked Vandal` and `Deglamer` answer artifacts or enchantments, `Valakut Invoker` can turn excess mana into a late payoff, and `Vitu-Ghazi Inspector` is conditional value or board material. Card text check required for exact non-obvious effects. + +## Mana Guide + +- Green mana is the default requirement. Keep hands that can cast early `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, `Priest of Titania`, `Elvish Vanguard`, or `Timberwatch Elf`; mulligan hands that cannot produce a functional early green sequence unless the rules-engine context makes the keep clearly exceptional. + +- Blue access is creature-generated and must be planned. `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` require legal blue mana from cards such as `Birchlore Rangers` or `Jaspera Sentinel`; do not keep or sequence as if `Forest` can cast them alone. + +- One-land keeps need a live accelerator and a realistic second action. A one-`Forest` hand is acceptable only when it has multiple cheap mana creatures or `Quirion Ranger` support and does not collapse to one removal spell; a one-land hand with only expensive payoffs or blue cards is usually a mulligan. + +- Two-land hands are strong when the first two turns are mapped. Prefer two-`Forest` keeps with an accelerant plus `Priest of Titania`, `Elvish Vanguard`, `Timberwatch Elf`, `Lead the Stampede`, or `Winding Way`; avoid keeping two lands plus mostly sideboard counters without a board plan. + +- Play `Forest` before drawing or selection when the mana is needed immediately. If casting `Lead the Stampede`, `Winding Way`, `Elvish Visionary`, or another legal spell this turn requires the land, make the land drop first unless a visible `Quirion Ranger` line rewards holding it. + +- Delay the land drop when selection may change the turn and mana is already available. If current mana can cast `Winding Way`, `Lead the Stampede`, or `Elvish Visionary` without the land, wait to see whether the drawn or selected cards make a different land-use sequence better, especially with `Quirion Ranger` returning `Forest`. + +- Sequence mana creatures before payoffs when they increase same-turn output. Cast cheap Elves before `Elvish Vanguard` follow-up triggers only if the legal sequence still grows the threat or improves total mana; cast `Priest of Titania` as early as safety allows because it turns every Elf into future mana. + +- Preserve blue-capable creatures when blue spells matter. Avoid tapping, attacking, blocking, or trading `Birchlore Rangers` and `Jaspera Sentinel` if the next decision cycle may require `Distant Melody` or a sideboard counter. + +- Use `Quirion Ranger` as a precision mana and combat tool. Prefer untapping `Priest of Titania` for large turns, `Timberwatch Elf` for pump lines, or a blue-enabling creature for `Distant Melody`; avoid returning `Forest` when it strands a needed land drop or reduces next-turn mana below the action plan. + +## Mulligan Guide + +- Strong keep: Keep `Forest`, `Llanowar Elves` or `Fyndhorn Elves`, `Priest of Titania`, plus two of `Quirion Ranger`, `Elvish Vanguard`, `Timberwatch Elf`, `Lead the Stampede`, or `Winding Way`; this hand has a turn-one accelerant, turn-two engine, and either pressure or reload. + +- Strong keep: Keep two `Forest`, `Birchlore Rangers`, `Jaspera Sentinel`, `Elvish Vanguard`, `Timberwatch Elf`, and `Lead the Stampede` when the legal sequence can build multiple Elves before the reload spell; this hand does not need `Priest of Titania` to function. + +- Medium keep: Keep one `Forest`, `Quirion Ranger`, `Fyndhorn Elves`, `Elvish Visionary`, `Winding Way`, and a payoff only when the first mana creature is likely to survive or the matchup is not punishing one-for-one removal; this hand can recover but is fragile. + +- Medium keep: Keep two `Forest`, `Elvish Visionary`, `Lead the Stampede`, `Winding Way`, `Timberwatch Elf`, and `Nyxborn Hydra` only if the matchup gives time to cast selection before fighting; Card text check required for exact `Nyxborn Hydra` tactical sizing. + +- Risky keep: Treat one `Forest`, one accelerant, `Distant Melody`, `Lead the Stampede`, `Salt Road Packbeast`, and expensive payoff cards as risky because a single removal spell or missed creature draw can strand the hand. + +- Automatic ship: Mulligan zero-land hands, hands with no `Forest`, hands whose first legal play is turn three or later, and hands with mostly `Distant Melody`, `Lead the Stampede`, `Winding Way`, `Salt Road Packbeast`, and `Nyxborn Hydra` but no cheap creature engine. + +- Automatic ship: Mulligan hands that rely on `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel` without visible access to `Birchlore Rangers` or `Jaspera Sentinel`, because `Forest` alone does not cast those spells. + +- Matchup-dependent keep: Against fast red or creature pressure, value `Wellwisher`, `Nylea's Disciple`, early mana creatures, and `Timberwatch Elf` more highly after sideboarding; do not keep a slow all-reload hand unless it also stabilizes the board. + +- Matchup-dependent keep: Against removal-heavy or counterspell decks, keep redundancy over a single fragile engine; two cheap Elves plus `Lead the Stampede` or `Winding Way` is often better than a hand that only works if `Priest of Titania` survives. + +- Play/draw adjustment: On the play, prioritize a turn-one Elf and turn-two `Priest of Titania`, `Elvish Vanguard`, or `Timberwatch Elf`; on the draw, accept slightly slower two-land hands with `Winding Way`, `Lead the Stampede`, or `Elvish Visionary` if they still affect the board by turn two. + +- Trap hand: Do not keep `Forest`, `Forest`, `Distant Melody`, `Distant Melody`, `Lead the Stampede`, `Salt Road Packbeast`, and `Nyxborn Hydra` just because it contains powerful cards; it lacks early board material, blue access, and pressure. + +- Trap hand: Do not keep five cheap creatures with no `Forest` or no legal first play; engine density matters only after the rules engine offers castable actions. + +## Turn Arc + +- Turn 1 priority: Cast `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Quirion Ranger` from `Forest` when legal; prefer a mana creature over `Elvish Vanguard` unless the hand already has enough mana and needs immediate scaling pressure. + +- Turn 1 deviation: Play `Quirion Ranger` first when it is the only cheap Elf or when next turn needs a land-return untap line; otherwise lead with a conventional mana Elf to reduce the chance that `Quirion Ranger` becomes only a body. + +- Turn 2 priority: Cast `Priest of Titania` when available and reasonably safe, because every existing and future Elf increases its ceiling; if `Priest of Titania` is absent, cast `Elvish Vanguard` before deploying extra Elves when the legal sequence can grow it immediately. + +- Turn 2 deviation: Cast `Timberwatch Elf` over extra small creatures when combat math or next-turn lethal pressure matters, but do not expose it as the only engine piece into obvious removal if `Lead the Stampede` or `Winding Way` can rebuild first. + +- Turn 3 priority: Use `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Quirion Ranger` to convert board density into a multi-spell turn; add creatures before `Lead the Stampede`, `Winding Way`, or `Distant Melody` only when the added bodies improve mana, draw count, or lethal math. + +- Turn 3 deviation: Cast `Lead the Stampede` or `Winding Way` before more board commitment when the hand is nearly empty, the opponent is representing a sweeper-like effect, or one more creature does not change combat this turn. + +- Turns 4-5 priority: Look for a decisive `Timberwatch Elf` attack, a large `Elvish Vanguard`, a reload spell after dumping creatures, or a legal `Nyxborn Hydra` line that converts excess mana into pressure; Card text check required for exact `Nyxborn Hydra` mode and sizing. + +- Turns 4-5 deviation: Hold `Distant Melody` until blue access and a meaningful creature type count are visible; do not spend the turn on it if the legal board state already presents lethal or if passing with sideboard permission is stronger. + +- Late-game priority: Treat `Lead the Stampede`, `Winding Way`, `Distant Melody`, and `Elvish Visionary` as rebuild tools after trades or removal, then reassemble `Priest of Titania` plus `Timberwatch Elf` or `Elvish Vanguard` pressure. + +- Late-game deviation: When excess mana is abundant, consider `Valakut Invoker`, `Nyxborn Hydra`, or repeated `Timberwatch Elf` pump as finishers only if the rules engine confirms legal actions and visible interaction does not make waiting clearly better. + +## Card Roles + +- `Forest`: Treat `Forest` as the deck's only natural land color source and the anchor for every keep. Preserve at least one usable `Forest` when `Quirion Ranger` is available, because returning a `Forest` can create extra mana or untap pressure but can also strand future land drops if used casually. + +- `Llanowar Elves`: Use `Llanowar Elves` as a turn-one acceleration piece, not as a protected payoff. Cast it early when legal, tap it before more strategically important creatures when paying generic or green costs, and accept trades only when the exchange preserves `Priest of Titania`, `Timberwatch Elf`, or lethal pressure. + +- `Fyndhorn Elves`: Use `Fyndhorn Elves` the same way as `Llanowar Elves`, with extra value from its count toward Elf density. Prioritize it in opening sequences that enable turn-two `Priest of Titania`, turn-two double-spell lines, or a turn-three reload spell. + +- `Elvish Mystic`: Use `Elvish Mystic` as the fifth one-mana green mana Elf. Because there is only one copy, do not make strategic plans that depend specifically on drawing it; treat it as another early accelerant when visible and legal. + +- `Birchlore Rangers`: Use `Birchlore Rangers` as both a cheap Elf and a color-fixing engine. Its most important job is enabling non-green spells such as `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel`; do not tap away attackers or blockers for mana unless the resulting spell is worth the combat cost. + +- `Birchlore Rangers`: Prefer `Birchlore Rangers` in creature-dense hands because it turns spare Elves into any-color mana without requiring summoning-sick creatures to have tap abilities. Sequence it before blue spells when the legal board lacks other blue access, and avoid exposing it in combat if it is the only path to interaction. + +- `Jaspera Sentinel`: Use `Jaspera Sentinel` as early color fixing and a bridge from board presence into larger turns. Pair it with a low-value untapped creature when possible, preserve it when blue sideboard cards or `Distant Melody` are in hand, and remember that tapping a creature for mana may remove a profitable attack or block. + +- `Quirion Ranger`: Use `Quirion Ranger` as a precision untap tool rather than just a one-mana body. Its best targets are usually `Priest of Titania` for explosive mana, `Timberwatch Elf` for repeated pump pressure, or a creature needed for `Jaspera Sentinel` or `Birchlore Rangers` mana. Avoid returning `Forest` if the lost land drop makes the next turn weaker than the current untap. + +- `Quirion Ranger`: Use `Quirion Ranger` defensively when untapping a creature changes combat math or preserves a key blocker. Do not spend the activation merely because it is legal; the once-per-turn timing matters when the opponent may create a later priority window or when `Timberwatch Elf` can threaten lethal after blocks. + +- `Priest of Titania`: Protect `Priest of Titania` as the deck's highest-ceiling mana engine. Cast it early when the board already contains Elves or the hand can immediately follow with multiple creatures, but consider leading with expendable Elves first against visible removal pressure if losing `Priest of Titania` would collapse the hand. + +- `Priest of Titania`: Count visible Elves before choosing mana lines, including opposing Elves if the rules engine and visible board make that relevant. Use `Quirion Ranger` to untap `Priest of Titania` when the extra mana creates a real payoff such as `Lead the Stampede`, `Winding Way`, a large `Nyxborn Hydra`, or multiple post-reload creatures. + +- `Elvish Vanguard`: Use `Elvish Vanguard` as the main scaling attacker. Cast it before deploying extra Elves when the legal sequence lets it grow immediately, and protect it from unnecessary trades once it has become the largest threat. Against removal-heavy decks, pair it with reload spells so a single answer does not end the pressure plan. + +- `Elvish Vanguard`: Attack with `Elvish Vanguard` when its size forces damage or favorable blocks, but avoid sending it into a trade that leaves the deck with mana creatures and no payoff. When `Timberwatch Elf` is active, reassess attacks because pump can turn a medium `Elvish Vanguard` into a lethal or trade-proof threat. + +- `Timberwatch Elf`: Use `Timberwatch Elf` as the primary combat finisher and a board-stall breaker. Cast it when the deck can untap with multiple Elves or when it immediately changes attacks and blocks. Do not waste its activation on low-impact damage if holding it threatens lethal, protects a key creature, or punishes blocks later in the turn. + +- `Timberwatch Elf`: Target the creature whose survival or damage most advances the game, not automatically the largest creature. Pump an unblocked attacker for lethal pressure, a blocked attacker to win combat, or a blocker to survive a race. With `Quirion Ranger`, consider whether untapping `Timberwatch Elf` creates a second decisive pump before spending either activation. + +- `Elvish Visionary`: Use `Elvish Visionary` as a low-risk body that replaces itself and increases Elf count. Cast it when the deck needs material for `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, `Elvish Vanguard`, or `Timberwatch Elf`; hold it only when a more urgent engine piece or interaction window matters. + +- `Lead the Stampede`: Use `Lead the Stampede` as the premier rebuild and refuel spell after dumping creatures or facing removal. Cast it when hand size is low, when the board already produces enough mana to deploy follow-up creatures, or when the opponent is likely to trade resources. Do not cast it before a lethal attack unless the visible line needs more creatures. + +- `Lead the Stampede`: Prefer `Lead the Stampede` over speculative combat when the board is stalled and more creatures are needed to make `Timberwatch Elf`, `Elvish Vanguard`, or `Priest of Titania` dominant. Against counterspell decks, consider whether baiting with a smaller creature first is better than walking the key reload spell into open mana. + +- `Winding Way`: Use `Winding Way` as flexible selection, usually naming creature when the deck needs bodies, engines, or payoffs. Naming land is conditional and should depend on visible mana shortage, hand texture, and whether missing land drops is worse than filling the graveyard with nonlands. Do not assume graveyard cards are recoverable unless legal actions show that they are. + +- `Distant Melody`: Use `Distant Melody` as the highest-upside draw spell when blue access and a meaningful Elf board are visible. Usually choose the creature type that matches the largest relevant board count, commonly Elf, but rely on the rules engine for the actual legal choice. Avoid casting it for a tiny count unless the hand is empty or the game requires immediate cards. + +- `Distant Melody`: Protect blue access before planning around `Distant Melody`. `Birchlore Rangers` and `Jaspera Sentinel` are the practical enablers, so do not trade or tap them casually when `Distant Melody` is the next-turn recovery plan. Against removal, decide whether to draw now before the opponent can shrink the board count. + +- `Nyxborn Hydra`: Use `Nyxborn Hydra` as an excess-mana payoff and pressure converter, especially when `Priest of Titania` creates more mana than the hand can otherwise spend. Card text check required for exact mode, bestow behavior, counters, and sizing; choose it only when the legal action text and visible board show that the line creates meaningful pressure or resilience. + +- `Salt Road Packbeast`: Use `Salt Road Packbeast` as a larger stabilizing body and card-flow piece only when the early Elf engine is already functioning or the matchup requires a body that is not purely fragile mana. Card text check required for exact draw or ability details; treat its tactical use as conditional on the legal action text shown at runtime. + +- `Lead the Stampede`, `Winding Way`, and `Distant Melody`: Sequence reload spells after developing enough board or mana to exploit the cards drawn. The common mistake is casting card draw because it is available while leaving a better `Priest of Titania`, `Elvish Vanguard`, or `Timberwatch Elf` line unused. + +- `Priest of Titania`, `Timberwatch Elf`, and `Elvish Vanguard`: Treat these as the protected payoff triangle. `Priest of Titania` makes the explosive turn, `Timberwatch Elf` turns bodies into lethal combat, and `Elvish Vanguard` converts every later Elf into pressure; when forced to choose, protect the one that best answers the current visible clock and interaction. + +## Interaction Priorities + +- Priority: Treat `Priest of Titania`, `Timberwatch Elf`, and a large `Elvish Vanguard` as the cards most worth protecting with play sequencing or sideboard permission. If the opponent points removal at expendable `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, or `Jaspera Sentinel`, usually accept the exchange unless losing that body breaks a visible `Distant Melody`, `Priest of Titania`, or lethal `Timberwatch Elf` line. + +- Counter first: Use `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel` on sweepers, mass damage, lethal burn, combo payoffs, and removal aimed at the protected payoff triangle. Do not counter low-impact cantrips, small creatures, or removal on replaceable bodies unless the visible board shows that one body is the difference between casting `Lead the Stampede`, making blue for `Distant Melody`, or surviving combat. + +- Red-specific: With `Blue Elemental Blast`, prioritize red sweepers and lethal burn over ordinary creatures. If a legal action can destroy or counter a red permanent or spell, choose the line that prevents the most immediate damage or preserves the engine; do not spend it on a marginal red attacker when `Nylea's Disciple` or `Wellwisher` can stabilize later. + +- Artifact/enchantment hate: Use `Masked Vandal` or `Deglamer` on cards that stop combat, shut off activated abilities, generate an unbeatable engine, or threaten immediate lethal. Ignore artifacts and enchantments that are merely slow value if the better plan is to add Elves, reload with `Lead the Stampede` or `Winding Way`, and force lethal through `Timberwatch Elf`. + +- Bait cards: Lead with expendable creatures, `Elvish Visionary`, or a lower-impact reload spell when playing into open counter mana and the hand contains a critical `Lead the Stampede`, `Distant Melody`, `Priest of Titania`, or `Timberwatch Elf`. Against removal-heavy decks, bait spot removal before committing `Elvish Vanguard` if the legal sequence still develops mana and board count. + +- No-removal discipline: The main deck has no normal discard, bounce, or spot-removal package, so do not plan as if opposing threats can be answered later. Race small threats, go wider than blockers, and use `Timberwatch Elf`, `Nyxborn Hydra`, `Salt Road Packbeast`, `Nylea's Disciple`, `Wellwisher`, or sideboard permission only when the rules engine presents legal actions that actually change the board or stack. + +- Archetype shift: Against control, preserve reload spells and ask whether passing with sideboard permission is better than adding one more Elf. Against aggro, prioritize life total, blockers, `Nylea's Disciple`, `Wellwisher`, and profitable `Timberwatch Elf` combat. Against combo, spend counters on the payoff or enabling bottleneck rather than on setup unless the setup card is visibly required and no later answer is likely. + +## Combat And Trading Rules + +- Attack rule: Attack when damage, forced blocks, or a visible `Timberwatch Elf` pump advances lethal faster than holding bodies for mana and blocking. Do not attack with `Priest of Titania`, `Timberwatch Elf`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Quirion Ranger` just to deal small damage if their untapped abilities enable a stronger main-phase, priority, or defensive line. + +- Engine preservation: Preserve `Priest of Titania` over almost any ordinary combat trade because it converts every Elf into mana and enables reload turns, large `Nyxborn Hydra`, and multi-spell recovery. Preserve `Timberwatch Elf` when combat can become lethal next turn, but trade or risk it only if the current board state shows that waiting loses the race or lets the opponent stabilize. + +- `Elvish Vanguard` pressure: Attack with `Elvish Vanguard` when its size makes blocks bad or when `Timberwatch Elf` can punish a block. Avoid trading a grown `Elvish Vanguard` for a medium creature unless the trade removes the opponent's only clock, unlocks lethal for the rest of the board, or protects life total under a short clock. + +- Block rule: Block aggressively once life total is under real pressure, especially against red or creature-heavy aggro, but spend the smallest replaceable Elf first. Keep enough Elves alive for `Priest of Titania`, `Timberwatch Elf`, `Distant Melody`, and future `Elvish Vanguard` growth unless not blocking creates a lethal or near-lethal crackback risk. + +- Pump timing: Use `Timberwatch Elf` after blockers when the legal action can win combat, save a key creature, or create lethal damage; avoid early low-impact pump that gives the opponent clearer decisions. With `Quirion Ranger`, check whether bouncing `Forest` and untapping `Timberwatch Elf` or `Priest of Titania` creates a second decisive activation before choosing any combat action. + +- Trade hierarchy: Trade expendable one-mana Elves before trading `Elvish Visionary`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, `Priest of Titania`, `Timberwatch Elf`, or a large `Elvish Vanguard`. Trade `Elvish Visionary` more readily than mana engines because it already replaced itself, but keep it when Elf count is the resource that makes `Distant Melody` or `Timberwatch Elf` lethal. + +- Life thresholds: Above a comfortable life total, favor board development and avoid unnecessary trades. At a short clock, prioritize blocks, `Nylea's Disciple`, `Wellwisher`, and stabilizing bodies over speculative card draw. At immediate lethal risk, survival outranks preserving combo density unless the legal attack or pump line wins now. + +- Archetype combat changes: Against blockers and midrange, build a wide board before attacking so `Timberwatch Elf` can force bad blocks. Against flyers or unblockable pressure, race only if visible lethal is close; otherwise preserve ground blockers and seek life gain. Against control, attack with redundant bodies while holding enough material to recover from a sweeper. + +## Selection And Tutor Rules + +- Selection rule: This deck has no true main-deck tutor, so treat `Lead the Stampede`, `Winding Way`, `Distant Melody`, `Elvish Visionary`, and `Salt Road Packbeast` as pseudo-selection that converts board and mana into the next wave. Do not assume any specific card is on top of the library; choose only from legal revealed-card or draw actions supplied by the engine. + +- `Lead the Stampede`: Cast `Lead the Stampede` when the hand is low on creatures, the board can generate enough mana to redeploy at least one hit, or the opponent is likely to answer the current board. Prefer developing `Priest of Titania`, `Jaspera Sentinel`, `Birchlore Rangers`, or cheap Elves first when doing so increases the chance that post-`Lead the Stampede` mana converts drawn creatures into immediate board presence. + +- `Winding Way`: Choose creature with `Winding Way` by default because the deck is creature-dense and wants Elf count for `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, and `Distant Melody`. Choose land only when the visible hand cannot make required mana, a land drop is essential this turn or next turn, or a `Quirion Ranger` bounce line needs reliable `Forest` access. + +- `Distant Melody`: Name Elf with `Distant Melody` when the legal prompt asks for a creature type unless visible board state makes another type clearly better. Cast it after adding cheap Elves if the mana line still works, because extra Elves increase cards drawn; delay it only when open mana and matchup context make a counterspell or sweeper more dangerous than passing with protection. + +- `Elvish Visionary`: Use `Elvish Visionary` as safe velocity when a legal creature play is needed before committing `Lead the Stampede` or `Distant Melody`. Its body still matters for Elf count, `Timberwatch Elf`, and `Priest of Titania`, so do not treat it as only a cantrip. + +- `Salt Road Packbeast`: Card text check required; if the engine presents a draw or value trigger, treat it as slower reload that is strongest after early mana is established or after removal has reduced Elf density. Do not prioritize it over `Priest of Titania`, `Timberwatch Elf`, or a high-impact `Lead the Stampede` unless the legal options show no better engine-building line. + +- Land-drop timing: Make the land drop before selection when that land is needed to cast `Lead the Stampede`, `Winding Way`, `Distant Melody`, or multiple creatures this turn. If current mana is already sufficient, consider casting `Winding Way` before the land drop when land mode is plausible, or delaying the land drop to preserve `Quirion Ranger` flexibility. + +- `Quirion Ranger`: Use `Quirion Ranger` selection-like untap lines to turn one permanent into a repeated resource, especially `Priest of Titania`, `Timberwatch Elf`, or a mana creature needed for blue through `Birchlore Rangers` or `Jaspera Sentinel`. Bounce `Forest` only when replaying or holding it improves the current turn or protects against mana starvation next turn. + +- Sideboard selection: Use `Masked Vandal`, `Deglamer`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Nylea's Disciple`, `Wellwisher`, `Valakut Invoker`, and `Vitu-Ghazi Inspector` according to visible matchup role, not because they are legal. Preserve narrow answers until the opposing permanent, spell, or damage race is actually important. + +## Priority And Stack Rules + +- Priority rule: Pass priority when no legal action improves board, mana, protection, or lethal math before the opponent's next meaningful action. Explain passes by naming what is being declined, especially extra pump, optional payment, counterspell use, or low-impact creature deployment. + +- Main-phase priority: Spend mana proactively in main phases when adding Elves increases `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, or `Distant Melody` output. Hold mana instead when post-board permission is protecting a key board from a sweeper, lethal burn, or combo payoff. + +- Stack protection: Use `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel` only on stack objects that materially stop the plan or kill the pilot. Prioritize sweepers, lethal burn, removal targeting `Priest of Titania` or `Timberwatch Elf`, counterspells aimed at a decisive reload, and combo payoffs over ordinary value spells. + +- Let-resolve discipline: Let opposing cantrips, small creatures, and low-impact removal resolve when countering them would leave the deck unable to stop a more important spell. Accept losing a replaceable `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Jaspera Sentinel`, or `Birchlore Rangers` unless that exact body is needed for visible mana, blue access, or lethal. + +- Activated abilities: Use `Timberwatch Elf` at the latest profitable combat window, usually after blocks or when lethal is locked by visible actions. Use `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Quirion Ranger` before passing only when floating mana has a legal use or when the engine requires exact source choices. + +- Optional payments and triggers: Decline optional value that consumes mana needed for sideboard permission, `Distant Melody`, `Lead the Stampede`, or a decisive `Timberwatch Elf`/`Quirion Ranger` line. Accept optional payments only when the engine presents them as legal and the visible payoff outweighs preserving mana. + +- Combat windows: After attackers and blockers, recheck whether `Timberwatch Elf`, `Quirion Ranger`, sideboard permission, or a legal activated ability changes lethal, saves a key creature, or prevents a bad trade. Do not fire pump into open interaction unless waiting loses the same value or the legal line wins now. + +- Graveyard and exile timing: Use `Masked Vandal` or `Deglamer` only when the target is visible, legal, and strategically important. Do not treat the graveyard as a hidden resource; base graveyard-hate or exile decisions on public cards, known matchup plans, and current board pressure. + +- End-step policy: Cast instant-speed interaction only if the stack or board demands it; otherwise preserve hidden flexibility for the opponent's turn. If no instant action is legal or valuable, pass cleanly and keep the plan focused on the next main-phase engine turn. + +## Sideboard Map + +- Sideboard rule: Change roles only when the opposing archetype makes a sideboard card higher impact than another engine piece, and keep the core Elf count high enough for `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, `Winding Way`, and `Distant Melody` to remain live. + +- Balanced anti-red plan: +Side in: 3 Blue Elemental Blast, 1 Nylea's Disciple, 1 Wellwisher +Cut: 2 Salt Road Packbeast, 2 Nyxborn Hydra, 1 Distant Melody + +- Anti-red rule: Bring `Blue Elemental Blast` against Burn, Kuldotha-style red aggro, red sweepers, red removal-heavy decks, and red combo payoff turns. Use it to stop lethal burn, `Priest of Titania` removal, `Timberwatch Elf` removal, or a sweeper before spending it on a small creature. + +- `Blue Elemental Blast`: Its role is protection plus tempo against red spells and permanents; it is bad when the opponent shows few red targets or when holding blue mana prevents developing enough Elves to race. Its role shifts from defensive counterspell at low life to proactive shield when the board can win next turn if `Timberwatch Elf` or `Priest of Titania` survives. + +- `Nylea's Disciple`: Add it against Burn, go-wide red pressure, Stompy-style races, and any creature deck where life gain buys a full extra turn. It is weak against combo, hard control, or removal-light decks that win by inevitability rather than damage racing; cast it after building devotion when legal, but do not delay if current life total is already under lethal pressure. + +- `Wellwisher`: Add it against creature races, Burn, and board stalls where repeated life gain invalidates attacks. It is poor against decks with sweepers, edicts, or removal that can kill it before activation; protect it like an engine card only when the visible board says life is the losing resource. + +- Artifact/enchantment plan rule: Add `Masked Vandal` and `Deglamer` when the opponent presents artifacts, enchantments, graveyard enablers, Affinity engines, Bogles auras, Journey-style removal, or prison pieces that block the Elf engine. Preserve enough creatures for `Winding Way` and `Lead the Stampede`; do not overload on narrow answers if the opponent has only incidental targets. + +- Balanced anti-artifact/enchantment plan: +Side in: 3 Masked Vandal, 1 Deglamer +Cut: 2 Salt Road Packbeast, 1 Nyxborn Hydra, 1 Distant Melody + +- `Masked Vandal`: Its role is a creature-speed answer that keeps Elf creature density while answering a visible artifact or enchantment. It is bad when the graveyard lacks a creature to enable the exile condition or when the opponent has no meaningful target; if the engine offers a legal target choice, prioritize the permanent that most constrains mana, combat, or lethal math. + +- `Deglamer`: Its role is a clean answer to artifacts or enchantments that are hard to beat on board, especially recursive or indestructible-adjacent threats if the rules engine shows it as legal. It is bad against creature-only pressure and low-permanent spell decks; hold it for the target that actually changes the game rather than using it on a minor value permanent. + +- Countermagic plan rule: Add `Negate`, `Spell Pierce`, and `Dispel` against control, combo, sweepers, counterspell-heavy decks, and instant-speed removal that breaks a decisive `Distant Melody`, `Lead the Stampede`, `Timberwatch Elf`, or `Priest of Titania` turn. Reduce main-deck emphasis: slow top-end, duplicate expensive payoff, and clunky value bodies when the matchup is decided on the stack. + +- `Negate`: Its role is broad protection against noncreature spells, including sweepers, removal, opposing counterspells, and combo pieces. It is bad when the opponent is mostly creatures or when blue access is unreliable; keep it available when a single protected reload or protected lethal attack is worth more than another creature. + +- `Spell Pierce`: Its role is early stack leverage when the opponent is likely to tap low for removal, sweeper setup, or a key noncreature spell. It is weak in long games where opponents can pay extra mana; use it during the first decisive window, especially protecting `Priest of Titania`, resolving `Lead the Stampede`, or forcing through `Distant Melody`. + +- `Dispel`: Its role is narrow but efficient protection against instants, especially removal, counterspells, burn, and combat tricks. It is bad against sorcery-speed engines and creature-heavy boards; hold it when one instant can decide whether the Elf board survives or whether a lethal `Timberwatch Elf` line works. + +- Long-game plan rule: Add `Valakut Invoker` when the matchup becomes a stalled battlefield, removal-heavy attrition game, or foggy board where `Priest of Titania` mana can turn into repeated direct damage. It is bad against fast decks, heavy removal with low mana time, and games where reaching eight mana is unrealistic; treat it as a finisher, not an early stabilization play. + +- `Valakut Invoker`: Card text check required; if the engine confirms a legal high-mana damage ability, use it as a mana sink after the Elf engine is established. Protect `Priest of Titania` and untap effects first, because the card becomes strongest when excess green mana can repeatedly convert into lethal pressure. + +- Value-creature plan rule: Add `Vitu-Ghazi Inspector` when the opponent attacks the hand or battlefield with removal and the game needs bodies plus material. Card text check required; if the engine presents clue, token, investigate, or similar value actions, treat it as attrition support rather than a faster combo piece. + +- `Vitu-Ghazi Inspector`: Its role is resilient material against control, edicts, and grindy creature decks where a single card producing multiple resources matters. It is bad against fast combo and Burn when spending mana on slow value does not change the race; it should not displace too many Elves when `Priest of Titania` scaling remains the strongest plan. + +- Creature-race guidance: Add role cards: `Nylea's Disciple`, `Wellwisher`, `Vitu-Ghazi Inspector`, and sometimes `Valakut Invoker` for stalls. Reduce main-deck emphasis: slow reloads and expensive threats when life total, blockers, and repeatable life gain matter more than maximum card volume. + +- Control guidance: Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Vitu-Ghazi Inspector`, and `Valakut Invoker`. Reduce main-deck emphasis: the slowest creature-only payoffs when they walk into removal before producing value; keep `Lead the Stampede`, `Winding Way`, and `Distant Melody` because rebuilding is central. + +- Combo guidance: Add role cards: `Negate`, `Spell Pierce`, `Dispel`, and any artifact/enchantment answer that matches visible combo pieces. Reduce main-deck emphasis: life-gain-only cards and slow combat finishers; race with the fastest Elf engine while preserving stack interaction for the actual payoff. + +- Affinity and artifact guidance: Add role cards: `Masked Vandal`, `Deglamer`, `Blue Elemental Blast` when red spells are shown, and `Valakut Invoker` for stalled boards. Reduce main-deck emphasis: slow draw creatures and fragile top-end when answering a key artifact is more important than adding another body. + +- Bogles and enchantment guidance: Add role cards: `Masked Vandal`, `Deglamer`, `Wellwisher`, and `Nylea's Disciple` when racing matters. Reduce main-deck emphasis: stack counters unless the opponent shows noncreature spells worth fighting; answer the aura or race with `Timberwatch Elf` only when the legal board state supports it. + +- Mirror and tribal guidance: Add role cards: `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and `Vitu-Ghazi Inspector`. Reduce main-deck emphasis: narrow stack interaction; win by superior engine density, careful `Timberwatch Elf` timing, and not feeding bad attacks into larger boards. + +## Matchup Guidance + +- Aggro plan: Become the larger creature deck before racing, because `Priest of Titania`, `Elvish Vanguard`, `Timberwatch Elf`, and token-sized Elf density let this deck turn early stabilization into lethal pressure. Add role cards: `Nylea's Disciple`, `Wellwisher`, and `Vitu-Ghazi Inspector` when the opponent wins through creature combat or repeated small attacks. Reduce main-deck emphasis: the slowest reload or top-end pieces when the visible race says life total and blockers matter more than extra cards. Preserve `Quirion Ranger` untaps for `Timberwatch Elf`, `Priest of Titania`, or a surprise blocker line rather than spending them for marginal mana. + +- Burn plan: Treat life total as the primary resource and force the Burn deck to answer both board size and lifegain threats. Add role cards: `Blue Elemental Blast`, `Nylea's Disciple`, `Wellwisher`, `Dispel`, `Spell Pierce`, and sometimes `Negate` when the opponent shows enough noncreature burn or sweepers. Reduce main-deck emphasis: clunky value creatures and slow expensive threats that do not gain life, produce immediate mana, or threaten lethal. Use `Blue Elemental Blast` on a red spell or red permanent that changes the race; do not spend it on a low-impact spell if a later lethal burn spell is likely from public mana and game texture. + +- Control plan: Present must-answer engine pieces in waves, then protect the reload or lethal turn instead of overcommitting into visible sweeper pressure. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Vitu-Ghazi Inspector`, and `Valakut Invoker` when games slow down. Reduce main-deck emphasis: redundant fragile top-end that dies before producing value. `Lead the Stampede`, `Winding Way`, and `Distant Melody` are core because rebuilding after removal is how Elves keeps parity; cast them when the opponent is tapped low, when protection is available, or when the battlefield is already taxed enough that a counterspell on the draw spell lets creatures survive. + +- Removal-heavy plan: Diversify threats so spot removal cannot collapse the turn cycle around one `Priest of Titania` or `Timberwatch Elf`. Add role cards: `Vitu-Ghazi Inspector`, `Dispel`, `Negate`, `Spell Pierce`, and `Valakut Invoker` for attrition. Reduce main-deck emphasis: the least immediate expensive payoff when the opponent can repeatedly trade mana for single creatures. Sequence `Elvish Visionary`, `Salt Road Packbeast`, `Lead the Stampede`, and `Winding Way` as material engines; deploy `Elvish Vanguard` early only when growing it is realistic or when it draws removal away from mana creatures. + +- Tempo plan: Protect mana development and avoid exposing a single decisive spell to open mana when a lower-risk board play advances the same clock. Add role cards: `Dispel`, `Spell Pierce`, `Negate`, and `Blue Elemental Blast` if red tempo cards are shown. Reduce main-deck emphasis: slow draw actions that tap too much mana into a counterspell without affecting the battlefield. Against flyers or evasive pressure, race with `Timberwatch Elf` math and `Elvish Vanguard` growth, but keep enough bodies untapped when the visible clock is short. + +- Midrange plan: Go wider than their one-for-one answers and turn creature count into mana, cards, and pump. Add role cards: `Vitu-Ghazi Inspector`, `Valakut Invoker`, `Masked Vandal` when artifacts or enchantments matter, and lifegain cards when combat dominates. Reduce main-deck emphasis: narrow stack interaction unless the opponent has shown decisive noncreature spells. Use `Lead the Stampede` and `Winding Way` to recover after trades; use `Timberwatch Elf` to force blocks when the board stalls, but do not attack with engine creatures into obvious profitable blocks unless lethal or a major exchange is visible. + +- Big mana plan: Race before their mana advantage becomes inevitability, while saving interaction for payoff spells, sweepers, or lock pieces rather than early ramp that does not immediately threaten the game. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, `Deglamer`, and `Valakut Invoker` for stalls. Reduce main-deck emphasis: slow creature value that neither speeds lethal nor protects against payoff turns. `Priest of Titania` is the mirror to their ramp plan; protect it when it enables a turn that casts multiple creatures plus `Lead the Stampede`, `Distant Melody`, or lethal `Nyxborn Hydra` pressure. + +- Combo plan: Establish the fastest credible clock, then hold stack interaction for the card or action that actually converts into a win. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, and artifact/enchantment answers only when visible combo pieces justify them. Reduce main-deck emphasis: lifegain-only plans and slow combat-only finishers. If the opponent is not pressuring life, prioritize `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and reload spells over defensive creatures; the decision agent should name the specific legal payoff it is fighting rather than countering the first available spell. + +- Graveyard plan: Keep the Elf clock primary unless the opponent's graveyard is visibly part of its engine. Add role cards: `Masked Vandal` only when its exile condition and target text are legal and relevant, plus `Negate`, `Spell Pierce`, or `Dispel` against graveyard spells that use the stack. Reduce main-deck emphasis: slow top-end when the opponent can win before combat matters. Do not assume hidden graveyard payoffs; react to public graveyard contents, revealed cards, and legal actions. If `Winding Way` fills your graveyard, consider whether it improves `Masked Vandal` availability before treating the graveyard as irrelevant. + +- Artifact/enchantment plan: Answer the permanent that changes combat, mana, or combo legality, not the one with the flashiest name. Add role cards: `Masked Vandal`, `Deglamer`, `Blue Elemental Blast` if red artifact payoffs are shown, and `Negate` or `Spell Pierce` if the dangerous card is a noncreature spell. Reduce main-deck emphasis: slow non-Elf bodies when creature density and answers must coexist. Preserve enough creatures for `Priest of Titania`, `Timberwatch Elf`, `Lead the Stampede`, and `Winding Way`; do not dilute the deck into pure answers unless the opponent's visible permanents make normal combat impossible. + +- Go-wide plan: Become the better go-wide deck by valuing board count, `Timberwatch Elf` activations, and `Priest of Titania` mana over small chip attacks. Add role cards: `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and sometimes `Vitu-Ghazi Inspector` for attrition. Reduce main-deck emphasis: stack counters with few targets. Attack only when pump, size, or lethal math makes blocks bad for the opponent; otherwise force them to attack into larger Elf density. `Elvish Vanguard` is a priority threat when both players build boards because each creature cast can change its combat role. + +- Single-threat plan: Race if the threat is slow, but preserve interaction or artifact/enchantment answers when one permanent invalidates attacks. Add role cards: `Deglamer`, `Masked Vandal`, `Negate`, `Spell Pierce`, `Dispel`, and lifegain only if the single threat wins by damage over multiple turns. Reduce main-deck emphasis: slow reloads when immediate answer timing matters. Use `Timberwatch Elf` to make one blocker or attacker dominate combat; use `Nyxborn Hydra` only when the rules engine confirms a legal cast or target line that changes the race. + +- Creature-combo or tribal mirror plan: Maximize engine density and avoid trading key Elves for irrelevant damage. Add role cards: `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and `Vitu-Ghazi Inspector`. Reduce main-deck emphasis: narrow permission and artifact/enchantment answers unless shown targets exist. `Timberwatch Elf` timing usually decides combat; activate after blocks or at the latest legal profitable window when that produces better information, unless the legal action text or priority structure requires an earlier pump to survive. + +- Unknown opponent plan: Keep proactive hands that can cast early mana creatures and at least one payoff or reload, then infer the matchup from public lands, spells, graveyards, and sideboarded cards. Add role cards after evidence, not guesswork: lifegain for damage races, counters for stack-based plans, `Masked Vandal` and `Deglamer` for artifacts/enchantments, and `Valakut Invoker` for stalls. Reduce main-deck emphasis only when the opponent has shown why a card class is weak. The default game-one posture is to develop `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Jaspera Sentinel`, `Birchlore Rangers`, `Quirion Ranger`, and `Priest of Titania` quickly, then convert the board into cards or lethal pressure. + +## Specific Matchup Notes + +- Red Rally note: Treat this as general/archetype-only until revealed cards confirm the exact list; revealed cards override assumptions. Add role cards: `Blue Elemental Blast`, `Wellwisher`, `Nylea's Disciple`, `Dispel`, and `Spell Pierce` when burn, haste pressure, or red sweep effects are visible. Reduce main-deck emphasis: slow reload turns that tap out without changing life-total pressure. Priority targets are cards that shrink the Elf count, punish one-toughness creatures, or convert a stalled board into direct damage; protect `Priest of Titania` only when it immediately enables a stabilizing reload, lifegain line, or lethal `Timberwatch Elf` turn. + +- Dimir Faeries / Terror note: Build a board before counterspell mana dominates, then force them to answer multiple creature-based threats instead of one draw spell. Add role cards: `Dispel`, `Spell Pierce`, `Negate`, and `Vitu-Ghazi Inspector`; add `Blue Elemental Blast` only if red cards are actually shown. Reduce main-deck emphasis: expensive or sorcery-speed card draw when the opponent can counter it and keep tempo. Priority targets are evasive clocks, graveyard-dependent large threats, and removal aimed at `Timberwatch Elf`, `Priest of Titania`, or a lethal `Elvish Vanguard`; use `Lead the Stampede` and `Winding Way` after trading resources, not into a clearly profitable counter window unless waiting is worse. + +- Tron / Big-Mana Control note: Race early mana development while holding interaction for payoff spells, sweepers, fog locks, or artifacts/enchantments that stop combat. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, `Deglamer`, and `Valakut Invoker` for long games. Reduce main-deck emphasis: low-impact bodies that do not speed lethal, rebuild from removal, or pressure their setup. Priority targets are visible lock pieces and sweepers, not every ramp action; `Priest of Titania` plus `Quirion Ranger` is the critical acceleration package when it turns one turn into several spells plus a reload. + +- Grixis Affinity note: Respect artifact density and red removal without abandoning the Elf engine. Add role cards: `Masked Vandal`, `Deglamer`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` depending on visible threats and removal. Reduce main-deck emphasis: slow non-Elf bodies if artifact answers are needed, but keep enough creatures for `Lead the Stampede`, `Winding Way`, `Priest of Titania`, and `Timberwatch Elf`. Priority targets are artifact permanents that dominate combat or mana, red sweepers, and sacrifice-style payoff turns; do not fire `Masked Vandal` at a replaceable artifact if a combat-locking target is visible. + +- Food Gardens note: Go wider and bigger than attrition engines, then use `Timberwatch Elf`, `Elvish Vanguard`, and reload spells to break parity. Add role cards: `Masked Vandal`, `Deglamer`, `Valakut Invoker`, `Wellwisher`, `Nylea's Disciple`, and `Vitu-Ghazi Inspector` when public permanents make those roles relevant. Reduce main-deck emphasis: narrow permission unless a decisive noncreature spell is shown. Priority targets are artifact/enchantment engines, recurring blockers, and life-gain loops that invalidate chip attacks; wait for a higher-impact `Timberwatch Elf` activation when the board is stalled unless immediate damage changes the clock. + +- Spy note: Treat the opponent as combo until public information disproves it. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, and targeted artifact/enchantment answers only when visible pieces justify them. Reduce main-deck emphasis: lifegain-only or grind-only cards that do not affect the combo race. Priority targets are the legal spell or permanent that converts setup into a win; attack aggressively with `Elvish Vanguard`, wide Elf boards, and `Nyxborn Hydra` only when the rules engine presents legal lines that shorten the clock without sacrificing needed interaction. + +## Risk Summary + +- Mana risk: The deck can produce explosive green and creature-based blue, but `Distant Melody`, sideboard counters, and `Valakut Invoker` become awkward if `Birchlore Rangers`, `Jaspera Sentinel`, or enough untapped creatures are missing. Preserve color flexibility when a future counterspell, draw spell, or activated ability is visible. + +- Matchup risk: The deck is strongest when the opponent must answer many creatures on board, and weakest when the opponent can sweep, fog, race in the air, or win through a noncombat combo before `Timberwatch Elf` matters. Reassess role after every revealed spell instead of staying locked into goldfish mode. + +- Draw risk: `Lead the Stampede`, `Winding Way`, `Distant Melody`, and `Elvish Visionary` are recovery tools, but tapping out for cards can lose to lethal attacks, combo windows, or counterspells. Draw when it expands the next-turn branch or rebuilds after interaction, not merely because it is legal. + +- Over-sideboarding risk: `Masked Vandal`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Deglamer`, `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and `Vitu-Ghazi Inspector` all have roles, but too many non-engine cards reduce Elf density. Keep enough creatures for `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, and `Winding Way` unless visible permanents demand a narrower answer plan. + +- Graveyard risk: `Winding Way` may stock the graveyard for visible opposing graveyard cards or for `Masked Vandal` availability, depending on public rules text and legal actions. Do not assume graveyard value or danger without visible evidence; use public zones and revealed cards only. + +- Sweeper/removal risk: One removal spell on `Priest of Titania` or `Timberwatch Elf` can collapse a turn, and one sweeper can erase a full board. Sequence redundant mana creatures and reload spells so the deck can rebuild, but commit hard when waiting gives the opponent a better payoff window. + +- Closer risk: Wide boards do not automatically win if blockers, lifegain, fogs, or evasive clocks are present. Convert board size into lethal with `Timberwatch Elf`, growing `Elvish Vanguard`, legal `Nyxborn Hydra` lines, or late `Valakut Invoker` pressure when the visible board supports it. + +- Interaction and sequencing risk: Passing with `Dispel`, `Spell Pierce`, `Negate`, or `Blue Elemental Blast` can be correct, but holding interaction too long can waste the deck's tempo edge. Spend counters on the action that changes the game, and sequence `Quirion Ranger`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Priest of Titania` before payoff spells when that creates more legal mana and safer follow-up choices. + +## Test Feedback Checklist + +- Deciding factor: Which public event most changed the game: early `Priest of Titania`, unanswered `Timberwatch Elf`, a large `Elvish Vanguard`, a resolved `Lead the Stampede`, a resolved `Winding Way`, a countered payoff, a sweeper, a stalled combat board, or a missed closing window? + +- Mulligans: Did the opening hand have a realistic first two turns with `Forest`, `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Quirion Ranger`, and did any keep rely too heavily on drawing a missing land, Elf, or blue source? + +- Mana: Did `Birchlore Rangers`, `Jaspera Sentinel`, `Priest of Titania`, and `Quirion Ranger` create enough mana at the right time, or were `Distant Melody`, sideboard counters, `Nyxborn Hydra`, or `Valakut Invoker` stranded by color, summoning sickness, tapped creatures, or insufficient total mana? + +- Velocity: Did `Lead the Stampede`, `Winding Way`, `Distant Melody`, `Elvish Visionary`, and `Salt Road Packbeast` convert stalled boards into pressure, or did draw/selection happen when the visible board demanded combat, interaction, or lethal setup instead? + +- Engine protection: Did the pilot expose `Priest of Titania`, `Timberwatch Elf`, or a lethal-sized `Elvish Vanguard` to visible removal or bad combat without enough payoff, or did the pilot wait too long and let the opponent establish a stronger position? + +- Combat conversion: Did wide boards become lethal through legal `Timberwatch Elf`, `Nyxborn Hydra`, `Elvish Vanguard`, or mass-attack lines, or did the pilot keep passing through favorable attack steps because blockers or life totals were over-respected? + +- Interaction: Did `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, or `Deglamer` hit the action or permanent that actually mattered, or were they spent on replaceable threats while a sweeper, combo spell, artifact engine, enchantment, or removal window remained likely? + +- Sideboard impact: Did `Vitu-Ghazi Inspector`, `Nylea's Disciple`, `Wellwisher`, `Valakut Invoker`, and the counter/removal package improve the matchup-specific plan, or did sideboarding reduce Elf density enough to weaken `Priest of Titania`, `Timberwatch Elf`, `Lead the Stampede`, and `Winding Way`? + +- Role accuracy: Did the pilot correctly identify when Elves was the beatdown, the combo-engine deck, the stabilizing deck, or the long-game deck, and did the chosen legal actions match that role after public information changed? + +- Mistakes and stranded cards: Which cards remained in hand for multiple turns, and was the cause mana, color, timing, opposing pressure, legal-action absence, or an earlier sequencing choice involving `Quirion Ranger`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Priest of Titania`? + +- Overperformers and underperformers: Which exact cards most often produced wins, stabilized losses, failed to matter, or created awkward choices, especially `Distant Melody`, `Salt Road Packbeast`, `Nyxborn Hydra`, `Masked Vandal`, `Blue Elemental Blast`, `Wellwisher`, and `Valakut Invoker`? + +## First Tuning Questions + +- Creature density question: Is the current nonland creature count high enough for `Lead the Stampede`, `Winding Way`, `Priest of Titania`, and `Timberwatch Elf`, or did sideboard games show too many hands with interaction but too few Elves? + +- One-mana mana question: Are `2 Llanowar Elves`, `3 Fyndhorn Elves`, and `1 Elvish Mystic` enough for consistent turn-one acceleration, or do losses cluster around slow starts that never let `Priest of Titania` snowball? + +- Blue access question: Did `Birchlore Rangers` and `Jaspera Sentinel` reliably support `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel`, or should the list change only if public game logs show repeated color-stranding? + +- Draw package question: Are `4 Lead the Stampede`, `4 Winding Way`, `2 Distant Melody`, `2 Elvish Visionary`, and `2 Salt Road Packbeast` correctly balanced, or did the deck draw too much while behind on board or too little after removal? + +- Closer question: Did `4 Timberwatch Elf`, `4 Elvish Vanguard`, and `2 Nyxborn Hydra` close games through blockers and lifegain, or did the deck need more late inevitability from `Valakut Invoker`-style plans? + +- Aggro matchup question: Did `Nylea's Disciple`, `Wellwisher`, `Blue Elemental Blast`, and wide blocking stabilize fast red or creature starts, or were lifegain cards too slow without preserving engine density? + +- Control matchup question: Did `Negate`, `Spell Pierce`, `Dispel`, `Vitu-Ghazi Inspector`, and reload spells create enough resilience, or did counter-heavy hands dilute the proactive Elf plan? + +- Artifact/enchantment question: Did `3 Masked Vandal` plus `1 Deglamer` answer the correct public permanents, or were artifact/enchantment slots either excessive against creature decks or insufficient against Affinity, Food, and lock pieces? + +- Role-conflict question: Did post-board plans create hands that wanted to pass with counters while also needing to tap creatures for `Birchlore Rangers`, `Jaspera Sentinel`, `Priest of Titania`, or `Timberwatch Elf`? + +- Quantity question: Which exact card should change first only after repeated log evidence: a slow `Distant Melody`, low-impact `Salt Road Packbeast`, awkward `Nyxborn Hydra`, narrow `Blue Elemental Blast`, narrow `Deglamer`, or matchup-dependent `Vitu-Ghazi Inspector`? + +## Veles Tactical Policy + +### Policy: Mulligan For Functional Elf Starts +- Priority: High. +- Decision families: mulligan. +- Cards: Forest, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Jaspera Sentinel, Birchlore Rangers, Quirion Ranger, Priest of Titania, Lead the Stampede, Winding Way. +- Phase windows: Pregame mulligan and London bottom decisions. +- Runtime cues: opening hand, mulligan choice, bottom-card prompt. +- Use when: The hand has green mana, at least one early creature, and either acceleration, selection, or a clear turn-two `Priest of Titania` plan. +- Avoid when: The hand cannot cast early creatures, has only payoff spells, or needs multiple unproven draw steps to function. +- Instructions: Keep hands that develop mana and Elf count before card draw; bottom redundant expensive cards before cutting the first land or first one-mana creature. +- Pilot skill floor: Basic. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Establish First Mana Creature +- Priority: High. +- Decision families: mana, priority. +- Cards: Forest, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Jaspera Sentinel, Birchlore Rangers. +- Phase windows: Turns 1-2 main phases. +- Runtime cues: action:cast Llanowar Elves; action:cast Fyndhorn Elves; action:cast Elvish Mystic; action:cast Jaspera Sentinel; action:cast Birchlore Rangers. +- Use when: Exactly one legal one-mana creature advances next-turn mana and no higher-priority survival action is visible. +- Avoid when: Casting it would consume mana needed for a legal defensive sideboard interaction already required by visible board state. +- Instructions: Deploy the creature that creates the widest next-turn mana branch; prefer true mana creatures before pure payoff threats when the board is empty. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Commit Priest Engine +- Priority: High. +- Decision families: mana, priority. +- Cards: Priest of Titania, Quirion Ranger, Timberwatch Elf, Lead the Stampede, Winding Way. +- Phase windows: Main phases before attacks unless combat math demands otherwise. +- Runtime cues: legal cast or activation involving `Priest of Titania`. +- Use when: Visible Elf count makes `Priest of Titania` unlock multiple plays, reload spells, or lethal setup before the opponent can profitably answer it. +- Avoid when: The opponent represents immediate removal and you can first add redundancy, force action elsewhere, or hold interaction without losing tempo. +- Instructions: Treat `Priest of Titania` as the engine gate; reason about open mana, removal likelihood from public information, and whether waiting is worse. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Quirion Ranger Mana Loop Discipline +- Priority: Medium. +- Decision families: mana, priority. +- Cards: Quirion Ranger, Forest, Priest of Titania, Timberwatch Elf, Jaspera Sentinel. +- Phase windows: Main phases and combat pump windows. +- Runtime cues: legal activation involving `Quirion Ranger` or returning `Forest`. +- Use when: Untapping a creature creates immediate mana, enables a second key activation, protects land-drop sequencing, or changes lethal combat math. +- Avoid when: Returning `Forest` blocks a necessary land drop, strands blue access, or spends the once-per-turn activation before a better visible target appears. +- Instructions: Preserve `Quirion Ranger` for the highest-impact tap ability unless current mana converts into a decisive board or card advantage action. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Birchlore And Jaspera Color Fixing +- Priority: High. +- Decision families: mana. +- Cards: Birchlore Rangers, Jaspera Sentinel, Distant Melody, Blue Elemental Blast, Negate, Spell Pierce, Dispel. +- Phase windows: Main phases and interaction windows. +- Runtime cues: mana payment prompt, color choice prompt, tap-creature prompt. +- Use when: Blue mana unlocks a legal `Distant Melody` or sideboard counter, or green mana is already sufficient from other sources. +- Avoid when: Tapping attackers, blockers, `Timberwatch Elf`, or `Priest of Titania` loses more combat or mana value than the spell gains. +- Instructions: Choose colors for known legal actions first; do not strand counters by spending the only blue-capable creatures on low-impact development. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Reload Commitment Gate +- Priority: High. +- Decision families: selection, priority. +- Cards: Lead the Stampede, Winding Way, Distant Melody, Elvish Visionary, Salt Road Packbeast. +- Phase windows: Main phases after necessary mana setup. +- Runtime cues: legal cast of card-advantage spell. +- Use when: Hand is low, board is stable enough to spend mana drawing, or another wave of creatures is needed after removal. +- Avoid when: Lethal pressure, required interaction, or a stronger engine play is already legal this turn. +- Instructions: Cast reload spells after maximizing Elf count and blue access when that improves output; use cheaper cantrip bodies when board presence matters. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Winding Way Choice +- Priority: Medium. +- Decision families: selection. +- Cards: Winding Way. +- Phase windows: Resolution choice prompts. +- Runtime cues: action:choose Creature Winding Way; action:choose Land Winding Way. +- Use when: The legal prompt offers card-type choice and the visible hand/board shows the deck needs creatures for engine density. +- Avoid when: Land drops are missing and hand cannot function without another `Forest`. +- Instructions: Choose creature by default because the deck is creature-dense; choose land only when visible mana shortage is the bottleneck. +- Pilot skill floor: Basic. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Timberwatch Lethal Or Survival Pump +- Priority: High. +- Decision families: combat, priority. +- Cards: Timberwatch Elf, Quirion Ranger. +- Phase windows: Declare attackers, declare blockers, combat damage setup, end-step pressure windows. +- Runtime cues: legal activation or target prompt involving `Timberwatch Elf`. +- Use when: Pump creates lethal, saves a key creature, wins combat, or forces damage through without exposing the engine to a worse crack-back. +- Avoid when: Pumping a nonessential creature fails to change damage, trade, survival, or next-turn clock. +- Instructions: Count visible Elves and blockers before choosing the target; prefer unblocked attackers for lethal and endangered engine creatures for survival. +- Pilot skill floor: Advanced. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Deterministic Timberwatch Target +- Priority: High. +- Decision families: combat. +- Cards: Timberwatch Elf. +- Phase windows: Combat target prompts. +- Runtime cues: action:target unblocked attacker Timberwatch Elf. +- Use when: Exactly one legal target is an unblocked attacker and the pump visibly increases damage toward lethal or a two-turn kill. +- Avoid when: Multiple plausible targets exist, blockers can change value, or the target is not clearly identified by legal action text. +- Instructions: Select the matching target only after the activation is already chosen and the legal action text uniquely identifies the pumped attacker. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Elvish Vanguard Pressure Conversion +- Priority: Medium. +- Decision families: combat, priority. +- Cards: Elvish Vanguard, Timberwatch Elf, Nyxborn Hydra. +- Phase windows: Main phases and combat. +- Runtime cues: legal attack, legal cast, legal target, visible `Elvish Vanguard` size. +- Use when: `Elvish Vanguard` is large enough to pressure life totals, demand blocks, or carry pump without sacrificing engine integrity. +- Avoid when: Attacking loses the only meaningful blocker against a faster clock or walks a key threat into a bad visible block. +- Instructions: Use `Elvish Vanguard` as the default large threat, but keep enough bodies back when survival or mana tapping matters more than damage. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Nyxborn Hydra Commitment +- Priority: Medium. +- Decision families: mana, combat, priority. +- Cards: Nyxborn Hydra, Priest of Titania, Timberwatch Elf, Elvish Vanguard. +- Phase windows: Main phases before combat, lethal setup turns. +- Runtime cues: legal cast, bestow, target, or X-payment prompt involving `Nyxborn Hydra`. +- Use when: Large mana converts into a resilient threat or trample-style closing line if the rules engine exposes that legal action. +- Avoid when: Card text check required for the specific legal mode, or when spending all mana prevents a stronger reload, pump, or interaction line. +- Instructions: Follow only engine-legal modes and visible target text; treat `Nyxborn Hydra` as a finisher after mana is abundant, not as early setup. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Priority Pass With Interaction +- Priority: High. +- Decision families: priority, interaction. +- Cards: Blue Elemental Blast, Negate, Spell Pierce, Dispel. +- Phase windows: Opponent main phases, stack windows, combat trick windows, end steps. +- Runtime cues: priority prompt with counterspell legal actions. +- Use when: Holding interaction protects against a more important spell than anything currently on stack or enables a stronger next-turn engine play. +- Avoid when: The current spell is a sweeper, removal on `Priest of Titania` or `Timberwatch Elf`, combo payoff, or lethal enabler that the counter can legally stop. +- Instructions: Spend permission on game-changing spells, not replaceable bodies; explain passes by naming the interaction being held and the visible risk accepted. +- Pilot skill floor: Advanced. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Artifact And Enchantment Answers +- Priority: Medium. +- Decision families: interaction, priority. +- Cards: Masked Vandal, Deglamer. +- Phase windows: Main phases, priority windows before engine permanents snowball, combat only if legal and urgent. +- Runtime cues: legal cast or target prompt involving `Masked Vandal` or `Deglamer`. +- Use when: A public artifact or enchantment blocks combat, fuels the opponent engine, threatens lethal, or prevents Elves from executing its plan. +- Avoid when: The target is low impact and a known stronger artifact/enchantment is likely or already public. +- Instructions: Prioritize permanents that change the next turn cycle; keep Elf density in mind before boarding or casting low-tempo answers. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Lifegain Stabilization Gate +- Priority: Medium. +- Decision families: priority, combat. +- Cards: Nylea's Disciple, Wellwisher, Priest of Titania, Quirion Ranger. +- Phase windows: Main phases, combat races, end steps when activation is legal. +- Runtime cues: legal cast or activation involving `Nylea's Disciple` or `Wellwisher`. +- Use when: Life total is the bottleneck and lifegain buys at least one meaningful turn for the Elf engine or lethal counterattack. +- Avoid when: Board development or interaction prevents more damage than lifegain would absorb. +- Instructions: Use lifegain as stabilization, not comfort; combine `Wellwisher` with untap effects only when the extra life matters before the next attack. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Valakut Invoker Late Mana Sink +- Priority: Low. +- Decision families: mana, priority, interaction. +- Cards: Valakut Invoker, Priest of Titania, Quirion Ranger. +- Phase windows: Late main phases, end steps, lethal windows. +- Runtime cues: legal activation involving `Valakut Invoker`. +- Use when: The board is stalled, mana is abundant, and the activation creates lethal, removes a decisive threat, or ends the game faster than combat. +- Avoid when: Activating consumes mana needed for protection, reload, or a higher-impact combat line. +- Instructions: Treat `Valakut Invoker` as post-board inevitability; verify legal targets and damage outcome from rules-engine text before committing. +- Pilot skill floor: Advanced. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Sideboard Balance Preservation +- Priority: High. +- Decision families: sideboard. +- Cards: Blue Elemental Blast, Vitu-Ghazi Inspector, Nylea's Disciple, Masked Vandal, Valakut Invoker, Wellwisher, Negate, Spell Pierce, Dispel, Deglamer. +- Phase windows: Between games only. +- Runtime cues: sideboard plan prompt, legal sideboard candidate list. +- Use when: The matchup role is known from public match context and balanced legal plans are available. +- Avoid when: The plan cuts too many Elves, weakens `Priest of Titania`, or adds narrow cards without public matchup justification. +- Instructions: Add red interaction versus red, artifact/enchantment answers versus public permanent engines, counters versus sweepers/combo/control, and lifegain versus fast damage. +- Pilot skill floor: Intermediate. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Exact Pass When No Impact Exists +- Priority: Low. +- Decision families: priority. +- Cards: none. +- Phase windows: Empty-stack priority windows. +- Runtime cues: action:pass priority. +- Use when: No legal action develops mana, adds pressure, improves combat, protects an engine piece, uses interaction, or changes a visible clock. +- Avoid when: Any legal action advances the Elf engine, answers a public threat, or sets up lethal before the opponent acts. +- Instructions: Pass only when the visible legal actions are all lower value than preserving resources and the stack is empty. +- Pilot skill floor: Basic. +- No-API allowed: yes. +- Light-model allowed: yes. diff --git a/strategies/pauper/elves/1/metadata.json b/strategies/pauper/elves/1/metadata.json new file mode 100644 index 0000000..0a93164 --- /dev/null +++ b/strategies/pauper/elves/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "aggro", + "combo" + ], + "colors": [ + "W", + "U", + "G" + ], + "concept_text": "green tribal mana engine that converts elves into cards, pump, and lethal boards", + "created_at": 1780472391, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "tribal", + "tokens" + ], + "source_metadata": { + "base_choice": "elves:v1", + "generated_at": "2026-06-14T11:40:08.484758+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "elves", + "strategy_label": "Elves", + "tags": [ + "aggro", + "combo", + "tribal", + "tokens" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/elves/1/reflection.md b/strategies/pauper/elves/1/reflection.md new file mode 100644 index 0000000..3dd2ae3 --- /dev/null +++ b/strategies/pauper/elves/1/reflection.md @@ -0,0 +1,28 @@ +# Reflection Template For Elves + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Which public event most changed the game: early `Priest of Titania`, unanswered `Timberwatch Elf`, a large `Elvish Vanguard`, a resolved `Lead the Stampede`, a resolved `Winding Way`, a countered payoff, a sweeper, a stalled combat board, or a missed closing window? + +- Mulligans: Did the opening hand have a realistic first two turns with `Forest`, `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Quirion Ranger`, and did any keep rely too heavily on drawing a missing land, Elf, or blue source? + +- Mana: Did `Birchlore Rangers`, `Jaspera Sentinel`, `Priest of Titania`, and `Quirion Ranger` create enough mana at the right time, or were `Distant Melody`, sideboard counters, `Nyxborn Hydra`, or `Valakut Invoker` stranded by color, summoning sickness, tapped creatures, or insufficient total mana? + +- Velocity: Did `Lead the Stampede`, `Winding Way`, `Distant Melody`, `Elvish Visionary`, and `Salt Road Packbeast` convert stalled boards into pressure, or did draw/selection happen when the visible board demanded combat, interaction, or lethal setup instead? + +- Engine protection: Did the pilot expose `Priest of Titania`, `Timberwatch Elf`, or a lethal-sized `Elvish Vanguard` to visible removal or bad combat without enough payoff, or did the pilot wait too long and let the opponent establish a stronger position? + +- Combat conversion: Did wide boards become lethal through legal `Timberwatch Elf`, `Nyxborn Hydra`, `Elvish Vanguard`, or mass-attack lines, or did the pilot keep passing through favorable attack steps because blockers or life totals were over-respected? + +- Interaction: Did `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, or `Deglamer` hit the action or permanent that actually mattered, or were they spent on replaceable threats while a sweeper, combo spell, artifact engine, enchantment, or removal window remained likely? + +- Sideboard impact: Did `Vitu-Ghazi Inspector`, `Nylea's Disciple`, `Wellwisher`, `Valakut Invoker`, and the counter/removal package improve the matchup-specific plan, or did sideboarding reduce Elf density enough to weaken `Priest of Titania`, `Timberwatch Elf`, `Lead the Stampede`, and `Winding Way`? + +- Role accuracy: Did the pilot correctly identify when Elves was the beatdown, the combo-engine deck, the stabilizing deck, or the long-game deck, and did the chosen legal actions match that role after public information changed? + +- Mistakes and stranded cards: Which cards remained in hand for multiple turns, and was the cause mana, color, timing, opposing pressure, legal-action absence, or an earlier sequencing choice involving `Quirion Ranger`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Priest of Titania`? + +- Overperformers and underperformers: Which exact cards most often produced wins, stabilized losses, failed to matter, or created awkward choices, especially `Distant Melody`, `Salt Road Packbeast`, `Nyxborn Hydra`, `Masked Vandal`, `Blue Elemental Blast`, `Wellwisher`, and `Valakut Invoker`? diff --git a/strategies/pauper/familiars/1/decklist.txt b/strategies/pauper/familiars/1/decklist.txt new file mode 100644 index 0000000..ef2f9d6 --- /dev/null +++ b/strategies/pauper/familiars/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +3 Archaeomancer +4 God-Pharaoh's Faithful +1 Ghostly Flicker +1 Mortuary Mire +4 Snap +4 Sunscape Familiar +9 Snow-Covered Island +4 Mulldrifter +3 Azorius Chancery +3 Lorien Revealed +2 Snow-Covered Plains +3 Foil +4 Preordain +2 Ephemerate +2 Ash Barrens +2 Deep Analysis +4 Ponder +1 Glacial Floodplain +3 The Modern Age +1 Murmuring Mystic + +Sideboard (15) +3 Hydroblast +2 Steel Sabotage +2 Stonehorn Dignitary +1 Revoke Existence +2 Negate +2 Last Breath +2 Lose Focus +1 Murmuring Mystic diff --git a/strategies/pauper/familiars/1/first_principles.md b/strategies/pauper/familiars/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/familiars/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/familiars/1/guide.md b/strategies/pauper/familiars/1/guide.md new file mode 100644 index 0000000..fa95915 --- /dev/null +++ b/strategies/pauper/familiars/1/guide.md @@ -0,0 +1,686 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Strategy name: Familiars. +- Format: Pauper. +- Registered list status: main deck validates at 60 cards and sideboard validates at 15 cards from the supplied list. +- Archetype classification: stock-to-hybrid Azorius Familiars, leaning combo-control with blink, spell-density, cost reduction, recursive value, and a secondary token-control finish. +- Tags: combo, control, blink, spells. +- Color identity and mana base: primary blue-white with a single black-producing utility land in Mortuary Mire; the operational mana plan is Azorius, not Esper, and black mana should not be treated as a spell-casting requirement unless the rules engine exposes a legal action that uses it. +- Core engine identity: Sunscape Familiar reduces the cost of the deck's blue spells, God-Pharaoh's Faithful converts spell volume into life, Archaeomancer recovers key instants and sorceries, and Ghostly Flicker or Ephemerate can create repeated value with Archaeomancer, Mulldrifter, and other enters-the-battlefield permanents when legal actions line up. +- Primary role profile: begin as a defensive cantrip-control deck, then shift into a resource engine once Sunscape Familiar, enough mana, and recursion targets are visible; do not assume a combo loop is available until the rules engine presents the exact cast, target, and mana actions. +- Win-condition profile: the deck normally wins by burying the opponent in cards and life before closing with Murmuring Mystic tokens, Mulldrifter damage, or repeated small attacks after stabilization; it is not a pure fast-combo deck and should not spend key pieces recklessly for low-impact tempo. +- Registered main-deck coverage requirement: every nonland card with 2+ copies must be addressed in the full guide, including Archaeomancer, God-Pharaoh's Faithful, Snap, Sunscape Familiar, Mulldrifter, Lorien Revealed, Foil, Preordain, Ephemerate, Deep Analysis, Ponder, and The Modern Age. +- Registered sideboard coverage requirement: every sideboard card must be covered in Sideboard Map and matchup guidance, including Hydroblast, Steel Sabotage, Stonehorn Dignitary, Revoke Existence, Negate, Last Breath, Lose Focus, and the sideboard Murmuring Mystic. +- Pauper legality note: this guide treats the submitted 60+15 as the registered Pauper deck for Veles; runtime must still respect the rules engine, tournament configuration, and any external legality validator if one is attached. +- Card-text certainty note: tactical lines should rely on engine-provided legal actions and visible card objects; when a future section references exact text that is not confirmed from the engine or trusted card database, it must say "Card text check required" and keep the instruction conditional. +- Opponent information status: no opponent deck, matchup, revealed cards, or metagame target is supplied in this request; all matchup advice in the full guide must be archetype-conditional and must not assume hidden hand contents or exact opposing lists unless Veles supplies that information during a match. +- Role concern: the deck has only 18 registered lands plus Lorien Revealed, Ash Barrens, cantrips, and bounce lands, so early land sequencing and mulligans must value functional mana, blue access, and avoiding a hand that can only cantrip without developing. +- Mana concern: Azorius Chancery is powerful but tempo-sensitive, so the pilot must avoid bounce-land exposure when the visible board demands immediate interaction or when replaying a land would prevent critical blue-white development. +- Engine concern: Sunscape Familiar is central but fragile, so the pilot should distinguish between hands that function as cantrip-control without it and hands that collapse if it is removed. +- Control concern: Foil, Snap, Lose Focus, Negate, Hydroblast, Steel Sabotage, Last Breath, and Revoke Existence are interaction tools with different windows; the full guide must tell the agent to spend them on material threats, stack fights, or hate pieces only when the legal action and visible context justify the exchange. +- Runtime discipline: Veles must choose only from legal action IDs, must not synthesize loops, must not assume target legality for Ghostly Flicker or Ephemerate, and must route commitment decisions through reasoning when waiting, protecting, or going now depends on visible mana, pressure, graveyards, known cards, or open interaction. + +## Thesis + +- Core plan: assemble Sunscape Familiar plus blue spell volume, then convert reduced costs into cards, life, recursion, and eventually a board that the opponent cannot profitably race. +- Winning pattern: stabilize first with God-Pharaoh's Faithful, Snap, Foil, and cheap selection, then win after repeated Mulldrifter, Archaeomancer, Ghostly Flicker, Ephemerate, Deep Analysis, and cantrip turns create an overwhelming resource gap. +- Primary finish: close with Murmuring Mystic tokens, Mulldrifter attacks, Archaeomancer chip damage, or any creature board that becomes safe after the opponent is low on cards and behind on tempo. +- Engine finish: use Archaeomancer to rebuy Ghostly Flicker, Ephemerate, Snap, Foil, Deep Analysis, Ponder, Preordain, or other legal graveyard targets; do not announce or force a loop unless the rules engine exposes every cast, target, priority, and mana action. +- Defensive identity: this deck is a control-combo deck, not a tempo deck; prioritize survival, mana development, and reusable value over early damage unless attacking is free and does not expose Sunscape Familiar, God-Pharaoh's Faithful, or a future blocker. +- What not to do: do not spend Ghostly Flicker or Ephemerate as casual value when Archaeomancer, Mulldrifter, or a critical protection target is not visible, unless the visible board requires immediate survival or protects a key permanent from removal. +- What not to do: do not treat Foil as a generic tap-out permission spell; preserve it for stack fights, must-answer threats, or protection of a decisive engine turn when the visible hand and mana make the exchange sustainable. +- Priority rule: develop blue mana and selection before fancy value lines; a hand with Ponder, Preordain, Lorien Revealed, and lands often wins by making land drops before it wins by resolving expensive spells. +- Commitment rule: commit to a big blink or recursion turn only when the board pressure, available mana, graveyard targets, and known interaction make waiting worse or when the legal line produces immediate stabilization. +- Runtime discipline: choose only legal action IDs, use visible targets only, and let the rules engine determine whether Snap, Ghostly Flicker, Ephemerate, Foil, The Modern Age, and sideboard cards can be cast or resolved in the current window. + +## Role Package + +- Threats: Murmuring Mystic is the main dedicated finisher because it converts spell volume into a wide board; protect it more carefully when it is the only visible win condition and less carefully when Mulldrifter pressure or recursion is already enough. +- Threats: Mulldrifter is both card advantage and an evasive clock; cast it for cards when behind or setting up, then use its body as the closing plan after life total and hand size are secure. +- Threats: Archaeomancer and God-Pharaoh's Faithful can attack only after stabilization; keep them home when blocking, life-buffering, or recursion setup matters more than small damage. +- Payoffs: God-Pharaoh's Faithful turns every blue, black, or red spell it sees into life gain if its text is active; Card text check required for exact trigger scope, and runtime should trust engine triggers rather than infer life manually. +- Payoffs: Deep Analysis, Mulldrifter, Lorien Revealed, Ponder, Preordain, and The Modern Age convert time into cards and selection; prioritize these when the opponent is not presenting an immediate must-answer threat. +- Engines: Sunscape Familiar is the most important cost-reduction piece; protect it when the hand depends on reduced Snap, Mulldrifter, Deep Analysis, Ghostly Flicker, or cantrip chains to function. +- Engines: Archaeomancer plus Ghostly Flicker or Ephemerate is the recursion engine; choose targets only from visible legal options, and prefer lines that rebuy interaction or card draw while preserving mana for the next prompt. +- Velocity: Ponder and Preordain fix early land drops, find Sunscape Familiar, and dig for interaction; use them before committing fragile lines unless holding them improves Foil or a known future spell chain. +- Velocity: Lorien Revealed is a land-finding and late-card-flow bridge; Card text check required for exact alternate action labels, and the pilot should value it highly in low-land hands if the engine offers a legal fixing action. +- Velocity: The Modern Age is a staged filtering card and possible later body; Card text check required for exact chapter timing, so use it conditionally as a legal velocity action rather than assuming immediate payoff. +- Interaction: Snap is tempo interaction and mana development when cost reduction and untap targets align; use it to survive, remove blockers for a closing attack, or unlock mana-positive turns, not merely because a creature can be targeted. +- Interaction: Foil is stack interaction and engine protection; spend it on threats that beat the current plan, hate that shuts off recursion or spells, or opposing interaction during a decisive turn. +- Protection: Ephemerate can protect a creature or generate value with enters-the-battlefield abilities; preserve it for Archaeomancer, Mulldrifter, or a key creature under removal unless immediate blink value is necessary. +- Protection: Ghostly Flicker is higher-commitment protection and engine material; avoid firing it without meaningful targets, enough mana discipline, and a clear reason from the visible state. +- Recursion: Archaeomancer is the main graveyard-access card, and Mortuary Mire is the registered land-based creature recovery tool; use recursion to rebuild after removal, lock in interaction, or extend a blink chain. +- Mana: Snow-Covered Island, Snow-Covered Plains, Glacial Floodplain, Ash Barrens, Azorius Chancery, Mortuary Mire, and Lorien Revealed form a low-land functional package; prioritize blue access, then white access, then bounce-land value. +- Mana: Azorius Chancery is powerful but tempo-sensitive; deploy it when the visible board allows a tapped or slower land turn, and avoid it when losing a tempo window would make Snap, Foil, or cantrips too late. +- Sideboard modules: Hydroblast addresses red pressure or red stack threats, Steel Sabotage and Revoke Existence address artifacts or enchantments, Stonehorn Dignitary buys combat time, Negate and Lose Focus add stack control, Last Breath answers suitable creatures, and the sideboard Murmuring Mystic increases threat density against attrition. + +## Primary Win Conditions + +- Mystic spell-volume finish: prioritize Murmuring Mystic when the game is stable enough to untap or when the current hand can immediately cast Ponder, Preordain, Snap, Foil, Ephemerate, Ghostly Flicker, Deep Analysis, or Lorien Revealed through visible legal actions. Setup is blue mana, enough cheap spells, and ideally Sunscape Familiar to reduce blue spell costs; execution is to turn every legal instant or sorcery into a token clock while using Foil, Snap, and blink protection to keep Murmuring Mystic alive. Disruption is removal on Murmuring Mystic, sweepers, counterspells, and pressure that makes tapping out unsafe, so prioritize this path when the opponent is low on cards, shields are down, or waiting risks losing the only finisher window. + +- Mulldrifter control finish: prioritize Mulldrifter when the deck needs cards first and damage later. Setup is reaching five mana or a legal reduced/alternate Mulldrifter action, preferably with Sunscape Familiar, Archaeomancer, Ephemerate, or Ghostly Flicker visible to multiply cards; execution is to draw into lands, interaction, and more blink, then attack with the flying body once life and board are secure. Disruption is counterplay that removes Mulldrifter before blink value, graveyard hate against recursion, or fast clocks that ignore card advantage, so prioritize Mulldrifter over Murmuring Mystic when cards and blockers matter more than immediate token production. + +- Archaeomancer recursion engine: prioritize Archaeomancer plus Ghostly Flicker or Ephemerate when visible graveyard spells create a material loop of cards, tempo, or permission. Setup is Archaeomancer on battlefield or castable, a legal blink spell, enough mana, and a graveyard target such as Snap, Foil, Deep Analysis, Ponder, Preordain, Ghostly Flicker, or Ephemerate; execution is to select only legal visible targets, rebuy the spell that best stabilizes or advances the current turn, and let the rules engine expose each step. Disruption is removal in response, graveyard exile, counterspells, and mana denial, so prioritize this path when it immediately protects a key permanent, reuses Snap for tempo, reuses card draw, or locks up a stack fight. + +- Life-buffer inevitability: prioritize God-Pharaoh's Faithful when racing or stabilizing against creature pressure or burn-like damage. Card text check required for exact trigger scope, but the tactical plan is to use legal blue-spell chains from Ponder, Preordain, Snap, Mulldrifter, Deep Analysis, Lorien Revealed, Ghostly Flicker, Ephemerate, and Foil to gain enough life that the opponent's clock stops mattering. Disruption is removal on God-Pharaoh's Faithful or pressure that exceeds the visible life-gain pace, so this is a primary win path only when life gain buys the turns needed for Murmuring Mystic, Mulldrifter, or Archaeomancer to finish. + +## Secondary Win Conditions + +- Small-creature pressure: use Archaeomancer, God-Pharaoh's Faithful, Sunscape Familiar, and later The Modern Age's transformed body only after blocking value and engine safety are no longer urgent. Card text check required for The Modern Age's exact transformed side, so attack with it only when the engine exposes a legal creature and combat is favorable from visible board state. This line wins slow games where the opponent has spent answers on Murmuring Mystic or Mulldrifter and every point shortens the required control window. + +- Snap tempo turns: use Snap as a closing tool when bouncing a blocker or attacker also preserves mana, opens attacks, or protects a key creature. Setup is a legal target creature and untap targets that matter; execution is to cast Snap before combat or during a pressure window only when the bounce changes the race or extends a spell chain. Do not convert Snap into damage if holding it is the only visible answer to a lethal or engine-breaking creature. + +- Deep Analysis attrition: use Deep Analysis as a secondary win condition by turning life and mana into enough cards that any remaining creature becomes lethal over time. Card text check required for exact flashback cost and action label; choose it when life is not under immediate threat or God-Pharaoh's Faithful has created a buffer. This line is strongest when both players are low on resources and weakest when spending life or mana exposes the deck to a short clock. + +- Mortuary Mire recovery: use Mortuary Mire to rebuild a removed creature-based win condition when the top-deck setup is worth the tempo cost. The preferred visible targets are Murmuring Mystic for threat density, Mulldrifter for cards, or Archaeomancer for recursion; avoid this line when an immediate cantrip or interaction spell is required before the next draw. + +## Emergency Lines + +- Behind on life: shift from engine greed to survival by preserving God-Pharaoh's Faithful, using Snap on the most relevant legal attacker, casting Mulldrifter for cards or a body only if it changes the next turn cycle, and avoiding Deep Analysis lines that spend life unless the alternative is worse. Prefer legal spell chains that gain life, find blockers, or hold Foil over speculative setup. + +- Behind on board: prioritize Snap, Stonehorn Dignitary after sideboard when legal, Last Breath after sideboard when it has a legal target, and blink lines that create blockers or reuse stabilizing enters-the-battlefield effects. Keep Sunscape Familiar and God-Pharaoh's Faithful back unless attacking is free, because their defensive and engine roles usually matter more than chip damage. + +- Behind on cards: use Ponder, Preordain, The Modern Age, Mulldrifter, Lorien Revealed, and Deep Analysis to restore velocity, but sequence cheap selection before expensive draw when land drops or interaction are missing. If Archaeomancer is available, rebuy the card-draw or selection spell that fixes the next turn rather than the flashiest long-game loop. + +- Behind on mana: prioritize land-finding and land drops through Ponder, Preordain, Ash Barrens, Lorien Revealed, Azorius Chancery, and Glacial Floodplain as legal actions appear. Avoid committing Ghostly Flicker, Ephemerate, or Foil in ways that trade down on mana unless the visible threat would end the game or destroy the only path back. + +- Engine removed: rebuild with Mortuary Mire for creatures, Archaeomancer for spells, and card selection for replacement copies rather than forcing unsupported blink lines. If Murmuring Mystic is gone, plan to win with Mulldrifter, small creatures, or sideboard Murmuring Mystic; if Sunscape Familiar is gone, treat each spell as full price until the engine shows otherwise. + +- Graveyard recursion disrupted: stop valuing Archaeomancer as a guaranteed loop piece and pivot to normal draw, Murmuring Mystic tokens, Mulldrifter pressure, and hard-cast interaction. Do not choose graveyard-dependent targets unless the rules engine exposes them as legal and visible. + +- Combo or control pressure from opponent: preserve Foil, Negate, Lose Focus, Hydroblast, or Steel Sabotage when sideboarded for the specific stack or permanent class that matters. Spend permission only on the spell that changes the game, protects a decisive Murmuring Mystic or Archaeomancer turn, or prevents an immediate loss from the visible stack. + +## Resource Model + +- Life is a buffer for setup, not a payment plan. Use God-Pharaoh's Faithful to turn blue spell chains into extra turns against pressure, but do not spend life on Deep Analysis flashback unless the visible clock, blockers, and likely next turn make that exchange survivable. + +- Hand size is the engine's real fuel. Ponder, Preordain, The Modern Age, Mulldrifter, Deep Analysis, and Lorien Revealed should convert weak hands into land drops, interaction, or engine pieces; avoid dumping cards into Foil alternate costs unless the spell being countered is more important than the two-card loss. + +- Mana is both development and combo material. Sunscape Familiar makes blue spells cheaper, Azorius Chancery increases future mana, Snap can refund mana through untaps, and Ghostly Flicker or Ephemerate can turn Archaeomancer into repeated spell access; choose lines that leave enough mana for the next required prompt rather than merely spending all available mana. + +- Board material has defensive value before offensive value. God-Pharaoh's Faithful and Sunscape Familiar often buy more time by blocking or reducing costs than by attacking, Archaeomancer is both a body and a graveyard access point, Mulldrifter is card advantage plus air pressure, and Murmuring Mystic is the clearest board-snowball threat when protected. + +- Graveyard is a selective extension of hand. Archaeomancer should rebuy the visible instant or sorcery that matters now, commonly Snap for tempo, Foil for stack control, Deep Analysis or Mulldrifter-enabling selection for cards, or Ghostly Flicker and Ephemerate for recursion; if graveyard hate is visible or likely from public information, value ordinary draw higher than recursive plans. + +- Exile is mostly a cost and tracking zone. Card text check required for exact Ephemerate rebound and Deep Analysis flashback exile behavior, so treat exile-zone actions as legal only when the engine exposes them and do not assume a spell can be reused after flashback or rebound unless it appears as a legal action. + +- Lands are resources with different timing costs. Snow-Covered Island is the preferred untapped blue source, Snow-Covered Plains supports Sunscape Familiar and Ephemerate, Glacial Floodplain fixes both colors at the cost of entering tapped, Ash Barrens fixes early mana through legal cycling actions, Azorius Chancery trades immediate tempo for future mana, and Mortuary Mire is a tapped recovery land for a visible creature in graveyard. + +- Sacrifice fodder is not a primary resource in this list. Do not treat God-Pharaoh's Faithful, Sunscape Familiar, Archaeomancer, Mulldrifter, or Murmuring Mystic as expendable sacrifice material unless a legal sideboarded or opponent-forced action explicitly requires choosing a creature; as blockers, trade only when survival or a high-value exchange is visible. + +- Tempo is created by cheap spells and preserved by restraint. Snap, cost reduction, cantrips, and Chancery mana let the deck take multiple actions in one turn, but passing with Foil, Negate, Lose Focus, Hydroblast, or Steel Sabotage after sideboard can be better than tapping out when the opponent's next spell is the real threat. + +- Information is gained through selection and public reveals. Use Ponder and Preordain to decide whether the current hand needs land, interaction, engine, or payoff; use revealed cards and graveyards honestly, and never assume hidden counterspells, removal, or threats beyond archetype-level risk. + +- Sideboard bullets convert narrow mana into narrow answers. Hydroblast, Steel Sabotage, Revoke Existence, Negate, Last Breath, Lose Focus, Stonehorn Dignitary, and the extra Murmuring Mystic should be valued according to their legal targets and matchup role, not as generic spells to cast whenever available. + +## Mana Guide + +- Keep hands that can produce early blue mana and a path to white. A strong opener usually has Snow-Covered Island, Ash Barrens for a basic, Glacial Floodplain, or Azorius Chancery plus a playable early sequence; mulligan hands that cannot cast Ponder, Preordain, The Modern Age, or Lorien Revealed cycling-like actions before falling behind. + +- Prioritize blue before white unless Sunscape Familiar or Ephemerate is the immediate plan. Most velocity and interaction depends on blue cards, while white enables Sunscape Familiar, Ephemerate, Last Breath, Revoke Existence, and Stonehorn Dignitary; if a hand has only one color, use Ash Barrens or selection to fix the missing color before choosing luxury setup. + +- Sequence tapped lands when the turn has no urgent one-mana spell. Play Glacial Floodplain, Azorius Chancery, or Mortuary Mire early when it does not prevent Ponder, Preordain, Foil protection, or a needed Snap line; avoid Azorius Chancery if bouncing the only untapped source leaves no relevant action against a fast board. + +- Use Ash Barrens to fix the next two turns, not only the current turn. Fetch Snow-Covered Island when blue velocity is missing, fetch Snow-Covered Plains when Sunscape Familiar, Ephemerate, or white sideboard cards are stranded, and preserve the land only if current mana already casts the hand. + +- Play land before draw when landfall-free mana is required for known actions. If the hand needs to cast Sunscape Familiar, hold up Foil with alternate cost resources, cycle/fix with Ash Barrens, or maintain a visible interaction window, make the land drop first when the correct land is already known. + +- Draw before land when selection can change the correct land. Cast Ponder or Preordain before playing a land if land choice is uncertain and no current legal threat demands immediate mana, especially when deciding between an untapped Snow-Covered Island, white source, Azorius Chancery, or Mortuary Mire recovery. + +- Treat Azorius Chancery as a future-mana engine with a tempo tax. It is excellent when it picks up Mortuary Mire for another creature recovery, reuses a tapped land without losing a live spell, or supports expensive Mulldrifter turns; it is risky when the opponent can punish a slow turn or when hand size makes bouncing a land awkward. + +- Treat Snap as a mana-positive spell only when untap targets are visible and useful. With Sunscape Familiar and lands such as Azorius Chancery, Snap can create extra mana while interacting, but if the engine exposes poor untap targets or no relevant creature target, do not assume it functions as acceleration. + +- Protect white sources after sideboard. Last Breath, Revoke Existence, Stonehorn Dignitary, and Ephemerate all depend on white mana, so do not casually bounce or delay the only white source when those cards are in hand and the matchup requires them. + +- Count Foil's alternate cost as both mana flexibility and card disadvantage. Card text check required for exact alternate cost wording, but tactically use Foil when a decisive spell must be answered and the hand can afford losing an Island-type card plus another card; prefer normal mana payment when available and tempo allows it. + +## Mulligan Guide + +- Strong keep: Keep Snow-Covered Island plus Ponder or Preordain, a second land or Ash Barrens, and either Sunscape Familiar, God-Pharaoh's Faithful, The Modern Age, or interaction such as Snap or Foil. This hand has early blue, selection, and a plan to either stabilize or build toward Mulldrifter, Deep Analysis, Archaeomancer, Ephemerate, and Ghostly Flicker turns. + +- Strong keep: Keep two or three lands including blue and white access, Sunscape Familiar, Mulldrifter, and Ponder or Preordain. This hand develops cost reduction, finds missing pieces, and turns Mulldrifter into the bridge from setup to control. + +- Medium keep: Keep blue source, Ash Barrens or Glacial Floodplain, God-Pharaoh's Faithful, The Modern Age, and one expensive card such as Lorien Revealed, Deep Analysis, or Mulldrifter when the opponent is not presenting a known turn-two kill. This hand is slower but has life-buffer or filtering plus a route to land drops. + +- Risky keep: Keep one-land Snow-Covered Island hands only with Ponder and Preordain or equivalent legal selection plus at least one cheap stabilizer or payoff. Ship the same one-land hand if it lacks selection, lacks action before turn three, or depends on drawing white immediately for Sunscape Familiar or Ephemerate. + +- Automatic ship: Mulligan hands with no blue-producing line, no castable Ponder or Preordain, no Ash Barrens fixing, and no credible first three turns. Also ship hands overloaded on Archaeomancer, Ghostly Flicker, Ephemerate, Deep Analysis, Foil, or Murmuring Mystic without early mana and graveyard/value setup. + +- Matchup-dependent keep: Against fast creature pressure, value God-Pharaoh's Faithful, Snap, Sunscape Familiar, and early untapped lands above slow Lorien Revealed and Deep Analysis hands. Against slower control or removal-heavy decks, value Ponder, Preordain, The Modern Age, Foil, Deep Analysis, Mulldrifter, and Murmuring Mystic more highly. + +- Play/draw adjustment: On the play, prefer hands with a proactive turn-one selection spell or God-Pharaoh's Faithful into Sunscape Familiar. On the draw, accept slightly slower two-land selection hands, but do not keep a hand whose first meaningful board action is turn three against visible aggressive pressure. + +- Trap hand: Do not keep Azorius Chancery plus only one other land if bouncing the other land leaves no turn-two or turn-three legal action. Do not keep multiple Foil hands without enough blue mana, Island-type resources, or expendable cards unless the matchup is defined by one decisive early spell. + +- London bottom rule: Bottom redundant expensive value before functional mana. Preserve at least one blue source, one early selection spell, and the first cheap stabilizer; bottom extra Archaeomancer, extra Deep Analysis, late Murmuring Mystic, or a second Foil before cutting the only Ponder, Preordain, Sunscape Familiar, or needed land. + +## Turn Arc + +- Turn 1: Prefer Snow-Covered Island into Ponder or Preordain when land drops, colors, or early role are uncertain. Play God-Pharaoh's Faithful first when facing fast damage and the hand already has acceptable mana, and use Ash Barrens for Snow-Covered Island or Snow-Covered Plains when the next turn's spell depends on it. + +- Turn 1 deviation: Play Glacial Floodplain tapped when the hand already has selection for turn two or needs both colors more than immediate velocity. Avoid Mortuary Mire early unless no other land is available, because its creature recovery text matters later only with a visible creature in graveyard. + +- Turn 2: Prefer Sunscape Familiar when white mana is available and the hand contains Mulldrifter, Snap, Deep Analysis, The Modern Age, Archaeomancer, or multiple blue spells. Prefer The Modern Age when the hand needs filtering and does not need to hold Snap or Foil immediately. + +- Turn 2 deviation: Hold up Snap or Foil when the opponent's visible board or open mana makes a specific threat more important than developing Sunscape Familiar. Play Azorius Chancery only when the bounce does not erase the next legal action or leave you unable to answer pressure. + +- Turn 3: Prefer a stabilizing double-spell turn when Sunscape Familiar is active: cantrip plus Snap, The Modern Age plus interaction, or setup plus God-Pharaoh's Faithful. Cast Mulldrifter or use its legal cheaper mode only when the engine offers it and drawing cards is better than preserving mana for interaction. + +- Turn 3 deviation: Deploy Archaeomancer only if there is a meaningful visible instant or sorcery in graveyard or a blocker is urgently needed. Avoid Ephemerate and Ghostly Flicker as speculative value cards before a legal target such as Archaeomancer or Mulldrifter creates real material advantage. + +- Turns 4-5: Shift from setup to resource lock by chaining Mulldrifter, Deep Analysis, Archaeomancer, Snap, Ephemerate, and Ghostly Flicker when legal targets and mana are visible. Protect the first Murmuring Mystic or recursive engine turn with Foil when losing it would leave no pressure or card-advantage path. + +- Turns 4-5 deviation: Against lethal or short-clock pressure, prioritize Snap, blockers, God-Pharaoh's Faithful life gain from legal spell casts, and interaction over drawing extra cards. Against control, avoid walking Murmuring Mystic or Ghostly Flicker into obvious open interaction unless waiting loses tempo or Foil can protect the commitment. + +- Late game: Convert card volume into inevitability by recurring the highest-impact instant or sorcery with Archaeomancer and blinking Mulldrifter or Archaeomancer when the rules engine exposes legal Ephemerate or Ghostly Flicker actions. Use Lorien Revealed, Deep Analysis, Ponder, and Preordain to keep finding lands, protection, and payoff rather than hoarding selection. + +- Late game deviation: Win through small safe attacks only after survival and engine continuity are secured. Preserve Sunscape Familiar and God-Pharaoh's Faithful as blockers or cost/life engines when the opponent can race, and attack with Mulldrifter or Murmuring Mystic tokens only when visible blocks and counterattack math support it. + +## Card Roles + +- Archaeomancer: Treat Archaeomancer as the recursion hinge, not as a generic four-drop. Cast it when the graveyard already contains a high-impact instant or sorcery such as Snap, Ephemerate, Ghostly Flicker, Foil, Deep Analysis, Ponder, Preordain, or Lorien Revealed, and prefer the card that solves the next turn cycle over the card with the highest raw value. + +- Archaeomancer timing: Hold Archaeomancer when the only return target is low-impact and the board is not forcing a blocker. Commit it earlier when you need a body, when Ephemerate or Ghostly Flicker is already legal, or when recurring Snap prevents a lethal or short-clock board. + +- God-Pharaoh's Faithful: Use God-Pharaoh's Faithful as the anti-aggro buffer and spell-chain stabilizer. Deploy it early against creature decks, then let Ponder, Preordain, Snap, The Modern Age, Mulldrifter, Deep Analysis, Foil, Lorien Revealed, and Ghostly Flicker turns convert spell volume into life; do not attack with it unless combat is clearly irrelevant. + +- God-Pharaoh's Faithful mistake: Do not undervalue one life triggers when the game is about surviving to Mulldrifter or Archaeomancer recursion. Preserve God-Pharaoh's Faithful as a blocker against small attackers unless using it in combat would clearly trade for a more important threat. + +- Sunscape Familiar: Make Sunscape Familiar the preferred early engine piece when white mana is available and the hand has blue spells to discount. Its main job is to turn Mulldrifter, Snap, Deep Analysis, The Modern Age, Archaeomancer, Ghostly Flicker, and selection spells into multi-spell turns before the opponent can convert pressure or countermagic. + +- Sunscape Familiar risk: Protect Sunscape Familiar indirectly by sequencing it when the follow-up turn is strong even if it dies. Do not keep hands that only function if Sunscape Familiar survives unless the matchup and visible state make removal unlikely or the hand has backup selection and lands. + +- Snap: Use Snap as both interaction and mana development when the rules engine exposes a legal target and untap sequence. Prefer bouncing a creature that meaningfully changes the opponent's next attack, removes a blocker for a safe attack, resets a threat after tempo loss, or enables a discounted double-spell turn with Sunscape Familiar and Azorius Chancery. + +- Snap mistake: Do not fire Snap merely because a target exists. Hold it when the opponent can replay the creature with no tempo loss, when saving it protects against a larger threat, or when Archaeomancer recursion will make Snap the stabilizing loop later. + +- Mulldrifter: Treat Mulldrifter as the primary card-flow bridge from setup into control. Use the cheaper legal mode when the immediate need is cards and mana efficiency, and use the full creature line when a flying blocker, eventual attacker, or blink target matters. + +- Mulldrifter synergy: Prioritize Ephemerate and Ghostly Flicker on Mulldrifter when the visible board allows a value turn without dying. Against removal-heavy decks, avoid exposing Mulldrifter blink lines into open interaction unless the card draw is still acceptable if the creature is removed. + +- Ponder: Use Ponder to fix early land drops, find Sunscape Familiar, locate interaction, and plan shuffle decisions. It is strongest before committing to a risky hand shape; avoid spending it late before deciding what resource is actually missing. + +- Preordain: Use Preordain as the cleanest sculpting spell when you know the category you need. Bottom cards that do not affect the next two turns, and keep lands, Snap, Foil, Sunscape Familiar, or Mulldrifter according to whether the current role is stabilize, develop, protect, or reload. + +- The Modern Age: Use The Modern Age as a filtering engine when the hand has expensive or redundant pieces. Discard extra lands after mana is secure, redundant Archaeomancer without graveyard targets, late extra Sunscape Familiar, or flashback-friendly Deep Analysis only when the life loss and timing are acceptable. + +- The Modern Age combat note: Treat the transformed body as secondary pressure or a blocker after it appears. Do not build a line that depends on its exact combat text unless the rules engine exposes the visible stats and legal combat actions. + +- Lorien Revealed: Use Lorien Revealed early as fixing when the hand needs blue sources or a land drop more than a future draw spell. Use it late as a card-advantage spell when mana is plentiful, especially after Sunscape Familiar has reduced blue costs or the game has slowed. + +- Deep Analysis: Use Deep Analysis as durable card advantage, especially in attrition matchups and after discard/filter effects. Respect life total before using its graveyard mode; against fast pressure, drawing two is not worth enabling lethal or a forced bad block. + +- Foil: Treat Foil as protection for decisive turns and as emergency interaction against must-answer spells. Use its alternate cost only when the discarded cards and land are less important than stopping the spell, protecting Murmuring Mystic, preserving an engine loop, or preventing a game-ending threat. + +- Foil mistake: Do not spend Foil on medium-value plays when the opponent's deck can present a more decisive threat or answer. In low-resource games, count whether discarding an Island-type land and another card will prevent you from casting Mulldrifter, Deep Analysis, or Archaeomancer follow-up. + +- Ephemerate: Use Ephemerate on Archaeomancer or Mulldrifter when the legal target creates concrete value now and the rebound turn is likely to matter. Avoid speculative Ephemerate on low-impact creatures unless it saves a key body from removal or preserves survival. + +- Ghostly Flicker: Treat Ghostly Flicker as the fragile high-ceiling engine card. Use it when legal targets such as Archaeomancer, Mulldrifter, Azorius Chancery, Mortuary Mire, or other valid permanents produce enough value or mana to justify tapping resources; do not commit it into obvious disruption unless waiting is worse. + +- Murmuring Mystic: Use Murmuring Mystic as the main alternate finisher and board stabilizer in grindy games. Commit it when you can either protect it with Foil, immediately follow with cheap spells, or force the opponent to answer it while you are not dead to the board. + +- Azorius Chancery: Use Azorius Chancery as a mana amplifier for Snap turns and long-game spell chains. Avoid playing it when bouncing a land strands Ponder, Preordain, Snap, or Sunscape Familiar, and value it highly once the game is about repeated Mulldrifter and Archaeomancer turns. + +- Ash Barrens: Use Ash Barrens to fix the color that unlocks the next two turns, usually Snow-Covered Island for selection or Snow-Covered Plains for Sunscape Familiar, God-Pharaoh's Faithful, and Ephemerate. Do not hold it for theoretical value when immediate color access determines whether the hand functions. + +- Mortuary Mire: Use Mortuary Mire as late recursion for Archaeomancer, Mulldrifter, Sunscape Familiar, or Murmuring Mystic when the graveyard contains a creature worth redrawing. Avoid spending it early tapped unless no other land line is legal or the hand needs any land to function. + +- Snow-Covered Island, Snow-Covered Plains, and Glacial Floodplain: Prioritize untapped blue early for Ponder and Preordain, then secure white for Sunscape Familiar, God-Pharaoh's Faithful, and Ephemerate. Use Glacial Floodplain when color fixing matters more than tempo, and remember that tapped lands can make holding Snap or Foil impossible for a turn. + +## Interaction Priorities +- Counter decisive noncreature spells first with Foil, Negate, or Lose Focus when they would end the game, break an established Archaeomancer loop, remove a protected Murmuring Mystic, or generate a resource swing you cannot recover from. Do not spend permission on medium threats if Snap, Last Breath, Stonehorn Dignitary, or life gain from God-Pharaoh's Faithful can contain the next turn. + +- Bounce tempo-critical creatures first with Snap when the bounce changes combat math, strands a creature behind mana, clears a blocker for a safe clock, or creates a mana-positive turn with Sunscape Familiar and Azorius Chancery. Avoid bouncing creatures that can be replayed immediately with no loss unless Snap also enables a decisive spell chain. + +- Exile or answer narrow permanent types only when the target matters now. Use Revoke Existence on artifacts or enchantments that shut off the combo, dominate combat, or create inevitability; use Steel Sabotage on artifact threats or artifact engines rather than small artifacts that do not change the next two turns. + +- Use Hydroblast as premium red interaction after sideboard. Prioritize red spells or permanents that represent lethal pressure, burn pointed at key creatures, or a large tempo swing; let low-impact red plays resolve when preserving Hydroblast protects Sunscape Familiar, Murmuring Mystic, or your life total from a decisive follow-up. + +- Use Last Breath on creatures whose size and text make them relevant to survival, mana denial, or disruption. Treat the life gain drawback as acceptable when removing the creature prevents more damage, protects the engine, or clears a hate creature; avoid it on expendable attackers when the opponent's life total matters and Stonehorn Dignitary or blocking can buy the same turn. + +- Protect Sunscape Familiar when it converts the next turn into multiple spells, but do not overprotect a lone Familiar with no payoff. Bait removal with God-Pharaoh's Faithful, The Modern Age, or an early Mulldrifter body when the hand can win by keeping Archaeomancer, Murmuring Mystic, or Sunscape Familiar alive later. + +- Protect Archaeomancer when the graveyard contains Snap, Ephemerate, Ghostly Flicker, Foil, or card draw that will create a loop or lock. If Archaeomancer only returns a minor selection spell and the opponent presents lethal pressure, spend interaction on survival instead of preserving future value. + +- Ignore creatures that are not attacking profitably, not disrupting spells, and not racing your life gain. Familiars can win by drawing more cards and chaining spells, so do not turn Snap, Foil, or Last Breath into one-for-one answers against harmless bodies while the opponent's real threat is a burn spell, counterspell, artifact engine, graveyard payoff, or combat step. + +- Change targets by archetype. Against aggro, answer damage sources and combat steps first; against control, fight over engines, Murmuring Mystic, and card draw; against artifact decks, save Steel Sabotage and Revoke Existence for payoff artifacts; against combo, counter setup or payoff spells that visible information shows are central to their line. + +## Combat And Trading Rules +- Preserve engine creatures unless combat survival requires otherwise. Sunscape Familiar, Archaeomancer, God-Pharaoh's Faithful, Mulldrifter, and Murmuring Mystic all carry spell-chain value, so block with them only when the prevented damage matters more than future mana reduction, recursion, life gain, cards, or token production. + +- Treat life total as a setup resource above roughly 10 life against non-burn pressure, but tighten sharply below 8 or when red mana and burn are visible. Use God-Pharaoh's Faithful triggers, Stonehorn Dignitary, Snap, and blockers to buy turns before spending Deep Analysis flashback life or taking speculative value lines. + +- Attack with Mulldrifter, transformed The Modern Age, Murmuring Mystic tokens, or spare creatures only when the attack does not expose a needed blocker or key engine body. Your damage plan is usually incremental; a two-point attack is not worth losing the only body that prevents lethal or protects a future Ghostly Flicker turn. + +- Block early against fast creature decks when the block preserves enough life to reach Mulldrifter, Stonehorn Dignitary, or a Snap plus Archaeomancer sequence. Prefer blocking with expendable token bodies or a low-value God-Pharaoh's Faithful before risking Sunscape Familiar or Archaeomancer. + +- Trade creatures when the opponent's creature is a clock, mana engine, hate piece, or combo enabler and your creature is no longer central to the hand. Do not trade Mulldrifter or Archaeomancer for a small attacker if Ephemerate or Ghostly Flicker can turn that creature into a card-advantage engine. + +- Use Stonehorn Dignitary after sideboard as a combat reset, not merely a body. Blink or recur it when the rules engine exposes legal actions and skipping the opponent's combat step is the cleanest route to stabilize, protect a planes-free board, or assemble Archaeomancer plus Ghostly Flicker value. + +- Against control, attack more readily with evasive bodies and Murmuring Mystic tokens because life pressure forces the opponent to act on your terms. Still keep enough material back if the opponent can pivot into creature pressure or if protecting Murmuring Mystic from combat damage is necessary. + +- Against combo, combat is a clock and interaction is the shield. Attack when it shortens the game without tapping mana or sacrificing bodies needed for Foil, Negate, Lose Focus, or Snap; do not chase creature trades unless the creature directly enables the combo. + +- Against red aggro or burn, value every point of life. Block sooner, protect God-Pharaoh's Faithful when repeated triggers are realistic, and prefer Hydroblast or Last Breath on damage sources over slow card draw unless the draw immediately finds stabilizing interaction. + +## Selection And Tutor Rules +- Prioritize land and cost-reducer setup with Ponder, Preordain, Lorien Revealed, Ash Barrens, and The Modern Age before chasing payoff cards. Early selection should find enough mana, at least one blue source, and preferably Sunscape Familiar or Azorius Chancery before keeping expensive card draw or recursion piles. + +- Use Ponder when the current hand needs a specific class of card over the next two turns. Keep the top cards only when they collectively solve mana, interaction, or engine development; shuffle when the pile contains medium spells that do not change the next turn cycle. + +- Use Preordain to bottom cards that duplicate solved problems. Bottom extra tapped lands when mana is already stable, bottom extra expensive spells when behind on board, and bottom low-impact air when the hand needs Foil, Snap, Sunscape Familiar, Archaeomancer, or a real draw engine. + +- Use Lorien Revealed as a land-finder when missing land drops, missing blue mana, or needing a land that preserves future spell chains. Cast Lorien Revealed as a draw spell only when mana is already developed and the game is about raw cards instead of immediate tempo. + +- Use Ash Barrens to fix early mana before committing Azorius Chancery if the hand risks stumbling on white or blue. Delay Ash Barrens only when the current land drop is already clear and holding it improves future shuffle timing after Ponder. + +- Sequence land drops around Azorius Chancery. Prefer playing basic lands first when a bounce land would force discarding or prevent holding interaction; prefer Azorius Chancery when it unlocks future multi-spell turns and bouncing a land does not cost a needed current-turn action. + +- Treat The Modern Age as selection, not guaranteed advantage. Discard redundant lands, excess expensive spells, or duplicated engine pieces when legal prompts appear; preserve Ghostly Flicker, Ephemerate, Snap, Archaeomancer, and Foil when they are part of the visible route to stabilize or loop. + +- Cast Mulldrifter for cards when the body matters or when Sunscape Familiar makes the full cast efficient. Use cheaper legal modes only when the rules engine offers them and immediate cards matter more than keeping a creature for Ephemerate, Ghostly Flicker, blocking, or pressure. + +- Use Deep Analysis when the life payment or mana investment is safe relative to the visible clock. Flashback is strongest after stabilizing with God-Pharaoh's Faithful, Snap, blockers, or Stonehorn Dignitary; avoid paying life into visible burn pressure or lethal combat unless the cards are needed immediately. + +- Use Mortuary Mire as a selective recursion land. Put Archaeomancer, Mulldrifter, Murmuring Mystic, Stonehorn Dignitary, or another relevant creature on top only when drawing that creature next is better than drawing unknown cards or holding the land for future mana. + +- Recognize that this deck has no broad true tutor package. Ponder, Preordain, The Modern Age, Deep Analysis, Mulldrifter, Lorien Revealed, Ash Barrens, and Mortuary Mire are pseudo-selection tools; choose legal actions from visible card text and board needs instead of assuming access to any specific hidden card. + +## Priority And Stack Rules +- Pass priority when the stack is empty and no visible legal action improves mana, survival, card flow, or protection before the opponent acts. Explain what is being held up, especially Snap, Foil, Ephemerate, Ghostly Flicker, Hydroblast, Negate, Lose Focus, Steel Sabotage, or Last Breath after sideboard. + +- Use Foil only on spells that matter enough to justify the card cost. Counter lethal threats, combo payoffs, hate that stops the engine, or removal aimed at a protected Sunscape Familiar, Archaeomancer, or Murmuring Mystic; let replaceable creatures or low-impact spells resolve when card economy matters more. + +- Use Snap at instant speed when bounce plus untap changes the turn. Target attackers, blockers, hate creatures, or your own creature only when the legal target and current board make the tempo, protection, or recursion line better than waiting. + +- Use Ephemerate to protect or reuse creatures when the target is visible and the payoff is immediate. Prioritize Archaeomancer for recursion, Mulldrifter for cards, Stonehorn Dignitary for combat denial after sideboard, and key creatures facing removal; avoid firing it into open interaction without a strong reason. + +- Use Ghostly Flicker as a commitment action, not casual value. Cast it when the visible targets create a material engine with Archaeomancer, Mulldrifter, Azorius Chancery, Mortuary Mire, Stonehorn Dignitary, or another legal permanent pair; do not expose it if losing one target would collapse the turn. + +- Let opponent spells resolve when your current answers are better saved for a narrower window. Familiars can recover through card draw and life gain, so preserve permission for spells that beat the visible plan rather than fighting every card on the stack. + +- Stack responses to protect mana and target legality. If a blink spell or Snap line depends on a creature remaining legal, consider opposing removal, available mana, and whether another legal response can preserve the target before choosing the action. + +- Treat God-Pharaoh's Faithful life gain and Murmuring Mystic token production as rules-engine events. Do not assume optional control unless Veles exposes a choice; if a trigger choice appears, take the option that improves survival, pressure, or spell-chain resilience. + +- Use sideboard interaction in the narrow window it is built for. Hydroblast should answer decisive red spells or permanents, Steel Sabotage should answer relevant artifacts, Negate and Lose Focus should fight important noncreature spells, Last Breath should answer creatures whose removal changes survival or disruption, and Revoke Existence should hit artifacts or enchantments that materially block the plan. + +- Respect graveyard timing for Archaeomancer recursion. When Archaeomancer enters and the rules engine asks for a target, choose the instant or sorcery that best solves the current frame: Snap for tempo, Ephemerate or Ghostly Flicker for engine continuity, Foil or sideboard counters for stack fights, and card draw or selection when stable. + +## Sideboard Map +- Sideboarding rule: preserve the engine core unless the matchup demands narrow answers. Keep enough Sunscape Familiar, Archaeomancer, Snap, Ephemerate, Ghostly Flicker, Mulldrifter, Ponder, Preordain, and Lorien Revealed to keep cost reduction, recursion, card flow, and land development intact. + +- Balanced anti-red spell plan: +Side in: 3 Hydroblast, 2 Last Breath +Cut: 1 Murmuring Mystic, 1 Ghostly Flicker, 1 The Modern Age, 1 Deep Analysis, 1 Foil + +- Hydroblast role: bring Hydroblast against red aggro, red burn, red combo payoffs, red removal-heavy decks, and red artifact shells where countering or destroying a red spell or permanent changes survival. Use it to protect Sunscape Familiar or God-Pharaoh's Faithful from decisive red removal, stop lethal burn, answer red pressure, or win stack fights while leaving mana for cantrips or Snap. + +- Hydroblast bad windows: reduce reliance on Hydroblast when the opponent is not meaningfully red or when their red cards are low-impact support cards. Avoid holding hands that need Hydroblast to be live against unknown decks unless the rest of the hand develops mana and selection normally. + +- Steel Sabotage role: bring Steel Sabotage against artifact aggro, affinity, artifact combo, artifact lands plus payoffs, and decks where a single artifact threat or engine piece creates the main pressure. Use the counter mode when stopping the artifact before resolution matters; use the bounce mode when tempo, target reset, or clearing a blocker buys the decisive turn. + +- Steel Sabotage bad windows: reduce emphasis on Steel Sabotage against creature decks whose artifacts are incidental or against control decks where nonartifact spells decide the game. Do not dilute core draw and blink engines for Steel Sabotage unless visible or expected artifacts are central to the opponent's plan. + +- Stonehorn Dignitary role: bring Stonehorn Dignitary against combat decks where preventing a combat step buys time for Mulldrifter, Archaeomancer, Snap, and blink loops. Its role changes the deck from pure value control into a soft-lock deck when Ephemerate or Ghostly Flicker can repeatedly reuse the enter-the-battlefield effect. + +- Stonehorn Dignitary bad windows: reduce emphasis on Stonehorn Dignitary against burn, spell combo, poison-like noncombat kills, or control mirrors where skipping combat does not attack the opponent's winning line. Do not keep slow hands just because Stonehorn Dignitary exists unless the hand can reach the relevant turn. + +- Revoke Existence role: bring Revoke Existence against artifacts or enchantments that shut down the engine, generate repeatable pressure, or make the opponent's battlefield impossible to race. It is strongest when exile matters, when Steel Sabotage cannot answer enchantments, or when a permanent must be removed cleanly instead of bounced. + +- Revoke Existence bad windows: reduce emphasis on Revoke Existence when the opponent presents few artifacts or enchantments, or when tempo is more important than sorcery-speed exile. Avoid spending it on a low-impact permanent if Steel Sabotage, Snap, or normal blocking can handle the same battlefield. + +- Negate role: bring Negate against control, combo, burn, sweepers, discard-heavy spell decks, and noncreature engines. Use it to protect a committed Sunscape Familiar, Archaeomancer recursion turn, Murmuring Mystic, or blink engine, and to stop opposing haymakers that Foil would answer only at a larger card cost. + +- Negate bad windows: reduce emphasis on Negate against creature-heavy decks where most threats enter through creature spells and combat. Do not overload on permission if the matchup requires early board presence, life gain, or Stonehorn Dignitary stabilization. + +- Last Breath role: bring Last Breath against small creatures that create fast clocks, engine pressure, hate, or combat math problems. Use it when removing the creature matters more than the opponent gaining life; Familiars often wins by engine inevitability, so granting life is acceptable when survival or engine access improves. + +- Last Breath bad windows: reduce emphasis on Last Breath against decks with large creatures, noncreature threats, or graveyard/combo engines where the legal targets do not matter. Do not use it merely because a target exists if Snap or blocking handles the same threat and Last Breath may answer a better target later. + +- Lose Focus role: bring Lose Focus against spell decks, cascade-like turns, expensive payoffs, counter wars, and decks that fight through one piece of permission. Card text check required for exact replicate behavior; use any legal replicated counter line only when the rules engine exposes the payment and the spell being fought is worth the mana. + +- Lose Focus bad windows: reduce emphasis on Lose Focus against low-curve creature decks that can pay taxes or deploy multiple bodies before permission is ready. It is weaker when behind on board and stronger when Azorius Chancery, Sunscape Familiar, and stable life totals let the deck hold mana. + +- Murmuring Mystic sideboard role: bring the extra Murmuring Mystic against removal-light control, grindy midrange, blue mirrors, and decks where repeated instants and sorceries can turn into a separate win condition. It changes the role from pure recursion control toward threat diversification, especially when opponents weaken creature removal after seeing mostly value creatures. + +- Murmuring Mystic bad windows: reduce emphasis on the extra Murmuring Mystic against fast aggro, burn, artifact swarms, and combo where four mana for a fragile threat is slower than interaction or combat prevention. Keep it when the game is expected to hinge on long stack exchanges or repeated cantrip turns. + +- Against red burn and red prowess: add role cards that prevent lethal damage and answer red pressure first: Hydroblast, Last Breath, Negate, and sometimes Stonehorn Dignitary if combat damage is a major part of the clock. Reduce main-deck emphasis on slow engines, expensive draw, and fragile win conditions when life total is the limiting resource. + +- Against artifact aggro or affinity: add role cards that break artifact tempo and answer must-kill permanents: Steel Sabotage, Revoke Existence, Last Breath, and sometimes Hydroblast if the opponent's key threats or interaction are red. Reduce main-deck emphasis on slow graveyard value and expensive permission when the visible battlefield requires immediate artifact interaction. + +- Against creature swarm and combat-first aggro: add role cards that buy combat steps and remove small high-impact creatures: Stonehorn Dignitary and Last Breath. Reduce main-deck emphasis on Deep Analysis, slow Murmuring Mystic lines, and speculative Foil costs when the deck needs blockers, life gain, and blinkable combat denial. + +- Against control mirrors: add role cards that fight noncreature spells and diversify threats: Negate, Lose Focus, and the sideboard Murmuring Mystic. Reduce main-deck emphasis on narrow creature bounce and creature removal when the opponent is not pressuring with creatures, but keep Snap if it protects your own creatures or creates mana-positive turns. + +- Against combo: add role cards that interact on the stack or with the relevant permanent type: Negate, Lose Focus, Hydroblast against red combo pieces, Steel Sabotage against artifact combo pieces, and Revoke Existence against artifact or enchantment engines. Reduce main-deck emphasis on combat-only stabilization when the opponent's kill does not depend on attacking. + +- Against graveyard or recursion decks: add role cards only if they hit the actual engine type; Revoke Existence matters for artifact or enchantment engines, Negate and Lose Focus matter for spell-based recursion, and Last Breath matters for small creature engines. Reduce main-deck emphasis on slow value if the opponent can go over it before Archaeomancer loops become active. + +- Role preservation rule: keep at least one credible win path after sideboarding. If Murmuring Mystic leaves, ensure Mulldrifter pressure, Archaeomancer recursion, and loop inevitability remain; if extra Murmuring Mystic enters, protect it with permission and avoid exposing it before it can generate material. + +- Runtime sideboarding rule: choose exact executable plans only when the requested matchup matches the plan's assumptions. When the archetype is unclear, prefer small adjustments that add broadly live interaction while preserving cantrips, mana development, and the Sunscape Familiar engine. + +## Matchup Guidance + +- Aggro: prioritize survival before card volume. Keep hands that cast God-Pharaoh's Faithful or Sunscape Familiar early, use Preordain and Ponder to find untapped interaction or blockers, and treat Azorius Chancery as a liability when replaying a land would skip a needed spell. Add role cards: Last Breath and Stonehorn Dignitary against creature pressure, Hydroblast against red attackers or burn-backed pressure. Reduce main-deck emphasis: Deep Analysis, slow Murmuring Mystic plans, and speculative Foil costs when discarding a land or blue card would prevent stabilization. + +- Burn: make life total the primary resource and do not spend it for Deep Analysis unless the visible game is already stable. God-Pharaoh's Faithful is a real plan because each instant or sorcery can matter, so protect it when legal lines give the same tempo, and prefer cantrip chains that gain life while finding Foil, Hydroblast, Negate, or Lose Focus. Add role cards: Hydroblast, Negate, Lose Focus, and sometimes Last Breath for small red creatures. Reduce main-deck emphasis: slow blink loops that do not immediately gain life or stop lethal damage. + +- Go-wide creature decks: buy time with Stonehorn Dignitary, Snap tempo, God-Pharaoh's Faithful triggers, and repeated blockers rather than racing early. Ephemerate on Stonehorn Dignitary can lock combat only if the rules engine exposes the legal target and the opponent's kill is combat-based; do not assume the lock is safe through removal or noncombat damage. Add role cards: Stonehorn Dignitary and Last Breath, with Hydroblast if red cards are central. Reduce main-deck emphasis: Deep Analysis and expensive Lorien Revealed cycling/casting lines when board damage is already urgent. + +- Tempo: protect the first meaningful engine piece and avoid walking Azorius Chancery into a turn where losing tempo is fatal. Sunscape Familiar is high value, but a keep that cannot function after it dies is fragile; use Preordain, Ponder, The Modern Age, and Lorien Revealed to keep land drops and rebuild. Foil is strongest when it prevents a decisive threat or protects an engine turn, not when it trades down into a minor spell. Add role cards: Hydroblast against red tempo, Last Breath for small threats, Negate and Lose Focus for counter-heavy or spell-heavy builds. Reduce main-deck emphasis: slow Deep Analysis and exposed Murmuring Mystic when the opponent can punish tap-outs. + +- Control: shift from pure stabilization to inevitability and threat protection. Sunscape Familiar plus Archaeomancer, Mulldrifter, Ghostly Flicker, and Ephemerate can out-resource one-for-one control if you avoid committing every payoff into open answers. Murmuring Mystic is valuable when it can create material from Preordain, Ponder, Snap, Foil, Deep Analysis, and Lorien Revealed, but do not cast it into obvious removal if waiting lets you hold Negate, Lose Focus, or Foil. Add role cards: Negate, Lose Focus, and the sideboard Murmuring Mystic. Reduce main-deck emphasis: Last Breath-type effects if they have few targets, and Snap only when it lacks targets or mana-positive use. + +- Removal-heavy decks: diversify threats and value triggers instead of relying on a single Sunscape Familiar or Murmuring Mystic. Cast God-Pharaoh's Faithful when life gain matters, but do not overprotect it if Archaeomancer, Mulldrifter, or The Modern Age will generate more cards. Ephemerate should often be held for a visible creature that survives to produce value, especially Mulldrifter or Archaeomancer; do not assume a flicker target will remain legal through opposing instant-speed removal. Add role cards: Negate and Lose Focus against removal suites with important noncreature spells, and Murmuring Mystic when token production strains their answers. Reduce main-deck emphasis: fragile all-in Ghostly Flicker lines before protection is available. + +- Midrange: trade time for inevitability. Use Snap and Last Breath-style effects on creatures that create snowballing pressure, preserve Mulldrifter and Deep Analysis for card advantage once life is not under immediate threat, and make land drops toward Archaeomancer recursion. God-Pharaoh's Faithful is less about racing and more about making their incremental attacks irrelevant. Add role cards: Last Breath for small engines, Negate or Lose Focus for planeswalker-like noncreature haymakers if present, and Murmuring Mystic when they lack sweepers. Reduce main-deck emphasis: Foil when the card disadvantage would lose a long material game. + +- Big mana: act before their payoff invalidates your incremental card advantage. Prioritize fast Sunscape Familiar starts, cantrip pressure, and stack interaction over slow defensive loops that do not stop the decisive spell. Foil can be correct despite the cost if the target is the payoff that ends the game; Negate and Lose Focus are cleaner when available. Add role cards: Negate and Lose Focus, plus Steel Sabotage or Revoke Existence only if the visible ramp/payoff structure uses artifacts or enchantments. Reduce main-deck emphasis: Last Breath and Stonehorn Dignitary unless their threats attack and can be delayed profitably. + +- Combo: identify whether the opposing kill is spell-based, permanent-based, graveyard-based, combat-based, or artifact/enchantment-based before spending interaction. Hold Foil, Negate, and Lose Focus for the actual engine or payoff when possible, and use Preordain and Ponder to find interaction rather than extra value if the clock is short. Add role cards: Negate, Lose Focus, Hydroblast for red combo pieces, Steel Sabotage for artifact combo pieces, and Revoke Existence for artifact or enchantment engines. Reduce main-deck emphasis: Stonehorn Dignitary and Last Breath unless the combo uses creatures or combat. + +- Graveyard decks: pressure and interact with the card type that matters because this list has no dedicated graveyard hate. Archaeomancer and Deep Analysis can win long games, but racing a faster graveyard engine may require Murmuring Mystic pressure or Foil on the payoff. Add role cards: Negate and Lose Focus against spell-based graveyard payoffs, Last Breath against small creature engines, Revoke Existence only for artifact or enchantment graveyard engines. Reduce main-deck emphasis: slow value loops if they do not disrupt the visible graveyard plan. + +- Artifact/enchantment decks: distinguish between tempo artifacts, lock pieces, and true engine permanents. Steel Sabotage is for artifact tempo or high-impact artifact spells/permanents when its legal mode is exposed; Revoke Existence is for artifacts or enchantments that must be removed cleanly. Snap can buy time against artifact creatures, but it does not solve a permanent engine permanently. Add role cards: Steel Sabotage, Revoke Existence, Last Breath for small artifact creatures if legal, and Hydroblast if red artifact threats are central. Reduce main-deck emphasis: Deep Analysis and slow Archaeomancer loops when a resolved permanent must be answered first. + +- Single-threat decks: answer or blank the one threat, then win through cards. Snap is strong when bouncing the threat creates a mana-positive or tempo-positive turn; Last Breath matters only if the target is legal and worth granting life. Foil, Negate, and Lose Focus should be saved for the threat, protection spell, or recast window that matters. Add role cards: Last Breath for legal small threats, Negate and Lose Focus for protection-heavy versions, Stonehorn Dignitary if the threat wins through combat. Reduce main-deck emphasis: wide-board defenses that do not affect the single decisive object. + +## Specific Matchup Notes +- General/archetype-only: exact opponents are absent for this slice, so treat these notes as matchup heuristics until Veles exposes revealed cards, deck registration, public graveyards, and sideboard evidence. Revealed cards override archetype assumptions; do not hold Foil, Negate, or Lose Focus for an imagined payoff when the visible board is already killing you. + +- Red aggro or burn: prioritize life total and mana efficiency over slow card advantage. God-Pharaoh's Faithful is a real stabilizer when white and blue spells are being cast, and Sunscape Familiar can turn Snap, Preordain, Ponder, Ephemerate, and Mulldrifter into tempo-positive sequences. Priority targets are haste creatures, repeatable damage engines, and burn spells that represent lethal. Add role cards: Hydroblast, Last Breath, and sometimes Stonehorn Dignitary. Reduce main-deck emphasis: Deep Analysis, exposed Murmuring Mystic, and slow Lorien Revealed casting lines. + +- Creature combat decks: make them prove they can beat recursive blockers or a fog-like Stonehorn Dignitary pattern before racing. Snap is strongest when it buys a full attack step or untaps lands for a second spell; Ephemerate is strongest on Stonehorn Dignitary, Mulldrifter, or Archaeomancer when the target is visible and legal. Priority targets are evasive attackers, pump-enabled lethal threats, and creatures that invalidate blocking. Add role cards: Stonehorn Dignitary and Last Breath. Reduce main-deck emphasis: Foil when card disadvantage would not stop the board. + +- Blue tempo or faeries-style decks: fight over mana and threat timing, not every small spell. Sunscape Familiar is important but fragile; use Ponder, Preordain, The Modern Age, and Lorien Revealed to hit land drops and recover if it dies. Priority targets are Spellstutter Sprite-style interaction pieces if visible, Ninja-style card-advantage threats if present, and counterspell windows protecting your Mulldrifter, Archaeomancer, or Murmuring Mystic. Add role cards: Hydroblast only when red matters, plus Negate, Lose Focus, and the sideboard Murmuring Mystic. Reduce main-deck emphasis: expensive tap-out Deep Analysis turns under pressure. + +- Control mirrors or removal-heavy decks: win by making every answer line up poorly. Do not expose Ghostly Flicker as an all-in engine before you have visible targets and protection; prefer incremental Mulldrifter, Archaeomancer, The Modern Age, and flashback Deep Analysis pressure. Priority targets are card-advantage engines, sweepers if visible, and removal aimed at Murmuring Mystic or Sunscape Familiar during a key engine turn. Add role cards: Negate, Lose Focus, and Murmuring Mystic. Reduce main-deck emphasis: Last Breath unless legal targets are central. + +- Big mana and spell-combo decks: shorten the setup window and save stack interaction for the spell that changes the game. Foil can be worth the card cost when the legal target is the payoff; Negate and Lose Focus are preferred when available. Priority targets are ramp payoffs, engine permanents, and stack actions that create a deterministic kill or overwhelming board. Add role cards: Negate and Lose Focus; add Steel Sabotage or Revoke Existence only when revealed artifacts or enchantments matter. Reduce main-deck emphasis: Stonehorn Dignitary and Last Breath unless combat or small creatures are part of their plan. + +- Artifact or enchantment engines: identify whether the permanent is mana, pressure, lock, or payoff before spending narrow answers. Steel Sabotage should answer high-impact artifacts or artifact spells when the legal mode fits; Revoke Existence should be reserved for artifacts or enchantments that Snap cannot solve permanently. Priority targets are lock pieces, repeatable card engines, and artifact creatures that race your setup. Add role cards: Steel Sabotage and Revoke Existence. Reduce main-deck emphasis: slow Archaeomancer loops if the permanent must be answered immediately. + +- Graveyard decks: remember this list has no dedicated graveyard hate, so interact with the payoff or race with cards and tokens. Archaeomancer and Deep Analysis are strong in long games but may be too slow against a visible graveyard kill. Priority targets are reanimation spells, graveyard payoff creatures, and enablers that turn the graveyard into immediate lethal. Add role cards: Negate, Lose Focus, Last Breath for legal small creature engines, and Revoke Existence only for artifact or enchantment graveyard engines. Reduce main-deck emphasis: value-only Ghostly Flicker turns that do not affect the clock. + +## Risk Summary +- Mana risk: Azorius Chancery is powerful but can lose a turn if deployed into tempo pressure or land disruption, so prefer basic Snow-Covered Island, Snow-Covered Plains, Ash Barrens, Glacial Floodplain, and Lorien Revealed land access when early stability matters. + +- Matchup risk: Familiars can look favored in long games but still lose before Archaeomancer, Mulldrifter, Ghostly Flicker, or Deep Analysis takes over; respect fast boards and spell-combo clocks. + +- Draw risk: hands with cantrips but no stable mana or no early creature can spin in place; hands with Sunscape Familiar but no follow-up are not automatically keepable. + +- Over-sideboarding risk: adding too many narrow answers can dilute Preordain, Ponder, Mulldrifter, Archaeomancer, and engine density; preserve enough blue spells and card flow to actually win. + +- Graveyard risk: Archaeomancer and Deep Analysis use the graveyard, but the deck lacks dedicated graveyard hate; do not assume inevitability against graveyard engines. + +- Sweeper/removal risk: Murmuring Mystic and Sunscape Familiar are high-value removal targets, so avoid committing every creature when a visible sweeper or removal-heavy line would collapse your engine. + +- Closer risk: the deck may stabilize without ending the game; identify when Mulldrifter attacks, Murmuring Mystic tokens, or repeated value must become a clock. + +- Interaction risk: Foil is costly and should stop decisive spells, not minor exchanges; Negate and Lose Focus are cleaner after sideboarding but still require target discipline. + +- Sequencing risk: casting Deep Analysis, Lorien Revealed, or Murmuring Mystic at the wrong time can surrender priority windows; sequence cantrips, land drops, Snap untaps, and protection before tapping low. + +## Test Feedback Checklist +- Deciding factor: identify whether the game turned on life total, mana development, card velocity, a protected engine, a missed interaction window, or inability to close after stabilizing. + +- Mulligan review: record whether the opening hand had castable early selection through Ponder, Preordain, The Modern Age, or Lorien Revealed land access, and whether keeping lacked the mana or action actually needed for the matchup. + +- Mana review: note every game where Azorius Chancery gained a full extra spell, exposed the deck to tempo loss, or made Foil, Snap, Ephemerate, Mulldrifter, or Archaeomancer sequencing awkward. + +- Color review: check whether Snow-Covered Island, Snow-Covered Plains, Glacial Floodplain, Ash Barrens, Mortuary Mire, and Lorien Revealed produced the right colors at the required turns without relying on hidden future draws. + +- Velocity review: ask whether Ponder and Preordain were used to find land, Sunscape Familiar, protection, interaction, or a closer according to current role instead of taking the generically strongest card. + +- Engine review: mark whether Sunscape Familiar survived long enough to reduce meaningful spells, whether God-Pharaoh's Faithful changed the race, and whether Ghostly Flicker, Ephemerate, Archaeomancer, and Mulldrifter created repeatable value only after legal targets were visible. + +- Removal and interaction review: record whether Snap, Foil, Hydroblast, Negate, Lose Focus, Last Breath, Steel Sabotage, and Revoke Existence were spent on decisive threats or wasted on exchanges that did not alter the next turn cycle. + +- Sideboard review: compare the sideboard plan to the cards actually faced, especially whether Stonehorn Dignitary, Hydroblast, Steel Sabotage, Revoke Existence, Negate, Last Breath, Lose Focus, or Murmuring Mystic had legal high-impact windows. + +- Closing review: check whether the pilot converted control into a win through Mulldrifter attacks, Murmuring Mystic tokens, or repeated card advantage before the opponent rebuilt. + +- Role review: state whether the deck was supposed to stabilize, race, protect an engine, play draw-go, or force a tap-out value turn, then flag any decision that followed a different role without visible justification. + +- Mistake review: identify missed land drops, premature Foil card disadvantage, unsafe Azorius Chancery timing, low-impact Deep Analysis flashback, unprotected Murmuring Mystic exposure, or passing with relevant legal interaction available. + +- Stranded-card review: list cards stuck in hand because of mana, timing, targets, pressure, or narrow matchup text; pay special attention to Ghostly Flicker, Ephemerate, Foil, Deep Analysis, Lorien Revealed, and sideboard cards. + +- Overperformer review: name the exact cards that changed losing positions into stable or winning ones, separating life gain from God-Pharaoh's Faithful, cost reduction from Sunscape Familiar, and card volume from Mulldrifter or Deep Analysis. + +- Underperformer review: name the exact cards that were legal but low impact, stranded, or too slow, and distinguish bad card positioning from poor sequencing. + +## First Tuning Questions +- Card quantity question: is one Ghostly Flicker enough for engine inevitability, or did games show too many stabilized boards where Archaeomancer and Mulldrifter lacked a repeatable payoff? + +- Creature mix question: did 4 Sunscape Familiar and 4 God-Pharaoh's Faithful consistently matter early, or did removal-heavy and control matchups make some early creatures function as low-impact draws? + +- Card draw question: did 2 Deep Analysis and 3 Lorien Revealed create the right amount of late fuel, or did life pressure and tap-out turns make them liabilities against faster decks? + +- Selection question: did 4 Ponder, 4 Preordain, and 3 The Modern Age find the correct role cards often enough, or did the deck still miss early mana, white sources, interaction, or closers? + +- Mana question: did 3 Azorius Chancery, 2 Ash Barrens, 1 Glacial Floodplain, 1 Mortuary Mire, 9 Snow-Covered Island, and 2 Snow-Covered Plains support both early blue velocity and white interaction without too many slow starts? + +- Tempo question: did Snap produce enough mana-positive turns with Sunscape Familiar and Azorius Chancery, or was it too dependent on board targets and vulnerable to opposing removal timing? + +- Countermagic question: did 3 Foil justify the card disadvantage before sideboarding, or should the plan lean more on post-board Negate, Lose Focus, and matchup-specific interaction? + +- Aggro plan question: did God-Pharaoh's Faithful, Snap, Last Breath, Hydroblast, and Stonehorn Dignitary stabilize red and creature starts often enough without diluting the card-flow engine? + +- Control plan question: did the deck have enough threats against removal and counterspell decks, or did it need the sideboard Murmuring Mystic more often as a resilient closer? + +- Closer question: did 1 Murmuring Mystic plus Mulldrifter attacks close games reliably, or did repeated stabilization fail because the deck lacked a second main-deck threat? + +- Artifact and enchantment question: did Steel Sabotage and Revoke Existence cover the relevant permanents, or were artifact/enchantment engines still resolving too early or too often? + +- Sideboard balance question: were Hydroblast, Steel Sabotage, Stonehorn Dignitary, Revoke Existence, Negate, Last Breath, Lose Focus, and Murmuring Mystic all earning matchup-specific roles, or did any slot lack enough legal high-impact targets? + +- Role-conflict question: did the deck lose more from being too slow as a control deck, too fragile as an engine deck, or too light on finishers after taking control? + +- Automation question: did decision requests expose enough visible context for Ephemerate, Ghostly Flicker, Snap, Foil, and sideboard counterplay decisions, or should future tests emphasize those runtime prompt families? + +## Veles Tactical Policy + +### Policy: Opening Hand Role Gate +- Priority: high. +- Decision families: mulligan, pregame. +- Cards: Ponder, Preordain, The Modern Age, Lorien Revealed, Snow-Covered Island, Snow-Covered Plains, Glacial Floodplain, Ash Barrens, Azorius Chancery, Sunscape Familiar, God-Pharaoh's Faithful. +- Phase windows: opening hand and mulligan decisions. +- Runtime cues: opening hand, visible lands, visible cantrips, known matchup stage. +- Use when: deciding keep or mulligan with at least one legal keep or mulligan action. +- Avoid when: rules engine is asking London mulligan bottom choices after a keep. +- Instructions: keep hands that can produce early blue selection or land access plus a plan to cast Sunscape Familiar, God-Pharaoh's Faithful, The Modern Age, or cantrips; mulligan hands that rely on Azorius Chancery alone against fast pressure or cannot cast any relevant spell before turn three. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: London Mulligan Bottoms +- Priority: high. +- Decision families: mulligan, selection. +- Cards: Ghostly Flicker, Deep Analysis, Lorien Revealed, Foil, Murmuring Mystic, Archaeomancer, Mulldrifter. +- Phase windows: post-keep mulligan bottom prompt. +- Runtime cues: bottom-card prompt and visible kept hand. +- Use when: choosing cards to put on the bottom after taking a mulligan. +- Avoid when: the prompt is a scry, surveil, discard, or cantrip selection instead. +- Instructions: bottom late engine pieces before cutting lands or early selection; preserve castable mana, Ponder, Preordain, and early stabilizers over Ghostly Flicker or excess expensive draw. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Early Setup Creature +- Priority: high. +- Decision families: mana, priority. +- Cards: Sunscape Familiar, God-Pharaoh's Faithful, Snow-Covered Island, Snow-Covered Plains, Glacial Floodplain, Ash Barrens. +- Phase windows: turns one through three main phases. +- Runtime cues: legal cast actions for Sunscape Familiar or God-Pharaoh's Faithful. +- Use when: selecting the first enabling creature or defensive creature to commit. +- Avoid when: visible opposing interaction, missing land drops, or matchup pressure makes holding up Foil, Hydroblast, Last Breath, Negate, Lose Focus, or Snap more important. +- Instructions: cast Sunscape Familiar early when spell-reduction changes the next turn; cast God-Pharaoh's Faithful early when life total, red pressure, or creature pressure matters more than future mana discount. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Land And Bounce-Land Sequencing +- Priority: high. +- Decision families: mana, priority. +- Cards: Azorius Chancery, Snow-Covered Island, Snow-Covered Plains, Glacial Floodplain, Ash Barrens, Mortuary Mire, Lorien Revealed. +- Phase windows: land play decisions and main phases. +- Runtime cues: legal land-play actions, visible hand lands, available mana. +- Use when: choosing a land drop or whether to spend mana finding a land. +- Avoid when: a legal interaction window requires preserving untapped mana this turn. +- Instructions: prioritize untapped blue early for Ponder and Preordain; deploy Azorius Chancery when the bounce does not skip an essential interaction turn; save Mortuary Mire for a visible creature recursion plan unless mana development requires it. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Deterministic Land Access +- Priority: medium. +- Decision families: mana, selection. +- Cards: Lorien Revealed, Ash Barrens. +- Phase windows: early turns, upkeep, main phase, or end step when legal. +- Runtime cues: action:cycle Lorien Revealed; action:basic landcycling Ash Barrens. +- Use when: hand contains no visible land that can be played this turn and the legal action text offers cycling or basic landcycling for the named card. +- Avoid when: a land can already be played this turn or the action would spend mana needed for a currently pending tax or interaction prompt. +- Instructions: take the exact legal land-access action to convert the card into mana development. +- Pilot skill floor: low. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Cantrip Selection +- Priority: high. +- Decision families: selection, mana. +- Cards: Ponder, Preordain, The Modern Age. +- Phase windows: main phases and legal selection prompts. +- Runtime cues: legal cast or selection prompts for Ponder, Preordain, or The Modern Age. +- Use when: resolving library selection, draw filtering, or early spell sequencing. +- Avoid when: known interaction must be held up and spending mana would expose a decisive opposing play. +- Instructions: choose lands when mana is short, Sunscape Familiar when mana volume matters, God-Pharaoh's Faithful when racing, interaction when facing a known threat, and closers only after survival and mana are covered. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Tap-Out Engine Commitment Gate +- Priority: high. +- Decision families: priority, mana, interaction. +- Cards: Mulldrifter, Deep Analysis, Murmuring Mystic, Archaeomancer, Ghostly Flicker, Ephemerate. +- Phase windows: main phases and priority windows before spending most mana. +- Runtime cues: legal cast actions for expensive draw, recursion, blink, or Murmuring Mystic. +- Use when: deciding whether to commit mana to a fragile engine or card-advantage turn. +- Avoid when: the action is already a deterministic follow-up target prompt after the commitment was chosen. +- Instructions: commit when the line stabilizes, finds lands, protects a threat, or creates a durable advantage before the next opponent turn; wait when open opposing mana, lethal pressure, or missing protection makes the turn collapse to one interaction spell. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Blink Target Selection +- Priority: high. +- Decision families: selection, priority. +- Cards: Ephemerate, Ghostly Flicker, Archaeomancer, Mulldrifter, Stonehorn Dignitary, Murmuring Mystic. +- Phase windows: target prompts for blink or flicker spells and rebound windows. +- Runtime cues: action:target Ephemerate; action:target Ghostly Flicker. +- Use when: choosing targets for Ephemerate or Ghostly Flicker from visible legal candidates. +- Avoid when: the legal action text names only one target and the target is mandatory. +- Instructions: route target choice through visible board reasoning; prefer targets that draw cards, rebuy spells, prevent combat damage with Stonehorn Dignitary, protect a key creature, or continue an already selected loop without assuming hidden outcomes. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Archaeomancer Recursion Choice +- Priority: high. +- Decision families: selection. +- Cards: Archaeomancer, Ghostly Flicker, Ephemerate, Snap, Foil, Preordain, Ponder, Deep Analysis, Hydroblast, Negate, Lose Focus, Last Breath, Steel Sabotage, Revoke Existence. +- Phase windows: Archaeomancer triggered ability target prompts. +- Runtime cues: action:target Archaeomancer. +- Use when: selecting an instant or sorcery card from graveyard candidates. +- Avoid when: a no-choice prompt has exactly one legal graveyard target. +- Instructions: select the spell that solves the current role: Ghostly Flicker or Ephemerate for engine continuation, Snap or Last Breath for board pressure, Foil, Hydroblast, Negate, or Lose Focus for decisive stack control, and cantrips or Deep Analysis when resources are the bottleneck. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Snap Tempo And Mana Gate +- Priority: high. +- Decision families: interaction, mana, priority. +- Cards: Snap, Sunscape Familiar, Azorius Chancery. +- Phase windows: main phase, combat, and opponent priority windows. +- Runtime cues: legal cast or target actions for Snap. +- Use when: deciding whether to bounce a creature and untap lands. +- Avoid when: target removal or recast triggers favor the opponent, or the untap does not enable a meaningful follow-up or defense. +- Instructions: use Snap as interaction when it prevents damage, breaks tempo, protects against a key creature, or generates mana with Sunscape Familiar and bounce lands; preserve it when the visible board has no important creature target. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Permission Commitment Gate +- Priority: high. +- Decision families: interaction, priority. +- Cards: Foil, Hydroblast, Negate, Lose Focus, Steel Sabotage. +- Phase windows: stack interaction windows. +- Runtime cues: legal counterspell or stack-target actions. +- Use when: deciding whether to counter a spell or ability from visible stack information. +- Avoid when: the prompt is a deterministic payment or target prompt after countering was already chosen. +- Instructions: counter spells that beat the current plan, kill the engine, force lethal pressure, or stop a closer; decline low-impact spells when card disadvantage from Foil or mana use from sideboard counters would weaken the next turn cycle. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Creature Removal Gate +- Priority: high. +- Decision families: interaction, combat, priority. +- Cards: Last Breath, Snap, Hydroblast. +- Phase windows: combat, end step, main phase, and stack windows when legal. +- Runtime cues: legal removal or bounce actions against visible creatures. +- Use when: deciding whether a creature target must be answered now. +- Avoid when: the target is low impact, the opponent benefits from replaying it, or the spell should be saved for a known higher-pressure threat. +- Instructions: remove creatures that threaten lethal, disrupt the engine, invalidate blocks, or prevent stabilization; consider life and tempo consequences before choosing Last Breath or Snap. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Combat With Engine Creatures +- Priority: medium. +- Decision families: combat. +- Cards: Sunscape Familiar, God-Pharaoh's Faithful, Archaeomancer, Mulldrifter, Murmuring Mystic, Stonehorn Dignitary. +- Phase windows: declare attackers, declare blockers, combat trick windows. +- Runtime cues: legal attack, block, or no-block actions. +- Use when: choosing attacks or blocks with visible creatures. +- Avoid when: exactly one mandatory combat action is supplied by the engine. +- Instructions: preserve Sunscape Familiar and God-Pharaoh's Faithful when their abilities matter; trade Archaeomancer or Stonehorn Dignitary when recursion or blink can recover them; attack with Mulldrifter or tokens when defense remains stable. +- Pilot skill floor: medium. +- No-API allowed: no. +- Light-model allowed: yes. + +### Policy: Deterministic Sole Pass +- Priority: low. +- Decision families: priority. +- Cards: none. +- Phase windows: any priority window. +- Runtime cues: action:pass. +- Use when: the legal action list contains one action and its visible text is pass, continue, done, or no action. +- Avoid when: any non-pass legal action is present. +- Instructions: submit the sole pass-like action without strategic reasoning. +- Pilot skill floor: low. +- No-API allowed: yes. +- Light-model allowed: yes. + +### Policy: Sideboard Role Selection +- Priority: high. +- Decision families: sideboard. +- Cards: Hydroblast, Steel Sabotage, Stonehorn Dignitary, Revoke Existence, Negate, Last Breath, Lose Focus, Murmuring Mystic, Foil, Deep Analysis, Ghostly Flicker, The Modern Age, God-Pharaoh's Faithful, Snap. +- Phase windows: between games sideboarding. +- Runtime cues: sideboard prompt, matchup label, game number, previous public cards. +- Use when: selecting a legal sideboard plan. +- Avoid when: the exact balanced sideboard map has already selected the submitted plan. +- Instructions: add Hydroblast and Last Breath against red or creature pressure, Stonehorn Dignitary against combat decks, Steel Sabotage or Revoke Existence against artifact or enchantment engines, Negate and Lose Focus against spell-based decks, and Murmuring Mystic when threat density matters. +- Pilot skill floor: high. +- No-API allowed: no. +- Light-model allowed: yes. diff --git a/strategies/pauper/familiars/1/metadata.json b/strategies/pauper/familiars/1/metadata.json new file mode 100644 index 0000000..ed3f651 --- /dev/null +++ b/strategies/pauper/familiars/1/metadata.json @@ -0,0 +1,46 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "Azorius cost-reduction and bounce-combo control deck", + "created_at": 1781240803, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "blink", + "spells" + ], + "source_metadata": { + "base_choice": "familiars:v1", + "generated_at": "2026-06-14T12:06:52.299120+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "familiars", + "strategy_label": "Familiars", + "tags": [ + "combo", + "control", + "blink", + "spells" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/familiars/1/reflection.md b/strategies/pauper/familiars/1/reflection.md new file mode 100644 index 0000000..9de2eb3 --- /dev/null +++ b/strategies/pauper/familiars/1/reflection.md @@ -0,0 +1,34 @@ +# Reflection Template For Familiars + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: identify whether the game turned on life total, mana development, card velocity, a protected engine, a missed interaction window, or inability to close after stabilizing. + +- Mulligan review: record whether the opening hand had castable early selection through Ponder, Preordain, The Modern Age, or Lorien Revealed land access, and whether keeping lacked the mana or action actually needed for the matchup. + +- Mana review: note every game where Azorius Chancery gained a full extra spell, exposed the deck to tempo loss, or made Foil, Snap, Ephemerate, Mulldrifter, or Archaeomancer sequencing awkward. + +- Color review: check whether Snow-Covered Island, Snow-Covered Plains, Glacial Floodplain, Ash Barrens, Mortuary Mire, and Lorien Revealed produced the right colors at the required turns without relying on hidden future draws. + +- Velocity review: ask whether Ponder and Preordain were used to find land, Sunscape Familiar, protection, interaction, or a closer according to current role instead of taking the generically strongest card. + +- Engine review: mark whether Sunscape Familiar survived long enough to reduce meaningful spells, whether God-Pharaoh's Faithful changed the race, and whether Ghostly Flicker, Ephemerate, Archaeomancer, and Mulldrifter created repeatable value only after legal targets were visible. + +- Removal and interaction review: record whether Snap, Foil, Hydroblast, Negate, Lose Focus, Last Breath, Steel Sabotage, and Revoke Existence were spent on decisive threats or wasted on exchanges that did not alter the next turn cycle. + +- Sideboard review: compare the sideboard plan to the cards actually faced, especially whether Stonehorn Dignitary, Hydroblast, Steel Sabotage, Revoke Existence, Negate, Last Breath, Lose Focus, or Murmuring Mystic had legal high-impact windows. + +- Closing review: check whether the pilot converted control into a win through Mulldrifter attacks, Murmuring Mystic tokens, or repeated card advantage before the opponent rebuilt. + +- Role review: state whether the deck was supposed to stabilize, race, protect an engine, play draw-go, or force a tap-out value turn, then flag any decision that followed a different role without visible justification. + +- Mistake review: identify missed land drops, premature Foil card disadvantage, unsafe Azorius Chancery timing, low-impact Deep Analysis flashback, unprotected Murmuring Mystic exposure, or passing with relevant legal interaction available. + +- Stranded-card review: list cards stuck in hand because of mana, timing, targets, pressure, or narrow matchup text; pay special attention to Ghostly Flicker, Ephemerate, Foil, Deep Analysis, Lorien Revealed, and sideboard cards. + +- Overperformer review: name the exact cards that changed losing positions into stable or winning ones, separating life gain from God-Pharaoh's Faithful, cost reduction from Sunscape Familiar, and card volume from Mulldrifter or Deep Analysis. + +- Underperformer review: name the exact cards that were legal but low impact, stranded, or too slow, and distinguish bad card positioning from poor sequencing. diff --git a/strategies/pauper/goblins_combo/1/decklist.txt b/strategies/pauper/goblins_combo/1/decklist.txt new file mode 100644 index 0000000..71664b4 --- /dev/null +++ b/strategies/pauper/goblins_combo/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +6 Mountain +4 First Day of Class +4 Goblin Matron +1 Krark-Clan Shaman +1 Impulsive Pilferer +2 Bojuka Bog +4 Putrid Goblin +1 Dark-Dweller Oracle +3 Duress +2 Rakdos Carnarium +4 Skirk Prospector +2 Vault of Whispers +4 Unearth +3 Fanatical Offering +1 Stormshriek Feral +2 Eviscerator's Insight +1 Makeshift Munitions +4 Boiling Rock Prison +3 Toxin Analysis +1 Accursed Marauder +3 Swamp +4 Ichor Wellspring + +Sideboard (15) +2 Introduction to Prophecy +4 Red Elemental Blast +1 Origin of Metalbending +1 Krark-Clan Shaman +3 Suplex +2 Cast into the Fire +2 Mesmeric Fiend diff --git a/strategies/pauper/goblins_combo/1/first_principles.md b/strategies/pauper/goblins_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/goblins_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/goblins_combo/1/guide.md b/strategies/pauper/goblins_combo/1/guide.md new file mode 100644 index 0000000..395528f --- /dev/null +++ b/strategies/pauper/goblins_combo/1/guide.md @@ -0,0 +1,666 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck identity: Goblins Combo is a Pauper Rakdos combo-midrange deck built around creature sacrifice, Goblin tutoring, artifact-card economy, discard, and a graveyard-recursive combo finish. Treat the registered name as `Goblins Combo`; do not rename runtime plans after a single card unless the visible legal action specifically names that card. + +- Deck count validation: the registered main deck contains exactly 60 cards, and the registered sideboard contains exactly 15 cards. Main-deck nonland counts include 4 First Day of Class, 4 Goblin Matron, 4 Putrid Goblin, 4 Skirk Prospector, 4 Unearth, 4 Boiling Rock Prison, 4 Ichor Wellspring, 3 Duress, 3 Fanatical Offering, 3 Toxin Analysis, 2 Eviscerator's Insight, and singletons Krark-Clan Shaman, Impulsive Pilferer, Dark-Dweller Oracle, Stormshriek Feral, Makeshift Munitions, and Accursed Marauder. Lands are 6 Mountain, 3 Swamp, 2 Bojuka Bog, 2 Rakdos Carnarium, and 2 Vault of Whispers. + +- Sideboard count validation: the sideboard is 2 Introduction to Prophecy, 4 Red Elemental Blast, 1 Origin of Metalbending, 1 Krark-Clan Shaman, 3 Suplex, 2 Cast into the Fire, and 2 Mesmeric Fiend. Every sideboard action must preserve the registered 75, and exact executable sideboard plans belong only in `Sideboard Map`. + +- Format status: the declared format is Pauper, and runtime legality must be accepted from Veles and the wrapped rules engine rather than inferred from this guide. If Forge or another rules engine refuses a card, cost, target, replacement effect, trigger, or sideboard configuration, the agent must treat that refusal as authoritative for the current game. + +- Archetype tags: use `combo`, `midrange`, `sacrifice`, `aristocrats`, and `artifact` as the active tags. The repeated user-provided tags are normalized for strategy lookup, but no gameplay inference should rely on tag duplication. + +- Stock/rogue/hybrid status: classify this list as a hybrid Pauper Goblins Combo shell with rogue card choices and an artifact-sacrifice subtheme. Do not assume stock Pauper Goblins card packages, default kill lines, or known sideboard maps unless the exact registered card name is present in the decklist and the rules engine exposes the legal action. + +- Primary color profile: the deck is Rakdos with red needed for First Day of Class, Goblin Matron, Skirk Prospector, Makeshift Munitions, Krark-Clan Shaman, Red Elemental Blast, Cast into the Fire, and likely sideboard interaction; black is needed for Duress, Unearth, Fanatical Offering, Eviscerator's Insight, Toxin Analysis, Accursed Marauder, Mesmeric Fiend, and graveyard or sacrifice pressure. Use visible mana sources and legal payment prompts to preserve the color most likely needed by the next known action. + +- Mana-base concern: the deck has only 15 lands by registration, with Rakdos Carnarium as a tempo-sensitive fixer and Bojuka Bog as a tapped black source with graveyard utility. Mulligan and sequencing decisions should respect that low land count, and the agent should not keep or choose land lines that require multiple unproven draw steps unless the legal hand already contains a functional engine or defensive bridge. + +- Role concern: the deck can be the combo deck, the discard-protected setup deck, or the attrition deck depending on visible pressure and disruption. Against fast creature starts, survival and board containment can outrank speculative engine assembly; against slow blue or control decks, information and protection can outrank rushing a fragile line into open interaction. + +- Card-text discipline: this specification does not certify exact Oracle text for Boiling Rock Prison, Stormshriek Feral, Origin of Metalbending, Suplex, or any card whose local engine implementation may differ from memory. When a decision depends on exact wording, target restrictions, timing, damage, counters, token creation, sacrifice costs, or replacement effects, follow the legal action text and mark the reasoning as conditional if the card text is not visible. + +- Opponent information status: opponent knowledge is archetype-level unless Veles provides a matchup label, revealed cards, public zones, previous-game logs, or a selected opponent strategy version. The agent may play around likely Pauper patterns from public information, but it must not pretend to know hidden hand contents, library contents, sideboard cards, or unshown removal. + +## Thesis + +- Core assembly: Goblins Combo tries to assemble Skirk Prospector, Putrid Goblin, and First Day of Class, then convert repeated sacrifice loops into mana, cards, damage, or a tutor chain. Treat that loop as the deck's defining commitment point, but only start it when the rules engine exposes legal actions that actually support the sequence. + +- Primary kill plan: win by turning the Putrid Goblin plus Skirk Prospector loop into a decisive payoff through Makeshift Munitions, Dark-Dweller Oracle, Goblin Matron, Fanatical Offering, Eviscerator's Insight, or another visible legal outlet. If a payoff line requires exact card text or target legality, use the action text from Veles rather than assuming the loop is lethal. + +- Setup priority: prioritize functional mana, one combo creature, one enabler, and a way to either find or protect the missing piece. Goblin Matron is the cleanest bridge because it can search for exact Goblin pieces when legal; Unearth is the best recovery card when a sacrificed or killed creature is already in the graveyard. + +- Protection priority: use Duress and post-board Mesmeric Fiend to clear or expose interaction before committing a fragile combo line. Against open mana or known removal, a slightly slower turn that keeps the combo intact is usually better than spending all mana into an answer. + +- Midrange fallback: use Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Toxin Analysis, Accursed Marauder, Krark-Clan Shaman, and Makeshift Munitions to trade resources until the combo can be rebuilt. This deck is not a pure all-in glass cannon; it can win games by making opposing removal and creatures line up badly. + +- What not to do: do not play as a generic Rakdos aggro deck when the hand contains combo infrastructure, and do not trade away Skirk Prospector or Putrid Goblin for small damage unless survival, a deterministic loop, or immediate resource conversion justifies it. Combat damage is secondary to preserving the engine. + +- Runtime discipline: respect legal actions, visible board state, and public information above all deck heuristics. Do not assume hidden interaction, exact opposing card names, or unverified card text; when Boiling Rock Prison, Stormshriek Feral, Origin of Metalbending, or Suplex matters, use `Card text check required` reasoning unless Veles exposes the relevant text or action. + +## Role Package + +- Threats: Putrid Goblin is both a combo piece and a recursive body, so preserve it when a loop or Unearth line is plausible. Goblin Matron is a tutor-body threat because it turns future turns into exact-piece access. Stormshriek Feral is a registered singleton threat, but Card text check required before assigning combat, evasion, sacrifice, or payoff assumptions. + +- Payoffs: Makeshift Munitions is the clearest sacrifice-damage payoff when legal actions expose activations and targets. Dark-Dweller Oracle can convert sacrificed creatures into card access when legal. Fanatical Offering and Eviscerator's Insight can turn expendable artifacts or creatures into velocity, but treat their tactical value as dependent on cost prompts and visible sacrifice options. + +- Engines: Skirk Prospector is the mana engine and should be protected from low-value trades unless it enables a same-turn conversion. First Day of Class is the combo enabler and should often be held until the commitment turn if passing preserves surprise, mana, or protection. Goblin Matron is the engine tutor, commonly finding Skirk Prospector, Putrid Goblin, or a payoff Goblin if the action text permits. + +- Velocity: Ichor Wellspring is the preferred material to sacrifice when the deck needs cards without losing a combo creature. Fanatical Offering, Eviscerator's Insight, Dark-Dweller Oracle, and First Day of Class provide card flow or selection only when their legal actions show useful costs and timing. Introduction to Prophecy is a sideboard velocity option, likely connected to learn-style access, but Card text check required at runtime. + +- Interaction: Duress protects combo turns and disrupts sweepers, counterspells, removal, and opposing combo pieces when those cards are legally revealed. Toxin Analysis, Accursed Marauder, Krark-Clan Shaman, Bojuka Bog, Suplex, Cast into the Fire, Red Elemental Blast, Mesmeric Fiend, and Origin of Metalbending are interaction modules with matchup-dependent use; require visible legality and exact action text before assuming targets or effects. + +- Protection: Duress and Mesmeric Fiend are proactive protection, while Unearth is recovery protection after removal or sacrifice. Red Elemental Blast protects against blue interaction post-board when legal. Do not spend protection on low-impact cards if a future First Day of Class or Skirk Prospector turn is the real contest. + +- Recursion: Unearth is the main recursion card and should usually recover Skirk Prospector, Putrid Goblin, Goblin Matron, or another high-leverage creature over a replaceable body. Use Unearth as combo rebuilding, not just curve filler, unless pressure forces immediate board presence. + +- Mana: Mountain, Swamp, Bojuka Bog, Rakdos Carnarium, and Vault of Whispers must support early black disruption plus red combo turns. Rakdos Carnarium fixes colors but costs tempo; Bojuka Bog supplies black and graveyard interaction but enters tapped; Vault of Whispers is also artifact material for sacrifice synergies. + +- Sideboard modules: Red Elemental Blast is the blue-matchup protection and interaction package. Cast into the Fire and Suplex are removal or answer packages, with Card text check required for exact targets and modes. Mesmeric Fiend adds discard bodies. Krark-Clan Shaman adds sweep density. Introduction to Prophecy and Origin of Metalbending are specialized value or lesson-style tools, with Card text check required before relying on exact text. + +## Primary Win Conditions + +- Loop kill: Prioritize Skirk Prospector plus Putrid Goblin plus First Day of Class when the visible hand, battlefield, graveyard, and legal actions support a same-turn sacrifice loop. Setup requires Skirk Prospector on board or castable, Putrid Goblin on board or recoverable with Unearth, First Day of Class available at the correct timing, and enough red mana to begin without stranding the enabler. Execution must follow Veles action text exactly: cast or resolve First Day of Class, sacrifice Putrid Goblin to Skirk Prospector only when the resulting return or counter interaction is legally exposed, then convert the repeated resource into a payoff line. Disruption to respect includes open removal on Skirk Prospector or Putrid Goblin, counterspells, graveyard exile, and effects that stop the creature from returning; use Duress or post-board Mesmeric Fiend before committing when legal and tactically relevant. + +- Damage payoff: Use Makeshift Munitions as the cleanest deterministic win path when legal actions expose sacrifice activations and opponent-targeting damage. Setup requires Makeshift Munitions plus repeatable or disposable material, ideally Putrid Goblin in the First Day of Class loop or expendable artifacts such as Ichor Wellspring and Vault of Whispers when sacrificing them is legal. Execution should target opponent for lethal only when the rules engine shows the target and the available activations; otherwise use Makeshift Munitions to remove blockers, pressure planes of combat, or convert doomed material. Prioritize this line when life totals are low, combat is stalled, or the opponent can answer creatures but not an already active sacrifice outlet. + +- Tutor-chain combo: Use Goblin Matron to assemble the missing Goblin rather than to add generic pressure. Setup normally asks whether the hand lacks Skirk Prospector, Putrid Goblin, or a payoff Goblin; choose the card that turns the next legal turn into a combo attempt or recovery line. Execution depends on the search choices Veles exposes, so never assume a hidden library configuration beyond registered deck contents and public known cards. Prioritize Goblin Matron when the hand has mana and protection but lacks one engine piece, or when Unearth can rebuy Matron for another exact search. + +- Card-flow conversion: Use Ichor Wellspring with Fanatical Offering, Eviscerator's Insight, Dark-Dweller Oracle, or legal sacrifice prompts to turn spare material into enough cards to find First Day of Class, Skirk Prospector, Putrid Goblin, Goblin Matron, Unearth, or Makeshift Munitions. Setup favors artifacts and creatures that are already low-value or replace themselves; avoid sacrificing the only active combo creature unless the draw line is necessary or the creature can be recovered. Prioritize this line when the opponent has slowed the first combo attempt, when Duress shows a clear window later, or when current board pressure is manageable. + +## Secondary Win Conditions + +- Recursive midrange pressure: Win by attacking with Putrid Goblin, Goblin Matron, Impulsive Pilferer, Accursed Marauder, Stormshriek Feral, and other legal bodies when the combo is delayed and the opponent is spending cards inefficiently. Preserve Skirk Prospector and Putrid Goblin if they are needed for a future loop; attack with them only when damage, a forced trade, or sacrifice follow-up is clearly better than keeping engine material. Use Unearth to recover Goblin Matron for another search, Putrid Goblin for board and combo rebuilds, or Skirk Prospector when mana conversion is the bottleneck. + +- Attrition-control line: Use Duress, Accursed Marauder, Krark-Clan Shaman, Toxin Analysis, Bojuka Bog, Fanatical Offering, Eviscerator's Insight, Ichor Wellspring, and Makeshift Munitions to trade down the opponent's resources until the combo or combat becomes safe. Toxin Analysis, Boiling Rock Prison, Stormshriek Feral, and some sideboard cards require Card text check required if Veles does not expose exact effects; keep their use conditional on visible legal action text. Prioritize this line against creature pressure, graveyard engines, or decks that can stop one combo attempt but may lose to repeated material. + +- Prison or lock pressure: Treat Boiling Rock Prison as a registered four-copy plan, but Card text check required before assuming a lock, removal, damage, or mana-denial function. If Veles exposes a legal Boiling Rock Prison action that restricts the opponent's current plan or buys a full turn cycle, use it as a bridge to Goblin Matron, First Day of Class, or draw-sacrifice engines. Do not overcommit into this line without understanding the visible action text. + +## Emergency Lines + +- Behind on life: Stabilize before racing unless a legal same-turn combo kill is visible. Favor Krark-Clan Shaman, Accursed Marauder, Toxin Analysis, Makeshift Munitions removal activations, and expendable blockers over slow card-flow lines; sacrifice doomed creatures only when the life swing, removal, or draw materially improves survival. + +- Behind on board: Convert replaceable permanents into interaction and cards while preserving the minimum combo core. Ichor Wellspring is the preferred sacrifice material, Putrid Goblin is acceptable only when recursion or the loop remains available, and Skirk Prospector should not be traded off unless it creates immediate mana, removal, or survival value. + +- Behind on cards: Use Fanatical Offering, Eviscerator's Insight, Dark-Dweller Oracle, Ichor Wellspring, Goblin Matron, and Unearth as rebuild tools rather than panic plays. Choose the line that creates the most future legal branches: tutor missing engine pieces, rebuy a high-leverage creature, or draw using replaceable material. + +- Behind on mana: Prioritize land drops, color fixing, and Skirk Prospector access over speculative interaction. Rakdos Carnarium can repair colors but may cost tempo; Bojuka Bog enters tapped but can matter against graveyards; Vault of Whispers may enable artifact sacrifice lines. Keep red available for First Day of Class and Skirk Prospector turns, and keep black available for Duress and Unearth when protection or recovery is the current need. + +- Combo disrupted or win condition removed: Rebuild through Unearth, Goblin Matron, card-flow sacrifices, and incremental Makeshift Munitions pressure. If Makeshift Munitions is gone, shift to combat plus recursion; if First Day of Class is unavailable, use Putrid Goblin as resilient material instead of assuming a loop; if Skirk Prospector is removed, search or recur it before committing fragile payoff cards. + +## Resource Model + +- Life: Spend life as a bridge to a protected combo turn, not as a generic buffer. When under pressure, prioritize legal plays that either create a blocker, remove a creature, gain life if Toxin Analysis action text confirms it, or assemble same-turn First Day of Class plus Putrid Goblin plus Skirk Prospector before slower Ichor Wellspring draw lines. + +- Hand: Treat the hand as a set of missing engine roles: enabler, creature, sacrifice outlet, payoff, protection, and rebuild. First Day of Class, Putrid Goblin, Skirk Prospector, Goblin Matron, Unearth, Makeshift Munitions, Duress, Fanatical Offering, and Ichor Wellspring should be valued by the role they unlock in the next turn cycle, not by raw mana efficiency. + +- Mana: Convert mana into commitment only when the next legal branch improves. Red is the pressure color for First Day of Class, Skirk Prospector, Makeshift Munitions, Krark-Clan Shaman, and many combo turns; black is the protection and rebuild color for Duress, Unearth, Fanatical Offering, Eviscerator's Insight, Accursed Marauder, and Bojuka Bog timing. + +- Board: Preserve the smallest board that still threatens the combo. Skirk Prospector plus Putrid Goblin are engine material, Goblin Matron is tutor material, Ichor Wellspring and Vault of Whispers are artifact material, and expendable creatures become resources when Fanatical Offering, Eviscerator's Insight, Dark-Dweller Oracle, Makeshift Munitions, or Skirk Prospector legally convert them. + +- Graveyard: Treat the graveyard as an extension of the hand when Unearth is available. Putrid Goblin, Goblin Matron, Skirk Prospector, Accursed Marauder, Impulsive Pilferer, and Dark-Dweller Oracle may become live resources again if Veles exposes legal Unearth targets; do not sacrifice or trade the only recoverable combo role unless the recovery line is visible or survival requires it. + +- Exile: Treat exile as a final-cost zone unless a legal action explicitly offers access. If Dark-Dweller Oracle or another effect exiles cards for temporary use, act only on visible legal actions and prioritize engine pieces, lands, or protection that can be used before the permission expires. + +- Lands: Treat lands as both mana and tactical objects. Rakdos Carnarium fixes colors but costs tempo, Bojuka Bog enters tapped and carries graveyard hate value, Vault of Whispers supplies black and artifact synergies, Mountain supports red combo starts, and Swamp supports early Duress or Unearth. + +- Sacrifice fodder: Spend Ichor Wellspring first when a legal sacrifice effect needs material, because it is designed to convert into cards. Spend expendable tokens or low-impact creatures next, then recursive Putrid Goblin if recursion or First Day of Class makes it safe, and avoid spending Skirk Prospector unless the mana or sacrifice itself is the point. + +- Tempo: Use tempo to buy the combo window rather than to race blindly. Duress, Accursed Marauder, Krark-Clan Shaman, Makeshift Munitions, Toxin Analysis, Boiling Rock Prison, and Stormshriek Feral can change tempo only according to visible legal text; Card text check required for Boiling Rock Prison and Stormshriek Feral before assuming exact battlefield impact. + +- Information: Convert Duress and post-board Mesmeric Fiend into permission to commit. If a revealed hand shows removal, counterplay, or graveyard hate, wait or choose a protection line when legal; if the revealed hand lacks relevant interaction, favor Goblin Matron, First Day of Class, or payoff deployment. + +- Sideboard bullets: Post-board resources should answer the opponent's axis without diluting the combo core. Red Elemental Blast protects or fights blue interaction, Cast into the Fire pressures artifacts or small threats if action text confirms the mode, Suplex and Krark-Clan Shaman address creature boards, Mesmeric Fiend adds disruption, Introduction to Prophecy adds selection, and Origin of Metalbending requires Card text check required before committing strategic assumptions. + +## Mana Guide + +- Keep rule: Keep hands that can cast early black disruption or recovery and still reach red combo mana. A hand with Mountain plus Swamp or Vault of Whispers, or Rakdos Carnarium with an untapped land and time, is stronger than a hand with spells but no path to both First Day of Class and Duress or Unearth. + +- Mulligan rule: Mulligan hands that cannot produce relevant colored mana before the opponent's first pressure window unless the hand has a clear legal recovery path. One-land hands need a castable early spell, a second-land draw tolerance, and a reason the matchup allows delay; color-locked hands are dangerous because this deck needs both red and black to function. + +- Red priority: Preserve red when a combo turn, Makeshift Munitions activation line, Skirk Prospector sequence, or Krark-Clan Shaman action is plausible. Do not spend the only red source on low-impact actions if First Day of Class plus Putrid Goblin could become legal this turn or next turn. + +- Black priority: Preserve black when Duress can clear the way, Unearth can rebuild, or Fanatical Offering and Eviscerator's Insight can convert material into cards. Against interaction-heavy decks, black on turn one or two often protects more future mana than a faster unprotected creature. + +- Rakdos Carnarium sequencing: Play Rakdos Carnarium when the returned land does not cost a needed same-turn action or when fixing both colors is worth the tempo loss. Avoid exposing yourself to a missed turn against fast creature decks unless the hand cannot function without the bounce land. + +- Bojuka Bog sequencing: Delay Bojuka Bog when the opponent's graveyard resource matters and the current turn can still function without its mana. Play it earlier when land development, black access, or avoiding discard pressure matters more than graveyard timing. + +- Vault of Whispers sequencing: Value Vault of Whispers as black mana and artifact material. Keep it on the battlefield when artifact count or sacrifice value matters, but spend it only if a legal sacrifice action produces a decisive card, damage, or survival result. + +- Land before draw: Play a land before drawing or sacrificing when the extra mana immediately unlocks a legal spell, activation, or combo branch. Hold the land before Fanatical Offering, Eviscerator's Insight, Ichor Wellspring triggers, or Dark-Dweller Oracle-style selection when the hand has multiple possible land drops and the draw could improve which land should be played. + +- Combo-turn payment: Choose mana sources that leave the most constrained color available after each spell. When legal payments offer choices, keep red for First Day of Class, Makeshift Munitions, and Skirk Prospector actions; keep black for Duress, Unearth, Fanatical Offering, and Eviscerator's Insight follow-ups; use generic or surplus sources first. + +## Mulligan Guide + +- Strong keep: Keep two-land hands with both red and black access plus one combo role and one connector. Examples include Mountain plus Swamp or Vault of Whispers with Skirk Prospector, Putrid Goblin, First Day of Class, and Duress; or Mountain plus Swamp with Goblin Matron, Unearth, Ichor Wellspring, and Fanatical Offering. + +- Strong keep: Keep hands where Goblin Matron supplies the missing creature if the mana casts it on time. A hand with red mana, black mana, Goblin Matron, First Day of Class, and either Skirk Prospector or Putrid Goblin is a real setup hand because Matron can find the missing Goblin when the rules engine offers the tutor choice. + +- Medium keep: Keep interaction-plus-engine hands that can play Magic through turn three without immediately assembling. Duress, Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Unearth, and one combo creature are acceptable when the lands cast the early spells and the matchup does not punish a slower start. + +- Medium keep: Keep Bojuka Bog hands when the tapped land does not block the first meaningful play. Bojuka Bog plus Mountain is better with Skirk Prospector or First Day of Class than with only Duress, Unearth, and Fanatical Offering. + +- Risky keep: Treat Rakdos Carnarium hands as risky when the other land enters tapped or the hand has no turn-one action. Rakdos Carnarium plus Bojuka Bog can fix colors eventually, but it may skip too much tempo against fast creature decks. + +- Risky keep: Treat one-land Mountain hands as risky unless they contain Skirk Prospector, Putrid Goblin, First Day of Class, and a draw or tutor path. One-land Swamp or Vault of Whispers hands need Duress, Unearth, or cheap black card flow and should not be kept solely because the spells are powerful. + +- Automatic ship: Mulligan hands with no lands, no castable spell by turn two, only black mana with red-dependent combo cards, only red mana with Duress plus Unearth-heavy action, or sacrifice payoffs with no expendable permanent. Do not keep a hand that requires both drawing a land and drawing the missing combo role before it does anything. + +- Matchup-dependent: Value Duress highly against blue, combo, and removal-heavy decks because it can clear First Day of Class or Goblin Matron turns. Value Krark-Clan Shaman, Accursed Marauder, Toxin Analysis, and Makeshift Munitions more against creature pressure, but confirm legal text and visible board impact before relying on any specific removal outcome. + +- Play/draw: On the play, prefer hands that deploy Skirk Prospector or Duress before the opponent establishes pressure. On the draw, accept slightly slower Ichor Wellspring or Goblin Matron hands if the extra card improves color development and the first two turns still contain a legal action. + +- Trap hand: Do not keep First Day of Class plus Putrid Goblin without Skirk Prospector, Goblin Matron, or enough draw unless the rest of the hand interacts. Do not keep multiple Fanatical Offering or Eviscerator's Insight with no Ichor Wellspring, expendable creature, or recursive target. Card text check required before treating Boiling Rock Prison or Stormshriek Feral as a reason to keep a speculative hand. + +## Turn Arc + +- Turn 1: Lead with untapped black for Duress when the opponent is likely to have counters, removal, combo pieces, or graveyard hate. Lead with Mountain into Skirk Prospector when speed matters or the hand already has First Day of Class and Putrid Goblin. Play Vault of Whispers when black is needed and artifact status is not exposed to a visible penalty. Avoid Bojuka Bog on turn one unless black access or land development matters more than graveyard timing. + +- Turn 2: Develop the missing combo role before spending cards for value. Putrid Goblin is preferred when Skirk Prospector or First Day of Class is already present; Ichor Wellspring is preferred when the hand needs material for Fanatical Offering or Eviscerator's Insight; Duress is preferred before exposing Goblin Matron or First Day of Class into likely interaction. + +- Turn 2 deviation: Play Rakdos Carnarium only when returning a land does not stop a required same-turn spell or when fixing both colors is essential. Against fast boards, prioritize Skirk Prospector, Putrid Goblin, Accursed Marauder, Toxin Analysis, or Krark-Clan Shaman lines if legal and relevant over bounce-land development. + +- Turn 3: Cast Goblin Matron when it finds the missing deterministic role and the opponent has not shown a reason to wait. Find Skirk Prospector when Putrid Goblin plus First Day of Class are ready, find Putrid Goblin when sacrifice mana and First Day of Class are ready, and consider Krark-Clan Shaman or Impulsive Pilferer only when visible board state or mana needs make that Goblin better. + +- Turn 3 deviation: Use Fanatical Offering, Eviscerator's Insight, Ichor Wellspring, or Unearth to rebuild when the first creature was answered. Use Duress before a commitment turn if it is legal and mana allows. Do not fire First Day of Class just for minor haste or counters unless the visible legal actions convert it into a combo attempt, survival play, or decisive pressure. + +- Turns 4-5: Commit when the hand, battlefield, graveyard, and legal actions show a complete or protected engine. First Day of Class plus Skirk Prospector plus Putrid Goblin is the central go-now structure; Makeshift Munitions, Dark-Dweller Oracle, Fanatical Offering, Eviscerator's Insight, Unearth, or Goblin Matron determine whether the loop kills, draws, tutors, or rebuilds. + +- Turns 4-5 deviation: Slow down when revealed information or visible open mana suggests interaction and Duress or Mesmeric Fiend-style disruption is available. Speed up when the opponent's clock makes waiting worse, when Unearth gives redundancy, or when Makeshift Munitions provides a visible payoff from repeated sacrifice. + +- Late game: Treat every draw step as a search for either a missing combo role, a payoff, or a protection spell. Goblin Matron and Unearth are high-value topdecks because they turn graveyard and library resources into battlefield material. Ichor Wellspring, Fanatical Offering, and Eviscerator's Insight should convert spare permanents into new looks, not consume the only live combo role unless the legal line immediately replaces it. + +- Late-game deviation: Stabilize before comboing when life total or combat math demands it. Use Accursed Marauder, Krark-Clan Shaman, Toxin Analysis, Makeshift Munitions, Bojuka Bog, or sideboard interaction according to visible legal actions; Card text check required for Boiling Rock Prison and Stormshriek Feral before assigning them a specific late-game role. + +## Card Roles + +- First Day of Class: Treat First Day of Class as the main commitment spell, not a casual value cantrip. Cast it when the current legal line can convert creature entries into a combo attempt, a decisive haste attack, or a protected rebuild; avoid spending it merely because two mana is available. Its strongest use is with Putrid Goblin and Skirk Prospector, where the creature-entering replacement of counters can support repeated sacrifice if the rules engine presents that line. Use Duress first when possible against open interaction, and do not assume the combo is legal unless Veles exposes the needed sacrifice, mana, and creature-return actions. + +- Putrid Goblin: Treat Putrid Goblin as the central recursive body and protect it from low-value sacrifice unless First Day of Class, Skirk Prospector, Unearth, or a payoff line makes the sacrifice productive. Cast it early when it develops toward combo or blocks profitably; hold it when the opponent is representing exile, bounce, or graveyard interaction and a Duress window is available. Do not cash it in to Fanatical Offering or Eviscerator's Insight if it is the only visible path to a complete loop unless the draw action is needed to survive or find the missing role. + +- Skirk Prospector: Treat Skirk Prospector as both acceleration and the primary sacrifice-mana engine. Deploy it early when it enables a turn-three Goblin Matron, Putrid Goblin plus protection, or a same-turn First Day of Class chain; hold it only when visible removal would strand the combo and there is no immediate mana benefit. In combo turns, preserve legal sacrifice ordering carefully: sacrifice expendable Goblins before spending colored lands when doing so keeps black mana for Unearth, Duress, Fanatical Offering, or Eviscerator's Insight. + +- Goblin Matron: Use Goblin Matron as the deck's role-finder, not simply as a creature. Search for the missing combo role when First Day of Class, Skirk Prospector, and Putrid Goblin are partially assembled; search for Krark-Clan Shaman when the visible battlefield requires a sweeper body and that line is legal; search for Impulsive Pilferer or Dark-Dweller Oracle only when mana conversion or card-flow needs are clearer than the default combo search. If the opponent has known counterspell or removal pressure, Duress before Goblin Matron when mana and timing permit. + +- Duress: Use Duress to clear commitment turns and to update the decision model with legally revealed information. Cast it before First Day of Class, Goblin Matron, Makeshift Munitions, or a vulnerable Unearth line when the opponent's archetype suggests counters, removal, graveyard hate, or combo pieces. Against creature-heavy hands, take the noncreature card that most disrupts the next two turns rather than the most expensive card. Do not infer hidden cards after Duress resolves; act only on the revealed hand, public zones, and later rules-engine updates. + +- Unearth: Use Unearth as redundancy for Skirk Prospector, Putrid Goblin, Goblin Matron, Accursed Marauder, and other cheap creatures when the graveyard contains a legal target. Prefer holding Unearth until it restores a missing combo role, reuses Goblin Matron, or rebuilds after interaction. Cycling or spending Unearth for low-impact value is secondary and should happen only when no graveyard target matters soon, mana would otherwise be wasted, or the hand needs to dig under pressure. + +- Ichor Wellspring: Treat Ichor Wellspring as the cleanest artifact material for Fanatical Offering and Eviscerator's Insight. Cast it when the hand needs cards, sacrifice fodder, or an artifact permanent that can be converted later; avoid delaying a live combo turn just to draw one extra card. With Vault of Whispers also in the deck, check visible artifact liabilities before exposing extra artifacts into opposing artifact hate. + +- Fanatical Offering: Use Fanatical Offering to convert expendable permanents into cards while preserving the central combo body when possible. The preferred sacrifice is Ichor Wellspring or a no-longer-needed token/permanent; sacrificing Putrid Goblin is stronger only when the current board, First Day of Class turn, Unearth backup, or survival need makes that exchange productive. Do not cast it into open mana merely for velocity if losing the sacrificed permanent would collapse the next turn's combo structure. + +- Eviscerator's Insight: Use Eviscerator's Insight as deeper resource conversion when the sacrificed material is replaceable or when finding a missing piece is worth the cost. Card text check required for exact cost, flashback, and sacrifice restrictions; keep tactical use conditional on the legal action text. Prefer pairing it with Ichor Wellspring, expendable creatures, or material already likely to die, and avoid consuming the only Skirk Prospector or Putrid Goblin unless the current game state demands a draw-based recovery line. + +- Boiling Rock Prison: Treat Boiling Rock Prison as a registered high-count role card whose exact battlefield function must be verified at runtime. Card text check required before relying on it as removal, lock piece, mana piece, or combo support. When Veles presents legal actions involving Boiling Rock Prison, choose them only if the action text and visible board show a concrete benefit: protecting the combo, slowing a relevant threat, enabling mana, or creating a deterministic follow-up. + +- Toxin Analysis: Use Toxin Analysis as a combat or removal enhancer only when the rules-engine action text confirms the relevant target, timing, and effect. Card text check required for exact keywords, card draw, and targeting. Prioritize it when it lets a small creature trade up, supports Krark-Clan Shaman or Makeshift Munitions-style removal if legal, or changes lethal/survival math. Avoid firing it into empty pressure or on a creature that does not need help to accomplish the current role. + +- Makeshift Munitions: Treat Makeshift Munitions as the main noncombat payoff and board-control sink. Commit it when enough expendable artifacts, creatures, Ichor Wellspring, or recursive Putrid Goblin material exists to matter, or when it threatens a deterministic kill after the engine is assembled. Do not expose it too early against removal or artifact/enchantment hate if the board has no material to convert. In creature matchups, use it to manage key attackers and blockers before chasing face damage. + +- Krark-Clan Shaman: Use Krark-Clan Shaman as a tutorable reset or emergency stabilizer, especially from Goblin Matron. Because the deck has Ichor Wellspring and Vault of Whispers, the artifact-sacrifice dimension can matter, but choose it only when the legal action text and visible battlefield show the damage line. Avoid wiping your own Skirk Prospector, Putrid Goblin, or Goblin Matron unless the sweep preserves survival or opens a stronger Unearth/combo rebuild. + +- Accursed Marauder: Use Accursed Marauder as a compact edict effect when a single opposing creature matters more than your own board material. Card text check required for exact sacrifice pattern and restrictions. It is strongest against tall threats, hexproof-style boards, or opponents with one relevant creature; it is weaker against token boards or boards where you must sacrifice a key combo creature without replacement. + +- Dark-Dweller Oracle: Use Dark-Dweller Oracle as a grind engine when the game has shifted from immediate combo to material conversion. Card text check required for exact activation and play permission. Prefer it with expendable Goblins, Ichor Wellspring-derived material, or recursive Putrid Goblin loops if Veles presents legal actions. Do not spend the only combo creature for speculative exile access when Goblin Matron or Unearth can assemble a cleaner line. + +- Impulsive Pilferer: Use Impulsive Pilferer as tutorable material when mana, sacrifice fodder, or post-removal rebuilding matters more than finding Putrid Goblin or Skirk Prospector. Card text check required for exact token or Encore behavior. It is a lower-priority Goblin Matron target unless the visible line specifically needs a body that converts into mana or repeated material. + +- Stormshriek Feral: Treat Stormshriek Feral as a conditional role card until exact text is verified. Card text check required before assigning it as finisher, interaction, or engine support. When legal actions involving it appear, evaluate only visible effects: whether it advances lethal, stabilizes combat, protects a combo turn, or converts resources better than Goblin Matron, Unearth, or card-flow actions. + +- Lands: Use Mountain to unlock Skirk Prospector, First Day of Class, Makeshift Munitions, and red sideboard interaction after boarding. Use Swamp, Vault of Whispers, and Bojuka Bog to cast Duress, Putrid Goblin, Unearth, Fanatical Offering, and Eviscerator's Insight while preserving black for commitment turns. Use Rakdos Carnarium for color stability when the tempo loss is acceptable, and use Bojuka Bog's graveyard exile timing deliberately rather than automatically on turn one when the opponent's graveyard may become strategically relevant later. + +## Interaction Priorities + +- Priority: Use Duress to clear the specific card class that stops the next commitment turn, not the card that is merely strongest in abstract. Take counterspells, instant-speed removal for Skirk Prospector or Putrid Goblin, graveyard hate that stops Unearth or persist lines, sweepers that punish a developed board, or a fast opposing payoff when the combo is not yet close. + +- Priority: Protect the Skirk Prospector plus Putrid Goblin plus First Day of Class structure before spending interaction on marginal battlefield cleanup. If the hand already has Goblin Matron or Unearth redundancy, interaction can be aimed at the opponent's clock; if the hand has only one engine creature, removal and discard should preserve that piece first. + +- Remove first: Answer creatures or permanents that create a lethal clock, shut off sacrifice or graveyard use, invalidate small blockers, or force the combo to happen before it is assembled. Use Accursed Marauder for a single high-impact creature when your sacrifice cost is acceptable, Makeshift Munitions for repeatable small-target control when material is available, and Krark-Clan Shaman only when the visible board makes a sweep worth your own losses. + +- Exile first: Use Bojuka Bog deliberately against graveyard decks, flashback decks, reanimation, threshold-style pressure, or recursive threats when the opponent's graveyard already contains relevant cards. Do not spend Bojuka Bog's exile trigger early against a deck with no visible graveyard dependency unless the mana requirement or land sequencing makes waiting too costly. + +- Counter first: After sideboarding, use Red Elemental Blast on blue interaction that stops the combo, a blue card-draw or tempo spell that keeps the opponent ahead, or a blue threat that shortens the clock. Do not spend Red Elemental Blast on a low-impact blue spell if Duress, Goblin Matron, or a protected engine turn is already the better route. + +- Bait first: Lead with Ichor Wellspring, redundant Goblin Matron, or low-commitment card-flow when the opponent represents permission or removal and the hand can still combo later. Do not bait with the only First Day of Class, the only Skirk Prospector, or a lone Putrid Goblin unless the current line is already forced by lethal pressure or lack of future mana. + +- Ignore first: Ignore small blockers, incidental life gain, and low-pressure value permanents when a legal line advances a near-term combo or protected tutor chain. Against aggro, this changes: small creatures become relevant when they reduce the life total below the next safe setup turn or force bad blocks. + +- Archetype shift: Against control, aim Duress, Mesmeric Fiend, and Red Elemental Blast at permission and instant-speed interaction before the combo turn. Against creature aggro, use Toxin Analysis, Accursed Marauder, Makeshift Munitions, and Krark-Clan Shaman to buy turns. Against graveyard decks, preserve Bojuka Bog timing. Against artifact-heavy decks, check legal Cast into the Fire lines after sideboarding; Card text check required for exact modes and targets. + +## Combat And Trading Rules + +- Priority: Preserve Skirk Prospector and Putrid Goblin unless combat directly protects life, enables a deterministic engine line, or converts through Unearth, First Day of Class, Fanatical Offering, Eviscerator's Insight, or Makeshift Munitions. A single point of damage is rarely worth exposing the only combo creature. + +- Attack rule: Attack with Goblin Matron, expendable tokens, or redundant bodies when the opponent cannot profitably trade into a key engine piece and the damage changes the clock. Hold back creatures when life total, blocking duty, or sacrifice material is more important than chip damage. + +- Block rule: Block aggressively once the opponent's visible attack threatens to put you within one turn of death or forces a future combo through bad mana. Before that threshold, prefer keeping bodies that can be sacrificed, tutored around, or converted into cards, especially when the hand contains First Day of Class or payoff material. + +- Trade rule: Trade small creatures for high-impact attackers when the trade buys a full turn or protects the next Goblin Matron, Unearth, or First Day of Class line. Decline trades that exchange Skirk Prospector, Putrid Goblin, or the only sacrifice outlet for damage that is not yet decisive. + +- Protection rule: Use Toxin Analysis only when the legal action text confirms the combat or damage effect and the target matters. Card text check required for exact keywords, card draw, and targeting; prefer lines where it lets an expendable creature trade up, keeps a key creature alive, or combines with a legal damage source to remove a decisive threat. + +- Engine preservation: Treat Ichor Wellspring and expendable artifacts as better sacrifice or damage material than core creatures. If Makeshift Munitions is active, convert spare material into removal before combat damage when doing so saves life or improves blocks; avoid spending material on face damage unless lethal math or a locked future kill is visible. + +- Life thresholds: Above roughly 10 life against low-pressure boards, favor setup and resource conversion. At 6-10 life against creature decks, prioritize stabilizing blocks and removal over speculative draw. At 5 or less, assume every attack step can be decisive and choose survival lines unless a legal combo or lethal payoff is immediately available. + +- Archetype shift: Against control and combo, combat is secondary and creatures should usually be conserved for engine function. Against go-wide aggro, blocks and Krark-Clan Shaman lines become more important. Against tall-threat decks, Accursed Marauder and Toxin Analysis-supported trades matter more than racing. Against artifact or graveyard decks, combat choices should leave mana and material available for sideboard interaction when legal. + +## Selection And Tutor Rules + +- Tutor priority: Use Goblin Matron as the deck's cleanest selection spell, and choose the missing combo piece that changes the next legal turn most. If Skirk Prospector is missing, find Skirk Prospector; if Putrid Goblin is missing and sacrifice mana is available or near, find Putrid Goblin; if both creatures are present and the hand lacks a payoff path, find the visible Goblin that the legal card pool offers for conversion, disruption, or finishing. + +- Setup priority: Cast Goblin Matron before speculative draw when the hand needs one exact Goblin to function. Draw spells are better first only when mana, colors, or sacrifice fodder are missing and a single tutor target would still leave the line incomplete. + +- Combo targeting: When First Day of Class is available or already resolved for the turn, value Goblin Matron lines that assemble Skirk Prospector plus Putrid Goblin over generic pressure. Do not expose the only Putrid Goblin or Skirk Prospector to a sacrifice draw spell unless Unearth or another legal recovery line is already visible. + +- Learn selection: Treat First Day of Class selection as conditional on rules-engine options. If the legal action list offers Introduction to Prophecy or Origin of Metalbending through learn or lesson access, choose the Lesson that solves the current bottleneck: Introduction to Prophecy for card selection when the combo is incomplete, and Origin of Metalbending only when its legal text clearly advances the board or removal plan; Card text check required for exact Origin of Metalbending tactical use. + +- Draw sequencing: Use Ichor Wellspring before Fanatical Offering or Eviscerator's Insight when it can be sacrificed later for extra material. Prefer sacrificing Ichor Wellspring, expendable tokens, or redundant artifacts before sacrificing Putrid Goblin, Skirk Prospector, or Goblin Matron with an unspent tutor role. + +- Bargain and sacrifice draw: Use Fanatical Offering when the sacrificed permanent is expendable and the two cards or generated resource can unlock a combo, land drop, protection spell, or survival action before the opponent's next turn. Use Eviscerator's Insight similarly, but verify legal flashback or additional-cost text from the engine before planning around reuse; Card text check required for exact Eviscerator's Insight timing and cost details. + +- Oracle selection: Use Dark-Dweller Oracle only when the sacrificed creature is expendable or recursive and the current mana can cast the exiled card if the engine offers that permission. Do not sacrifice the only Skirk Prospector or only Putrid Goblin to Dark-Dweller Oracle unless the visible line is forced by lethal pressure or already has replacement access. + +- Land timing: Play normal lands before selection when the current line needs mana immediately, but delay Bojuka Bog if the opponent's graveyard is empty and no land drop is required for the turn's legal plan. Play Rakdos Carnarium when the tempo loss is acceptable and the bounced land improves future color access, preserves Bojuka Bog for a later exile trigger, or raises total mana for a protected Goblin Matron turn. + +- Scry and filtering: When Introduction to Prophecy or another legal scry/filter effect appears, keep First Day of Class, Goblin Matron, Skirk Prospector, Putrid Goblin, Unearth, missing lands, or matchup-critical interaction according to the current bottleneck. Bottom redundant legends of the same role only after verifying the hand already has enough copies or recovery; do not bottom Duress or Red Elemental Blast against visible control unless the combo turn is already protected. + +## Priority And Stack Rules + +- Commitment gate: Cast First Day of Class into the combo turn only when the visible hand, battlefield, graveyard, and mana can exploit creatures entering this turn or when waiting is worse because of lethal pressure or known disruption. Do not spend First Day of Class as a low-impact spell if Skirk Prospector, Putrid Goblin, Goblin Matron, or a payoff route is not ready. + +- Sacrifice timing: Use Skirk Prospector activations only when the red mana has a visible legal use, the sacrifice enables a deterministic engine sequence, or the creature would otherwise be lost. Avoid floating red mana from key Goblins before the engine asks for payment unless the action list makes the next spell or ability explicit. + +- Persist timing: With Putrid Goblin, Skirk Prospector, and First Day of Class involved, follow the rules-engine prompts exactly and choose legal sacrifice, mana, and return actions that preserve the loop only when the current visible state confirms the interaction. Do not assume a persist or counter outcome unless Forge has exposed the resulting prompt or board state. + +- Stack patience: Let harmless setup spells resolve when holding Duress, Red Elemental Blast, Makeshift Munitions, or sacrifice draw for a more important window. Respond to spells that remove Skirk Prospector, exile Putrid Goblin, stop First Day of Class, attack the graveyard before Unearth, or create lethal pressure before your next action. + +- Discard window: Cast Duress before committing First Day of Class, Goblin Matron for the final piece, or a vulnerable Unearth line when the opponent has mana or archetype incentives for interaction. If Duress reveals no relevant stop, proceed with the fastest legal engine plan rather than spending more turns on low-impact development. + +- Graveyard window: Use Bojuka Bog when the opponent's graveyard contains a visible card class that matters now, such as flashback, recursion, reanimation, threshold-style pressure, or combo material. Do not fire the exile trigger merely because it is legal if the opponent has not shown graveyard dependency and the land can be sequenced later. + +- Unearth window: Use Unearth to restore Skirk Prospector, Putrid Goblin, Goblin Matron, or another legal target when that target immediately rebuilds the combo, blocks a lethal attack, or creates a tutor/draw chain. Avoid using Unearth on a low-impact creature if a key engine creature is likely to die and the graveyard is not under immediate threat. + +- Removal window: Activate Makeshift Munitions before combat damage when a point of damage changes blocks, kills a decisive creature, or prevents lethal. Save material when the only available target is face damage without lethal math, especially if the same artifact or creature can fuel Fanatical Offering, Eviscerator's Insight, or future Munitions activations. + +- Sweeper window: Use Krark-Clan Shaman only when the legal activation and visible battlefield show that sweeping small creatures buys survival, clears blockers for a kill, or breaks the opponent's board more than yours. Card text check required for exact activation cost and damage scaling; do not assume artifacts or creatures survive unless the engine state confirms it. + +- Optional payments: Pay optional costs, sacrifice costs, or extra costs only when the immediate effect advances combo assembly, protection, survival, or lethal pressure. Decline optional value payments that consume the mana needed for Red Elemental Blast, Unearth, Makeshift Munitions, or a same-turn Goblin Matron chain. + +- Sideboard stack rules: After sideboarding, hold Red Elemental Blast for blue spells that counter the combo, protect the opponent's clock, or swing the stack around First Day of Class. Use Cast into the Fire, Suplex, Mesmeric Fiend, Introduction to Prophecy, and Origin of Metalbending only according to legal action text; Card text check required for exact modes and timing on Suplex, Cast into the Fire, and Origin of Metalbending. + +## Sideboard Map + +- Sideboard philosophy: Sideboard to change the deck's failure mode, not its identity. Keep the core chain of Skirk Prospector, Putrid Goblin, First Day of Class, Goblin Matron, and Unearth intact unless the matchup makes one axis clearly unreliable from public information. + +- Protection package: Red Elemental Blast is for blue opponents where the stack, blockers, or permanent interaction can stop the combo or dominate tempo. Bring it against Counterspell decks, Faeries, Terror shells, blue Monarch/control, and blue combo mirrors; it is poor against nonblue creature decks where it has no visible legal target. + +- Disruption package: Mesmeric Fiend is for combo, control, and removal-heavy decks where a temporary hand-disruption body can force a protected combo turn or expose whether First Day of Class is safe. It is weaker against decks with abundant cheap removal, sacrifice fodder, or combat pressure that makes a fragile creature too slow. + +- Removal package: Suplex is for creature matchups where one efficient answer changes a race, clears a hate creature, or protects life while assembling the engine. Card text check required for exact Suplex legality, timing, and target restrictions; use it only when the rules engine exposes a legal target and the tactical value is clearer than spending mana on combo development. + +- Artifact and small-permanent pressure package: Cast into the Fire is for artifact-heavy boards, small key permanents, and matchups where a single red interaction spell answers a visible engine piece or blocker. Card text check required for exact modes and damage/exile wording; treat it as matchup interaction, not a generic burn spell, until the engine shows legal modes. + +- Sweeper package: Krark-Clan Shaman is for swarm decks, token boards, Faeries, Elves-style battlefields, and artifact mirrors where repeated small-creature damage can reset the board or clear blockers. It is bad when your own Skirk Prospector, Putrid Goblin, Goblin Matron, and support creatures are the only developed board and the opponent is pressuring through larger threats. + +- Filtering package: Introduction to Prophecy is for slow matchups where games hinge on finding a missing combo piece, a land, Red Elemental Blast, Duress, or Unearth after both players trade resources. It is weak against fast aggro when spending mana to filter does not affect the battlefield before the opponent's next combat. + +- Engine or artifact role card: Origin of Metalbending should enter only when the matchup rewards its exact legal text and timing. Card text check required; do not assume it removes, produces material, animates artifacts, or protects the combo unless the rules engine exposes those actions. + +- Exact anti-blue control plan: Use this balanced plan against blue control, Faeries/Terror, and Counterspell-heavy midrange when the opponent has shown blue stack interaction or blue permanents that matter. +Side in: 4 Red Elemental Blast, 2 Mesmeric Fiend, 2 Introduction to Prophecy +Cut: 1 Krark-Clan Shaman, 1 Stormshriek Feral, 1 Accursed Marauder, 1 Toxin Analysis, 2 Eviscerator's Insight, 2 Boiling Rock Prison + +- Anti-blue role rule: Add role cards: Red Elemental Blast, Mesmeric Fiend, Introduction to Prophecy. Reduce main-deck emphasis: creature-only removal, slow sacrifice draw, and cards that do not protect First Day of Class or pressure a counterspell window. + +- Exact anti-swarm creature plan: Use this balanced plan against go-wide creature decks, Faeries with many small bodies, Elves-style boards, and low-toughness aggressive decks when survival before combo is the bottleneck. +Side in: 1 Krark-Clan Shaman, 3 Suplex, 2 Cast into the Fire +Cut: 3 Duress, 1 Stormshriek Feral, 1 Dark-Dweller Oracle, 1 Eviscerator's Insight + +- Anti-swarm role rule: Add role cards: Krark-Clan Shaman, Suplex, Cast into the Fire. Reduce main-deck emphasis: discard that misses creatures, slow selection, and sacrifice-value cards that require a stable board. + +- Exact artifact-board plan: Use this balanced plan against Affinity, artifact sacrifice, artifact lands plus Myr Enforcer style boards, or any opponent whose visible permanents make artifact interaction tactically decisive. +Side in: 2 Cast into the Fire, 3 Suplex, 1 Origin of Metalbending +Cut: 3 Duress, 1 Stormshriek Feral, 1 Dark-Dweller Oracle, 1 Toxin Analysis + +- Artifact-board role rule: Add role cards: Cast into the Fire, Suplex, Origin of Metalbending when its legal text is confirmed relevant. Reduce main-deck emphasis: hand disruption after the opponent has emptied their hand, fragile card-flow creatures, and narrow combat modifiers. + +- Exact combo or spell-engine plan: Use this balanced plan against graveyard combo, spell combo, and slow engine decks where disrupting the hand and finding the combo faster matters more than creature combat. +Side in: 2 Mesmeric Fiend, 2 Introduction to Prophecy, 4 Red Elemental Blast +Cut: 1 Krark-Clan Shaman, 1 Accursed Marauder, 1 Stormshriek Feral, 2 Toxin Analysis, 1 Makeshift Munitions, 2 Boiling Rock Prison + +- Combo role rule: Add role cards: Mesmeric Fiend, Introduction to Prophecy, Red Elemental Blast only when blue spells or blue permanents are expected. Reduce main-deck emphasis: battlefield-only interaction and expensive attrition pieces unless the opponent's engine uses creatures. + +- Aggro role rule: Add role cards: Suplex, Krark-Clan Shaman, Cast into the Fire when their legal targets affect combat or board size. Reduce main-deck emphasis: Introduction to Prophecy and Mesmeric Fiend when they fail to change the next attack step. + +- Midrange role rule: Add role cards according to the opponent's actual axis: Red Elemental Blast for blue answers, Mesmeric Fiend for removal-heavy hands, Suplex for must-answer creatures, and Introduction to Prophecy for attrition. Reduce main-deck emphasis: the narrowest removal or draw effects once the opponent's public cards reveal which resources matter. + +- Graveyard matchup rule: Keep Bojuka Bog in the main configuration and do not weaken Unearth lines unless the opponent's hate makes the graveyard unreliable. Mesmeric Fiend can protect Bojuka Bog timing or a combo turn; Cast into the Fire or Suplex should be used only if the graveyard deck presents visible creatures or artifacts that matter. + +- Role-change rule: When sideboarding increases interaction, pilot the deck as protected combo-control for the first turns, then become a combo deck as soon as Duress, Mesmeric Fiend, or Red Elemental Blast creates a safe window. Do not spend every sideboard card reactively if Goblin Matron can assemble the win. + +- Bad-card discipline: Leave Red Elemental Blast aside against nonblue decks, leave Introduction to Prophecy aside when life total is under immediate pressure, leave Mesmeric Fiend aside when the opponent can cheaply remove it without slowing down, and leave Origin of Metalbending aside until card text and matchup role are confirmed. + +- Sideboard legality rule: Submit only balanced registered-75 plans, and trust Veles validation if a generated plan is rejected. If the engine exposes only candidate plans, choose the plan whose added cards answer the visible matchup axis while preserving the core combo density. + +## Matchup Guidance + +- Aggro: Mulligan toward functional mana plus early board material, not speculative hands that need several draw steps before affecting combat. Prioritize Skirk Prospector, Putrid Goblin, Goblin Matron, Krark-Clan Shaman, and interaction that changes the next attack step; use Duress only when the opposing archetype is likely to have burn, pump, or removal that interrupts the combo. Add role cards: Suplex, Krark-Clan Shaman, and Cast into the Fire when legal targets are creatures, artifacts, or small permanents that decide combat. Reduce main-deck emphasis: slow selection and sacrifice draw when they cost mana without preventing damage before the next combat. + +- Control: Treat the game as protected combo, not pure attrition, because the deck still wins fastest by assembling Skirk Prospector, Putrid Goblin, First Day of Class, and a payoff route. Lead with Duress or Mesmeric Fiend before committing First Day of Class or Goblin Matron into open mana when the legal action set allows it. Add role cards: Red Elemental Blast against blue cards, Mesmeric Fiend against removal or counterspell density, and Introduction to Prophecy when both players are trading resources. Reduce main-deck emphasis: creature-only interaction, Krark-Clan Shaman without targets, and clunky battlefield cards that do not protect the combo window. + +- Combo: Race only after checking whether Duress, Mesmeric Fiend, or Bojuka Bog can break the opponent's critical turn. Use Goblin Matron to find the missing deterministic creature piece when your hand already has First Day of Class or Skirk Prospector; use disruption first when the opponent can plausibly win before your next turn. Add role cards: Mesmeric Fiend, Introduction to Prophecy, and Red Elemental Blast only if the opposing combo uses blue cards or blue interaction. Reduce main-deck emphasis: removal that does not interact with the opponent's visible engine, and slow sacrifice-value lines unless they dig directly toward a missing combo piece. + +- Tempo: Force the opponent to answer cheap, redundant threats before spending the decisive First Day of Class. Sequence Putrid Goblin and Skirk Prospector so that removal and bounce do not strand a single fragile piece; use Unearth to punish one-for-one interaction after the opponent taps low. Add role cards: Red Elemental Blast for blue tempo, Mesmeric Fiend when hand pressure can expose the safe turn, and Suplex when a single tempo creature is the clock. Reduce main-deck emphasis: expensive or sorcery-speed lines that walk into open mana without improving the board. + +- Midrange: Identify whether the opponent is pressuring life, attacking the hand, or answering creatures, then choose the axis that converts fastest into a combo turn. Value Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Unearth, and Goblin Matron in longer games, but do not let value sequencing delay a protected lethal or near-lethal engine. Add role cards: Mesmeric Fiend for removal-heavy hands, Red Elemental Blast for blue midrange, Suplex for must-answer creatures, and Introduction to Prophecy when the game becomes resource trading. Reduce main-deck emphasis: the narrowest removal or least relevant card-flow effect after visible cards reveal the opponent's plan. + +- Big mana: Treat the first three turns as a race to either combo or remove the payoff from the opponent's hand. Duress and Mesmeric Fiend are strongest before the opponent converts mana into large spells; Goblin Matron should usually find the missing combo creature instead of an attrition piece unless survival is already threatened. Add role cards: Red Elemental Blast only against blue big-mana payoffs or interaction, Mesmeric Fiend for hand disruption, and Introduction to Prophecy when the matchup slows into draw-go. Reduce main-deck emphasis: small-creature sweepers and combat tricks if the opponent is not winning through low-toughness creatures. + +- Graveyard decks: Preserve Bojuka Bog timing for a graveyard state that matters, and avoid spending it as a tapped black source if another land can support the current turn. Use Duress or Mesmeric Fiend to take enablers or protection when visible information shows the graveyard line is imminent; use Unearth normally unless opposing graveyard hate or exile effects make recursion unreliable. Add role cards: Mesmeric Fiend and Introduction to Prophecy; add Cast into the Fire or Suplex only when visible artifacts or creatures are part of the graveyard engine. Reduce main-deck emphasis: battlefield-only interaction when the graveyard is the real resource. + +- Artifact and enchantment decks: Decide whether the artifact/enchantment is the engine, the mana, or just a body before spending sideboard interaction. Cast into the Fire is the main artifact-pressure role card, while Origin of Metalbending requires Card text check required and should be used only when the rules engine exposes relevant legal actions. Makeshift Munitions, Ichor Wellspring, Fanatical Offering, and Vault of Whispers can matter in artifact mirrors or attrition games, but do not sacrifice combo density just to play a longer value game. Add role cards: Cast into the Fire, Suplex, Krark-Clan Shaman for artifact creature swarms, and Origin of Metalbending conditionally. Reduce main-deck emphasis: Duress after the opponent empties its hand and creature-only cards that do not answer the visible artifact engine. + +- Go-wide decks: Stabilize before comboing if the board presents lethal or near-lethal pressure. Krark-Clan Shaman is the highest-impact role card when small creatures define the game, but sequence sacrifices so your own Skirk Prospector, Putrid Goblin, Goblin Matron, and utility creatures are not lost without a payoff. Add role cards: Krark-Clan Shaman, Suplex, and Cast into the Fire when the engine shows legal targets that reduce the next attack. Reduce main-deck emphasis: Duress, slow selection, and sacrifice draw that leaves the opponent's battlefield intact. + +- Single-threat decks: Use discard, edict-style effects, and targeted interaction around the one permanent that determines the game. Accursed Marauder can matter when the opponent relies on a single creature, but Card text check required for exact sacrifice wording and timing; do not assume it answers hexproof, ward, or protected threats unless Forge exposes the legal result. Add role cards: Suplex, Mesmeric Fiend, and Red Elemental Blast if the threat or protection is blue. Reduce main-deck emphasis: sweepers and small damage effects when they do not remove the named threat. + +- Burn: Protect life total as a hard resource and avoid unnecessary self-damage or slow tapped-land tempo losses when a cheaper line keeps interaction available. Duress is better before the opponent empties its hand; Toxin Analysis and other life-swing lines require Card text check required for exact effect and should be chosen only when the legal action meaning is visible. Add role cards: Mesmeric Fiend if it can take a burn spell or force removal, Introduction to Prophecy only in slower burn variants, and Red Elemental Blast only against blue burn-tempo shells. Reduce main-deck emphasis: clunky sacrifice draw and nonessential Rakdos Carnarium exposure when tempo loss matters. + +- Removal-heavy decks: Assume the first visible creature may die and plan for redundancy, Unearth, and discard-backed commitment. Cast Putrid Goblin before exposing Skirk Prospector when you need a persistent body; cast Duress or Mesmeric Fiend before First Day of Class when the opponent has open mana and cards in hand. Use Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, and Dark-Dweller Oracle as rebuild tools when the combo is disrupted, but pivot back to Goblin Matron as soon as a protected line appears. Add role cards: Mesmeric Fiend, Introduction to Prophecy, and Red Elemental Blast against blue removal. Reduce main-deck emphasis: fragile nonessential creatures and removal with no live targets. + +## Specific Matchup Notes + +- General/archetype-only: No fixed opposing decklist is supplied for this batch, so revealed cards, public zones, and Veles legal actions override every matchup assumption. Use these notes to rank priorities, not to infer hidden cards or force illegal lines. + +- Blue tempo or blue control: Protect the commitment turn before spending First Day of Class into open mana. Lead with Duress or Mesmeric Fiend when legal, pressure with Putrid Goblin and Goblin Matron, and commit Skirk Prospector only when the line advances through removal or permission. Add role cards: Red Elemental Blast, Mesmeric Fiend, Introduction to Prophecy. Reduce main-deck emphasis: low-impact creature interaction and slow sacrifice draw when the opponent is holding mana for stack interaction. + +- Fast creature aggro: Preserve life and blockers until the combo turn is real. Krark-Clan Shaman is the highest-impact stabilizer when the opponent presents multiple small creatures; Toxin Analysis requires Card text check required, so use it only when the exposed action text clearly improves combat, life, or removal. Add role cards: Krark-Clan Shaman, Suplex, Cast into the Fire when artifacts are involved. Reduce main-deck emphasis: slow Duress lines after the opponent has emptied its hand and Eviscerator's Insight lines that sacrifice needed blockers. + +- Removal-heavy midrange: Treat every single creature as temporary unless recursion or discard protects the next turn cycle. Putrid Goblin and Unearth make one-for-one removal less damaging, while Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, and Dark-Dweller Oracle can rebuild without abandoning the combo. Add role cards: Mesmeric Fiend, Introduction to Prophecy, Red Elemental Blast against blue removal. Reduce main-deck emphasis: narrow creature answers with no visible targets. + +- Graveyard or recursion decks: Time Bojuka Bog for a graveyard state that changes the opponent's next legal line, not merely for mana. Duress and Mesmeric Fiend should take enablers, payoffs, or protection visible in hand; do not overvalue your own Unearth if opposing exile effects are public. Add role cards: Mesmeric Fiend, Introduction to Prophecy, Cast into the Fire or Suplex only when visible artifacts or creatures drive the graveyard plan. Reduce main-deck emphasis: battlefield-only interaction when the graveyard is the active resource. + +- Artifact decks: Identify whether the artifact is mana, pressure, sacrifice fuel, or the actual engine before spending interaction. Cast into the Fire is the clearest role card for visible artifact targets; Origin of Metalbending requires Card text check required and should be chosen only when Forge exposes relevant legal text. Add role cards: Cast into the Fire, Suplex, Krark-Clan Shaman for artifact creature boards, Origin of Metalbending conditionally. Reduce main-deck emphasis: Duress after the hand is low and creature-only answers that miss the engine. + +- Big mana or slow combo: Race to assemble Skirk Prospector, Putrid Goblin, First Day of Class, and a payoff path through Goblin Matron, while using Duress or Mesmeric Fiend before the opponent converts mana into a decisive spell. Add role cards: Mesmeric Fiend, Red Elemental Blast only against blue payoffs or permission, Introduction to Prophecy for slower resource games. Reduce main-deck emphasis: Krark-Clan Shaman and other small-board control when they do not affect the clock. + +## Risk Summary + +- Mana risk: The deck needs black early for Duress and Unearth, red for First Day of Class, Skirk Prospector, Makeshift Munitions, and Goblin Matron turns, and tempo from Rakdos Carnarium without losing a critical turn. Keep hands that can execute a two-turn plan; punishable tapped-land sequences are a real loss mode against aggro and tempo. + +- Matchup risk: The deck can misidentify its role and spend turns drawing cards while the opponent presents lethal or spends interaction while the opponent has no relevant engine. Reassess after every revealed card, public graveyard change, and combat step. + +- Draw risk: Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, and Dark-Dweller Oracle are rebuild tools, not excuses to delay a protected combo. Sacrifice draw is risky when it consumes Skirk Prospector, Putrid Goblin, or a necessary blocker without creating a stronger next turn. + +- Over-sideboarding risk: Adding too many role cards can dilute the core Skirk Prospector, Putrid Goblin, First Day of Class, Goblin Matron, and payoff structure. Sideboard plans should answer the visible opposing axis while preserving enough combo density to end the game. + +- Graveyard risk: Unearth is powerful but fragile against exile, and Bojuka Bog can hurt the opponent only if timed before their graveyard converts into action. Do not spend Bojuka Bog as a casual tapped black source when a meaningful graveyard window is likely. + +- Sweeper and removal risk: Krark-Clan Shaman, opposing sweepers, and targeted removal can erase the exact creature mix needed for the combo. Commit First Day of Class only when the current board, hand, mana, and recursion make waiting worse or when legal action text shows deterministic execution. + +- Closer risk: Makeshift Munitions, Stormshriek Feral, Boiling Rock Prison, and other payoff lines require Card text check required where exact text is uncertain. Use them conditionally from visible legal actions, and do not assume lethal, drain, damage, or loop certainty unless Forge exposes it. + +- Interaction risk: Duress, Mesmeric Fiend, Red Elemental Blast, Suplex, Cast into the Fire, Accursed Marauder, and Toxin Analysis must hit the card or permanent that changes the next turn cycle. Spending interaction on a low-impact target can leave the deck without protection for the commitment turn. + +- Sequencing risk: The highest-risk turns involve choosing between setup, discard, tutor, and commitment. Prefer the line that keeps the most live follow-up actions after the opponent's next meaningful response, especially when Goblin Matron can find the missing creature or Unearth can recover a removed one. + +## Test Feedback Checklist + +- Deciding factor: What visible game event decided the game: successful Skirk Prospector plus Putrid Goblin setup, protected First Day of Class commitment, Goblin Matron finding the missing piece, opponent pressure, mana stumble, graveyard disruption, or failure to find a payoff such as Makeshift Munitions or Stormshriek Feral? + +- Mulligan review: Did the opening hand have functional black and red mana, a two-turn plan, and either combo density or interaction? Record whether hands with Duress, Unearth, Ichor Wellspring, or Fanatical Offering were kept as real plans or as hope-based keeps. + +- Mana review: Did Mountain, Swamp, Bojuka Bog, Vault of Whispers, and Rakdos Carnarium sequencing preserve the color needed for the next known legal action? Flag any game where Rakdos Carnarium gained resources but lost the tempo turn that mattered. + +- Velocity review: Did Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Dark-Dweller Oracle, or Unearth produce meaningful action before the opponent’s next decisive turn? Mark sacrifice-draw lines bad when they consumed Skirk Prospector, Putrid Goblin, or a needed blocker without improving the next turn cycle. + +- Engine review: Did the deck assemble Skirk Prospector, Putrid Goblin, First Day of Class, and a legal payoff route, or did one missing axis strand the rest? Track which piece was missing most often and whether Goblin Matron could have found it earlier. + +- Interaction review: Did Duress, Mesmeric Fiend, Red Elemental Blast, Suplex, Cast into the Fire, Accursed Marauder, Krark-Clan Shaman, or Toxin Analysis answer the card that changed the next turn cycle? Treat Toxin Analysis outcomes as conditional until Card text check required is resolved. + +- Sideboard review: Did added role cards answer the opponent’s visible axis while preserving the combo core? Note any post-board game where Introduction to Prophecy, Origin of Metalbending, Red Elemental Blast, Cast into the Fire, Suplex, Mesmeric Fiend, or the second Krark-Clan Shaman was drawn without a relevant target or timing window. + +- Closing review: Did the deck convert a winning position into lethal or a locked engine, or did it continue drawing and tutoring after commitment was already available? Record whether Makeshift Munitions, Stormshriek Feral, Boiling Rock Prison, or combat damage actually closed games; use Card text check required for uncertain payoff assumptions. + +- Role review: Did the pilot correctly choose between racing, stabilizing, rebuilding, and protecting the combo? Flag games where Duress was too slow against an empty-handed aggro opponent or Krark-Clan Shaman was held too long against a wide board. + +- Mistake review: Did any pass, attack, block, sacrifice, tutor, or mana payment ignore a visible legal action that would have improved survival or combo progress? Separate rules-engine legality limits from pilot choice errors. + +- Stranded-card review: Which cards remained unusable because of color, timing, board state, target absence, graveyard exile, or role mismatch? Track stranded First Day of Class, Unearth, Goblin Matron, Fanatical Offering, Red Elemental Blast, Suplex, and Cast into the Fire separately. + +- Performance review: Which exact cards overperformed or underperformed by matchup and stage? Record Skirk Prospector, Putrid Goblin, First Day of Class, Goblin Matron, Ichor Wellspring, Duress, Unearth, Fanatical Offering, Bojuka Bog, and every sideboard card by action taken, not by impression alone. + +## First Tuning Questions + +- Card quantity question: Is the deck losing because it lacks enough payoff access after assembling Skirk Prospector, Putrid Goblin, and First Day of Class? If yes, test whether Makeshift Munitions, Stormshriek Feral, Boiling Rock Prison, or another legal payoff slot needs different quantity after exact card text is verified. + +- Combo density question: Is Goblin Matron too often forced to find the first required creature instead of completing the chain? If yes, examine whether Skirk Prospector, Putrid Goblin, Impulsive Pilferer, Dark-Dweller Oracle, or Accursed Marauder quantities create too many single-card bottlenecks. + +- Mana question: Are Rakdos Carnarium and Bojuka Bog causing tapped-land tempo losses more often than they provide value? If yes, revisit the balance of Mountain, Swamp, Vault of Whispers, Bojuka Bog, and Rakdos Carnarium for early black disruption and red combo turns. + +- Aggro-plan question: Is the deck dying before sacrifice draw and tutors matter? If yes, consider whether the maindeck or sideboard needs more reliable early stabilization around Krark-Clan Shaman, Suplex, Accursed Marauder, or Toxin Analysis after Card text check required. + +- Control-plan question: Is the deck losing to permission or removal on the commitment turn? If yes, test whether Duress, Mesmeric Fiend, Red Elemental Blast, and recursive Unearth lines provide enough protection without slowing the clock too much. + +- Velocity question: Are Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, and Dark-Dweller Oracle drawing cards but not converting into wins? If yes, tune toward either faster combo assembly or stronger interaction rather than more generic card flow. + +- Graveyard question: Is Unearth reliable in the expected metagame, or are opposing exile effects making it a weak rebuild plan? If graveyard hate is common, ask whether Bojuka Bog timing and threat density need adjustment. + +- Sideboard-slot question: Which sideboard cards had no high-impact target across multiple matches? Introduction to Prophecy, Origin of Metalbending, Red Elemental Blast, Cast into the Fire, Suplex, Mesmeric Fiend, and Krark-Clan Shaman should each justify its slot by matchup role. + +- Role-conflict question: Is the deck trying to be combo, midrange, artifact value, and sacrifice control in the same draw? If yes, tune by matchup stage so post-board plans do not dilute Skirk Prospector, Putrid Goblin, First Day of Class, and Goblin Matron below functional density. + +## Veles Tactical Policy + +### Policy: Keep Functional Combo Or Interaction Hands +- Priority: High +- Decision families: mulligan +- Cards: Skirk Prospector, Putrid Goblin, First Day of Class, Goblin Matron, Duress, Unearth, Ichor Wellspring, Fanatical Offering +- Phase windows: pregame mulligan and London bottom decisions. +- Runtime cues: opening hand, legal keep, legal mulligan, legal bottom-card actions. +- Use when: the hand has functional mana plus either two combo axes, Goblin Matron access, or Duress plus draw/recursion to reach the next turn cycle. +- Avoid when: the hand lacks red or black access, contains only payoff text without setup, or cannot cast a meaningful spell before pressure matters. +- Instructions: Keep hands that can develop Skirk Prospector or Putrid Goblin and either find, protect, or recur the missing piece; bottom excess expensive, duplicate, or contextless cards before cutting mana that enables the first two turns. +- Pilot skill floor: Light-model should compare the first two turns, not just count lands. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sequence Early Mana For Both Colors +- Priority: Medium +- Decision families: mana +- Cards: Mountain, Swamp, Bojuka Bog, Rakdos Carnarium, Vault of Whispers +- Phase windows: opening turns, land play, mana payment prompts. +- Runtime cues: legal land-play actions, legal mana-source actions, visible hand colors. +- Use when: choosing the first land, bouncing a land with Rakdos Carnarium, or paying costs while future black and red actions are visible. +- Avoid when: a tapped land would skip the only current stabilization or combo-development play. +- Instructions: Preserve red for Skirk Prospector, First Day of Class, and sacrifice payoffs; preserve black for Duress, Unearth, Fanatical Offering, Eviscerator's Insight, and sideboard discard. +- Pilot skill floor: Light-model should account for next-turn legal colors and tempo. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Establish The First Required Creature +- Priority: Medium +- Decision families: priority, mana +- Cards: Skirk Prospector, Putrid Goblin, Goblin Matron, Unearth +- Phase windows: main phases before combo commitment. +- Runtime cues: legal cast actions for Skirk Prospector, Putrid Goblin, Goblin Matron, or Unearth. +- Use when: no required creature is on battlefield and a legal play develops Skirk Prospector, Putrid Goblin, or a Goblin Matron path. +- Avoid when: visible opposing pressure requires an immediate survival action or Duress must precede development to protect a fragile commitment. +- Instructions: Lead with the creature that unlocks the most future legal actions; use Goblin Matron as the bridge when the hand lacks a specific Goblin piece. +- Pilot skill floor: Light-model should identify which combo axis is missing. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Commit To The Combo Only After Gate Check +- Priority: High +- Decision families: priority, mana, interaction +- Cards: Skirk Prospector, Putrid Goblin, First Day of Class, Goblin Matron, Duress, Mesmeric Fiend, Unearth, Makeshift Munitions, Stormshriek Feral, Boiling Rock Prison +- Phase windows: main phases, priority windows before casting First Day of Class or sacrificing key creatures. +- Runtime cues: legal cast First Day of Class, legal sacrifice actions, visible payoff actions, opponent open mana, revealed hand, graveyards. +- Use when: the visible line can assemble Skirk Prospector plus Putrid Goblin plus First Day of Class and has a payoff, tutor chain, protection, or waiting risks losing the window. +- Avoid when: the opponent has revealed disruption, open interaction strongly threatens the only required piece, or no payoff/continuation is visible after the engine starts. +- Instructions: Treat First Day of Class as the commitment gate; protect it with Duress or Mesmeric Fiend when available and avoid sacrificing irreplaceable pieces before the engine is legally ready. +- Pilot skill floor: Light-model should reason about disruption, redundancy, clock, and whether waiting is worse. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Execute Deterministic Putrid Goblin Loop Actions +- Priority: High +- Decision families: priority, mana +- Cards: Skirk Prospector, Putrid Goblin, First Day of Class +- Phase windows: post-commitment combo execution while the rules engine offers loop-relevant actions. +- Runtime cues: action:sacrifice Putrid Goblin, action:activate Skirk Prospector, action:add R. +- Use when: Skirk Prospector, Putrid Goblin, and an active resolved First Day of Class effect are visible, and the legal action text names sacrificing Putrid Goblin to Skirk Prospector for mana. +- Avoid when: First Day of Class is not resolved or the legal action text does not identify Putrid Goblin as the sacrificed object. +- Instructions: Choose the exact visible sacrifice/mana action that continues the already selected loop; stop routing no-API if the legal action set changes to targets, tutors, or payoff choices. +- Pilot skill floor: No-API may execute only exact visible loop actions. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Choose Goblin Matron Tutor Target +- Priority: Medium +- Decision families: selection +- Cards: Goblin Matron, Skirk Prospector, Putrid Goblin, Krark-Clan Shaman, Impulsive Pilferer, Dark-Dweller Oracle +- Phase windows: Goblin Matron search and reveal prompts. +- Runtime cues: legal candidate cards from library search, current battlefield and hand. +- Use when: Goblin Matron resolves and the rules engine exposes legal Goblin candidates. +- Avoid when: the prompt candidate list is hidden, empty, or does not expose exact card names. +- Instructions: Find the missing engine creature first, find Krark-Clan Shaman for wide-board survival, and find Dark-Dweller Oracle or Impulsive Pilferer only when their visible text and current resources support the selected plan; Card text check required for uncertain non-core Goblin uses. +- Pilot skill floor: Light-model should select the target from visible missing-piece logic. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Use Discard To Protect Or Disrupt The Next Turn Cycle +- Priority: Medium +- Decision families: interaction, selection +- Cards: Duress, Mesmeric Fiend +- Phase windows: early main phases, pre-commitment turns, post-board disruption windows. +- Runtime cues: legal cast Duress, legal cast Mesmeric Fiend, revealed opponent hand, legal discard target actions. +- Use when: the opponent has unknown or revealed interaction, combo, sweeper, or payoff cards that affect the next turn cycle. +- Avoid when: the opponent hand is empty, the current board demands survival, or spending mana prevents the only legal combo/stabilization play. +- Instructions: Take the card that most directly stops the selected plan or kills you before the plan matters; do not infer exact hidden cards beyond revealed information and archetype context. +- Pilot skill floor: Light-model should compare revealed candidates and immediate board pressure. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Recur A Named Combo Creature With Unearth +- Priority: Medium +- Decision families: priority, selection +- Cards: Unearth, Skirk Prospector, Putrid Goblin, Goblin Matron +- Phase windows: main phases, recovery turns, combo setup turns. +- Runtime cues: action:target self Putrid Goblin, action:target self Skirk Prospector, action:target self Goblin Matron. +- Use when: the graveyard contains the exact named creature, Unearth is legal, and that creature is the missing visible setup piece for the selected line. +- Avoid when: graveyard exile is pending, the target does not appear in legal action text, or a different graveyard target requires strategic comparison. +- Instructions: Choose the exact self-target action for the missing core creature after the line is selected; route non-core targets through light-model. +- Pilot skill floor: No-API may execute exact target-self recursion for core pieces only. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Convert Artifacts And Expendable Material Into Cards +- Priority: Medium +- Decision families: priority, selection +- Cards: Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Dark-Dweller Oracle, Vault of Whispers +- Phase windows: main phases, sacrifice prompts, draw-engine turns. +- Runtime cues: legal sacrifice-cost actions, visible expendable artifacts or creatures, current hand size and pressure. +- Use when: card flow finds missing combo pieces or recovers after disruption without sacrificing the only engine creature or needed blocker. +- Avoid when: the cost consumes Skirk Prospector, Putrid Goblin, a protected Goblin Matron chain, or the only blocker under lethal pressure. +- Instructions: Prefer sacrificing Ichor Wellspring or expendable material before core creatures; Card text check required for exact Eviscerator's Insight and Dark-Dweller Oracle timing if legal text is ambiguous. +- Pilot skill floor: Light-model should evaluate cost, pressure, and next-turn payoff. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Fire Board Control Only When It Changes Survival +- Priority: High +- Decision families: interaction, combat +- Cards: Krark-Clan Shaman, Accursed Marauder, Toxin Analysis, Suplex, Cast into the Fire +- Phase windows: combat setup, main phases before attacks, removal prompts, sideboard games. +- Runtime cues: legal removal or sacrifice actions, visible attackers, blockers, artifacts, creatures, life totals. +- Use when: the legal action removes lethal pressure, breaks a wide board, clears a blocker for a deterministic kill, or answers a visible artifact threat. +- Avoid when: the effect would destroy your required engine pieces without survival or lethal gain. +- Instructions: Spend interaction on the threat that changes the next combat or combo window; Card text check required for Toxin Analysis, Suplex, and Cast into the Fire exact effects. +- Pilot skill floor: Light-model should reason from visible battlefield and legal targets. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Assign Combat Conservatively Around Engine Creatures +- Priority: Medium +- Decision families: combat +- Cards: Skirk Prospector, Putrid Goblin, Goblin Matron, Impulsive Pilferer, Stormshriek Feral +- Phase windows: declare attackers, declare blockers, combat damage, post-combat. +- Runtime cues: legal attack or block actions, visible power/toughness, tapped status, summoning sickness, life totals. +- Use when: combat choices can preserve survival, buy time, or close a game after combo pressure is established. +- Avoid when: attacking exposes the only Skirk Prospector or Putrid Goblin needed for a near-term combo without lethal or survival benefit. +- Instructions: Protect core engine creatures unless the legal trade prevents lethal, enables a known sacrifice value line, or ends the game; Card text check required for Stormshriek Feral combat assumptions. +- Pilot skill floor: Light-model should evaluate race math and engine dependency. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Handle Payoff Targeting After Combo Commitment +- Priority: High +- Decision families: interaction, priority +- Cards: Makeshift Munitions, Stormshriek Feral, Boiling Rock Prison +- Phase windows: post-engine loop, damage/kill prompts, main phase payoff windows. +- Runtime cues: action:target opponent Makeshift Munitions, action:target opponent Stormshriek Feral, action:target opponent Boiling Rock Prison. +- Use when: the combo line is already selected, the legal action text names a payoff source and opponent target, and visible life totals show the action contributes to ending the game. +- Avoid when: payoff text is uncertain, target choices include creatures or planeswalkers needing comparison, or the action text does not name the opponent target. +- Instructions: Use exact opponent-target payoff actions only after commitment; Card text check required for Stormshriek Feral and Boiling Rock Prison before assuming deterministic lethal. +- Pilot skill floor: No-API only for exact visible opponent-target payoff text. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Respect Priority Passes With Interaction Available +- Priority: Medium +- Decision families: priority, interaction +- Cards: Duress, Red Elemental Blast, Unearth, Fanatical Offering, Eviscerator's Insight, Makeshift Munitions +- Phase windows: opponent end step, stack response windows, combat trick windows, pre-combat and post-combat priority. +- Runtime cues: legal pass, legal instant-speed action, visible stack, visible attackers or lethal clock. +- Use when: passing preserves mana for a better response or no legal action improves survival, combo progress, or disruption. +- Avoid when: the stack contains a must-answer spell, a visible lethal attack is next, or a legal action protects a selected combo commitment. +- Instructions: Explain every pass by what is being declined; Red Elemental Blast is sideboard interaction only against legal targets and Card text check required for target restrictions. +- Pilot skill floor: Light-model should compare pass against each legal instant-speed action. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Use Bojuka Bog As Timed Graveyard Interaction +- Priority: Medium +- Decision families: mana, interaction +- Cards: Bojuka Bog, Rakdos Carnarium +- Phase windows: land play, bounce-land sequencing, graveyard-pressure turns. +- Runtime cues: legal play Bojuka Bog, legal Rakdos Carnarium bounce, opponent graveyard contents. +- Use when: the opponent graveyard visibly enables recursion, threshold, delve, flashback, or another graveyard payoff before your next turn. +- Avoid when: playing Bojuka Bog tapped prevents the only required immediate spell and the opponent graveyard is not visibly relevant. +- Instructions: Treat Bojuka Bog as both a land and timed interaction; use Rakdos Carnarium bounce to reuse it only when tempo loss is acceptable. +- Pilot skill floor: Light-model should weigh graveyard impact against color and tempo. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Without Diluting The Core Engine +- Priority: High +- Decision families: sideboard +- Cards: Introduction to Prophecy, Red Elemental Blast, Origin of Metalbending, Krark-Clan Shaman, Suplex, Cast into the Fire, Mesmeric Fiend, Skirk Prospector, Putrid Goblin, First Day of Class, Goblin Matron +- Phase windows: post-game sideboarding, Game 2 and Game 3 configuration. +- Runtime cues: sideboard candidate plans, revealed opponent archetype, previous-game public cards, legal registered-75 swaps. +- Use when: selecting post-board role cards for permission, artifacts, wide creatures, removal, discard, or slower card selection. +- Avoid when: a plan cuts below functional density of Skirk Prospector, Putrid Goblin, First Day of Class, or Goblin Matron without a matchup-specific reason. +- Instructions: Add Red Elemental Blast only where legal targets matter, Cast into the Fire for artifact or small-permanent roles after Card text check required, Suplex for creature interaction after Card text check required, Mesmeric Fiend for disruption, Krark-Clan Shaman for wide boards, Introduction to Prophecy and Origin of Metalbending only when their verified text fits the matchup speed. +- Pilot skill floor: Light-model should preserve combo density while adding role cards. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Choose Lessons Or Sideboard Utility From Legal Prompts Only +- Priority: Low +- Decision families: selection +- Cards: Introduction to Prophecy, First Day of Class +- Phase windows: learn/lesson-style selection prompts if the rules engine exposes them. +- Runtime cues: legal selection list includes Introduction to Prophecy, legal action text from First Day of Class. +- Use when: the engine presents an explicit legal candidate list and Introduction to Prophecy is a visible legal choice. +- Avoid when: the engine does not expose a candidate list, the card is not legal in the prompt, or selecting it would replace a required combo action this turn. +- Instructions: Do not assume sideboard access unless the legal prompt provides it; Card text check required for exact Lesson or selection mechanics at runtime. +- Pilot skill floor: Light-model may choose among visible legal candidates. +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/goblins_combo/1/metadata.json b/strategies/pauper/goblins_combo/1/metadata.json new file mode 100644 index 0000000..8997871 --- /dev/null +++ b/strategies/pauper/goblins_combo/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "Rakdos Putrid Goblin combo with Matron tutoring and sacrifice outlets", + "created_at": 1780472391, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "sacrifice", + "aristocrats", + "artifact" + ], + "source_metadata": { + "base_choice": "goblins_combo:v1", + "generated_at": "2026-06-14T12:36:33.162206+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "goblins_combo", + "strategy_label": "Goblins Combo", + "tags": [ + "combo", + "midrange", + "sacrifice", + "aristocrats", + "artifact" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/goblins_combo/1/reflection.md b/strategies/pauper/goblins_combo/1/reflection.md new file mode 100644 index 0000000..6c37464 --- /dev/null +++ b/strategies/pauper/goblins_combo/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Goblins Combo + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: What visible game event decided the game: successful Skirk Prospector plus Putrid Goblin setup, protected First Day of Class commitment, Goblin Matron finding the missing piece, opponent pressure, mana stumble, graveyard disruption, or failure to find a payoff such as Makeshift Munitions or Stormshriek Feral? + +- Mulligan review: Did the opening hand have functional black and red mana, a two-turn plan, and either combo density or interaction? Record whether hands with Duress, Unearth, Ichor Wellspring, or Fanatical Offering were kept as real plans or as hope-based keeps. + +- Mana review: Did Mountain, Swamp, Bojuka Bog, Vault of Whispers, and Rakdos Carnarium sequencing preserve the color needed for the next known legal action? Flag any game where Rakdos Carnarium gained resources but lost the tempo turn that mattered. + +- Velocity review: Did Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Dark-Dweller Oracle, or Unearth produce meaningful action before the opponent’s next decisive turn? Mark sacrifice-draw lines bad when they consumed Skirk Prospector, Putrid Goblin, or a needed blocker without improving the next turn cycle. + +- Engine review: Did the deck assemble Skirk Prospector, Putrid Goblin, First Day of Class, and a legal payoff route, or did one missing axis strand the rest? Track which piece was missing most often and whether Goblin Matron could have found it earlier. + +- Interaction review: Did Duress, Mesmeric Fiend, Red Elemental Blast, Suplex, Cast into the Fire, Accursed Marauder, Krark-Clan Shaman, or Toxin Analysis answer the card that changed the next turn cycle? Treat Toxin Analysis outcomes as conditional until Card text check required is resolved. + +- Sideboard review: Did added role cards answer the opponent’s visible axis while preserving the combo core? Note any post-board game where Introduction to Prophecy, Origin of Metalbending, Red Elemental Blast, Cast into the Fire, Suplex, Mesmeric Fiend, or the second Krark-Clan Shaman was drawn without a relevant target or timing window. + +- Closing review: Did the deck convert a winning position into lethal or a locked engine, or did it continue drawing and tutoring after commitment was already available? Record whether Makeshift Munitions, Stormshriek Feral, Boiling Rock Prison, or combat damage actually closed games; use Card text check required for uncertain payoff assumptions. + +- Role review: Did the pilot correctly choose between racing, stabilizing, rebuilding, and protecting the combo? Flag games where Duress was too slow against an empty-handed aggro opponent or Krark-Clan Shaman was held too long against a wide board. + +- Mistake review: Did any pass, attack, block, sacrifice, tutor, or mana payment ignore a visible legal action that would have improved survival or combo progress? Separate rules-engine legality limits from pilot choice errors. + +- Stranded-card review: Which cards remained unusable because of color, timing, board state, target absence, graveyard exile, or role mismatch? Track stranded First Day of Class, Unearth, Goblin Matron, Fanatical Offering, Red Elemental Blast, Suplex, and Cast into the Fire separately. + +- Performance review: Which exact cards overperformed or underperformed by matchup and stage? Record Skirk Prospector, Putrid Goblin, First Day of Class, Goblin Matron, Ichor Wellspring, Duress, Unearth, Fanatical Offering, Bojuka Bog, and every sideboard card by action taken, not by impression alone. diff --git a/strategies/pauper/green_tron/1/decklist.txt b/strategies/pauper/green_tron/1/decklist.txt new file mode 100644 index 0000000..2430be6 --- /dev/null +++ b/strategies/pauper/green_tron/1/decklist.txt @@ -0,0 +1,42 @@ +Main (60) +2 Mnemonic Wall +4 Urza's Tower +4 Urza's Power Plant +2 Visionary's Dance +4 Urza's Mine +2 Ghostly Flicker +4 Expedition Map +2 Weather the Storm +1 Bojuka Bog +2 Pulse of Murasa +1 Ephemerate +4 Prophetic Prism +3 Bonder's Ornament +2 Mystical Teachings +1 Moment's Peace +2 Prohibit +2 Impulse +1 Stonehorn Dignitary +1 Tangled Islet +1 Molten Tributary +1 Breath Weapon +1 Crop Rotation +4 Mulldrifter +2 Island +1 Remote Isle +1 Lórien Revealed +1 Murmuring Mystic +1 Conduit Pylons +2 Energy Refractor +1 Generous Ent + +Sideboard (15) +1 Moment's Peace +1 Dinrova Horror +4 Pyroblast +1 Blue Elemental Blast +1 Ancient Grudge +1 Rolling Thunder +1 Mystic Remora +4 Hydroblast +1 Breath Weapon diff --git a/strategies/pauper/green_tron/1/first_principles.md b/strategies/pauper/green_tron/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/green_tron/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/green_tron/1/guide.md b/strategies/pauper/green_tron/1/guide.md new file mode 100644 index 0000000..be2279b --- /dev/null +++ b/strategies/pauper/green_tron/1/guide.md @@ -0,0 +1,650 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck identity: Green Tron is a Pauper big-mana control deck using 4 Urza's Tower, 4 Urza's Power Plant, 4 Urza's Mine, 4 Expedition Map, and 1 Crop Rotation to assemble large generic mana, then convert that mana into card flow, recursion, prevention, and blink-based inevitability. +- Format validation: the registered format is Pauper; Veles should still defer legality, card text, timing, target validity, and cost payment to the rules engine at runtime, especially for less-standard inclusions such as Visionary's Dance, Energy Refractor, Conduit Pylons, Lórien Revealed, and Generous Ent. +- Count validation: the main deck contains exactly 60 cards and the sideboard contains exactly 15 cards; this guide treats the registered 75 as fixed unless a legal sideboard plan preserves all registered cards and produces a valid post-board deck. +- Archetype tags: use `big-mana`, `control`, and `blink` as the primary tags; the duplicate supplied tags collapse to the same functional identity rather than representing separate plans. +- Stock/rogue/hybrid status: this is a hybrid Green Tron shell, not a pure stock list, because the familiar Tron-control core of Urza lands, Expedition Map, Prophetic Prism, Bonder's Ornament, Mulldrifter, Mnemonic Wall, Ghostly Flicker, Moment's Peace, Pulse of Murasa, and Mystical Teachings is paired with more customized slots including Visionary's Dance, Murmuring Mystic, Energy Refractor, Conduit Pylons, and a compact one-of toolbox. +- Primary role concern: the pilot must identify whether the current game is about assembling Tron, surviving pressure, holding interaction, or committing a blink/value engine; do not spend mana merely because the deck can generate a lot of it. +- Mana concern: the deck's engine is generic-mana rich but color-fragile, so legal payments should preserve blue for Prohibit, Impulse, Mystical Teachings, Ghostly Flicker, Mulldrifter, Murmuring Mystic, Pyroblast-related stack fights after sideboarding where applicable, and red or green access when sideboard or utility cards require it. +- Color-fixing concern: Prophetic Prism, Energy Refractor, Bonder's Ornament, Tangled Islet, Molten Tributary, Conduit Pylons, Island, Remote Isle, Lórien Revealed, Generous Ent, Bojuka Bog, and Crop Rotation all affect color access or land sequencing; Veles should reason from visible available mana and legal payment prompts rather than assuming every splash is currently available. +- Role-package concern: this deck needs enough time for its recursion and card-advantage cards to matter, so Weather the Storm, Moment's Peace, Pulse of Murasa, Breath Weapon, Prohibit, and post-board Hydroblast, Blue Elemental Blast, Pyroblast, Ancient Grudge, Mystic Remora, Dinrova Horror, Rolling Thunder, and the second Moment's Peace should be valued by matchup pressure and visible board state. +- Card-text discipline: Card text check required for any tactical assumption about Visionary's Dance, Conduit Pylons, Lórien Revealed, Generous Ent, Mystic Remora, and newer or format-shifted cards if the runtime action text does not expose the relevant effect. +- Opponent information status: opponent knowledge is limited to the selected matchup/archetype label, public zones, visible permanents, stack objects, revealed cards, logged prior-game public information, and legal actions from the engine; do not infer exact hidden cards or choose lines that require hidden-library or hidden-hand certainty. +- Runtime authority: this Strategy Specification is advisory only; the decision agent must choose one legal `action_id` supplied by Veles and must not invent alternative targets, costs, timing windows, sideboard swaps, or rules outcomes. + +## Thesis + +- Core plan: Green Tron assembles 4 Urza's Tower, 4 Urza's Power Plant, and 4 Urza's Mine with 4 Expedition Map and 1 Crop Rotation, then turns oversized generic mana into repeated card advantage, fog effects, life gain, stack interaction, and blink recursion. +- Win pattern: the deck wins by surviving long enough for Mulldrifter, Mnemonic Wall, Ghostly Flicker, Mystical Teachings, Pulse of Murasa, Bonder's Ornament, and Murmuring Mystic to create an advantage loop the opponent cannot profitably attack through. +- Engine identity: Ghostly Flicker plus Mnemonic Wall is the central late-game recursion package, but Veles should only commit to blink loops when the visible board, legal targets, mana, and stack state make the loop legal and tactically worth exposing. +- Stabilization priority: against pressure, prioritize life total and turn-buying over raw card volume; Weather the Storm, Moment's Peace, Pulse of Murasa, Breath Weapon, Stonehorn Dignitary, and sideboard prevention/removal matter before slow inevitability. +- Mana priority: assemble Tron when not dying, but preserve colored mana from Prophetic Prism, Energy Refractor, Bonder's Ornament, Island, Tangled Islet, Molten Tributary, Remote Isle, Conduit Pylons, Lórien Revealed, Generous Ent, and Crop Rotation lines when interaction or setup depends on color. +- Interaction posture: this is not a tap-out ramp deck trying to cast the largest spell every turn; it is a control deck that spends big mana when the opponent's next turn cycle is covered by Prohibit, Moment's Peace, Weather the Storm, Pulse of Murasa, Breath Weapon, or post-board blasts. +- Threat discipline: do not treat Mulldrifter, Mnemonic Wall, Stonehorn Dignitary, or Murmuring Mystic as ordinary attackers unless combat is low-risk or damage meaningfully shortens the game; their main job is value, prevention, recursion, or board production. +- Card-text discipline: Card text check required for Visionary's Dance unless the runtime legal action text reveals its exact effect; use it conditionally as a registered nonland spell, not as an assumed payoff or answer. +- Runtime priority: choose only legal Veles actions, respect visible zones and revealed information, and prefer plays that either assemble mana, prevent a near-term loss, answer a relevant threat, or advance a protected recursion engine. + +## Role Package + +- Threats: Murmuring Mystic is the clearest proactive win condition because it can convert later spells into board presence if its legal text supports that role; protect it more highly when the opponent is low on visible removal or when repeated cantrips, interaction, and blink spells are already available. +- Threats: Mulldrifter is primarily a card-flow creature, but repeated Mulldrifter bodies can become the closing plan once the game is stable; avoid trading it in combat before its cards and recursion value have mattered unless blocking preserves survival. +- Threats: Mnemonic Wall and Stonehorn Dignitary can become slow attackers only after the opponent's pressure is contained; do not expose them in combat when their battlefield role is recursion or combat suppression. +- Payoffs: Ghostly Flicker is the defining payoff when paired with Mnemonic Wall and a useful second permanent such as Mulldrifter, Prophetic Prism, Energy Refractor, Bonder's Ornament, Stonehorn Dignitary, or Dinrova Horror after sideboarding, but target choice must follow legal engine output. +- Payoffs: Mystical Teachings converts mana into the best legal instant-speed tool available, so treat it as a decision point for stabilization, permission, fog, recursion, or card flow rather than as automatic card advantage. +- Payoffs: Rolling Thunder and Dinrova Horror are sideboard payoff cards for games where inevitability must become removal, reach, or board disruption; commit them after evaluating visible pressure, available mana, and opposing interaction. +- Engines: Prophetic Prism, Energy Refractor, and Bonder's Ornament are the color and card-flow infrastructure that lets Tron mana become actual spells; value them highly in openers that already contain Urza lands or Expedition Map. +- Engines: Mnemonic Wall plus Ghostly Flicker is the recursion engine; Mnemonic Wall plus Pulse of Murasa, Moment's Peace, Prohibit, or Mystical Teachings can also form smaller value loops when Ghostly Flicker is absent. +- Velocity: Expedition Map and Crop Rotation are the cleanest Tron-assembly tools; use them to complete missing Urza pieces first unless survival, colored mana, Bojuka Bog timing, or a known matchup need changes the priority. +- Velocity: Impulse, Mulldrifter, Lórien Revealed, Generous Ent, Prophetic Prism, Energy Refractor, and Bonder's Ornament help find lands, action, or colors; Card text check required for any mode or search assumption not exposed by legal action text. +- Interaction: Prohibit protects key windows and counters relevant spells when legal; spend it on threats, disruption, or engines that change the next turn cycle, not on low-impact spells just because mana is open. +- Interaction: Breath Weapon is the maindeck sweeper slot, and the sideboard Breath Weapon reinforces that role; use it when visible creatures make the exchange defensive or decisive rather than when it only trims minor pressure. +- Protection: Moment's Peace, Weather the Storm, Pulse of Murasa, Stonehorn Dignitary, Hydroblast, Blue Elemental Blast, Pyroblast, and Mystic Remora are protection or pressure-management tools by matchup; prioritize them when the opponent's visible or likely plan can beat the slow engine. +- Recursion: Pulse of Murasa buys life and returns a relevant card when legal, while Mnemonic Wall retrieves key spells; select recursion targets by immediate survival, engine completion, and future interaction windows. +- Mana: Urza's Tower, Urza's Power Plant, Urza's Mine, Expedition Map, Crop Rotation, Prophetic Prism, Energy Refractor, Bonder's Ornament, Tangled Islet, Molten Tributary, Remote Isle, Island, Bojuka Bog, Conduit Pylons, Lórien Revealed, and Generous Ent collectively determine whether the deck can cast its hand; preserve scarce colors when legal payment choices allow it. +- Sideboard modules: Moment's Peace improves creature-race survival, Dinrova Horror adds a blink payoff, Pyroblast fights blue decks and blue stack battles, Blue Elemental Blast and Hydroblast fight red pressure or red interaction, Ancient Grudge answers artifacts, Rolling Thunder adds scalable removal or reach, Mystic Remora pressures spell-heavy opponents, and Breath Weapon expands sweeper density. + +## Primary Win Conditions + +- Recursion engine: prioritize Mnemonic Wall plus Ghostly Flicker when the visible game is stable enough to spend mana on inevitability and the rules engine offers legal targets. Setup requires Mnemonic Wall on the battlefield or recoverable, Ghostly Flicker available or retrievable, enough mana including blue, and a second legal value permanent such as Mulldrifter, Prophetic Prism, Energy Refractor, Bonder's Ornament, or Stonehorn Dignitary. Execute by blinking Mnemonic Wall and the highest-impact second permanent, returning Ghostly Flicker or the needed instant from the graveyard, then repeating only when the legal actions, stack, and opponent pressure make the loop safe. Disruption to respect includes graveyard exile, removal on Mnemonic Wall, counterspells, and lethal pressure during the setup turn; prioritize this path when Tron is assembled or nearly assembled, life is not under immediate threat, and repeated cards or fogs will lock the opponent out of meaningful attacks. + +- Combat suppression engine: prioritize Stonehorn Dignitary with Ghostly Flicker or Ephemerate when creature combat is the opponent's main route to winning. Setup requires Stonehorn Dignitary to resolve and a legal blink action that can reuse its effect; Mnemonic Wall makes this stronger by recovering Ghostly Flicker, Moment's Peace, Pulse of Murasa, or another stabilizer. Execute by preventing the opponent's relevant combat windows, then convert the time into Mulldrifter cards, Mystical Teachings chains, Murmuring Mystic pressure, or repeated utility draws. Disruption to respect includes removal before blink resolution, noncombat reach, and stack interaction; prioritize this path over raw card draw when the opponent has lethal or a short clock from visible creatures. + +- Spell-pressure finisher: prioritize Murmuring Mystic when the deck needs a board-based win condition and can follow it with multiple cheap or repeatable noncreature spells. Setup requires enough colored mana to cast Murmuring Mystic and a hand or graveyard line involving Impulse, Prohibit, Ghostly Flicker, Mystical Teachings, Weather the Storm, Pulse of Murasa, Prophetic Prism, Energy Refractor, or other legal spells. Execute by preserving Murmuring Mystic through low-risk turns, casting interaction or filtering that already advances the game, and turning the resulting creatures into attacks once blocking duties and sweepers are accounted for. Disruption to respect includes removal, opposing sweepers, and racing pressure; prioritize this path when recursion is not assembled, the opponent is controlling rather than racing, or repeated small attackers will close before the opponent rebuilds. + +## Secondary Win Conditions + +- Mulldrifter value beats: use Mulldrifter as a secondary finisher after it has generated cards or when repeated blink and recursion make extra cards more important than immediate damage. Setup with Tron mana, Prophetic Prism or Energy Refractor for colors, and a legal way to cast, recur, or blink Mulldrifter. Execute by drawing into fogs, counters, tutors, and lands first, then attack when Mulldrifter is not needed as a blocker and the opponent cannot punish the tempo loss. Prioritize this line when Murmuring Mystic is absent or removed and the game is already controlled. + +- Teachings toolbox lock: use Mystical Teachings as a win path when the game hinges on finding the exact instant-speed stabilizer or recursion piece. Setup with enough mana and graveyard access to cast Mystical Teachings or its later legal modes if offered by the engine. Execute by selecting the card that changes the next turn cycle, such as Moment's Peace against attackers, Prohibit against a decisive spell, Pulse of Murasa for life and material, or Ghostly Flicker for engine assembly. Prioritize this path when the hand is clunky but mana is strong, or when passing with open mana covers more opponent lines than tapping out. + +- Sideboard payoff finishers: use Dinrova Horror or Rolling Thunder as post-board finishers only when sideboarding made them legal and the visible board supports their role. Dinrova Horror is strongest with blink recursion if its legal trigger can repeatedly disrupt the opponent; Rolling Thunder is strongest when available mana converts into lethal damage, a decisive sweep, or removal plus pressure. Disruption to respect includes counterspells, prevention, and insufficient mana; prioritize these cards when the normal slow engine is too vulnerable or too slow. + +- Conditional registered-card payoff: Card text check required for Visionary's Dance before treating it as a win condition, engine piece, removal spell, or stabilizer. If the rules engine exposes a legal action whose text clearly advances pressure, stabilization, or card advantage, evaluate it from the visible action text and current board rather than from assumed card function. + +## Emergency Lines + +- Behind on life: spend Weather the Storm, Pulse of Murasa, Moment's Peace, Stonehorn Dignitary, and Breath Weapon before greedy draw or engine setup when visible damage threatens the next turn cycle. Use Mystical Teachings to find survival if a legal instant can stop lethal or buy a full turn. Do not pay optional costs or tap colored mana for low-impact plays if that prevents a known legal stabilizer. + +- Behind on board: prioritize Breath Weapon, Moment's Peace, Stonehorn Dignitary, Ghostly Flicker on Stonehorn Dignitary, and relevant blockers over assembling a perfect loop. Mulldrifter, Mnemonic Wall, and Murmuring Mystic can block when survival is at stake, but avoid losing Mnemonic Wall if it is the only route to recurring a fog or answer. + +- Behind on cards: use Mulldrifter, Bonder's Ornament, Prophetic Prism, Energy Refractor, Impulse, Lórien Revealed, and Mystical Teachings to rebuild only after checking whether the opponent can punish a tap-out turn. If the legal choice is between drawing and stopping a decisive threat, stop the threat unless the draw spell is the only path to any answer. + +- Behind on mana or missing Tron: use Expedition Map and Crop Rotation to find the missing Urza's Tower, Urza's Power Plant, or Urza's Mine unless colored mana, Bojuka Bog timing, or immediate survival is more important. Use Prophetic Prism, Energy Refractor, Bonder's Ornament, Island, Tangled Islet, Molten Tributary, Remote Isle, Conduit Pylons, Lórien Revealed, and Generous Ent as color or land-development tools only according to legal runtime actions. + +- Recursion broken or win conditions removed: pivot to surviving longer, looping whatever remains with Mnemonic Wall, attacking with Mulldrifter, Mnemonic Wall, Stonehorn Dignitary, or Murmuring Mystic tokens, and using sideboard cards as finishers when present. If Ghostly Flicker is exiled or Mnemonic Wall is unavailable, stop planning for deterministic loops and choose legal actions that maximize board stability, cards, and eventual creature pressure. + +## Resource Model + +- Life is a spendable setup buffer only until the opponent presents a short clock; use early life to assemble Urza's Tower, Urza's Power Plant, and Urza's Mine, then convert Weather the Storm, Pulse of Murasa, Moment's Peace, Stonehorn Dignitary, and Breath Weapon into extra draw steps. Do not take avoidable combat damage to preserve a speculative engine line when a legal fog, lifegain spell, blocker, or sweeper prevents the next meaningful attack. + +- Hand size is the deck's planning bank; keep a mix of mana development, stabilization, and one payoff rather than hoarding expensive cards that cannot be cast. Mulldrifter, Impulse, Lórien Revealed, Prophetic Prism, Energy Refractor, Bonder's Ornament, and Mystical Teachings should convert excess mana into future legal choices, but not at the cost of passing through a lethal or near-lethal board. + +- Mana is the deck's main engine resource; completed Tron turns small stabilizers into double-spell turns, Mystical Teachings chains, repeated Bonder's Ornament activations, and Ghostly Flicker loops. Preserve colored access through Prophetic Prism, Energy Refractor, Bonder's Ornament, Island, Tangled Islet, Molten Tributary, Remote Isle, Conduit Pylons, Lórien Revealed, and Generous Ent because large colorless mana without the right color still fails to cast Prohibit, Impulse, Weather the Storm, Pulse of Murasa, Moment's Peace, or Pyroblast-style sideboard cards. + +- Board material is defensive first and winning material second; Mnemonic Wall, Mulldrifter, Stonehorn Dignitary, and Murmuring Mystic bodies should block when survival matters, then attack once recursion, fogs, or removal make the crack-back safe. Treat Murmuring Mystic tokens as both pressure and time-buying blockers; do not trade away the only Mnemonic Wall if it is the visible path to recurring Ghostly Flicker, Moment's Peace, Pulse of Murasa, or Mystical Teachings. + +- Graveyard access is a reusable toolbox; Mnemonic Wall, Pulse of Murasa, Mystical Teachings, Ghostly Flicker, and Ephemerate become stronger when the graveyard contains the exact stabilizer or engine piece needed for the next turn cycle. Bojuka Bog and opposing graveyard hate change this resource publicly; if key cards are exiled, stop planning as though loops are intact. + +- Exile is mostly a loss of access unless a legal action explicitly offers play or flashback from exile; respect exiled Ghostly Flicker, Mnemonic Wall, Moment's Peace, and Mystical Teachings as unavailable. Use public exile to update whether long-game inevitability still exists. + +- Lands are both mana and tactical objects; Expedition Map and Crop Rotation convert land slots into missing Tron pieces, Bojuka Bog timing, or colored development. Sacrifice fodder is scarce, so Crop Rotation should usually sacrifice the least strategically important land only when the searched land changes the current or next turn cycle. + +- Tempo is bought, not naturally won; Moment's Peace, Stonehorn Dignitary, Breath Weapon, Weather the Storm, Pulse of Murasa, Prohibit, and sideboard blasts buy the turns needed for big mana. Spend tempo defensively against fast decks and offensively only when Rolling Thunder, Murmuring Mystic, Dinrova Horror, or a protected Mulldrifter clock will actually close. + +- Information is a real resource; use revealed hands, public graveyards, visible mana, stack contents, and previous logged decisions to choose between holding Prohibit, casting Mystical Teachings, or tapping out. Do not infer exact hidden cards beyond archetype likelihood. + +- Sideboard bullets convert narrow colored mana into matchup control: Pyroblast fights blue cards, Hydroblast and Blue Elemental Blast fight red cards, Ancient Grudge fights artifacts, Mystic Remora taxes spell-heavy opponents, Breath Weapon handles small boards, Moment's Peace adds fog density, Dinrova Horror adds a blink payoff, and Rolling Thunder converts Tron mana into removal or lethal damage. + +## Mana Guide + +- Assemble distinct Urza lands before luxury development when survival allows; Urza's Tower, Urza's Power Plant, and Urza's Mine are worth more together than any single utility land. Use Expedition Map for the missing Tron piece by default, but choose Bojuka Bog, Island, Tangled Islet, Molten Tributary, Remote Isle, or Conduit Pylons when color, graveyard interaction, or immediate legal casting matters more. + +- Keep hands with a credible first-three-turn mana plan; strong keeps contain two or more lands plus Expedition Map, a Tron pair plus Map access, or colored mana plus Prophetic Prism, Energy Refractor, Impulse, or Lórien Revealed. Mulligan hands that cannot cast early setup or interaction, cannot find colored mana, or require several unassisted draw steps before doing anything relevant. + +- Sequence tapped and utility lands around action windows; play Bojuka Bog when the graveyard exile matters or when tapped black-producing development is not costing an urgent spell. Play Tangled Islet, Molten Tributary, and Remote Isle early when they are entering tapped and no immediate interaction is needed; hold them when cycling or later color information could be more valuable, subject to legal actions. + +- Preserve blue mana for Prohibit, Impulse, Mystical Teachings, Ghostly Flicker, Mulldrifter, Murmuring Mystic, and Pyroblast fights when stack interaction is likely. Preserve green mana for Weather the Storm, Pulse of Murasa, Moment's Peace, Crop Rotation, Generous Ent lines, and Ancient Grudge access if legal. Preserve red access after sideboarding when Pyroblast, Breath Weapon, Rolling Thunder, or Ancient Grudge is in hand or likely to matter. + +- Cast Prophetic Prism or Energy Refractor before colored payoffs when the hand needs fixing, but do not spend the turn filtering if a legal Expedition Map activation completes Tron or a stabilizer prevents major damage. Use Bonder's Ornament as both fixing and late card flow; avoid tapping it for routine mana if leaving it available for a decisive colored spell or draw activation is stronger. + +- Play lands before draw spells when landfall-equivalent uncertainty is irrelevant and the known land unlocks immediate legal actions, such as completing Tron, casting Prophetic Prism, or holding Prohibit. Delay the land drop until after Impulse, Mulldrifter, Lórien Revealed, Prophetic Prism, or Energy Refractor when the draw or selection could reveal a more important land choice and no current legal action requires the land first. + +- Use Crop Rotation as a commitment, not a free cantrip; sacrificing a land can lose tempo or colors if the spell is countered or the searched land does not solve the board. Prefer it when it completes Tron immediately, finds Bojuka Bog against graveyard pressure, or fixes a color bottleneck that changes the next turn cycle. + +- Treat Visionary's Dance mana planning as conditional because Card text check required; if the rules engine exposes a legal action for Visionary's Dance, evaluate its visible cost, color requirement, and immediate board impact rather than assuming its function. + +## Mulligan Guide + +- Strong keep: keep two or three lands with at least one of Urza's Tower, Urza's Power Plant, or Urza's Mine plus Expedition Map when the hand also has Prophetic Prism, Energy Refractor, Impulse, Moment's Peace, Weather the Storm, or Prohibit. This hand has a real turn-two or turn-three plan and does not need to topdeck both mana and action. + +- Strong keep: keep a Tron pair plus Expedition Map or Crop Rotation when colored access is present or clearly fetchable and the matchup is not already presenting lethal-speed pressure. Prefer this over a slower colored-only hand because completing Tron turns Mulldrifter, Mystical Teachings, Mnemonic Wall, Pulse of Murasa, and Ghostly Flicker into a real engine. + +- Medium keep: keep Island or another colored source plus Prophetic Prism, Energy Refractor, Impulse, Lórien Revealed, or Generous Ent when the hand lacks immediate Tron but can cast selection and interact. This hand is acceptable on the draw or against slower decks, but it must prioritize finding Urza lands or Expedition Map before spending mana on luxury card flow. + +- Risky keep: keep one-land Expedition Map hands only when the one land casts Expedition Map and the rest of the hand has cheap stabilizers or selection after the first search. Ship one-land hands with no Expedition Map, no Impulse, no cycling or land-search line, and expensive spells such as Mnemonic Wall, Mulldrifter, Mystical Teachings, or Stonehorn Dignitary stranded. + +- Automatic ship: mulligan zero-land hands, single tapped-land hands without Expedition Map or castable selection, hands with only colorless lands and no Prophetic Prism or Energy Refractor, and hands that cannot take a meaningful legal action before turn three. Also ship hands that require Visionary's Dance to be functional unless the rules-engine action text confirms the card's role; Card text check required. + +- Matchup-dependent keep: keep Weather the Storm, Moment's Peace, Breath Weapon, Pulse of Murasa, or Stonehorn Dignitary hands more often against visible fast creature or burn pressure. Against blue control or spell-heavy opponents, value Prohibit, Mystical Teachings, Pyroblast after sideboard, Mystic Remora after sideboard, and a clean mana base over raw life-gain density. + +- Play/draw adjustment: on the play, prefer hands with Expedition Map or early fixing because missing turn-two development is costly; on the draw, accept slower hands with Impulse, Lórien Revealed, Prophetic Prism, or Energy Refractor because the extra card helps assemble lands. Against fast decks on the draw, require either a stabilizer or a very fast Tron path. + +- Trap hand: do not keep multiple expensive payoffs such as Mnemonic Wall, Mulldrifter, Mystical Teachings, Stonehorn Dignitary, and Murmuring Mystic with no Expedition Map, no colored source, and no early filter. Do not keep a hand that has Urza's Tower, Urza's Power Plant, and Urza's Mine but cannot cast the colored spell needed to survive. + +## Turn Arc + +- Turn 1: play the land that enables the most turn-two legal actions, usually an Urza land into Expedition Map or a tapped color source when the hand needs fixing. Prefer Expedition Map over holding up nothing; deviate to Bojuka Bog only when graveyard exile is immediately relevant or the tapped black source is the least costly development. + +- Turn 2: activate or deploy Expedition Map when it advances Tron, and cast Prophetic Prism or Energy Refractor when colored mana is the bottleneck. Hold Prohibit only when the opponent's visible deck, mana, or stack timing makes an early counter materially better than development; cast Impulse when it is the cleanest way to find a missing land, stabilizer, or fixing. + +- Turn 3: complete Tron when possible, then choose between stabilizing and drawing based on visible pressure. Against pressure, prioritize Moment's Peace, Weather the Storm after meaningful storm count, Breath Weapon when the rules engine shows a legal profitable sweep, Pulse of Murasa on a real graveyard target, or Stonehorn Dignitary if castable; against slower boards, cast Mulldrifter, Bonder's Ornament, Mystical Teachings, or additional fixing. + +- Turns 4-5: convert mana into recursive control, not random spending. Use Mystical Teachings for the exact instant-speed need, set up Mnemonic Wall plus Ghostly Flicker only when the board and mana allow it, and use Ephemerate on Mulldrifter, Mnemonic Wall, or Stonehorn Dignitary when the legal target and timing create a concrete card, spell, or combat-step advantage. + +- Turns 4-5 deviation: tap out for Murmuring Mystic only when the opponent's next turn is unlikely to punish the shield drop or when blockers are urgently needed. Preserve mana for Prohibit, Moment's Peace, Weather the Storm, Pulse of Murasa, Ghostly Flicker, or sideboard blasts when passing with interaction beats adding a body. + +- Late game: establish a loop or inevitability engine before attacking aggressively. Recur Moment's Peace, Pulse of Murasa, Mystical Teachings, or Ghostly Flicker with Mnemonic Wall when legal; use Bonder's Ornament and Mulldrifter to stay ahead; use Murmuring Mystic tokens, Mulldrifter, Mnemonic Wall, Dinrova Horror after sideboard, or Rolling Thunder after sideboard as finishers only after survival and stack risk are covered. + +- Late-game deviation: choose Bojuka Bog, Crop Rotation, Ancient Grudge after sideboard, Pyroblast, Hydroblast, Blue Elemental Blast, or Breath Weapon over engine growth when the visible board or stack shows a specific losing line. Do not spend the last relevant colored mana on card flow if it removes the only legal answer window. + +## Card Roles + +- **Urza's Tower, Urza's Power Plant, and Urza's Mine:** Treat the three Urza lands as the deck's highest-priority infrastructure because most winning lines require converting land drops into oversized mana before the opponent's pressure or permission becomes decisive. Expedition Map and Crop Rotation should normally find the missing Tron piece, while natural Tron hands should spend early colored-fixing slots on Prophetic Prism or Energy Refractor so the big mana actually casts spells. + +- **Expedition Map:** Use Expedition Map as the primary early setup card because it turns any one Urza land into a plausible Tron plan and can also find Bojuka Bog, Tangled Islet, Molten Tributary, Remote Isle, Island, or Conduit Pylons when a specific land function matters more than raw mana. Avoid cracking Expedition Map for a redundant Urza land unless the visible hand already has the other pieces or the rules-engine state makes color, graveyard exile, or cycling-land utility irrelevant. + +- **Crop Rotation:** Hold Crop Rotation when instant-speed land access can answer a graveyard line with Bojuka Bog, complete Tron at the opponent's end step, or fix a lethal color bottleneck. Do not sacrifice an important colored source or incomplete Tron piece unless the resulting land immediately changes the game state or next-turn decision tree; the card is powerful but punishes casual use. + +- **Prophetic Prism:** Cast Prophetic Prism early when colored mana is the limiting resource, because it replaces itself and lets Urza mana become blue, green, red, black, or white as legal costs require. With Ghostly Flicker, Prophetic Prism can become repeatable card flow when paired with Mnemonic Wall or another legal Flicker target, but do not start that loop while under a board state that requires Moment's Peace, Breath Weapon, Pulse of Murasa, or Prohibit. + +- **Energy Refractor:** Use Energy Refractor as a second fixing-and-card-flow artifact, especially in hands where Tron is present but colored spells are stranded. Treat Energy Refractor as worse than a direct stabilizer under pressure unless it unlocks the exact stabilizer this turn or next turn; its tactical value is enabling the rest of the deck, not simply spending mana. + +- **Bonder's Ornament:** Deploy Bonder's Ornament when the game is slowing down or when the extra colored source unlocks interaction while building toward repeated card draw. Be careful activating Bonder's Ornament in mirrors or slow matchups because its draw ability can benefit opponents who also control Bonder's Ornament; prefer using it as a mana rock until the visible exchange favors a long resource fight. + +- **Impulse:** Cast Impulse when the missing piece is concrete: a Tron land, Expedition Map, colored fixer, fog, removal, counterspell, or engine card. Avoid firing Impulse only to use mana if holding mana for Prohibit, Moment's Peace, Weather the Storm, Pulse of Murasa, Ghostly Flicker, or sideboard blasts covers a more important stack or combat window. + +- **Lórien Revealed:** Use Lórien Revealed as land access early when hitting blue mana or land drops matters more than drawing cards later. When the game is stable and mana is abundant, treat the full spell as a card-advantage action, but do not assume it is safe to tap out if the opponent's visible stack, battlefield, or combat step demands interaction. + +- **Generous Ent:** Use Generous Ent primarily as conditional land access or a late stabilizing body depending on the legal action text shown by the rules engine. If its visible mode can find the land that completes Tron or fixes green, that line often beats waiting to cast it; if cast as a creature, value it as defense and eventual pressure rather than as the main win condition. + +- **Mnemonic Wall:** Preserve Mnemonic Wall as the deck's central recursion piece because it returns Ghostly Flicker, Moment's Peace, Pulse of Murasa, Mystical Teachings, Weather the Storm, Prohibit, Impulse, Breath Weapon, or other instant/sorcery tools when legal targets exist. The common mistake is casting Mnemonic Wall too early with no meaningful graveyard target; the strong line is to use it after a stabilizer or tutor has already been spent, then protect the board state where Mnemonic Wall plus Ghostly Flicker can dominate. + +- **Ghostly Flicker:** Use Ghostly Flicker as an engine card, protection trick, or value spell only when its legal targets produce a specific payoff. Strong target pairs include Mnemonic Wall plus Prophetic Prism for recursion and cards, Mnemonic Wall plus Mulldrifter for cards and spell return, Mnemonic Wall plus Stonehorn Dignitary for combat denial, and utility land or artifact targets when the rules engine exposes a relevant enter-the-battlefield effect. Do not cast Ghostly Flicker into open risk merely because two targets exist. + +- **Ephemerate:** Use Ephemerate as a compact creature-only blink tool for Mulldrifter, Mnemonic Wall, Stonehorn Dignitary, Murmuring Mystic only if relevant, or Dinrova Horror after sideboard. Because rebound can create a delayed second trigger, cast it when the next upkeep trigger is likely to remain valuable; avoid using it on a low-impact target when removal, fog, or counter mana must stay available. + +- **Mulldrifter:** Treat Mulldrifter as both stabilizing card draw and an eventual evasive win condition. Evoke or cast it according to mana and pressure: evoke when digging for survival or land is urgent, hard-cast when a body matters, and blink it with Ghostly Flicker or Ephemerate when the legal timing turns one card into a durable card-advantage engine. + +- **Mystical Teachings:** Use Mystical Teachings as the deck's instant-speed toolbox, not as generic card draw. Search for the exact class of answer the visible game requires: Moment's Peace against combat damage, Weather the Storm against burn or storm-count life pressure, Prohibit against a stack threat, Pulse of Murasa for life and recursion, Ghostly Flicker for an established engine, Breath Weapon for small-creature boards, or sideboard blasts when their legal target is present. Flashback makes patience valuable, but waiting is wrong if the current turn contains the losing window. + +- **Moment's Peace:** Hold Moment's Peace for combat steps where preventing damage changes survival, preserves a planes-free turn cycle, or buys time to assemble Tron and recursion. Flashback makes it excellent with Mnemonic Wall and Mystical Teachings, but do not spend it on trivial attacks unless life total, poison-equivalent pressure, or next-turn lethal math says the buffer matters. + +- **Weather the Storm:** Cast Weather the Storm when the visible storm count and life total make it a real stabilizer, especially against burn, red aggro, or turns where both players have cast several spells. Avoid using Weather the Storm as a small life bump if holding it could blank a larger burn turn or if the mana must answer a lethal permanent, stack spell, or combat step. + +- **Pulse of Murasa:** Use Pulse of Murasa when both halves matter: returning a relevant creature or land and gaining six life. Returning Mnemonic Wall, Mulldrifter, Stonehorn Dignitary, Murmuring Mystic, Generous Ent, a missing Urza land, or Bojuka Bog can swing long games; the mistake is targeting a low-impact card just to gain life when a stronger graveyard target may become available soon. + +- **Prohibit:** Save Prohibit for spells that materially disrupt Tron assembly, engine setup, survival, or the opponent's decisive threat. Kicker changes the range when mana is available, so check the rules-engine legal action text before assuming what it can counter; do not tap below Prohibit mana in blue matchups or combo turns unless the proactive play is more important than the likely stack fight. + +- **Breath Weapon:** Use Breath Weapon as a small-creature reset when the visible battlefield contains enough non-Dragon creatures for the damage to matter. Card text check required for exact current Oracle wording and exceptions; keep the tactic conditional on the rules engine exposing a legal action that hits the relevant creatures without destroying your own necessary engine more than the opponent's board. + +- **Stonehorn Dignitary:** Use Stonehorn Dignitary to stop combat-centered decks from converting board presence into damage, then look for Ephemerate or Ghostly Flicker loops if the opponent cannot win outside combat. Do not cast it into a board where skipping one combat is irrelevant unless it sets up a recursion lock or buys exactly the turn needed for Tron, Breath Weapon, or Moment's Peace. + +- **Murmuring Mystic:** Cast Murmuring Mystic when the game calls for a blocker engine or a slow finisher and when the next turn cycle is unlikely to punish tapping mana. It rewards the deck's high instant/sorcery count, but it is fragile and slow; protect life total first, then let Prohibit, Impulse, Mystical Teachings, Pulse of Murasa, Weather the Storm, Ghostly Flicker, and sideboard interaction generate tokens while advancing the control plan. + +- **Visionary's Dance:** Treat Visionary's Dance as conditional until card text is verified; Card text check required. If the rules engine presents legal actions for Visionary's Dance, evaluate the visible cost, targets, timing, and board impact directly, and do not build a line that assumes unconfirmed damage, mana, token, or card-flow text. + +- **Bojuka Bog:** Use Bojuka Bog as maindeck graveyard interaction when a public graveyard is enabling recursion, flashback, delve, reanimation, or threshold-like pressure. Fetch it with Expedition Map or Crop Rotation only when graveyard exile matters more than completing Tron or fixing colors. + +- **Island, Tangled Islet, Molten Tributary, Remote Isle, and Conduit Pylons:** Use the non-Urza lands to make spells castable, not as an afterthought. Prioritize untapped blue when Prohibit or Impulse matters, tapped duals when planning ahead is safe, Remote Isle when cycling or blue access is relevant, and Conduit Pylons when its visible legal mana ability fixes a specific bottleneck; Card text check required for exact Conduit Pylons play patterns if the action text is ambiguous. + +## Interaction Priorities + +- **Counter decisive stack actions first:** Use Prohibit on spells that stop Tron assembly, remove Mnemonic Wall or Murmuring Mystic before they generate value, create lethal pressure, resolve a protected combo, or invalidate Moment's Peace and Weather the Storm as stabilizers. Let low-impact creatures, small cantrips, and redundant value spells resolve when the current hand needs blue mana for Impulse, Mystical Teachings, Ghostly Flicker, or a stronger counter window. + +- **Remove wide small-creature boards first:** Use Breath Weapon or sideboard Rolling Thunder when the visible battlefield contains enough opposing creatures for the sweep to change combat math or prevent lethal. Do not fire Breath Weapon into a board where it mostly kills your own Murmuring Mystic tokens, Mulldrifter, Mnemonic Wall, or Stonehorn Dignitary unless survival or a follow-up Pulse of Murasa line justifies the loss. + +- **Exile graveyards only when the graveyard is a resource:** Use Bojuka Bog, Expedition Map for Bojuka Bog, or Crop Rotation for Bojuka Bog against flashback, recursion, reanimation, delve, threshold-style pressure, or graveyard combo. Ignore harmless graveyard size when the urgent need is Urza's Tower, Urza's Power Plant, Urza's Mine, colored mana, or a live stabilizer. + +- **Bounce the permanent that breaks the lock first:** After sideboard, use Dinrova Horror targets on the permanent that most threatens the current plan: graveyard hate against Mnemonic Wall plus Ghostly Flicker, a lethal attacker through fog scarcity, a prison piece limiting mana, or a resolved engine the deck cannot otherwise answer. Card text check required for exact Dinrova Horror discard/bounce wording; choose only from legal targets shown by Veles. + +- **Spend blasts on matching high-impact targets:** Use Hydroblast and Blue Elemental Blast against red lethal spells, red sweepers, red threats, and red interaction that stops stabilization. Use Pyroblast against blue counters, blue card engines, blue threats, and stack fights over Mystical Teachings, Ghostly Flicker, Mulldrifter, or Mnemonic Wall. + +- **Destroy artifacts when they are the opponent's engine:** Use Ancient Grudge on artifact mana, artifact threats, artifact sacrifice engines, and equipment-like combat enablers before spending it on incidental artifacts. Against Grixis Affinity-style boards, prioritize artifacts that produce lethal damage, enable sacrifice payoffs, or protect the opponent from Breath Weapon and Rolling Thunder lines. + +- **Bait interaction with replaceable value:** Lead with Prophetic Prism, Energy Refractor, Bonder's Ornament, Expedition Map, Impulse, or Mulldrifter when the opponent is likely holding permission and the real objective is to resolve Mystical Teachings, Mnemonic Wall, Ghostly Flicker, Stonehorn Dignitary, Murmuring Mystic, or a sideboard answer. Do not bait if the bait card is the only route to colored mana, Tron completion, or immediate survival. + +- **Discard redundant resources before engines:** If forced to discard, give up extra Urza lands after Tron is assembled, late Expedition Map without a needed target, redundant Prophetic Prism or Energy Refractor, or a slow Bonder's Ornament before discarding Ghostly Flicker, Mnemonic Wall, Mystical Teachings, Moment's Peace, Pulse of Murasa, Weather the Storm, or the only colored source enabler. Protect the card that answers the visible losing line, not the card with the highest generic value. + +## Combat And Trading Rules + +- **Preserve engine creatures over incidental damage:** Do not attack or trade Mnemonic Wall, Stonehorn Dignitary, Murmuring Mystic, or Dinrova Horror unless the exchange prevents lethal, wins the game, or enables a known Pulse of Murasa or Ghostly Flicker recovery line. These creatures are spell engines, locks, or stabilizers before they are combat material. + +- **Use Mulldrifter as pressure only after stabilization:** Attack with Mulldrifter when life total is safe, the opponent lacks profitable blocks, and the deck can still hold Moment's Peace, Weather the Storm, Prohibit, Mystical Teachings, or blink mana as needed. Keep Mulldrifter back when it is the only blocker against flyers, when racing math is unfavorable, or when Ghostly Flicker plus Mnemonic Wall is about to produce more value than two damage. + +- **Block to buy exact turn cycles:** Trade creatures or tokens when the block preserves enough life to reach Tron, cast Mystical Teachings, flash back Moment's Peace, gain life with Pulse of Murasa, or sweep with Breath Weapon or Rolling Thunder. Avoid chump blocks that merely delay one point of damage while exposing Mnemonic Wall, Murmuring Mystic, or Stonehorn Dignitary to removal or bad trades. + +- **Treat life total as spendable until red or swarm pressure appears:** Against slow control, take small attacks to preserve cards and mana for the engine. Against burn, red aggro, go-wide decks, or sacrifice-tempo boards, raise the value of early blocks, Moment's Peace, Weather the Storm, Stonehorn Dignitary, and Pulse of Murasa because each untapped turn can become the losing window. + +- **Protect Murmuring Mystic token generation:** With Murmuring Mystic in play, prefer casting interactive instants and sorceries that also create blockers, then trade tokens before risking core creatures. Attack with tokens only when the crack-back is controlled by Moment's Peace, Stonehorn Dignitary, or visible blocker math. + +- **Use fog effects to replace bad blocks:** Prefer Moment's Peace or Stonehorn Dignitary over sacrificing important creatures when the combat step would otherwise force losing trades. Save fogs when current combat is survivable and the next combat is visibly larger or more likely to be lethal. + +- **Change combat posture by archetype:** Against red or creature swarms, prioritize survival blocks and sweep setup over chip damage. Against blue control, keep creatures untapped only when they protect planes-free life total or pressure through permission. Against graveyard combo or artifact engines, combat is secondary until Bojuka Bog, Prohibit, Ancient Grudge, or the correct sideboard blast has addressed the engine. + +## Selection And Tutor Rules + +- **Find Tron before value when survival is not urgent:** Use Expedition Map, Crop Rotation, Lórien Revealed, and Generous Ent to complete Urza's Tower, Urza's Power Plant, and Urza's Mine when the visible board does not require immediate Moment's Peace, Weather the Storm, Breath Weapon, Prohibit, or Pulse of Murasa. Do not spend the first tutor on colored fixing if the current hand already has Prophetic Prism, Energy Refractor, Bonder's Ornament, Island, Tangled Islet, Molten Tributary, Remote Isle, or Conduit Pylons that lets the next relevant spell resolve. + +- **Choose utility lands only for a visible job:** Find Bojuka Bog with Expedition Map or Crop Rotation when the opponent's graveyard is already enabling flashback, recursion, delve, reanimation, or a known combo line. Choose Island or a blue-producing land only when the hand needs blue for Impulse, Prohibit, Mystical Teachings, Ghostly Flicker, Mulldrifter, Pyroblast fights, Hydroblast, or Blue Elemental Blast and Tron is not immediately available. + +- **Sequence land drops after selection when possible:** Cast Impulse, activate Expedition Map, or make a legal land-search choice before playing the land for turn when the decision may reveal or select the exact missing Urza land, Bojuka Bog, Island, Tangled Islet, Molten Tributary, Remote Isle, Conduit Pylons, or cycling land. Play a land first only when mana is needed to cast the selector, hold interaction, or represent an instant-speed response. + +- **Use Impulse as a role selector, not a generic cantrip:** Take the card that solves the next turn cycle: missing Urza land or Expedition Map for development, Moment's Peace or Weather the Storm for survival, Prohibit or a blast for stack protection, Ghostly Flicker or Mnemonic Wall for engine assembly, or Breath Weapon against wide pressure. Bottom low-impact duplicates when they do not change mana, survival, or the next decisive window. + +- **Use Mystical Teachings for the narrowest live instant:** Find Moment's Peace, Pulse of Murasa, Prohibit, Ghostly Flicker, Weather the Storm, Crop Rotation, Impulse, Breath Weapon, Ancient Grudge, Hydroblast, Pyroblast, or Blue Elemental Blast according to the current threat. Prefer the answer that remains legal through the opponent's next meaningful action over the card with the highest long-term value. + +- **Treat Mulldrifter as selection plus material:** Evoke or cast Mulldrifter when cards are the bottleneck and life total or stack pressure allows tapping mana. Blink Mulldrifter with Ghostly Flicker or Ephemerate only after confirming the legal targets preserve more value than blinking Mnemonic Wall, Stonehorn Dignitary, Dinrova Horror, or mana-filter artifacts. + +- **Use Visionary's Dance conditionally:** Card text check required for Visionary's Dance. Until verified, choose it only when Veles presents a legal action whose visible text clearly advances mana, cards, stabilization, or a known matchup role, and avoid assuming any unshown mode or hidden outcome. + +## Priority And Stack Rules + +- **Pass priority deliberately when holding no live improvement:** If the stack is empty and legal actions are only low-impact mana, draw, or value plays, pass when keeping mana for Prohibit, Moment's Peace, Mystical Teachings, Pulse of Murasa, Ghostly Flicker, Crop Rotation, Weather the Storm, Breath Weapon, Hydroblast, Pyroblast, or Blue Elemental Blast is stronger than tapping out. Explain what is being held up when choosing pass. + +- **Fight over spells that beat the engine or kill now:** Use Prohibit, Pyroblast, Hydroblast, Blue Elemental Blast, or Mystical Teachings for a counter/blast only when the opposing spell creates lethal pressure, removes the active engine piece, stops Ghostly Flicker plus Mnemonic Wall, resolves a dominating engine, or invalidates the current stabilization plan. Let low-impact creatures, redundant cantrips, and nonlethal value spells resolve when mana must stay available for a stronger window. + +- **Use fogs at the last reliable combat window:** Cast Moment's Peace or use Stonehorn Dignitary lines when the current combat step threatens lethal, forces bad blocks, or consumes core engine creatures. Hold Moment's Peace when the visible attack is survivable and the next attack is likely larger, unless flashback mana or graveyard access is under threat. + +- **Time Weather the Storm for real storm and real survival:** Cast Weather the Storm when the life gain changes burn math, buys a full turn against attacks, or converts an opponent's multi-spell turn into stabilization. Do not fire it for minimal life while leaving no mana for Prohibit, Moment's Peace, Mystical Teachings, Pulse of Murasa, Ghostly Flicker, or sideboard blasts. + +- **Blink only after choosing the protected pair:** Use Ghostly Flicker or Ephemerate to protect a target from removal, reuse Mulldrifter, reset Stonehorn Dignitary, recur spells with Mnemonic Wall, or rebuy Dinrova Horror after sideboard. When Mnemonic Wall is involved, prioritize returning the instant or sorcery that answers the visible losing line before looping for generic value. + +- **Use Crop Rotation as both setup and response:** Cast Crop Rotation for a missing Urza land when the mana jump matters immediately, for Bojuka Bog when graveyard timing matters now, or for colored mana when a held instant depends on it. Avoid sacrificing the only source of a needed color unless the searched land solves that same turn. + +- **Respect optional payments and activated abilities:** Pay optional costs, activate Bonder's Ornament, crack Expedition Map, cycle Lórien Revealed, cycle Generous Ent, or use Prophetic Prism and Energy Refractor mana only when the chosen action leaves enough colored mana for the next known response. Treat every filter activation as a commitment to a spell or window, not as automatic cleanup. + +- **Resolve graveyard actions with public timing:** Use Bojuka Bog, Pulse of Murasa, Mnemonic Wall, Mystical Teachings flashback, Moment's Peace flashback, and Ancient Grudge flashback according to visible graveyards and legal Veles prompts. Do not assume a graveyard card remains available if the opponent has open graveyard interaction or if the rules engine no longer presents the action. + +## Sideboard Map + +- **Sideboard rule:** Treat sideboarding as role assignment, not card preference. Add cards that answer the opponent's actual pressure, stack axis, graveyard/artifact plan, or combat clock, then reduce main-deck emphasis from slower engines, redundant filters, narrow answers, or expensive value cards that do not affect the matchup's first decisive turns. + +- **Moment's Peace:** Bring the extra Moment's Peace against creature decks that win through combat, especially go-wide red decks, Bogles-style tall attackers, Faeries tempo attacks, Affinity creature pressure, and any matchup where one fog turn lets Tron plus Mnemonic Wall or Ghostly Flicker take over. It is bad against pure spell-combo, slow control mirrors with few attackers, or decks where life loss comes mostly from burn and drain rather than combat damage. Its role changes from emergency stabilizer to loopable lock piece once Mnemonic Wall and enough mana are online. + +- **Dinrova Horror:** Bring Dinrova Horror against midrange, Tron mirrors, slow control, artifact engines, and board states where repeatedly bouncing a permanent and forcing discard can become the endgame. It is bad against very fast red starts, wide low-curve decks, and blue tempo decks when six mana sorcery-speed commitment walks into cheap interaction without stabilizing. Its role changes from finisher to soft-lock target when Ghostly Flicker plus Mnemonic Wall is already protected. + +- **Pyroblast:** Bring Pyroblast against blue decks: Faeries, Terror, Counterspell control, Tron mirrors with blue interaction, Mystic Remora mirrors, and any opponent whose key cards are blue spells or blue permanents. It is bad against red aggro, green creature decks, black removal piles, and nonblue combo unless public information shows a blue payoff. Its role changes from defensive counter-protection to proactive answer when fighting over Ghostly Flicker, Mnemonic Wall, Mulldrifter, Mystical Teachings, or an opposing card-advantage engine. + +- **Blue Elemental Blast:** Bring Blue Elemental Blast against red burn, Kuldotha-style red aggression, red removal-heavy decks, red sweepers, and red payoff spells that can break stabilization. It is bad when the opponent has only incidental red cards or when the relevant threats are artifacts, black creatures, or graveyard engines. Its role changes from life-total protection early to stack control later, especially when protecting Stonehorn Dignitary, Mnemonic Wall, or a post-combat Weather the Storm window. + +- **Hydroblast:** Bring Hydroblast for the same red matchups as Blue Elemental Blast, with higher density when red cards are the opponent's primary way to win. It is bad against nonred archetypes and should not be added merely because the opponent might have one red splash card. Its role changes from cheap survival interaction in turns one through four to efficient protection once Tron mana lets this deck advance and hold up a blast. + +- **Ancient Grudge:** Bring Ancient Grudge against Affinity, artifact lands plus threats, equipment decks, mana-rock engines, and artifact combo pieces. It is bad against decks with few artifacts, against blue tempo where a slow artifact answer does not stop flyers, and against creature decks where Breath Weapon or Moment's Peace handles the real threat. Its role changes after the first cast because flashback gives a second public threat; preserve green and red access through Prophetic Prism, Energy Refractor, Bonder's Ornament, Molten Tributary, or Conduit Pylons when the flashback will matter. + +- **Rolling Thunder:** Bring Rolling Thunder against creature boards that can be swept or when a large mana finisher is needed in slow games. It is bad against counterspell-heavy blue decks unless protected, against fast burn when life is the bottleneck, and against large creatures outside its practical damage range. Its role changes from stabilizing sweeper to lethal payoff once Urza's Tower, Urza's Power Plant, and Urza's Mine produce enough mana to clear blockers and end the game. + +- **Mystic Remora:** Bring Mystic Remora against spell-dense blue control, combo, Terror, Tron mirrors, and opponents that cast many noncreature spells before presenting lethal. It is bad against creature-heavy low-spell decks, red decks that can ignore the tax and attack, and artifact aggro when board presence matters more than cards. Its role changes from early tax engine to bait spell when the opponent must answer it before you resolve Expedition Map, Mystical Teachings, Mulldrifter, or Ghostly Flicker. + +- **Breath Weapon:** Bring the sideboard Breath Weapon against one-toughness and small-creature boards, including Faeries, red token pressure, small artifact creatures, and any matchup where a clean instant-speed sweep protects life without spending Moment's Peace. It is bad against large single threats, spell combo, and control mirrors with few creatures. Its role changes from early reset to combat trick when the opponent attacks into open mana with multiple small creatures. + +- **Explicit plan versus red combat-burn aggression:** Use this plan when the opponent is primarily red, presents early creatures or burn, and does not rely on blue stack fights. +Side in: 4 Hydroblast; 1 Blue Elemental Blast; 1 Moment's Peace; 1 Breath Weapon +Cut: 1 Lórien Revealed; 1 Mystical Teachings; 1 Murmuring Mystic; 1 Visionary's Dance; 1 Bonder's Ornament; 1 Ghostly Flicker; 1 Impulse + +- **Red archetype rule:** Add role cards: Hydroblast, Blue Elemental Blast, Moment's Peace, Breath Weapon, and sometimes Weather the Storm emphasis through Mystical Teachings lines already in the main deck. Reduce main-deck emphasis: slow card draw, expensive engines, speculative blink value, and cards whose first useful turn arrives after the opponent's burn-plus-attack window. + +- **Blue tempo and Faeries rule:** Add role cards: Pyroblast, Mystic Remora, Breath Weapon, and possibly Moment's Peace when combat damage is the clock. Reduce main-deck emphasis: clunky sorcery-speed threats, slow mana rocks on draw-heavy hands, and expensive lines that cannot also hold Pyroblast or Prohibit. Protect Mulldrifter and Mystical Teachings from tempo swings only when the legal stack fight advances Tron, stabilizes flyers, or preserves the blink engine. + +- **Affinity and artifact rule:** Add role cards: Ancient Grudge, Breath Weapon, Rolling Thunder, and Hydroblast or Pyroblast only when the visible list or previous games show relevant red or blue cards. Reduce main-deck emphasis: narrow stack interaction that misses artifacts, slow single-target value, and fog density when the board can instead be broken by artifact destruction or a scalable sweeper. + +- **Tron, control, and spell-engine mirrors rule:** Add role cards: Pyroblast, Mystic Remora, Dinrova Horror, Rolling Thunder, and sometimes Ancient Grudge against artifact mana. Reduce main-deck emphasis: Breath Weapon against empty boards, excess fog effects when combat is minor, and early survival-only cards. Play sideboard cards as part of a protected mana-and-card engine; do not tap low for Dinrova Horror or Rolling Thunder into open blue mana unless waiting is visibly worse. + +- **Graveyard, combo, and noncombat rule:** Add role cards according to color and engine: Pyroblast for blue combo, Hydroblast or Blue Elemental Blast for red combo, Ancient Grudge for artifact combo, Mystic Remora for spell density, and Bojuka Bog plans from the main deck for graveyard reliance. Reduce main-deck emphasis: creature-combat fogs when the opponent is not attacking for lethal and Breath Weapon when there are no small creatures. Keep sideboarding honest to public information from the match rather than assuming hidden combo pieces. + +## Matchup Guidance + +- **Aggro:** Prioritize survival before engine luxury when the opponent spends early turns adding attackers. Keep hands that combine Urza's Tower, Urza's Power Plant, Urza's Mine, Expedition Map, Prophetic Prism, Energy Refractor, Moment's Peace, Weather the Storm, Breath Weapon, or Pulse of Murasa into a defensible turn-three or turn-four plan. Use Moment's Peace and Weather the Storm to buy a full turn cycle only when that turn produces Tron, Mulldrifter, Mnemonic Wall, Stonehorn Dignitary, or a stabilizing tutor. Add role cards: Moment's Peace, Breath Weapon, Hydroblast, Blue Elemental Blast, and Rolling Thunder when red or small creatures are central. Reduce main-deck emphasis: slow Mystical Teachings chains, speculative Ghostly Flicker value, and expensive card draw before life is stable. + +- **Control:** Build mana and card count patiently, then force the opponent to answer recursive engines rather than isolated spells. Expedition Map for missing Urza lands is usually stronger than early one-for-one interaction unless the visible stack threatens the engine immediately. Resolve Prophetic Prism, Energy Refractor, and Bonder's Ornament early to convert big colorless mana into blue, green, black, red, or white access later. Add role cards: Pyroblast, Mystic Remora, Dinrova Horror, Rolling Thunder, and Ancient Grudge if artifact mana is visible. Reduce main-deck emphasis: Breath Weapon, excess Moment's Peace effects, and purely defensive Weather the Storm lines when combat is not the clock. + +- **Combo:** Identify whether the opponent wins through the stack, graveyard, artifacts, creatures, or burn before spending interaction. Hold Prohibit, Pyroblast, Hydroblast, Blue Elemental Blast, Bojuka Bog, Crop Rotation, Ancient Grudge, or Mystical Teachings for the axis that actually stops the visible combo line. Do not assume hidden combo pieces are present; use archetype inference only to choose between legal actions with similar visible value. Add role cards: Mystic Remora for spell density, Pyroblast for blue combo, Hydroblast or Blue Elemental Blast for red combo, Ancient Grudge for artifact combo, and Rolling Thunder only when creature or life-total pressure is a real kill route. Reduce main-deck emphasis: fogs and Breath Weapon when the opponent is not winning by combat. + +- **Tempo:** Treat mana efficiency and passing with protection as more important than maximum card quantity. Against Delver, Faeries, Terror, or similar pressure-plus-counterspell decks, assemble Tron while leaving Prohibit, Pyroblast, Moment's Peace, Breath Weapon, or Hydroblast available when the visible turn can swing on one spell. Mulldrifter is valuable, but casting it into open mana is worse when Expedition Map or Impulse can develop without exposing a payoff. Add role cards: Pyroblast, Mystic Remora, Breath Weapon, and Moment's Peace for combat clocks. Reduce main-deck emphasis: slow Bonder's Ornament activations, late Mystical Teachings chains, and fragile Ghostly Flicker setups before the board is controlled. + +- **Midrange:** Trade time for inevitability, but do not let incremental attackers make Weather the Storm or Pulse of Murasa too late. Midrange opponents often pressure life, graveyards, and hand size without a single decisive stack turn, so use Mulldrifter, Mystical Teachings, Pulse of Murasa, Mnemonic Wall, and Ghostly Flicker to win resource exchanges after stabilizing. Save Breath Weapon for boards where it changes multiple permanents, and prefer Pulse of Murasa on a meaningful creature or land when life plus recursion unlocks the next turn. Add role cards: Dinrova Horror, Rolling Thunder, Moment's Peace, and Ancient Grudge if artifacts matter. Reduce main-deck emphasis: narrow color blasts unless public cards justify them. + +- **Big Mana:** Race to functional Tron while preserving the color fixing needed to make the first huge turn matter. In mirrors or other ramp matchups, Expedition Map, Crop Rotation, Lórien Revealed, Generous Ent, Impulse, and Bonder's Ornament are setup tools, but the payoff must be protected by Prohibit, Pyroblast, Mystic Remora, or careful priority passing when the opponent has blue mana. Dinrova Horror is valuable when bouncing a key permanent and forcing discard breaks their mana or engine, but do not commit it into obvious interaction unless waiting risks a worse board. Add role cards: Pyroblast, Mystic Remora, Dinrova Horror, Rolling Thunder, and Ancient Grudge for artifact mana. Reduce main-deck emphasis: Breath Weapon and combat-only prevention unless creatures define the clock. + +- **Graveyard:** Use Bojuka Bog and Crop Rotation as public graveyard interaction, not as routine mana development, when the opponent's graveyard is an active resource. Wait for the graveyard to contain the card or threshold that matters unless the legal action window is closing or the opponent can immediately convert it. Pulse of Murasa is also graveyard-sensitive; avoid exiling your own high-value recursion targets accidentally through timing assumptions. Add role cards: Mystic Remora for spell-heavy graveyard decks, Pyroblast against blue graveyard shells, Hydroblast or Blue Elemental Blast against red graveyard shells, and Ancient Grudge when artifact recursion is visible. Reduce main-deck emphasis: Breath Weapon and Moment's Peace against noncombat graveyard plans. + +- **Artifact and enchantment:** Attack the engine piece that changes future turns, not the first legal target. Ancient Grudge should hit artifact lands, mana artifacts, equipment, or payoff artifacts when that use denies damage, mana, or combo continuity; preserve red and green access for both halves when flashback is realistic. Breath Weapon and Rolling Thunder can clear artifact creatures when damage sizing works, but Card text check required before relying on any uncertain enchantment interaction from registered cards. Add role cards: Ancient Grudge, Rolling Thunder, Breath Weapon, and color blasts only when public cards make them live. Reduce main-deck emphasis: Prohibit or Pyroblast when threats are mostly resolved artifacts rather than stack fights. + +- **Go-wide:** Value one card that prevents or resets many attackers above one card that answers only one body. Moment's Peace, Stonehorn Dignitary, Breath Weapon, Rolling Thunder, Weather the Storm, and Mnemonic Wall recursion are the core stabilizers. Use Ghostly Flicker with Mnemonic Wall or Stonehorn Dignitary only when the legal targets and timing are visible and the line prevents more damage than a simple fog. Add role cards: Moment's Peace, Breath Weapon, Rolling Thunder, Hydroblast or Blue Elemental Blast against red token shells, and Ancient Grudge against artifact token shells. Reduce main-deck emphasis: slow tutor lines that do not find immediate prevention. + +- **Single-threat:** Preserve interaction for the threat that actually kills you, then use big mana to pull ahead. Prohibit, Pulse of Murasa, Moment's Peace, Stonehorn Dignitary, Dinrova Horror, and Rolling Thunder all change single-threat games differently; choose based on whether the threat is on the stack, attacking, recurring, or vulnerable to damage. Do not spend Breath Weapon on one large creature unless the visible damage and text make it a true answer. Add role cards: Dinrova Horror, Rolling Thunder, Pyroblast or Hydroblast when the threat is color-aligned, and Mystic Remora when the opponent must cast noncreature support spells. Reduce main-deck emphasis: broad sweepers and fog loops after the threat is gone. + +- **Burn:** Treat life total as the primary resource until Weather the Storm, Pulse of Murasa, Hydroblast, Blue Elemental Blast, or Moment's Peace creates breathing room. Avoid unnecessary pain from tempo losses: tapped lands, slow Bonder's Ornament turns, and expensive Mystical Teachings should be judged by whether they survive the next burn-plus-combat window. Weather the Storm gets stronger after a visible multi-spell turn, but do not wait for extra storm count when current life total is already at lethal risk. Add role cards: Hydroblast, Blue Elemental Blast, Moment's Peace, Breath Weapon against creature-heavy red, and sometimes Rolling Thunder only after stabilization. Reduce main-deck emphasis: Murmuring Mystic, Lórien Revealed, slow Ghostly Flicker value, and late card-draw engines. + +- **Removal-heavy:** Make opposing removal answer low-leverage bodies before exposing Mnemonic Wall, Murmuring Mystic, or Stonehorn Dignitary when possible. Mulldrifter is excellent because evoking or resolving it leaves cards even if the body dies, while Pulse of Murasa can rebuy an engine creature and pad life. Ghostly Flicker and Ephemerate should be held for visible value or protection windows rather than used only because targets exist. Add role cards: Mystic Remora against spell-heavy removal, Pyroblast against blue interaction, Hydroblast or Blue Elemental Blast against red removal, Dinrova Horror for slow attrition, and Rolling Thunder as a noncreature finisher. Reduce main-deck emphasis: Breath Weapon and extra combat prevention when removal, not attackers, is their main plan. + +## Specific Matchup Notes + +- **Fixture and archetype-only discipline:** Treat these notes as matchup heuristics until public cards confirm the exact opponent plan; revealed cards, visible mana, graveyards, exile, stack objects, and legal actions override assumptions. Use Add role cards and Reduce main-deck emphasis as role guidance only; exact sideboard execution belongs to the balanced Sideboard Map. + +- **Red Rally / red creature-burn shells:** Protect life before maximizing card count, because Weather the Storm, Pulse of Murasa, Moment's Peace, Stonehorn Dignitary, Breath Weapon, Hydroblast, and Blue Elemental Blast are the cards that buy enough turns for Urza's Tower, Urza's Power Plant, and Urza's Mine to matter. Priority targets are haste threats, burn spells on the stack when a blast is legal, and board states where Breath Weapon or Rolling Thunder changes multiple creatures. Add role cards: Hydroblast, Blue Elemental Blast, Moment's Peace, Breath Weapon, and sometimes Rolling Thunder. Reduce main-deck emphasis: slow Mystical Teachings turns, Murmuring Mystic, and value Ghostly Flicker lines that do not prevent damage this turn cycle. + +- **Dimir Faeries / Terror and blue tempo shells:** Force the opponent to answer mana development and card flow before committing fragile engines, because Expedition Map, Prophetic Prism, Energy Refractor, Impulse, Mulldrifter, Bonder's Ornament, and Lórien Revealed can pull ahead if Prohibit, Pyroblast, and Mystic Remora protect the key turn. Priority targets are Counterspell-style stack fights, cheap evasive pressure, and graveyard-enabled large threats when Bojuka Bog or Crop Rotation can interact. Add role cards: Pyroblast, Mystic Remora, Dinrova Horror, and Bojuka Bog-aware play patterns. Reduce main-deck emphasis: Breath Weapon unless small creatures are visible, and Weather the Storm unless life is under burn-like pressure. + +- **Tron / Big-Mana Control mirrors:** Assemble functional Tron while preserving colored access for interaction, because the player who resolves the first protected Mnemonic Wall, Mystical Teachings, Dinrova Horror, Rolling Thunder, or Ghostly Flicker engine often controls the rest of the game. Priority targets are opposing mana engines, recursive value creatures, and stack actions that would lock in a superior engine. Add role cards: Pyroblast, Mystic Remora, Dinrova Horror, Rolling Thunder, and Ancient Grudge if artifacts are visible. Reduce main-deck emphasis: combat-only prevention and Breath Weapon unless creatures are the actual clock. + +- **Grixis Affinity and artifact-heavy pressure:** Deny the artifact engine when it affects mana, damage, or sacrifice math, not merely because a legal target exists. Ancient Grudge is the cleanest role card, while Breath Weapon, Rolling Thunder, Hydroblast, Blue Elemental Blast, Moment's Peace, and Pulse of Murasa help survive creature and red-damage pressure. Priority targets are artifact lands or payoff artifacts when destroying them changes the next turn, and lethal-sized combat boards where a fog or sweeper buys a Tron turn. Add role cards: Ancient Grudge, Breath Weapon, Rolling Thunder, Hydroblast, and Blue Elemental Blast. Reduce main-deck emphasis: slow Bonder's Ornament loops before stabilization. + +- **Food Gardens / midrange value shells:** Win by going bigger after stabilizing, not by spending interaction on the first medium threat. Pulse of Murasa, Mulldrifter, Mnemonic Wall, Ghostly Flicker, Mystical Teachings, Dinrova Horror, and Rolling Thunder are the important long-game cards, while Bojuka Bog matters if graveyard recursion becomes visible. Priority targets are engines, sacrifice payoffs, and graveyard cards that convert into repeated advantage. Add role cards: Dinrova Horror, Rolling Thunder, Ancient Grudge if artifacts are public, and Mystic Remora against spell-heavy builds. Reduce main-deck emphasis: narrow blasts unless public colors and stack fights justify them. + +- **Spy / graveyard-combo shells:** Treat graveyard timing and stack interaction as the matchup, because Bojuka Bog, Crop Rotation, Prohibit, Pyroblast, Mystic Remora, and fast Tron pressure are more important than slow value. Priority targets are the enabling spell or graveyard state that creates the combo turn; do not fire Bojuka Bog before the graveyard contains the relevant public resource unless waiting loses the action window. Add role cards: Mystic Remora, Pyroblast against blue enablers, Hydroblast or Blue Elemental Blast against red enablers, and Ancient Grudge only if artifacts are shown. Reduce main-deck emphasis: Breath Weapon, Moment's Peace, and creature combat plans unless attackers are the visible kill. + +## Risk Summary + +- **Mana risk:** The deck can have Tron pieces without colored functionality, so preserve Prophetic Prism, Energy Refractor, Bonder's Ornament, Conduit Pylons, Island, Tangled Islet, Molten Tributary, Lórien Revealed, Generous Ent, and Crop Rotation lines that keep blue, green, or sideboard blast mana available. + +- **Matchup risk:** The wrong role loses games quickly; against burn and go-wide decks, life and combat prevention beat card greed, while against control and combo, stack timing and engine protection beat early fog loops. + +- **Draw risk:** Hands with Expedition Map but no pressure, no colored fixer, or no stabilizer can look functional while failing to cast the first relevant spell; mulligan and early selection should demand a real first two-turn plan. + +- **Over-sideboarding risk:** Adding too many narrow answers weakens the Tron engine, so keep enough Expedition Map, Prophetic Prism, Energy Refractor, Mulldrifter, Mnemonic Wall, Mystical Teachings, and Ghostly Flicker density to actually close games. + +- **Graveyard risk:** Bojuka Bog and Crop Rotation are powerful only when timed around public graveyard value; using them as routine mana actions can leave Spy, Terror, flashback, or recursion turns unanswered. + +- **Sweeper/removal risk:** Breath Weapon and Rolling Thunder must be sized from visible toughness and legal damage choices; Card text check required before assuming uncertain damage prevention, protection, or replacement interactions. + +- **Closer risk:** Stabilizing is not winning; after life is safe, convert big mana into Mulldrifter advantage, Mnemonic Wall recursion, Dinrova Horror disruption, Murmuring Mystic pressure, or Rolling Thunder before the opponent rebuilds. + +- **Interaction risk:** Passing with Prohibit, Pyroblast, Hydroblast, Blue Elemental Blast, Moment's Peace, or Mystical Teachings available must be justified by the visible stack, mana, and clock, because the deck often gets only one decisive response window. + +- **Sequencing risk:** Ghostly Flicker, Ephemerate, and Pulse of Murasa are high-value only with legal targets and timing that matter; do not spend them on low-impact value when they may need to protect Mnemonic Wall, reset Stonehorn Dignitary, recur Mulldrifter, or preserve life. + +## Test Feedback Checklist + +- **Result drivers:** Record which axis decided the game: assembled Urza's Tower plus Urza's Power Plant plus Urza's Mine, colored fixing from Prophetic Prism or Energy Refractor, life bought by Moment's Peace or Weather the Storm, card flow from Mulldrifter and Impulse, or a late engine with Mnemonic Wall, Ghostly Flicker, Ephemerate, and Mystical Teachings. + +- **Mulligan quality:** Ask whether the opener had a real first two-turn plan, not just lands; note whether Expedition Map, Crop Rotation, Lórien Revealed, Generous Ent, Prophetic Prism, Energy Refractor, Island, Tangled Islet, Molten Tributary, or Conduit Pylons made the hand functional. + +- **Mana execution:** Check whether Tron was assembled fast enough and whether colored mana was preserved for Prohibit, Mystical Teachings, Moment's Peace, Pulse of Murasa, Weather the Storm, Breath Weapon, Pyroblast, Hydroblast, Blue Elemental Blast, Ancient Grudge, Mystic Remora, Dinrova Horror, or Rolling Thunder when those cards were legal or likely to matter. + +- **Velocity:** Identify every turn where Impulse, Mulldrifter, Lórien Revealed, Bonder's Ornament, Prophetic Prism, Energy Refractor, or Mystical Teachings was available but a different line was chosen; ask whether that line improved survival, interaction timing, or engine setup before the opponent's next meaningful action. + +- **Engine commitment:** Review the first Mnemonic Wall, Ghostly Flicker, Ephemerate, Stonehorn Dignitary, Murmuring Mystic, or Dinrova Horror commitment; ask whether waiting around open mana, graveyard hate, removal, or a faster clock would have been better from visible information. + +- **Interaction timing:** For each Prohibit, Pyroblast, Hydroblast, Blue Elemental Blast, Breath Weapon, Ancient Grudge, Bojuka Bog, Crop Rotation, Moment's Peace, Pulse of Murasa, and Weather the Storm decision, record what visible threat or stack action justified using it or holding it. + +- **Sideboard impact:** After sideboard games, record which sideboard cards were drawn, cast, stranded, or irrelevant: Moment's Peace, Dinrova Horror, Pyroblast, Blue Elemental Blast, Ancient Grudge, Rolling Thunder, Mystic Remora, Hydroblast, and Breath Weapon. + +- **Closing discipline:** Ask whether the deck converted stabilization into a win through Mulldrifter advantage, Mnemonic Wall recursion, Murmuring Mystic pressure, Dinrova Horror disruption, Rolling Thunder, or repeated Ghostly Flicker value before the opponent rebuilt. + +- **Role accuracy:** Mark whether the pilot correctly identified the current role as assemble mana, stabilize, protect the stack, answer graveyard pressure, grind resources, or close; flag games where the role changed but decisions kept following the old plan. + +- **Mistake review:** Note any pass with relevant mana open, any low-impact Ghostly Flicker or Ephemerate, any premature Bojuka Bog or Crop Rotation, any Moment's Peace used before lethal pressure, and any Bonder's Ornament activation that cost an interaction window. + +- **Stranded-card review:** Track cards stuck in hand because of mana, timing, target legality, or matchup mismatch, especially Mystical Teachings, Pulse of Murasa, Weather the Storm, Breath Weapon, Rolling Thunder, Ancient Grudge, Dinrova Horror, and blast effects. + +- **Performance notes:** List overperformers and underperformers by matchup; separate card-quality issues from pilot sequencing, matchup role, mulligan, mana, or rules-engine action availability. + +## First Tuning Questions + +- **Card quantities:** Does the deck need more early stabilization if Red Rally, Grixis Affinity, or creature-heavy games consistently end before Mnemonic Wall, Ghostly Flicker, or Mulldrifter can matter? + +- **Tron consistency:** Is four Expedition Map plus one Crop Rotation enough when losses show repeated missing Urza's Tower, Urza's Power Plant, or Urza's Mine, or are the failures actually colored-mana failures caused by too few reliable fixers? + +- **Colored mana:** Do Prophetic Prism, Energy Refractor, Bonder's Ornament, Conduit Pylons, Island, Tangled Islet, Molten Tributary, Lórien Revealed, and Generous Ent produce enough blue, green, red, and sideboard-color access without slowing Tron too much? + +- **Aggro plan:** Are Moment's Peace, Weather the Storm, Pulse of Murasa, Breath Weapon, Stonehorn Dignitary, and sideboard Moment's Peace enough against fast combat decks, or does the list need a higher density of early defensive effects? + +- **Control plan:** Are Prohibit, Mystical Teachings, Pyroblast, Mystic Remora, Dinrova Horror, and Rolling Thunder enough against blue tempo and big-mana mirrors, or are games being lost because threats resolve before Tron can defend them? + +- **Closer package:** Does the deck close quickly enough after stabilizing, or should Murmuring Mystic, Dinrova Horror, Rolling Thunder, Mulldrifter, and Ghostly Flicker be re-evaluated as the actual finish package? + +- **Engine balance:** Are two Mnemonic Wall, two Ghostly Flicker, one Ephemerate, and two Mystical Teachings enough for recursion, or do logs show too many games where only half the engine appears? + +- **Sideboard slots:** Which sideboard cards are repeatedly inactive: Pyroblast, Hydroblast, Blue Elemental Blast, Ancient Grudge, Mystic Remora, Dinrova Horror, Rolling Thunder, Breath Weapon, or the extra Moment's Peace? + +- **Role conflicts:** Is Visionary's Dance pulling the deck toward a plan that conflicts with big-mana control, or does it provide a matchup-specific function worth preserving? Card text check required before making tuning conclusions from this card alone. + +- **Graveyard coverage:** Are Bojuka Bog, Crop Rotation access, Pulse of Murasa, and interaction timing enough against Spy, Terror, flashback, and recursion decks, or are graveyard losses happening before the deck can create a legal response window? + +## Veles Tactical Policy + +### Policy: Opening Tron And Fixing Keep +- Priority: Medium +- Decision families: mulligan, pregame +- Cards: Urza's Tower, Urza's Power Plant, Urza's Mine, Expedition Map, Prophetic Prism, Energy Refractor, Island, Tangled Islet, Molten Tributary, Conduit Pylons, Lórien Revealed, Generous Ent +- Phase windows: opening hand, mulligan bottom +- Runtime cues: opening-hand, mulligan, bottom +- Use when: decide whether the hand can make land drops, assemble two or more Tron pieces or find them, and access blue or fixing by turn three. +- Avoid when: the hand has mana symbols it cannot cast, no early land plan, or only expensive payoffs without Expedition Map, cyclers, or fixing. +- Instructions: Keep hands with functional mana plus a first two-turn plan; bottom late recursion or narrow interaction before lands, fixing, Expedition Map, and early selection. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Enabling Permanent +- Priority: Medium +- Decision families: mana, priority +- Cards: Expedition Map, Prophetic Prism, Energy Refractor, Bonder's Ornament +- Phase windows: main phase, early turns +- Runtime cues: action:cast Expedition Map, action:cast Prophetic Prism, action:cast Energy Refractor, action:cast Bonder's Ornament +- Use when: choose the first setup spell that fixes the next bottleneck: missing Tron piece, missing color, or future card draw. +- Avoid when: casting the permanent spends mana needed for Prohibit, Moment's Peace, Weather the Storm, or a visible survival action before the opponent's next attack. +- Instructions: Prefer Expedition Map when a specific Urza land is missing; prefer Prophetic Prism or Energy Refractor when colored spells are stranded; prefer Bonder's Ornament after mana is stable or both players are in a slow resource game. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Expedition Map Activation +- Priority: Low +- Decision families: selection, mana +- Cards: Expedition Map, Urza's Tower, Urza's Power Plant, Urza's Mine +- Phase windows: main phase, end step +- Runtime cues: action:activate Expedition Map +- Use when: exactly one missing Urza land name among Urza's Tower, Urza's Power Plant, and Urza's Mine appears as the legal search target that completes all three Tron names on the battlefield or in hand. +- Avoid when: multiple land targets are legal and the choice depends on color, utility, graveyard hate, or future sequencing. +- Instructions: Select the missing Urza land only when the legal action text uniquely names the absent Tron piece. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Crop Rotation Commitment +- Priority: Medium +- Decision families: interaction, selection, mana +- Cards: Crop Rotation, Bojuka Bog, Urza's Tower, Urza's Power Plant, Urza's Mine +- Phase windows: main phase, opponent graveyard window, stack response +- Runtime cues: action:cast Crop Rotation, action:target Bojuka Bog, action:target Urza's Tower, action:target Urza's Power Plant, action:target Urza's Mine +- Use when: decide whether sacrificing a land is worth completing Tron, accessing Bojuka Bog, or fixing a critical mana shortage. +- Avoid when: the sacrificed land would remove the only colored source, break Tron without immediate replacement, or expose a fragile line to open interaction. +- Instructions: Treat Crop Rotation as a commitment gate; compare the visible payoff against the land loss and the chance that the spell is countered or the searched land is too late. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Mana Preservation For Interaction +- Priority: Medium +- Decision families: mana, priority, interaction +- Cards: Prohibit, Moment's Peace, Weather the Storm, Pulse of Murasa, Mystical Teachings, Breath Weapon, Pyroblast, Hydroblast, Blue Elemental Blast, Ancient Grudge +- Phase windows: all priority windows, combat, end step +- Runtime cues: pay-mana, action:cast +- Use when: multiple legal payment lines exist and colored mana determines whether a known or likely response remains available. +- Avoid when: preserving color prevents a survival spell, required setup, or legal answer that must be cast now. +- Instructions: Spend colorless Tron mana first; preserve blue for Prohibit and Mystical Teachings, green for Moment's Peace or Pulse of Murasa, and red or blue blast colors after sideboarding. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Engine Commitment Gate +- Priority: High +- Decision families: priority, mana, interaction +- Cards: Mnemonic Wall, Ghostly Flicker, Ephemerate, Stonehorn Dignitary, Mulldrifter, Mystical Teachings, Dinrova Horror +- Phase windows: main phase, end step, opponent combat setup +- Runtime cues: action:cast Mnemonic Wall, action:cast Ghostly Flicker, action:cast Ephemerate, action:cast Stonehorn Dignitary, action:cast Dinrova Horror +- Use when: choose whether to start a blink recursion line, tap low for a payoff, or expose Mnemonic Wall to removal or graveyard interaction. +- Avoid when: the engine action is only incremental and passing keeps Prohibit, Moment's Peace, Weather the Storm, or a blast effect live against a visible threat. +- Instructions: Commit when the engine immediately stabilizes combat, recovers a key spell, or creates a durable advantage; wait when visible pressure is low and open interaction makes the first engine piece fragile. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Ghostly Flicker Target Pair +- Priority: Medium +- Decision families: selection, priority +- Cards: Ghostly Flicker, Mnemonic Wall, Mulldrifter, Stonehorn Dignitary, Prophetic Prism, Energy Refractor, Dinrova Horror +- Phase windows: main phase, combat, end step, stack response +- Runtime cues: action:target Ghostly Flicker +- Use when: choose two visible legal targets for Ghostly Flicker and the target pair affects cards drawn, combat prevention, recursion, mana fixing, or permanent disruption. +- Avoid when: only one legal target pair is offered by the rules engine and the action text fully names both targets. +- Instructions: Route target-pair selection through reasoning; prioritize immediate survival, then recurring Ghostly Flicker or Moment's Peace, then cards and mana, then disruption. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Ghostly Flicker Pair Execution +- Priority: Low +- Decision families: selection +- Cards: Ghostly Flicker, Mnemonic Wall, Mulldrifter +- Phase windows: main phase, end step +- Runtime cues: action:target Ghostly Flicker Mnemonic Wall Mulldrifter +- Use when: the selected legal action text names Ghostly Flicker, Mnemonic Wall, and Mulldrifter as the complete target set. +- Avoid when: any alternative target pair is legal or the action text omits one target identity. +- Instructions: Submit the visible action that targets Mnemonic Wall and Mulldrifter after the line has already been selected. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Ephemerate Target Discipline +- Priority: Medium +- Decision families: selection, priority +- Cards: Ephemerate, Mnemonic Wall, Mulldrifter, Stonehorn Dignitary, Dinrova Horror +- Phase windows: main phase, combat, end step, stack response +- Runtime cues: action:target Ephemerate +- Use when: choose whether the blink target should draw cards, stop combat, recur a spell, or disrupt a permanent. +- Avoid when: the target is an expendable creature and a visible attack or stack action requires interaction instead. +- Instructions: Use Ephemerate for tactical function, not automatic value; Stonehorn Dignitary matters against combat, Mnemonic Wall matters with a specific graveyard spell, and Mulldrifter matters when cards are the bottleneck. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Teachings And Selection Gate +- Priority: Medium +- Decision families: selection, priority, interaction +- Cards: Mystical Teachings, Moment's Peace, Prohibit, Weather the Storm, Pulse of Murasa, Ghostly Flicker, Crop Rotation, Breath Weapon, Ancient Grudge, Hydroblast, Pyroblast, Blue Elemental Blast +- Phase windows: end step, stack response, combat, main phase +- Runtime cues: action:cast Mystical Teachings, action:select +- Use when: choose a tutor target or decide whether to spend mana on Mystical Teachings before the opponent's next action. +- Avoid when: mana must remain open for a known answer or when the searched card cannot be cast in time. +- Instructions: Search for the card that changes the next turn cycle: prevention against lethal combat, counterplay against stack threats, graveyard or land access when urgent, or Ghostly Flicker only after survival is covered. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Prohibit Permission Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Prohibit +- Phase windows: stack response, opponent main phase, combat trick window +- Runtime cues: action:cast Prohibit, stack +- Use when: decide whether the visible stack spell is worth countering with available mana. +- Avoid when: the spell is low impact, cannot be legally countered by Prohibit from visible text, or holding mana protects against a more dangerous known window. +- Instructions: Spend Prohibit on threats that beat the current plan, disrupt Tron assembly, stop the engine, or create lethal pressure; do not counter replaceable setup unless tempo is decisive. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Survival Fog And Life Gate +- Priority: High +- Decision families: combat, priority, interaction +- Cards: Moment's Peace, Weather the Storm, Pulse of Murasa, Stonehorn Dignitary +- Phase windows: declare attackers, declare blockers, combat damage prevention, end step +- Runtime cues: action:cast Moment's Peace, action:cast Weather the Storm, action:cast Pulse of Murasa, action:cast Stonehorn Dignitary +- Use when: visible combat damage, burn pressure, or life total threatens to invalidate the engine before the next turn. +- Avoid when: life is stable, the opponent cannot present meaningful damage this turn, or spending the spell blocks a stronger next-turn answer. +- Instructions: Prevent lethal first, then preserve enough life to untap into Tron or blink recursion; Pulse of Murasa should target a card only when the life and returned object both matter. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Breath Weapon And Sweeper Timing +- Priority: Medium +- Decision families: interaction, combat, priority +- Cards: Breath Weapon +- Phase windows: main phase, combat, end step +- Runtime cues: action:cast Breath Weapon +- Use when: visible small creatures create pressure, tokens, or combat math that a sweeper can materially change. +- Avoid when: Breath Weapon kills key friendly creatures such as Mnemonic Wall, Mulldrifter, Stonehorn Dignitary, Murmuring Mystic, or bird tokens without preventing greater damage. +- Instructions: Count both boards before casting; prefer windows that reduce incoming damage or clear blockers for a closing line. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Blue And Red Blast Gate +- Priority: Medium +- Decision families: interaction, priority +- Cards: Pyroblast, Hydroblast, Blue Elemental Blast +- Phase windows: stack response, main phase interaction +- Runtime cues: action:cast Pyroblast, action:cast Hydroblast, action:cast Blue Elemental Blast +- Use when: a legal blast action targets a visible spell or permanent and the matchup makes that exchange strategically important. +- Avoid when: the target is replaceable, the blast must protect a later engine commitment, or color legality is uncertain from action text. +- Instructions: Use Pyroblast to fight blue permission, tempo threats, or card draw; use Hydroblast and Blue Elemental Blast to stop red lethal pressure, red engines, or key red permanents. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Artifact And Graveyard Hate Gate +- Priority: Medium +- Decision families: interaction, selection +- Cards: Ancient Grudge, Bojuka Bog, Crop Rotation +- Phase windows: main phase, stack response, graveyard window, end step +- Runtime cues: action:cast Ancient Grudge, action:play Bojuka Bog, action:cast Crop Rotation +- Use when: a visible artifact or graveyard resource is central to the opponent's next turn cycle. +- Avoid when: using the answer hits only incidental material and delays Tron, colored mana, or a survival spell. +- Instructions: Time Bojuka Bog and Ancient Grudge for maximum public impact; use Crop Rotation into Bojuka Bog only when the land sacrifice is justified by the visible graveyard threat. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat With Engine Creatures +- Priority: Medium +- Decision families: combat +- Cards: Mulldrifter, Mnemonic Wall, Stonehorn Dignitary, Murmuring Mystic, Dinrova Horror +- Phase windows: declare attackers, declare blockers, combat damage +- Runtime cues: action:attack, action:block +- Use when: decide whether creatures should pressure life totals, trade, chump, or stay back to preserve an engine. +- Avoid when: exactly one mandatory combat action is legal; otherwise broad combat needs board reasoning. +- Instructions: Preserve Mnemonic Wall and Stonehorn Dignitary unless blocking prevents lethal or unlocks Pulse of Murasa; use Mulldrifter and tokens to trade when survival matters more than closing speed. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: Medium +- Decision families: sideboard, pregame +- Cards: Moment's Peace, Dinrova Horror, Pyroblast, Blue Elemental Blast, Ancient Grudge, Rolling Thunder, Mystic Remora, Hydroblast, Breath Weapon, Visionary's Dance, Weather the Storm, Prohibit, Impulse, Pulse of Murasa, Mystical Teachings +- Phase windows: between games, sideboard lock +- Runtime cues: sideboard, sideboard-plan +- Use when: choose a balanced legal sideboard plan after seeing matchup, game result, revealed cards, and play/draw position. +- Avoid when: the requested plan violates registered 75 constraints or cuts required mana, Tron assembly, or the engine core without a matchup reason. +- Instructions: Add blasts against matching colors, Ancient Grudge against artifact reliance, Moment's Peace or Breath Weapon against creature pressure, Mystic Remora or Dinrova Horror for slower blue or big-mana fights, and Rolling Thunder when a scalable finisher or sweeper is relevant. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Rolling Thunder Finish Gate +- Priority: High +- Decision families: mana, interaction, priority, selection +- Cards: Rolling Thunder +- Phase windows: main phase, late game +- Runtime cues: action:cast Rolling Thunder, action:target Rolling Thunder +- Use when: determine whether Rolling Thunder can end the game, clear critical creatures, or convert Tron mana into an irreversible board swing. +- Avoid when: target division, damage amount, or opponent interaction requires more information than visible action text supplies. +- Instructions: Treat Rolling Thunder as a commitment gate; verify life totals, blockers, prevention risk, available mana, and whether splitting damage beats holding the card. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/green_tron/1/metadata.json b/strategies/pauper/green_tron/1/metadata.json new file mode 100644 index 0000000..302d447 --- /dev/null +++ b/strategies/pauper/green_tron/1/metadata.json @@ -0,0 +1,46 @@ +{ + "archetype_tags": [ + "big-mana", + "control" + ], + "colors": [ + "W", + "U", + "R", + "G" + ], + "concept_text": "Urza-land big mana control with Flicker loops and toolbox answers", + "created_at": 1780472390, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "blink" + ], + "source_metadata": { + "base_choice": "green_tron:v1", + "generated_at": "2026-06-14T12:48:27.398197+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "green_tron", + "strategy_label": "Green Tron", + "tags": [ + "big-mana", + "control", + "blink" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/green_tron/1/reflection.md b/strategies/pauper/green_tron/1/reflection.md new file mode 100644 index 0000000..adc8fcc --- /dev/null +++ b/strategies/pauper/green_tron/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Green Tron + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- **Result drivers:** Record which axis decided the game: assembled Urza's Tower plus Urza's Power Plant plus Urza's Mine, colored fixing from Prophetic Prism or Energy Refractor, life bought by Moment's Peace or Weather the Storm, card flow from Mulldrifter and Impulse, or a late engine with Mnemonic Wall, Ghostly Flicker, Ephemerate, and Mystical Teachings. + +- **Mulligan quality:** Ask whether the opener had a real first two-turn plan, not just lands; note whether Expedition Map, Crop Rotation, Lórien Revealed, Generous Ent, Prophetic Prism, Energy Refractor, Island, Tangled Islet, Molten Tributary, or Conduit Pylons made the hand functional. + +- **Mana execution:** Check whether Tron was assembled fast enough and whether colored mana was preserved for Prohibit, Mystical Teachings, Moment's Peace, Pulse of Murasa, Weather the Storm, Breath Weapon, Pyroblast, Hydroblast, Blue Elemental Blast, Ancient Grudge, Mystic Remora, Dinrova Horror, or Rolling Thunder when those cards were legal or likely to matter. + +- **Velocity:** Identify every turn where Impulse, Mulldrifter, Lórien Revealed, Bonder's Ornament, Prophetic Prism, Energy Refractor, or Mystical Teachings was available but a different line was chosen; ask whether that line improved survival, interaction timing, or engine setup before the opponent's next meaningful action. + +- **Engine commitment:** Review the first Mnemonic Wall, Ghostly Flicker, Ephemerate, Stonehorn Dignitary, Murmuring Mystic, or Dinrova Horror commitment; ask whether waiting around open mana, graveyard hate, removal, or a faster clock would have been better from visible information. + +- **Interaction timing:** For each Prohibit, Pyroblast, Hydroblast, Blue Elemental Blast, Breath Weapon, Ancient Grudge, Bojuka Bog, Crop Rotation, Moment's Peace, Pulse of Murasa, and Weather the Storm decision, record what visible threat or stack action justified using it or holding it. + +- **Sideboard impact:** After sideboard games, record which sideboard cards were drawn, cast, stranded, or irrelevant: Moment's Peace, Dinrova Horror, Pyroblast, Blue Elemental Blast, Ancient Grudge, Rolling Thunder, Mystic Remora, Hydroblast, and Breath Weapon. + +- **Closing discipline:** Ask whether the deck converted stabilization into a win through Mulldrifter advantage, Mnemonic Wall recursion, Murmuring Mystic pressure, Dinrova Horror disruption, Rolling Thunder, or repeated Ghostly Flicker value before the opponent rebuilt. + +- **Role accuracy:** Mark whether the pilot correctly identified the current role as assemble mana, stabilize, protect the stack, answer graveyard pressure, grind resources, or close; flag games where the role changed but decisions kept following the old plan. + +- **Mistake review:** Note any pass with relevant mana open, any low-impact Ghostly Flicker or Ephemerate, any premature Bojuka Bog or Crop Rotation, any Moment's Peace used before lethal pressure, and any Bonder's Ornament activation that cost an interaction window. + +- **Stranded-card review:** Track cards stuck in hand because of mana, timing, target legality, or matchup mismatch, especially Mystical Teachings, Pulse of Murasa, Weather the Storm, Breath Weapon, Rolling Thunder, Ancient Grudge, Dinrova Horror, and blast effects. + +- **Performance notes:** List overperformers and underperformers by matchup; separate card-quality issues from pilot sequencing, matchup role, mulligan, mana, or rules-engine action availability. diff --git a/strategies/pauper/grixis_affinity/1/decklist.txt b/strategies/pauper/grixis_affinity/1/decklist.txt new file mode 100644 index 0000000..412cc36 --- /dev/null +++ b/strategies/pauper/grixis_affinity/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Refurbished Familiar +4 Utrom Monitor +3 Krark-Clan Shaman +3 Seat of the Synod +2 Blood Fountain +2 Sewer-veillance Cam +3 Great Furnace +3 Vault of Whispers +4 Reckoner's Bargain +2 Toxin Analysis +4 Thoughtcast +4 Galvanic Blast +1 Makeshift Munitions +3 Nihil Spellbomb +4 Ichor Wellspring +4 Myr Enforcer +3 Drossforge Bridge +3 Silverbluff Bridge +4 Mistvault Bridge + +Sideboard (15) +4 Hydroblast +2 Envelop +1 Breath Weapon +1 Cast Down +2 Extract a Confession +1 Red Elemental Blast +2 Negate +2 Pyroblast diff --git a/strategies/pauper/grixis_affinity/1/first_principles.md b/strategies/pauper/grixis_affinity/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/grixis_affinity/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/grixis_affinity/1/guide.md b/strategies/pauper/grixis_affinity/1/guide.md new file mode 100644 index 0000000..4bfc126 --- /dev/null +++ b/strategies/pauper/grixis_affinity/1/guide.md @@ -0,0 +1,690 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck: Grixis Affinity is a Pauper artifact aggro-midrange deck with sacrifice, card-flow, and reach subthemes. The registered strategy should be treated as a hybrid between pressure and attrition: it can deploy oversized artifact threats, convert disposable artifacts into cards, stabilize creature boards with sweep or lifelink lines, and finish games with direct damage or sacrifice reach only when those legal actions appear from the rules engine. + +- Validation: The registered main deck contains exactly 60 cards and the sideboard contains exactly 15 cards. Main deck counts are 4 Refurbished Familiar, 4 Utrom Monitor, 3 Krark-Clan Shaman, 3 Seat of the Synod, 2 Blood Fountain, 2 Sewer-veillance Cam, 3 Great Furnace, 3 Vault of Whispers, 4 Reckoner's Bargain, 2 Toxin Analysis, 4 Thoughtcast, 4 Galvanic Blast, 1 Makeshift Munitions, 3 Nihil Spellbomb, 4 Ichor Wellspring, 4 Myr Enforcer, 3 Drossforge Bridge, 3 Silverbluff Bridge, and 4 Mistvault Bridge. Sideboard counts are 4 Hydroblast, 2 Envelop, 1 Breath Weapon, 1 Cast Down, 2 Extract a Confession, 1 Red Elemental Blast, 2 Negate, and 2 Pyroblast. + +- Tags: Use `aggro`, `midrange`, `artifact`, and `sacrifice` as the operative archetype tags. Avoid treating the deck as a pure combo deck, pure control deck, or prison deck unless the visible game state and legal actions make a temporary control role correct. + +- Stock status: Treat this list as a stock-derived Grixis Affinity shell with customized slots rather than a completely rogue deck. Myr Enforcer, Thoughtcast, Galvanic Blast, artifact lands, Ichor Wellspring, Reckoner's Bargain, Blood Fountain, Krark-Clan Shaman, and Makeshift Munitions are normal Affinity-axis cards, while Utrom Monitor, Sewer-veillance Cam, and the exact sideboard mix make the guide list-specific. + +- Legality status: Do not infer legality from this document during play. Veles must obey only the legal actions, targets, payments, and timing windows supplied by the rules engine; if a card appears to have an expected tactical role but the action is absent, assume it is not currently legal. + +- Mana status: The list is Grixis but artifact-heavy, with blue for Thoughtcast and sideboard counters, red for Galvanic Blast, Krark-Clan Shaman, Makeshift Munitions, Hydroblast mirror-opposite interaction, Red Elemental Blast, and Pyroblast, and black for Refurbished Familiar, Reckoner's Bargain, Blood Fountain, Nihil Spellbomb activation lines, Cast Down, and Extract a Confession. The mana base uses Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, and Mistvault Bridge, so artifact count and color access are the same resource in many opening hands. + +- Role concern: The pilot must decide each game whether to be the beatdown, the stabilizing midrange deck, or the card-advantage deck. The default role is to establish artifacts, land an efficient body such as Myr Enforcer or Refurbished Familiar, and keep Galvanic Blast or sacrifice tools for the battlefield or lethal window that matters most. + +- Card text discipline: Card text check required for any exact rules claim about Utrom Monitor, Sewer-veillance Cam, Toxin Analysis, Extract a Confession, or Envelop unless the rules engine has already exposed the relevant legal action text. Tactical use of those cards in this guide is conditional on visible legal actions and public card text supplied at runtime. + +- Opponent information status: Opponent information is archetype-only unless Veles provides a specific opposing decklist, revealed cards, public game history, or match-stage sideboarding context. Use Pauper metagame inference cautiously, and never act as though hidden opponent hand, library order, or sideboard choices are known without a reveal or public log entry. + +## Thesis + +- Assemble artifact density first, then convert it into mana efficiency, cards, pressure, and reach. This exact Grixis Affinity list wants Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, Mistvault Bridge, Ichor Wellspring, Blood Fountain, Nihil Spellbomb, Sewer-veillance Cam, and cheap artifacts to make Myr Enforcer and Thoughtcast outperform normal Pauper curves. + +- Win by making the opponent answer multiple resource axes at once: large bodies from Myr Enforcer and Refurbished Familiar, card flow from Thoughtcast and Reckoner's Bargain, battlefield control from Galvanic Blast and Krark-Clan Shaman, and late reach from Galvanic Blast or Makeshift Munitions. Prefer lines that leave both a board and a follow-up action over lines that spend every card for short-term damage. + +- Prioritize artifact count when it changes legal action quality this turn or next turn. An artifact land, Ichor Wellspring, Blood Fountain, Nihil Spellbomb, or Sewer-veillance Cam may be more than a setup piece when it discounts Myr Enforcer, turns on Thoughtcast, feeds Reckoner's Bargain, or supplies future sacrifice material. + +- Play as aggro when the opponent is slow, light on blockers, or vulnerable to early Myr Enforcer plus Galvanic Blast pressure. In that role, sequence threats before draw spells when the legal options show that waiting would cost a meaningful attack step. + +- Play as midrange when the opponent has creature pressure, removal density, or graveyard/resource engines that punish emptying the hand. In that role, value Ichor Wellspring, Reckoner's Bargain, Refurbished Familiar, Blood Fountain, and Nihil Spellbomb as tools for exchanging while staying ahead. + +- Do not play as pure control unless the visible board demands stabilization. The deck can answer threats, sweep small creatures, and hold sideboard permission, but it normally wins by developing artifact pressure while interacting, not by passing indefinitely with perfect answers. + +- Do not treat Galvanic Blast, Krark-Clan Shaman, Makeshift Munitions, Reckoner's Bargain, or Toxin Analysis as generic value buttons. Use them when the legal action advances lethal pressure, stops a threat, converts a doomed resource, gains survival time, or preserves the artifact engine. + +- Card text check required for exact tactical claims about Utrom Monitor, Sewer-veillance Cam, Toxin Analysis, Envelop, and Extract a Confession unless Veles exposes their current legal action text. Use this guide's roles for those cards only conditionally on visible rules-engine output. + +## Role Package + +- Threats: Myr Enforcer is the primary oversized artifact threat, Refurbished Familiar is the main disruptive body, and Utrom Monitor is a registered creature threat whose exact tactical mode requires card text verification. Prioritize threat deployment when it creates immediate pressure while preserving enough artifacts or mana for Thoughtcast, Galvanic Blast, or Reckoner's Bargain on the next decision cycle. + +- Payoffs: Thoughtcast converts artifact density into raw cards, Myr Enforcer converts artifact density into tempo, Galvanic Blast converts artifact density into removal or reach, and Makeshift Munitions converts spare permanents into repeatable damage if the rules engine exposes that line. Treat these as the deck's reason to build artifacts early. + +- Engines: Ichor Wellspring, Blood Fountain, Reckoner's Bargain, Makeshift Munitions, Nihil Spellbomb, and Sewer-veillance Cam are the main material-conversion package. Prefer engine lines when they replace spent resources, turn expendable artifacts into cards or damage, or make removal and combat trades favorable. + +- Velocity: Thoughtcast is the cleanest card-advantage spell, Reckoner's Bargain is the main sacrifice-draw bridge, Ichor Wellspring is the best sacrifice object when visible, and Sewer-veillance Cam may provide filtering or surveillance-style selection only if the legal action text confirms it. Use velocity to reload after deploying threats, not to delay necessary stabilization. + +- Interaction: Galvanic Blast handles creatures and finishing damage, Krark-Clan Shaman handles wide boards through artifact sacrifice decisions, Nihil Spellbomb pressures graveyards, Makeshift Munitions can turn artifacts into targeted damage, and sideboard interaction adds Hydroblast, Envelop, Breath Weapon, Cast Down, Extract a Confession, Red Elemental Blast, Negate, and Pyroblast. Spend interaction on threats, engines, or stack windows that change the race or resource balance. + +- Protection: Hydroblast, Red Elemental Blast, Pyroblast, Negate, and Envelop can protect threats or stop opposing payoffs after sideboarding when legal timing appears. Toxin Analysis may protect combat or swing racing math only if the rules engine exposes the relevant legal action and target. + +- Recursion: Blood Fountain is the registered recursion module, with Refurbished Familiar, Myr Enforcer, Krark-Clan Shaman, and Utrom Monitor as likely creature resources depending on visible graveyard state and legal return actions. Prioritize recursion when it restores pressure or a necessary stabilizer rather than merely spending mana. + +- Mana: Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, and Mistvault Bridge are both colored mana and artifact count. Sequence them to preserve blue for Thoughtcast and counters, red for Galvanic Blast and Krark-Clan Shaman lines, and black for Refurbished Familiar, Reckoner's Bargain, Blood Fountain, Nihil Spellbomb activation lines, Cast Down, and Extract a Confession. + +- Sideboard modules: Hydroblast fights red threats and red stack fights, Envelop targets applicable sorcery windows only if legal text confirms, Breath Weapon is a sweeper role card, Cast Down is spot removal, Extract a Confession is a conditional removal or sacrifice-effect role card requiring text confirmation, Red Elemental Blast and Pyroblast fight blue cards, and Negate covers noncreature stack fights. Choose sideboard roles by opponent archetype and visible threats, then obey only balanced sideboard plans in the Sideboard Map. + +## Primary Win Conditions + +- Affinity pressure: Use Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, Mistvault Bridge, Ichor Wellspring, Blood Fountain, Nihil Spellbomb, and Sewer-veillance Cam to reduce Myr Enforcer and Thoughtcast into above-rate plays. Prioritize this path when legal actions show an early Myr Enforcer or Refurbished Familiar while preserving enough artifacts to keep Galvanic Blast and Thoughtcast live. + +- Tempo execution: Deploy Myr Enforcer before spending artifact material on Reckoner's Bargain, Krark-Clan Shaman, or Makeshift Munitions unless the visible board requires immediate interaction. The pressure plan wins by forcing the opponent to answer a large creature while Thoughtcast or Reckoner's Bargain reloads and Galvanic Blast clears blockers or finishes the opponent. + +- Disruption plus threat: Use Refurbished Familiar as a pressure card that also strains the opponent's hand when its legal text confirms discard. Prioritize Refurbished Familiar when the opponent is low on cards, holding up interaction, or relying on one stabilizing spell; pair it with Myr Enforcer or Galvanic Blast so the discard matters before the opponent naturally empties their hand. + +- Artifact-value snowball: Build around Ichor Wellspring, Thoughtcast, Reckoner's Bargain, Blood Fountain, and Nihil Spellbomb when the opponent can trade removal for creatures. Execute by converting expendable artifacts into cards or recursion while keeping at least one real threat entering combat each turn cycle. + +- Burn-reach finish: Treat Galvanic Blast as a primary closing card once the opponent's life total is within visible lethal range. Prioritize burn to face only when legal damage plus current attackers or Makeshift Munitions activations can end the game soon; otherwise use Galvanic Blast to remove blockers, protect life total, or stop an opposing engine. + +## Secondary Win Conditions + +- Makeshift Munitions grind: Use Makeshift Munitions as a fallback damage engine when legal actions expose spare artifacts, stalled combat, or an opponent stabilized behind blockers. Feed it Ichor Wellspring, Blood Fountain material, Nihil Spellbomb after its graveyard role is complete, or other expendable permanents only when the damage, card draw, or lethal setup is worth reducing artifact count. + +- Krark-Clan Shaman reset: Use Krark-Clan Shaman to convert artifact count into creature-board control when the opponent is wider or faster. Prioritize this line when your own key creatures survive, are expendable, or can be rebuilt with Blood Fountain; avoid sacrificing artifacts needed for an immediate Myr Enforcer, Thoughtcast, or Galvanic Blast threshold unless survival requires it. + +- Recursion pressure: Use Blood Fountain to recover Refurbished Familiar, Myr Enforcer, Krark-Clan Shaman, or Utrom Monitor when the graveyard contains creatures that restore pressure or stabilize the board. Do not spend a full recursion turn just to add low-impact bodies if the visible opponent can kill you before those bodies matter. + +- Sacrifice-draw pivot: Use Reckoner's Bargain with Ichor Wellspring or another expendable artifact/creature when cards and life are worth more than the permanent. Prioritize this line after blocks, in response to removal when legal, or when digging for Galvanic Blast, Myr Enforcer, Thoughtcast, Krark-Clan Shaman, or sideboard interaction changes the next turn cycle. + +- Conditional combat swing: Use Toxin Analysis only when Veles exposes legal timing and target text that makes the combat or removal exchange favorable; Card text check required. Prioritize it in races or creature trades where the visible result can preserve a threat, gain survival time, or make Krark-Clan Shaman or another damage source tactically decisive. + +- Conditional utility pressure: Use Utrom Monitor and Sewer-veillance Cam according to legal action text rather than assumed card text; Card text check required for exact tactical claims. Treat Utrom Monitor as a registered threat and Sewer-veillance Cam as an artifact utility piece only when visible actions confirm their current role. + +## Emergency Lines + +- Behind on life: Shift from racing to stabilization with Galvanic Blast on the highest-impact attacker, Krark-Clan Shaman against wide boards, Reckoner's Bargain for life and cards, and blockers from Myr Enforcer or Refurbished Familiar. Do not sacrifice blockers or artifact count for speculative value if the visible next attack is lethal or near lethal. + +- Behind on board: Prioritize legal sweep, removal, and trade lines before slow card draw. Krark-Clan Shaman is the reset lever, Galvanic Blast handles one key creature, Makeshift Munitions can pick off small creatures if mana and fodder exist, and Blood Fountain can rebuild after trades. + +- Behind on cards: Convert artifacts into cards with Thoughtcast, Reckoner's Bargain, Ichor Wellspring, and Nihil Spellbomb draw modes when legal. Prefer lines that leave a body or interaction available; drawing cards while passing into a lethal board is a failure state. + +- Behind on mana or colors: Preserve artifact lands and Bridges that supply missing colors, and avoid sacrificing colored artifact lands unless the current legal action prevents a worse loss. Blue unlocks Thoughtcast and post-board counters, red unlocks Galvanic Blast and Krark-Clan Shaman lines, and black unlocks Refurbished Familiar, Reckoner's Bargain, Blood Fountain, and black sideboard removal. + +- Engine disrupted: Rebuild from the least replaceable axis first: artifact count for Myr Enforcer and Thoughtcast, then cards through Reckoner's Bargain or Thoughtcast, then recursion through Blood Fountain. If the opponent has removed Makeshift Munitions or exhausted graveyards, win through ordinary creature combat plus Galvanic Blast instead of chasing the lost engine. + +- Graveyard or recursion pressure: Use Nihil Spellbomb on the opponent's graveyard when the visible graveyard enables their next strong play, not merely because activation is legal. If your own Blood Fountain plan is under pressure, prioritize returning important creatures before graveyard exile, removal, or tempo makes recursion irrelevant. + +## Resource Model + +- Life is a spendable buffer only when the exchange buys cards, tempo, or survival. Reckoner's Bargain can turn an expendable artifact or creature into life and cards, but do not spend a blocker, artifact land, or Krark-Clan Shaman setup piece when the visible next attack makes that permanent necessary. + +- Hand size is converted into pressure by deploying cheap artifacts, Thoughtcast, Myr Enforcer, Refurbished Familiar, and Utrom Monitor. Use Thoughtcast and Reckoner's Bargain to rebuild after trades; do not hoard cards if the legal battlefield line creates an immediate Myr Enforcer, discard pressure from Refurbished Familiar, or a Galvanic Blast tempo swing. + +- Mana is both casting capacity and artifact count. Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, Mistvault Bridge, Ichor Wellspring, Nihil Spellbomb, Blood Fountain, Sewer-veillance Cam, and Makeshift Munitions all help turn on Thoughtcast, Myr Enforcer, and Galvanic Blast thresholds, so sacrifice artifact permanents only when the resulting cards, damage, sweep, or life matters more than those thresholds. + +- Board material converts into cards, damage, and resets. Ichor Wellspring is preferred sacrifice fodder for Reckoner's Bargain or Makeshift Munitions when legal because it naturally replaces itself; Blood Fountain material, used Nihil Spellbomb, spare Sewer-veillance Cam, and low-impact creatures can be fodder when their remaining battlefield role is smaller than the payoff. + +- Graveyards are a contested resource, not a default target. Use Blood Fountain to recover Refurbished Familiar, Myr Enforcer, Krark-Clan Shaman, or Utrom Monitor when those bodies change combat or pressure, and use Nihil Spellbomb on the opponent only when public graveyard contents threaten recursion, delve, flashback, threshold-style pressure, or a known matchup engine. + +- Exile is treated as final unless the rules engine exposes a legal permission. Do not plan around recovering exiled cards; when Nihil Spellbomb or opposing exile effects move cards there, update the plan toward visible board pressure, Thoughtcast velocity, and Galvanic Blast reach. + +- Lands are high-value artifacts and color sources. Avoid sacrificing Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, or Mistvault Bridge unless the legal action prevents lethal, enables lethal, or preserves a stronger future line than the lost mana and artifact count. + +- Tempo is created by forcing awkward answers to Myr Enforcer and Refurbished Familiar while drawing back up. Spend Galvanic Blast on blockers or attackers when that changes the next combat step; hold it for reach only when visible damage math makes a near-term kill plausible. + +- Information is a resource from public zones, revealed cards, previous game logs, and legal action text. Do not assume exact hidden cards; use sideboard bullets such as Hydroblast, Pyroblast, Red Elemental Blast, Envelop, Negate, Cast Down, Extract a Confession, and Breath Weapon only against visible threats, likely archetype windows, or stack actions they can legally answer. + +## Mana Guide + +- Prioritize early artifact mana density before expensive value lines. A normal opening wants an artifact land or Bridge plus another mana source so Thoughtcast and Myr Enforcer become cheap while Galvanic Blast reaches full damage when the rules text confirms the artifact threshold. + +- Preserve blue when Thoughtcast, Seat of the Synod, Silverbluff Bridge, Mistvault Bridge, Hydroblast, Envelop, Negate, or Pyroblast/Red Elemental Blast stack fights may matter. Blue is often the bottleneck for refilling, so avoid tapping the only blue source for generic costs if a legal Thoughtcast or counterspell window is likely this turn cycle. + +- Preserve red when Galvanic Blast, Krark-Clan Shaman, Makeshift Munitions, Breath Weapon, Red Elemental Blast, Pyroblast, or Hydroblast mirrors require it. Red mana is interaction mana; in creature matchups, keep red open over extra value when the visible board makes a sweep, removal spell, or damage activation decisive. + +- Preserve black when Refurbished Familiar, Reckoner's Bargain, Blood Fountain, Cast Down, or Extract a Confession could be cast. Black mana is also recovery mana, so do not spend the only black source on generic costs before checking legal sacrifice-draw, recursion, or removal actions. + +- Sequence Bridges early when the hand can absorb tapped mana. Drossforge Bridge, Silverbluff Bridge, and Mistvault Bridge fix colors and add artifacts, but if the turn requires untapped mana for Galvanic Blast, Nihil Spellbomb, Blood Fountain, or a post-combat Reckoner's Bargain line, use untapped artifact lands first. + +- Sequence untapped artifact lands when immediate action matters. Seat of the Synod, Great Furnace, and Vault of Whispers should often enter before a tapped Bridge if they unlock a same-turn spell, an activated ability, or a mana-efficient Myr Enforcer/Thoughtcast chain. + +- Keep opening hands with functional colors and artifact count, not just land count. Prefer two-source hands with at least one artifact land or Bridge and a clear play involving Ichor Wellspring, Nihil Spellbomb, Blood Fountain, Thoughtcast, Refurbished Familiar, Galvanic Blast, or Myr Enforcer; mulligan hands that cannot cast spells before turn three unless the rules-engine-visible matchup and draw texture justify the risk. + +- Treat one-land hands as conditional. A one-land hand is more acceptable when the land is an artifact source, multiple cheap artifacts are castable, and Thoughtcast or another draw line is realistically enabled; reject one-land hands that rely on a tapped Bridge plus off-color spells or cannot affect the board. + +- Play land before drawing when the land itself improves the current draw spell or affinity math. If playing Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, or Mistvault Bridge makes Thoughtcast cheaper, enables Myr Enforcer, turns on Galvanic Blast, or provides mana for the draw action, play it first. + +- Delay the land drop until after drawing when color choice is uncertain and no current action needs the land first. If Thoughtcast, Reckoner's Bargain, Ichor Wellspring, or Nihil Spellbomb can reveal the missing color or a better sequencing option, draw first unless artifact count or mana payment would become worse. + +- Use utility artifacts before lands as sacrifice material when both are legal and equivalent for the payoff. Protect colored artifact lands and Bridges unless sacrificing them is the only visible route to survival, lethal, or a decisive Krark-Clan Shaman/Makeshift Munitions/Reckoner's Bargain result. + +- Follow legal text for Utrom Monitor and Sewer-veillance Cam because exact tactical mana implications require card text confirmation. Card text check required; treat them as registered artifact-plan cards only when Veles exposes the relevant cast, activate, or target action. + +## Mulligan Guide + +- Strong keep: Keep two or three mana sources with at least two artifacts and a first two-turn plan such as Seat of the Synod plus Vault of Whispers, Ichor Wellspring, Thoughtcast, Galvanic Blast, and Myr Enforcer. This hand develops affinity, interacts, and refills without needing hidden draw assumptions. + +- Strong keep: Keep artifact-land plus Bridge hands when colors are functional and the hand contains cheap artifacts such as Nihil Spellbomb, Blood Fountain, Ichor Wellspring, or Sewer-veillance Cam. Sewer-veillance Cam: Card text check required; keep it only as a castable artifact-plan card unless Veles exposes a stronger legal function. + +- Medium keep: Keep one tapped Bridge plus one untapped artifact land when the hand has Galvanic Blast or Blood Fountain for turn one and Thoughtcast or Refurbished Familiar for turn two or three. The hand is slower, so prefer it on the draw or against non-combo opponents. + +- Medium keep: Keep interaction-heavy hands with Great Furnace, Vault of Whispers, Galvanic Blast, Krark-Clan Shaman, Reckoner's Bargain, and Ichor Wellspring against creature decks. The hand stabilizes first and can draw later, but do not assume Shaman sweeps unless legal actions and battlefield toughness make it real. + +- Risky keep: Treat one-land artifact hands as acceptable only with multiple castable one-mana artifacts and a visible draw path through Thoughtcast or Reckoner's Bargain. Ship one-land hands whose only land is a tapped Bridge and whose spells require multiple off-colors. + +- Risky keep: Treat hands with Myr Enforcer but low artifact count as dependent on fast artifact deployment. Keep only if the first two turns clearly add artifacts; otherwise Myr Enforcer becomes a stranded payoff instead of pressure. + +- Automatic ship: Mulligan hands with no land, all tapped mana and no turn-one or turn-two play, or colors that cannot cast any nonland card before turn three. Mulligan hands that rely on drawing both a missing color and an artifact count enabler before functioning. + +- Automatic ship: Mulligan hands full of sideboard counters or blasts with no relevant early target and no pressure. Hydroblast, Envelop, Red Elemental Blast, Negate, and Pyroblast are not a plan by themselves if the visible matchup does not make them live. + +- Matchup-dependent keep: Keep Nihil Spellbomb hands more often against graveyard engines, delve threats, flashback, or recursion, and less often against board-pressure decks where Spellbomb does not affect combat. Use public matchup context, revealed cards, and previous-game information rather than assuming graveyard reliance. + +- Play/draw adjustment: On the play, value untapped artifact land plus Blood Fountain, Nihil Spellbomb, Galvanic Blast, or Ichor Wellspring because early board and affinity count matter. On the draw, tolerate a slower Bridge hand if it has a real turn-two spell and a draw spell. + +- Trap hand: Do not keep a hand that looks powerful only because it contains Reckoner's Bargain plus expensive cards but no expendable artifact or creature. Bargain is strongest with Ichor Wellspring, Blood Fountain material, used Nihil Spellbomb, or a body that can be sacrificed without losing the game. + +- Trap hand: Do not keep Refurbished Familiar, Utrom Monitor, Myr Enforcer, Thoughtcast, and removal with poor mana just because every card is strong. Utrom Monitor: Card text check required; evaluate it as a registered threat/value card only when legal actions show it can be cast or used. + +## Turn Arc + +- Turn 1: Prefer an untapped artifact land when it enables Blood Fountain, Nihil Spellbomb, Galvanic Blast, or another legal one-mana action. Use a Bridge first only when no same-turn action is lost and the color fixing improves turn two. + +- Turn 1 deviation: Lead Nihil Spellbomb against known graveyard decks if it will constrain the opponent immediately, but do not spend its exile ability until public graveyard contents or stack timing justify it. Lead Blood Fountain when future sacrifice material or creature recovery matters more than holding open Galvanic Blast. + +- Turn 2: Prioritize Ichor Wellspring, Thoughtcast when cheap enough, Refurbished Familiar when castable, or Galvanic Blast on a threat that changes the next combat. If playing an artifact land first reduces Thoughtcast or Myr Enforcer cost, make that land drop before choosing the spell. + +- Turn 2 deviation: Hold Galvanic Blast instead of using it on a minor creature when Krark-Clan Shaman, Breath Weapon, Cast Down, or Extract a Confession would answer the same board later and Blast reach may decide the race. Use removal early when the threat snowballs or blocks Myr Enforcer profitably. + +- Turn 3: Aim to land Myr Enforcer, cast Thoughtcast plus another artifact, deploy Refurbished Familiar, or set up Reckoner's Bargain with Ichor Wellspring. This is the turn to convert artifact count into board pressure or cards. + +- Turn 3 deviation: Cast Krark-Clan Shaman when the visible board makes sweeping valuable, but preserve enough artifacts to keep Thoughtcast, Myr Enforcer, and Galvanic Blast functional unless survival requires the sweep. Do not sacrifice artifact lands unless the legal outcome is lethal prevention, lethal setup, or a decisive reset. + +- Turns 4-5: Shift from setup into compression with Myr Enforcer attacks, Refurbished Familiar pressure, Thoughtcast reloads, and Galvanic Blast reach. Use Reckoner's Bargain on Ichor Wellspring or low-impact material when the extra cards and life beat keeping the permanent. + +- Turns 4-5 deviation: Use Makeshift Munitions only when repeated damage changes combat, finishes a planeswalker-like permanent if present, or creates lethal pressure; Card text check required if Veles exposes unusual activation details. Use Blood Fountain recursion when returning Myr Enforcer, Refurbished Familiar, Krark-Clan Shaman, or Utrom Monitor changes the next turn cycle. + +- Late game: Convert spare artifacts, Wellsprings, Blood Fountain material, and stalled creatures into cards or damage while protecting colored mana and artifact thresholds. Prioritize lines that create a two-turn lethal clock or remove the opponent's best visible path to winning. + +- Late-game deviation: Hold counters and blasts postboard for stack actions they legally answer rather than spending them for tempo into open danger. Hydroblast, Envelop, Red Elemental Blast, Negate, and Pyroblast should defend a winning board, stop a decisive spell, or force through the final pressure point. + +## Card Roles + +- Refurbished Familiar: Treat Refurbished Familiar as a pressure card that also attacks the opponent's hand when its legal text and trigger are available. Cast it early when artifact count makes it cheap and the opponent still has cards, because the discard body is strongest before the opponent has emptied weak cards. Hold it when the opponent is hellbent, when a postcombat sacrifice line with Reckoner's Bargain is clearly better, or when deploying Myr Enforcer creates more immediate board pressure. Refurbished Familiar is a high-value Blood Fountain return target if the matchup is attrition, but it is less important than stabilizing bodies against fast creature boards. Avoid sacrificing it casually if its flying pressure is the cleanest clock or if the opponent's removal is strained by multiple artifact creatures. + +- Utrom Monitor: Card text check required; treat Utrom Monitor as a registered artifact threat or value creature only according to the legal actions Veles exposes. Cast it when its cost, body, or printed trigger advances the current role more than holding interaction, and prefer it in games where the deck needs another material permanent for affinity, sacrifice, or pressure. Do not assume it draws cards, attacks well, blocks well, or creates value unless the rules engine output shows that function. If Utrom Monitor is a large artifact creature in the current implementation, use it to diversify threats after Myr Enforcer; if it is a value creature, sequence it before Reckoner's Bargain only when the visible trigger or body makes sacrifice or combat better. + +- Krark-Clan Shaman: Use Krark-Clan Shaman as the deck's main battlefield reset button, not as a random early creature. Deploy it when it threatens to punish wide boards, forces awkward attacks, or creates a future sacrifice sweeper line; hold it when the opponent can remove it before it matters and your hand lacks spare artifacts. Activate only through legal Veles choices and count visible toughness, damage, and your own artifacts before committing. Preserve artifact lands unless survival, lethal setup, or a decisive board reset outweighs losing mana and artifact count. Krark-Clan Shaman pairs with Toxin Analysis when legal text supports deathtouch/lifelink combat or sweep leverage; Card text check required for exact interaction outcomes, and never assume damage replacement beyond what Forge resolves. + +- Blood Fountain: Treat Blood Fountain as cheap artifact material first and recursion second. Cast it early when it improves Thoughtcast, Myr Enforcer, Galvanic Blast artifact thresholds, or provides expendable material for Reckoner's Bargain and Makeshift Munitions. Save its recursion ability for Myr Enforcer, Refurbished Familiar, Krark-Clan Shaman, or Utrom Monitor when returning those creatures changes the next turn cycle. Do not spend Blood Fountain activation into graveyard hate, open interaction, or low-impact returns unless Veles shows the line is necessary to use mana profitably. Against attrition and removal decks, Blood Fountain is a key reason to trade creatures; against fast combo, it is usually slower than pressure or sideboard interaction. + +- Sewer-veillance Cam: Card text check required; treat Sewer-veillance Cam as a cheap artifact-plan card unless Veles exposes a specific selection, sacrifice, surveil, clue-like, or defensive function. Cast it when it increases artifact count and does not block a stronger colored spell. Hold it only if the legal action text shows an activated or triggered use that matters with open mana, graveyard setup, or a future sacrifice turn. Do not build a line around hidden top-card knowledge, surveil outcomes, or card flow unless the rules engine displays those choices. + +- Reckoner's Bargain: Use Reckoner's Bargain to convert expendable artifacts or doomed creatures into cards and life at windows where the exchange changes survival or reloads pressure. The best routine sacrifices are Ichor Wellspring, spent Blood Fountain material, low-impact artifact tokens if present, used Nihil Spellbomb when graveyard exile is no longer needed, or creatures already blanked by combat or removal. Hold Reckoner's Bargain when sacrificing a key blocker would expose lethal or when the opponent can punish tapping black mana. In combat, consider Bargain after blocks only if Veles gives the priority window and the sacrificed permanent would die or no longer matter. Do not sacrifice artifact lands unless the life/cards prevent a loss or create a decisive winning line. + +- Toxin Analysis: Treat Toxin Analysis as a tactical combat and survival spell, not a default cantrip. Use it when deathtouch/lifelink from legal text lets a small creature trade up, lets Krark-Clan Shaman or a blocker change combat math, or gains enough life to win a race. Hold it when the opponent has open removal that can blank the target and you have no need to force a trade. Because exact card text and triggered investigation details may vary by engine data, Card text check required for any non-combat value. Do not cast it simply because mana is open; its best use is changing a visible attack, block, or damage exchange. + +- Thoughtcast: Treat Thoughtcast as the cleanest reload and one of the main rewards for artifact sequencing. Cast it when artifact count makes it efficient and the extra cards can be used before the opponent's next pressure point. Sequence artifact lands, Blood Fountain, Nihil Spellbomb, Sewer-veillance Cam, Ichor Wellspring, and cheap creatures before Thoughtcast when doing so reduces cost without exposing a major risk. Hold Thoughtcast only when spending blue mana would prevent necessary interaction such as Hydroblast, Negate, Pyroblast, Red Elemental Blast, or Envelop postboard. Do not keep hands that require Thoughtcast to be cheap without a credible artifact path. + +- Galvanic Blast: Use Galvanic Blast as premium flexible interaction and reach. Point it at creatures that snowball, block Myr Enforcer profitably, threaten lethal, or force bad attacks; hold it for face damage when the visible race is about to close. Preserve artifact count for metalcraft-like damage only if the legal card text and Veles output show the enhanced mode applies. Do not spend Galvanic Blast on a minor creature that Krark-Clan Shaman, Breath Weapon, Cast Down, or Extract a Confession can answer better. Postboard, treat red mana as contested with Pyroblast and Red Elemental Blast, so choose the spell that answers the most decisive current object. + +- Makeshift Munitions: Card text check required for exact activation costs and legal targets; treat Makeshift Munitions as a long-game conversion engine for spare artifacts and creatures. Cast it when the game is likely to stall, when repeated damage can dominate small creatures, or when sacrificing Ichor Wellspring and Blood Fountain material creates value. Hold it when tapping out delays Myr Enforcer, Thoughtcast, or interaction against a faster deck. Use activations to finish the opponent, remove key one-toughness or damaged creatures, or turn artifacts that would be lost anyway into damage. Avoid draining the artifact count so far that Thoughtcast, Myr Enforcer, and Galvanic Blast become weaker. + +- Nihil Spellbomb: Use Nihil Spellbomb as cheap artifact count with real graveyard leverage. Cast it early against graveyard, delve, recursion, flashback, or reanimation strategies, but wait to activate until the public graveyard contents or stack window make exile meaningful. Against decks with little graveyard reliance, it is often sacrifice material or affinity fuel; do not spend a card or mana on its activation if it does not change resources. Preserve it against Dimir Terror-style threats, Blood Fountain mirrors, Dread Return lines, and flashback spells when known from matchup context or revealed cards. + +- Ichor Wellspring: Treat Ichor Wellspring as the deck's safest value artifact and preferred sacrifice object. Cast it early to increase artifact count, smooth draws, and prepare Reckoner's Bargain or Makeshift Munitions. Sacrifice it before more important artifacts when the draw matters now, but avoid spending the turn on Wellspring loops if the opponent is presenting lethal pressure. It is one of the best cards for attrition matchups because it turns Bargain and Munitions into true card advantage rather than resource liquidation. + +- Myr Enforcer: Use Myr Enforcer as the main board-compression threat. Cast it as soon as it is cheap enough to pressure, stabilize, or force removal, especially when you can still keep key interaction available. Sequence artifacts first to reduce cost, but do not delay Enforcer for one extra discount if the opponent's next turn makes a blocker or attacker urgent. Attack when trades preserve tempo or push the race; hold back when Enforcer is the only reliable blocker against lethal pressure. In removal-heavy matchups, pair Myr Enforcer with Blood Fountain recursion and Thoughtcast reloads so one answer does not end the threat chain. + +- Artifact lands and Bridges: Treat Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, and Mistvault Bridge as both mana and artifact infrastructure. Lead untapped artifact lands when they enable same-turn plays; lead Bridges when color fixing matters and no immediate action is lost. Preserve red for Galvanic Blast, Krark-Clan Shaman, Makeshift Munitions, Pyroblast, Red Elemental Blast, Hydroblast only when its cost requires it according to legal actions; preserve blue for Thoughtcast, Envelop, Negate, and Pyroblast effects; preserve black for Refurbished Familiar, Reckoner's Bargain, Toxin Analysis, Blood Fountain, Cast Down, and Extract a Confession. Do not sacrifice artifact lands to Shaman, Bargain, or Munitions unless the visible result justifies losing mana. + +## Interaction Priorities + +- Removal: Use Galvanic Blast first on creatures that create immediate snowball pressure, force bad Myr Enforcer attacks, threaten lethal, or survive Krark-Clan Shaman and Breath Weapon. Do not spend Galvanic Blast on a small creature that a visible Shaman activation, Makeshift Munitions activation, Breath Weapon, Cast Down, or Extract a Confession can answer with less strategic cost. + +- Sweepers: Use Krark-Clan Shaman when sacrificing artifacts converts a losing board into parity or a winning attack, and preserve artifact lands unless the visible board demands them. Use Breath Weapon postboard against creature swarms, Faeries, token boards, and low-toughness pressure where it clears multiple relevant bodies without consuming your artifact count. + +- Counters: Use Negate, Hydroblast, Red Elemental Blast, Pyroblast, and Envelop on spells that beat your current plan, not on the first legal target. Prioritize opposing sweepers, artifact hate, graveyard-combo payoffs, large card-draw spells, removal aimed at the only stabilizing Myr Enforcer, or spells that prevent your lethal turn. Envelop is narrow; spend it only on a sorcery whose resolution materially changes the game. + +- Exile: Hold Nihil Spellbomb until the public graveyard or stack window matters. Fire it against delve threats, Dread Return lines, Blood Fountain recursion, flashback, graveyard tutors, or a visible spell/ability that uses the graveyard. Against low-graveyard decks, treat Nihil Spellbomb as artifact count and sacrifice material unless activation changes a real resource exchange. + +- Discard: No targeted discard package is registered, so do not infer hidden-card choices from Refurbished Familiar. When Refurbished Familiar is legal, cast it for pressure, artifact count, and the opponent-discard effect if Veles presents it as part of the legal action; do not assume which card the opponent will discard. + +- Bounce: No bounce card is registered in this list, so ignore bounce lines unless Veles exposes one from an external effect. If an opposing bounce spell is likely, avoid stacking too much tempo onto one expensive Myr Enforcer unless you are forcing a race. + +- Bait: Lead with Ichor Wellspring, Blood Fountain, Sewer-veillance Cam, Nihil Spellbomb, or Refurbished Familiar when you need to test countermagic or removal before committing Thoughtcast, Myr Enforcer, Makeshift Munitions, or a key sideboard answer. Against control, forcing them to answer medium threats is often better than passing with unused mana. + +- Ignore: Ignore creatures that neither pressure life totals nor block profitably when the better line is Thoughtcast, Myr Enforcer, or lethal setup. Ignore graveyards without visible recursion, delve, flashback, or combo relevance. Ignore small chip damage when preserving Galvanic Blast or Cast Down prevents a much larger threat. + +- Archetype shift: Against aggro, interaction is survival first and reach second. Against control, interaction protects pressure and card draw. Against combo, interaction hits the enabling spell or payoff. Against graveyard decks, Nihil Spellbomb timing is a commitment decision, not routine cycling. + +## Combat And Trading Rules + +- Attack: Attack with Myr Enforcer and Utrom Monitor when damage advances a two-turn clock or forces the opponent to trade down. Hold back when that creature is the only blocker preventing lethal or when the opponent can crack back for more damage than the attack represents. + +- Block: Block early against fast creature decks when the trade preserves life above the next burn or alpha-strike threshold. Prefer blocking with Refurbished Familiar, spent artifact creatures, or bodies that can be converted by Reckoner's Bargain or Makeshift Munitions after blocks if Veles gives the priority window. + +- Trade: Trade small creatures for real threats when Ichor Wellspring, Thoughtcast, Blood Fountain, or Reckoner's Bargain can reload the lost material. Avoid trading Myr Enforcer for a low-impact body unless the trade prevents lethal, clears a key blocker for the next attack, or protects a planeswalker-like engine from an external effect shown by Veles. + +- Protection: Protect Krark-Clan Shaman, Makeshift Munitions, and the only large blocker when their continued presence controls the board. Protect a single Myr Enforcer against removal only when it is carrying the race or stabilizing combat; otherwise let one threat die and reload with Thoughtcast, Blood Fountain, or another artifact threat. + +- Toxin Analysis: Use Toxin Analysis only when legal text changes combat materially, such as giving deathtouch/lifelink to win a race, trade up, or survive a pressure turn. Card text check required for any non-combat value; do not cast it into open removal unless the forced exchange is still acceptable. + +- Life thresholds: Treat 10 life as the point where burn and wide attacks require caution, 6 life as the point where every attack/block must account for lethal on the next turn cycle, and 3 life as an emergency zone where preserving blockers and instant interaction usually outranks extra damage. These thresholds are guidance; visible board and legal actions override them. + +- Engine preservation: Do not sacrifice artifact lands, Nihil Spellbomb with pending graveyard relevance, or the only blocker merely to gain marginal damage. Sacrifice Ichor Wellspring first when the card draw matters, then spent Blood Fountain material or low-impact artifacts, then creatures already doomed in combat. + +- Archetype shift: Against aggro, block and trade aggressively until Myr Enforcer or Shaman stabilizes. Against control, attack more freely and punish tapped-out turns. Against combo, pressure life totals while holding the interaction that stops the payoff. Against graveyard midrange, attack while preserving Nihil Spellbomb until its activation disrupts a visible graveyard exchange. + +## Selection And Tutor Rules + +- Draw timing: Cast Thoughtcast before making a land drop when you already have enough artifacts and blue mana, because the drawn card may change the land choice. Play an artifact land first when it is needed to reduce Thoughtcast or Myr Enforcer to a castable cost this turn. + +- Sacrifice-draw timing: Use Reckoner's Bargain as selection only when the sacrificed permanent is replaceable, already targeted by removal, already doomed in combat, or produces value when sacrificed. Prefer sacrificing Ichor Wellspring when Veles confirms the draw trigger or visible result, then expendable Blood Fountain material, Nihil Spellbomb with no graveyard job, Sewer-veillance Cam after its value is spent, or a creature that would die anyway. + +- Artifact-flow sequencing: Deploy Ichor Wellspring before Reckoner's Bargain, Makeshift Munitions, or Krark-Clan Shaman when the extra card matters and mana permits. Do not sacrifice Ichor Wellspring before using it as artifact count if that count is what makes Thoughtcast or Myr Enforcer legal. + +- Pseudo-selection: Treat this list as a draw-and-convert deck with no true main-deck tutor. Use Thoughtcast, Ichor Wellspring, Reckoner's Bargain, and conditional Nihil Spellbomb draw to find pressure or interaction, but do not claim certainty about finding Galvanic Blast, Myr Enforcer, or a sideboard card. + +- Graveyard-cycle choice: Use Nihil Spellbomb for a card only when black mana and legal actions permit the draw and the opponent's graveyard is not currently threatening a visible delve, flashback, recursion, Dread Return, or graveyard-combo exchange. Hold Nihil Spellbomb when public graveyards make its exile effect more valuable than the replacement card. + +- Blood Fountain selection: Use Blood Fountain recursion only when Veles exposes legal targets and returning Refurbished Familiar, Myr Enforcer, Utrom Monitor, or Krark-Clan Shaman changes the next turn cycle. Card text check required for exact Blood Fountain costs and target limits; choose only among legal graveyard targets shown by the engine. + +- Sewer-veillance Cam handling: Use Sewer-veillance Cam as artifact count, sacrifice fuel, and conditional filtering only when Veles exposes the relevant action. Card text check required for exact filtering text; if a surveil-like choice appears, keep cards that supply missing mana, Thoughtcast velocity, Galvanic Blast reach, Myr Enforcer pressure, or the sideboard answer demanded by the matchup, and move low-impact duplicates away when the current hand already covers that role. + +- Toxin Analysis handling: Use Toxin Analysis selection or redraw modes only if Veles shows them as legal. Card text check required beyond combat keywords; keep its use tied to visible combat, lifegain, deathtouch, or draw text instead of assuming hidden value. + +- Land-drop discipline: Delay the land drop until after Thoughtcast, Ichor Wellspring draw, Reckoner's Bargain, or Nihil Spellbomb draw when the current play does not require that land. Make the land drop first when the artifact count or exact color unlocks Refurbished Familiar, Thoughtcast, Galvanic Blast, Reckoner's Bargain, Nihil Spellbomb draw, sideboard counters, or Myr Enforcer. + +## Priority And Stack Rules + +- Priority: Pass priority when no legal instant, activation, or sacrifice line changes combat, protects material, disrupts the opponent, or creates lethal pressure. Explain passes by naming the declined legal action, especially Galvanic Blast, Reckoner's Bargain, Nihil Spellbomb, Makeshift Munitions, Krark-Clan Shaman, Hydroblast, Negate, Red Elemental Blast, Pyroblast, Envelop, or Cast Down. + +- Removal response: Respond to opposing removal by converting the targeted permanent if the legal action preserves value. Use Reckoner's Bargain on the targeted artifact or creature, Makeshift Munitions to finish a relevant target, or Nihil Spellbomb if the removal is tied to graveyard value; otherwise let the spell resolve and preserve mana. + +- Counterspell response: Use Negate, Hydroblast, Red Elemental Blast, Pyroblast, or Envelop only on stack objects that beat the current plan or protect the opponent's decisive turn. Do not counter a low-impact cantrip, removal spell, or setup spell when your board can absorb it and the opponent still has mana for a stronger follow-up. + +- Graveyard timing: Activate Nihil Spellbomb in response to a visible graveyard-dependent spell or ability, before the opponent can use the targeted graveyard resources. Do not fire it during a quiet end step unless the exile materially changes the next turn or the draw is needed and graveyard risk is low. + +- Combat windows: After blocks, use Reckoner's Bargain, Makeshift Munitions, Toxin Analysis, Galvanic Blast, or Krark-Clan Shaman only when the visible exchange improves survival, trades up, gains life, clears blockers, or converts a doomed permanent. Avoid spending interaction after damage if the same spell would have prevented more damage before damage. + +- Sweeper timing: Activate Krark-Clan Shaman only after checking your artifact count, future affinity costs, and own creatures. Sacrifice nonland artifacts first unless artifact lands must be sacrificed to prevent lethal, clear a winning attack, or answer a board that no other legal line handles. + +- Own stack discipline: Let your own Thoughtcast, Ichor Wellspring triggers, Refurbished Familiar triggers, Utrom Monitor triggers, and Myr Enforcer resolve unless the opponent responds with a spell that demands action. Do not stack optional sacrifices or activations into your own draw spell merely to spend mana. + +- End-step actions: Use instant-speed draw, Nihil Spellbomb cycling, Makeshift Munitions activations, or Blood Fountain recursion at the opponent's end step when waiting preserved interaction and no better response window appeared. Keep mana open through the opponent's main phase when Galvanic Blast, Hydroblast, Negate, Red Elemental Blast, Pyroblast, Envelop, or Cast Down can stop a decisive spell. + +- Optional payments: Accept optional costs only when the visible payoff is better than preserving mana for interaction, post-combat plays, or graveyard timing. If the optional action text is unclear, require card text verification and choose conservatively from legal actions. + +## Sideboard Map + +- Sideboard philosophy: Add narrow answers only when their color, card type, or threat class is visible from matchup identity, revealed cards, or previous games in the match. Preserve the artifact core because Thoughtcast, Myr Enforcer, Refurbished Familiar, Reckoner's Bargain, Ichor Wellspring, Blood Fountain, Nihil Spellbomb, and artifact lands are mutually reinforcing; do not dilute artifact density merely to hold interaction. + +- Balanced anti-red plan: Use this plan against red burn, Kuldotha-style red aggression, red removal-heavy aggro, and red combo turns where red spells or red permanents decide the game. +Side in: 4 Hydroblast, 1 Breath Weapon +Cut: 2 Sewer-veillance Cam, 1 Nihil Spellbomb, 1 Makeshift Munitions, 1 Thoughtcast + +- Balanced anti-blue plan: Use this plan against blue control, Faeries, Terror shells with blue cantrips/counters, and blue tempo decks where stopping a key spell matters more than main-deck graveyard pressure. +Side in: 2 Pyroblast, 1 Red Elemental Blast, 2 Negate +Cut: 2 Toxin Analysis, 1 Krark-Clan Shaman, 1 Sewer-veillance Cam, 1 Nihil Spellbomb + +- Balanced creature-removal plan: Use this plan against creature decks with large threats, hexproof-adjacent board states where edicts matter, or midrange mirrors where single creatures dominate combat. +Side in: 1 Cast Down, 2 Extract a Confession, 1 Breath Weapon +Cut: 2 Toxin Analysis, 1 Sewer-veillance Cam, 1 Nihil Spellbomb + +- Hydroblast role: Bring Hydroblast against red decks, red sweepers, red burn reach, red artifact hate, and red permanents that invalidate Myr Enforcer pressure or Krark-Clan Shaman stabilization. Hold Hydroblast for the red spell or permanent that changes the race, threatens lethal, answers your only stabilizer, or prevents a post-combat swing; do not spend it on a low-impact red card when Galvanic Blast, Cast Down, or combat already handles the same object. Hydroblast is weak when the opponent has few red spells, when your mana cannot reliably preserve blue, or when the matchup is decided by black edicts, green creatures, graveyard recursion, or nonred combo pieces. Role change: Hydroblast turns Grixis Affinity from tap-out pressure into draw-go midrange during opposing red turns, so leave blue artifact land mana available when public information indicates a decisive red window. + +- Envelop role: Bring Envelop against sorcery-driven combo, sweepers, land-destruction sorceries, big draw sorceries, and control decks whose decisive turn is a sorcery rather than a creature. Envelop is bad against creature-heavy decks, instant-speed tempo decks, and boards where the opponent can win through permanents already in play. Role change: Envelop asks the pilot to pass with one blue available instead of spending all mana on Thoughtcast or Myr Enforcer when the opponent's next sorcery is the real threat. Card text check required for any unusual stack interaction beyond countering a sorcery spell; only choose Envelop when Veles shows a legal stack action for the relevant sorcery. + +- Breath Weapon role: Bring Breath Weapon against small-creature boards, token pressure, Faeries-style flyers, Kuldotha-style go-wide starts, and creature engines that punish one-for-one removal. Breath Weapon is weak when your own Refurbished Familiar, Utrom Monitor, Krark-Clan Shaman, or Myr Enforcer board is more important than clearing small opposing creatures, or when opposing threats survive the visible damage amount. Role change: Breath Weapon can let Krark-Clan Shaman stay unspent, preserving artifact count for Thoughtcast and Myr Enforcer; conversely, if Breath Weapon is already in hand, do not sacrifice multiple artifacts to Krark-Clan Shaman unless the visible board demands a larger or earlier sweep. Card text check required for exact damage, color, and creature-type exclusions before assuming which creatures survive. + +- Cast Down role: Bring Cast Down against large nonred creatures, Gurmag Angler-style threats, Tolarian Terror-style threats if legal, initiative-like single threats if present, and creature mirrors where Galvanic Blast damage may be insufficient. Cast Down is weak against decks with few creatures, artifact-swarm boards better answered by Breath Weapon or Krark-Clan Shaman, and threats Veles marks as illegal targets. Role change: Cast Down reduces pressure on Galvanic Blast, allowing Galvanic Blast to stay as reach or stack-speed interaction. Card text check required for target restrictions in the current rules engine; select Cast Down only when the legal action names the intended visible creature. + +- Extract a Confession role: Bring Extract a Confession against single-threat decks, protection-heavy creatures, large creatures that dodge damage, and boards where making the opponent sacrifice is better than targeting. Extract a Confession is weak against token decks, boards with expendable creatures, and matchups where spending main-phase black mana loses a critical Thoughtcast, Reckoner's Bargain, or counterspell window. Role change: Extract a Confession shifts your plan toward controlling the opponent's largest board commitment before attacking with Myr Enforcer and Refurbished Familiar. Card text check required for exact sacrifice mode, collect evidence text, and targeting; treat it as an edict-style role only when Veles presents legal action text consistent with that role. + +- Red Elemental Blast role: Bring Red Elemental Blast against blue counters, blue card draw, blue tempo threats, blue Terror shells, and any matchup where a blue spell on the stack can stop your pressure or force a losing exchange. Red Elemental Blast is bad when the opponent's blue cards are incidental and the real threat is creatures, graveyard recursion, burn, or artifact hate in other colors. Role change: Red Elemental Blast protects Thoughtcast, Myr Enforcer, Reckoner's Bargain, and Galvanic Blast from blue interaction while also answering a decisive blue permanent if the engine exposes that legal action. Card text check required if the action text differs from the expected counter-blue-spell/destroy-blue-permanent pattern. + +- Pyroblast role: Bring Pyroblast in the same blue matchups as Red Elemental Blast, especially when counter wars, blue tempo threats, or blue draw engines define the game. Pyroblast is weak against nonblue aggro and against boards where spending red mana prevents Galvanic Blast, Krark-Clan Shaman, or Makeshift Munitions from answering lethal pressure. Role change: Pyroblast makes red mana a protection resource rather than only removal or reach, so choose Great Furnace or red bridge sequencing to preserve it when the opponent can interact on the stack. Card text check required for any target legality nuance; select only a legal Pyroblast action shown by Veles. + +- Negate role: Bring Negate against noncreature combo, sweepers, opposing removal that answers Myr Enforcer or Refurbished Familiar, opposing counterspells, artifact hate, and planes where a single noncreature spell changes the game. Negate is weak against low-curve creature swarms, creature-only pressure, and matchups where you cannot afford to pass with blue mana. Role change: Negate encourages a midrange posture: deploy one credible threat, then protect the board while Thoughtcast and Reckoner's Bargain refill. Do not hold Negate so long that you miss a necessary stabilizing Krark-Clan Shaman or Galvanic Blast window. + +- Against red aggro and burn: Add role cards: Hydroblast, Breath Weapon, Cast Down when large creatures join the burn plan, and Negate only if public cards show decisive noncreature red or artifact-hate spells. Reduce main-deck emphasis: slow filtering from Sewer-veillance Cam, graveyard-only Nihil Spellbomb jobs, and late Makeshift Munitions loops when life total is under immediate pressure. Preserve Toxin Analysis more often when lifegain or deathtouch combat is legally visible and can reverse the race. + +- Against blue tempo and control: Add role cards: Pyroblast, Red Elemental Blast, Negate, Envelop when decisive sorceries are known, and Cast Down if large blue creatures are visible. Reduce main-deck emphasis: Toxin Analysis when combat is not the axis, excess Krark-Clan Shaman when the opponent has few small creatures, and Nihil Spellbomb when graveyards are not a resource. Keep artifact count high enough that Thoughtcast and Myr Enforcer remain cheap through counter exchanges. + +- Against graveyard decks: Add role cards: Negate for noncreature enablers, Envelop for sorcery enablers, Cast Down or Extract a Confession for payoff creatures, and Pyroblast or Red Elemental Blast only when blue enablers are confirmed. Reduce main-deck emphasis: creature-combat tricks and slow filtering. Keep Nihil Spellbomb unless the opponent's graveyard is irrelevant after sideboarding; its graveyard exile job is more important than cycling for a card. + +- Against go-wide creature decks: Add role cards: Breath Weapon, Cast Down, Extract a Confession, and Hydroblast when the creatures or payoff spells are red. Reduce main-deck emphasis: slow card selection and narrow graveyard interaction. Preserve Krark-Clan Shaman unless Breath Weapon covers the same board and keeping artifacts for affinity produces a stronger next turn. + +- Against big-mana and spell combo: Add role cards: Negate, Envelop, Pyroblast or Red Elemental Blast when blue is visible, and Hydroblast when red payoff spells are visible. Reduce main-deck emphasis: creature-only combat tricks, small sweepers with no targets, and removal that cannot interact with the combo. Race with Myr Enforcer and Refurbished Familiar while holding one interactive spell for the turn that matters. + +## Matchup Guidance + +- Aggro: Stabilize before racing when the opponent presents multiple early attackers, because Grixis Affinity wins many creature games by turning artifacts into cheap Myr Enforcer, card flow, and a later reach plan. Add role cards: Hydroblast against red pressure, Breath Weapon against small creature boards, Cast Down against larger attackers, and Extract a Confession when one creature is carrying the matchup. Reduce main-deck emphasis: Sewer-veillance Cam, slow Nihil Spellbomb cycling, and Makeshift Munitions loops when life total is the limiting resource. Preserve Galvanic Blast for creatures that change combat math unless the opponent is already in lethal reach range. + +- Burn: Treat life total as the primary resource, and do not spend Reckoner's Bargain or Toxin Analysis casually unless the legal line immediately gains life, prevents damage, or draws into interaction before a likely lethal turn. Add role cards: Hydroblast, Negate for decisive noncreature spells, and Breath Weapon only when the burn deck also has a visible creature swarm. Reduce main-deck emphasis: graveyard-only Nihil Spellbomb uses, slow artifact churn, and unnecessary sacrifice lines. Myr Enforcer is a clock, but passing with Hydroblast or Negate can be stronger than adding one more threat when the opponent has open mana and few board commitments. + +- Go-wide decks: Prioritize board-size control over one-for-one efficiency, because Krark-Clan Shaman and Breath Weapon are the cleanest ways to reset creature density while your artifact count rebuilds faster than most small-creature decks. Add role cards: Breath Weapon, Hydroblast against red creatures or red payoff spells, Cast Down for oversized follow-up threats, and Extract a Confession only when the opponent cannot feed it with expendable creatures. Reduce main-deck emphasis: single-target Galvanic Blast on low-impact creatures, early Toxin Analysis without combat leverage, and slow Sewer-veillance Cam turns. Card text check required before assuming Breath Weapon or Krark-Clan Shaman affects a specific creature type or toughness band. + +- Single-threat decks: Answer the one threat before developing extra velocity when the visible creature can dominate combat, invalidate Myr Enforcer, or kill you before Thoughtcast catches up. Add role cards: Cast Down, Extract a Confession, Negate for noncreature protection or payoff spells, and Pyroblast or Red Elemental Blast when the threat or protection is blue. Reduce main-deck emphasis: Krark-Clan Shaman if there are few small creatures, Breath Weapon unless sideboarded for a known supporting swarm, and graveyard-only Nihil Spellbomb uses unless the threat depends on graveyard size. Galvanic Blast should stay available until Veles shows a legal target that matters or lethal reach is present. + +- Tempo: Develop artifact mana and cheap threats while preserving interaction for the exchange that breaks their mana advantage, because tempo decks punish tapped-out Thoughtcast and Reckoner's Bargain turns. Add role cards: Pyroblast, Red Elemental Blast, Negate, Cast Down for large blue creatures, and Envelop when public cards show decisive sorceries. Reduce main-deck emphasis: Toxin Analysis when combat trades are not the axis, excess Krark-Clan Shaman against low-creature boards, and slow Blood Fountain loops when under counterspell pressure. Sequence Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, and Mistvault Bridge to keep the color that represents the interaction you actually hold. + +- Control: Commit one durable pressure source, then protect the resource engine rather than emptying every card into removal and sweepers. Add role cards: Negate, Pyroblast, Red Elemental Blast, Envelop against sorcery-speed control pivots, and Cast Down only for visible creature finishers. Reduce main-deck emphasis: Krark-Clan Shaman against creature-light boards, Toxin Analysis without a combat target, and Nihil Spellbomb if the graveyard is not relevant. Thoughtcast and Reckoner's Bargain are high-priority cards, but do not cast them into obvious open interaction when a legal pass preserves a stronger counter window. + +- Removal-heavy midrange: Make every removal spell trade down by using Ichor Wellspring, Blood Fountain, Refurbished Familiar, Utrom Monitor, Reckoner's Bargain, and Thoughtcast to keep material flowing. Add role cards: Negate for removal or sweepers, Cast Down for their best creature, Extract a Confession for protected or oversized threats, and Pyroblast or Red Elemental Blast if blue removal or card draw is shown. Reduce main-deck emphasis: all-in Toxin Analysis attacks, early Makeshift Munitions without enough fodder, and low-impact Nihil Spellbomb activation. Myr Enforcer is excellent pressure, but sacrificing an artifact to draw before affinity matters can delay the threat deployment that forces their removal. + +- Midrange creature mirrors: Trade when the exchange converts a small artifact or doomed creature into cards, life, or tempo, and avoid trades that leave you without enough artifacts for Thoughtcast and Myr Enforcer. Add role cards: Cast Down, Extract a Confession, Breath Weapon for smaller boards, and Hydroblast only when red cards are central. Reduce main-deck emphasis: pure reach plans before board control is stable and Nihil Spellbomb if graveyards are not part of the fight. Toxin Analysis can turn a blocked or blocking creature into a high-impact exchange, but select it only when Veles shows a legal target and the resulting combat line is visible. + +- Big mana: Race with early Myr Enforcer and Refurbished Familiar while holding the sideboard card that can stop the payoff turn, because giving big mana unlimited draw steps usually favors them. Add role cards: Negate, Envelop against sorcery payoffs, Pyroblast or Red Elemental Blast against blue engines, Hydroblast against red payoffs, and Extract a Confession or Cast Down for large creatures. Reduce main-deck emphasis: Krark-Clan Shaman, Breath Weapon, Toxin Analysis, and creature removal with no visible targets. Do not overuse Galvanic Blast on small setup creatures if the real win path is face damage after a fast artifact start. + +- Combo: Identify the turn that matters, then choose between maximum clock and holding exact interaction based only on visible mana, public cards, revealed cards, and legal actions. Add role cards: Negate, Envelop, Pyroblast or Red Elemental Blast against blue combo pieces, Hydroblast against red payoff spells, and Extract a Confession or Cast Down only when the combo uses visible creatures. Reduce main-deck emphasis: Krark-Clan Shaman, Toxin Analysis, Makeshift Munitions, and Galvanic Blast unless they interact with a visible combo creature or create lethal. Nihil Spellbomb is central only when the combo uses the graveyard; otherwise it should be card flow or artifact count. + +- Graveyard decks: Use Nihil Spellbomb as interaction first and as card flow second when the opponent's graveyard visibly fuels threats, recursion, flashback, or cost reduction. Add role cards: Negate for enablers, Envelop for sorcery enablers, Cast Down or Extract a Confession for payoff creatures, and Pyroblast or Red Elemental Blast when blue graveyard cards are public. Reduce main-deck emphasis: Toxin Analysis, slow Makeshift Munitions lines, and Galvanic Blast to face before the graveyard threat is contained. Do not activate Nihil Spellbomb only for a card when the opponent can immediately use the graveyard before your next priority window. + +- Artifact decks: Preserve artifact density while attacking the opponent's highest-leverage permanent, because mirror-like games are often decided by who converts Ichor Wellspring, Blood Fountain, Thoughtcast, and Reckoner's Bargain into a larger board without dying to reach. Add role cards: Cast Down for nonartifact creatures if legal, Extract a Confession against large singular threats, Negate for Makeshift Munitions-like noncreature engines or artifact hate, and Pyroblast or Red Elemental Blast only when blue spells matter. Reduce main-deck emphasis: Nihil Spellbomb unless graveyards matter and Krark-Clan Shaman if sweeping costs you more battlefield than theirs. Galvanic Blast reach becomes more important once both players stall behind Myr Enforcer. + +- Enchantment-based decks: Respect that this list has limited direct enchantment answers, so pressure life total and counter the spell or payoff instead of waiting for a clean permanent answer. Add role cards: Negate, Envelop for sorcery setup, Pyroblast or Red Elemental Blast against blue enchantment shells, and Hydroblast only when red enchantments or red payoff spells are public. Reduce main-deck emphasis: Cast Down, Extract a Confession, Krark-Clan Shaman, and Breath Weapon unless creatures are also central. Card text check required for any sideboard card before assuming it can affect an enchantment or an enchantment-generated object. + +- Removal-heavy decks: Lead with recursive or replaceable material before irreplaceable pressure when possible, because Ichor Wellspring, Blood Fountain, Refurbished Familiar, Utrom Monitor, Thoughtcast, and Reckoner's Bargain punish one-for-one answers. Add role cards: Negate for removal and sweepers, Pyroblast or Red Elemental Blast against blue removal or counters, Cast Down for their own finishers, and Extract a Confession for protected threats. Reduce main-deck emphasis: Toxin Analysis without a combat exchange and Krark-Clan Shaman when they are not presenting multiple creatures. Hold Makeshift Munitions as a late engine when the board contains expendable artifacts and the opponent is trying to answer creatures one at a time. + +## Specific Matchup Notes + +- Orzhov Inquisition Gates / Extort: Treat this as an attrition matchup where replaceable artifacts matter more than one explosive attack, and let revealed cards override any archetype assumption. Add role cards: Negate for removal, sweepers, and noncreature engines; Cast Down and Extract a Confession for visible finishers; Pyroblast or Red Elemental Blast only if blue cards are shown. Priority targets are lifegain engines, recursive threats, and any permanent that makes Galvanic Blast reach unreliable. Reduce main-deck emphasis: early Toxin Analysis without a clear combat exchange and Krark-Clan Shaman when their board is not wide. + +- Red Rally: Stabilize life total first, then turn the corner with Myr Enforcer, Refurbished Familiar, and Galvanic Blast once the board is contained. Add role cards: Hydroblast, Breath Weapon, Cast Down, Extract a Confession, and Negate when a noncreature payoff or protection spell is visible. Priority targets are haste pressure, go-wide payoffs, and red burn that changes lethal math. Reduce main-deck emphasis: slow Makeshift Munitions setup and Nihil Spellbomb unless graveyard recursion is public. + +- Dimir Faeries / Terror: Preserve artifact count while forcing them to answer multiple card-advantage threats, because Thoughtcast, Ichor Wellspring, Reckoner's Bargain, Refurbished Familiar, and Blood Fountain punish one-for-one trades. Add role cards: Pyroblast, Red Elemental Blast, Negate, Envelop for sorcery card flow, Cast Down, and Extract a Confession. Priority targets are visible large threats, counterspell windows that stop Thoughtcast or Myr Enforcer, and graveyard-dependent cost reduction when Nihil Spellbomb can interrupt it. + +- Tron / Big-Mana Control: Apply pressure early and hold interaction for payoff turns, because giving the opponent too many draw steps can outscale artifact attrition. Add role cards: Negate, Envelop, Pyroblast, Red Elemental Blast, Hydroblast if red payoffs are public, and Extract a Confession or Cast Down for visible creatures. Priority targets are payoff spells, sweepers, and stabilizing blockers. Reduce main-deck emphasis: Krark-Clan Shaman, Breath Weapon, and Toxin Analysis unless creatures define the current board. + +- Food Gardens: Attack the engine before it turns life and material into an unwinnable board, and use Galvanic Blast reach only after visible lifegain lines are constrained. Add role cards: Negate for engines or sweepers, Cast Down and Extract a Confession for key creatures, and Breath Weapon if small creatures or tokens are public. Priority targets are repeatable food, sacrifice, or recursion pieces. Reduce main-deck emphasis: Nihil Spellbomb only if graveyard recursion is absent; otherwise hold it as real interaction. + +- Spy: Race while preserving the specific interaction that disrupts the combo turn, and never assume their hidden hand fails without public evidence. Add role cards: Negate, Envelop, Hydroblast if red enablers are visible, Pyroblast or Red Elemental Blast if blue setup is visible, and graveyard-relevant Nihil Spellbomb lines when the combo uses the graveyard. Priority targets are the visible engine creature, graveyard payoff, or spell that starts the deterministic line. Reduce main-deck emphasis: Krark-Clan Shaman, Toxin Analysis, and Makeshift Munitions unless Veles shows a legal action that directly disrupts the combo. + +## Risk Summary + +- Mana risk: Artifact lands enable Thoughtcast and Myr Enforcer, but color sequencing can strand Galvanic Blast, Krark-Clan Shaman, Reckoner's Bargain, Refurbished Familiar, or sideboard counters. Preserve red when instant interaction is likely, blue when Thoughtcast or permission matters, and black when sacrifice draw or Blood Fountain recursion is the next real line. + +- Matchup risk: The deck can misidentify its role by racing into red pressure, durdling against combo, or over-controlling against big mana. Re-evaluate each turn from visible pressure, known graveyard use, open mana, and legal actions rather than the matchup label alone. + +- Draw risk: Reckoner's Bargain and Thoughtcast are powerful but can delay board presence if cast before affinity, pressure, or survival is secured. Do not sacrifice an artifact that makes Myr Enforcer or Thoughtcast meaningfully worse unless the card draw or life swing matters now. + +- Over-sideboarding risk: Too many reactive sideboard cards can lower artifact density and make Myr Enforcer, Thoughtcast, Ichor Wellspring, and Refurbished Familiar worse. Keep enough artifacts and threats to close the game after answering the opponent's key turn. + +- Graveyard risk: Nihil Spellbomb is both artifact/card flow and hate, but cycling it early can lose to visible graveyard setup. Hold it when the opponent can use the graveyard before your next priority window. + +- Sweeper/removal risk: Krark-Clan Shaman and Breath Weapon can clear boards, but careless use can erase your clock, sacrifice fodder, or artifact count. Fire sweepers only when the visible exchange improves survival, tempo, or inevitability. + +- Closer risk: Galvanic Blast, Makeshift Munitions, and Myr Enforcer close games, but using Galvanic Blast on low-impact creatures can remove your final reach. Count visible lethal and likely next-turn pressure before spending burn. + +- Interaction risk: Hydroblast, Negate, Envelop, Pyroblast, Red Elemental Blast, Cast Down, and Extract a Confession are narrow enough that passing with the wrong one can waste tempo. Hold interaction only when the current legal board does not demand development or immediate removal. + +- Sequencing risk: Toxin Analysis, Reckoner's Bargain, Blood Fountain, and Ichor Wellspring reward precise timing around combat, sacrifice, and recursion. Choose the line that preserves the most future legal branches unless a visible lethal, survival, or combo-disruption window requires commitment. + +## Test Feedback Checklist + +- Deciding factor: Identify the turn cycle that most changed the game, and record whether it was artifact development, Myr Enforcer pressure, Refurbished Familiar disruption, Thoughtcast velocity, Galvanic Blast reach, Krark-Clan Shaman sweep timing, or a sideboard interaction window. + +- Mulligans: Check whether opening hands had enough colored mana, artifact density, and first two-turn action; flag keeps that stranded Reckoner's Bargain, Refurbished Familiar, Utrom Monitor, or Thoughtcast without the mana or artifacts to make them matter. + +- Mana: Record each loss where Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, or Mistvault Bridge sequencing caused a missed Galvanic Blast, Krark-Clan Shaman, Thoughtcast, Reckoner's Bargain, Refurbished Familiar, Hydroblast, Negate, Envelop, Pyroblast, or Red Elemental Blast window. + +- Velocity: Track whether Ichor Wellspring, Reckoner's Bargain, Blood Fountain, Sewer-veillance Cam, Thoughtcast, and Nihil Spellbomb converted into real board progress or only delayed stabilization and closing. + +- Engines: Review whether Blood Fountain, Makeshift Munitions, Krark-Clan Shaman, Ichor Wellspring, and Reckoner's Bargain were used at windows that improved board state, life total, cards, or lethal reach rather than sacrificing critical artifact count. + +- Removal: Audit Galvanic Blast, Cast Down, Extract a Confession, Breath Weapon, Krark-Clan Shaman, and Hydroblast targets; mark each use as survival, tempo, engine denial, lethal setup, or low-impact spending. + +- Sideboard: For each post-board game, record which of Hydroblast, Envelop, Breath Weapon, Cast Down, Extract a Confession, Red Elemental Blast, Negate, and Pyroblast was drawn, cast, stranded, or too narrow for the visible matchup texture. + +- Closing: Note whether wins came from Myr Enforcer combat, Refurbished Familiar and Utrom Monitor pressure, Galvanic Blast reach, Makeshift Munitions reach, or opponent resource collapse after sacrifice-draw loops. + +- Role: Flag turns where the pilot should have raced, stabilized, held interaction, built artifact count, or preserved cards, and compare the chosen action against the visible board and legal actions. + +- Mistakes: Record any pass with relevant legal action available, any attack that lost a needed blocker, any sacrifice that disabled Thoughtcast or Myr Enforcer, and any early Nihil Spellbomb use before a visible graveyard window. + +- Stranded cards: List cards stuck in hand for two or more meaningful turns, especially Toxin Analysis, Krark-Clan Shaman, Reckoner's Bargain, Thoughtcast, Refurbished Familiar, sideboard counters, and color-specific blasts. + +- Overperformers and underperformers: Separate strong cards by matchup and board texture, not raw memory; Myr Enforcer, Galvanic Blast, Thoughtcast, and Reckoner's Bargain should be judged by when they changed the next turn cycle. + +## First Tuning Questions + +- Card quantities: If hands lacked early pressure, should the build increase effective threat density around Myr Enforcer, Refurbished Familiar, and Utrom Monitor, or did sequencing and mulligans hide adequate threat count? + +- Artifact density: If Thoughtcast and Myr Enforcer were slow, did sideboarding or sacrifice timing reduce artifact count too much, and are Blood Fountain, Ichor Wellspring, Sewer-veillance Cam, Nihil Spellbomb, and artifact lands enough after reactive cards enter? + +- Mana base: If red, blue, or black spells were stranded, does the bridge mix of Drossforge Bridge, Silverbluff Bridge, Mistvault Bridge, Seat of the Synod, Great Furnace, and Vault of Whispers need adjustment for Galvanic Blast, Thoughtcast, Reckoner's Bargain, and sideboard permission? + +- Aggro plan: If Red Rally or other creature decks won before stabilization, should Breath Weapon, Cast Down, Extract a Confession, Hydroblast, Krark-Clan Shaman, or Toxin Analysis roles change, or were losses caused by keeping hands without early board impact? + +- Control plan: If Tron / Big-Mana Control or Dimir Faeries / Terror outscaled the deck, should Negate, Envelop, Pyroblast, Red Elemental Blast, and threat sequencing be weighted higher, or did the pilot spend interaction on low-impact windows? + +- Combo plan: If Spy or graveyard lines won, was Nihil Spellbomb too often used as generic card flow, and do sideboard configurations need more protection for the exact disruption turn? + +- Closers: If games stabilized but failed to end, should Galvanic Blast, Makeshift Munitions, Myr Enforcer, and recursive Blood Fountain lines receive more priority, or is the deck losing too much tempo to card-draw setup? + +- Role conflicts: If Reckoner's Bargain, Thoughtcast, and Ichor Wellspring created cards but not pressure, is the deck leaning too midrange for matchups where it must be aggro? + +- Sideboard slots: If Hydroblast, Envelop, Breath Weapon, Cast Down, Extract a Confession, Red Elemental Blast, Negate, or Pyroblast were repeatedly stranded, are their matchup assumptions too narrow for the observed field? + +- Pilot policy: If mistakes clustered around sacrifice timing, mana preservation, or pass decisions, should Veles policy weight colored-mana preservation, artifact-count protection, and visible lethal counting more strongly before card-advantage actions? + +## Veles Tactical Policy + +### Policy: Opening Hand Role Gate +- Priority: High +- Decision families: mulligan +- Cards: Myr Enforcer, Thoughtcast, Refurbished Familiar, Utrom Monitor, Galvanic Blast, Reckoner's Bargain, Ichor Wellspring +- Phase windows: opening hand, mulligan, London bottom +- Runtime cues: legal keep, mulligan, or bottom-card actions +- Use when: decide whether the hand can make mana, build artifact count, and affect the first two turns. +- Avoid when: the hand has no functional colored mana path or only payoffs without artifacts. +- Instructions: Keep hands with artifact lands plus either early pressure, Thoughtcast velocity, or interaction; bottom redundant expensive threats before mana, then narrow reactive cards without visible targets. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Artifact Land Setup +- Priority: Medium +- Decision families: mana +- Cards: Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, Mistvault Bridge, Thoughtcast, Myr Enforcer +- Phase windows: early turns, main phases +- Runtime cues: legal land-play actions +- Use when: choosing the land that sets artifact count and colors for current hand. +- Avoid when: a different land is required for an immediate legal spell or interaction window. +- Instructions: Lead with artifact lands that unlock blue for Thoughtcast, red for Galvanic Blast or Krark-Clan Shaman, and black for Reckoner's Bargain or Refurbished Familiar; count tapped bridges against this turn's spell plan. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Engine Permanent +- Priority: Medium +- Decision families: priority, mana +- Cards: Ichor Wellspring, Blood Fountain, Sewer-veillance Cam, Nihil Spellbomb +- Phase windows: early main phases +- Runtime cues: legal cast actions for listed artifacts +- Use when: no immediate survival interaction is required and the hand needs artifact count or future material. +- Avoid when: casting the artifact prevents a needed Galvanic Blast, Krark-Clan Shaman, Hydroblast, Pyroblast, Red Elemental Blast, Negate, or Envelop window. +- Instructions: Deploy the artifact that increases next-turn legal branches first; prefer Ichor Wellspring or Blood Fountain when sacrifice lines are visible, and treat Sewer-veillance Cam as conditional because Card text check required. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Affinity Threat Commitment +- Priority: High +- Decision families: priority, mana +- Cards: Myr Enforcer, Refurbished Familiar, Utrom Monitor +- Phase windows: main phases after mana development +- Runtime cues: legal cast actions for Myr Enforcer, Refurbished Familiar, or Utrom Monitor +- Use when: deciding whether to tap out or reduce artifact count to commit pressure. +- Avoid when: visible board requires interaction this turn or the action strands a higher-impact spell already legal. +- Instructions: Commit Myr Enforcer when artifact count makes the tempo swing large; use Refurbished Familiar when discard pressure matters and legal text confirms the effect; treat Utrom Monitor details as conditional because Card text check required. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Myr Enforcer Cast After Selection +- Priority: Low +- Decision families: priority +- Cards: Myr Enforcer +- Phase windows: main phases +- Runtime cues: action:cast Myr Enforcer +- Use when: exactly one legal action contains cast Myr Enforcer and mana payment is already legal in the same prompt. +- Avoid when: multiple Myr Enforcer actions differ by cost, mana source, target, or additional choice. +- Instructions: Select the visible cast Myr Enforcer action. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Sacrifice Draw Commitment +- Priority: Medium +- Decision families: priority, selection +- Cards: Reckoner's Bargain, Ichor Wellspring, Blood Fountain, Nihil Spellbomb, Toxin Analysis +- Phase windows: main phases, combat tricks, end steps, removal response windows +- Runtime cues: legal cast or sacrifice actions involving Reckoner's Bargain or sacrifice candidates +- Use when: choosing whether to convert a permanent into cards, life, or effect text shown by legal actions. +- Avoid when: sacrificing the permanent turns off Thoughtcast, Myr Enforcer, metalcraft-like Galvanic Blast text if shown, or necessary blockers. +- Instructions: Prefer sacrificing Ichor Wellspring or expendable artifacts when legal text shows replacement cards; use Reckoner's Bargain defensively if life gain or removal response changes the next turn cycle. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Ichor Wellspring Sacrifice Target +- Priority: Low +- Decision families: selection +- Cards: Ichor Wellspring, Reckoner's Bargain, Makeshift Munitions, Krark-Clan Shaman +- Phase windows: sacrifice-cost prompts, activated ability prompts +- Runtime cues: action:sacrifice Ichor Wellspring +- Use when: exactly one legal action contains sacrifice Ichor Wellspring and the source action has already been selected. +- Avoid when: multiple legal sacrifice Ichor Wellspring actions have different sources or costs. +- Instructions: Select the visible sacrifice Ichor Wellspring action. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Galvanic Blast Target Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Galvanic Blast +- Phase windows: priority windows, combat, end steps, lethal turns +- Runtime cues: legal cast or target actions for Galvanic Blast +- Use when: choosing between removal, face damage, or holding burn. +- Avoid when: visible lethal or survival math is unresolved by the target choice. +- Instructions: Use Galvanic Blast on lethal damage, a threat that changes survival, or a blocker that unlocks decisive combat; do not spend it on low-impact creatures while Myr Enforcer pressure can race. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Opponent Burn Target +- Priority: Medium +- Decision families: interaction +- Cards: Galvanic Blast +- Phase windows: priority windows with lethal damage visible +- Runtime cues: action:target opponent Galvanic Blast +- Use when: exactly one legal action targets opponent with Galvanic Blast and visible opponent life is less than or equal to the damage shown by legal action text. +- Avoid when: prevention, redirection, ward, tax, or stack interaction is visible in the same prompt. +- Instructions: Select the visible target opponent Galvanic Blast action. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Sweep Commitment +- Priority: High +- Decision families: interaction, combat +- Cards: Krark-Clan Shaman, Breath Weapon, Toxin Analysis, Myr Enforcer +- Phase windows: precombat main, declare attackers, declare blockers, before damage, postcombat main +- Runtime cues: legal Krark-Clan Shaman activation, Breath Weapon cast, or damage-based sweeper action +- Use when: deciding whether a sweep stabilizes, creates lethal, or saves more life than the artifacts or creatures it costs. +- Avoid when: the sweep kills your only clock without stopping visible opposing pressure. +- Instructions: Count your artifacts, your creatures, opposing toughness, and post-sweep legal follow-up before activating Krark-Clan Shaman; use Toxin Analysis only if legal text confirms the intended combat or damage interaction. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Makeshift Munitions Commitment +- Priority: Medium +- Decision families: priority, interaction +- Cards: Makeshift Munitions, Ichor Wellspring, Blood Fountain, Nihil Spellbomb, Myr Enforcer +- Phase windows: main phases, combat, end steps, lethal turns +- Runtime cues: legal cast, activate, target, or sacrifice actions for Makeshift Munitions +- Use when: deciding whether to install or use a sacrifice reach engine. +- Avoid when: sacrifice costs remove necessary blockers, artifact count, or colored mana without changing lethal or survival. +- Instructions: Treat Makeshift Munitions as reach and board control; feed it expendable artifacts first and require light-model reasoning for target selection. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Graveyard Hate Timing +- Priority: Medium +- Decision families: interaction, selection +- Cards: Nihil Spellbomb +- Phase windows: opponent graveyard setup, response windows, end steps, combo turns +- Runtime cues: legal activate, sacrifice, exile graveyard, or draw actions for Nihil Spellbomb +- Use when: opponent graveyard contains visible cards that enable a current or next-turn legal line. +- Avoid when: opponent graveyard has no visible engine card and the only benefit is cycling. +- Instructions: Preserve Nihil Spellbomb against graveyard decks until the graveyard action matters; cycle it only when mana and board state need cards more than future graveyard denial. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Permission And Blast Spending +- Priority: High +- Decision families: interaction, priority +- Cards: Hydroblast, Envelop, Red Elemental Blast, Negate, Pyroblast +- Phase windows: stack response windows, opponent key turns, protection windows +- Runtime cues: legal counter, destroy, or target spell/permanent actions for sideboard interaction +- Use when: a spell on stack or visible permanent matches the sideboard card's legal action text. +- Avoid when: the target is replaceable and a more dangerous archetype-defining spell is likely from public context. +- Instructions: Spend narrow interaction on spells that beat your board, stop your lethal, or enable the opponent's core plan; keep color blasts for high-impact blue or red cards when legal text presents multiple targets. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Removal Upgrade Targeting +- Priority: Medium +- Decision families: interaction +- Cards: Cast Down, Extract a Confession, Galvanic Blast +- Phase windows: main phases, combat, end steps, response windows +- Runtime cues: legal removal target actions +- Use when: sideboard removal is legal and visible threats differ in clock, evasion, engine value, or protection. +- Avoid when: the target can be handled by combat or Krark-Clan Shaman without spending the narrow answer. +- Instructions: Use Cast Down or Extract a Confession on threats Galvanic Blast or combat cannot efficiently answer; verify legal action text because Extract a Confession details require Card text check required. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Pressure With Large Artifacts +- Priority: Medium +- Decision families: combat +- Cards: Myr Enforcer, Refurbished Familiar, Utrom Monitor, Toxin Analysis +- Phase windows: declare attackers, declare blockers, combat damage +- Runtime cues: legal attack, block, or combat trick actions +- Use when: deciding whether to attack, hold blockers, or trade with artifact threats. +- Avoid when: attacking loses the only blocker against a lethal crack-back or sacrifices an engine piece for minor damage. +- Instructions: Attack when pressure shortens the clock without exposing survival; block when preserving life buys a Thoughtcast, Reckoner's Bargain, sweeper, or Galvanic Blast turn. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Single Legal No-Block Pass +- Priority: Low +- Decision families: combat +- Cards: none +- Phase windows: declare blockers +- Runtime cues: action:no blocks +- Use when: exactly one legal action contains no blocks and no legal block action is listed. +- Avoid when: any legal block action is listed. +- Instructions: Select the visible no blocks action. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Thoughtcast Velocity Gate +- Priority: Medium +- Decision families: priority, mana +- Cards: Thoughtcast, Seat of the Synod, Ichor Wellspring, Myr Enforcer +- Phase windows: main phases, postcombat main, end-step only if legal +- Runtime cues: legal cast Thoughtcast actions +- Use when: choosing between drawing cards and adding board or holding interaction. +- Avoid when: spending blue mana prevents a necessary interaction spell or the board demands immediate blocker/removal. +- Instructions: Cast Thoughtcast when it preserves enough mana for required interaction or when the hand needs more artifacts/threats before the opponent's next turn. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Configuration Gate +- Priority: High +- Decision families: sideboard +- Cards: Hydroblast, Envelop, Breath Weapon, Cast Down, Extract a Confession, Red Elemental Blast, Negate, Pyroblast, Nihil Spellbomb, Krark-Clan Shaman, Toxin Analysis, Makeshift Munitions +- Phase windows: between games +- Runtime cues: legal sideboard plan or swap actions +- Use when: selecting a post-board configuration from legal registered swaps. +- Avoid when: the plan reduces artifact density below functional Thoughtcast and Myr Enforcer support without a matchup-specific reason. +- Instructions: Add Hydroblast and Breath Weapon against red creature pressure, Pyroblast or Red Elemental Blast plus Negate or Envelop against blue/control/combo stacks, and Cast Down or Extract a Confession against hard-to-burn creatures; reduce narrow graveyard hate or slow engines only when their visible matchup role is low. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/grixis_affinity/1/metadata.json b/strategies/pauper/grixis_affinity/1/metadata.json new file mode 100644 index 0000000..3878971 --- /dev/null +++ b/strategies/pauper/grixis_affinity/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "artifact mana, sacrifice draw, and oversized affinity threats backed by reach", + "created_at": 1781071919, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "artifact", + "sacrifice" + ], + "source_metadata": { + "base_choice": "grixis_affinity:v1", + "generated_at": "2026-06-14T12:59:14.408335+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "grixis_affinity", + "strategy_label": "Grixis Affinity", + "tags": [ + "aggro", + "midrange", + "artifact", + "sacrifice" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/grixis_affinity/1/reflection.md b/strategies/pauper/grixis_affinity/1/reflection.md new file mode 100644 index 0000000..67e54e3 --- /dev/null +++ b/strategies/pauper/grixis_affinity/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Grixis Affinity + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Identify the turn cycle that most changed the game, and record whether it was artifact development, Myr Enforcer pressure, Refurbished Familiar disruption, Thoughtcast velocity, Galvanic Blast reach, Krark-Clan Shaman sweep timing, or a sideboard interaction window. + +- Mulligans: Check whether opening hands had enough colored mana, artifact density, and first two-turn action; flag keeps that stranded Reckoner's Bargain, Refurbished Familiar, Utrom Monitor, or Thoughtcast without the mana or artifacts to make them matter. + +- Mana: Record each loss where Seat of the Synod, Great Furnace, Vault of Whispers, Drossforge Bridge, Silverbluff Bridge, or Mistvault Bridge sequencing caused a missed Galvanic Blast, Krark-Clan Shaman, Thoughtcast, Reckoner's Bargain, Refurbished Familiar, Hydroblast, Negate, Envelop, Pyroblast, or Red Elemental Blast window. + +- Velocity: Track whether Ichor Wellspring, Reckoner's Bargain, Blood Fountain, Sewer-veillance Cam, Thoughtcast, and Nihil Spellbomb converted into real board progress or only delayed stabilization and closing. + +- Engines: Review whether Blood Fountain, Makeshift Munitions, Krark-Clan Shaman, Ichor Wellspring, and Reckoner's Bargain were used at windows that improved board state, life total, cards, or lethal reach rather than sacrificing critical artifact count. + +- Removal: Audit Galvanic Blast, Cast Down, Extract a Confession, Breath Weapon, Krark-Clan Shaman, and Hydroblast targets; mark each use as survival, tempo, engine denial, lethal setup, or low-impact spending. + +- Sideboard: For each post-board game, record which of Hydroblast, Envelop, Breath Weapon, Cast Down, Extract a Confession, Red Elemental Blast, Negate, and Pyroblast was drawn, cast, stranded, or too narrow for the visible matchup texture. + +- Closing: Note whether wins came from Myr Enforcer combat, Refurbished Familiar and Utrom Monitor pressure, Galvanic Blast reach, Makeshift Munitions reach, or opponent resource collapse after sacrifice-draw loops. + +- Role: Flag turns where the pilot should have raced, stabilized, held interaction, built artifact count, or preserved cards, and compare the chosen action against the visible board and legal actions. + +- Mistakes: Record any pass with relevant legal action available, any attack that lost a needed blocker, any sacrifice that disabled Thoughtcast or Myr Enforcer, and any early Nihil Spellbomb use before a visible graveyard window. + +- Stranded cards: List cards stuck in hand for two or more meaningful turns, especially Toxin Analysis, Krark-Clan Shaman, Reckoner's Bargain, Thoughtcast, Refurbished Familiar, sideboard counters, and color-specific blasts. + +- Overperformers and underperformers: Separate strong cards by matchup and board texture, not raw memory; Myr Enforcer, Galvanic Blast, Thoughtcast, and Reckoner's Bargain should be judged by when they changed the next turn cycle. diff --git a/strategies/pauper/gruul_cascade/1/decklist.txt b/strategies/pauper/gruul_cascade/1/decklist.txt new file mode 100644 index 0000000..88d357a --- /dev/null +++ b/strategies/pauper/gruul_cascade/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +4 Annoyed Altisaur +4 Utopia Sprawl +14 Forest +4 Boarding Party +3 Eldrazi Repurposer +1 Fang Dragon +2 Generous Ent +3 Malevolent Rumble +2 Avenging Hunter +3 Mwonvuli Acid-Moss +2 Structural Distortion +4 Thermokarst +3 Wild Growth +1 Wooded Ridgeline +4 Writhing Chrysalis +2 Mountain +4 Arbor Elf + +Sideboard (15) +3 Breath Weapon +3 Deglamer +2 Gorilla Shaman +1 Relic of Progenitus +2 Suplex +4 Weather the Storm diff --git a/strategies/pauper/gruul_cascade/1/first_principles.md b/strategies/pauper/gruul_cascade/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/gruul_cascade/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/gruul_cascade/1/guide.md b/strategies/pauper/gruul_cascade/1/guide.md new file mode 100644 index 0000000..2f7b83c --- /dev/null +++ b/strategies/pauper/gruul_cascade/1/guide.md @@ -0,0 +1,648 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck identity: Gruul Cascade is a Pauper ramp-stompy cascade deck built around enchanted `Forest` acceleration, land-denial tempo, and large cascade threats. The registered strategy name is `Gruul Cascade`; the supplied format is `pauper`; the active archetype and mechanic tags are `ramp`, `stompy`, and `cascade`. + +- Deck count validation: the supplied main deck contains exactly 60 cards, and the supplied sideboard contains exactly 15 cards. The main deck count is validated from 4 `Annoyed Altisaur`, 4 `Utopia Sprawl`, 14 `Forest`, 4 `Boarding Party`, 3 `Eldrazi Repurposer`, 1 `Fang Dragon`, 2 `Generous Ent`, 3 `Malevolent Rumble`, 2 `Avenging Hunter`, 3 `Mwonvuli Acid-Moss`, 2 `Structural Distortion`, 4 `Thermokarst`, 3 `Wild Growth`, 1 `Wooded Ridgeline`, 4 `Writhing Chrysalis`, 2 `Mountain`, and 4 `Arbor Elf`. + +- Sideboard count validation: the supplied sideboard count is validated from 3 `Breath Weapon`, 3 `Deglamer`, 2 `Gorilla Shaman`, 1 `Relic of Progenitus`, 2 `Suplex`, and 4 `Weather the Storm`. Sideboard plans in this guide must preserve the registered 75 and use exact balanced card counts when executable plans are provided. + +- Stock status: treat this list as a hybrid stock-and-tuned Gruul Cascade shell, not a pure rogue deck. The stock core is `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, `Thermokarst`, `Mwonvuli Acid-Moss`, `Writhing Chrysalis`, `Boarding Party`, and `Annoyed Altisaur`; the tuned or list-specific pressure points are the exact split of `Eldrazi Repurposer`, `Malevolent Rumble`, `Avenging Hunter`, `Structural Distortion`, `Generous Ent`, and singleton `Fang Dragon`. + +- Legality status: use this guide as a strategy document for the supplied Pauper decklist, but let Veles, Forge, and the configured card database decide actual legality and available actions at runtime. If the rules engine does not expose a cast, attack, block, target, sideboard, or payment action, the pilot must not infer that the action is legal from this guide. + +- Card-text certainty status: tactical advice here should be conditional on the rules engine’s legal-action output, especially for `Eldrazi Repurposer`, `Malevolent Rumble`, `Fang Dragon`, `Generous Ent`, `Avenging Hunter`, `Structural Distortion`, `Breath Weapon`, `Deglamer`, `Suplex`, and `Weather the Storm`. Card text check required whenever an action depends on a specific mode, trigger, target class, alternate cost, or sideboard card timing that is not visible in the current legal action text. + +- Mana identity: the deck is primarily green and uses red as a splash for cascade threats and sideboard interaction. `Forest` is the default engine land because `Arbor Elf`, `Utopia Sprawl`, and `Wild Growth` create the deck’s strongest starts from enchanted green sources; `Mountain` and `Wooded Ridgeline` are supporting red access, not the main plan. + +- Role concern: the deck wins by moving ahead on mana and board before the opponent can convert cheap interaction or tempo into a stable game. The pilot should identify whether each game state asks for mana development, land denial, creature pressure, stabilization, or sideboard interaction before choosing among legal actions. + +- Runtime opponent status: opponent information is archetype-level unless Veles provides a specific matchup guide, revealed cards, public game history, or sideboard-stage context. Do not assume hidden cards, exact hand composition, or matchup-specific sideboard cards unless they are visible, revealed, logged from public information, or supplied by the current decision request. + +## Thesis + +- Assemble enchanted `Forest` acceleration first, then convert that mana lead into land denial and oversized cascade pressure. The deck’s cleanest games start with `Arbor Elf`, `Utopia Sprawl`, or `Wild Growth`, then use `Thermokarst`, `Mwonvuli Acid-Moss`, or `Structural Distortion` to keep the opponent behind while `Boarding Party`, `Annoyed Altisaur`, `Writhing Chrysalis`, and `Avenging Hunter` end the game through combat. + +- Win by making the opponent’s early turns inefficient, not by answering every permanent one-for-one. Prioritize plays that create a durable mana advantage, remove the opponent from key colors, or put a large threat into play before their deck can double-spell, hold up interaction, or stabilize combat. + +- Treat cascade as a pressure engine, not a random value bonus. When casting `Boarding Party` or `Annoyed Altisaur`, prefer board states where most likely cascade hits advance the same plan: more mana, more land pressure, more bodies, or relevant interaction. Do not delay a cascade threat merely because the cascade result is uncertain if the current board asks for a clock. + +- Use land destruction as tempo, color denial, and threat protection. `Thermokarst` is strongest when it blocks a color, keeps the opponent off a key mana threshold, or buys a full attack step for a large creature; `Mwonvuli Acid-Moss` is strongest when it both attacks opposing mana and finds another `Forest` for enchanted-land scaling; `Structural Distortion` is a narrower interaction piece, so confirm legal targets and immediate value from the rules engine before relying on it. + +- Do not play like a pure control deck, pure Ponza deck, or pure ramp deck. This list is not trying to lock the opponent indefinitely, sculpt a perfect hand, or wait for inevitability; it is trying to create a mana-and-board gap large enough that every later creature, cascade spell, or initiative trigger is hard to answer cleanly. + +- Prioritize survival only when the opposing board can race or invalidate the mana plan. Against fast creature starts, `Writhing Chrysalis`, `Eldrazi Repurposer`, `Avenging Hunter`, sideboard `Breath Weapon`, `Suplex`, and `Weather the Storm` matter more than extra land destruction if the opponent already has enough battlefield pressure. + +- Respect runtime legality and visible information over this guide. If Veles does not expose a cast, target, attack, block, payment, or sideboard action, do not infer it; if an action depends on exact text for `Eldrazi Repurposer`, `Malevolent Rumble`, `Fang Dragon`, `Generous Ent`, `Structural Distortion`, `Breath Weapon`, `Deglamer`, `Suplex`, or `Weather the Storm`, Card text check required and the tactical use remains conditional on legal action text. + +## Role Package + +- Mana module: `Forest`, `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, `Generous Ent`, `Wooded Ridgeline`, and `Mountain` form the acceleration and color-access package. Prioritize an enchanted `Forest` when it enables `Arbor Elf` untaps; use `Generous Ent` conditionally as a land-access tool when the legal action text offers that line and the hand needs mana more than another late threat. + +- Threat module: `Writhing Chrysalis`, `Boarding Party`, `Annoyed Altisaur`, `Avenging Hunter`, `Eldrazi Repurposer`, `Generous Ent`, and `Fang Dragon` are the combat bodies. Lead with the threat that best fits the visible board: haste pressure from `Boarding Party`, reach/trample size from `Annoyed Altisaur`, stabilization and material from `Writhing Chrysalis`, initiative pressure from `Avenging Hunter`, and conditional utility from `Eldrazi Repurposer`, `Generous Ent`, or `Fang Dragon` when their legal modes are exposed. + +- Payoff module: `Boarding Party` and `Annoyed Altisaur` are the defining cascade payoffs, while `Avenging Hunter` is the initiative payoff and `Writhing Chrysalis` is the board-dominance payoff. Prefer payoff deployment when the opponent is constrained on mana, when the payoff changes combat immediately, or when waiting risks discard, counterplay, or losing the tempo advantage. + +- Engine module: `Arbor Elf` plus `Utopia Sprawl` or `Wild Growth` is the deck’s primary engine, and `Mwonvuli Acid-Moss` can extend it by finding a `Forest` while denying an opposing land. Protect this engine by sequencing untapped `Forest` access carefully and by avoiding unnecessary taps that strand a high-impact spell. + +- Velocity module: `Malevolent Rumble`, `Generous Ent`, cascade from `Boarding Party`, and cascade from `Annoyed Altisaur` keep resources moving. Use velocity when the hand lacks the next land, threat, or stabilizer; avoid low-impact digging when a legal land-destruction spell or threat already advances the current role. + +- Interaction module: `Thermokarst`, `Mwonvuli Acid-Moss`, `Structural Distortion`, sideboard `Breath Weapon`, sideboard `Deglamer`, sideboard `Gorilla Shaman`, sideboard `Relic of Progenitus`, and sideboard `Suplex` are the deck’s main ways to interfere. Aim interaction at mana bottlenecks, artifacts/enchantments, graveyard engines, or creatures that change the race; do not spend narrow sideboard cards on low-impact targets merely to use mana. + +- Protection module: `Weather the Storm`, `Breath Weapon`, `Suplex`, large blockers from `Writhing Chrysalis`, and reach bodies such as `Annoyed Altisaur` or `Generous Ent` are the practical protection tools. Use them to preserve enough life and board position for cascade threats to matter, not as an excuse to abandon pressure. + +- Recursion module: the registered list has no dedicated recursion engine. Treat graveyard contents mainly as public information for opposing threats, `Relic of Progenitus` decisions, and any legal `Malevolent Rumble` or card-specific action the engine exposes; Card text check required before assuming graveyard access. + +- Sideboard module: `Breath Weapon` covers creature swarms when legal and correctly timed; `Deglamer` answers artifacts or enchantments; `Gorilla Shaman` pressures artifact mana and artifact-heavy boards; `Relic of Progenitus` attacks graveyard reliance; `Suplex` handles creature combat problems; `Weather the Storm` buys time against burn and fast damage decks. Each sideboard card should be added for a specific matchup pressure, not because it is generically castable. + +## Primary Win Conditions + +- Mana-aura cascade pressure is the default win path. Set up `Forest` plus `Utopia Sprawl` or `Wild Growth`, pair it with `Arbor Elf` when available, then deploy `Boarding Party` or `Annoyed Altisaur` before the opponent can stabilize; prioritize this line when the hand has acceleration, at least one payoff, and no immediate need to answer a lethal board. + +- Execute cascade pressure by casting the first large legal threat that changes the current turn cycle. `Boarding Party` is the faster clock when haste damage matters now; `Annoyed Altisaur` is the better board-control threat when reach, trample, and size matter; do not hold cascade payoffs for perfect value if the opponent is constrained or tapped low. + +- Protect cascade pressure by attacking the opponent’s mana before or alongside the threat. `Thermokarst` and `Mwonvuli Acid-Moss` should target lands that deny colors, delay sweepers, delay removal, or keep the opponent from double-spelling; prioritize this lock-tempo line when one land-destruction spell buys a full attack step or makes the cascade threat harder to answer. + +- Win through `Writhing Chrysalis` board dominance when combat is contested. Use `Writhing Chrysalis` as the main stabilizer into pressure plan when the opponent has small or medium creatures, because it can create a board state where later `Boarding Party`, `Annoyed Altisaur`, `Avenging Hunter`, or `Generous Ent` attacks become favorable; Card text check required for exact token, counter, or mana details before choosing related legal actions. + +- Win through initiative snowball with `Avenging Hunter` when the opponent cannot immediately reclaim combat. Prioritize `Avenging Hunter` when a 5-mana play is legal, the visible board can defend the initiative or force profitable attacks, and the opponent’s current pressure is not already lethal; avoid this line when taking initiative but losing it immediately gives the opponent the stronger next-turn engine. + +## Secondary Win Conditions + +- Use land-destruction tempo as a secondary soft-lock when threats are delayed. Chain `Thermokarst`, `Mwonvuli Acid-Moss`, and conditional `Structural Distortion` to keep the opponent below key mana thresholds, then convert the extra turns into any large body; prioritize this path when the hand has multiple land-interaction spells but only one payoff or when opposing colors are visibly fragile. + +- Use value bodies as fallback pressure when cascade is unavailable or answered. `Eldrazi Repurposer`, `Generous Ent`, `Fang Dragon`, and `Avenging Hunter` can win by occupying combat and forcing blocks, but Card text check required for `Eldrazi Repurposer`, `Generous Ent`, and `Fang Dragon` exact modes before assuming utility beyond the legal action text. + +- Use `Malevolent Rumble` as the recovery and setup line when the hand lacks the next land, payoff, or stabilizer. Prioritize it over low-impact pass turns when digging can find acceleration, a large creature, or land interaction; Card text check required before relying on any graveyard, token, or selection detail not exposed by Veles. + +- Use red access as a closing branch, not the main plan. `Boarding Party` is the main red payoff, `Fang Dragon` may provide late pressure or conditional utility, and `Structural Distortion` may contribute damage only if legal action text confirms that outcome; do not damage-race with red cards unless the visible board and legal actions show a concrete clock. + +- Use `Generous Ent` as either mana access or a late body depending on the hand. If the legal action offers a land-search or cycling-style mode and the hand needs `Forest`, `Mountain`, or stable mana more than another creature, choose the setup branch; if mana is already abundant and the board needs a large blocker or attacker, preserve it as a threat. + +## Emergency Lines + +- When behind on life, stop prioritizing extra land destruction unless it prevents immediate lethal or unlocks a stabilizer. Shift to `Writhing Chrysalis`, `Avenging Hunter`, large blockers from `Annoyed Altisaur` or `Generous Ent`, and post-board `Weather the Storm`, `Breath Weapon`, or `Suplex` only when legal action text and visible board make the defensive use relevant. + +- When behind on board, trade tempo for survival before rebuilding the mana gap. Cast or sequence `Writhing Chrysalis`, `Eldrazi Repurposer`, `Avenging Hunter`, `Annoyed Altisaur`, or sideboard creature interaction over another ramp aura if the opponent’s next attack threatens to invalidate the hand; use `Breath Weapon` only when the visible creature board and legal action text support the sweep. + +- When behind on cards, prefer cascade and selection over one-for-one land pressure. `Boarding Party`, `Annoyed Altisaur`, and `Malevolent Rumble` are the main ways to rebuild; avoid spending `Thermokarst` on a land that does not constrain the opponent if the hand needs a threat or selection spell to matter. + +- When behind on mana, rebuild with `Forest`, `Utopia Sprawl`, `Wild Growth`, `Arbor Elf`, `Mwonvuli Acid-Moss`, and conditional `Generous Ent` land access. Do not keep tapping out for narrow interaction if the visible path to winning requires reaching six or seven mana first. + +- When cascade threats are removed, win by stacking medium pressure and denying recovery. Combine `Writhing Chrysalis`, `Avenging Hunter`, `Eldrazi Repurposer`, `Generous Ent`, `Fang Dragon`, and land destruction to force awkward blocks and prevent the opponent from turning removal into a full reset. + +- When the opponent has graveyard, artifact, enchantment, or swarm engines post-board, use the emergency answer only for the engine that matters. `Relic of Progenitus`, `Deglamer`, `Gorilla Shaman`, `Breath Weapon`, and `Suplex` are not alternate win conditions by themselves; they buy enough time for the primary large-creature plan to finish the game. + +## Resource Model + +- Life is a tempo buffer for reaching cascade mana, not a resource to spend blindly. Accept early damage when it lets `Forest`, `Utopia Sprawl`, `Wild Growth`, and `Arbor Elf` produce a faster `Boarding Party`, `Annoyed Altisaur`, or `Writhing Chrysalis`; switch to blocking or defensive sideboard cards once the opponent's visible attack threatens to make the next payoff too late. + +- Hand size converts into mana velocity when it contains acceleration plus payoffs. Keep hands that turn one or two cards into multiple extra mana over the next two turns; mulligan or treat as risky hands that contain only expensive threats, only land destruction, or red cards without green acceleration. + +- Mana is the deck's main advantage engine. Spend early turns making enchanted `Forest` mana and preserving green access, then convert surplus mana into cascade bodies, land destruction, and stabilizing creatures before the opponent can double-spell through the pressure. + +- Board presence must become pressure after the first stabilizing turn. `Writhing Chrysalis`, `Eldrazi Repurposer`, `Avenging Hunter`, `Generous Ent`, `Boarding Party`, and `Annoyed Altisaur` should be judged by whether they stop the next attack, force damage, defend initiative, or enable a lethal turn; Card text check required for exact `Writhing Chrysalis`, `Eldrazi Repurposer`, and `Generous Ent` utility beyond visible legal actions. + +- Graveyard value is mostly public context unless `Malevolent Rumble`, `Relic of Progenitus`, or an opposing graveyard deck makes it material. Do not assume graveyard recursion or graveyard payoff from this deck unless the rules engine exposes it; use `Relic of Progenitus` post-board to buy time against visible graveyard dependence, not as a default tempo play. + +- Exile matters for tracking answered permanents and sideboard effects. `Structural Distortion`, `Deglamer`, and `Relic of Progenitus` may move cards out of normal resource loops, but Card text check required before assuming the exact destination, damage, shuffle, or replacement outcome unless Veles shows it in legal action text. + +- Lands are both mana base and disruption targets. Your own `Forest` count enables `Utopia Sprawl`, `Wild Growth`, `Arbor Elf`, `Mwonvuli Acid-Moss`, and likely `Generous Ent` setup lines; opposing lands are priority targets when `Thermokarst`, `Mwonvuli Acid-Moss`, or `Structural Distortion` can deny a color, a key mana threshold, or a recovery turn. + +- Sacrifice fodder is conditional, not assumed. If `Writhing Chrysalis` or `Malevolent Rumble` creates visible expendable material, use it only when the rules engine offers a legal mana, cost, block, or sacrifice action; do not plan around hidden token text without a card text check. + +- Tempo is won by making the opponent's next turn smaller than yours. Prefer land destruction over another threat when it strands visible mana, delays a sweeper, or protects an already meaningful attacker; prefer a threat over land destruction when the opponent can still affect the board and you need damage or blockers now. + +- Information is a constraint on confidence. Use revealed hands, public graveyards, known sideboard cards, and previous game observations, but never choose as if the opponent has an exact hidden answer unless it is revealed or strongly implied by public play patterns. + +- Sideboard bullets convert narrow pressure into time for the large-creature plan. `Breath Weapon` answers small-creature boards when legal and effective, `Deglamer` answers important artifacts or enchantments, `Gorilla Shaman` pressures artifact mana or cheap artifacts, `Relic of Progenitus` checks graveyards, `Suplex` answers creature problems, and `Weather the Storm` buys life against burst damage. + +## Mana Guide + +- Green mana is mandatory early because the deck's best starts depend on `Forest`, `Utopia Sprawl`, `Wild Growth`, and `Arbor Elf`. Prefer opening hands with `Forest` plus an aura or `Arbor Elf`; hands with only `Mountain`, `Wooded Ridgeline`, or red payoff cards need a clear legal route to green before they are keepable. + +- Enchant `Forest` before non-Forest lands unless a visible legal action requires another land. `Utopia Sprawl` and `Wild Growth` should usually go on a `Forest` that `Arbor Elf` can untap, because that pairing creates the explosive turn-three and turn-four mana needed for `Mwonvuli Acid-Moss`, `Avenging Hunter`, `Boarding Party`, and `Annoyed Altisaur`. + +- Choose `Utopia Sprawl` color from the hand and sideboard plan. Name or preserve red when `Boarding Party`, `Fang Dragon`, `Structural Distortion`, `Breath Weapon`, or `Gorilla Shaman` matters; choose green when the hand needs multiple green spells, land destruction chains, or stable access to `Annoyed Altisaur`, `Generous Ent`, `Writhing Chrysalis`, and `Avenging Hunter`. + +- Play tapped lands only when the current turn does not need untapped green. `Wooded Ridgeline` is acceptable as early fixing when the hand already has a turn-one or turn-two plan accounted for; avoid letting it delay `Utopia Sprawl`, `Wild Growth`, `Arbor Elf`, or a key land-destruction turn. + +- Sequence land drops to maximize known legal actions before speculative ones. If a selection spell such as `Malevolent Rumble` is legal before the land drop and could reveal or influence the best land for turn, consider waiting on the land drop; if casting the spell requires the land now or if the hand already has the needed next land, play the land first to preserve tempo. + +- Play land before combat or priority actions when the mana changes legal spell choices. Holding a land is only useful when Veles exposes a selection, bluff, or discard-related reason; this deck usually gains more from representing and using mana than from concealing a land. + +- Preserve red only when it changes this turn or the next turn. Do not overvalue `Mountain` if it weakens the enchanted-`Forest` engine, but do not tap the only red source casually when `Boarding Party`, `Structural Distortion`, `Fang Dragon`, or post-board red cards are the next meaningful action. + +- Keep mana-source choices aligned with the next spell chain. When paying generic costs, spend redundant untapped sources first and preserve enchanted `Forest` plus `Arbor Elf` loops if they create additional mana after the payment; when floating mana is offered, choose colors that match visible follow-up actions rather than generic maximum mana. + +- Mulligan mana-light hands without acceleration unless the hand has a concrete two-turn recovery line. One-land hands need `Forest` plus `Utopia Sprawl`, `Wild Growth`, `Arbor Elf`, or a legal land-search/cycling route from `Generous Ent`; expensive hands without early green action should be sent back even if the spells are powerful. + +- Mulligan mana-heavy hands when they cannot convert mana into pressure or disruption. Multiple lands plus no `Utopia Sprawl`, `Wild Growth`, `Arbor Elf`, `Malevolent Rumble`, `Thermokarst`, `Mwonvuli Acid-Moss`, or payoff is a low-agency keep; this deck needs mana and a conversion card, not mana alone. + +## Mulligan Guide + +- Strong keep: `Forest` plus `Utopia Sprawl` or `Wild Growth` plus `Arbor Elf` and any conversion spell is the premium start. Keep hands like `Forest`, `Forest`, `Utopia Sprawl`, `Arbor Elf`, `Thermokarst`, `Boarding Party`, `Annoyed Altisaur` because they can ramp, disrupt mana, then cascade. + +- Strong keep: two or three lands with early green acceleration and land destruction is a keep even without a cascade threat. `Forest`, `Forest`, `Wooded Ridgeline`, `Wild Growth`, `Thermokarst`, `Mwonvuli Acid-Moss`, `Writhing Chrysalis` is functional because it attacks mana while building toward a board stabilizer. + +- Medium keep: `Malevolent Rumble` plus stable green mana is acceptable when the hand lacks `Arbor Elf` or an aura but has a clear turn-three or turn-four play. Treat `Malevolent Rumble` as a smoothing card only through visible legal action text; Card text check required for exact output beyond selection or material shown by Veles. + +- Medium keep: expensive hands with `Generous Ent`, `Avenging Hunter`, `Boarding Party`, or `Annoyed Altisaur` are keepable only when the first two turns produce extra mana or find lands. Do not keep a pile of payoffs because the cards are individually strong. + +- Risky keep: one `Forest` with `Utopia Sprawl` and no second land is matchup- and draw-dependent. Keep more often on the draw or against slow decks; ship more often on the play against fast red, Faeries pressure, or artifact starts where missing land two loses the game. + +- Automatic ship: hands without green mana or without a credible route to green are not keepable. `Mountain`, `Wooded Ridgeline`, `Boarding Party`, `Fang Dragon`, `Structural Distortion`, `Annoyed Altisaur`, `Avenging Hunter` is a trap because the first relevant legal action may arrive too late. + +- Automatic ship: hands with lands but no acceleration, no `Malevolent Rumble`, no `Thermokarst`, no `Mwonvuli Acid-Moss`, and no castable stabilizer should be sent back. This deck needs mana plus a conversion card, not just mana. + +- Matchup-dependent keep: land-destruction-heavy hands are strong against Tron, multicolor control, and slow setup decks but weaker against low-curve creature swarms. `Thermokarst`, `Mwonvuli Acid-Moss`, and `Structural Distortion` should be kept when denying lands matters more than blocking immediately; Card text check required for exact `Structural Distortion` secondary effects. + +- Matchup-dependent keep: creature-heavy hands with `Writhing Chrysalis`, `Eldrazi Repurposer`, `Avenging Hunter`, or `Generous Ent` are better against aggro than against combo if they lack disruption. Card text check required for exact `Eldrazi Repurposer`, `Writhing Chrysalis`, and `Generous Ent` utility beyond legal actions shown. + +- Play/draw rule: on the play, prioritize `Forest` plus turn-one acceleration because turn-two `Thermokarst` or turn-three `Mwonvuli Acid-Moss` can steal a full turn. On the draw, tolerate slightly slower hands with interaction or selection because the extra card improves land-drop reliability. + +- Trap hand: `Forest`, `Mountain`, `Boarding Party`, `Annoyed Altisaur`, `Fang Dragon`, `Avenging Hunter`, `Generous Ent` looks powerful but lacks the early engine. Ship unless `Generous Ent` or another visible action supplies a legal land-finding route soon enough for the matchup. + +## Turn Arc + +- Turn 1: play `Forest` and cast `Utopia Sprawl`, `Wild Growth`, or `Arbor Elf` when legal. Prefer aura plus untapped `Forest` setup when it enables `Arbor Elf` loops; prefer `Arbor Elf` when the hand has a second-turn aura or land-destruction line. + +- Turn 1 deviation: play `Wooded Ridgeline` only when no untapped `Forest` acceleration is available or when red fixing is required for a known near-term `Boarding Party`, `Structural Distortion`, `Fang Dragon`, or sideboard card. Do not delay a legal `Utopia Sprawl` or `Wild Growth` without a visible payoff. + +- Turn 2: deploy the second acceleration piece or cast `Thermokarst` if the mana supports it and the target land matters. If `Arbor Elf` plus enchanted `Forest` is online, choose the line that creates the largest turn-three branch: `Mwonvuli Acid-Moss`, `Avenging Hunter`, `Writhing Chrysalis`, or cascade setup. + +- Turn 2 deviation: cast `Malevolent Rumble` when the hand needs land, a stabilizing permanent, or a bridge to the next mana threshold. Avoid using it over a strong land-destruction spell when the opponent’s visible mana is fragile and denying a land changes their next turn. + +- Turn 3: prioritize `Mwonvuli Acid-Moss` or `Thermokarst` when the opponent depends on a color, a bounce land, Tron assembly, or a key fourth mana. Prioritize `Writhing Chrysalis`, `Eldrazi Repurposer`, or `Avenging Hunter` when the board requires a blocker, initiative pressure, or material before more mana denial. + +- Turn 3 deviation: preserve red access if `Boarding Party`, `Structural Distortion`, or `Fang Dragon` is the next high-impact legal play. Do not tap the only red source for marginal sequencing when it strands the cascade or answer line. + +- Turns 4-5: cast `Boarding Party` or `Annoyed Altisaur` when the board is stable enough for cascade pressure. If the opponent is constrained on mana, continue `Thermokarst`, `Mwonvuli Acid-Moss`, or `Structural Distortion` before committing another expensive threat. + +- Turns 4-5 deviation: choose `Avenging Hunter` when taking or defending initiative changes combat math more than another large body. Choose `Generous Ent` lines only according to visible legal actions; Card text check required before assuming exact land-search or creature-mode value. + +- Late game: chain cascade threats and make every land-destruction spell answer a real recovery path. `Boarding Party`, `Annoyed Altisaur`, `Writhing Chrysalis`, `Avenging Hunter`, `Fang Dragon`, and `Generous Ent` should be sequenced by lethal pressure, blocker needs, and exposure to visible removal. + +- Late-game deviation: stop attacking mana when the opponent already has enough lands and the legal play must answer battlefield pressure. In those spots, use creatures, combat, and any legal `Structural Distortion` or `Suplex`-style post-board answer to stabilize before returning to the denial plan. + +## Card Roles + +- `Arbor Elf`: Treat `Arbor Elf` as the deck's cleanest turn-one accelerator when it can untap an enchanted `Forest` on the following turn. Cast it early over slower setup when the hand already contains `Utopia Sprawl` or `Wild Growth`, because the creature turns one enchanted land into a cascade timetable. Protect its usefulness by sequencing lands so it has an actual `Forest` to untap; a hand that opens on `Mountain` or `Wooded Ridgeline` may strand it. Do not trade `Arbor Elf` in combat unless blocking preserves survival or the mana engine is already redundant. Against removal-heavy decks, expect it to die and keep hands that can still operate if the first accelerator is answered. + +- `Utopia Sprawl`: Use `Utopia Sprawl` as the highest-value land aura because it fixes color while accelerating. Put it on an untapped `Forest` whenever possible, especially when `Arbor Elf` is present or likely to matter next turn. Name the color that unlocks the next legal spell, not the abstract best color; green usually supports `Thermokarst`, `Mwonvuli Acid-Moss`, `Writhing Chrysalis`, and `Annoyed Altisaur`, while red matters for `Boarding Party`, `Structural Distortion`, `Fang Dragon`, `Breath Weapon`, and `Gorilla Shaman`. Avoid enchanting a land that is exposed to known land destruction only if another legal line preserves the same acceleration without losing tempo. Do not choose colors from memory when Veles exposes a color-choice prompt; use visible hand, battlefield, and legal actions. + +- `Wild Growth`: Use `Wild Growth` as redundant acceleration that makes `Arbor Elf` explosive but does not fix color by itself. Cast it early when it advances from two mana to four or from four mana to six, because those thresholds create `Mwonvuli Acid-Moss`, `Avenging Hunter`, `Boarding Party`, and `Annoyed Altisaur` turns. Prefer putting `Wild Growth` on a `Forest` that `Arbor Elf` can untap unless the rules engine only offers another legal attachment. Do not over-prioritize a second aura when a legal `Thermokarst` can cut the opponent off a key color or Tron piece. Against decks with bounce or land destruction, diversify only when visible risk and legal choices make that safer than maximizing mana. + +- `Thermokarst`: Treat `Thermokarst` as an early tempo weapon, not a late-game ritual. Cast it when destroying a land changes the opponent's next turn: cutting a color, delaying a four-mana play, breaking Tron, punishing a bounce land, or keeping the opponent from double-spelling. Hold it when the opponent already has enough mana and the board demands a stabilizer such as `Writhing Chrysalis`, `Eldrazi Repurposer`, `Avenging Hunter`, or `Breath Weapon` post-board. Choose targets from visible lands only; do not assume hidden hand contents. Against aggro, use `Thermokarst` selectively because spending a turn on mana denial while taking damage can lose the race. + +- `Mwonvuli Acid-Moss`: Use `Mwonvuli Acid-Moss` as the bridge between disruption and your own six-mana turns. Prioritize it over `Thermokarst` when the extra land materially enables `Boarding Party`, `Annoyed Altisaur`, `Fang Dragon`, or double-spell turns. Target a land that constrains the opponent's next meaningful action, especially Tron lands, bouncelands, splash colors, or a fourth land that would unlock sweepers and large threats. Do not cast it just because it is four mana if a creature is needed to survive combat. Card text check required for exact search restrictions and any land-entry details; follow rules-engine prompts for land selection. + +- `Malevolent Rumble`: Use `Malevolent Rumble` as smoothing and setup when the hand needs a land, permanent, body, or missing engine piece. Cast it before committing expensive threats when it improves the next two turns more than a speculative land-destruction spell. Do not cast it ahead of a decisive `Thermokarst` or `Mwonvuli Acid-Moss` window against a mana-fragile opponent. Card text check required for exact selection, token, graveyard, and permanent rules; choose only from legal revealed options. In grindy matchups, value it as a way to keep cascade chains stocked with follow-up permanents. + +- `Writhing Chrysalis`: Treat `Writhing Chrysalis` as the main stabilizing body and board-scaling threat. Cast it when the opponent is pressuring with creatures, when you need blockers before cascading, or when a large body changes attacks and blocks. Card text check required for exact token, reach, growth, and mana-related wording; use only legal actions shown by Veles. Do not delay it for land destruction if taking another attack puts you under a short clock. Against Faeries, fast red, and go-wide decks, its defensive role often matters more than immediate cascade setup. + +- `Eldrazi Repurposer`: Use `Eldrazi Repurposer` as a midgame creature that supports the mana-and-material plan when the board needs presence before seven-mana threats. Card text check required for exact abilities, token handling, and resource conversion; keep tactical use conditional on visible legal actions. Cast it when it blocks profitably, produces material, or helps bridge to cascade without taking a full turn off. Do not treat it as interchangeable with `Writhing Chrysalis`; if the immediate issue is combat survival, choose the creature whose visible stats and legal actions best stabilize. + +- `Avenging Hunter`: Use `Avenging Hunter` when initiative pressure or dungeon progress is worth exposing a five-mana creature. Cast it on a board where you can defend the initiative or when taking initiative forces the opponent to answer you instead of advancing their plan. Avoid casting it into a battlefield where the opponent can immediately attack back and steal the initiative without cost. Against slow control and Tron, it can be a strong value threat after land denial. Against creature swarms, it is weaker unless it blocks and preserves the initiative. + +- `Boarding Party`: Treat `Boarding Party` as the haste cascade threat that converts ramp into immediate pressure. Cast it when red mana is available and the cascade hit is likely to improve the board, disrupt mana, or add another threat. Do not fire it into a board where you must first answer lethal pressure unless the legal cascade line is your only stabilizing route. Because cascade is rules-engine controlled, evaluate the cast before the trigger, then follow the resulting legal action prompts honestly. Against control, `Boarding Party` pressures planes of interaction by demanding an answer while adding another spell. + +- `Annoyed Altisaur`: Use `Annoyed Altisaur` as the largest cascade payoff and late-game body. Cast it when you can afford a seven-mana commitment and a large attacker or blocker materially changes the game. Hold it when spending all mana walks into visible stack interaction or leaves you dead to the current board. Its cascade may hit acceleration late, so judge the body plus random legal cascade outcome rather than assuming a specific hit. Against removal-heavy decks, sequence `Boarding Party`, `Avenging Hunter`, or land denial first when that better taxes answers. + +- `Generous Ent`: Treat `Generous Ent` as flexible top-end or land access depending on the legal actions Veles exposes. Card text check required for exact land-search, cycling, reach, and creature text; do not assume a mode unless it appears as a legal action. Use the land-finding line when the hand needs to hit cascade mana or red access. Use the creature line when a large stabilizer matters more than future fixing. Against aggro, the defensive body can be more important than squeezing extra mana efficiency. + +- `Fang Dragon`: Use `Fang Dragon` as a singleton high-end red threat or utility card only when its visible legal action solves the current board better than another cascade threat. Card text check required for exact abilities and any alternate mode. Preserve red mana if `Fang Dragon` is the planned stabilizer or finisher. Do not build early turns around drawing it; it is a payoff for successful ramp, not a keep reason by itself. + +- `Structural Distortion`: Use `Structural Distortion` as targeted disruption when its legal target matters more than adding board material. Card text check required for exact target types, exile or damage clauses, and artifact/land restrictions. Prioritize it against artifact lands, affinity infrastructure, Tron recovery pieces, or red-relevant sideboard targets when Veles confirms legality. Avoid casting it into low-impact targets while behind on creatures unless no stabilizing play is available. + +- `Forest`, `Mountain`, and `Wooded Ridgeline`: Treat `Forest` as the engine land because it carries `Utopia Sprawl`, `Wild Growth`, and `Arbor Elf` sequencing. Use `Mountain` and `Wooded Ridgeline` to unlock red payoffs, but do not let red fixing delay the first green acceleration unless the hand otherwise cannot function. Preserve land drops because this deck's expensive spells reward raw mana even after the first accelerator dies. + +## Interaction Priorities + +- Land denial priority: Use `Thermokarst`, `Mwonvuli Acid-Moss`, and `Structural Distortion` on lands that stop the opponent's next high-impact turn, not merely on the first legal land. Prioritize Tron pieces before Tron is assembled, bouncelands before they generate repeated advantage, artifact lands against Affinity, splash-color sources that unlock removal or sweepers, and the land that reaches four or five mana for control stabilizers. + +- Stabilization priority: Use creature-impacting sideboard actions before land denial when the visible board presents a short clock. `Breath Weapon` should answer go-wide small creatures when Veles confirms the legal action and damage pattern; Card text check required for exact creature restrictions and damage amount. `Suplex` should be reserved for a creature whose removal changes combat or preserves initiative; Card text check required for exact fight, target, and size restrictions. + +- Artifact and enchantment priority: Use `Deglamer`, `Gorilla Shaman`, and `Structural Distortion` on engines before replaceable material. Against Affinity, prioritize mana-producing artifact lands, cost-reduction infrastructure, and artifacts that enable lethal or card-flow loops; against Bogles or enchantment-based decks, prioritize the aura or enchantment whose removal changes combat math or shuts off the engine. Ignore low-impact artifacts if destroying a land or casting `Writhing Chrysalis` prevents more damage. + +- Graveyard priority: Use `Relic of Progenitus` when the opponent's graveyard is a visible resource for lethal, recursion, delve, flashback, or a known engine, rather than cycling it casually. Against decks with little graveyard reliance, treat `Relic of Progenitus` as low priority unless the legal draw/exile line is free from tempo cost. Do not exile your own graveyard for speculative value if `Malevolent Rumble` or future card text makes the graveyard relevant; Card text check required for exact graveyard dependencies. + +- Bait priority: Lead with redundant ramp, land destruction, `Avenging Hunter`, or `Boarding Party` when the opponent represents counterspells or instant-speed removal and the hand contains a more decisive `Annoyed Altisaur`, `Writhing Chrysalis`, or follow-up cascade threat. Do not bait by wasting a scarce red source or abandoning survival; the bait spell must still advance mana, pressure, or disruption if it resolves. + +- Counter/discard/bounce priority: This registered list has no normal counterspell, discard spell, or bounce spell, so never assume those options exist. If Veles exposes an unusual legal counter, discard, or bounce action from a copied effect, cascade result, or opponent-controlled prompt, use it on the visible spell, card, or permanent that most directly stops lethal, breaks your ramp engine, or prevents the next cascade turn. + +- Ignore priority: Ignore small creatures, incidental life gain, and non-engine permanents when your visible line produces a faster `Boarding Party` or `Annoyed Altisaur` turn and your life total is not under a short clock. Change this rule against fast red, Faeries, tokens, and go-wide decks, where small bodies can force bad blocks before cascade stabilizes. + +## Combat And Trading Rules + +- Attack priority: Attack when the damage advances a two-turn clock or forces blocks that protect your later cascade threats. `Boarding Party` should pressure immediately when haste damage is safe, while `Annoyed Altisaur`, `Generous Ent`, `Fang Dragon`, and large `Writhing Chrysalis` bodies should attack only when losing a blocker does not expose you to lethal or initiative loss. + +- Block priority: Block aggressively when preserving life buys a cascade turn, a `Writhing Chrysalis` turn, or a sideboard stabilizer turn. Do not preserve a medium creature for future value if taking the hit puts you within burn range, flying-lethal range, or a forced chump-block sequence. + +- Trade priority: Trade `Arbor Elf`, tokens, or smaller setup creatures for real pressure once the mana engine is already functioning or the creature would not survive the next combat. Preserve `Arbor Elf` early when it untaps an enchanted `Forest` and the extra mana enables `Mwonvuli Acid-Moss`, `Boarding Party`, or `Annoyed Altisaur` before the opponent can stabilize. + +- Engine preservation: Protect enchanted `Forest` plus `Arbor Elf` sequencing by avoiding attacks or blocks that sacrifice the untapper for minor damage. Once you have enough lands and enchantments to cast top-end threats without `Arbor Elf`, convert it into a blocker or trade when life total matters more than extra mana. + +- `Writhing Chrysalis` rule: Treat `Writhing Chrysalis` as the default combat anchor against creature decks. Keep it back when its visible stats stop multiple attackers, attack with it when the opponent cannot profitably crack back, and do not trade it for a replaceable creature unless the trade prevents lethal or protects initiative. + +- Initiative rule: Attack or block around `Avenging Hunter` by asking whether you can keep the initiative after the opponent's next combat. Avoid a tempting attack if it leaves no profitable block and lets the opponent steal initiative for free; take a trade if it keeps initiative progress under your control. + +- Archetype changes: Against fast red and go-wide decks, life total is a scarce resource and blocking starts earlier. Against Tron and control, pressure matters more, so attack with haste and large bodies unless visible interaction or a race-back punishes it. Against Affinity, respect large artifact creatures and flying clocks; use combat to force trades only after artifact interaction or land denial has weakened their mana. Against graveyard combo, attack quickly but keep blockers if the opponent can pivot to a creature kill from visible board state. + +## Selection And Tutor Rules + +- `Generous Ent` selection: Use `Generous Ent` as the cleanest pseudo-tutor when the hand needs a land more than a seven-mana body. Its landcycling should normally find `Forest` when `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, `Thermokarst`, or `Mwonvuli Acid-Moss` need green density; choose `Mountain` or `Wooded Ridgeline` only when a visible red requirement for `Boarding Party`, `Fang Dragon`, `Breath Weapon`, or `Gorilla Shaman` matters more than accelerating enchanted `Forest` lines. Card text check required for exact landcycling cost and permitted land subtype. + +- `Mwonvuli Acid-Moss` selection: Treat the search half of `Mwonvuli Acid-Moss` as ramp attached to disruption, not as optional deck thinning. Find `Forest` when the next turn needs maximum green or an enchantable untap target, and find `Wooded Ridgeline` only if the red source is required for a known follow-up and entering tapped will not cost the next decisive spell. Do not cast `Mwonvuli Acid-Moss` just to search if the target land is strategically low-impact and another legal action stabilizes the board. + +- `Malevolent Rumble` selection: Cast `Malevolent Rumble` when the hand needs a permanent, land drop, or body-producing setup more than immediate land destruction or a threat. Card text check required for exact reveal count, eligible card types, graveyard movement, and token creation; choose the revealed card that fixes the current bottleneck first: missing land, missing red source, top-end cascade threat, then stabilizing creature. + +- Cascade selection discipline: `Annoyed Altisaur` and `Boarding Party` cascade choices are rules-engine-driven, so select only the legal cast/pass action Veles exposes. Cast the cascade hit when it advances mana, land denial, board presence, or survival; pass only when casting the hit is visibly harmful, such as removing your own critical permanent, wasting a sideboard answer with no target that matters, or exposing a worse stack sequence. + +- Land-drop timing: Make the land drop before selection only when the extra mana changes the legal action set or pays for a known follow-up. Delay the land drop when `Malevolent Rumble`, `Generous Ent`, or a cascade sequence may reveal or require a better land choice, especially when choosing between `Forest`, `Mountain`, and `Wooded Ridgeline` affects `Utopia Sprawl`, `Arbor Elf`, and red spell access. + +- Aura-color selection: With `Utopia Sprawl`, name green by default when the hand is green-heavy or depends on `Arbor Elf` plus enchanted `Forest`; name red when the hand already has green stability and lacks red for `Boarding Party`, `Fang Dragon`, `Breath Weapon`, or `Gorilla Shaman`. `Wild Growth` does not choose a color; preserve the enchanted `Forest` as the premier untap target when possible. + +## Priority And Stack Rules + +- Main-phase priority: Spend priority proactively when a legal action develops mana, destroys a key land, or commits a major threat before the opponent reaches their next stabilizing turn. Passing with unused mana is correct only when the available legal actions are low impact, the hand needs to conceal a sideboard instant, or the board requires holding a response window. + +- Cascade stack rule: Let your own `Annoyed Altisaur` or `Boarding Party` cascade trigger resolve unless Veles exposes a specific legal response that prevents lethal or protects the cascade spell from visible interaction. After the cascade hit is revealed, choose the legal cast action when the hit is beneficial on board; do not assume you can reorder or choose hidden library cards. + +- Land-destruction timing: Cast `Thermokarst`, `Mwonvuli Acid-Moss`, or `Structural Distortion` before combat or before giving the opponent another untap when the target land enables their next high-impact play. Hold land destruction only when a visible creature, stack spell, or lethal clock demands immediate stabilization instead. + +- Instant-speed response windows: This maindeck has limited true instant interaction, so do not represent responses that Veles does not list. After sideboarding, use `Deglamer`, `Breath Weapon`, `Weather the Storm`, `Relic of Progenitus`, and any exposed activated abilities only in legal windows where the visible target or life swing matters; Card text check required for each exact timing, target, and effect. + +- `Relic of Progenitus` timing: Activate `Relic of Progenitus` before the opponent converts graveyard cards into damage, recursion, delve, flashback, or a combo resource. Do not cash it in merely because priority is available if the opponent's graveyard is not currently a resource and your own graveyard may still matter for `Malevolent Rumble` consequences or future public information. + +- `Weather the Storm` timing: Hold `Weather the Storm` until the storm count and life swing matter for survival or racing. Card text check required for exact storm behavior; do not fire it early against low pressure unless the legal window would otherwise disappear or the opponent threatens lethal before your next priority. + +- Combat priority: Use post-attackers and post-blockers priority to convert mana into survival only when Veles exposes a legal spell or ability that changes combat math. `Breath Weapon`, `Suplex`, `Fang Dragon`, or sacrifice-token mana lines may matter in these windows, but choose them only from legal actions and only when they prevent lethal, preserve initiative, or turn a bad combat into a stable one. + +- Optional payments and triggers: Pay optional costs only when they improve the current plan more than preserving mana for cascade, land destruction, or interaction. Decline optional payments that consume the red or green source needed for a pending target, sideboard answer, or next-turn top-end spell. + +## Sideboard Map + +- Sideboard principle: Treat the sideboard as role correction, not as a new deck. `Gruul Cascade` should keep its core of `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, land destruction, `Writhing Chrysalis`, `Boarding Party`, and `Annoyed Altisaur` unless the matchup makes one of those packages visibly low impact. Sideboard actions must preserve a legal 60-card deck and should be applied only from registered cards. + +- `Breath Weapon` role: Bring `Breath Weapon` against creature swarms, one-toughness battlefields, token engines, Faeries-style boards, Rally shells, and fast red boards where a small sweeper buys the turn needed for cascade threats. Card text check required for exact damage, timing, and whether it affects each creature subset; use it tactically only when Veles shows a legal cast and the visible board makes the life or material swing matter. `Breath Weapon` is poor against low-creature control, large-creature stompy mirrors, combo decks with few bodies, and boards where it mainly damages your own `Arbor Elf` while not changing the opponent's clock. + +- `Deglamer` role: Bring `Deglamer` against artifact lands, Affinity threats, important artifacts, important enchantments, and decks whose engine depends on a single noncreature permanent. Card text check required for exact target classes and destination zone; prefer it over land destruction when the permanent is already producing value or when destroying lands no longer stops the opponent from casting spells. `Deglamer` is poor against creature-only aggro, spell-heavy control with few targets, and combo lists where the graveyard or hand matters more than artifacts or enchantments. + +- `Gorilla Shaman` role: Bring `Gorilla Shaman` against Affinity, artifact-land mana bases, and decks where repeated artifact pressure or cheap artifact mana is visible. Card text check required for exact activated ability cost and target restrictions; use it as a mana-denial engine when the opponent exposes artifacts that can be answered before they convert them into board dominance. `Gorilla Shaman` is poor against nonartifact decks, against boards where it cannot activate profitably, and when spending red mana on it delays `Boarding Party`, `Fang Dragon`, or a needed `Breath Weapon`. + +- `Relic of Progenitus` role: Bring `Relic of Progenitus` against graveyard combo, delve threats, flashback recursion, reanimation, Terror-style decks, and value engines that rely on public graveyard size. Card text check required for exact activation timing and exile pattern; use it before the opponent can convert graveyard cards into a spell, threat, or combo kill. `Relic of Progenitus` is poor against decks with no graveyard dependency, and it should not displace pressure unless the graveyard is a central resource. + +- `Suplex` role: Bring `Suplex` against large creature decks, initiative threats, single high-impact attackers, and matchups where `Writhing Chrysalis` needs help stabilizing combat. Card text check required for exact target restrictions and damage/fight/bounce behavior; choose it when the legal action answers a creature that land destruction no longer prevents. `Suplex` is poor against noncreature combo, go-wide boards where one answer is not enough, and control decks with few targets. + +- `Weather the Storm` role: Bring `Weather the Storm` against Burn, fast red, Rally-style burst damage, aggressive decks with many cheap spells, and matchups where gaining a full extra turn is more important than a slower top-end card. Card text check required for exact storm behavior and timing; hold it for a meaningful storm count or lethal-prevention window when legal. `Weather the Storm` is poor against slow control, land-light combo where pressure matters more, and creature boards where life gain without stabilization does not change the next attack. + +- Exact plan versus fast red or Rally pressure: This plan prioritizes survival, sweepers, and lifegain while reducing slow land denial and expensive cards that do not immediately stop damage. +Side in: 4 Weather the Storm, 3 Breath Weapon, 2 Suplex +Cut: 2 Structural Distortion, 2 Avenging Hunter, 1 Fang Dragon, 3 Mwonvuli Acid-Moss, 1 Malevolent Rumble + +- Exact plan versus Affinity or artifact-heavy mana: This plan adds artifact pressure while preserving enough ramp and cascade to punish stumbles. +Side in: 3 Deglamer, 2 Gorilla Shaman, 2 Suplex +Cut: 2 Structural Distortion, 2 Avenging Hunter, 1 Fang Dragon, 1 Malevolent Rumble, 1 Thermokarst + +- Exact plan versus graveyard-centric Terror, reanimation, or flashback shells: This plan adds graveyard interruption and selected permanent interaction without abandoning land pressure. +Side in: 1 Relic of Progenitus, 3 Deglamer +Cut: 2 Structural Distortion, 1 Fang Dragon, 1 Malevolent Rumble + +- Exact plan versus small-creature Faeries or token boards: This plan adds sweepers and creature interaction while keeping the mana engine intact. +Side in: 3 Breath Weapon, 2 Suplex +Cut: 2 Structural Distortion, 1 Fang Dragon, 2 Mwonvuli Acid-Moss + +- Archetype rule versus creature swarms: Add role cards: `Breath Weapon`, `Suplex`, and sometimes `Weather the Storm` if racing matters. Reduce main-deck emphasis: slow land destruction and top-end that does not affect the next combat. Keep `Writhing Chrysalis` because it stabilizes the board and turns defensive turns into pressure. + +- Archetype rule versus artifact decks: Add role cards: `Deglamer`, `Gorilla Shaman`, and `Suplex` for large artifact creatures. Reduce main-deck emphasis: slow initiative or expensive one-card threats when the opponent can snowball artifacts before turn five. Keep `Thermokarst` and `Mwonvuli Acid-Moss` when artifact lands are visible and legal targets matter. + +- Archetype rule versus graveyard decks: Add role cards: `Relic of Progenitus` first, then `Deglamer` only if visible permanents or known archetype cards justify targets. Reduce main-deck emphasis: cards that are slow and noninteractive before the graveyard deck's key turn. Do not over-board away pressure, because graveyard hate without a clock lets the opponent rebuild. + +- Archetype rule versus control and big mana: Add role cards only when they answer visible engines; `Deglamer` can matter against artifact or enchantment engines, while `Weather the Storm` and `Breath Weapon` are normally low priority. Reduce main-deck emphasis: dead creature removal or sweepers if brought in by mistake. Preserve `Thermokarst`, `Mwonvuli Acid-Moss`, `Structural Distortion`, and cascade threats because mana denial plus resilient pressure is the main path. + +- Archetype rule versus Bogles or enchantment-heavy decks: Add role cards: `Deglamer` as the primary answer and `Weather the Storm` only when racing through large lifelink or damage pressure requires time. Reduce main-deck emphasis: single-creature interaction that cannot legally target or affect the protected threat. Card text check required before assuming `Deglamer` can answer the exact visible enchantment or permanent. + +- Role-change rule after sideboarding: `Gruul Cascade` becomes a stabilizing ramp deck against aggro, a mana-prison deck against control and big mana, an artifact-punish deck against Affinity, and a clock-plus-hate deck against graveyard combo. Keep mulligans aligned with the sideboard role: sideboard cards are not enough without mana, and ramp hands are not enough if they ignore a known fast kill. + +## Matchup Guidance + +- Aggro: Prioritize survival into oversized blockers before pure mana denial when the opponent has multiple creatures already attacking. Keep `Arbor Elf`, `Utopia Sprawl`, and `Wild Growth` hands that reach `Writhing Chrysalis`, `Eldrazi Repurposer`, `Avenging Hunter`, `Boarding Party`, or `Annoyed Altisaur` quickly; a turn-three threat often matters more than destroying a land after the board is wide. Add role cards: `Breath Weapon`, `Suplex`, and `Weather the Storm`. Reduce main-deck emphasis: `Structural Distortion`, slower `Mwonvuli Acid-Moss` lines, and top-end that does not affect the next combat. + +- Control: Attack mana first, then present cascading threats one at a time so removal and counters do not trade cleanly with the whole hand. Prioritize `Thermokarst`, `Mwonvuli Acid-Moss`, and `Structural Distortion` when the legal target is a land that constrains colors, unlocks fewer counterspell windows, or keeps the opponent off sweepers. `Boarding Party` and `Annoyed Altisaur` are preferred closers because cascade turns one resolved spell into two pieces of pressure. Add role cards: `Deglamer` only for visible artifact or enchantment engines. Reduce main-deck emphasis: `Breath Weapon`, `Weather the Storm`, and `Suplex` unless visible cards make them live. + +- Combo: Use land destruction as disruption only when it changes the combo turn, not merely because a target exists. Mulligan toward acceleration plus `Thermokarst`, `Mwonvuli Acid-Moss`, `Structural Distortion`, or a fast cascade clock; slow hands that only make large creatures after the combo window are risky. Add role cards: `Relic of Progenitus` against graveyard combo, `Deglamer` against artifact or enchantment engines, and `Weather the Storm` only against storm-like damage races where life gain can legally break the kill turn. Reduce main-deck emphasis: creature combat cards that do not interrupt the visible combo resource. + +- Tempo: Protect the mana engine from stumble loops by sequencing land enchantments on lands that the visible board and legal actions make least vulnerable. If the opponent is holding up interaction, prefer plays that leave a second threat or ramp line for the next turn rather than committing the only payoff into open mana. `Malevolent Rumble` can help rebuild after a counter or removal exchange if a legal selection improves future mana or threat density. Add role cards: `Suplex` for a single tempo creature that is carrying the race, and `Breath Weapon` when the visible board is many small creatures. Reduce main-deck emphasis: slow land destruction after the opponent already has enough mana to double-spell. + +- Midrange: Become the bigger midrange deck by trading early life for mana advantage, then use cascade to overload one-for-one removal. `Writhing Chrysalis`, `Boarding Party`, `Annoyed Altisaur`, `Avenging Hunter`, and `Generous Ent` are the cards that let the deck turn the corner; do not spend turns on low-impact setup when the visible board demands a blocker. `Thermokarst` and `Mwonvuli Acid-Moss` are strongest before the opponent has stabilized colors; after that, favor threats or interaction that changes combat. Add role cards: `Suplex` for large creatures and `Deglamer` for value permanents. Reduce main-deck emphasis: narrow land destruction that no longer denies a spell class. + +- Big mana: Pressure the mana base relentlessly and avoid switching to normal creature combat too early. `Thermokarst`, `Mwonvuli Acid-Moss`, and `Structural Distortion` should target lands that produce multiple colors, enable the opponent's next large spell, or represent a known engine from public information. `Utopia Sprawl`, `Wild Growth`, and `Arbor Elf` are essential because winning the mana fight requires acting before their payoff resolves. Add role cards: `Deglamer` only for visible artifacts or enchantments that function as mana or payoff engines. Reduce main-deck emphasis: `Breath Weapon`, `Weather the Storm`, and `Suplex` unless the opponent has transformed into creature pressure. + +- Graveyard: Treat the public graveyard as a live resource and time hate before the opponent converts it into mana discount, recursion, flashback, or reanimation. Add role cards: `Relic of Progenitus` first, with `Deglamer` only when visible permanents or known archetype structure provide legal, relevant targets. Card text check required for `Relic of Progenitus` activation timing and exact exile pattern; choose the legal action that denies the next graveyard conversion while preserving pressure. Reduce main-deck emphasis: slow cards that neither clock nor disrupt. Keep `Boarding Party`, `Annoyed Altisaur`, and `Writhing Chrysalis` because hate without pressure gives graveyard decks time to rebuild. + +- Artifact/enchantment: Use sideboard interaction to break the opponent's engine while keeping the ramp-cascade shell intact. Add role cards: `Deglamer` for artifacts or enchantments, `Gorilla Shaman` for artifact-heavy boards and artifact lands, and `Suplex` for large artifact creatures when legal. Card text check required for `Deglamer`, `Gorilla Shaman`, and `Suplex`; do not assume a target is legal unless Veles exposes it. Reduce main-deck emphasis: expensive threats that do not race the artifact snowball and land destruction that does not interact with artifact mana. Preserve `Thermokarst` and `Mwonvuli Acid-Moss` when artifact lands or key colored lands are visible. + +- Go-wide: Stabilize the battlefield before maximizing cascade value. Add role cards: `Breath Weapon`, `Suplex`, and sometimes `Weather the Storm` when the race is damage-based. Card text check required for `Breath Weapon`; if the legal action is a sweeper effect that clears multiple attackers without destroying your essential path to stabilize, value it highly. `Writhing Chrysalis` is a key stabilizer because it can contest attacks and threaten a fast counterattack. Reduce main-deck emphasis: `Structural Distortion`, slow `Mwonvuli Acid-Moss`, and `Fang Dragon` when those plays do not change the next attack. + +- Single-threat: Answer or outsize the one permanent that matters, then punish the opponent for investing in a narrow board. Add role cards: `Suplex` for a large creature, `Deglamer` for aura, equipment, artifact, or enchantment dependence, and `Weather the Storm` only when the single threat creates a lethal damage race. Card text check required before assuming any sideboard card can affect protection, ward, hexproof, or attachment structures. `Thermokarst` and `Mwonvuli Acid-Moss` are strong when they cut the opponent off recasting or protecting the threat; otherwise, prioritize `Writhing Chrysalis`, `Annoyed Altisaur`, and `Boarding Party` to dominate combat. + +- Burn: Preserve life total as a core resource and do not treat early damage as free. Add role cards: `Weather the Storm` and sometimes `Breath Weapon` if the burn deck also presents small creatures. Card text check required for `Weather the Storm` storm count and timing; hold it for a legal window that blanks a lethal turn or gains enough life to create a full extra attack step, unless waiting risks losing access to the spell. Reduce main-deck emphasis: `Structural Distortion`, `Avenging Hunter`, `Fang Dragon`, and slow land-denial sequences that do not reduce damage before the next turn. + +- Removal-heavy decks: Sequence threats to make one-for-one answers inefficient, and avoid exposing the only payoff when a ramp or selection action creates a second wave. `Boarding Party` and `Annoyed Altisaur` are premium because cascade can leave material even if the creature dies. `Writhing Chrysalis` and `Eldrazi Repurposer` are strong when they create multiple bodies or resources from one card; Card text check required for exact `Eldrazi Repurposer` output and timing. Add role cards: minimal sideboard changes unless removal is tied to artifacts, enchantments, graveyards, or burn. Reduce main-deck emphasis: narrow answers that do not pressure life total or mana. + +## Specific Matchup Notes + +- General/archetype-only note: exact opponents are absent, so revealed cards, public zones, legal actions, and matchup context from Veles override every assumption here. Treat these notes as priority-target and sideboard-role guidance, not as permission to assume hidden cards or force illegal targets. + +- Red aggro or Burn: Protect life total first, then turn the corner with `Writhing Chrysalis`, `Boarding Party`, and `Annoyed Altisaur`. Add role cards: `Weather the Storm` first, plus `Breath Weapon` when the revealed board shows many small attackers. Reduce main-deck emphasis: `Structural Distortion`, slow `Mwonvuli Acid-Moss`, `Fang Dragon`, and any line that spends a turn denying mana while lethal damage is already visible. Priority targets are creatures or permanents that add immediate damage; land destruction matters only when it cuts off a known next burn sequence or double-spell turn. + +- Blue tempo or Faeries-style decks: Resolve mana development before fighting over expensive payoffs. Add role cards: `Suplex` for a visible creature carrying the race, and `Breath Weapon` when the opponent commits multiple small creatures. Reduce main-deck emphasis: late `Thermokarst` effects after the opponent has enough lands and open interaction. Priority targets are blue sources before they enable counterspell turns, evasive attackers that shorten the clock, and permanents that make one-for-one removal efficient against your cascade threats. + +- Affinity or artifact-heavy decks: Keep the ramp shell intact while attacking artifact engines. Add role cards: `Gorilla Shaman`, `Deglamer`, and `Suplex` when legal targets are visible. Card text check required for `Gorilla Shaman`, `Deglamer`, and `Suplex`; do not assume artifact lands, creatures, or attachments are legal targets unless Veles exposes matching actions. Reduce main-deck emphasis: expensive threats that do not stabilize before the artifact board snowballs. Priority targets are artifact lands, mana artifacts, payoff artifacts, and large artifact creatures threatening lethal. + +- Big mana or Tron-style decks: Prioritize land denial before normal creature pressure if the opponent is not already presenting lethal pressure. Add role cards: `Deglamer` only for visible artifacts or enchantments that are engines or payoffs. Reduce main-deck emphasis: `Breath Weapon`, `Weather the Storm`, and `Suplex` unless the revealed plan has shifted to creatures. Priority targets are lands that unlock multiple colors, assembled engine pieces, and any public mana source that enables the next large spell. + +- Graveyard or recursion decks: Use pressure plus timed hate rather than hate alone. Add role cards: `Relic of Progenitus`, and add `Deglamer` only when visible permanents matter. Card text check required for `Relic of Progenitus`; choose graveyard actions only when the legal option disrupts an imminent public conversion, recursion turn, flashback line, or graveyard-cost spell. Reduce main-deck emphasis: slow land denial that does not affect the graveyard deck’s next conversion window. + +- Creature midrange or single-threat decks: Become the larger board while respecting one permanent that can dominate combat. Add role cards: `Suplex` for a large legal creature target, `Deglamer` for visible aura, equipment, artifact, or enchantment dependence, and `Weather the Storm` only if damage racing is the issue. Reduce main-deck emphasis: land destruction once the opponent can cast relevant spells through it. Priority targets are blockers that stop `Boarding Party` haste damage, evasive creatures, and threats that invalidate `Writhing Chrysalis` blocks. + +## Risk Summary + +- Mana risk: Hands without early green mana, `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, or a functional two-turn development path can strand `Boarding Party`, `Annoyed Altisaur`, `Fang Dragon`, and `Avenging Hunter`. Do not keep a hand just because it contains powerful top-end if visible legal sequencing cannot produce the mana in time. + +- Enchanted-land risk: `Utopia Sprawl` and `Wild Growth` concentrate resources on lands, so land destruction, bounce, or tap effects can create a large tempo loss. Spread enchantments when legal and tactically comparable; concentrate only when `Arbor Elf` plus a protected `Forest` creates a decisive acceleration line. + +- Matchup-role risk: The deck can lose by staying in land-denial mode after the opponent has already stabilized mana. Re-evaluate `Thermokarst`, `Mwonvuli Acid-Moss`, and `Structural Distortion` against the current board each turn; pressure and blocking may become more important than another land target. + +- Draw risk: Cascade hands can flood on expensive creatures or draw ramp without payoff. Use `Malevolent Rumble` and `Generous Ent` lines conditionally to repair missing mana, threats, or land drops, but do not assume exact card text or outcomes beyond legal Veles actions. + +- Over-sideboarding risk: Removing too much ramp or too many cascade threats makes the deck a weaker midrange pile. Sideboard cards should answer a visible or highly likely axis while preserving `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, `Boarding Party`, `Annoyed Altisaur`, and `Writhing Chrysalis` as the main engine. + +- Graveyard risk: `Relic of Progenitus` can be low-impact if it delays pressure without stopping a public graveyard conversion. Treat graveyard hate as a timing tool, not as a substitute for ending the game. + +- Sweeper/removal risk: Small support permanents and tokens can disappear to sweepers, while large threats can be answered one-for-one. Sequence `Boarding Party` and `Annoyed Altisaur` to leave material through cascade when possible, and avoid committing every stabilizer if the opponent’s visible mana and archetype suggest a sweeper. + +- Closer risk: `Avenging Hunter`, `Fang Dragon`, `Boarding Party`, and `Annoyed Altisaur` can end games, but tapping out for the wrong closer can lose to a faster board or open interaction. Use a light model for finisher commitment when the opponent has visible pressure, open mana, or known answers. + +- Interaction risk: Sideboard cards are narrow and target-dependent. Before choosing `Breath Weapon`, `Deglamer`, `Gorilla Shaman`, `Relic of Progenitus`, `Suplex`, or `Weather the Storm`, verify that the legal action changes the next combat, stack, graveyard, engine, or lethal window. + +- Sequencing risk: Casting cascade before fixing mana, choosing the wrong land-destruction target, or spending a turn on selection while under lethal pressure can waste the deck’s advantage. Front-load mana, then deny the opponent’s decisive resource, then commit pressure when the visible board says waiting is worse. + +## Test Feedback Checklist + +- Deciding factor: Which visible resource decided the game: early enchanted `Forest`, `Arbor Elf` acceleration, land destruction from `Thermokarst` or `Mwonvuli Acid-Moss`, cascade pressure from `Boarding Party` or `Annoyed Altisaur`, combat dominance from `Writhing Chrysalis`, or a sideboard card? + +- Mulligan quality: Did the opening hand contain a legal first two-turn plan, or was it kept because it had powerful expensive cards such as `Annoyed Altisaur`, `Boarding Party`, `Avenging Hunter`, or `Fang Dragon` without enough mana velocity? + +- Mana execution: Did `Utopia Sprawl`, `Wild Growth`, and `Arbor Elf` produce a real tempo advantage, or were colors, tapped lands, missing `Forest`, or overloading one enchanted land the reason the deck stumbled? + +- Velocity check: Did `Malevolent Rumble` or `Generous Ent` repair a missing land, threat, or curve gap, or did selection spend a turn that should have developed mana, destroyed a land, blocked, or committed pressure? + +- Engine timing: Did the pilot move from ramp to denial to threat at the right moment, or did it keep choosing `Thermokarst`, `Mwonvuli Acid-Moss`, or `Structural Distortion` after the opponent already had enough mana? + +- Removal and hate impact: Did `Breath Weapon`, `Deglamer`, `Gorilla Shaman`, `Relic of Progenitus`, or `Suplex` answer a visible pressure, engine, graveyard, artifact, enchantment, or lethal window, or did the card trade too little tempo for the turn spent? Card text check required for exact sideboard action meanings when reviewing logs. + +- Sideboard discipline: Did sideboard plans preserve enough `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, `Boarding Party`, `Annoyed Altisaur`, and `Writhing Chrysalis`, or did the deck lose its core ramp-cascade identity while adding narrow answers? + +- Closing ability: Did `Boarding Party` haste, `Annoyed Altisaur` pressure, `Avenging Hunter`, `Fang Dragon`, `Eldrazi Repurposer`, or `Writhing Chrysalis` actually end the game, or did the deck stabilize without converting board advantage into lethal attacks? + +- Role identification: Did the pilot correctly choose between mana denial, stabilizing combat, racing, and top-end commitment each turn, especially after sideboarding against aggro, Affinity, graveyard, and big-mana opponents? + +- Mistake review: Which pass, attack, block, land-destruction target, mana payment, or cascade commitment looked wrong using only the visible state and public information available at the time? + +- Stranded-card review: Which cards stayed in hand too long: `Annoyed Altisaur`, `Boarding Party`, `Fang Dragon`, `Avenging Hunter`, `Structural Distortion`, `Breath Weapon`, `Weather the Storm`, `Deglamer`, `Suplex`, `Gorilla Shaman`, or `Relic of Progenitus`? + +- Overperformer and underperformer review: Which exact cards generated decisive tempo, damage, blockers, mana, or disruption, and which exact cards were repeatedly low-impact in the matchup stage where they were drawn? + +## First Tuning Questions + +- Card quantities: Should `Structural Distortion` remain at 2 copies if logs show it is strong only against artifacts or slow mana, or should those slots become more consistent pressure, selection, or flexible interaction? + +- Mana base: Do `14 Forest`, `2 Mountain`, and `1 Wooded Ridgeline` support red costs and sideboard red cards often enough without slowing turn-one `Arbor Elf`, `Utopia Sprawl`, or `Wild Growth` starts? + +- Ramp density: Are 4 `Arbor Elf`, 4 `Utopia Sprawl`, and 3 `Wild Growth` enough to cast cascade threats on schedule, or do losses show too many hands with payoffs and too little early acceleration? + +- Threat mix: Are 4 `Annoyed Altisaur`, 4 `Boarding Party`, 4 `Writhing Chrysalis`, 3 `Eldrazi Repurposer`, 2 `Avenging Hunter`, and 1 `Fang Dragon` the right closer package, or are some expensive threats stranded against fast decks and counterspell decks? + +- Selection package: Does 3 `Malevolent Rumble` improve keep quality and recovery enough, or does it reduce the density of direct ramp, land destruction, and battlefield-impacting plays? + +- Aggro plan: Are 3 `Breath Weapon` and 4 `Weather the Storm` enough against wide or burn-heavy decks, and do they enter without weakening the deck’s ability to present blockers and fast cascade pressure? + +- Control and big-mana plan: Are `Thermokarst`, `Mwonvuli Acid-Moss`, and `Structural Distortion` sufficient to keep slow decks off decisive mana, or does the deck need more resilient threats or a different post-board role? + +- Artifact plan: Are 3 `Deglamer`, 2 `Gorilla Shaman`, and 2 `Structural Distortion` producing enough wins against artifact-heavy boards, or are too many artifact answers target-dependent and low-impact when drawn late? + +- Graveyard plan: Is 1 `Relic of Progenitus` enough when graveyard decks appear, or do logs show graveyard hate arriving too rarely or costing too much pressure? + +- Role conflict: Does the deck lose more often by overcommitting to land destruction, overcommitting to expensive threats, or over-sideboarding into reactive cards that dilute the ramp-cascade core? + +## Veles Tactical Policy + +### Policy: Opening Hand Gate +- Priority: High +- Decision families: mulligan +- Cards: Arbor Elf, Utopia Sprawl, Wild Growth, Forest, Wooded Ridgeline, Mountain, Generous Ent, Malevolent Rumble +- Phase windows: opening hand, mulligan, London bottom +- Runtime cues: prompt:mulligan; hand contains visible lands and ramp +- Use when: Decide keep only by visible hand, known matchup role, and whether the first two turns can develop mana or repair mana. +- Avoid when: Do not keep expensive-only hands built around Annoyed Altisaur, Boarding Party, Avenging Hunter, or Fang Dragon without a castable setup path. +- Instructions: Keep hands with a green source plus Arbor Elf, Utopia Sprawl, or Wild Growth unless the hand cannot progress after turn two. Treat Generous Ent and Malevolent Rumble as repair, not replacements for an actual early mana plan. +- Pilot skill floor: Light model should compare one mulligan lower against current hand velocity. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Enabling Permanent +- Priority: Medium +- Decision families: mana, priority +- Cards: Arbor Elf, Utopia Sprawl, Wild Growth, Forest +- Phase windows: turn 1-2 main phases +- Runtime cues: action:Cast Arbor Elf; action:Cast Utopia Sprawl; action:Cast Wild Growth +- Use when: The legal action creates or enchants an early mana source before spending mana on selection or land destruction. +- Avoid when: Opponent pressure requires a legal stabilizing play, or the action would prevent casting a visible sideboard answer this turn. +- Instructions: Prioritize Arbor Elf or a land aura on Forest before Malevolent Rumble when both are legal and no immediate survival action is needed. Stack auras on a land only after checking visible land-destruction risk and available untap value. +- Pilot skill floor: Light model for sequencing if multiple setup actions are legal. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Turn-One Arbor Elf +- Priority: Low +- Decision families: mana, priority +- Cards: Arbor Elf, Forest +- Phase windows: first main phase +- Runtime cues: action:Cast Arbor Elf +- Use when: It is your first turn, you have not played another spell, you control a source that pays green, and legal action text contains Cast Arbor Elf. +- Avoid when: A forced rules prompt, known tax, or visible replacement effect changes the cost or legality. +- Instructions: Choose the Cast Arbor Elf action to establish acceleration. +- Pilot skill floor: No-API can execute only this exact legal action. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Utopia Sprawl Target And Color +- Priority: Medium +- Decision families: mana, selection +- Cards: Utopia Sprawl, Forest, Mountain, Wooded Ridgeline, Boarding Party, Breath Weapon, Gorilla Shaman +- Phase windows: main phase, aura target prompt, color choice prompt +- Runtime cues: action:target Utopia Sprawl Forest; prompt:choose color +- Use when: Utopia Sprawl is being cast and Forge asks for a legal Forest target or color. +- Avoid when: Multiple Forest targets differ by tapped status, aura load, or exposure to visible land interaction. +- Instructions: Target an untapped Forest when it is the only legal Forest target. Choose red when hand or sideboard plan needs red for Boarding Party, Breath Weapon, or Gorilla Shaman; choose green when red is already available and green top-end is constrained. +- Pilot skill floor: Light model unless exactly one target and one color is forced by the current plan. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Mana Payment Preservation +- Priority: Medium +- Decision families: mana +- Cards: Forest, Mountain, Wooded Ridgeline, Arbor Elf, Utopia Sprawl, Wild Growth, Boarding Party, Annoyed Altisaur, Writhing Chrysalis +- Phase windows: all payment prompts +- Runtime cues: prompt:pay mana; action:tap +- Use when: Multiple legal mana-source payments cast the same spell or ability. +- Avoid when: Forge presents a single legal payment or a visible tax trigger must be paid immediately. +- Instructions: Preserve red if Boarding Party or red sideboard cards are visible and castable soon. Preserve the enchanted Forest plus Arbor Elf untap loop when that keeps a follow-up cascade threat or Writhing Chrysalis available. +- Pilot skill floor: Light model for multiple legal payment sets. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Land Denial Commitment Gate +- Priority: High +- Decision families: priority, interaction +- Cards: Thermokarst, Mwonvuli Acid-Moss, Structural Distortion +- Phase windows: main phase with sorcery-speed legal actions +- Runtime cues: action:Cast Thermokarst; action:Cast Mwonvuli Acid-Moss; action:Cast Structural Distortion +- Use when: Decide whether spending the turn on land destruction advances the visible race more than developing a threat or blocker. +- Avoid when: Opponent already has enough visible mana, your life total is under immediate combat pressure, or a threat commitment changes the next turn cycle more. +- Instructions: Use land denial early against slow decks, color-constrained boards, bounce-land style mana, or artifact lands when legal text supports it. Stop prioritizing denial when battlefield survival or lethal pressure is the deciding visible resource. +- Pilot skill floor: Light model must evaluate target, clock, and follow-up threat. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Cascade Commitment Gate +- Priority: High +- Decision families: priority, mana +- Cards: Boarding Party, Annoyed Altisaur +- Phase windows: main phase, priority with enough mana +- Runtime cues: action:Cast Boarding Party; action:Cast Annoyed Altisaur; prompt:cascade +- Use when: Decide whether tapping out for a cascade threat is better than land denial, selection, or holding a sideboard answer. +- Avoid when: Visible lethal pressure requires interaction first, or open opposing mana and known public information make waiting materially safer. +- Instructions: Commit cascade when it adds pressure and another spell before the opponent can recover. Prefer Boarding Party when haste damage matters this turn; prefer Annoyed Altisaur when size and long-game pressure matter. +- Pilot skill floor: Light model for commitment; no prediction of cascade result beyond rules-engine output. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Writhing Chrysalis Stabilizer Gate +- Priority: High +- Decision families: priority, combat +- Cards: Writhing Chrysalis +- Phase windows: main phase, combat planning +- Runtime cues: action:Cast Writhing Chrysalis +- Use when: Visible combat pressure makes a large stabilizing creature more important than land denial or selection. +- Avoid when: Casting a different legal action wins this turn or prevents lethal with higher certainty from visible actions. +- Instructions: Treat Writhing Chrysalis as both pressure and a stabilizer. Do not attack with it into trades that reopen lethal unless the damage changes the race. +- Pilot skill floor: Light model for board math and attack/block implications. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Selection Repair Gate +- Priority: Medium +- Decision families: selection, priority +- Cards: Malevolent Rumble, Generous Ent +- Phase windows: main phase, selection prompt, search prompt +- Runtime cues: action:Cast Malevolent Rumble; action:Activate Generous Ent; prompt:choose card +- Use when: The hand lacks the next land, ramp, threat, or answer needed for the visible turn cycle. +- Avoid when: Immediate legal pressure, land denial, or sideboard interaction is required before the opponent’s next combat or combo window. +- Instructions: Use Malevolent Rumble to repair a missing piece when tempo permits. Use Generous Ent conditionally for mana fixing or as a body only after checking exact legal action text; Card text check required for exact mode text. +- Pilot skill floor: Light model for selection and search choices. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Finisher Commitment Gate +- Priority: Medium +- Decision families: priority, combat +- Cards: Avenging Hunter, Fang Dragon, Eldrazi Repurposer +- Phase windows: main phase, attack step +- Runtime cues: action:Cast Avenging Hunter; action:Cast Fang Dragon; action:Cast Eldrazi Repurposer +- Use when: The board is stable enough to convert mana into a closer or persistent pressure. +- Avoid when: A cheaper legal play prevents lethal, answers a lock piece, or keeps mana for a required tax. +- Instructions: Use Avenging Hunter when initiative-style pressure is tactically worth the risk; Card text check required for exact initiative rules in-engine. Use Fang Dragon and Eldrazi Repurposer according to legal mode/output shown by Forge. +- Pilot skill floor: Light model for commitment and combat follow-up. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Attack Gate +- Priority: Medium +- Decision families: combat +- Cards: Boarding Party, Annoyed Altisaur, Writhing Chrysalis, Avenging Hunter, Eldrazi Repurposer, Fang Dragon, Arbor Elf +- Phase windows: declare attackers +- Runtime cues: prompt:declare attackers +- Use when: Choose attackers from the legal combat actions using visible blockers, life totals, race, and need for defense. +- Avoid when: Attacking exposes Arbor Elf or a needed blocker while the opponent has a visible counterattack. +- Instructions: Attack with haste or large threats when damage advances lethal or forces poor blocks. Hold back creatures that are needed to prevent lethal or protect initiative-style advantage. +- Pilot skill floor: Light model for all non-forced combat. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Single Forced Attack Execution +- Priority: Low +- Decision families: combat +- Cards: none +- Phase windows: declare attackers +- Runtime cues: action:attack with exactly one listed attacker +- Use when: Forge presents exactly one legal attack action and no legal no-attack action. +- Avoid when: A no-attack action or multiple attack sets are legal. +- Instructions: Select the only legal attack action. +- Pilot skill floor: No-API can execute only the sole legal attack action. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Blocking Survival Gate +- Priority: High +- Decision families: combat +- Cards: Writhing Chrysalis, Annoyed Altisaur, Eldrazi Repurposer, Avenging Hunter, Arbor Elf +- Phase windows: declare blockers, combat damage assignment +- Runtime cues: prompt:declare blockers; prompt:assign combat damage +- Use when: Opponent attackers create lethal, short-clock, or key-resource pressure. +- Avoid when: Blocking sacrifices the only path to lethal next turn and current life total survives visible damage. +- Instructions: Block to prevent lethal first, then to preserve the race, then to trade expendable creatures for attackers. Do not trade Arbor Elf unless mana acceleration no longer matters or survival requires it. +- Pilot skill floor: Light model for all blocker sets and damage assignment. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Interaction Gate +- Priority: Medium +- Decision families: interaction, priority +- Cards: Breath Weapon, Deglamer, Gorilla Shaman, Relic of Progenitus, Suplex, Weather the Storm +- Phase windows: main phase, opponent turn priority, graveyard or artifact/enchantment windows +- Runtime cues: action:Cast Breath Weapon; action:Cast Deglamer; action:Activate Gorilla Shaman; action:Activate Relic of Progenitus; action:Cast Suplex; action:Cast Weather the Storm +- Use when: A sideboard card has a visible target or timing window that changes combat, graveyard access, artifact/enchantment engine, or life-total survival. +- Avoid when: The card trades a full turn for a minor effect while ramp, land denial, or cascade would affect the next turn cycle more. +- Instructions: Check exact Forge text and targets before acting; Card text check required for sideboard cards if legal text is incomplete in the prompt. +- Pilot skill floor: Light model for all target and timing choices. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Weather The Storm Survival Execution +- Priority: Medium +- Decision families: interaction +- Cards: Weather the Storm +- Phase windows: instant-speed priority, opponent end step, lethal stack window +- Runtime cues: action:Cast Weather the Storm +- Use when: Your life total is at or below visible incoming damage this turn and legal action text contains Cast Weather the Storm. +- Avoid when: A visible replacement, prevention, tax, or counter effect changes whether the action resolves or can be paid. +- Instructions: Select Cast Weather the Storm to gain life through the legal engine output; do not invent storm count or resulting life. +- Pilot skill floor: No-API may execute only this survival cast cue. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: High +- Decision families: sideboard +- Cards: Breath Weapon, Deglamer, Gorilla Shaman, Relic of Progenitus, Suplex, Weather the Storm, Structural Distortion, Thermokarst, Mwonvuli Acid-Moss, Malevolent Rumble, Fang Dragon, Avenging Hunter +- Phase windows: post-game sideboarding +- Runtime cues: prompt:sideboard; matchup label; game number +- Use when: Choose a validated balanced sideboard plan before Game 2 or Game 3. +- Avoid when: The proposed plan exceeds registered 75, changes main-deck count, or removes too much ramp-cascade identity. +- Instructions: Add Breath Weapon and Weather the Storm against fast creature or burn pressure. Add Deglamer and Gorilla Shaman against artifact/enchantment engines. Add Relic of Progenitus against graveyard dependency. Add Suplex when visible creature combat requires clean interaction; Card text check required. +- Pilot skill floor: Light model; exact executable swaps belong only to Sideboard Map. +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/gruul_cascade/1/metadata.json b/strategies/pauper/gruul_cascade/1/metadata.json new file mode 100644 index 0000000..cda8f04 --- /dev/null +++ b/strategies/pauper/gruul_cascade/1/metadata.json @@ -0,0 +1,44 @@ +{ + "archetype_tags": [ + "ramp", + "stompy" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "land-aura acceleration and land denial into cascade threats", + "created_at": 1780472391, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "cascade" + ], + "source_metadata": { + "base_choice": "gruul_cascade:v1", + "generated_at": "2026-06-14T13:10:18.651802+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "gruul_cascade", + "strategy_label": "Gruul Cascade", + "tags": [ + "ramp", + "stompy", + "cascade" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/gruul_cascade/1/reflection.md b/strategies/pauper/gruul_cascade/1/reflection.md new file mode 100644 index 0000000..e2effb4 --- /dev/null +++ b/strategies/pauper/gruul_cascade/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Gruul Cascade + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Which visible resource decided the game: early enchanted `Forest`, `Arbor Elf` acceleration, land destruction from `Thermokarst` or `Mwonvuli Acid-Moss`, cascade pressure from `Boarding Party` or `Annoyed Altisaur`, combat dominance from `Writhing Chrysalis`, or a sideboard card? + +- Mulligan quality: Did the opening hand contain a legal first two-turn plan, or was it kept because it had powerful expensive cards such as `Annoyed Altisaur`, `Boarding Party`, `Avenging Hunter`, or `Fang Dragon` without enough mana velocity? + +- Mana execution: Did `Utopia Sprawl`, `Wild Growth`, and `Arbor Elf` produce a real tempo advantage, or were colors, tapped lands, missing `Forest`, or overloading one enchanted land the reason the deck stumbled? + +- Velocity check: Did `Malevolent Rumble` or `Generous Ent` repair a missing land, threat, or curve gap, or did selection spend a turn that should have developed mana, destroyed a land, blocked, or committed pressure? + +- Engine timing: Did the pilot move from ramp to denial to threat at the right moment, or did it keep choosing `Thermokarst`, `Mwonvuli Acid-Moss`, or `Structural Distortion` after the opponent already had enough mana? + +- Removal and hate impact: Did `Breath Weapon`, `Deglamer`, `Gorilla Shaman`, `Relic of Progenitus`, or `Suplex` answer a visible pressure, engine, graveyard, artifact, enchantment, or lethal window, or did the card trade too little tempo for the turn spent? Card text check required for exact sideboard action meanings when reviewing logs. + +- Sideboard discipline: Did sideboard plans preserve enough `Arbor Elf`, `Utopia Sprawl`, `Wild Growth`, `Boarding Party`, `Annoyed Altisaur`, and `Writhing Chrysalis`, or did the deck lose its core ramp-cascade identity while adding narrow answers? + +- Closing ability: Did `Boarding Party` haste, `Annoyed Altisaur` pressure, `Avenging Hunter`, `Fang Dragon`, `Eldrazi Repurposer`, or `Writhing Chrysalis` actually end the game, or did the deck stabilize without converting board advantage into lethal attacks? + +- Role identification: Did the pilot correctly choose between mana denial, stabilizing combat, racing, and top-end commitment each turn, especially after sideboarding against aggro, Affinity, graveyard, and big-mana opponents? + +- Mistake review: Which pass, attack, block, land-destruction target, mana payment, or cascade commitment looked wrong using only the visible state and public information available at the time? + +- Stranded-card review: Which cards stayed in hand too long: `Annoyed Altisaur`, `Boarding Party`, `Fang Dragon`, `Avenging Hunter`, `Structural Distortion`, `Breath Weapon`, `Weather the Storm`, `Deglamer`, `Suplex`, `Gorilla Shaman`, or `Relic of Progenitus`? + +- Overperformer and underperformer review: Which exact cards generated decisive tempo, damage, blockers, mana, or disruption, and which exact cards were repeatedly low-impact in the matchup stage where they were drawn? diff --git a/strategies/pauper/gruul_ponza/1/decklist.txt b/strategies/pauper/gruul_ponza/1/decklist.txt new file mode 100644 index 0000000..010f131 --- /dev/null +++ b/strategies/pauper/gruul_ponza/1/decklist.txt @@ -0,0 +1,28 @@ +Main (60) +4 Annoyed Altisaur +3 Wild Growth +1 Wooded Ridgeline +4 Arbor Elf +2 Avenging Hunter +4 Boarding Party +2 Mountain +4 Utopia Sprawl +3 Mwonvuli Acid-Moss +14 Forest +4 Writhing Chrysalis +3 Eldrazi Repurposer +4 Thermokarst +2 Malevolent Rumble +2 Structural Distortion +2 Generous Ent +1 Bonder's Ornament +1 Fang Dragon + +Sideboard (15) +2 Breath Weapon +3 Deglamer +4 Weather the Storm +2 Gorilla Shaman +2 Suplex +1 Relic of Progenitus +1 Ancient Grudge diff --git a/strategies/pauper/gruul_ponza/1/first_principles.md b/strategies/pauper/gruul_ponza/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/gruul_ponza/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/gruul_ponza/1/guide.md b/strategies/pauper/gruul_ponza/1/guide.md new file mode 100644 index 0000000..6e92725 --- /dev/null +++ b/strategies/pauper/gruul_ponza/1/guide.md @@ -0,0 +1,573 @@ +# Strategy Specifications +## Deck Name And Archetype +Gruul Ponza is a Pauper Gruul ramp-midrange land-denial deck registered as `ramp`, `midrange`, and `cascade`; treat the duplicate tag input as one normalized tag set: ramp, midrange, cascade. + +- Count validation: Main deck is exactly 60 cards, with 17 lands counting 14 Forest, 2 Mountain, and 1 Wooded Ridgeline, plus 43 nonlands. Sideboard is exactly 15 cards: 2 Breath Weapon, 3 Deglamer, 4 Weather the Storm, 2 Gorilla Shaman, 2 Suplex, 1 Relic of Progenitus, and 1 Ancient Grudge. +- Format validation: Format is Pauper, and the list uses a normal constructed 60-card main deck plus 15-card sideboard structure. As of 2026-06-14, a spot check against Wizards' Banned & Restricted list shows no registered card name from this list in the Pauper banned-card section: https://magic.wizards.com/en/banned-restricted-list. Final legality still belongs to Veles deck import and the rules engine because rarity printings, local ban-list date, and engine card availability must be verified before official testing. +- Stock/rogue/hybrid status: The archetype is stock-recognizable Gruul Ponza, but this exact list is a hybrid build rather than a pure stock copy. It keeps the classic Arbor Elf, Utopia Sprawl, Wild Growth, Mwonvuli Acid-Moss, Thermokarst, Annoyed Altisaur, and Boarding Party spine, then adds Writhing Chrysalis, Eldrazi Repurposer, Malevolent Rumble, Structural Distortion, Avenging Hunter, Generous Ent, Bonder's Ornament, and Fang Dragon as list-specific pressure, selection, ramp, or utility packages. +- Mana identity: The deck is functionally green-base with a red splash. Confirm red availability from visible Mountain, Wooded Ridgeline, Utopia Sprawl color choice, Bonder's Ornament, or other rules-engine-visible mana before choosing red-dependent lines with Boarding Party, Structural Distortion, Fang Dragon, Breath Weapon, Gorilla Shaman, Suplex, or Ancient Grudge. +- Role identity: Default role is proactive acceleration into land destruction, then converting the opponent's stumble into cascade threats and oversized board pressure. If land destruction no longer constrains the opponent, shift from Ponza to midrange pressure and use legal actions that develop Annoyed Altisaur, Boarding Party, Writhing Chrysalis, Avenging Hunter, Eldrazi Repurposer, or other visible board progress. +- Legality and card-text concern: Do not select any action because this guide assumes old card text, hidden information, or unverified legality certainty. Card text check required before relying on exact Oracle text for Writhing Chrysalis, Eldrazi Repurposer, Malevolent Rumble, Structural Distortion, Generous Ent, Fang Dragon, Suplex, and Breath Weapon; at runtime, legal actions and visible effect prompts override this guide. +- Opponent information status: No specific opponent decklist, matchup, revealed hand, or game history is supplied for this batch. Use only public zones, revealed cards, Veles-provided archetype labels, logged match history, and legal action text; do not infer exact hidden interaction, exact land counts, or whether land destruction will resolve unless the rules engine exposes that information. +- Pilot identity: Treat this as a pressure-plus-denial deck, not a hard prison deck. Land-destruction actions are strongest when they buy a full turn, deny a color, attack a bounce land or key utility land, or bridge into cascade pressure rather than merely spending available mana. + +## Thesis +Gruul Ponza assembles early green acceleration, targeted land destruction, and oversized follow-up threats so the opponent is forced to answer six- and seven-mana pressure while short on mana or colors. + +- Prioritize acceleration first when it creates a turn-two or turn-three mana-denial spell: Arbor Elf plus Utopia Sprawl or Wild Growth is the deck's cleanest opening because it turns Forest into a multi-mana source and lets Mwonvuli Acid-Moss, Thermokarst, or Structural Distortion arrive before the opponent is fully deployed. +- Prioritize land destruction when it changes the opponent's next turn: target the land that denies a color, removes a bounce land or utility land, blocks a key mana threshold, or protects your next threat from visible interaction. Do not fire land destruction at a low-impact land merely because it is legal if developing pressure or stabilizing the board is stronger. +- Prioritize pressure after the opponent is constrained: Annoyed Altisaur, Boarding Party, Avenging Hunter, Writhing Chrysalis, Eldrazi Repurposer, Generous Ent, Bonder's Ornament, and Fang Dragon are how the deck converts tempo into a win. The deck is not trying to sit behind endless denial; it must attack, take initiative when legal, and make the opponent spend constrained mana inefficiently. +- Prioritize board stabilization over greed when behind: Writhing Chrysalis and Eldrazi Repurposer are important bodies or board-material cards, Avenging Hunter can swing resource pressure if it survives, and cascade threats can rebuild after one-for-one trades. Card text check required for exact Writhing Chrysalis and Eldrazi Repurposer tactical details; follow Veles legal actions for tokens, mana, sacrifice, or combat permissions. +- Do not play like a pure combo deck: there is no deterministic single-turn kill to force. The deck wins by compounding mana advantage, board size, cascade value, initiative pressure, and awkward opposing turns. +- Do not assume land destruction is always correct: once the opponent has enough mana, has already emptied key threats, or is pressuring lethal, the correct legal action may be creature deployment, removal from sideboard cards, Weather the Storm, or combat discipline. + +## Role Package +- Threats: Annoyed Altisaur and Boarding Party are the primary top-end pressure cards because cascade can add material while presenting a large attacker. Use them to turn early mana into board advantage, especially after Mwonvuli Acid-Moss, Thermokarst, or Structural Distortion has slowed the opponent. Avenging Hunter is a high-impact threat when taking or defending the initiative is realistic. Writhing Chrysalis, Eldrazi Repurposer, Generous Ent, Fang Dragon, and Bonder's Ornament provide additional pressure, bodies, or late-game value, but exact tactical use for Writhing Chrysalis, Eldrazi Repurposer, Generous Ent, and Fang Dragon remains conditional on rules-engine text and legal actions. +- Payoffs: Mwonvuli Acid-Moss is both land denial and ramp payoff, so it is the cleanest bridge from setup into top-end. Thermokarst and Structural Distortion are tempo payoffs when they strand the opponent's hand or cut a key color. Annoyed Altisaur and Boarding Party are cascade payoffs that reward reaching six or seven mana before the opponent can stabilize. Avenging Hunter is a payoff for board parity or advantage because initiative pressure can force bad attacks and blocks. +- Engines: Arbor Elf plus Utopia Sprawl or Wild Growth is the core mana engine; protect the enchanted Forest from unnecessary exposure when sequencing lands if another Forest can carry future enchantments. Bonder's Ornament is a slower engine when games go long or when colored mana needs smoothing, but do not let it replace early land-denial pressure unless the hand lacks a stronger use of mana. Writhing Chrysalis and Eldrazi Repurposer may function as material engines if legal prompts show token or resource generation; Card text check required. +- Velocity: Malevolent Rumble is the main selection/velocity card and should be used to find land, ramp, threats, or bridge pieces according to visible needs. Generous Ent may contribute land access or late threat density if its legal actions expose a land-search or cycling mode; Card text check required. Cascade from Annoyed Altisaur and Boarding Party is the deck's biggest velocity source after setup. +- Interaction: Mwonvuli Acid-Moss, Thermokarst, and Structural Distortion are main-deck interaction against mana. Sideboard interaction includes Breath Weapon against small creature boards, Deglamer against artifacts/enchantments, Gorilla Shaman against cheap artifacts, Suplex against creature threats, Relic of Progenitus against graveyard plans, and Ancient Grudge against artifacts. Card text check required for exact Breath Weapon and Suplex modes. +- Protection: The main deck has little direct protection, so protect plans through sequencing rather than tricks: develop redundant mana, attack the opponent's colors before committing key threats, and avoid exposing Arbor Elf in combat unless the mana engine is no longer important. Weather the Storm is sideboard life-buffer protection against burn or storm-like damage races. +- Recursion: The registered main deck is not built around recursion. Ancient Grudge may have graveyard utility if legal actions expose flashback or similar use; rely only on rules-engine output. +- Mana: Forest, Mountain, Wooded Ridgeline, Arbor Elf, Utopia Sprawl, Wild Growth, Mwonvuli Acid-Moss, Bonder's Ornament, and possible visible token or cycling actions form the mana package. Green is mandatory early; red is a splash that must be confirmed before red actions. +- Sideboard modules: Weather the Storm is anti-burn and anti-spell-chain life gain; Breath Weapon is anti-small-creature sweeper coverage; Deglamer is broad artifact/enchantment disruption; Gorilla Shaman and Ancient Grudge are artifact pressure; Suplex is creature interaction; Relic of Progenitus is graveyard control. + +## Primary Win Conditions +- Ramp into mana denial, then cascade pressure: use Arbor Elf plus Utopia Sprawl or Wild Growth to cast Mwonvuli Acid-Moss, Thermokarst, or Structural Distortion before the opponent can deploy their hand, then follow with Annoyed Altisaur or Boarding Party. The setup is an enchanted Forest or multiple green sources, the execution is denying the land that changes the opponent's next turn, the disruption risk is removal on Arbor Elf or interaction before the threat resolves, and this path is highest priority when a turn-two or turn-three land-destruction spell is legal. +- Convert constrained mana into large attackers: cast Annoyed Altisaur, Boarding Party, Avenging Hunter, Writhing Chrysalis, Eldrazi Repurposer, Generous Ent, or Fang Dragon when the opponent is short on mana, low on board, or forced to answer one spell per turn. Prioritize this path once additional land destruction no longer prevents a meaningful play, because the deck must eventually close the game through combat and cascade-generated material. +- Win through initiative pressure when legal: Avenging Hunter is a primary swing threat when you can take or defend the initiative, especially after land destruction has reduced the opponent's ability to attack back efficiently. Prioritize Avenging Hunter over a slower top-end creature when the visible board suggests initiative triggers will matter before raw power does. +- Use Writhing Chrysalis and Eldrazi Repurposer as board-material win paths only from legal text: Card text check required for exact token, mana, sacrifice, or growth details, so treat any engine line as conditional on visible rules-engine actions. Prioritize these cards when they create blockers against pressure, add multiple bodies, or bridge into Annoyed Altisaur and Boarding Party without exposing the game to a single removal spell. +- Preserve the mana engine until the top end is online: do not trade Arbor Elf in combat or expose enchanted Forest sequencing casually while the hand still depends on six- and seven-mana spells. Once Annoyed Altisaur, Boarding Party, or Avenging Hunter is already pressuring the opponent, Arbor Elf becomes more expendable as a blocker or attacker. + +## Secondary Win Conditions +- Soft-lock the opponent with repeated land destruction when pressure is delayed: Mwonvuli Acid-Moss, Thermokarst, and Structural Distortion can function as a mana-prison line if the opponent misses land drops or relies on a key color. Continue this line only while each legal target measurably denies color, total mana, artifact mana, or a critical utility land; switch to threats when further denial is low impact. +- Win long games with cascade and artifacts: Boarding Party and Annoyed Altisaur can rebuild after trades by adding another spell, while Bonder's Ornament can help when the game stalls and both players have resources. Prioritize Bonder's Ornament when color smoothing or repeatable long-game value is more important than immediate land destruction, but avoid making it the plan against fast pressure unless survival is already stable. +- Use Malevolent Rumble and Generous Ent to find the missing resource when the hand is lopsided: Malevolent Rumble should search for land, ramp, land destruction, or threats based on the visible bottleneck. Generous Ent may provide land access or a late body if legal actions show that mode; Card text check required, and do not assume a mode that Veles does not expose. +- Win through fallback creature combat when the ramp plan is disrupted: Arbor Elf, Writhing Chrysalis, Eldrazi Repurposer, Avenging Hunter, Boarding Party, Annoyed Altisaur, Generous Ent, and Fang Dragon can still attack and block even if early land destruction was late. Use smaller bodies defensively until a large creature changes combat math, then attack only when damage does not give up essential blockers. +- Use Structural Distortion and Fang Dragon as reach or sweep tools only when legal text confirms it: Card text check required for Fang Dragon's exact alternate or damage mode. If a legal red action clearly removes small creatures, damages the opponent, or clears blockers, evaluate it as a secondary finishing or stabilization line rather than assuming burn exists. + +## Emergency Lines +- When behind on life, stop racing by default and stabilize the board: prioritize Writhing Chrysalis, Eldrazi Repurposer, Avenging Hunter, Boarding Party, Annoyed Altisaur, or sideboard Weather the Storm over low-impact land destruction if the opponent already has lethal or near-lethal pressure. Block with expendable creatures when preserving life matters more than future mana. +- When behind on board, use the next spell to change combat: deploy the largest blocker, use sideboard Breath Weapon or Suplex if legal and appropriate, or cast a cascade threat that can add another permanent. Do not spend Thermokarst on a land if the visible battlefield will kill you before the mana denial matters. +- When behind on cards, favor cascade and repeatable value: Annoyed Altisaur, Boarding Party, Avenging Hunter, Malevolent Rumble, and Bonder's Ornament are the recovery tools. Avoid one-for-one land destruction against an opponent who already has enough mana unless it stops a specific visible follow-up. +- When behind on mana, rebuild before committing top-end plans: use Forest, Wooded Ridgeline, Mountain, Arbor Elf, Utopia Sprawl, Wild Growth, Bonder's Ornament, Malevolent Rumble, and Mwonvuli Acid-Moss to restore access. Keep hands and lines that can still cast spells after Arbor Elf dies; do not assume enchanted-Forest mana survives visible removal. +- When the opponent has graveyard recursion or combo pressure, sideboard and play to disrupt the engine instead of goldfishing: Relic of Progenitus, Deglamer, Ancient Grudge, Gorilla Shaman, and land destruction should be aimed at visible enablers only when legal actions identify them. Do not claim hidden combo pieces are present; use archetype inference as risk, not fact. +- When primary win conditions are removed, win by sequencing remaining bodies and mana denial tightly: preserve any Annoyed Altisaur, Boarding Party, Avenging Hunter, Writhing Chrysalis, Eldrazi Repurposer, Generous Ent, Fang Dragon, or Bonder's Ornament that still creates pressure or value. If only small resources remain, force the opponent to spend mana inefficiently, protect life total, and take attacks that shorten the clock without sacrificing necessary blockers. + +## Resource Model +- Convert mana into time first, then bodies: Gruul Ponza spends early turns on Arbor Elf, Wild Growth, Utopia Sprawl, Mwonvuli Acid-Moss, Thermokarst, and Structural Distortion to make the opponent's next turn smaller before casting Annoyed Altisaur, Boarding Party, Avenging Hunter, Writhing Chrysalis, Eldrazi Repurposer, Generous Ent, or Fang Dragon. Treat the first large threat as a payoff for mana denial, not a replacement for it when a high-impact land-destruction action is still legal. +- Convert life into setup only while the next combat is survivable: take early damage to establish enchanted Forest mana or destroy a land if the visible board cannot punish you before Annoyed Altisaur, Boarding Party, Writhing Chrysalis, Eldrazi Repurposer, Avenging Hunter, sideboard Breath Weapon, sideboard Weather the Storm, or sideboard Suplex can stabilize. Stop paying life as a tempo resource when the opponent's visible attackers create a short clock. +- Convert hand quality into acceleration: keep and sequence hands that produce two or more mana ahead of curve, because expensive cards stranded in hand do not count as resources until Forest plus Arbor Elf, Wild Growth, Utopia Sprawl, Bonder's Ornament, Malevolent Rumble, Generous Ent, or Mwonvuli Acid-Moss can unlock them. Treat a hand full of six- and seven-mana threats without acceleration as low-resource even if it has many cards. +- Convert board material into time against aggro: Arbor Elf is a mana engine before combat, but it can become a blocker once the hand no longer needs untap mana to cast top-end spells. Writhing Chrysalis and Eldrazi Repurposer should be valued for visible bodies, blockers, or mana/fodder actions only when Veles exposes those actions; Card text check required for exact token, sacrifice, and mana details. +- Convert lands into both mana and denial targets: Forest is the best land because it supports Arbor Elf, Wild Growth, and Utopia Sprawl, while Mountain and Wooded Ridgeline mainly enable red costs and sideboard interaction. Preserve land drops when Mwonvuli Acid-Moss can increase mana while reducing the opponent's lands. +- Convert graveyard and exile information into risk management: your own graveyard mainly records spent ramp, land destruction, and threats for public history, while the opponent's graveyard/exile can reveal whether Relic of Progenitus, Deglamer, Ancient Grudge, Gorilla Shaman, or land destruction should matter. Do not spend graveyard hate or artifact hate only because a graveyard or artifact exists; use it when the visible card or archetype pressure makes the exchange relevant. +- Convert tempo into a closing window: every Thermokarst, Mwonvuli Acid-Moss, or Structural Distortion should either delay a specific visible color/mana source or create a turn where Boarding Party, Annoyed Altisaur, Avenging Hunter, Writhing Chrysalis, or Eldrazi Repurposer can attack uncontested. If the opponent already has enough mana and board, convert mana into blockers or cascade instead. +- Convert information into target discipline: choose land-destruction targets from visible lands, colors, artifact lands, utility lands, and public spells already seen. Do not assume hidden splash colors or exact hands; if a target land only looks important by archetype inference, explain the uncertainty. +- Convert sideboard bullets into narrow resource swings: Breath Weapon and Suplex are board resources, Weather the Storm is life and time, Deglamer and Ancient Grudge are artifact/enchantment answers, Gorilla Shaman pressures artifact mana, and Relic of Progenitus contests graveyard resources. Use each bullet only when the visible game state or matchup guide says that resource is central. + +## Mana Guide +- Prioritize Forest plus enchantment starts: Forest into Arbor Elf, Wild Growth, or Utopia Sprawl is the deck's strongest opener because Arbor Elf can multiply enchanted Forest mana. When multiple legal setups exist, prefer the line that creates the earliest four mana for Mwonvuli Acid-Moss or Thermokarst and the earliest six or seven mana for Boarding Party and Annoyed Altisaur. +- Name and sequence colors from actual costs: green is required for Arbor Elf, Wild Growth, Utopia Sprawl, Mwonvuli Acid-Moss, Thermokarst, Malevolent Rumble, Writhing Chrysalis, Eldrazi Repurposer, Avenging Hunter, Generous Ent, and Annoyed Altisaur; red is needed for Boarding Party, Structural Distortion, Fang Dragon, and sideboard cards such as Breath Weapon, Gorilla Shaman, Suplex, and Ancient Grudge when legal. Use Utopia Sprawl color choice to cover the missing red source unless the hand is green-constrained. +- Protect enchanted Forest sequencing: enchant a Forest that Arbor Elf can untap when possible, and avoid putting the whole game on one enchanted land if the opponent has visible land destruction, bounce, or enchantment removal. If the only available land is Wooded Ridgeline or Mountain, check whether the legal action actually supports the intended enchantment or spell before choosing it. +- Treat Wooded Ridgeline as fixing with tempo cost: play Wooded Ridgeline early when the hand needs red and the turn would otherwise be unused, but prefer untapped Forest when Arbor Elf, Wild Growth, Utopia Sprawl, Malevolent Rumble, Thermokarst, or Mwonvuli Acid-Moss is available. Do not delay a turn-two acceleration line just to expose red unless a red card is the next critical play. +- Keep mana hands that cast ramp without perfect payoff: a keepable hand normally has at least two mana sources or one Forest plus Arbor Elf or enchantment, and a route to three or four mana by turn two or three. Mulligan hands that rely on drawing Forest, rely only on Mountain or Wooded Ridgeline for early green, or contain multiple Annoyed Altisaur, Boarding Party, Fang Dragon, and Avenging Hunter without acceleration. +- Sequence land drops before draw/filter when the legal action depends on current mana: play a required Forest before Arbor Elf, Wild Growth, Utopia Sprawl, Thermokarst, or Mwonvuli Acid-Moss if that land enables the spell this turn. Delay the land drop before Malevolent Rumble or a legal Generous Ent land-selection action when you are specifically searching for the best land drop and no current spell requires playing land first. +- Use Bonder's Ornament as smoothing, not the default ramp plan: cast Bonder's Ornament when it fixes red, supports a stalled hand, or gives a long-game mana sink, but prioritize enchanted Forest acceleration when both are legal and safe. Against fast pressure, Bonder's Ornament should not replace a blocker or removal/sweeper bullet unless mana is the bottleneck to survival. +- Spend mana before optional value only when the payoff is decisive: use available mana on land destruction, board stabilization, or a major threat before small optional actions. If Veles exposes sacrifice-fodder or token-mana actions from Writhing Chrysalis or Eldrazi Repurposer, use them only when the visible action text confirms the mana or sacrifice result and the resulting spell matters this turn. + +## Mulligan Guide +- Strong keep: keep Forest, Arbor Elf, Utopia Sprawl or Wild Growth, Thermokarst or Mwonvuli Acid-Moss, and any payoff such as Boarding Party, Annoyed Altisaur, Writhing Chrysalis, or Avenging Hunter. This hand produces early mana, attacks the opponent's mana, then converts the extra turn into a threat. +- Strong keep: keep double Forest, Wild Growth, Utopia Sprawl, Mwonvuli Acid-Moss, Boarding Party, and Annoyed Altisaur even without Arbor Elf. Two enchantments create enough mana to cast the land-destruction spell and then cascade or stabilize. +- Medium keep: keep two lands including Forest, Malevolent Rumble or Bonder's Ornament, one land-destruction spell, and one threat when the matchup is not very fast. This hand has a slower ramp path, so prioritize finding or deploying acceleration before holding up expensive pressure. +- Medium keep: keep Forest, Arbor Elf, Thermokarst, Writhing Chrysalis, Eldrazi Repurposer, and two additional lands on the play against mana-hungry decks. The hand lacks an enchantment, but it can still curve creature into land destruction into board presence. +- Risky keep: keep one Forest plus Arbor Elf plus Wild Growth or Utopia Sprawl only when the rest of the hand has castable three- or four-mana plays and the opponent is unlikely to remove Arbor Elf immediately. If Arbor Elf dies and no second land appears, the hand may fail to function. +- Risky keep: keep Wooded Ridgeline, Forest, Utopia Sprawl, Structural Distortion, Boarding Party, Annoyed Altisaur, and Fang Dragon only if red is important and the opening tempo loss is acceptable. On the draw this improves; on the play against aggro it is often too slow. +- Automatic ship: mulligan any hand with no Forest unless Generous Ent or another legal visible action can reliably find Forest before the hand falls behind. Mountain and Wooded Ridgeline alone do not support Arbor Elf, Wild Growth, Utopia Sprawl, Thermokarst, or Mwonvuli Acid-Moss quickly enough. +- Automatic ship: mulligan hands of mostly Boarding Party, Annoyed Altisaur, Fang Dragon, Avenging Hunter, and Structural Distortion with no acceleration. Expensive cards are not resources until the hand can cast them before the opponent stabilizes or kills you. +- Matchup-dependent keep: keep land destruction-heavy hands against Tron, bounce lands, artifact lands, greedy mana, or slow control when they contain Forest plus acceleration. Against creature swarms, the same hand may need Writhing Chrysalis, Eldrazi Repurposer, Breath Weapon after sideboard, or Weather the Storm after sideboard to avoid dying with Thermokarst in hand. +- Play/draw adjustment: keep more aggressive Arbor Elf plus enchantment one-land hands on the draw because the extra card helps find land, but require a stronger mana base on the play. On the play, an early stumble wastes the deck's best advantage: acting before the opponent's mana develops. +- Trap hand: do not keep Forest, Mountain, Boarding Party, Annoyed Altisaur, Fang Dragon, Avenging Hunter, and Structural Distortion just because it has lands and powerful spells. The deck is not a fair seven-drop deck without ramp. +- Trap hand: do not keep Arbor Elf, Mountain, Wooded Ridgeline, Boarding Party, Structural Distortion, Fang Dragon, and Avenging Hunter. Arbor Elf needs Forest, and the red cards do not repair the missing green engine. + +## Turn Arc +- Turn 1: prefer Forest into Arbor Elf when available, because turn-two enchanted Forest or land destruction becomes possible fastest. If Arbor Elf is absent, prefer Forest into Utopia Sprawl or Wild Growth when legal; choose red with Utopia Sprawl when the hand has Boarding Party, Structural Distortion, Fang Dragon, Breath Weapon, Gorilla Shaman, Suplex, or Ancient Grudge pressure, and choose green when the hand is green-constrained. +- Turn 1 deviation: play Wooded Ridgeline when the hand needs red and has no turn-one Arbor Elf, Wild Growth, or Utopia Sprawl line. Do not spend turn one on Mountain unless the legal hand requires red immediately or no green land is available. +- Turn 2: prefer stacking acceleration on a Forest that Arbor Elf can untap when this creates four mana for Thermokarst or Mwonvuli Acid-Moss. If land destruction is legal and the opponent has a key visible land, cast Thermokarst or Mwonvuli Acid-Moss before a medium threat unless the board already demands a blocker. +- Turn 2 deviation: cast Malevolent Rumble, Bonder's Ornament, or a legal Generous Ent land-finding action when the hand lacks the next land or color. Card text check required for exact Malevolent Rumble and Generous Ent selection behavior, so follow Veles legal actions and visible targets. +- Turn 3: prefer Mwonvuli Acid-Moss or Thermokarst when it meaningfully delays the opponent and still leaves a clear follow-up threat. If the opponent already has multiple mana sources and pressure, shift into Writhing Chrysalis, Eldrazi Repurposer, or Avenging Hunter when legal to contest combat. +- Turn 3 deviation: use Structural Distortion over generic land destruction when the visible target is an artifact land, utility land, or artifact that matters more than a normal land. Card text check required for exact Structural Distortion damage or exile details; choose it for the visible permanent swing, not for assumed hidden value. +- Turns 4-5: convert the ramp advantage into Boarding Party, Annoyed Altisaur, Avenging Hunter, Writhing Chrysalis, or Eldrazi Repurposer instead of continuing to destroy lands with no clock. Cascade threats are strongest when the opponent is still rebuilding mana, but do not assume the cascade result before Forge reveals it. +- Turns 4-5 deviation: keep firing Thermokarst, Mwonvuli Acid-Moss, or Structural Distortion if the opponent is stuck on a critical color, Tron assembly, artifact mana, or a single removal color and your board already attacks. Against aggro, prefer blockers, Breath Weapon after sideboard, Suplex after sideboard, or Weather the Storm after sideboard when survival is at risk. +- Late game: prioritize threat density and mana sinks once land destruction no longer constrains the opponent. Boarding Party and Annoyed Altisaur can rebuild from parity, Avenging Hunter can matter if the legal action and board support it, and Bonder's Ornament can turn excess mana into cards when survival is stable. +- Late-game deviation: use Fang Dragon, Generous Ent, Malevolent Rumble, or sideboard bullets only through legal Veles actions with visible targets or choices. Card text check required for exact Fang Dragon and Generous Ent alternate-use details, so treat them as conditional tools rather than guaranteed lines. + +## Card Roles +- Arbor Elf: treat Arbor Elf as the deck's highest-leverage one-mana creature because it converts enchanted Forests into the fastest Thermokarst, Mwonvuli Acid-Moss, Writhing Chrysalis, Boarding Party, and Annoyed Altisaur starts. Cast it early when a Forest is available; hold only when the opponent has obvious one-damage removal and the hand has another functional acceleration line. Do not expose Arbor Elf in combat unless the mana engine is no longer important or blocking prevents a critical life-total collapse. + +- Utopia Sprawl: treat Utopia Sprawl as the premium enchantment because it accelerates and fixes color while making Arbor Elf much stronger. Put it on Forest when legal, and choose red when the hand needs Boarding Party, Structural Distortion, Fang Dragon, or sideboard red cards; choose green when the hand is green-heavy or already has red. Avoid enchanting a land likely to be destroyed or bounced when another legal Forest keeps the same curve. + +- Wild Growth: use Wild Growth as redundant acceleration that stacks well with Arbor Elf and enables the deck's turn-two or turn-three mana denial plan. Prefer placing it on a Forest that Arbor Elf can untap, but do not delay it for perfect stacking when immediate mana is needed. Wild Growth does not fix red by itself, so plan separately for Mountain, Wooded Ridgeline, or Utopia Sprawl naming red. + +- Thermokarst: use Thermokarst as the clean early mana-denial spell when the opponent has a visible land that constrains their next turn, color access, Tron assembly, bounce-land tempo, or artifact-land synergy. Cast it before medium board development when it keeps the opponent below key mana; switch away from it when the opponent already has enough mana and your life total or battlefield requires a blocker. Do not assume extra life or snow-specific text unless Forge exposes that result. + +- Mwonvuli Acid-Moss: use Mwonvuli Acid-Moss as the best bridge from denial into overwhelming mana because it attacks a land while developing your own Forest count. Prioritize it over Thermokarst when the extra land materially unlocks Annoyed Altisaur, Boarding Party, Avenging Hunter, Fang Dragon, or multiple spells next turn. Do not cast it into a low-impact target if the opponent's battlefield is already threatening lethal pressure and a creature spell is needed first. + +- Structural Distortion: use Structural Distortion as targeted pressure on artifact lands, important utility lands, or artifacts when exile/removal of that permanent matters more than a normal Thermokarst line. Card text check required for exact damage and exile details, so choose it for the visible permanent impact rather than assumed reach. It is often better after the opponent commits a high-value artifact land or artifact engine, but do not hold it so long that your mana-denial window closes. + +- Writhing Chrysalis: treat Writhing Chrysalis as the main stabilizing creature and ramp-to-threat bridge. Card text check required for exact Eldrazi Spawn/counter details, but tactically it is a high-priority cast against creature decks because it can add multiple bodies or resources while blocking. Preserve it when it is your best reach blocker or sacrifice-resource engine, and avoid attacking with it when losing it opens a lethal crack-back. + +- Eldrazi Repurposer: use Eldrazi Repurposer as a midgame board-development card that helps convert ramp into multiple resources. Card text check required for exact token and processing behavior, so follow the legal Forge prompts for any choices. It is strongest when the deck needs a body plus material for future mana or sacrifice decisions, and weaker when a direct land-destruction spell or cascade threat would immediately lock the opponent out. + +- Malevolent Rumble: use Malevolent Rumble as a setup and smoothing spell when the hand needs land, a permanent, or another resource before committing expensive threats. Card text check required for exact selection, milling, and token behavior; choose from legal candidates based on the next two turns, not on a speculative long-game plan. Against fast pressure, prefer selections that create immediate mana or board presence; against control, prefer threats or engines that keep pressure flowing. + +- Bonder's Ornament: use Bonder's Ornament as a slower stabilizer for color smoothing and late-game card flow. Card text check required for exact draw activation and symmetry, so activate only through legal actions and visible mana. Cast it when the hand lacks red or needs a durable mana source, but do not spend an early turn on it over Thermokarst, Mwonvuli Acid-Moss, or Writhing Chrysalis when tempo is the game. + +- Boarding Party: treat Boarding Party as the haste cascade threat that converts early mana denial into immediate pressure. Cast it when the opponent is constrained on mana or shields are down, and let Forge reveal and resolve cascade before planning around the result. Do not hold Boarding Party for theoretical better cascade value if attacking now pressures planes, monarch, initiative, or life totals; do hold it when a cheaper stabilizer is required to survive combat. + +- Annoyed Altisaur: treat Annoyed Altisaur as the largest cascade finisher and a strong way to dominate combat once the mana engine is online. Cast it when the battlefield can support a tap-out turn and the opponent's visible pressure does not demand a different answer. Its reach and trample matter tactically, but do not assume it safely races flyers or boards without comparing visible attackers, blockers, removal mana, and life totals. + +- Avenging Hunter: use Avenging Hunter as a high-impact threat only when taking or contesting the initiative is likely to improve the current board. Card text check required for exact initiative/dungeon implementation in Forge; rely on legal engine output for any triggers. It is excellent when you can defend the initiative with Writhing Chrysalis, Annoyed Altisaur, or multiple blockers, but risky when the opponent can immediately attack back and steal the advantage. + +- Generous Ent: use Generous Ent primarily as a flexible large green card whose alternate land-finding mode may fix early mana when Forge offers it. Card text check required for exact landcycling and creature text, so take the visible legal action that best solves the current bottleneck. In opening hands, its land mode can turn a marginal keep into a functional ramp hand; in late game, its body can matter when cascade threats are exhausted. + +- Fang Dragon: use Fang Dragon as a late-game red threat or conditional utility card only after confirming legal actions from Forge. Card text check required for exact alternate mode, damage mode, and creature text. Do not keep weak opening hands just because Fang Dragon exists; treat it as payoff once Utopia Sprawl, Mountain, Wooded Ridgeline, or other red sources make it castable. + +- Forest: treat Forest as the essential land because it enables Arbor Elf, Utopia Sprawl, Wild Growth, Thermokarst, Mwonvuli Acid-Moss, Writhing Chrysalis, and most opening sequences. Prefer Forest on turn one unless a red-tapped land is necessary and no green action is available. Count enchanted Forests as premium resources and protect sequencing around them. + +- Mountain: treat Mountain as necessary but awkward red access. Play it when the hand already has green acceleration or when red spells are otherwise stranded, but avoid Mountain-only keeps because they do not cast the deck's core engine. Mountain is more important after sideboard when Breath Weapon, Gorilla Shaman, Suplex, or Ancient Grudge need red. + +- Wooded Ridgeline: use Wooded Ridgeline as red-green fixing that costs tempo. Play it early when no turn-one Arbor Elf, Utopia Sprawl, or Wild Growth line is available, or when red access is required soon. Avoid sequencing it over an untapped Forest when doing so delays the first ramp spell or land-destruction spell. + +## Interaction Priorities + +- Priority: attack mana first when the opponent is still developing and a legal Thermokarst, Mwonvuli Acid-Moss, or Structural Distortion target constrains their next turn. Choose lands that cut a color, remove a bounce land or artifact land, stop a known engine land, or keep the opponent below a key spell size; do not spend land destruction on an irrelevant extra land when a visible creature, artifact, or lethal clock must be answered instead. + +- Priority: use Mwonvuli Acid-Moss over Thermokarst when the land hit and the Forest ramp both matter before the opponent's next turn. Use Thermokarst when speed matters, when the extra Forest is less important, or when preserving Mwonvuli Acid-Moss for a later higher-impact target is visible and realistic. + +- Priority: use Structural Distortion on artifact lands, important artifacts, or utility lands when exile/removal of that permanent is worth the slower or more color-specific line. Card text check required for exact damage and exile details; do not assume Structural Distortion is burn reach unless Forge presents that outcome. + +- Priority: after sideboard, point Deglamer and Ancient Grudge at artifact or enchantment engines that generate ongoing advantage, block your mana denial, or threaten a combo turn. Use Gorilla Shaman against artifact mana and cheap artifacts only when its legal activation materially limits the opponent; do not sink mana into low-impact artifacts while falling behind on board. + +- Priority: after sideboard, use Breath Weapon or Suplex only when the visible combat or board impact is better than advancing your own mana/threat plan. Card text check required for exact damage, target, and timing details; treat these as survival and tempo tools, not automatic casts. + +- Priority: use Relic of Progenitus against graveyard-reliant decks before the graveyard becomes a deterministic payoff, but preserve it if a single visible graveyard card or threshold is the real danger. Do not activate graveyard hate just to spend mana if the opponent's current battlefield clock is the urgent problem. + +- Ignore: ignore small creatures or expendable permanents when they do not change the next combat, mana count, combo threshold, or initiative/monarch race. Gruul Ponza wins many games by denying mana and landing Annoyed Altisaur, Boarding Party, Avenging Hunter, or Writhing Chrysalis, so do not trade a high-impact land-destruction window for cosmetic cleanup. + +- Bait: use less decisive threats to draw removal before committing the threat that stabilizes or ends the game. Boarding Party can bait removal while still pressuring immediately; Writhing Chrysalis should be preserved more carefully when it is your best blocker; Annoyed Altisaur is the premium top-end commitment when the opponent is low on mana or visible answers. + +- Counter/discard/bounce: this registered list has no main-deck counterspell, discard spell, or bounce spell. If Forge presents a legal copied, stolen, or unusual action in those families, choose only from the visible legal action text and do not plan around nonexistent interaction. + +## Combat And Trading Rules + +- Attack: pressure with Boarding Party and large creatures when the attack advances a race, protects initiative by forcing bad blocks, or turns mana denial into a short clock. Do not attack simply because a creature is large; compare the crack-back, reach needs, available blockers, and whether losing initiative or life total tempo matters. + +- Block: preserve life total aggressively against fast creature decks until Writhing Chrysalis, Annoyed Altisaur, Avenging Hunter, or multiple bodies can stabilize. Trade expendable bodies before premium mana engines or finishers, especially when Arbor Elf plus enchanted Forest still unlocks future turns. + +- Trade: accept trades that convert an opponent's key attacker into a stalled board where your cascade threats dominate. Decline trades that sacrifice Writhing Chrysalis, Annoyed Altisaur, or Avenging Hunter for a low-impact creature unless the trade prevents lethal, protects initiative, or preserves a decisive follow-up. + +- Preserve: keep Arbor Elf alive when its untap with Utopia Sprawl or Wild Growth is the difference between a three-mana turn and a six-plus-mana turn. Once enough mana is established, Arbor Elf can block or trade if survival requires it, but do not expose it early for minor damage. + +- Stabilize: treat Writhing Chrysalis as the default combat stabilizer against go-wide and midrange boards. Card text check required for exact token and counter behavior; use the visible board to decide whether it should attack, hold back, or support a double-spell turn. + +- Initiative: cast and attack with Avenging Hunter only when you can defend the initiative or immediately regain tempo if it is stolen. If the opponent has evasive, hasty, or wide attackers, leave enough blockers to stop an easy counterattack instead of pushing marginal damage. + +- Reach and trample: use Annoyed Altisaur as both a finisher and a defensive reach body. Its combat keywords matter, but still verify visible blockers, removal mana, and lethal backswing before attacking into a board where losing it would reopen the game. + +- Life thresholds: below 8 life, prioritize preventing the next attack step over maximizing cascade value unless a legal attack or spell clearly ends the game first. Against red burn or aggressive decks, Weather the Storm after sideboard can change racing math, but cast it only when legal timing and visible storm/life impact justify the turn. + +- Archetype shift: against control and combo, attack earlier and trade less because the opponent's life total and mana are the pressure points. Against aggro, block more, value Writhing Chrysalis and Breath Weapon higher after sideboard, and delay expensive tap-out threats when a cheaper stabilizing play prevents lethal. + +- Finish: once the opponent is constrained on mana, convert every safe combat step into damage with Boarding Party, Annoyed Altisaur, Fang Dragon, Generous Ent, or surviving tokens. Do not give extra draw steps by holding attackers back after the board is already stable and the visible crack-back is contained. + +## Selection And Tutor Rules + +- Selection: use Malevolent Rumble to find the missing land, ramp creature, or stabilizing threat that changes the next turn cycle. Prioritize a land when it enables a current or next-turn Annoyed Altisaur, Boarding Party, Avenging Hunter, Writhing Chrysalis, Mwonvuli Acid-Moss, or double-spell line; prioritize a creature when mana is already sufficient and the board needs pressure or blocking. + +- Timing: cast Malevolent Rumble before making a land drop when a revealed land could be the correct land for the turn. Make the land drop first only when that mana is required to cast Malevolent Rumble or another legal spell in the same turn. + +- Tutor: use Mwonvuli Acid-Moss as both disruption and Forest access, not as a generic ramp spell. The land-destruction target should matter, and the searched Forest should improve future Utopia Sprawl, Wild Growth, Arbor Elf, or high-mana threat turns; do not fire it into a low-impact land when Thermokarst or a board play is better. + +- Landcycling: use Generous Ent landcycling when Forge presents it and the hand needs a land, a Forest for Arbor Elf or Utopia Sprawl, or a guaranteed future mana step more than a seven-mana creature. Keep Generous Ent as a creature when mana is already stable and the game is about board size, reach, or ending the game. + +- Cascade: treat Annoyed Altisaur and Boarding Party as threat plus pseudo-selection, but do not assume a specific hit before Forge reveals it. When cascade offers a spell, cast it if the legal target or effect advances the current plan; decline only when the visible legal action would waste an important effect, hit your own resource, or create a worse board than leaving the card uncast. + +- Cascade targets: if cascade reveals Thermokarst, Mwonvuli Acid-Moss, or Structural Distortion, choose the opponent land, artifact land, artifact, or utility permanent that most constrains their next turn from visible information. Do not target your own permanent unless the legal action text and board state make that explicitly necessary for survival or lethal. + +- Ornament: use Bonder's Ornament draw only when spending that mana does not delay a needed threat, land-destruction spell, stabilizing blocker, or sideboard answer. Card text check required for exact draw symmetry; if the opponent may also benefit, weigh whether your extra card matters more than theirs. + +- Bottom/keep choices: when a scry, reveal, or ordering prompt appears from an unusual copied effect or engine interaction, keep mana, threats, or answers that solve the visible problem. Bottom redundant ramp after mana is abundant, expensive threats when dying before casting them, and land destruction when the opponent's current board rather than mana is the problem. + +## Priority And Stack Rules + +- Priority: this deck is mostly proactive, so pass priority when no legal instant-speed action changes combat, the stack, mana development, or survival. Do not spend time activating low-impact abilities simply because mana is open. + +- Main phase: use sorcery-speed land destruction before committing a threat when cutting mana changes the opponent's possible response or next turn. Commit Annoyed Altisaur, Boarding Party, Avenging Hunter, or Writhing Chrysalis first only when board pressure or stabilization is more urgent than denying mana. + +- Arbor Elf: activate Arbor Elf in the window that preserves maximum legal mana and information. Untap the enchanted Forest when Utopia Sprawl or Wild Growth makes that the highest-output source, but avoid tapping lands prematurely if Forge may present color-choice or payment prompts. + +- Utopia Sprawl: choose the color that supports the current hand and likely next turns from visible cards. Red matters for Boarding Party, Structural Distortion, Fang Dragon, Breath Weapon, Gorilla Shaman, and Ancient Grudge; green matters for nearly everything else. Do not choose a color based on hidden draws. + +- Optional casting: when cascade asks whether to cast the revealed spell, decide from the current visible board and legal targets. Casting is usually correct because it is free tempo, but decline a targeted spell if every legal target is harmful or strategically empty. + +- Combat windows: after attackers or blockers, cast or activate instant-speed sideboard cards only when the visible exchange changes meaningfully. Use Breath Weapon or Suplex as survival, tempo, or blowout tools when legal; card text check required for exact timing, damage, targeting, and restrictions. + +- Weather timing: cast Weather the Storm after sideboard when the visible stack or turn sequence makes the life gain large enough to change lethal math or burn range. Do not fire it for a small gain if holding it can answer a larger storm count or if using mana now prevents a stabilizing play. + +- Artifact/enchantment responses: use Deglamer and Ancient Grudge at the last safe moment when waiting may expose a better target, but act immediately if the permanent is enabling lethal, a combo turn, or mana that defeats the Ponza plan. Card text check required for exact zone movement on Deglamer and flashback details on Ancient Grudge. + +- Graveyard timing: use Relic of Progenitus before a visible graveyard payoff resolves or before the opponent can convert the graveyard into a decisive action. If only incremental cards are present, preserve Relic until the graveyard matters or the card draw is needed without compromising survival. + +- Activated artifact hate: use Gorilla Shaman activations when the target artifact's mana or utility matters before the opponent's next turn. Do not sink mana into low-impact artifacts while delaying Annoyed Altisaur, Boarding Party, Writhing Chrysalis, Mwonvuli Acid-Moss, or a required blocker. + +- Let resolve: let opposing spells resolve when your only legal actions are irrelevant mana abilities, low-impact Relic activations, or sideboard effects without a meaningful target. Save responses for stack objects that change lethal, mana access, graveyard payoff, combat math, or the ability to deploy your next threat. + +## Sideboard Map + +- General: sideboarding should lower exposure to dead land-destruction text while preserving the deck's core of Arbor Elf, Utopia Sprawl, Wild Growth, Thermokarst, Mwonvuli Acid-Moss, Writhing Chrysalis, Boarding Party, and Annoyed Altisaur. Do not dilute the ramp-plus-cascade engine so far that sideboard cards merely delay a loss without creating a winning board. + +- General: keep Structural Distortion when the opponent presents artifact lands, important artifacts, or nonbasic mana that can be attacked for tempo. Reduce main-deck emphasis on Structural Distortion first against creature decks with few artifacts and lands that are not strategically fragile. + +- General: reduce the slowest top-end threats when the matchup is about surviving the first four turns. Annoyed Altisaur, Boarding Party, Avenging Hunter, Generous Ent, and Fang Dragon should not all remain at full density when Weather the Storm, Breath Weapon, Suplex, or cheap artifact hate is needed to reach the middle game. + +- Artifact mana / Affinity explicit plan: keep Thermokarst, Mwonvuli Acid-Moss, and Structural Distortion because attacking artifact lands and mana development is part of the matchup plan. +Side in: 3 Deglamer; 2 Gorilla Shaman; 1 Ancient Grudge; 2 Breath Weapon +Cut: 2 Malevolent Rumble; 1 Fang Dragon; 1 Bonder's Ornament; 2 Avenging Hunter; 2 Annoyed Altisaur + +- Burn / fast red spell deck explicit plan: make life total and early stabilization matter more than four-mana resource denial. Keep enough ramp and threats to end the game after Weather the Storm creates a buffer. +Side in: 4 Weather the Storm; 2 Breath Weapon +Cut: 2 Structural Distortion; 2 Mwonvuli Acid-Moss; 1 Fang Dragon; 1 Bonder's Ornament + +- Graveyard threat explicit plan: use Relic of Progenitus as the clean graveyard pressure card and use Suplex only when Forge confirms legal creature-interaction text and targets. Keep land destruction when the opponent depends on limited mana to double-spell through disruption. +Side in: 1 Relic of Progenitus; 2 Suplex +Cut: 1 Bonder's Ornament; 1 Fang Dragon; 1 Structural Distortion + +- Enchantment or artifact engine explicit plan: bring Deglamer when the opposing permanent is central to damage, mana, cards, or protection. Keep pressure high because answering one artifact or enchantment is rarely enough by itself. +Side in: 3 Deglamer; 1 Ancient Grudge +Cut: 1 Fang Dragon; 1 Bonder's Ornament; 2 Malevolent Rumble + +- Breath Weapon: add Breath Weapon against Faeries, Kuldotha-style creature floods, Elves-style boards, small token engines, and artifact decks where its alternate artifact mode is relevant. Card text check required for exact modal wording and affected creature class, but treat it as a sweeper or artifact-answer slot only when Forge exposes legal actions that match that role. + +- Breath Weapon bad cases: avoid Breath Weapon against large-creature midrange, single-threat control, graveyard combo, and boards where killing Arbor Elf or Eldrazi Repurposer harms your next turn more than it harms the opponent. If Writhing Chrysalis is your stabilizing body and the opposing creatures are already too large, Breath Weapon may be a low-impact draw rather than a reset. + +- Deglamer: add Deglamer against Affinity, Bogles, artifact lands plus payoff artifacts, important enchantments, and artifact or enchantment engines that ignore land destruction. Use it to answer a permanent that changes the next turn cycle, not as a random two-mana spell that delays ramp or cascade. + +- Deglamer bad cases: avoid Deglamer when the opponent has no visible artifact or enchantment reliance. Against creature decks with only incidental artifacts, Deglamer belongs only if public information shows a permanent that Structural Distortion, Ancient Grudge, Gorilla Shaman, or combat cannot handle cleanly. + +- Weather the Storm: add Weather the Storm against Burn, Kuldotha Red, spell-chain aggro, and any matchup where life total is the main resource under attack. Its role is to buy the turn needed to cast Writhing Chrysalis, Boarding Party, Annoyed Altisaur, Avenging Hunter, or a land-destruction spell that strands the opponent. + +- Weather the Storm bad cases: avoid Weather the Storm against slow control, artifact-combo boards that win through permanents, graveyard engines, and matchups where life gain does not change the opponent's required turn count. Do not increase Weather the Storm just because the opponent has red mana if their visible plan is not damage racing. + +- Gorilla Shaman: add Gorilla Shaman against artifact lands, cheap noncreature artifacts, Affinity, Synthesizer shells, and artifact mana strategies. Its role changes the deck from one-shot Ponza into repeatable mana pressure, so preserve red mana and sequence it before expensive threats when multiple artifact targets can be destroyed over two turns. + +- Gorilla Shaman bad cases: avoid Gorilla Shaman against high-mana-value artifacts, creature-only aggro, and decks with few noncreature artifacts. Do not spend a turn activating Gorilla Shaman into marginal targets if that prevents Thermokarst, Mwonvuli Acid-Moss, Writhing Chrysalis, Boarding Party, or Annoyed Altisaur from changing the board. + +- Suplex: add Suplex against creature matchups only after card text is verified by Forge actions. Card text check required. Treat it as conditional interaction for a visible creature problem, and choose it over extra top end when the game hinges on removing or beating a creature before combat or the next attack. + +- Suplex bad cases: avoid Suplex against control, combo, Bogles if legal targeting is blocked, and boards where Forge offers no meaningful legal target. Do not keep Suplex as generic interaction when the sideboard card's legal action text does not answer the visible threat. + +- Relic of Progenitus: add Relic of Progenitus against Dimir Terror, reanimator, flashback-heavy decks, graveyard recursion, delve threats, and any opponent whose public graveyard directly reduces costs or creates threats. Its role is graveyard pacing first and card replacement second; use it before the graveyard converts into a decisive legal action. + +- Relic of Progenitus bad cases: avoid Relic of Progenitus when the opposing graveyard is incidental and the matchup is decided by board size, mana denial, or life total. Do not weaken the cascade threat density for a single Relic unless the graveyard materially changes the opponent's clock or interaction. + +- Ancient Grudge: add Ancient Grudge against Affinity, artifact lands, Blood Fountain-style recursion, artifact mana, and artifact engines. Card text check required for exact flashback handling if Forge presents graveyard casting, but the tactical role is to trade cheaply while the main deck attacks lands and follows with cascade pressure. + +- Ancient Grudge bad cases: avoid Ancient Grudge against enchantment-only engines, creature decks with no artifacts, and control decks where the only artifacts are low-impact. When both Ancient Grudge and Deglamer are available, prefer Ancient Grudge for artifact density and Deglamer for enchantments or artifacts that must not remain accessible through normal graveyard recursion. + +- Role changes on the play: keep more land destruction on the play because Thermokarst, Mwonvuli Acid-Moss, and Structural Distortion can deny the opponent a full turn before their key spell. Add sideboard cards only when they answer a threat that will arrive before the Ponza plan matters. + +- Role changes on the draw: add more cheap stabilization on the draw because the opponent gets the first development step. Weather the Storm, Breath Weapon, Gorilla Shaman, Relic of Progenitus, Ancient Grudge, Deglamer, and Suplex should be prioritized when their legal use prevents falling behind before Boarding Party or Annoyed Altisaur can dominate. + +- Archetype rule: against artifact decks, Add role cards: Deglamer, Gorilla Shaman, Ancient Grudge, Breath Weapon. Reduce main-deck emphasis: Malevolent Rumble, Bonder's Ornament, Fang Dragon, and some expensive initiative or cascade threats if the early board is the danger. + +- Archetype rule: against burn and spell aggro, Add role cards: Weather the Storm and Breath Weapon. Reduce main-deck emphasis: Structural Distortion, slower Mwonvuli Acid-Moss copies, Bonder's Ornament, Fang Dragon, and top-end cards that do not stabilize before lethal damage. + +- Archetype rule: against graveyard decks, Add role cards: Relic of Progenitus and Suplex when legal creature interaction matters. Reduce main-deck emphasis: Bonder's Ornament, Fang Dragon, and the least effective Structural Distortion when artifact or land targets are not central. + +- Archetype rule: against enchantment decks, Add role cards: Deglamer. Reduce main-deck emphasis: Structural Distortion when there are few artifact or land targets, plus the slowest card-advantage pieces when early pressure or protection decides the game. + +## Matchup Guidance + +- Aggro: stabilize before maximizing mana denial when the opponent's visible board can create a two-turn lethal clock. Prioritize Arbor Elf plus Wild Growth or Utopia Sprawl only when the enchanted Forest is likely to survive long enough to cast Writhing Chrysalis, Breath Weapon, Avenging Hunter, Boarding Party, or Annoyed Altisaur; otherwise spend early turns on legal interaction, blockers, or life preservation. Add role cards: Breath Weapon, Weather the Storm, and Suplex when Forge shows a meaningful creature interaction action. Reduce main-deck emphasis: Bonder's Ornament, Fang Dragon, Structural Distortion when land or artifact targets are not central, and the slowest expensive threat when early survival is the bottleneck. + +- Burn: treat life total as the primary resource and avoid self-inflicted tempo loss from slow card-advantage lines. Weather the Storm is the key role card; hold it when a larger storm count is visible and waiting does not risk dying, but cast it immediately when the opponent's next known damage pattern could end the game. Thermokarst and Mwonvuli Acid-Moss matter most when they remove red mana before multiple spells can be chained. Writhing Chrysalis, Boarding Party, and Annoyed Altisaur are payoff plays only after life is not about to collapse. Add role cards: Weather the Storm and Breath Weapon. Reduce main-deck emphasis: Structural Distortion, Bonder's Ornament, Fang Dragon, and excess slow land destruction on the draw. + +- Go-wide decks: value sweep and large blockers over one-for-one resource plays when the opponent's battlefield has multiple attackers. Breath Weapon is the clean sideboard role card if legal action text indicates it affects the relevant creatures; do not fire it into your own Arbor Elf or Eldrazi Repurposer unless the exchange preserves survival or clears a lethal board. Writhing Chrysalis is the preferred stabilizer because it can blunt attacks while the cascade threats take over later. Thermokarst and Mwonvuli Acid-Moss are better on the play before the opponent empties their hand; on the draw, use them only when denying mana changes the next attack step. Add role cards: Breath Weapon and Suplex when legal. Reduce main-deck emphasis: Bonder's Ornament, Fang Dragon, and slow Structural Distortion lines without artifact targets. + +- Tempo: protect the first mana advantage and force the opponent to answer threats on your timing. Arbor Elf plus Utopia Sprawl or Wild Growth is powerful but fragile; if visible removal or bounce has already punished enchanted Forests, diversify with normal land drops, Generous Ent landcycling when available, and threat sequencing that does not depend on one permanent. Boarding Party is strong when haste immediately pressures planes of interaction, while Annoyed Altisaur is stronger when reach/trample-like board presence is relevant only if confirmed by Forge text. Use Thermokarst and Mwonvuli Acid-Moss to cut off double-spell turns, not just to spend mana. Add role cards: Suplex for creature tempo threats if legal, Deglamer only for enchantment or artifact tempo engines. Reduce main-deck emphasis: Structural Distortion without targets and Bonder's Ornament under pressure. + +- Control: keep mana pressure high and do not overextend expensive threats into visible sweepers or counter-heavy windows unless waiting is worse. Thermokarst, Mwonvuli Acid-Moss, and Structural Distortion are premium when they deny colors, destroy utility lands, or constrain the opponent below counterspell plus removal mana. Boarding Party and Annoyed Altisaur are preferred finishers because cascade can generate pressure through one answer; Avenging Hunter is strongest when the initiative can be protected by a large blocker or immediate follow-up. Bonder's Ornament becomes more acceptable in slow games where both players are trading resources. Add role cards: Deglamer only for public artifact or enchantment engines, Relic of Progenitus only if graveyard recursion or delve is visible. Reduce main-deck emphasis: Breath Weapon, Weather the Storm, Gorilla Shaman, Ancient Grudge, and Suplex unless their legal targets are central. + +- Removal-heavy decks: avoid making Arbor Elf, Eldrazi Repurposer, or an enchanted Forest the only path to playing Magic. Lead with redundant ramp when available, sequence Wild Growth and Utopia Sprawl on a Forest that still leaves a backup land drop plan, and treat Malevolent Rumble as a way to rebuild if it legally finds a relevant permanent or resource. Boarding Party and Annoyed Altisaur are better than single medium creatures because cascade can leave material after removal. Avenging Hunter is risky when the opponent can immediately steal initiative; cast it when board size or life total makes the initiative defensible. Add role cards: Relic of Progenitus only for graveyard removal engines, Weather the Storm only when damage racing is part of the removal plan. Reduce main-deck emphasis: Breath Weapon and artifact hate without targets. + +- Midrange: make the game about mana and oversized cascade rather than fair trades. Thermokarst and Mwonvuli Acid-Moss are strongest before the opponent reaches their four- and five-mana stabilizers; Structural Distortion is valuable only when the legal target is a land, artifact, or permanent that matters next turn. Writhing Chrysalis and Eldrazi Repurposer help bridge into Boarding Party and Annoyed Altisaur, but do not trade them off cheaply if they are your only ramp or defensive body. Bonder's Ornament is acceptable when both boards are stalled and no immediate land destruction or cascade line is better. Add role cards: Suplex for creature bottlenecks, Deglamer for artifact or enchantment engines. Reduce main-deck emphasis: Weather the Storm, Breath Weapon, and narrow artifact hate unless public cards demand them. + +- Big mana: be the faster mana-denial deck and identify the land that unlocks their next tier. Thermokarst and Mwonvuli Acid-Moss should target the visible land that cuts off the most important color or total mana, while Structural Distortion should hit lands or artifacts only when the legal target materially delays their payoff. Boarding Party and Annoyed Altisaur close the window after denial; do not spend too many turns on Bonder's Ornament or Malevolent Rumble if the opponent's next visible turn can go over the top. Add role cards: Deglamer, Gorilla Shaman, or Ancient Grudge when their ramp uses artifacts; Relic of Progenitus only for graveyard-based big mana. Reduce main-deck emphasis: Breath Weapon, Weather the Storm, and Suplex unless creature pressure is visible. + +- Combo: use land destruction, artifact/enchantment interaction, and clock speed according to the visible engine piece, not according to generic fear. Thermokarst and Mwonvuli Acid-Moss are best when they remove the mana needed to start or protect the combo; Structural Distortion is best when Forge exposes a legal artifact or land target tied to the engine. Boarding Party and Annoyed Altisaur should follow denial quickly so the opponent does not draw out. Add role cards: Deglamer for enchantment or artifact engines, Gorilla Shaman and Ancient Grudge for artifact engines, Relic of Progenitus for graveyard combo, Weather the Storm only for storm-style damage chains. Reduce main-deck emphasis: Breath Weapon and Suplex unless creatures are required combo pieces and legal targeting is shown. + +- Graveyard decks: slow the graveyard before it turns into mana, threats, or recursion. Relic of Progenitus is the main role card; use the incremental graveyard action when it constrains development, and use the full exile action when a visible graveyard threshold, reanimation target, flashback line, or delve threat is about to matter. Thermokarst and Mwonvuli Acid-Moss still matter if the opponent needs colored mana to convert the graveyard into a board. Boarding Party and Annoyed Altisaur are the closing plan after Relic of Progenitus buys time. Add role cards: Relic of Progenitus and Suplex if the matchup also presents legal creature targets. Reduce main-deck emphasis: Bonder's Ornament, Fang Dragon, and Structural Distortion when artifacts or lands are not the graveyard engine. + +- Artifact and enchantment decks: match the sideboard answer to the permanent type and the next turn cycle. Gorilla Shaman is for repeated cheap artifact pressure, Ancient Grudge is for artifact density and tempo-positive exchanges, and Deglamer is for enchantments or artifacts that must be removed cleanly. Structural Distortion is already a main-deck bridge when Forge exposes important artifact or land targets, so do not dilute the deck with every hate card if the matchup still requires cascade pressure. Add role cards: Deglamer, Gorilla Shaman, Ancient Grudge, and Breath Weapon against artifact creature swarms. Reduce main-deck emphasis: Malevolent Rumble, Bonder's Ornament, Fang Dragon, and the slowest expensive threat when early artifact pressure decides the game. + +- Single-threat decks: answer the bottleneck threat or deny the mana that enables it, then race with cascade. Suplex is conditional interaction only after card text and legal targets are visible; Card text check required. Deglamer handles single artifact or enchantment threats when legal, while Thermokarst and Mwonvuli Acid-Moss can prevent recasting or protection. Writhing Chrysalis is a strong blocker when the threat can be contained in combat; Boarding Party is better when haste damage changes the race immediately. Add role cards: Suplex, Deglamer, Ancient Grudge, or Relic of Progenitus according to the threat's type and zone. Reduce main-deck emphasis: Breath Weapon and Weather the Storm unless the single threat is backed by wide damage or burn. + +## Specific Matchup Notes +- General/archetype-only note: revealed cards, legal actions, and public board state override these assumptions. Use Thermokarst and Mwonvuli Acid-Moss on the visible land that most constrains the opponent's next important play, then convert the window with Boarding Party, Annoyed Altisaur, Writhing Chrysalis, or Avenging Hunter. + +- Red aggressive decks: protect life total first, then turn the corner with large blockers and cascade pressure. Weather the Storm is the main role card when the opponent shows burn or storm-count damage; Breath Weapon is a role card only when the opposing board contains multiple small creatures and your own Arbor Elf or Eldrazi Repurposer losses are acceptable. Priority targets are haste creatures, high-damage attackers, and lands that cut off the opponent's ability to double-spell. + +- Blue tempo or Dimir Terror decks: force them to answer mana denial before they can hold up interaction and deploy threats. Thermokarst and Mwonvuli Acid-Moss should attack colored sources or bounce-land-style tempo bottlenecks when visible; Relic of Progenitus matters if the graveyard is enabling large threats, delve, flashback, or recursion. Do not walk Avenging Hunter into an initiative steal unless Writhing Chrysalis, Eldrazi Repurposer, or cascade bodies can defend it. + +- Tron or big-mana control decks: make land destruction the plan until their mana engine is broken or your clock is active. Thermokarst, Mwonvuli Acid-Moss, and Structural Distortion should target the land or artifact that visibly unlocks the next mana tier; Deglamer and Ancient Grudge are role cards only if artifacts or enchantments are part of that engine. Bonder's Ornament is acceptable only after the mana-denial window has passed or both players are already in a resource stall. + +- Artifact decks: avoid overloading on narrow answers if one large cascade threat would end the game faster. Gorilla Shaman is for repeated cheap artifact pressure, Ancient Grudge is for tempo against artifact density, Deglamer is for the artifact or enchantment that must leave cleanly, and Structural Distortion remains a main-deck answer when the legal target matters. Breath Weapon is relevant against artifact creature swarms, but do not sacrifice your own mana creatures unless the board swing is worth it. + +- Creature midrange and initiative mirrors: preserve board size before claiming initiative with Avenging Hunter. Suplex is conditional creature interaction; Card text check required, so use only when Forge exposes legal targets and the visible result supports survival or tempo. Writhing Chrysalis and Eldrazi Repurposer are important bodies because they defend initiative, bridge to cascade, and reduce pressure from small attackers. + +- Graveyard or combo decks: identify the visible engine before choosing hate. Relic of Progenitus is the primary graveyard role card, Deglamer answers artifact or enchantment engines, and Weather the Storm is reserved for storm-style damage chains or burn turns. Priority targets are mana sources that start the combo, graveyard cards that convert into threats, and public permanents that produce repeated engine value. + +## Risk Summary +- Mana risk: hands with Arbor Elf plus one enchanted Forest are powerful but fragile. If the opponent can kill Arbor Elf or the enchanted Forest plan is disrupted, prefer redundant land drops, Wild Growth, Utopia Sprawl, or Malevolent Rumble lines that keep four- and six-mana plays reachable. + +- Matchup risk: land destruction is weakest when the opponent already has cheap pressure or artifact-based mana on board. In those games, Thermokarst and Mwonvuli Acid-Moss must still delay a real next-turn play; otherwise prioritize Writhing Chrysalis, Eldrazi Repurposer, Breath Weapon, Weather the Storm, or legal artifact interaction. + +- Draw risk: opening hands with only expensive threats can lose before Boarding Party or Annoyed Altisaur is cast. Mulligan slow hands without Forest, ramp, or a plausible first three turns, especially against aggressive or combo-coded opponents. + +- Over-sideboarding risk: adding every sideboard card can dilute ramp, cascade, and mana denial. Keep the core of Arbor Elf, Wild Growth, Utopia Sprawl, Thermokarst, Mwonvuli Acid-Moss, Boarding Party, Annoyed Altisaur, and Writhing Chrysalis unless public cards prove a narrow role card is necessary. + +- Graveyard risk: Relic of Progenitus can conflict with your own tempo if it replaces pressure without stopping a visible graveyard payoff. Use it when the opponent's public graveyard, revealed cards, or known archetype makes the graveyard a near-term resource. + +- Sweeper and removal risk: relying on one Arbor Elf, one Eldrazi Repurposer, or one enchanted Forest invites tempo collapse. Sequence backup mana before expensive plays when possible, and avoid exposing Avenging Hunter if the opponent can remove your only defender and steal initiative. + +- Closer risk: Bonder's Ornament and Malevolent Rumble can improve long games but may fail to end the game. When the opponent is constrained, prefer Boarding Party, Annoyed Altisaur, Fang Dragon, or Avenging Hunter if legal and defensible. + +- Interaction risk: Structural Distortion, Deglamer, Ancient Grudge, Gorilla Shaman, Suplex, Breath Weapon, Weather the Storm, and Relic of Progenitus are only good when their legal windows matter. Do not spend them into low-impact targets while a land-destruction or cascade line better changes the next turn cycle. + +- Sequencing risk: casting cascade threats before resolving available mana denial can give the opponent one more stabilizing turn. Deny first when the target is meaningful; pressure first when the opponent already has redundant mana or when lethal pressure is more urgent. + +## Test Feedback Checklist +- Deciding factor: Identify whether the game was won or lost by mana denial, board stabilization, cascade pressure, initiative from Avenging Hunter, sideboard interaction, or failure to close after the opponent was constrained. +- Mulligans: Record whether each keep had Forest plus acceleration from Arbor Elf, Wild Growth, Utopia Sprawl, Malevolent Rumble, or a realistic path to Thermokarst, Mwonvuli Acid-Moss, Boarding Party, or Annoyed Altisaur. +- Mana development: Check whether Arbor Elf plus enchanted Forest produced the intended tempo, whether Wooded Ridgeline or Mountain delayed green acceleration, and whether Bonder's Ornament was cast as a useful bridge or a low-impact fallback. +- Velocity: Note turns where the deck spent mana on Thermokarst, Mwonvuli Acid-Moss, Structural Distortion, or setup instead of deploying Writhing Chrysalis, Eldrazi Repurposer, Boarding Party, Annoyed Altisaur, Avenging Hunter, Generous Ent, or Fang Dragon. +- Mana denial quality: Ask whether Thermokarst and Mwonvuli Acid-Moss targeted lands that visibly constrained the opponent's next important play, or whether the opponent already had enough cheap spells, artifact mana, or board pressure for land destruction to underperform. +- Engine performance: Track whether Wild Growth, Utopia Sprawl, Arbor Elf, Eldrazi Repurposer, and Writhing Chrysalis created a stable ramp engine or exposed the deck to removal, sweepers, and tempo collapse. +- Removal and disruption: Review whether Structural Distortion, Breath Weapon, Deglamer, Gorilla Shaman, Suplex, Relic of Progenitus, and Ancient Grudge were used on targets that changed the next turn cycle rather than merely consuming available mana. +- Sideboard impact: Record which sideboard cards were drawn, cast, stranded, or unnecessary, especially Weather the Storm against burn pressure, Breath Weapon against small creatures, Deglamer against artifacts or enchantments, Gorilla Shaman against cheap artifacts, Relic of Progenitus against graveyard engines, Ancient Grudge against artifact density, and Suplex against creature threats. +- Closing: Check whether Boarding Party, Annoyed Altisaur, Writhing Chrysalis, Avenging Hunter, Generous Ent, and Fang Dragon converted a mana advantage into lethal pressure before the opponent recovered. +- Role accuracy: Ask whether the pilot correctly shifted from ramp and mana denial into stabilization, initiative defense, pressure, or sideboard-answer mode once the visible board demanded it. +- Mistakes: Flag attacks that lost necessary blockers, Avenging Hunter lines that allowed easy initiative steals, land-destruction spells that ignored a lethal board, and passes where a legal stabilizing play was visible. +- Stranded cards: List expensive threats, land destruction, narrow sideboard cards, and reactive spells that stayed in hand because of missing mana, missing targets, wrong matchup role, or poor sequencing. +- Overperformers and underperformers: Name exact cards that won time, stabilized combat, generated card advantage, or failed to affect the game, with special attention to Thermokarst, Mwonvuli Acid-Moss, Writhing Chrysalis, Eldrazi Repurposer, Boarding Party, Annoyed Altisaur, Avenging Hunter, Weather the Storm, and Deglamer. + +## First Tuning Questions +- Card quantities: Should the deck adjust the balance between Thermokarst, Mwonvuli Acid-Moss, and Structural Distortion if land denial repeatedly fails against cheap aggro, artifact mana, or redundant-color control decks? +- Ramp density: Should Wild Growth, Utopia Sprawl, Arbor Elf, Malevolent Rumble, Bonder's Ornament, or Generous Ent counts change if opening hands frequently lack early green acceleration or flood on setup without pressure? +- Mana base: Should Wooded Ridgeline, Mountain, and Forest counts be reconsidered if red cards such as Boarding Party, Structural Distortion, Fang Dragon, Breath Weapon, Gorilla Shaman, or Ancient Grudge are delayed, or if tapped/red lands interfere with Forest-based acceleration? +- Aggro plan: Should more sideboard space support Weather the Storm, Breath Weapon, Suplex, or early blockers if losses come from falling behind before Boarding Party and Annoyed Altisaur are cast? +- Control plan: Should the deck lean harder into land destruction, artifact/enchantment interaction, or resilient threats if control opponents survive the first Thermokarst or Mwonvuli Acid-Moss and answer the first cascade body? +- Closer package: Should Fang Dragon, Avenging Hunter, Boarding Party, Annoyed Altisaur, or Writhing Chrysalis quantities change if the deck often creates mana advantage but cannot finish before recovery? +- Initiative risk: Should Avenging Hunter be reduced, protected by different sequencing, or reserved for specific board states if initiative is repeatedly stolen by opposing creatures? +- Sideboard slots: Should Deglamer, Ancient Grudge, Gorilla Shaman, Relic of Progenitus, Breath Weapon, Weather the Storm, or Suplex counts change based on which opposing engines actually appear in logs? +- Role conflicts: Should sideboarding preserve more ramp and cascade threats if narrow cards strand in hand, or add more interaction if main-deck pressure cannot stabilize visible boards? +- Selection package: Should Malevolent Rumble or Generous Ent be valued more if mulligans and mana stalls are common, or less if they slow the deck during high-pressure matchups? +- Removal mix: Should Structural Distortion remain a main-deck role card if its legal targets matter often, or move toward sideboard-style use if it is stranded against creature-heavy opponents? +- Pilot policy: Should decision prompts emphasize mana denial, board stabilization, or closing pressure more strongly in matchups where the current pilot repeatedly chose legal but low-impact lines? + +## Veles Tactical Policy + +### Policy: Forest Acceleration Mulligan Gate +- Priority: High +- Decision families: mulligan +- Cards: Forest, Arbor Elf, Wild Growth, Utopia Sprawl, Malevolent Rumble, Generous Ent +- Phase windows: Opening hand and London mulligan decisions. +- Runtime cues: legal mulligan or keep action; visible opening hand with land and acceleration. +- Use when: Keep hands with Forest plus Arbor Elf, Wild Growth, Utopia Sprawl, or a visible route to early green mana and a meaningful follow-up. +- Avoid when: Ship hands with no green source, only Mountain or Wooded Ridgeline as early mana, or expensive threats with no acceleration. +- Instructions: Treat this deck as acceleration-first; a seven-card hand that casts nothing relevant before turn three is suspect even if it has threats. +- Pilot skill floor: Light-model must compare first three turns, not raw card count. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Forest Enchantment Setup +- Priority: Medium +- Decision families: mana, priority +- Cards: Forest, Arbor Elf, Wild Growth, Utopia Sprawl +- Phase windows: Main phases before land destruction or cascade threats. +- Runtime cues: action:cast Wild Growth; action:cast Utopia Sprawl; action:cast Arbor Elf +- Use when: A Forest is available and the legal action develops an enchanted Forest or Arbor Elf before higher-cost plays. +- Avoid when: The current turn has a legal survival play, lethal attack, or higher-impact mana-denial spell that would be delayed. +- Instructions: Build the Forest engine early because Arbor Elf plus land enchantment is the deck's cleanest path to Thermokarst, Mwonvuli Acid-Moss, Boarding Party, and Annoyed Altisaur. +- Pilot skill floor: No-API may execute only if the selected action text is the exact setup spell and no competing urgent action is present in the policy cache. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Utopia Sprawl Color Naming +- Priority: Medium +- Decision families: mana, selection +- Cards: Utopia Sprawl, Mountain, Wooded Ridgeline, Boarding Party, Structural Distortion, Fang Dragon, Breath Weapon, Gorilla Shaman, Ancient Grudge +- Phase windows: Utopia Sprawl resolution and color-choice prompts. +- Runtime cues: action:choose red; action:choose green +- Use when: Choose red if visible hand or sideboard plan needs red and other red sources are absent; choose green if red is already covered or the hand needs maximum green consistency. +- Avoid when: Do not choose a color by matchup memory alone; use visible hand, battlefield, and legal future costs. +- Instructions: Red access matters for Boarding Party and red interaction, but green density matters for ramp chains and land destruction. +- Pilot skill floor: Light-model should inspect current hand costs and battlefield sources. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Mana-Denial Commitment Gate +- Priority: High +- Decision families: priority, interaction +- Cards: Thermokarst, Mwonvuli Acid-Moss, Structural Distortion +- Phase windows: Main phases when land-destruction actions are legal. +- Runtime cues: action:cast Thermokarst; action:cast Mwonvuli Acid-Moss; action:cast Structural Distortion +- Use when: Fire mana denial if the target land visibly constrains the opponent's next turn, cuts a color, removes a utility land, or keeps them below a key mana band. +- Avoid when: Stabilize first if the visible board threatens lethal, initiative loss, or a race the land destruction does not change. +- Instructions: Prefer Mwonvuli Acid-Moss when both denial and ramp matter; prefer Thermokarst for tempo; use Structural Distortion only when its legal target and card text check support the role. +- Pilot skill floor: Light-model must weigh opponent board pressure against denied mana. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Land-Destruction Target After Commitment +- Priority: Medium +- Decision families: interaction, selection +- Cards: Thermokarst, Mwonvuli Acid-Moss, Structural Distortion +- Phase windows: Target prompts for land or artifact destruction. +- Runtime cues: action:target opponent Thermokarst; action:target opponent Mwonvuli Acid-Moss; action:target opponent Structural Distortion +- Use when: The legal target text names an opponent-controlled land required by the already selected spell. +- Avoid when: Multiple legal targets differ by color, utility, artifact status, or known future relevance. +- Instructions: No-API may choose only a single visible opponent land target when the legal action list presents exactly one target for the selected spell. +- Pilot skill floor: Light-model handles all multi-target judgment. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Cascade Threat Tap-Out Gate +- Priority: High +- Decision families: mana, priority +- Cards: Boarding Party, Annoyed Altisaur +- Phase windows: Main phases with six or more effective mana. +- Runtime cues: action:cast Boarding Party; action:cast Annoyed Altisaur +- Use when: Commit a cascade threat when pressure, board presence, or card advantage is more important than additional mana denial. +- Avoid when: A visible legal interaction spell prevents imminent loss or a land-destruction spell blocks the opponent's decisive next play. +- Instructions: Boarding Party pressures immediately when legal text supports haste; Annoyed Altisaur is the larger stabilizing closer. Card text check required before relying on exact keyword combat math. +- Pilot skill floor: Light-model must compare current board, life totals, and available follow-up mana. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Midrange Stabilizer Deployment +- Priority: Medium +- Decision families: priority, combat +- Cards: Writhing Chrysalis, Eldrazi Repurposer, Avenging Hunter, Bonder's Ornament +- Phase windows: Main phases before combat or after urgent interaction is handled. +- Runtime cues: action:cast Writhing Chrysalis; action:cast Eldrazi Repurposer; action:cast Avenging Hunter; action:cast Bonder's Ornament +- Use when: Deploy a body or bridge permanent to stabilize combat, create mana/material, or set up a later cascade turn. +- Avoid when: Avenging Hunter exposes initiative to an easy opposing attack, or Bonder's Ornament does not affect a pressured board. +- Instructions: Favor visible battlefield stabilization before slow card advantage when under attack; Card text check required for exact Eldrazi Repurposer and Writhing Chrysalis token/mana expectations. +- Pilot skill floor: Light-model should value blockers and initiative safety over spending all mana. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Selection And Land-Access Choices +- Priority: Medium +- Decision families: selection, mana +- Cards: Malevolent Rumble, Generous Ent +- Phase windows: Main phases, cycling/search prompts, and selection prompts. +- Runtime cues: action:cast Malevolent Rumble; action:cycle Generous Ent; action:select +- Use when: Use selection to find land, acceleration, or a stabilizing permanent when the hand lacks the next necessary resource. +- Avoid when: The visible board requires immediate interaction or a threat already in hand uses mana more effectively this turn. +- Instructions: Card text check required for exact Malevolent Rumble and Generous Ent prompt behavior; route all nontrivial choices through light-model. +- Pilot skill floor: Light-model must identify whether the bottleneck is mana, threat, interaction, or survival. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Pressure With Large Bodies +- Priority: Medium +- Decision families: combat +- Cards: Boarding Party, Annoyed Altisaur, Writhing Chrysalis, Eldrazi Repurposer, Avenging Hunter, Generous Ent, Fang Dragon +- Phase windows: Declare attackers and combat damage planning. +- Runtime cues: legal attack actions with named creatures. +- Use when: Attack when damage advances lethal, protects initiative, or forces blocks that improve the board. +- Avoid when: Holding a blocker prevents a lethal swing-back, protects initiative, or preserves the ramp engine. +- Instructions: Do not assume trample, reach, haste, or other keywords unless visible in engine state; use the board's reported power/toughness and legal actions. +- Pilot skill floor: Light-model must evaluate crack-back damage and blocker needs. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Survival Blocks Before Value +- Priority: High +- Decision families: combat +- Cards: Arbor Elf, Writhing Chrysalis, Eldrazi Repurposer, Avenging Hunter, Boarding Party, Annoyed Altisaur, Generous Ent, Fang Dragon +- Phase windows: Declare blockers and combat trick windows. +- Runtime cues: legal block actions; visible incoming lethal or short-clock attack. +- Use when: Block to prevent lethal, preserve a survivable race, or stop initiative from being stolen when the rules state makes that relevant. +- Avoid when: Trading an engine creature is unnecessary and the life total can safely absorb damage. +- Instructions: Arbor Elf is expendable when survival requires it, but preserve it when the enchanted-Forest engine is still the clearest winning path. +- Pilot skill floor: Light-model must calculate visible attack damage and next-turn pressure. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Anti-Aggro Gate +- Priority: High +- Decision families: sideboard, interaction +- Cards: Breath Weapon, Weather the Storm, Suplex +- Phase windows: Sideboarding and games against visible fast creature or burn pressure. +- Runtime cues: sideboard plan options; action:cast Breath Weapon; action:cast Weather the Storm; action:cast Suplex +- Use when: Add or use anti-aggro cards when the opponent's public plan is small creatures, burn chains, or one large creature that must be answered. +- Avoid when: Do not dilute ramp and cascade threats against slow decks without visible pressure. +- Instructions: Weather the Storm is for life-total pressure, Breath Weapon for small-board sweeps when legal text supports it, and Suplex for creature interaction after card text check. +- Pilot skill floor: Light-model must decide whether survival or pressure is the role. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Artifact And Enchantment Gate +- Priority: Medium +- Decision families: sideboard, interaction +- Cards: Deglamer, Gorilla Shaman, Ancient Grudge, Relic of Progenitus, Structural Distortion +- Phase windows: Sideboarding and main phases with legal artifact/enchantment/graveyard actions. +- Runtime cues: action:cast Deglamer; action:cast Gorilla Shaman; action:cast Ancient Grudge; action:cast Relic of Progenitus; action:cast Structural Distortion +- Use when: Bring or use these cards against visible artifacts, enchantments, graveyard engines, or artifact mana that change the opponent's next turn cycle. +- Avoid when: Avoid narrow interaction if no legal target exists or if casting a cascade threat creates a faster clock against an already constrained opponent. +- Instructions: Deglamer handles artifact/enchantment roles, Gorilla Shaman attacks cheap artifacts, Ancient Grudge handles artifacts, and Relic of Progenitus is graveyard pressure; confirm exact text through engine prompts. +- Pilot skill floor: Light-model must prioritize engine pieces over incidental targets. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Graveyard Hate Activation +- Priority: Low +- Decision families: interaction +- Cards: Relic of Progenitus +- Phase windows: Priority windows with Relic of Progenitus activated abilities legal. +- Runtime cues: action:activate Relic of Progenitus +- Use when: The legal action text names Relic of Progenitus and the selected line is to use the displayed graveyard-hate ability immediately. +- Avoid when: Timing matters because the opponent has open mana, stack actions, threshold-like resources, or multiple graveyard cards with different importance. +- Instructions: No-API may execute only after a prior policy or model decision selected immediate Relic use from visible legal action text. +- Pilot skill floor: Light-model handles timing and target-player judgment. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Red Interaction Mana Hold +- Priority: Medium +- Decision families: mana, interaction +- Cards: Breath Weapon, Ancient Grudge, Gorilla Shaman, Structural Distortion, Fang Dragon, Boarding Party +- Phase windows: Main phase sequencing before passing with red interaction or red threats. +- Runtime cues: visible red cards in hand; legal mana source choices; action:tap +- Use when: Choose mana sources so red remains available for visible red actions that matter this turn or next priority window. +- Avoid when: Spending red now creates a decisive threat or prevents immediate loss. +- Instructions: Do not consume the only red source for optional or low-impact payments when a visible red interaction card may be needed. +- Pilot skill floor: Light-model should inspect floating mana, untapped sources, and legal follow-up actions. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Pass With Purpose Under Constraint +- Priority: Medium +- Decision families: priority +- Cards: Thermokarst, Mwonvuli Acid-Moss, Boarding Party, Annoyed Altisaur, Writhing Chrysalis, Avenging Hunter, Weather the Storm, Breath Weapon +- Phase windows: Any priority pass, especially with legal spells in hand. +- Runtime cues: action:pass +- Use when: Pass only if legal actions are unavailable, tactically premature, or inferior to holding interaction, mana, or blockers for the current visible state. +- Avoid when: A legal ramp, land-denial, stabilizing creature, life-gain, or sweeper action changes the next turn cycle and mana is available. +- Instructions: Explain every pass by naming the declined legal action family and the visible reason it is being declined. +- Pilot skill floor: Light-model required for pass choices with nonland legal actions available. +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/gruul_ponza/1/metadata.json b/strategies/pauper/gruul_ponza/1/metadata.json new file mode 100644 index 0000000..52d66d4 --- /dev/null +++ b/strategies/pauper/gruul_ponza/1/metadata.json @@ -0,0 +1,44 @@ +{ + "archetype_tags": [ + "ramp", + "midrange" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "green-red ramp deck that attacks mana and follows with oversized threats", + "created_at": 1781240803, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "cascade" + ], + "source_metadata": { + "base_choice": "gruul_ponza:v1", + "generated_at": "2026-06-14T13:24:05.663190+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "gruul_ponza", + "strategy_label": "Gruul Ponza", + "tags": [ + "ramp", + "midrange", + "cascade" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/gruul_ponza/1/reflection.md b/strategies/pauper/gruul_ponza/1/reflection.md new file mode 100644 index 0000000..d961c69 --- /dev/null +++ b/strategies/pauper/gruul_ponza/1/reflection.md @@ -0,0 +1,20 @@ +# Reflection Template For Gruul Ponza + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Identify whether the game was won or lost by mana denial, board stabilization, cascade pressure, initiative from Avenging Hunter, sideboard interaction, or failure to close after the opponent was constrained. +- Mulligans: Record whether each keep had Forest plus acceleration from Arbor Elf, Wild Growth, Utopia Sprawl, Malevolent Rumble, or a realistic path to Thermokarst, Mwonvuli Acid-Moss, Boarding Party, or Annoyed Altisaur. +- Mana development: Check whether Arbor Elf plus enchanted Forest produced the intended tempo, whether Wooded Ridgeline or Mountain delayed green acceleration, and whether Bonder's Ornament was cast as a useful bridge or a low-impact fallback. +- Velocity: Note turns where the deck spent mana on Thermokarst, Mwonvuli Acid-Moss, Structural Distortion, or setup instead of deploying Writhing Chrysalis, Eldrazi Repurposer, Boarding Party, Annoyed Altisaur, Avenging Hunter, Generous Ent, or Fang Dragon. +- Mana denial quality: Ask whether Thermokarst and Mwonvuli Acid-Moss targeted lands that visibly constrained the opponent's next important play, or whether the opponent already had enough cheap spells, artifact mana, or board pressure for land destruction to underperform. +- Engine performance: Track whether Wild Growth, Utopia Sprawl, Arbor Elf, Eldrazi Repurposer, and Writhing Chrysalis created a stable ramp engine or exposed the deck to removal, sweepers, and tempo collapse. +- Removal and disruption: Review whether Structural Distortion, Breath Weapon, Deglamer, Gorilla Shaman, Suplex, Relic of Progenitus, and Ancient Grudge were used on targets that changed the next turn cycle rather than merely consuming available mana. +- Sideboard impact: Record which sideboard cards were drawn, cast, stranded, or unnecessary, especially Weather the Storm against burn pressure, Breath Weapon against small creatures, Deglamer against artifacts or enchantments, Gorilla Shaman against cheap artifacts, Relic of Progenitus against graveyard engines, Ancient Grudge against artifact density, and Suplex against creature threats. +- Closing: Check whether Boarding Party, Annoyed Altisaur, Writhing Chrysalis, Avenging Hunter, Generous Ent, and Fang Dragon converted a mana advantage into lethal pressure before the opponent recovered. +- Role accuracy: Ask whether the pilot correctly shifted from ramp and mana denial into stabilization, initiative defense, pressure, or sideboard-answer mode once the visible board demanded it. +- Mistakes: Flag attacks that lost necessary blockers, Avenging Hunter lines that allowed easy initiative steals, land-destruction spells that ignored a lethal board, and passes where a legal stabilizing play was visible. +- Stranded cards: List expensive threats, land destruction, narrow sideboard cards, and reactive spells that stayed in hand because of missing mana, missing targets, wrong matchup role, or poor sequencing. +- Overperformers and underperformers: Name exact cards that won time, stabilized combat, generated card advantage, or failed to affect the game, with special attention to Thermokarst, Mwonvuli Acid-Moss, Writhing Chrysalis, Eldrazi Repurposer, Boarding Party, Annoyed Altisaur, Avenging Hunter, Weather the Storm, and Deglamer. diff --git a/strategies/pauper/gruul_storm/1/decklist.txt b/strategies/pauper/gruul_storm/1/decklist.txt new file mode 100644 index 0000000..8492e71 --- /dev/null +++ b/strategies/pauper/gruul_storm/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Desperate Ritual +4 Geothermal Crevice +4 Glimpse the Impossible +4 Goblin Anarchomancer +4 Manamorphose +4 Big Score +4 Sandstone Needle +4 Thornscape Familiar +3 Wrenn's Resolve +4 Hickory Woodlot +4 Seething Song +4 Mountain +2 Seize the Storm +3 First Day of Class +2 Laughing Mad +3 Reckless Impulse +1 Tinder Farm +2 Pirate's Pillage + +Sideboard (15) +1 Flaring Pain +2 Gruul Turf +1 How to Start a Riot +1 Firebending Lesson +1 Abandon Attachments +1 Waterbending Lesson +1 Origin of Metalbending +4 Pyroblast +3 Red Elemental Blast diff --git a/strategies/pauper/gruul_storm/1/first_principles.md b/strategies/pauper/gruul_storm/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/gruul_storm/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/gruul_storm/1/guide.md b/strategies/pauper/gruul_storm/1/guide.md new file mode 100644 index 0000000..fa4e8a7 --- /dev/null +++ b/strategies/pauper/gruul_storm/1/guide.md @@ -0,0 +1,691 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck: Gruul Storm. +- Format: Pauper. +- Registered main deck count: 60 cards. +- Registered sideboard count: 15 cards. +- Current archetype tags: combo, storm, spells. +- Strategic identity: proactive ritual combo that uses temporary mana, cost reduction, and exile-card impulse draw to assemble one or more decisive spell-chain turns. +- Stock status: hybrid or rogue-leaning Pauper combo shell rather than a fully stock archetype, because the registered list combines familiar red ritual mechanics with a specific green cost-reducer and lesson-style sideboard package. +- Runtime opponent info status: opponent information should be treated as archetype, public game actions, revealed cards, and previous-game match evidence only; do not assume hidden hand, hidden library, exact sideboard configuration, or unobserved disruption. + +- Count validation: the main deck totals exactly 60 using 4 Desperate Ritual, 4 Geothermal Crevice, 4 Glimpse the Impossible, 4 Goblin Anarchomancer, 4 Manamorphose, 4 Big Score, 4 Sandstone Needle, 4 Thornscape Familiar, 3 Wrenn's Resolve, 4 Hickory Woodlot, 4 Seething Song, 4 Mountain, 2 Seize the Storm, 3 First Day of Class, 2 Laughing Mad, 3 Reckless Impulse, 1 Tinder Farm, and 2 Pirate's Pillage. + +- Sideboard validation: the sideboard totals exactly 15 using 1 Flaring Pain, 2 Gruul Turf, 1 How to Start a Riot, 1 Firebending Lesson, 1 Abandon Attachments, 1 Waterbending Lesson, 1 Origin of Metalbending, 4 Pyroblast, and 3 Red Elemental Blast. + +- Legality concern: this guide does not override the rules engine, current Pauper legality data, or local card database support; if Veles or Forge rejects a card, action, cost, target, sideboard plan, or game object, treat the engine output as authoritative and record the mismatch for review. + +- Card-text concern: several registered cards are recent or mechanically specialized, so any exact text-sensitive line involving Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, Laughing Mad, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending should remain conditional on visible legal actions unless card text has been verified by the runtime database. + +- Mana-base concern: the deck is red-green but is not a normal curve deck; Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Mountain, and Gruul Turf should be evaluated by whether they enable a future combo turn, not only by whether they cast the next visible spell. + +- Role concern: Goblin Anarchomancer and Thornscape Familiar are setup permanents, but the deck can still win through raw ritual chains; avoid treating a hand as nonfunctional only because it lacks a reducer if it has legal mana, draw, and a plausible Seething Song or Desperate Ritual chain. + +- Payoff concern: Seize the Storm is the clearest named maindeck payoff, while First Day of Class and Laughing Mad may create or enhance payoff turns depending on verified card text and current legal actions; do not assume a deterministic kill unless the engine exposes the required cast, target, token, combat, or damage actions. + +- Sideboard-role concern: Pyroblast and Red Elemental Blast are high-volume anti-blue interaction, Flaring Pain is a narrow anti-prevention tool, Gruul Turf changes mana pacing, and the singletons How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending require text checks before tactical certainty. + +- Agent-use constraint: this specification is advisory context for choosing among legal Veles actions; the pilot must never invent storm count, mana production, lesson access, target legality, combat lethality, or hidden opposing cards beyond what the rules engine and visible state expose. + +## Thesis + +- Core assembly rule: Gruul Storm assembles temporary red mana, green-red cost reduction, and impulse-card velocity into one decisive spell-chain turn rather than playing a normal threat curve. + +- Win rule: the deck wins by converting Desperate Ritual, Seething Song, Manamorphose, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible into enough mana and cards to make Seize the Storm, First Day of Class, Laughing Mad, or accumulated spell pressure decisive through legal engine actions. + +- Setup rule: prioritize Goblin Anarchomancer and Thornscape Familiar when they survive long enough to reduce multiple follow-up spells, but do not delay a live ritual chain merely to deploy a reducer into removal, tapped mana, or a turn where the reducer will not change current legal sequencing. + +- Velocity rule: use Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose to keep the chain moving, but respect visible expiration timing, current mana, and rules-engine legal actions before assuming exiled cards can still be played. + +- Payoff rule: treat Seize the Storm as the clearest named maindeck payoff, while First Day of Class and Laughing Mad require card-text-aware tactical use; Card text check required before assuming token size, haste, learn, combat damage, or deterministic lethal. + +- Not-the-plan rule: the deck is not trying to trade resources one-for-one, grind with creature combat, hold up permission, or win by incremental attacks unless the combo has stalled and the board state makes that fallback legally superior. + +- Priority rule: preserve the combo turn over cosmetic efficiency; favor lines that increase future spell count, colored mana access, reducer value, and live redraws over lines that merely spend all current mana. + +## Role Package + +- Threats: Goblin Anarchomancer and Thornscape Familiar are board permanents that threaten a larger future chain by reducing spell costs; attack or block with them only when the visible combat result matters more than preserving reducer access. + +- Payoffs: Seize the Storm is the primary named payoff to build toward, and its timing should be judged by visible mana, graveyard/public spell history, available follow-up actions, and whether waiting risks losing the window. + +- Conditional payoffs: First Day of Class and Laughing Mad can function as payoff or payoff-support cards only when the rules engine exposes useful legal actions; Card text check required for exact tactical commitments involving their effect, timing, or combat relevance. + +- Engines: Goblin Anarchomancer plus Thornscape Familiar make rituals and red-green spell chains more explosive, so hands with one reducer, storage mana, and velocity often have higher ceiling than hands with only raw rituals and no card flow. + +- Ritual mana: Desperate Ritual and Seething Song are the main burst-mana spells; fire them when they unlock additional legal casts this turn, enable a protected payoff, or prevent exile-window cards from being stranded. + +- Land mana: Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Mountain, and sideboard Gruul Turf are mana infrastructure, not generic lands; sequence them around storage counters, sacrifice timing, bounce timing, and color bottlenecks. + +- Fixing and conversion: Manamorphose should be held when it fixes a known bottleneck or increases reducer-enabled chain options, but can be spent early when the hand needs card replacement and the legal mana output cannot be punished by visible constraints. + +- Velocity: Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible are impulse-style chain extenders; Card text check required for exact exile duration, play permissions, and damage or secondary effects, so choose from visible legal actions instead of assuming future access. + +- Loot-treasure module: Big Score and Pirate's Pillage convert cards in hand into mana plus new material; prioritize discarding redundant lands, excess reducers, or dead sideboard cards only after checking whether the discarded card is needed for the current chain, color access, or payoff. + +- Interaction: Pyroblast and Red Elemental Blast are sideboard anti-blue tools that protect the combo or stop blue pressure when legal targets exist; avoid holding them forever if the visible blue spell or permanent is the card that can break the current combo window. + +- Protection: Flaring Pain is narrow protection against prevention effects; use it only when the rules engine exposes a relevant legal action and the current line depends on damage actually being dealt. + +- Sideboard utility: How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending are single-card tactical modules; Card text check required, so treat them as conditional role cards until visible legal actions identify their purpose. + +- Recursion: the registered list has no clearly dedicated recursion package by name; any graveyard or replay line involving Seize the Storm, Laughing Mad, or other cards must be confirmed by current legal actions and public zones. + +- Sideboard posture: sideboarding should either protect the combo against blue interaction, answer a specific prevention or permanent-based problem, or adjust mana pacing with Gruul Turf; do not dilute ritual density for broad value unless matchup evidence proves the combo cannot safely race. + +## Primary Win Conditions + +- Primary path: build a single decisive spell-chain turn around Goblin Anarchomancer or Thornscape Familiar, then convert the turn into a payoff action involving Seize the Storm or another rules-engine-exposed finisher. Setup requires at least one reducer or enough stored mana from Sandstone Needle, Hickory Woodlot, Geothermal Crevice, or Tinder Farm, plus chain material such as Desperate Ritual, Seething Song, Manamorphose, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, or Pirate's Pillage. Execute only from legal actions that keep mana and card flow positive; do not cast the last ritual before confirming the next visible spell or payoff branch. Prioritize this path when the opponent's clock is slower than the setup turn, when blue interaction is not visibly represented or is covered by Pyroblast or Red Elemental Blast after sideboard, or when waiting risks losing reducer, storage counters, or exile-window cards. + +- Payoff path: use Seize the Storm as the clearest named maindeck finisher when the visible graveyard, exile, mana, and legal action list show that resolving it produces a meaningful threat or lethal line. Card text check required for exact token sizing, flashback, trample, and graveyard/exile counting details; the agent should trust the rules engine for resulting legal actions and visible token stats. Protect this path by sequencing Manamorphose for exact colors, keeping enough mana after Big Score or Pirate's Pillage discard costs, and avoiding unnecessary Goblin Anarchomancer or Thornscape Familiar attacks before the payoff turn. + +- Velocity path: chain Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible when the deck needs more cards before payoff, especially with cost reduction already active. Card text check required for exact exile duration and play permissions, so prioritize visible playable cards and current-turn mana over speculative future access. Use Big Score and Pirate's Pillage to discard redundant lands, extra reducers, or stranded conditional cards only when the current hand still retains a payoff route, color access, and enough spells to continue. + +- Burst-mana path: use Desperate Ritual and Seething Song after they unlock additional legal casts, not as isolated mana generation. Prioritize rituals when they let the deck cast Big Score, Pirate's Pillage, Glimpse the Impossible, Seize the Storm, or multiple impulse spells in the same turn. Defer rituals when the only follow-up is a low-impact creature attack, an uncastable exile card, or a payoff whose visible result is not yet decisive. + +## Secondary Win Conditions + +- Secondary pressure: win with Goblin Anarchomancer, Thornscape Familiar, and any Seize the Storm-created board presence when the combo stalls but the opponent cannot safely race. Attack with reducers only when losing them to blocks, removal, or combat tricks no longer matters more than damage, or when the legal attack is needed to force a lethal follow-up. Keep at least one reducer back if its survival turns the next Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Desperate Ritual, or Seething Song into a stronger line. + +- Secondary rebuild: use Big Score, Pirate's Pillage, Manamorphose, Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible to rebuild after discard, removal, or a fizzled chain. Favor card-flow actions over early Seize the Storm when the payoff would create only a nonlethal or easily answered threat. Discard the least future-relevant card for Big Score or Pirate's Pillage, usually excess land, duplicate reducer, or matchup-dead sideboard card, but keep exact colored mana and payoff density intact. + +- Secondary sideboard win: after sideboard, use Pyroblast and Red Elemental Blast to force the combo through blue spells or remove a blue permanent that blocks the decisive turn. Use Flaring Pain only when a visible prevention effect or legal action makes damage prevention relevant to winning this turn or surviving the opponent's response. Card text check required for How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending, so treat them as conditional secondary tools until legal action text reveals their tactical function. + +- Secondary conditional payoff: use First Day of Class and Laughing Mad only when the current legal actions and visible result show they improve the payoff turn, combat math, or immediate survival. Card text check required for both cards before assuming haste, learn, counters, token interaction, damage, or deterministic lethal. Prefer the line when it turns an already-committed spell chain into a win rather than when it replaces the core chain. + +## Emergency Lines + +- Behind on life: shorten the setup window and choose the line that either wins immediately, creates a visible blocker, or removes the need to survive another full attack. Do not spend a turn on low-impact impulse draw if the visible board threatens lethal before the exiled cards can matter. Use Flaring Pain only for relevant prevention; it is not a generic stabilizer. + +- Behind on board: preserve Goblin Anarchomancer and Thornscape Familiar as combo infrastructure unless blocking prevents lethal or buys the exact turn needed to combo. If the only legal path is combat, trade reducers for survival, then rebuild with Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, and storage lands. + +- Behind on cards: prioritize redraw engines and treasure-generating card flow over fragile payoff casting. Big Score and Pirate's Pillage are emergency bridges when hand size is low, but their discard cost can lock the deck out if the discarded card was the last payoff, reducer, or color source. + +- Behind on mana: use storage lands and Manamorphose to fix bottlenecks before committing rituals. Sandstone Needle, Hickory Woodlot, Geothermal Crevice, and Tinder Farm should be spent when they create a live chain, not merely to cast a reducer that will not affect the current or next turn. + +- Removed win conditions: if Seize the Storm is unavailable, lean on visible creature pressure, reducer attacks, conditional First Day of Class or Laughing Mad actions, and repeated card-flow turns until the rules engine exposes another legal payoff. Do not assume graveyard recursion, flashback, or replay permission unless the action list explicitly offers it. + +## Resource Model + +- Life converts into one more setup turn only when the visible clock does not force an immediate combo attempt. Treat life as spendable against slow pressure while building Sandstone Needle, Hickory Woodlot, Geothermal Crevice, Tinder Farm, Goblin Anarchomancer, and Thornscape Familiar; treat life as nearly fixed when the opponent can present lethal before exiled cards from Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible can be used. + +- Hand converts into mana and velocity through Big Score, Pirate's Pillage, Manamorphose, Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible. Discard to Big Score or Pirate's Pillage only when the remaining hand still has a mana path, a card-flow path, and a payoff path; excess lands or duplicate reducers are better discard candidates than the last Seize the Storm, the last red source, or the only active chain spell. + +- Mana is the deck's primary storm-turn resource, and unused burst mana is often wasted tempo. Desperate Ritual and Seething Song should be spent when they unlock additional legal casts, payoff mana, or protected continuation; do not fire them into an empty branch just because they are legal. + +- Board presence is infrastructure first and combat pressure second. Goblin Anarchomancer and Thornscape Familiar are usually more valuable as cost reducers than attackers or blockers, but blocking becomes correct when survival to the next combo turn is otherwise impossible or when the reducer no longer changes visible spell sequencing. + +- Graveyard converts into payoff context mainly through Seize the Storm and any legal flashback or graveyard-counting actions exposed by the engine. Card text check required for exact Seize the Storm scaling and graveyard interaction, so use visible legal actions and generated token stats instead of assuming a deterministic result. + +- Exile converts into temporary hand access through Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible. Card text check required for exact play duration and restrictions; prioritize playable exiled cards before passing, and avoid creating more exile obligations than current and next-turn mana can realistically use. + +- Lands convert into delayed burst, color access, and commitment timing. Sandstone Needle and Hickory Woodlot are setup resources that become explosive when counters are cashed in; Geothermal Crevice and Tinder Farm are expendable land resources when their sacrifice or burst mode is the difference between starting and failing a chain. + +- Sacrifice fodder is mostly land-based, not creature-based. Do not treat Goblin Anarchomancer or Thornscape Familiar as expendable material unless the legal action prevents lethal, because losing a reducer can collapse multiple future spell branches. + +- Tempo converts into waiting for a stronger chain or acting before disruption becomes active. Wait when storage counters, an extra land drop, or reducer survival increases the next turn's legal action set; go now when exile-window cards, visible lethal pressure, or likely interaction makes waiting worse. + +- Information converts into commitment discipline. Use public mana, revealed cards, graveyards, battlefield, stack, and previous logged actions to decide whether to commit Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, or Seize the Storm; never assume hidden countermagic or removal is present with certainty. + +- Sideboard bullets convert narrow cards into protected combo windows. Pyroblast and Red Elemental Blast are information-sensitive tools against blue cards, Flaring Pain matters only when prevention is visible or strongly represented by legal action text, and How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending need card text checks before being treated as specific tactical effects. + +## Mana Guide + +- Keep hands with functional red access, a first setup play, and a path to green when reducers matter. Strong mana keeps include red source plus Sandstone Needle or Hickory Woodlot, or green access plus Goblin Anarchomancer or Thornscape Familiar and a visible plan to cast red velocity; mulligan hands that rely on Manamorphose alone to become functional unless the rest of the hand is exceptionally redundant. + +- Prioritize red for the combo turn because Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, First Day of Class, Laughing Mad, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, and Seize the Storm all pressure red sequencing. Use Manamorphose to fix the exact missing color while preserving enough mana for the next legal spell, not merely to cycle early. + +- Preserve green when Goblin Anarchomancer, Thornscape Familiar, sideboard Gruul Turf, or green-producing depletion lands shape the next turn. Hickory Woodlot is often a delayed green engine piece, while Geothermal Crevice and Tinder Farm can bridge both colors when the combo turn requires exact conversion. + +- Play tapped or delayed lands early when the hand is not under immediate pressure. Sandstone Needle and Hickory Woodlot are best before the decisive turn so they accumulate value; Gruul Turf after sideboard should be sequenced only when the bounce does not erase a needed current-turn mana source or legal continuation. + +- Play land before draw when the hand already knows its required colors and needs maximum current-turn mana for Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, or Seize the Storm. Hold land until after impulse or draw effects when land choice is uncertain, when Manamorphose may reveal the color bottleneck, or when playing the wrong land would strand an exiled spell. + +- Use storage and sacrifice lands as commitment signals. Spending Sandstone Needle, Hickory Woodlot, Geothermal Crevice, or Tinder Farm should usually mean the turn is converting into multiple spells, a major card-flow action, or Seize the Storm; avoid consuming them for a single reducer unless that reducer clearly unlocks the next turn's chain. + +- Pay generic costs with the least constrained mana first. Save red for rituals and red payoff spells, save green for reducers or green sideboard needs, and use colorless or expiring mana when the engine exposes a payment choice that would otherwise waste a future branch. + +- Sequence reducers before rituals when legal and safe, because Goblin Anarchomancer and Thornscape Familiar can make the same Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, or payoff chain stronger. Sequence rituals before reducers only when the reducer cannot be cast otherwise and the remaining mana still supports a meaningful follow-up. + +## Mulligan Guide + +- Strong keep: keep functional red access plus a setup land and at least one chain lane. Mountain or Sandstone Needle with Desperate Ritual, Seething Song, Manamorphose, Wrenn's Resolve or Reckless Impulse, and either Goblin Anarchomancer or Thornscape Familiar is a strong opener when it can make mana by turn 2 and card flow by turn 3. + +- Strong keep: keep green access plus a reducer plus red conversion. Hickory Woodlot, Geothermal Crevice, or Tinder Farm with Goblin Anarchomancer or Thornscape Familiar is strong only if the hand also has Mountain, Sandstone Needle, Manamorphose, Desperate Ritual, or Seething Song to avoid stranding red-heavy spells. + +- Medium keep: keep slower storage hands when they have both mana growth and card velocity. Sandstone Needle plus Hickory Woodlot with Big Score, Pirate's Pillage, Glimpse the Impossible, Wrenn's Resolve, or Reckless Impulse is acceptable on the play against slower decks, but it needs a clear turn-3 or turn-4 burst plan. + +- Risky keep: keep one-land hands only when the one land is functional immediately and the hand has multiple redraw or conversion effects. Mountain plus Manamorphose and Wrenn's Resolve or Reckless Impulse can be kept if the legal line can find lands without sacrificing the only red source, but Mountain plus only Seething Song and payoffs is too brittle. + +- Automatic ship: mulligan hands with no land, no castable mana engine, or no realistic first two-turn action. Hands full of Big Score, Pirate's Pillage, Seize the Storm, Laughing Mad, and First Day of Class without early mana should be shipped because they ask the deck to topdeck both lands and setup. + +- Automatic ship: ship hands that rely on Manamorphose as the only color source unless the rest of the hand already functions after one exact legal conversion. Manamorphose fixes and replaces itself, but it should not be treated as a land. + +- Matchup-dependent keep: keep extra card-flow hands against removal-heavy or discard-heavy opponents when they can rebuild after the first reducer dies. A hand with two of Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, or Pirate's Pillage is better against attrition than an all-in single Goblin Anarchomancer hand. + +- Matchup-dependent ship: mulligan slow storage-only hands against fast creature pressure unless they also contain First Day of Class, Laughing Mad, or a fast Seize the Storm line exposed by legal actions. Card text check required for exact defensive or payoff use of First Day of Class and Laughing Mad. + +- Play/draw rule: on the play, prefer hands that develop Sandstone Needle, Hickory Woodlot, Goblin Anarchomancer, or Thornscape Familiar before the opponent can pressure the engine. On the draw, value extra lands and card flow higher because the deck sees one more card but may face earlier interaction or damage. + +- Trap hand: do not keep a hand that has Seize the Storm but no way to build mana or graveyard context. Seize the Storm is a payoff, not a setup spell, and Card text check required for exact scaling. + +- Trap hand: do not keep multiple reducers without red action unless the lands already cast and exploit them. Goblin Anarchomancer plus Thornscape Familiar is powerful only when the hand contains Desperate Ritual, Seething Song, Manamorphose, Big Score, Pirate's Pillage, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, or payoff pressure. + +## Turn Arc + +- Turn 1: lead on the land that maximizes future burst without blocking turn-2 setup. Prefer Sandstone Needle or Hickory Woodlot when the hand can afford tapped development; prefer Mountain when Wrenn's Resolve, Reckless Impulse, Desperate Ritual, or Manamorphose must be available immediately; use Geothermal Crevice or Tinder Farm when it gives both colors for a planned reducer curve. + +- Turn 1 deviation: avoid sacrificing Geothermal Crevice or Tinder Farm for a low-impact spell unless the legal follow-up is already visible. These lands are commitment resources, and spending them early should enable a chain, not merely cycle Manamorphose. + +- Turn 2: prioritize Goblin Anarchomancer or Thornscape Familiar when legal and likely to survive long enough to discount the next chain. If the opponent's visible board makes survival unlikely, prefer Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible only when current mana can use the exiled or revealed cards before timing restrictions matter. + +- Turn 2 deviation: cast Manamorphose when it fixes a specific reducer, card-flow spell, or ritual branch. Hold Manamorphose when the hand already has colors and the combo turn will need exact red-green conversion. + +- Turn 3: start the engine when mana, reducer, and card flow align. Preferred lines use Goblin Anarchomancer or Thornscape Familiar before Desperate Ritual or Seething Song, then convert into Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, or Seize the Storm if legal actions show continuation. + +- Turn 3 deviation: wait one turn when storage counters, an extra land drop, or another reducer clearly increases the storm-turn branch and the opponent is not presenting a short clock. Go now when temporary exile cards must be used, when the opponent threatens lethal soon, or when waiting exposes the reducer to likely interaction. + +- Turns 4-5: treat this as the normal decisive window. Cash Sandstone Needle, Hickory Woodlot, Geothermal Crevice, or Tinder Farm when the turn can chain multiple spells, discard spare lands or duplicate reducers to Big Score or Pirate's Pillage when legal, and commit Seize the Storm only after visible mana and graveyard context make the payoff meaningful. + +- Turns 4-5 deviation: preserve First Day of Class and Laughing Mad for legal payoff or survival spots rather than firing them as filler. Card text check required, so follow the rules engine's legal actions and visible resulting prompts. + +- Late game: rebuild through card-flow density instead of forcing a weak payoff. Prioritize Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose to assemble a second chain, while protecting the last Seize the Storm and the last functional red source. + +- Late game deviation: use Goblin Anarchomancer and Thornscape Familiar as blockers only when survival to the next turn matters more than future discounts. The deck wins by a legal burst turn, but a dead pilot never reaches it. + +## Card Roles + +- Desperate Ritual: treat Desperate Ritual as the cleanest red mana accelerant and the normal bridge from setup into the explosive turn. Cast it when the current legal sequence already has a red mana sink, card-flow spell, reducer, or payoff available; hold it when spending it only produces unused mana or forces a weak pass after one spell. With Goblin Anarchomancer or Thornscape Familiar visible, Desperate Ritual becomes much stronger because the discount improves net mana and raises storm count. Do not fire Desperate Ritual before playing an available cost reducer unless the rules engine shows that the reducer cannot be cast first or that immediate red mana is required to continue. + +- Seething Song: use Seething Song as the larger commitment ritual that turns a modest red base into Big Score, Pirate's Pillage, Seize the Storm, or a multi-spell chain. Prefer Seething Song after a reducer when legal, because discounted red spells create the highest payoff turn. Avoid spending Seething Song into only one speculative exile-draw spell unless the visible hand, exile timing, or opponent clock makes waiting worse. Against blue or red interaction, ask whether losing Seething Song to a counterspell ends the turn; if yes, lead with lower-value bait when legal. + +- Manamorphose: use Manamorphose as color conversion, storm count, and redraw, not as a substitute for a keepable mana base. Cast it when it fixes exact colors for Goblin Anarchomancer, Thornscape Familiar, Big Score, Pirate's Pillage, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, or payoff execution. Hold it when current colors are already correct and the combo turn may need green-to-red or red-to-green conversion later. In sideboard games, value Manamorphose more when Pyroblast, Red Elemental Blast, Flaring Pain, or lesson cards create exact-color pressure. + +- Goblin Anarchomancer: deploy Goblin Anarchomancer early when the opponent is not clearly threatening immediate removal or lethal pressure, because the deck's best turns often start with a cost reducer already in play. Prioritize Goblin Anarchomancer over a routine card-flow spell when the hand contains multiple red or green spells that benefit from reduction. Do not attack or block with Goblin Anarchomancer unless survival, lethal damage, or preserving another more important permanent justifies losing future discounts. Against removal-heavy decks, consider whether casting Goblin Anarchomancer and passing exposes the only engine piece; if the same turn can continue with rituals and card draw, the all-in line may be better. + +- Thornscape Familiar: use Thornscape Familiar as the second cost-reduction body and a practical redundancy piece for red spell chains. Cast Thornscape Familiar before Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, and Seize the Storm when legal sequencing allows. Its combat body is expendable only when blocking buys a full extra turn or when another reducer is already carrying the engine. Card text check required for exact color-discount scope at runtime; follow the rules engine's listed costs rather than assuming every spell is reduced. + +- Glimpse the Impossible: treat Glimpse the Impossible as a high-velocity engine spell that should be cast when there is mana and timing to use the cards or resources it exposes. Card text check required for exact exile, token, mana, or end-step details; choose lines based on the rules engine's resulting legal actions and visible zones. Prefer Glimpse the Impossible on a turn with reducers, Manamorphose, rituals, or unused land mana so temporary cards do not expire unused. Avoid casting it as a desperate blind spell before making available mana conversions if doing so could strand red or green requirements. + +- Wrenn's Resolve: use Wrenn's Resolve as compact card velocity, especially when the hand needs one more land, ritual, reducer, or payoff. Because it can expose time-limited cards, cast it before committing nonrecoverable mana only when enough mana remains to use likely hits. Prefer Wrenn's Resolve over larger draw-discard spells when hand size is low or no safe discard exists. Against fast pressure, Wrenn's Resolve is a setup spell, not stabilization; cast it only if the visible legal follow-up can matter before the next attack. + +- Reckless Impulse: use Reckless Impulse similarly to Wrenn's Resolve as cheap card access that rewards sequencing before the main burst. Cast Reckless Impulse when two available mana or discounted spell chains can convert the exiled cards into immediate progress. Hold it when the hand already has a strong deterministic line and the risk of revealing unusable lands or expensive spells would complicate mana. Against discard or attrition, Reckless Impulse is valuable because it moves resources out of hand and can rebuild after a reducer dies. + +- Big Score: use Big Score as a mid-combo reload and mana-bank spell when the hand has a discardable card and enough mana to continue after it resolves. Discard spare lands, duplicate reducers, redundant payoffs, or unusable late setup cards before discarding the only payoff, the only red source, or the only card-flow spell. Prefer Big Score after rituals or reducers when it turns temporary mana into cards plus future mana. Do not cast Big Score merely because legal if discarding a necessary card makes the hand unable to win or survive. + +- Pirate's Pillage: use Pirate's Pillage as additional Big Score-style conversion, but respect its timing if the rules engine exposes it as sorcery-speed only. Card text check required for exact treasure and draw details; treat it as a discard-for-cards-and-mana effect only when legal output confirms that role. Prefer Pirate's Pillage on main-phase engine turns after establishing reducer mana or when spare lands need conversion. Avoid using it before playing a land if the discard decision might change after the land drop becomes visible. + +- Seize the Storm: treat Seize the Storm as a payoff, not setup. Card text check required for exact token size, flashback, target, or graveyard scaling; commit it when visible mana, graveyard/spell count, and opponent board make the resulting threat or damage plan meaningful. Do not spend the first Seize the Storm into a board where it cannot race, block, or survive known public answers unless waiting is worse. If a legal flashback or graveyard-based use appears, evaluate whether using the graveyard resource now wins or whether more spells first improve the payoff. + +- First Day of Class: use First Day of Class only when the legal action text or visible board makes its immediate role clear. Card text check required for exact creature, counter, haste, or learn text; it may be payoff support, combat conversion, or sideboard-access glue depending on runtime prompts. Prefer holding it until Seize the Storm, creature tokens, or a decisive combat/payout turn can exploit it. Do not cast it as storm filler if it consumes mana needed for rituals, card flow, or interaction. + +- Laughing Mad: treat Laughing Mad as conditional technology until card text is verified. Card text check required; follow only the rules engine's legal actions and resulting prompts. Use it when visible legal text shows it advances lethal, creates material board impact, protects the combo, or converts an otherwise losing combat. Avoid using it as a generic spell-count card when the same mana could cast Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, or Pirate's Pillage. + +- Geothermal Crevice: use Geothermal Crevice as flexible red-green setup and a one-shot burst land. Preserve it until the turn where sacrificing it enables a reducer, ritual chain, payoff, or sideboard interaction. Do not cash it for a low-impact card-flow spell when another land can pay, because the deck often needs one decisive extra mana later. + +- Sandstone Needle: use Sandstone Needle as delayed red acceleration and plan the turn when its stored mana will matter. It is best in opening hands that can tolerate tapped development and then convert stored red into Seething Song, Big Score, Pirate's Pillage, or Seize the Storm. Avoid spending counters casually when Mountain or Manamorphose can cover the same cost. + +- Hickory Woodlot: use Hickory Woodlot to support green setup and future mixed-color chains. It is especially important for Goblin Anarchomancer, Thornscape Familiar, and green requirements around Manamorphose lines. Do not let Hickory Woodlot be the only plan for red-heavy hands unless Manamorphose, Geothermal Crevice, Tinder Farm, or Mountain solves red access. + +- Mountain: value Mountain as the stable red source that lets the deck operate without sacrificing storage lands too early. Lead Mountain when the hand needs immediate Wrenn's Resolve, Reckless Impulse, Desperate Ritual, or Manamorphose. Preserve nondepleting red mana when possible so one-shot lands can be saved for the commitment turn. + +- Tinder Farm: use Tinder Farm as the singleton backup burst land and treat it like a scarce commitment resource. Sacrifice it only when the resulting legal chain is already visible or when survival demands immediate mana. Because there is only one copy, do not build a plan that requires seeing it unless it is already in hand or on battlefield. + +## Interaction Priorities + +- Priority: remove or counter cards that stop the combo turn before answering generic creatures. Blue permission, discard engines, graveyard hate that shrinks or blocks Seize the Storm, tax effects that make rituals fail, and prevention effects that invalidate a lethal line matter more than ordinary damage unless life is already under lethal pressure. + +- Priority: protect Goblin Anarchomancer and Thornscape Familiar as engine permanents, but do not spend scarce resources saving one reducer if the hand can still win through rituals, storage lands, and Manamorphose. Treat removal aimed at the only reducer as high-impact when the current hand depends on cost reduction for Glimpse the Impossible, Big Score, Pirate's Pillage, Seize the Storm, or chained red spells. + +- Priority: use Pyroblast and Red Elemental Blast first on blue interaction that would stop a commitment turn, then on blue card advantage that will find more answers, then on blue blockers or threats only when they change the clock. Do not fire these sideboard cards into low-impact blue permanents if passing keeps protection for Seething Song, Big Score, Seize the Storm, First Day of Class, or a decisive card-flow spell. + +- Priority: use Flaring Pain only when prevention is visible or strongly telegraphed by public information and the current line can convert damage this turn or next turn. Against Prismatic Strands-style effects, Moment's Peace-style effects, or protection shields, keep Flaring Pain until the actual prevention window when legal actions confirm it matters. + +- Priority: use Abandon Attachments on an Aura, Equipment, or attachment-like permanent only when that object is enabling lethal pressure, locking combat, or stopping the combo. Ignore attachments that do not shorten the clock, disrupt mana, or stop a Seize the Storm token from ending the game. + +- Priority: treat How to Start a Riot, Firebending Lesson, Waterbending Lesson, and Origin of Metalbending as conditional sideboard tools until card text is verified. Card text check required; choose them only when the rules engine's legal action text shows they answer the visible problem better than continuing the combo chain. + +- Bait: lead with lower-commitment card access such as Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible when the opponent has open mana and the hand can still function if that spell is countered. Do not bait with Seething Song, Big Score, Pirate's Pillage, Manamorphose, or Seize the Storm if losing that spell leaves no rebuild path. + +- Ignore: do not spend interaction on small creatures when the visible race gives enough time to assemble a lethal or stabilizing Seize the Storm line. Shift to creature-focused defense only when the opponent's next attack threatens lethal, forces bad blocks with Goblin Anarchomancer or Thornscape Familiar, or makes a setup turn impossible. + +- Archetype shift: against blue decks, play as a protected combo deck and value Pyroblast, Red Elemental Blast, redundant mana, and bait sequencing. Against fast creature decks, play as a race deck that may need Seize the Storm as a blocker or First Day of Class as a combat swing. Against graveyard hate or exile pressure, treat Seize the Storm as less deterministic and prioritize card-flow chains that can produce multiple threats or immediate damage windows. + +## Combat And Trading Rules + +- Preserve engine creatures unless combat changes survival or lethal math. Goblin Anarchomancer and Thornscape Familiar are usually worth more as cost reducers than as attackers or blockers, so avoid exposing them to trades when the hand needs discounts for rituals, card access, or Seize the Storm. + +- Attack with Goblin Anarchomancer or Thornscape Familiar only when the damage is relevant and the creature is not required for the next turn's mana math. If a reducer attack risks losing the only cost reducer to a visible blocker, prefer holding it unless that attack creates lethal pressure or forces a trade that buys enough time to combo. + +- Block with reducers when the alternative is falling to a life total where the next visible attack is lethal or when the reducer is no longer needed for the current hand. A trade is acceptable if the hand already has storage-land mana, rituals, and card flow sufficient to continue without discounts. + +- Use Seize the Storm tokens as the primary combat body when available. Card text check required for exact token sizing, but if the rules engine shows a large token, attack when it pressures lethal through visible blockers and block when preserving life buys a decisive untap or flashback turn. + +- Pair First Day of Class with creature creation or token combat only when legal action text confirms immediate impact. Card text check required for exact counter, haste, and learn behavior; do not cast it into empty combat or as filler when it consumes mana needed to continue the storm turn. + +- Treat life total as spendable above roughly 10 against slow decks, guarded from 6-10, and survival-first below 6 against creature decks. These thresholds are not rules; adjust to visible attackers, burn risk from public cards, and whether the current turn can produce a stabilizing Seize the Storm body. + +- Race rather than trade against control when the opponent has few battlefield threats and open mana. Combat damage from reducers can matter, but the main goal is still to force the opponent to respect a protected combo turn. + +- Trade more readily against aggro when the board clock is shorter than the combo setup. If a Goblin Anarchomancer or Thornscape Familiar block prevents lethal or buys a full turn for Sandstone Needle, Hickory Woodlot, Geothermal Crevice, Big Score, or Glimpse the Impossible to unlock, the trade can be correct. + +- Avoid all-in attacks before a known crack-back unless Seize the Storm, First Day of Class, Laughing Mad, or sideboard interaction creates a visible winning line. Card text check required for Laughing Mad; do not assume it changes combat unless the rules engine exposes a relevant legal action. + +- Keep blockers back when passing with time-limited exiled cards is still acceptable and the next turn has a stronger burst. Attack only if the damage meaningfully shortens the clock or if the creature would not be needed for mana reduction, blocking, or sacrifice-free survival. + +## Selection And Tutor Rules + +- Selection baseline: treat this deck as a pseudo-selection engine, not a true tutor deck. Main-deck choices mostly come from Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, Manamorphose, and temporary exile access, so choose lines that maximize usable mana before exposing new cards. + +- Land-drop timing: delay the land drop on a combo turn until Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible has resolved if the current mana still supports the spell. If the exiled cards include Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, or Tinder Farm, playing that land may convert an otherwise stranded exile card into mana or storm count. + +- Exile-card sequencing: cast time-limited card access before committing the last flexible mana only when the deck can still use the cards revealed. Do not cast Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible with no land drop, no floating mana, and no reducer unless the alternative is passing with no productive setup. + +- Mana before selection: use Manamorphose as fixing when the next visible spell needs exact colors, but save it as a redraw when color is already solved and the storm turn needs more information. With Goblin Anarchomancer or Thornscape Familiar on board, re-check reduced costs before choosing Manamorphose colors. + +- Draw-discard filtering: cast Big Score or Pirate's Pillage when discarding a redundant land, excess reducer, or stranded expensive card unlocks a larger same-turn chain. Avoid discarding the only Seize the Storm, First Day of Class, or necessary ritual unless the visible hand cannot otherwise continue. + +- Reducer selection: prioritize keeping or finding lines that involve Goblin Anarchomancer or Thornscape Familiar before large card-flow spells. A reducer turns Glimpse the Impossible, Big Score, Pirate's Pillage, Seething Song, and multiple red spells into more realistic chain pieces, but do not spend the turn deploying a reducer if current floating mana and legal actions already support a lethal or decisive Seize the Storm line. + +- Learn and Lesson choices: treat First Day of Class as a conditional selection spell only when the rules engine exposes learn or Lesson choices. Card text check required for First Day of Class, How to Start a Riot, Firebending Lesson, Waterbending Lesson, Origin of Metalbending, and Abandon Attachments; choose the visible Lesson or discard/draw option only by the legal action text and current problem. + +- Sideboard card selection: choose Pyroblast or Red Elemental Blast lines over more card flow when the opponent has blue interaction available and the current turn is committing Seething Song, Big Score, Pirate's Pillage, Seize the Storm, or a large exile-access chain. Choose Flaring Pain only when prevention is visible or the legal action text confirms it can matter now. + +- Bottoming and discarding: bottom or discard duplicate slow lands and extra expensive card access when the hand lacks action, but keep storage lands when the plan needs a protected future burst. Prefer keeping one payoff, one reducer, and enough red mana over speculative extra copies of any single role. + +## Priority And Stack Rules + +- Commitment gate: pass through low-impact priority windows until the hand can either advance mana, protect a key spell, or start a real chain. Do not cast Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, or Seize the Storm into open interaction merely because priority is available. + +- Combo turn priority: once the deck has committed with rituals or temporary exile cards, use legal priority actions to keep converting mana into cards or payoff before ending the window. Re-check every new legal action because Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Manamorphose, and treasure-producing spells can change both available colors and playable cards. + +- Stack protection: use Pyroblast and Red Elemental Blast on blue spells that counter, bounce, tap, or otherwise stop the active combo line before using them on card draw or threats. If the opponent's blue spell does not affect the current commitment turn, preserve protection unless the visible stack will generate a decisive answer. + +- Let-resolve rule: let opposing cantrips, setup spells, and low-impact permanents resolve when spending the response would weaken the combo turn more than the opposing spell improves their position. Respond only when the visible stack threatens lethal, removes the only reducer, counters a key spell, or creates prevention against an already planned damage line. + +- Reducer protection: respond to removal on Goblin Anarchomancer or Thornscape Familiar only if the current or next-turn line depends on that reducer. If the hand already has Sandstone Needle, Hickory Woodlot, Geothermal Crevice, Desperate Ritual, Seething Song, and Manamorphose sufficient to continue, conserve scarce interaction for the payoff. + +- Optional payments: pay optional costs only when the rules engine shows that payment advances the active plan without consuming mana needed for a known follow-up spell or stack tax. Card text check required for Laughing Mad and several sideboard cards; never assume an optional payment is beneficial without visible legal-action support. + +- Combat timing: hold First Day of Class, Laughing Mad, or Seize the Storm-related actions for the window where legal text shows they affect creatures, tokens, haste, counters, or damage. Do not spend them in main phase or combat as generic storm count unless the combo turn needs count and the remaining mana still supports payoff. + +- Graveyard timing: value graveyard size for Seize the Storm only from public zones and confirmed rules-engine state. Do not assume hidden cards or future discards; if graveyard hate is visible, commit Seize the Storm before losing the graveyard only when the resulting token or spell chain is worth the immediate risk. + +- End-step discipline: before passing with time-limited exiled cards, use all legal playable cards that improve mana, cards, protection, or lethal pressure without stranding a more important action. Passing is correct when further spells are low impact, expose the payoff to interaction, or consume resources needed for the next turn's protected chain. + +## Sideboard Map + +- Sideboard rule: use the sideboard to change protection, land count, and narrow answer density without diluting the ritual engine below a functional threshold. Keep enough Desperate Ritual, Seething Song, Manamorphose, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, Big Score, and Pirate's Pillage density that every keep still has a credible way to convert mana into cards. + +- Anti-blue plan: Pyroblast and Red Elemental Blast are the main sideboard cards against blue decks with Counterspell effects, bounce, tap effects, or blue card-selection engines that find interaction. Add role cards: Pyroblast and Red Elemental Blast when the opponent can answer Seething Song, Big Score, Pirate's Pillage, Seize the Storm, Goblin Anarchomancer, Thornscape Familiar, or a large Wrenn's Resolve / Reckless Impulse / Glimpse the Impossible chain on the stack. Reduce main-deck emphasis: slower redundant card-flow copies and the most fragile nonessential setup cards when the matchup is about forcing one protected commitment turn. + +- Pyroblast role: Pyroblast protects the commitment turn first and attacks decisive blue permanents second. Use it on a blue counterspell or blue stack action that stops the active combo line before using it on an opposing cantrip, unless the visible cantrip is part of a lethal or lock-producing stack. Pyroblast is bad when the opponent has no blue spells or blue permanents; do not include it as generic storm count if it cannot legally affect the opponent's cards. + +- Red Elemental Blast role: Red Elemental Blast is additional blue-specific protection and should be evaluated like Pyroblast, with exact legal text determined by the rules engine. Use it when blue interaction is the reason the deck cannot safely commit Seething Song, Big Score, Pirate's Pillage, or Seize the Storm. It is bad against nonblue aggro, nonblue graveyard decks, and opponents whose blue cards are low-impact threats rather than interaction. + +- Prevention plan: Flaring Pain is for visible or strongly expected damage prevention, fog effects, protection effects, or prevention-based combat locks that stop Seize the Storm tokens or a lethal damage line. Add role cards: Flaring Pain against decks where the public game state or known archetype makes prevention the obstacle to winning. Reduce main-deck emphasis: a low-impact setup card rather than rituals or payoffs, because Flaring Pain only matters after the deck can produce a damage line. Flaring Pain is bad when the opponent wins by racing, discard, counterspells, or removal without prevention. + +- Mana stability plan: Gruul Turf increases land count and color stability for slower games where the opponent attacks mana, trades resources, or pressures the deck into rebuilding after disruption. Add role cards: Gruul Turf against attrition decks, discard-heavy decks, land-light post-board configurations, and matchups where a bounced storage land can preserve future burst mana. Reduce main-deck emphasis: the lowest-impact expensive card-access spell or a fragile extra setup card, not the core red ritual density. Gruul Turf is bad against fast aggro, land destruction tempo, and hands that must curve storage land into immediate reducer without losing a turn. + +- Lesson package caution: How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending need card text check required before making unconditional tactical claims. Treat these as sideboard tools that may be reachable through legal learn or sideboard-selection actions only if the rules engine exposes them. When their exact legal action text appears, choose them for the visible problem they solve rather than for generic storm count. + +- How to Start a Riot role: Card text check required. Add role cards: How to Start a Riot only when its visible legal text supports a concrete combo payoff, combat conversion, damage push, or board-state change that matters in the current matchup. It is bad when the action text does not solve the current blocker, clock, prevention, or payoff problem, and it should not displace blue protection or mana stability in matchups defined by counterspells. + +- Firebending Lesson role: Card text check required. Add role cards: Firebending Lesson when the visible text provides removal, reach, or a direct payoff that changes the opponent's clock or clears the way for Seize the Storm pressure. It is bad when the opponent presents no target, when damage prevention is the real issue and Flaring Pain is needed, or when spending mana on it prevents a larger same-turn ritual chain. + +- Abandon Attachments role: Card text check required. Add role cards: Abandon Attachments when the opponent relies on Auras, Equipment, Role-like attachments, or other visible attached objects that block the combo kill or create a fast clock. It is bad against spell-combo, blue permission, and creature decks whose pressure is not attachment-based. Do not include it just because the card is a Lesson; the runtime action must identify an attachment problem. + +- Waterbending Lesson role: Card text check required. Add role cards: Waterbending Lesson when its visible legal text interacts with combat, tempo, tapping, bouncing, or board control in a way that buys the exact turn needed to combo. It is bad when the deck is ahead on setup and needs protection, when the opponent has stack interaction rather than battlefield pressure, or when the legal action text does not affect a relevant permanent or attack. + +- Origin of Metalbending role: Card text check required. Add role cards: Origin of Metalbending when the visible matchup involves artifacts, artifact creatures, artifact lands, or a permanent type named by the legal action text that blocks the combo plan. It is bad against decks without relevant artifacts or when a narrow answer would reduce the chain density needed to win before the opponent stabilizes. + +- Balanced anti-blue baseline plan: use this plan against blue control, Faeries-style tempo, or any matchup where revealed cards confirm stack interaction is the main obstacle and the opponent is not killing before the deck can set up. + +Side in: 4 Pyroblast, 3 Red Elemental Blast +Cut: 2 Laughing Mad, 2 Pirate's Pillage, 3 Reckless Impulse + +- Anti-blue plan notes: keep the full Desperate Ritual and Seething Song count because protected mana bursts are how the deck beats permission. Keep Seize the Storm because a resolved payoff can end the game quickly after protection trades. Keep enough Wrenn's Resolve, Glimpse the Impossible, and Big Score effects to reload, but avoid hands that are only protection plus slow card access. + +- Balanced prevention baseline plan: use this plan when the opponent has shown prevention that can stop the winning damage step, and do not apply it if prevention is merely speculative. + +Side in: 1 Flaring Pain +Cut: 1 Laughing Mad + +- Balanced slower-resource baseline plan: use this plan against discard-heavy or removal-heavy nonblue decks where games go longer and an additional land improves recovery after the first failed chain. + +Side in: 2 Gruul Turf +Cut: 2 Laughing Mad + +- Creature-race adjustment: against fast creature decks, prioritize keeping speed and mana conversion over narrow sideboard cards. Add role cards: Firebending Lesson or Waterbending Lesson only when card text check required is satisfied by legal action text that clearly affects the race. Reduce main-deck emphasis: slow expensive filtering only if the sideboard card buys a full turn or removes a decisive threat. + +- Artifact or attachment adjustment: against Affinity, Bogles-style attachment decks, or artifact-heavy battlefield decks, consider Origin of Metalbending or Abandon Attachments only when their verified legal text answers the visible permanent type. Reduce main-deck emphasis: the least necessary card-flow spell, never the last payoff, last reducer, or core ritual needed to exploit the answer window. + +- Sideboard discipline: never over-sideboard into answers because Gruul Storm wins by assembling mana, card access, and payoff in the same turn. A sideboard card is correct when it removes the specific obstacle that would otherwise stop the combo; it is wrong when it merely looks relevant while lowering the chance of a functional opening hand. + +## Matchup Guidance + +- Aggro: Race creature decks by keeping hands that can produce a fast reducer plus burst mana, not hands that spend early turns only drawing cards. Goblin Anarchomancer and Thornscape Familiar are acceptable early plays when the opponent lacks immediate pressure or removal, but against fast starts prefer lines that make the next turn’s Desperate Ritual, Seething Song, Manamorphose, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, or Big Score chain more likely. Preserve life only when blocking with a reducer does not strand a winning hand; a living cost reducer is often worth more than a few damage. Add role cards only when verified action text from Firebending Lesson or Waterbending Lesson clearly buys a turn or removes a decisive attacker; Card text check required for both. + +- Control: Beat permission by forcing the opponent to answer redundant mana and payoff windows, not by casting Seize the Storm into open interaction without a protection plan. Pyroblast and Red Elemental Blast are the primary post-board tools against blue stack interaction, and they should protect the turn where Desperate Ritual, Seething Song, Manamorphose, and Big Score convert into a payoff. Use Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, and Pirate's Pillage to pressure end-step or main-phase resource decisions only when the rules engine shows legal timing. Do not spend Pyroblast or Red Elemental Blast on a low-impact blue spell if a future counterspell can stop the combo turn. + +- Combo: Identify whether Gruul Storm is faster, more disruptable, or forced to hold a specific answer before committing. Against spell-combo, mulligan toward speed with functional red mana, rituals, and card access; a slow hand with only Big Score or Pirate's Pillage is risky unless storage lands already support a turn-three or turn-four chain. Pyroblast and Red Elemental Blast matter only against blue combo or blue protection. Flaring Pain matters only when visible prevention or prevention-like text can stop the winning damage; do not bring it in for speculative value. How to Start a Riot is Card text check required and should be used only when legal action text shows a concrete combo or payoff function. + +- Tempo: Respect open mana and battlefield pressure together, because tempo decks win by making a single failed chain cost the game. Develop Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Mountain, or Tinder Farm so the decisive turn can pay for protection and still continue chaining. Goblin Anarchomancer and Thornscape Familiar are vulnerable but important; cast them when they either demand removal before the combo turn or immediately reduce same-turn spells. Pyroblast and Red Elemental Blast are high-value against blue tempo, but avoid over-sideboarding because losing too many Reckless Impulse, Wrenn's Resolve, or Glimpse the Impossible effects makes one counterspell enough. + +- Midrange: Treat discard, removal, and pressure as a resource squeeze rather than a pure race. Keep hands with layered card access such as Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, Big Score, or Pirate's Pillage, plus enough mana to rebuild after the first reducer dies. Gruul Turf is a post-board option when games slow down and extra land stability matters, especially if bouncing a storage land preserves future burst mana. Do not keep a hand that relies only on Goblin Anarchomancer or Thornscape Familiar surviving unless the rest of the hand can still operate through rituals and lands. + +- Big mana: Race setup decks before they turn the corner, because Gruul Storm generally cannot assume the late game is favorable. Prioritize explosive hands with storage lands, Desperate Ritual, Seething Song, Manamorphose, and a card-access bridge over hands that merely play fair permanents. Pyroblast and Red Elemental Blast are relevant only if the big-mana deck uses blue interaction or blue payoff spells. Origin of Metalbending is Card text check required and should be considered only when visible artifact permanents or legal action text show that it disrupts the big-mana plan. + +- Graveyard decks: Race first unless the legal action text exposes a sideboard or main-deck choice that directly changes the graveyard clock. This deck is not built as graveyard hate, so do not dilute the core ritual engine for vague graveyard concerns. Use Seize the Storm pressure or a fast spell chain to force the graveyard deck to answer your kill instead of giving it extra turns. If a legal sideboard Lesson action offers graveyard-relevant text, Card text check required and choose it only when the visible graveyard state makes the effect matter immediately. + +- Artifact and enchantment decks: Preserve speed against artifact aggro, but use narrow answers when a visible permanent directly stops the kill or creates an unbeatable clock. Origin of Metalbending is Card text check required and belongs only when legal text interacts with artifacts, artifact creatures, artifact lands, or another named visible permanent type. Abandon Attachments is Card text check required and belongs against Auras, Equipment, or attached-object strategies when the legal action text answers the actual attachment problem. Reduce main-deck emphasis on slow card flow, not on Desperate Ritual, Seething Song, Manamorphose, reducers, or Seize the Storm. + +- Go-wide decks: Race go-wide boards by minimizing durdle turns and recognizing when blockers are no longer a realistic plan. Goblin Anarchomancer and Thornscape Familiar should usually stay out of combat unless blocking prevents lethal or the reducer is no longer needed for a near-term chain. Firebending Lesson and Waterbending Lesson are Card text check required; use them only if visible legal text changes the next combat step, clears a key attacker, or buys the exact turn needed to combo. Flaring Pain can matter only if damage prevention is visible or known from public information. + +- Single-threat decks: Decide whether the threat is a clock, a lock piece, or merely pressure before spending a sideboard answer. If one large creature is racing you, prefer a faster Seize the Storm or spell-chain line unless Firebending Lesson or Waterbending Lesson has verified legal text that meaningfully changes combat. If one permanent prevents the combo, consider Abandon Attachments, Origin of Metalbending, or a Lesson only when action text identifies the relevant object. Do not sacrifice a functional kill turn to answer a threat that is not lethal before your next chain. + +- Burn: Mulligan toward speed and avoid hands that spend early turns paying setup costs without a clear payoff. Cost reducers are strong only if they shorten the clock; do not expose Goblin Anarchomancer or Thornscape Familiar for no immediate future benefit when the opponent can ignore them and burn you out. Gruul Turf is usually too slow against burn unless the game has already become attritional. Flaring Pain is not a burn answer unless visible prevention is involved; Pyroblast and Red Elemental Blast matter only against blue burn-tempo shells. + +- Removal-heavy decks: Treat creature reducers as accelerants, not guaranteed engines. Cast Goblin Anarchomancer or Thornscape Familiar when they force removal before the decisive turn, enable same-turn chaining, or let storage lands convert into a larger future burst. Keep hands with noncreature redundancy: Desperate Ritual, Seething Song, Manamorphose, Big Score, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, and Pirate's Pillage. Gruul Turf can improve recovery in slower post-board games, but never keep a hand that relies on Gruul Turf while lacking an executable first three turns. + +## Specific Matchup Notes +- General/archetype-only note: Revealed cards, legal action text, and public sideboard information override every matchup assumption here. Use these notes to rank legal actions, not to claim the opponent has a hidden card. + +- Blue tempo or blue control: Add role cards Pyroblast and Red Elemental Blast when the opponent shows blue counterspells, blue cantrips, or blue payoff permanents. Priority targets are counterspells aimed at Seize the Storm, Glimpse the Impossible, Big Score, Pirate's Pillage, or a decisive ritual chain; protect the winning turn before fighting over low-impact setup. Reduce main-deck emphasis on the slowest duplicate card-access pieces only enough to fit protection, because too little Reckless Impulse, Wrenn's Resolve, or Glimpse the Impossible makes one counterspell decisive. + +- Red aggro and burn: Race with fast mana and card access, because Gruul Storm has limited time to durdle. Keep Mountain plus storage-land hands only when Desperate Ritual, Seething Song, Manamorphose, Goblin Anarchomancer, or Thornscape Familiar creates a near-term payoff. Add role cards only if legal text matters; Flaring Pain is not life gain or prevention unless visible prevention text is relevant, and Gruul Turf is usually too slow unless the game has clearly become attritional. + +- Black removal and discard: Preserve redundant engines instead of relying on one Goblin Anarchomancer or Thornscape Familiar. Priority targets are opponent plays that shorten the clock or strip the only payoff; build toward a turn where Desperate Ritual, Seething Song, Manamorphose, Big Score, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, and Pirate's Pillage can continue after disruption. Gruul Turf may help slow recovery games when the visible clock allows it. + +- Artifact, Aura, or permanent-lock decks: Add role cards only when public permanents show a direct obstacle to the kill. Abandon Attachments is Card text check required and should be considered against attached-object plans only when legal text names the relevant attachment or permanent. Origin of Metalbending is Card text check required and should be considered only when visible artifacts, artifact lands, or artifact creatures are the problem. + +- Creature-wide or combat-pressure decks: Treat Goblin Anarchomancer and Thornscape Familiar as combo resources before blockers. Firebending Lesson and Waterbending Lesson are Card text check required; use them only when legal text buys a turn, removes a key attacker, or changes lethal combat math. Do not trade a reducer unless survival before the next chain requires it. + +- Combo mirrors and spell-chain decks: Be the faster deck unless Pyroblast or Red Elemental Blast has a clear legal target that stops the opposing win turn. How to Start a Riot and Laughing Mad are Card text check required; use their tactical roles only from visible legal text, not from assumed card function. + +## Risk Summary +- Mana risk: Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, and Gruul Turf create powerful but awkward sequencing. Spending storage counters or bounce-land tempo before a clear chain can leave Seize the Storm, Big Score, Pirate's Pillage, or sideboard interaction stranded. + +- Matchup risk: Fast pressure punishes hands that only draw cards, while blue interaction punishes hands with no protection or redundancy. Identify whether the game is a race, a protected combo turn, or a rebuild before committing rituals. + +- Draw risk: Reckless Impulse, Wrenn's Resolve, and Glimpse the Impossible can expose cards that must be used on schedule. Do not start a card-access chain unless current mana and likely follow-up mana can use the revealed spells. + +- Over-sideboarding risk: Removing too much velocity for Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, Abandon Attachments, Firebending Lesson, Waterbending Lesson, Origin of Metalbending, or How to Start a Riot can turn the deck into a slow pile. Add narrow cards only when the matchup or revealed cards justify them. + +- Graveyard risk: This deck has limited graveyard control, so graveyard opponents must usually be raced. Do not dilute the main engine for speculative graveyard concerns unless legal sideboard text directly affects the visible graveyard clock. + +- Sweeper/removal risk: Opponent removal makes Goblin Anarchomancer and Thornscape Familiar unreliable as permanent engines. Prefer lines where reducers either produce immediate mana savings, bait removal before the key turn, or are backed by rituals and card access. + +- Closer risk: Seize the Storm is the cleanest named payoff, but only two copies are registered. When Seize the Storm is absent, treat spell volume, token pressure, or any verified Laughing Mad text as conditional closers rather than guaranteed kills. + +- Interaction risk: Passing with Pyroblast or Red Elemental Blast available can be correct only when the protected turn is not under attack. Fight over the spell that stops the win, not the first legal blue target. + +- Sequencing risk: Ritual-first lines can fizzle if Manamorphose, Big Score, Pirate's Pillage, Reckless Impulse, Wrenn's Resolve, or Glimpse the Impossible is not ready to convert mana into cards. Start the decisive chain only when the visible hand, mana, and exiled-card windows support continuation. + +## Test Feedback Checklist +- Deciding factor: Did the game end because Gruul Storm assembled a decisive spell chain, because the opponent ended the game first, because a reducer died, because mana failed, or because the chain ran out of cards before Seize the Storm or another verified closer mattered? +- Mulligans: Did the opening hand contain a real first-three-turn plan with Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Desperate Ritual, Seething Song, Manamorphose, Goblin Anarchomancer, or Thornscape Familiar, or was it kept for abstract velocity without enough mana? +- Mana: Did storage lands produce the decisive burst, or did Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, or Gruul Turf create timing losses, color shortages, or stranded Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, or Red Elemental Blast? +- Velocity: Did Reckless Impulse, Wrenn's Resolve, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose convert mana into continued legal actions, or did temporary access exile cards that could not be used before their window closed? +- Engine setup: Did Goblin Anarchomancer or Thornscape Familiar survive long enough to matter, force useful removal, or enable same-turn chaining, and were they cast at times where losing them did not collapse the hand? +- Commitment turn: Did the pilot start Desperate Ritual, Seething Song, Manamorphose, Big Score, or Glimpse the Impossible only when visible mana, hand contents, and follow-up actions supported continuation? +- Closing: Did Seize the Storm end or stabilize the game, did Laughing Mad have verified legal text that mattered, or did the deck need a different closer profile because spell volume failed to convert into lethal pressure? +- Interaction: Did Pyroblast or Red Elemental Blast protect the actual winning turn or stop the opponent's decisive blue action, rather than being spent on a low-impact legal target? +- Sideboard: Did added role cards such as Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending answer visible problems without reducing core velocity too far? +- Card text checks: Did any decision rely on uncertain text for Laughing Mad, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending, and should that card receive a verified tactical rule before the next run? +- Role: Did the pilot correctly identify race, protected combo, rebuild, or survival mode before making priority, mana, and card-access decisions? +- Mistakes: Did any pass, ritual, reducer cast, card-access spell, storage-land activation, combat choice, or sideboard choice conflict with visible legal actions and the stated role? +- Stranded cards: Which cards were repeatedly stuck in hand or exile: Seize the Storm, Big Score, Pirate's Pillage, First Day of Class, Laughing Mad, Pyroblast, Red Elemental Blast, or sideboard lessons? +- Overperformers: Which exact cards most often enabled winning chains, recovered from disruption, fixed colors, or converted temporary mana into lethal pressure? +- Underperformers: Which exact cards most often failed because of speed, color, timing, opponent interaction, or lack of verified card text? + +## First Tuning Questions +- Card quantities: Is two Seize the Storm enough, or do games show repeated chains that generate mana and cards but lack a reliable payoff? +- Reducer balance: Are four Goblin Anarchomancer and four Thornscape Familiar necessary for explosive starts, or do removal-heavy games show too many fragile permanents compared with more rituals or card-access spells? +- Ritual density: Are four Desperate Ritual and four Seething Song producing enough true go-now turns, or are hands short on the first ritual needed to convert storage lands into a chain? +- Card-access mix: Are Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, and Pirate's Pillage balanced correctly between cheap velocity and expensive reloads? +- Mana base: Do Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Mountain, and post-board Gruul Turf create enough red and green at the right times, or does the deck need a different count of untapped red sources versus storage lands? +- Aggro plan: Against fast creature and burn decks, does the deck need more main-deck speed, more verified sideboard survival tools, or a clearer rule for when First Day of Class and Laughing Mad are relevant after card text checks? +- Control plan: Against blue decks, are four Pyroblast and three Red Elemental Blast too many, too few, or correctly positioned for protecting Seize the Storm, Glimpse the Impossible, Big Score, and Pirate's Pillage? +- Closer profile: Does Laughing Mad function as a real backup payoff after card text verification, or should the strategy treat it as conditional until logs prove it closes games? +- Sideboard slots: Do Flaring Pain, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending solve enough visible matchup problems after card text checks to justify their slots? +- Role conflicts: Does sideboarding for interaction make the deck too slow, or does staying fully proactive lose too often to a single counterspell, removal spell, prevention effect, or permanent lock? +- Engine dependency: Are losses mainly caused by missing Goblin Anarchomancer or Thornscape Familiar, losing them to removal, or committing them too early without same-turn value? +- Runtime guidance: Which decision family needs sharper policy next: mulligan, mana, priority, interaction, selection, sideboard, or combat? + +## Veles Tactical Policy + +### Policy: Opening Keep Gate +- Priority: High +- Decision families: mulligan +- Cards: Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Gruul Turf, Goblin Anarchomancer, Thornscape Familiar, Desperate Ritual, Seething Song, Manamorphose +- Phase windows: pregame, mulligan decisions, London bottom choices +- Runtime cues: prompt:mulligan, action:keep, action:mulligan, action:bottom +- Use when: choose keep only with visible mana plus a first-three-turn path to reducer, ritual chain, or card-access spell. +- Avoid when: hand has only delayed lands and no castable Goblin Anarchomancer, Thornscape Familiar, Desperate Ritual, Seething Song, Manamorphose, Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible. +- Instructions: Value functional mana over abstract spell count; bottom redundant expensive reloads before the first mana source or first reducer. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Engine Permanent Setup +- Priority: Medium +- Decision families: mana, priority +- Cards: Goblin Anarchomancer, Thornscape Familiar +- Phase windows: main phase before combo turn, main phase with spare mana +- Runtime cues: action:cast Goblin Anarchomancer, action:cast Thornscape Familiar +- Use when: cast the first reducer when it improves next-turn mana math or enables same-turn follow-up from visible legal actions. +- Avoid when: opponent has obvious removal pressure and the hand can instead wait for a same-turn reducer plus ritual chain. +- Instructions: Prefer Goblin Anarchomancer when red-green spell cost reduction matters now; prefer Thornscape Familiar when green creature body or red spell reduction is the visible bottleneck. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Storage Land Sequencing +- Priority: Medium +- Decision families: mana +- Cards: Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Gruul Turf, Mountain +- Phase windows: land play, early main phases, pre-combo setup +- Runtime cues: action:play Geothermal Crevice, action:play Sandstone Needle, action:play Hickory Woodlot, action:play Tinder Farm, action:play Mountain, action:play Gruul Turf +- Use when: choose the land that supplies the next visible spell while preserving the largest future burst. +- Avoid when: playing a tapped or depletion land strands an immediate reducer, ritual, or card-access spell that could be legally cast this turn. +- Instructions: Mountain is the clean untapped red source; Sandstone Needle and Hickory Woodlot are delayed burst sources; Geothermal Crevice and Tinder Farm are sacrifice resources for commitment turns; Gruul Turf is post-board stabilization only when the tempo loss is visible and acceptable. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Ritual Execution After Commitment +- Priority: Medium +- Decision families: mana, priority +- Cards: Desperate Ritual, Seething Song +- Phase windows: main phase after combo commitment, priority with selected chain active +- Runtime cues: action:cast Desperate Ritual, action:cast Seething Song +- Use when: a prior legal line has committed to chaining this turn and the visible action text offers the ritual as the next mana-positive spell. +- Avoid when: no card-access or payoff action remains visible after the ritual and floating mana would expire without progress. +- Instructions: Cast the ritual that keeps required colors available for Manamorphose, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, or Seize the Storm. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Combo Commitment Gate +- Priority: High +- Decision families: priority, mana, selection +- Cards: Desperate Ritual, Seething Song, Manamorphose, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Seize the Storm +- Phase windows: main phase before spending rituals, main phase with temporary exile windows +- Runtime cues: action:cast Desperate Ritual, action:cast Seething Song, action:cast Big Score, action:cast Glimpse the Impossible, action:cast Seize the Storm +- Use when: start the decisive chain only if visible mana, cards, exile windows, and payoff access can plausibly continue through the next two or more decisions. +- Avoid when: the line spends the last mana into a single draw/access spell with no reducer, no refill, no payoff, and no protection against known interaction. +- Instructions: Compare waiting one turn against going now; go now under lethal pressure, protected payoff access, or strong redundancy, and wait when storage lands or reducers materially improve the chain. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Manamorphose Color Choice +- Priority: Medium +- Decision families: mana, selection +- Cards: Manamorphose +- Phase windows: combo turn, fixing before card-access spell, fixing before sideboard interaction +- Runtime cues: action:choose red, action:choose green, action:choose red green +- Use when: choose colors that exactly support visible follow-up actions already in hand, exile, stack, or legal action list. +- Avoid when: choosing duplicate colors would strand a required green reducer, red ritual, Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, or Red Elemental Blast. +- Instructions: Red normally fuels Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, and Red Elemental Blast; green supports Goblin Anarchomancer and Thornscape Familiar setup. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Card-Access Ordering +- Priority: Medium +- Decision families: selection, priority +- Cards: Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage +- Phase windows: main phase, combo turn, rebuild turn +- Runtime cues: action:cast Wrenn's Resolve, action:cast Reckless Impulse, action:cast Glimpse the Impossible, action:cast Big Score, action:cast Pirate's Pillage +- Use when: cast cheap exile access before expensive reloads if mana can use the revealed cards inside their legal window. +- Avoid when: casting temporary access before making available mana would exile cards that cannot be legally played in time. +- Instructions: Use Big Score and Pirate's Pillage when discard is affordable and the hand needs mana or cards; use Wrenn's Resolve and Reckless Impulse when current mana can immediately convert exiled cards. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Discard Cost Selection For Reloads +- Priority: Medium +- Decision families: selection +- Cards: Big Score, Pirate's Pillage, Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Goblin Anarchomancer, Thornscape Familiar, Seize the Storm, Laughing Mad, First Day of Class +- Phase windows: casting Big Score, casting Pirate's Pillage, additional-cost prompts +- Runtime cues: action:discard +- Use when: discard the visible card least needed for current mana, reducer access, refill, or payoff. +- Avoid when: discarding the only payoff, only untapped mana source, only reducer against a slow hand, or only card-access spell in a ritual-heavy hand. +- Instructions: Treat uncertain-text cards such as Laughing Mad as conditional until card text is verified; do not discard Seize the Storm unless another closer or immediate continuation is visible. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Seize The Storm Payoff Gate +- Priority: High +- Decision families: priority, selection, combat +- Cards: Seize the Storm +- Phase windows: main phase after spell count is built, main phase before lethal combat setup +- Runtime cues: action:cast Seize the Storm +- Use when: cast Seize the Storm when visible graveyard/exile information and board state indicate the token materially threatens lethal, stabilizes combat, or forces the opponent to answer. +- Avoid when: casting it early creates a small threat and prevents continuing a stronger chain visible this turn. +- Instructions: Respect rules-engine token size and legal text; if Forge exposes a better continuation than immediate payoff, compare whether waiting increases risk of fizzle or opponent interaction. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Priority Pass During Setup +- Priority: Low +- Decision families: priority +- Cards: none +- Phase windows: opponent end step, own non-combo main phase, empty-stack priority +- Runtime cues: action:pass +- Use when: no visible legal action improves mana, card access, protection, survival, or payoff timing before the next draw or land play. +- Avoid when: a legal action casts a reducer, makes required mana, answers a decisive threat, or converts temporary exiled cards before they expire. +- Instructions: Passing is acceptable to preserve rituals for a commitment turn; explain what action is being declined and what future window is being protected. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Blue Interaction Protection +- Priority: High +- Decision families: interaction, priority +- Cards: Pyroblast, Red Elemental Blast +- Phase windows: opponent stack interaction, own combo turn protection, opponent blue permanent window +- Runtime cues: action:cast Pyroblast, action:cast Red Elemental Blast, action:target +- Use when: use blast effects on a visible blue spell or blue permanent that stops the combo, removes the payoff, counters card access, or wins the game for the opponent. +- Avoid when: the target is low impact and spending the blast leaves Seize the Storm, Big Score, Pirate's Pillage, Glimpse the Impossible, or the winning chain unprotected. +- Instructions: Target choice is strategic; use public stack, mana, and revealed information only, and do not assume hidden counterspells. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Flaring Pain Commitment +- Priority: Medium +- Decision families: interaction, priority +- Cards: Flaring Pain +- Phase windows: lethal turn, combat or damage-prevention window if legally exposed +- Runtime cues: action:cast Flaring Pain +- Use when: visible prevention effects or known public shields would otherwise stop lethal or decisive damage this turn. +- Avoid when: no prevention effect is visible or publicly known, or damage is not the active route to winning this turn. +- Instructions: Do not invent prevention text; rely on rules-engine prompts, visible permanents, stack objects, and public revealed information. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Conditional Lesson And Utility Sideboard Cards +- Priority: Low +- Decision families: selection, interaction, sideboard +- Cards: How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, Origin of Metalbending +- Phase windows: sideboard planning, legal cast/selection prompts after boarding +- Runtime cues: action:cast How to Start a Riot, action:cast Firebending Lesson, action:cast Abandon Attachments, action:cast Waterbending Lesson, action:cast Origin of Metalbending +- Use when: card text check required and the rules engine exposes a legal action whose visible text directly answers the current battlefield, stack, or race problem. +- Avoid when: the card text is unverified and the action competes with a clearly functional combo, protection, or survival line. +- Instructions: Treat these as role cards only after Forge-visible text proves the effect; never assume they are removal, draw, protection, or lethal without visible confirmation. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat With Reducers +- Priority: Low +- Decision families: combat +- Cards: Goblin Anarchomancer, Thornscape Familiar +- Phase windows: declare attackers, declare blockers, combat trick windows +- Runtime cues: action:attack, action:block +- Use when: attack or block with reducers only when the combat result preserves the combo plan or prevents a visible lethal/near-lethal clock. +- Avoid when: losing Goblin Anarchomancer or Thornscape Familiar would strand rituals, card-access spells, or the planned combo turn. +- Instructions: Reducers are engine pieces before they are attackers; block with them when survival requires it or when rules-engine combat math shows they are no longer needed. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Single Legal Attack Or Block +- Priority: Low +- Decision families: combat +- Cards: none +- Phase windows: declare attackers, declare blockers +- Runtime cues: action:attack with exactly one legal attacker, action:block with exactly one legal blocker assignment +- Use when: the rules engine exposes exactly one attack or block action and the alternative is a legal no-attack or no-block action with no other combat choices. +- Avoid when: multiple attackers, blockers, assignments, tricks, or sacrifice/protection actions are visible. +- Instructions: Use only for mechanically narrow combat execution; route all meaningful combat judgment through light-model reasoning. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: High +- Decision families: sideboard +- Cards: Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, Origin of Metalbending +- Phase windows: after game one, after game two, pregame sideboard lock +- Runtime cues: prompt:sideboard, action:submit sideboard +- Use when: choose a balanced plan that answers the opponent's public archetype and previously seen cards while preserving the ritual/card-access core. +- Avoid when: adding too many reactive cards lowers the deck below a functional combo density or creates color/mana timing conflicts. +- Instructions: Against blue, prioritize Pyroblast and Red Elemental Blast; against prevention, prioritize Flaring Pain; use Gruul Turf only when longer games and land count matter; use the other sideboard cards conditionally after card text checks. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Play Or Draw Pregame +- Priority: Medium +- Decision families: pregame +- Cards: none +- Phase windows: match start, game start where play/draw choice is exposed +- Runtime cues: action:play first, action:draw first +- Use when: choose play first for proactive combo tempo unless visible match rules or prior-game structure forces another legal option. +- Avoid when: the rules engine does not expose the choice or tournament structure determines it. +- Instructions: Gruul Storm wants first access to land drops, reducers, and storage setup; do not override engine legality. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Laughing Mad And First Day Conditional Use +- Priority: Medium +- Decision families: priority, selection, combat +- Cards: Laughing Mad, First Day of Class +- Phase windows: main phase, combat setup, payoff or creature-token turn if legally exposed +- Runtime cues: action:cast Laughing Mad, action:cast First Day of Class +- Use when: card text check required and the visible legal action text shows immediate payoff, haste, counter, token, or combat relevance for the current line. +- Avoid when: the effect is unverified and spending mana reduces the chance to continue rituals, card access, Seize the Storm, or protection. +- Instructions: Treat these cards as conditional combo-support pieces until logs or verified text prove exact tactical rules; never assume they create lethal without rules-engine confirmation. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/gruul_storm/1/metadata.json b/strategies/pauper/gruul_storm/1/metadata.json new file mode 100644 index 0000000..82ed14e --- /dev/null +++ b/strategies/pauper/gruul_storm/1/metadata.json @@ -0,0 +1,44 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "red-green ritual combo chaining temporary mana and draw into a decisive turn", + "created_at": 1780472391, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "storm", + "spells" + ], + "source_metadata": { + "base_choice": "gruul_storm:v1", + "generated_at": "2026-06-14T13:34:49.408397+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "gruul_storm", + "strategy_label": "Gruul Storm", + "tags": [ + "combo", + "storm", + "spells" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/gruul_storm/1/reflection.md b/strategies/pauper/gruul_storm/1/reflection.md new file mode 100644 index 0000000..b340aeb --- /dev/null +++ b/strategies/pauper/gruul_storm/1/reflection.md @@ -0,0 +1,22 @@ +# Reflection Template For Gruul Storm + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Did the game end because Gruul Storm assembled a decisive spell chain, because the opponent ended the game first, because a reducer died, because mana failed, or because the chain ran out of cards before Seize the Storm or another verified closer mattered? +- Mulligans: Did the opening hand contain a real first-three-turn plan with Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Desperate Ritual, Seething Song, Manamorphose, Goblin Anarchomancer, or Thornscape Familiar, or was it kept for abstract velocity without enough mana? +- Mana: Did storage lands produce the decisive burst, or did Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, or Gruul Turf create timing losses, color shortages, or stranded Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, or Red Elemental Blast? +- Velocity: Did Reckless Impulse, Wrenn's Resolve, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose convert mana into continued legal actions, or did temporary access exile cards that could not be used before their window closed? +- Engine setup: Did Goblin Anarchomancer or Thornscape Familiar survive long enough to matter, force useful removal, or enable same-turn chaining, and were they cast at times where losing them did not collapse the hand? +- Commitment turn: Did the pilot start Desperate Ritual, Seething Song, Manamorphose, Big Score, or Glimpse the Impossible only when visible mana, hand contents, and follow-up actions supported continuation? +- Closing: Did Seize the Storm end or stabilize the game, did Laughing Mad have verified legal text that mattered, or did the deck need a different closer profile because spell volume failed to convert into lethal pressure? +- Interaction: Did Pyroblast or Red Elemental Blast protect the actual winning turn or stop the opponent's decisive blue action, rather than being spent on a low-impact legal target? +- Sideboard: Did added role cards such as Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending answer visible problems without reducing core velocity too far? +- Card text checks: Did any decision rely on uncertain text for Laughing Mad, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending, and should that card receive a verified tactical rule before the next run? +- Role: Did the pilot correctly identify race, protected combo, rebuild, or survival mode before making priority, mana, and card-access decisions? +- Mistakes: Did any pass, ritual, reducer cast, card-access spell, storage-land activation, combat choice, or sideboard choice conflict with visible legal actions and the stated role? +- Stranded cards: Which cards were repeatedly stuck in hand or exile: Seize the Storm, Big Score, Pirate's Pillage, First Day of Class, Laughing Mad, Pyroblast, Red Elemental Blast, or sideboard lessons? +- Overperformers: Which exact cards most often enabled winning chains, recovered from disruption, fixed colors, or converted temporary mana into lethal pressure? +- Underperformers: Which exact cards most often failed because of speed, color, timing, opponent interaction, or lack of verified card text? diff --git a/strategies/pauper/infect/1/decklist.txt b/strategies/pauper/infect/1/decklist.txt new file mode 100644 index 0000000..f5a440a --- /dev/null +++ b/strategies/pauper/infect/1/decklist.txt @@ -0,0 +1,25 @@ +Main (60) +4 Snakeskin Veil +1 Seal of Strength +4 Hickory Woodlot +4 Glistener Elf +4 Go Forth +4 Llanowar Augur +9 Forest +4 Blight Mamba +4 Escape Tunnel +4 Ichorclaw Myr +4 Mutagenic Growth +4 Might of Old Krosa +4 Embiggen +2 Vines of Vastwood +4 Rancor + +Sideboard (15) +2 Crop Rotation +3 Nature's Claim +3 Gut Shot +2 Scattershot Archer +2 Seal of Strength +1 Bojuka Bog +2 Vines of Vastwood diff --git a/strategies/pauper/infect/1/first_principles.md b/strategies/pauper/infect/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/infect/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/infect/1/guide.md b/strategies/pauper/infect/1/guide.md new file mode 100644 index 0000000..851ca15 --- /dev/null +++ b/strategies/pauper/infect/1/guide.md @@ -0,0 +1,703 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Identity: Infect is a Pauper green poison aggro-combo deck built to make one small infect creature connect, then convert a narrow combat window into ten poison counters with pump and protection. + +- Format validation: The declared format is Pauper, and the registered list is a constructed 60-card main deck plus a 15-card sideboard. Main-deck count validates to 60: 22 lands or land-like mana/setup slots if counting 9 Forest, 4 Hickory Woodlot, 4 Escape Tunnel, and 5 noncreature setup/protection pressure cards separately; 16 infect or infect-adjacent creatures from 4 Glistener Elf, 4 Blight Mamba, 4 Ichorclaw Myr, and 4 Llanowar Augur; and 22 pump/protection/trample/action spells from 4 Snakeskin Veil, 1 Seal of Strength, 4 Go Forth, 4 Mutagenic Growth, 4 Might of Old Krosa, 4 Embiggen, 2 Vines of Vastwood, and 4 Rancor. Sideboard count validates to 15: 2 Crop Rotation, 3 Nature's Claim, 3 Gut Shot, 2 Scattershot Archer, 2 Seal of Strength, 1 Bojuka Bog, and 2 Vines of Vastwood. + +- Tag validation: The supplied tags reduce cleanly to `aggro` and `combo`; duplicate tag entries should be ignored by runtime metadata. The deck is not a value midrange deck, not a control deck, and not a normal damage race deck unless poison combat becomes unavailable. + +- Stock status: Treat this as a hybrid Infect configuration rather than a pure stock list. The core of Glistener Elf, Blight Mamba, Ichorclaw Myr, Mutagenic Growth, Might of Old Krosa, Rancor, Vines of Vastwood, and protection is recognizably Pauper Infect, while Go Forth, Escape Tunnel, Hickory Woodlot, and the exact sideboard mix create list-specific sequencing and mana constraints that the pilot must not smooth over with generic Infect assumptions. + +- Legality status: No obvious deck-construction count issue appears in the supplied list, and no card name is duplicated above the normal four-copy limit except basic Forest. Pauper legality and current banned-list status should still be confirmed by the active rules/card database before sanctioned conclusions; Veles should defer to the rules engine if any card import, legality, rarity, or oracle-text mismatch appears. Card text check required for any card whose exact current Oracle text is not available in the runtime state, especially Go Forth if the agent has not already loaded its legal modes and targeting rules. + +- Mana concern: The deck is fundamentally green, but its mana is tempo-sensitive because Hickory Woodlot enters with depletion behavior, Escape Tunnel is both mana and possible evasion infrastructure, and the main deck has only 9 Forest. The pilot should value opening hands by whether they cast an early infect creature and support a protected attack, not by raw land count alone. + +- Role concern: The default role is proactive poison attacker, but each game state should be classified as setup, commitment, protection, or emergency recovery. The deck should avoid spending pump as ordinary damage unless it converts into poison progress, saves an infect creature from a meaningful exchange, or sets up a forced lethal turn. + +- Opponent information status: No specific opponent decklist, matchup, play/draw assignment, or revealed sideboard plan is supplied in this batch. Until public or revealed information identifies the opponent, the pilot should use generic Pauper assumptions only as uncertainty-weighted context and should not act as if removal, blockers, sweepers, graveyard hate, or counterspells are known in hidden zones. + +- Runtime discipline: All tactical guidance in later sections must remain subordinate to legal actions, visible board state, public information, revealed information, and the rules-engine action list. The pilot may infer likely archetype patterns from observed lands, spells, creatures, graveyards, and previous games, but must never invent a legal target, hidden card, lethal certainty, prevention result, or protection outcome. + +## Thesis + +- Core plan: Infect assembles one early infect attacker, enough green mana, and a protected pump window that converts a single combat connection into ten poison counters. The deck wins by making Glistener Elf, Blight Mamba, or Ichorclaw Myr attack through or around blockers, then stacking Mutagenic Growth, Might of Old Krosa, Embiggen, Rancor, Seal of Strength, Go Forth, Snakeskin Veil, and Vines of Vastwood only when the rules engine shows a legal, high-impact window. + +- Primary priority: Preserve an infect creature until an attack can either deal meaningful poison or force the opponent to spend interaction inefficiently. A hand with pump but no infect body is not a functional combo hand; a hand with an infect body but no way to force damage or protect it is a fragile pressure hand. + +- Commitment rule: Do not dump pump into open mana or visible blockers just because the action is legal. Commit pump when the visible line creates lethal poison, puts the opponent under a forced next-turn lethal threat, saves the only infect creature from a decisive exchange, or uses protection to beat a specific visible or strongly represented interaction window. + +- What the deck is not: Infect is not trying to trade resources evenly, win a long battlefield value game, or deal normal damage as the main route. Normal damage from noninfect sources matters only when poison is locked out, when Rancor or pump creates a secondary race, or when sideboard cards remove blockers and incidentally pressure life totals. + +- Runtime discipline: Treat all card text and combat math as subordinate to legal actions and visible engine output. Card text check required for Go Forth before relying on its exact mode, speed, target, pump amount, evasion, or protection role. + +## Role Package + +- Threats: Glistener Elf is the best early threat because it starts poison pressure immediately and turns every pump spell into lethal-range math. Blight Mamba is the resilient threat when the rules engine exposes regeneration or survival actions, and it is valuable against removal-heavy or trade-heavy boards. Ichorclaw Myr is the artifact infect threat that pressures blocks differently and can punish small blockers if its visible combat text supports that exchange. Llanowar Augur is not the primary poison carrier unless the engine shows it can attack profitably; treat it mainly as setup/pump infrastructure tied to exact legal timing. + +- Payoffs: Mutagenic Growth is the tempo payoff because it can appear in low-mana lethal turns and can preserve green mana for Snakeskin Veil, Vines of Vastwood, Embiggen, Rancor, or Might of Old Krosa. Might of Old Krosa is a major damage-conversion payoff, especially when main-phase use is legal and does not expose the threat to avoidable removal. Embiggen is a high-ceiling pump spell whose exact value depends on the target creature’s visible types; do not assume maximum size without engine-confirmed text. Rancor is a repeat pressure payoff when trample/evasion matters, but casting it into obvious instant-speed removal should be weighed against losing tempo. + +- Engines: The deck’s engine is not card advantage; it is repeated threat plus pump-window compression. Rancor can function as reusable pressure if the rules engine returns it after the enchanted creature dies, and Blight Mamba can function as a persistence engine when regeneration is legal and affordable. Hickory Woodlot can create burst-mana turns that let the deck cast threat, protection, and multiple pump pieces in one decisive sequence. + +- Velocity: Go Forth is listed as a four-copy main-deck card and must be treated as important velocity or pressure infrastructure only after card text is verified. Escape Tunnel can support setup by producing mana and, when legal actions show it, can help a small creature connect; use it as evasion only when sacrificing or tapping it advances a poison turn more than preserving mana. + +- Interaction: The main deck interacts mostly by protecting its own plan rather than removing opposing cards. Vines of Vastwood can be protection, disruption of opposing targeting, or pump depending on legal modes and costs. Snakeskin Veil protects against targeted interaction and may leave a lasting counter if engine text confirms it. Sideboard interaction comes from Nature's Claim, Gut Shot, Scattershot Archer, Crop Rotation, Bojuka Bog, extra Seal of Strength, and extra Vines of Vastwood. + +- Protection: Snakeskin Veil and Vines of Vastwood are the key anti-removal cards, and they should be held for decisive threat-preservation or lethal-push windows unless the opponent is shields-down and racing demands commitment. Mutagenic Growth can also protect from damage-based removal or combat damage when the engine’s pending damage and target legality make that clear. + +- Recursion: Rancor and Blight Mamba are the only main-deck cards that can act like recursive resilience, and both must follow visible engine triggers or actions. Do not plan a long recursion game; use recursion only to keep poison pressure alive after the opponent has already spent resources. + +- Mana: Forest is the clean green source; Hickory Woodlot is burst mana with tempo cost; Escape Tunnel is mana plus possible evasion infrastructure. Mulligan and sequencing decisions should prioritize casting an infect creature early while preserving enough green access for a protected lethal turn. + +- Sideboard modules: Nature's Claim answers artifacts and enchantments that block poison or invalidate combat. Gut Shot and Scattershot Archer fight small creature boards and air pressure. Crop Rotation plus Bojuka Bog supplies graveyard interaction and utility land access. Extra Seal of Strength increases pump density for races, and extra Vines of Vastwood increases protection against removal-heavy decks. + +## Primary Win Conditions + +- Poison burst: Prioritize a one-attack infect kill when Glistener Elf, Blight Mamba, or Ichorclaw Myr can connect and the visible legal actions show enough pump to reach ten poison counters. Setup requires an infect creature on board, green mana or life-payment access for pump, and either a clear attack path, Rancor trample pressure, Escape Tunnel-enabled evasion, or protection against likely removal. Execute by committing Mutagenic Growth, Might of Old Krosa, Embiggen, Seal of Strength, Snakeskin Veil, Vines of Vastwood, and Go Forth only in a rules-engine-confirmed window where the target, cost, and timing are legal. Card text check required for Go Forth before treating it as pump, evasion, protection, or selection. + +- Protected lethal: Prefer a slightly slower lethal if holding Snakeskin Veil or Vines of Vastwood lets the infect attacker survive visible interaction. Setup by attacking with one credible infect body while leaving enough mana or alternate payment to answer targeted removal, damage-based removal, bounce, or combat tricks when the engine exposes a response. Execute protection before extra pump when losing the creature would collapse the whole line; execute pump first only when the engine’s stack and legal responses make that ordering necessary for lethal. Prioritize this path against open mana, known removal, small blockers with tricks, or opponents who have already shown instant-speed interaction. + +- Early Glistener Elf curve: Prioritize Glistener Elf on the first available turn when the hand has follow-up pump, protection, or Rancor and the mana can support a turn-two or turn-three poison clock. Setup by using Forest or a suitable green source early, then deciding whether to attack for incremental poison or wait for a protected burst based on blockers and open mana. Execute small poison attacks when they create a future two-card lethal without spending premium pump into uncertain interaction. Disruption to respect includes visible blockers, removal mana, and effects that can force a trade before pump resolves. + +- Trample or evasion connection: Prioritize Rancor or Escape Tunnel lines when blockers prevent clean infect damage but the rules engine shows legal trample, evasion, or unblockable-style actions. Setup by placing Rancor on the infect creature most likely to survive, or by preserving Escape Tunnel until its legal action creates a decisive connection. Execute only after checking that sacrificing, tapping, or enchanting does not remove the mana needed for protection or lethal pump. This path is strongest against ground stalls and weakest when the opponent can remove the target in response. + +- Resilient infect pressure: Prioritize Blight Mamba when removal or combat trades are likely and the engine exposes legal regeneration or survival actions. Setup by keeping mana available when regeneration matters, then force the opponent to answer the same infect body repeatedly. Execute pump more conservatively on Blight Mamba unless the attack is lethal or regeneration plus protection makes the exchange favorable. This path matters when the first Glistener Elf has died or when the opponent’s plan is to trade creatures rather than race. + +## Secondary Win Conditions + +- Incremental poison: Use repeated one-to-three poison attacks when lethal pump is not safe but an infect creature can attack without dying for free. The goal is to reduce the required future pump count, not to spend cards for low-impact damage. Mutagenic Growth or Snakeskin Veil may be correct to preserve a creature during these attacks, but Might of Old Krosa, Embiggen, Seal of Strength, and Vines of Vastwood should usually be saved unless the engine shows a decisive poison threshold. + +- Rancor pressure through nonlethal combat: Use Rancor to make ordinary attacks matter when poison lethal is delayed by blockers or removal. Rancor on Glistener Elf, Blight Mamba, or Ichorclaw Myr supports poison; Rancor on Llanowar Augur is a fallback only when no infect body is available and normal damage is the only visible clock. Do not treat normal damage as equal to poison unless the opponent is already low enough or all infect threats are gone. + +- Ichorclaw Myr combat leverage: Use Ichorclaw Myr to punish blocks only when the engine’s visible card text and combat result support that exchange. It can force awkward blocks and make pump more threatening, but do not assume the opponent must block or that a block creates lethal without current legal-action math. + +- Recurring pressure: Use Rancor recursion and Blight Mamba survival as a way to rebuild after removal, not as a long-game engine. If Rancor returns by rules-engine output, reattach it to the safest infect body or the creature that creates the shortest poison clock. If Blight Mamba can regenerate, preserve mana when that line keeps the only infect threat alive. + +## Emergency Lines + +- Behind on life: Race with poison only when the next attack cycle can threaten lethal or force the opponent to hold back blockers. If survival is at risk, use pump defensively only when it preserves an infect creature and prevents a decisive attack; otherwise keep cards for a single lethal turn. + +- Behind on board: Shift from wide combat to one protected connection. Use Rancor, Escape Tunnel, and pump to bypass blockers rather than trading infect creatures into a crowded battlefield. If only one infect creature remains, hold Snakeskin Veil and Vines of Vastwood for preservation before adding extra pump. + +- Behind on cards: Stop making speculative pump exchanges. Convert every card into either a lethal attempt, a protected threat, or a blocker-bypass action. Treat Seal of Strength and Rancor as board-based pressure that can reduce the need to hold multiple cards in hand. + +- Behind on mana: Prioritize cheap threats and free or low-cost pump. Mutagenic Growth can keep lethal turns alive while Forest, Hickory Woodlot, and Escape Tunnel catch up, but do not spend Hickory Woodlot counters or Escape Tunnel utility unless the resulting turn meaningfully advances poison. + +- Infect threats removed: Rebuild around the next Glistener Elf, Blight Mamba, or Ichorclaw Myr rather than pumping Llanowar Augur by default. Normal-damage pressure is a fallback clock, but the deck should still preserve pump for the next infect body unless the opponent’s life total and board make normal combat the only realistic route. + +- Opponent combo or engine ahead: Shorten the clock and accept more risk when waiting gives the opponent a likely win before the next poison attack. Commit to a protected or semi-protected burst if visible information shows that passivity loses and legal actions provide a real poison line. + +## Resource Model + +- Life: Spend life aggressively for Mutagenic Growth when it converts into lethal poison, saves the only infect creature, or preserves tempo through tapped lands. Do not pay life for Mutagenic Growth just to add nonlethal poison if the opponent’s visible clock makes that life loss relevant before the next attack. + +- Hand: Treat pump cards as burst resources, not generic damage. Snakeskin Veil and Vines of Vastwood are protection first when the opponent has open interaction; Might of Old Krosa, Embiggen, Seal of Strength, Llanowar Augur, Rancor, and Mutagenic Growth are pressure cards whose value rises sharply when one connected infect attack can end the game. + +- Mana: Convert small amounts of green mana into oversized combat turns. The deck often wins by spending one or two green mana plus free Mutagenic Growth, but protection windows still require untapped green mana after declaring attacks or after committing Rancor, Seal of Strength, or pump. + +- Board: Value one living infect creature more than extra pump in hand. Glistener Elf is the fastest clock, Blight Mamba is the most resilient when regeneration is legal and affordable, and Ichorclaw Myr punishes blocking only if visible combat math and legal actions support that exchange. + +- Graveyard: Use the graveyard mostly as a record of exhausted threats and pump. Rancor returning from graveyard is valuable only when the rules engine actually returns it; otherwise do not assume recursion, and do not plan around graveyard value except with sideboard Bojuka Bog against opposing graveyard decks. + +- Exile: Treat exiled pump, threats, or Rancor as gone unless the rules engine exposes a legal way to use them. If exile effects remove the first infect creature, switch to rebuilding rather than spending pump on Llanowar Augur normal damage unless the opponent’s life total makes that route realistic. + +- Lands: Treat Hickory Woodlot as burst mana with a limited counter budget, Forest as stable green, and Escape Tunnel as both land and a future connection tool. Spending Escape Tunnel for utility can be correct when it creates a decisive unblocked infect attack, but it is a real mana loss. + +- Sacrifice fodder: Treat Llanowar Augur and Seal of Strength as preloaded pump pieces, not disposable permanents. Sacrifice them only when the visible legal action converts into lethal, protects a crucial combat result, or makes a connection large enough that future poison is easy. + +- Tempo: Prefer threat-plus-protection over slow card conservation. This deck is not trying to win a long resource game; it is trying to force the opponent to answer a small number of fast, protected poison attacks. + +- Information: Use only visible mana, battlefield, graveyard, revealed cards, prior public actions, and legal-action text to judge whether to commit. Assume likely removal from archetype only as risk, not certainty. + +- Sideboard bullets: Use Nature's Claim, Gut Shot, Scattershot Archer, Crop Rotation, Bojuka Bog, extra Seal of Strength, and extra Vines of Vastwood as role-specific tools after sideboarding. Do not dilute the core infect clock unless the matchup’s visible axis makes the bullet essential. + +## Mana Guide + +- Color requirements: Prioritize green mana because nearly every proactive and protective card needs green or Phyrexian green. Forest is the cleanest source; Hickory Woodlot supplies burst green; Escape Tunnel is utility but may not cast green spells unless another source is present. + +- Opening mana: Keep hands that cast an infect creature on turn one or turn two and can support at least one follow-up pump, protection, Rancor, or connection line. Mulligan hands with only Escape Tunnel as mana unless the rules engine and hand contents still show a functional early line. + +- Land sequencing: Lead Forest when it enables Glistener Elf, Snakeskin Veil, Vines of Vastwood, Might of Old Krosa, Embiggen, Rancor, Seal of Strength, or Llanowar Augur on curve. Lead Hickory Woodlot when the hand needs a later two-green burst and the first turn has no better one-mana play. + +- Hickory Woodlot: Preserve Hickory Woodlot counters for lethal or protected burst turns when possible. Spend a counter early only if it deploys a crucial infect creature or creates a tempo line that would otherwise disappear. + +- Escape Tunnel: Play Escape Tunnel early only when color needs are already covered or the hand specifically needs its future utility. Hold or sequence it later if playing it now would prevent a green one-drop, protection mana, or main-phase Might of Old Krosa line. + +- Utility timing: Activate Escape Tunnel only when the legal target and combat state make the connection matter. Do not sacrifice it for a small nonlethal attack if losing the land prevents follow-up protection or a second spell on the next turn. + +- Play land before draw: Play a land before draw or selection only when the current legal action requires mana immediately, when holding the land has no tactical value, or when the extra mana enables protection through the opponent’s next response. This deck has little card selection, so default to making required mana available before committing combat actions. + +- Play land after draw: Delay the land drop when Go Forth or another visible effect may change what land is needed; Card text check required for Go Forth. Also delay when concealing Escape Tunnel versus Forest meaningfully affects the opponent’s public decisions and no current legal action needs the mana. + +- Main-phase pump mana: Use Might of Old Krosa in the main phase only when the engine’s current card text and legal action support the larger effect and the risk of sorcery-speed commitment is acceptable. Hold instant-speed pump when protection, blockers, or removal could change the attack. + +- Protection mana: Keep green mana open for Snakeskin Veil or Vines of Vastwood when the infect creature is more important than adding damage. If lethal requires using all green mana first, verify that the visible stack and opponent’s resources make the unprotected commitment worth the risk. + +- Mutagenic Growth mana: Prefer paying life for Mutagenic Growth when green mana must remain available for Snakeskin Veil, Vines of Vastwood, Blight Mamba regeneration, or another decisive spell. Pay green instead when life is under pressure and no protection window is being sacrificed. + +- Sideboard mana: Account for Crop Rotation, Nature's Claim, Gut Shot, Scattershot Archer, Bojuka Bog, extra Seal of Strength, and extra Vines of Vastwood after sideboarding. Crop Rotation and Bojuka Bog change land sequencing because sacrificing or playing a land can affect both mana count and graveyard interaction timing. + +## Mulligan Guide + +- Strong keep: Keep Forest plus Glistener Elf plus one protection spell and one pump spell. A hand like Forest, Glistener Elf, Snakeskin Veil, Mutagenic Growth, Might of Old Krosa, Rancor, any land has a fast threat, protection mana, and a realistic poison clock. + +- Strong keep: Keep Forest plus Ichorclaw Myr or Blight Mamba when the rest of the hand contains Rancor, Embiggen, Mutagenic Growth, or Vines of Vastwood. This hand is slower than Glistener Elf, but it still presents a protected two-turn kill plan. + +- Medium keep: Keep Hickory Woodlot plus Glistener Elf when the hand has a second land or enough one-mana plays to use the burst later. Hickory Woodlot is awkward on turn one, but it can power protected lethal turns if the hand already functions. + +- Medium keep: Keep threat-light hands with exactly one infect creature only when protection or resilience is present. Blight Mamba plus Forest plus Snakeskin Veil, Vines of Vastwood, or regeneration mana is more acceptable than naked Glistener Elf into open removal. + +- Risky keep: Keep Escape Tunnel hands only when another green source casts an infect creature on time. Escape Tunnel is valuable for connection, but a hand that cannot produce early green often loses before its utility matters. + +- Risky keep: Keep pump-heavy hands only with a real infect creature and castable mana. Mutagenic Growth, Might of Old Krosa, Embiggen, Rancor, Seal of Strength, and Llanowar Augur do not matter if the first infect creature is delayed or easily removed. + +- Automatic ship: Mulligan any hand with no infect creature unless it contains a clearly legal Go Forth line that finds or creates one; Card text check required. Do not keep a hand that only attacks with Llanowar Augur normal damage unless the rules engine shows an exceptional legal path. + +- Automatic ship: Mulligan hands with no green source and no immediate rules-engine-supported way to access green mana. Mutagenic Growth can be cast with life, but the deck still needs green for threats, Rancor, protection, and most pump. + +- Matchup-dependent keep: Against heavy removal, prefer Glistener Elf plus Snakeskin Veil or Vines of Vastwood over a faster but unprotected pump stack. Against creature decks with few visible answers, a threat plus Rancor and multiple pump spells can be better than holding protection. + +- Play/draw adjustment: On the play, favor Glistener Elf hands that threaten turn-two or turn-three poison pressure. On the draw, raise the bar for protection because the opponent gets one more chance to expose removal, blockers, or tempo before the first attack. + +- Trap hand: Do not keep multiple pump spells, Hickory Woodlot, Escape Tunnel, and no infect creature. This hand looks explosive but does not start the poison clock. + +- Trap hand: Do not keep Glistener Elf plus only Escape Tunnel plus pump unless the rules engine confirms a castable line. The one-drop matters only if the mana actually casts it on time. + +## Turn Arc + +- Turn 1: Prefer Forest into Glistener Elf whenever legal. This is the deck’s cleanest start because every later pump, protection, Rancor, Seal of Strength, or Llanowar Augur line becomes immediately relevant. + +- Turn 1: Play Forest into Seal of Strength or Llanowar Augur when there is no legal infect creature but the hand has a turn-two Ichorclaw Myr or Blight Mamba. Seal of Strength preloads pump; Llanowar Augur is tactical only if its timing restriction and sacrifice action are legal when needed. + +- Turn 1 deviation: Play Hickory Woodlot when the hand has no one-mana green creature and needs two-green burst on turn two or turn three. Do not spend the future counter casually if a normal Forest line exists. + +- Turn 1 deviation: Play Escape Tunnel only when green is already covered or the hand’s visible plan depends on its later unblockable-style utility. Avoid leading Escape Tunnel if it prevents Glistener Elf or protection from being available. + +- Turn 2: Attack with Glistener Elf before committing pump unless main-phase Might of Old Krosa is the chosen lethal or near-lethal line. Keep Snakeskin Veil or Vines of Vastwood available when the opponent represents removal and the threat is irreplaceable. + +- Turn 2: Cast Rancor on an infect creature when the opponent is tapped down, lacks visible removal, or the trample pressure matters against blockers. If open interaction is likely, consider attacking first or holding aura commitment until protection is available. + +- Turn 2: Deploy Ichorclaw Myr or Blight Mamba when the first threat is absent, answered, or too exposed. Blight Mamba is preferred in grindy removal states when regeneration mana can be held; Ichorclaw Myr is preferred against blocking pressure. + +- Turn 2 deviation: Use Mutagenic Growth aggressively when it creates a major poison step without spending green mana needed for protection. Use Embiggen, Might of Old Krosa, Seal of Strength, or Llanowar Augur only when the visible combat and stack make the commitment worth the risk. + +- Turn 3: Look for the first real kill window. Count poison from the unblocked infect creature plus Rancor, Mutagenic Growth, Might of Old Krosa, Embiggen, Seal of Strength, Llanowar Augur, Snakeskin Veil counters, and Vines of Vastwood only through legal actions shown by the engine. + +- Turn 3: Prefer protected lethal over maximum damage. If lethal requires spending every green mana and passing through open removal, compare the risk against waiting one turn with Snakeskin Veil, Vines of Vastwood, Blight Mamba regeneration, or Escape Tunnel support. + +- Turn 3 deviation: Use Escape Tunnel only if the legal target and board state make a decisive poison connection. Sacrificing or using the land for a small attack is poor when it prevents rebuilding after removal. + +- Turns 4-5: Shift from pure speed to threat preservation. Opponents often have blockers or removal by now, so favor Blight Mamba resilience, protected Rancor pressure, Escape Tunnel connection turns, and pump stacks that force lethal rather than medium poison. + +- Turns 4-5: Rebuild immediately after removal if another infect creature is available. Do not spend pump on Llanowar Augur normal damage unless poison is no longer a realistic route and visible life totals make damage lethal soon. + +- Turns 4-5 deviation: Use Go Forth only according to confirmed rules-engine text; Card text check required. If it offers selection, tutoring, or setup, choose the line that restores an infect threat, finds mana for protection, or creates a near-term poison attack. + +- Late game: Treat every infect creature as the whole plan. Wait for a protected connection, Escape Tunnel utility, Rancor trample, or a lethal pump cluster instead of trading the last threat for small poison. + +- Late game: Use free Mutagenic Growth and stored Seal of Strength to compress the final window. Preserve green mana for Snakeskin Veil, Vines of Vastwood, Blight Mamba regeneration, or the spell that actually makes combat lethal. + +- Late game deviation: Against a board that fully stops combat, prioritize finding or preserving a connecting line over adding more pump. Rancor trample, Ichorclaw Myr blocker punishment, Escape Tunnel, and protection-backed attacks are more important than raw hand size. + +## Card Roles + +**Glistener Elf** is the premium opener and the cleanest carrier for every pump plan. Cast it on turn one whenever legal unless the hand cannot protect or use it and another infect creature line is clearly safer. Preserve it carefully against open removal because losing the first infect creature often turns all pump into stranded cardboard. Pair it with **Rancor**, **Might of Old Krosa**, **Mutagenic Growth**, **Embiggen**, **Snakeskin Veil**, **Vines of Vastwood**, **Seal of Strength**, or **Llanowar Augur** only when the visible stack and mana make the poison gain worth the exposure. + +**Blight Mamba** is the resilient infect body for grindy boards and removal-heavy matchups. Cast it when **Glistener Elf** is absent, answered, or too vulnerable, and hold green mana for regeneration only when the rules engine presents a legal regeneration action and that protection matters this turn. Do not assume regeneration beats exile, sacrifice, toughness reduction, or non-destroy effects; use only the legal protection window shown by Forge. With **Rancor** or **Escape Tunnel**, it can convert a stalled board into a real clock. + +**Ichorclaw Myr** is the infect creature that punishes blocking and makes combat awkward for creature decks. Deploy it when the opponent is likely to rely on blockers rather than removal, then force them to choose between taking poison or enabling its blocked-combat bonus if the engine confirms it. **Rancor** is especially important here because trample can make a block still leak poison. Avoid wasting pump before blocks unless main-phase **Might of Old Krosa** or an **Escape Tunnel** timing requirement demands it. + +**Llanowar Augur** is a setup permanent and timing-restricted burst source, not a normal instant pump spell. Cast it early when an infect creature is expected to attack on the next turn, and use its sacrifice ability only when the rules engine offers the legal activation window. Its trample-granting role can replace or supplement **Rancor** on lethal turns, but the upkeep-style timing means the opponent may see the line before combat. Do not rely on **Llanowar Augur** as post-block surprise interaction unless Forge explicitly presents that action. + +**Rancor** is the main evasion and pressure amplifier because trample turns small poison attacks into lethal math through blockers. Enchant an infect creature when the opponent is tapped low, protection is available, or trample changes the next combat meaningfully. Be careful casting **Rancor** into open removal; if the target is removed before the Aura resolves, do not assume it returns. Prefer **Rancor** on **Ichorclaw Myr** against blockers, on **Glistener Elf** for fast kills, and on **Blight Mamba** when resilience matters. + +**Mutagenic Growth** is free tempo pump that lets the deck spend green mana on protection, extra pump, or regeneration. Use it to create lethal poison, save an infect creature from damage-based interaction when legal, or add surprise pressure after blockers. Treat the life payment as real against Burn or fast creature decks; do not pay life for marginal poison if it puts the opponent’s next attack or burn spell in lethal range. It is best when it compresses a kill turn without tapping mana. + +**Might of Old Krosa** is the highest-rate green pump when main-phase timing is acceptable. Use the larger main-phase mode for committed lethal or near-lethal attacks, especially when the opponent cannot punish the information or removal risk. Use the smaller instant-speed mode only when surprise, protection from combat damage, or holding priority matters more than raw poison. Common mistake: casting it precombat into open mana when waiting would preserve the threat and still produce a strong future attack. + +**Embiggen** is a one-mana pump spell whose exact size depends on the target’s current types; Card text check required for exact current type count if the action label does not show the pump size. Use it on non-Human infect creatures when the visible bonus materially changes poison math. It is often strongest on typed infect creatures such as **Glistener Elf**, **Ichorclaw Myr**, or **Blight Mamba**, but do not assume a specific number without engine output. Avoid spending it on nonlethal chip damage unless the clock demands immediate pressure. + +**Snakeskin Veil** is protection first and pump second. Hold it when the opponent represents targeted removal and your infect creature is the only path to victory. Use the +1/+1 counter as part of poison math, but do not fire it merely for damage if keeping it would protect a lethal future turn. It does not answer edicts, sweepers, or non-targeting effects unless the rules engine says otherwise. Against black, red, and blue interaction, prioritize keeping one green available for **Snakeskin Veil** over adding a low-impact pump spell. + +**Vines of Vastwood** is both a protection spell and a kicked lethal pump spell. Use the unkicked mode to stop opposing targeted spells or abilities from affecting your creature when legal; use the kicked mode when it both protects or pressures and the extra poison matters. It can also disrupt an opposing creature-targeting line if Forge presents a legal target, but do not invent that use without visible legal actions. Because it costs more than **Snakeskin Veil** when kicked, plan green mana before committing **Might of Old Krosa**, **Rancor**, or **Blight Mamba** regeneration. + +**Seal of Strength** is stored pump that lets the deck preload damage before a decisive combat. Cast it when spare mana is available and you expect an infect creature to attack soon, especially through counterspell or discard pressure where a battlefield pump source may be harder to stop. Its visible presence changes opponent blocks, so use that information: sometimes the Seal deters blocks, and sometimes sacrificing it before damage forces lethal. Do not expose it to enchantment removal for no reason if holding a hidden pump spell is tactically better. + +**Go Forth** is a four-copy green instant whose exact tactical role requires confirmation; Card text check required. Use it only according to the legal action text provided by the rules engine. If it functions as pump, compare it with **Might of Old Krosa**, **Mutagenic Growth**, and **Embiggen** by poison gained and mana left for protection. If it provides selection, counters, or setup, prioritize lines that find or strengthen an infect creature. Do not keep or sequence hands assuming a specific **Go Forth** effect unless Forge has exposed that effect in the current game. + +**Escape Tunnel** is a colorless land with attack-enabling utility, but it does not cast the deck’s green one-drops or protection. Play it when green mana is already covered or when a future unblockable-style activation is central to winning through blockers. If its legal activation has a power restriction, use it before pump effects that would make the target illegal, then stack pump afterward only through legal actions. Do not spend **Escape Tunnel** for a small poison hit if sacrificing or tapping it prevents a protected lethal turn. + +**Hickory Woodlot** is burst green mana for multi-spell kill turns at the cost of speed and permanence. Play it early when the hand lacks a turn-one **Glistener Elf** line or needs two green on a future turn for **Vines of Vastwood**, **Rancor** plus pump, or multiple protection spells. Count depletion-style limitations carefully; do not consume its counters on routine development if the planned lethal turn needs them. It is excellent for compressed turns and poor when it delays the first infect creature. + +**Forest** is the deck’s most important land because almost every proactive and protective spell needs green. Prefer **Forest** as the first land when it casts **Glistener Elf**, **Llanowar Augur**, **Rancor**, **Snakeskin Veil**, **Might of Old Krosa**, **Embiggen**, **Go Forth**, **Seal of Strength**, or **Vines of Vastwood** on curve. Do not overvalue colorless utility from **Escape Tunnel** or delayed burst from **Hickory Woodlot** if the hand simply needs untapped green mana to start the poison clock and hold protection. + +## Interaction Priorities + +- Priority: Protect the first real infect threat before maximizing pump. **Glistener Elf**, **Ichorclaw Myr**, and **Blight Mamba** are the cards that convert every pump spell into poison; losing the only infect creature usually matters more than saving **Rancor**, **Seal of Strength**, **Llanowar Augur**, or a nonlethal pump spell. + +- Priority: Use **Snakeskin Veil** and **Vines of Vastwood** against targeted removal, bounce, tap effects, or opposing abilities only when the rules engine presents a legal protective action. Do not assume they answer edicts, sweepers, combat rules, sacrifice effects, or non-targeting removal. + +- Priority: Counter opposing interaction by sequencing, not by holding up a literal counterspell. Bait cheap removal with **Rancor**, **Seal of Strength**, **Llanowar Augur**, or a small attack when another infect creature is available; commit **Might of Old Krosa**, **Embiggen**, **Mutagenic Growth**, **Go Forth**, or kicked **Vines of Vastwood** only when the target is likely to survive or lethal justifies the risk. + +- Priority: If post-board **Gut Shot** is present and Forge offers legal targets, remove one-toughness blockers, utility creatures, or creatures that change combat before spending pump to force through poison. Against fast creature decks, also consider **Gut Shot** as a tempo tool that preserves attacks without risking the infect creature in combat. + +- Priority: If post-board **Nature's Claim** is present and Forge offers legal targets, use it on artifacts or enchantments that stop attacks, produce lethal pressure, blank pump, or threaten a race swing. Ignore low-impact artifacts or enchantments when the current line can win through them. + +- Priority: If post-board **Bojuka Bog** or **Crop Rotation** into **Bojuka Bog** is available, graveyard interaction is only worth spending when the opponent’s graveyard is visibly enabling a high-impact play or recursion line. Do not slow the poison clock for speculative graveyard hate without public evidence. + +- Priority: Ignore the opponent’s life total unless it affects **Mutagenic Growth** life payment, **Nature's Claim** life gain, or race math. Infect wins by poison; do not redirect resources toward normal damage unless no infect path remains and Forge legal actions make damage the only live plan. + +- Priority: Against removal-heavy black, red, and blue decks, keep green mana open for **Snakeskin Veil** or **Vines of Vastwood** before casting extra pump. Against creature-heavy decks, prioritize trample, evasion, and blocker management through **Rancor**, **Escape Tunnel**, **Gut Shot**, and combat timing. Against combo or graveyard decks, shorten the clock unless a legal **Bojuka Bog** line clearly stops their next public threat. + +## Combat And Trading Rules + +- Attack: Lead combat with an infect creature whenever the attack either advances a two-turn poison clock, forces bad blocks, or threatens lethal with visible and hidden pump. Do not attack a lone infect creature into an obvious profitable block unless **Rancor**, **Ichorclaw Myr** combat scaling, **Mutagenic Growth**, **Snakeskin Veil**, **Vines of Vastwood**, **Seal of Strength**, **Might of Old Krosa**, **Embiggen**, or **Go Forth** changes the exchange through legal actions. + +- Attack: Treat **Glistener Elf** as the best early clock and the most fragile asset. Preserve it from unnecessary trades; a turn-one **Glistener Elf** plus protected pump is often better than deploying extra permanents that do not affect the next poison attack. + +- Attack: Treat **Ichorclaw Myr** as the preferred attacker into blockers when its visible or known combat text makes blocking unattractive. Pair it with **Rancor** when trample turns blocks into poison leakage, but do not assume exact damage without Forge combat output. + +- Attack: Treat **Blight Mamba** as the best attrition infect creature when regeneration is legal and affordable. Leave mana for regeneration against damage or destroy-based combat outcomes when that preserves the only infect threat; do not spend that mana on marginal pump unless lethal is available. + +- Pump: Cast main-phase **Might of Old Krosa** only when the larger bonus is worth revealing the plan and accepting removal risk. Prefer instant-speed pump or holding protection when the opponent has open interaction and the attack is not lethal. + +- Pump: Use **Mutagenic Growth** to win compressed combats without spending mana, but respect life thresholds against Burn and wide aggro. Paying life is correct for lethal poison or saving the infect creature; it is suspect for small chip poison when the opponent can race. + +- Pump: Use **Llanowar Augur** and **Seal of Strength** as preloaded pressure when they let a later attack keep mana open. They also signal pump, so expect blocks and removal to change after they are visible. + +- Trade: Trade non-infect support pieces before trading infect creatures. **Llanowar Augur** can be spent if its legal ability meaningfully improves a poison attack; **Glistener Elf**, **Ichorclaw Myr**, and **Blight Mamba** should not be sacrificed to ordinary damage races unless no other survival line exists. + +- Block: Block sparingly because the deck is usually the beatdown. Block with infect creatures only to survive lethal, protect a more important future attack, exploit **Blight Mamba** regeneration, or convert pump/protection into a favorable exchange that keeps an infect threat alive. + +- Evasion: Use **Escape Tunnel** only when its legal activation makes a poison attack connect or sets up lethal better than preserving mana and land resources. If a power restriction exists, activate before pump only when Forge confirms the target is legal. + +- Archetype shift: Against creature swarms, trample and evasion matter more than maximum pump size. Against control, patience and protection matter more than chip poison. Against combo, attack more aggressively and accept higher pump exposure when waiting gives the opponent a likely faster win. + +## Selection And Tutor Rules + +- Selection: Treat the main deck as a low-selection threat-compression deck, not a card-filtering deck. There are no main-deck draw spells, scry effects, or true tutors, so the key selection decisions are mulligan quality, land sequencing, which infect creature to expose, and which pump/protection spell to spend first. + +- Selection: Use opening-hand selection to find one infect creature plus enough mana and pump/protection to make that creature matter. Hands with only pump, only lands, or only non-infect support pieces should be judged harshly because the deck has little ability to repair them later. + +- Land timing: Play **Forest** early when green mana is required for **Glistener Elf**, **Blight Mamba**, **Rancor**, **Might of Old Krosa**, **Embiggen**, **Snakeskin Veil**, or **Vines of Vastwood**. Do not prioritize utility lands over green access unless the visible hand already casts its key spells. + +- Land timing: Sequence **Hickory Woodlot** when the game plan can absorb a tapped or delayed mana source and the extra green burst will support a later lethal turn. Avoid spending its limited mana into low-impact actions when it is needed for a protected pump sequence. + +- Pseudo-selection: Treat **Escape Tunnel** as combat access, not mana fixing. Preserve it when unblockability is likely to matter more than an immediate colorless mana, and activate it before pump only when Forge shows the intended infect creature is still a legal target. + +- Tutor: With sideboard **Crop Rotation**, search for **Bojuka Bog** only when public graveyard information makes graveyard denial relevant now or before the opponent’s next graveyard action. Do not sacrifice a critical land for speculative hate if the poison clock is already winning. + +- Tutor: Use **Crop Rotation** for **Escape Tunnel** only when the current or next attack needs unblockability more than the sacrificed land’s mana. This line is strongest when a visible infect creature can legally receive the tunnel effect before pump increases power beyond any restriction Forge applies. + +- Tutor: Use **Crop Rotation** for **Forest** or another mana land only when mana development is the bottleneck and the sacrificed land does not reduce the ability to protect the threat. The deck wins by converting a narrow window, so land tutoring should serve a specific attack, protection, or hate timing. + +- Card text check required: **Go Forth** must be handled from Forge legal action text until exact current Oracle text is verified. If Forge offers **Go Forth** as pump, protection, selection, or another action type, evaluate only the visible legal targets, costs, timing, and resulting strategic role. + +## Priority And Stack Rules + +- Priority: Pass priority when no legal action improves the current poison attack, protects a key infect creature, stops a relevant opposing spell, or preserves lethal for the next window. Do not cast pump merely because mana is available. + +- Response: Use **Snakeskin Veil** or **Vines of Vastwood** in response to targeted removal or targeted disruption when Forge presents a legal protective action for an important infect creature. Do not assume these cards answer non-targeting sweepers, edicts, sacrifice effects, combat damage, or rules-based deaths. + +- Pump timing: Hold **Mutagenic Growth**, **Embiggen**, **Vines of Vastwood**, and conditional **Go Forth** actions until blockers, removal windows, and lethal math are clearer unless main-phase action is required by the card text. Instant-speed pump is strongest after the opponent commits blocks or removal. + +- Pump timing: Cast **Might of Old Krosa** in the main phase only when the larger visible effect is necessary for lethal, a forced block, or a two-turn clock. If the opponent has open interaction and lethal is not available, prefer preserving hidden information and protection. + +- Commitment: Start an all-in pump stack only when lethal poison, survival, or a decisive tempo window justifies losing multiple cards to one answer. If the opponent can still respond and a protected later attack is plausible, conserve at least one pump or protection card. + +- Aura timing: Cast **Rancor** when trample changes combat or when forcing damage through blockers matters more than exposing the creature to removal. If the opponent has open removal, consider whether a smaller attack plus held protection is better than risking both the threat and the aura tempo. + +- Activated abilities: Activate **Blight Mamba** regeneration only when Forge offers it and preserving that infect creature matters more than using the mana for pump, protection, or another threat. Do not reserve regeneration mana against effects it cannot legally answer. + +- Activated abilities: Use **Escape Tunnel** in the last safe precombat or combat window that still leaves the intended creature legal. If later pump would make the creature ineligible, tunnel first; if the creature is already too large, do not force the line. + +- Optional payments: Pay life for **Mutagenic Growth** when it enables lethal poison, saves an infect creature, or wins a combat that keeps the clock alive. Decline life payment for marginal poison when Burn, fast aggro, or visible pressure makes life total a real resource. + +- Optional payments: Pay kicker or extra costs on **Vines of Vastwood** only when the larger effect or protection swing changes the attack, combat, or removal exchange. Use the cheaper mode when mana must remain available for another protection spell, regeneration, or follow-up threat. + +- Graveyard timing: Use **Bojuka Bog** or **Crop Rotation** into **Bojuka Bog** at the last practical window before the opponent can use the graveyard, while respecting land-drop and mana needs. Do not spend the hate after the graveyard resource has already resolved unless a remaining public payoff still matters. + +- Let resolve: Let opposing low-impact spells resolve when responding would consume pump or protection needed for the poison kill. Spend stack interaction through **Snakeskin Veil**, **Vines of Vastwood**, **Gut Shot**, **Nature's Claim**, or **Crop Rotation** only when the visible spell or permanent changes the clock, blocks the attack, or threatens the infect creature. + +## Sideboard Map + +- Sideboard posture: Preserve the core plan of one legal infect attacker plus pump/protection, then add narrow cards only when they solve a visible matchup problem. Do not dilute the deck into normal combat; every sideboard card should either protect the infect creature, clear a blocker, deny a graveyard engine, or create a faster lethal window. + +- **Vines of Vastwood**: Add against removal-heavy decks, blue decks with bounce or targeted tempo, black decks with targeted kill, red decks with burn aimed at creatures, and any opponent that must interact with one infect creature to survive. It is weak when the opponent mostly uses edicts, sweepers, sacrifice effects, fogs, or racing permanents that never target your creature. Role change: after sideboarding, treat **Vines of Vastwood** as the highest-value protection spell first and a pump spell second unless lethal poison is available through a legal kicked action. + +- **Nature's Claim**: Add against artifact lands, artifact creatures, equipment, enchantment-based removal, lifegain engines, Bogles-style auras, Affinity permanents, and any prison or prevention permanent that blocks poison kills. It is weak against creature-only aggro and spell-heavy control with few legal artifact or enchantment targets. Role change: use it as tempo interaction when the permanent stops the attack, not as generic value; the opponent gaining life usually matters little because poison is the primary win condition. + +- **Gut Shot**: Add against one-toughness blockers, mana creatures, Faeries, Elves, small red creatures, token starts, and decks where removing a blocker before combat converts directly into poison. It is weak against high-toughness blockers, artifact blockers with more than one toughness, removal-control mirrors with few creatures, and matchups where life payment makes Burn math dangerous. Role change: treat **Gut Shot** as a blocker-clear spell or tempo spell, not as reach; non-poison damage rarely advances the main win condition unless it removes a creature. + +- **Scattershot Archer**: Add against Faeries, flyers, and token decks where repeated one-damage pressure to flying creatures can clear the air or stop flash blockers from controlling combat. It is weak when the opponent has few flyers, when it cannot attack poison, and when spending a turn on a non-infect creature delays the only credible clock. Role change: use it as a board-control side piece only when the matchup’s flyers materially interfere with infect attacks or protect the opponent’s clock. + +- **Crop Rotation**: Add when a specific land bullet or combat land matters more than preserving raw land count. It supports **Bojuka Bog** against graveyard decks and can find **Escape Tunnel** when unblockability is the cleanest route through stalled combat. It is weak against land destruction, counterspell-heavy decks when sacrificing a land would be disastrous, and fast matchups where losing a mana source delays pump-protection turns. Role change: treat it as a commitment tool; do not cast it speculatively when the current hand needs every land to present protected lethal. + +- **Bojuka Bog**: Add with **Crop Rotation** against graveyard engines, recursive threats, flashback plans, dredge-like loops, reanimation plans, and decks where public graveyard cards are about to become resources. It is weak against decks with little graveyard use and against games where entering tapped or using the land slot delays a lethal infect attack. Role change: it is a hate land, not a mana upgrade; prioritize the timing that denies the next visible graveyard action while keeping enough green mana for the kill. + +- **Seal of Strength**: Add in racing matchups, matchups with sorcery-speed interaction, and games where banking pump on the battlefield helps use mana before a key attack turn. It is weak against bounce, enchantment removal, board states where a visible permanent pump source lets the opponent plan blocks, and decks that punish noncreature permanents. Role change: use extra **Seal of Strength** as preloaded damage when mana bottlenecks matter, but avoid making the lethal plan too visible if hidden instant-speed pump would be stronger. + +- Plan vs Faeries and one-toughness flyer decks: +Side in: 3 Gut Shot, 2 Scattershot Archer, 2 Vines of Vastwood +Cut: 1 Seal of Strength, 2 Go Forth, 2 Llanowar Augur, 2 Rancor + +- Plan vs graveyard recursion or graveyard combo: +Side in: 2 Crop Rotation, 1 Bojuka Bog, 2 Vines of Vastwood +Cut: 1 Seal of Strength, 2 Go Forth, 2 Llanowar Augur + +- Plan vs artifacts, auras, or Affinity-style permanents: +Side in: 3 Nature's Claim, 2 Vines of Vastwood +Cut: 1 Seal of Strength, 2 Go Forth, 2 Llanowar Augur + +- Plan vs red removal and fast creature pressure: +Side in: 3 Gut Shot, 2 Vines of Vastwood, 2 Seal of Strength +Cut: 2 Go Forth, 2 Llanowar Augur, 1 Rancor, 2 Hickory Woodlot + +- Against removal-control: Add role cards: **Vines of Vastwood** and sometimes **Seal of Strength** when banking pump beats mana denial. Reduce main-deck emphasis: slower exposed pump, nonessential setup creatures, and any card whose exact text is uncertain until Forge presents a useful legal action. Protect one infect creature rather than flooding the board into sweepers or edicts. + +- Against creature swarms: Add role cards: **Gut Shot**, **Scattershot Archer** for flyers, and **Seal of Strength** when racing requires a larger attack. Reduce main-deck emphasis: slow lands and support pieces that do not affect the first two combat steps. Value **Rancor** higher when trample is the only way to force poison through blockers. + +- Against artifact or enchantment board control: Add role cards: **Nature's Claim** and **Vines of Vastwood** when targeted removal is also present. Reduce main-deck emphasis: pump that cannot connect through the relevant permanent. Hold **Nature's Claim** for permanents that stop poison, create impossible blocks, or remove your protected attack window. + +- Against graveyard decks: Add role cards: **Crop Rotation**, **Bojuka Bog**, and **Vines of Vastwood** if they also have targeted disruption. Reduce main-deck emphasis: the slowest pump or support pieces when graveyard denial must happen before the opponent’s next engine turn. Do not spend **Crop Rotation** before public graveyard information or a clear timing need exists. + +- Against Burn: Add role cards: **Vines of Vastwood** and possibly **Seal of Strength**; add **Gut Shot** only when visible one-toughness creatures materially change the race. Reduce main-deck emphasis: **Hickory Woodlot** when tapped timing costs too much tempo and life-payment lines when **Mutagenic Growth** is not decisive. Use protection on the infect creature, not on life total, unless Forge offers an interaction that clearly changes lethal timing. + +- Card text check required: **Go Forth** should be the first flexible main-deck card considered in balanced plans only if Forge action text shows it is lower impact than the added sideboard role in that matchup. If **Go Forth** proves to be core pump, protection, or evasion in the live rules engine, preserve it and reduce a different slow support card instead. + +## Matchup Guidance + +- **Against aggro:** Race with one protected infect creature, not with repeated fair trades. Keep hands that present **Glistener Elf**, **Blight Mamba**, or **Ichorclaw Myr** early plus enough pump to threaten a two-turn clock; value **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, **Rancor**, and **Seal of Strength** as ways to compress the race before life-total pressure matters. Add **Gut Shot** when public blockers have one toughness, add **Scattershot Archer** only when flyers or flying tokens matter, and add **Vines of Vastwood** when the opponent has burn or targeted removal. Reduce reliance on slow **Hickory Woodlot** starts when entering tapped would miss the first attack window. Use **Snakeskin Veil** and **Vines of Vastwood** to preserve the infect creature through removal; do not spend protection only to save a noninfect sideboard creature unless that creature is already controlling the combat math. + +- **Against control:** Commit one threat at a time and force the opponent to answer protected attacks. Prioritize **Glistener Elf** starts when the opening hand also has **Snakeskin Veil** or **Vines of Vastwood**; otherwise, **Blight Mamba** and **Ichorclaw Myr** are acceptable slower threats if protection can cover the first removal exchange. Banked pump from **Seal of Strength** can matter against tap-out control, but exposed pump also tells the opponent how much poison is coming. Treat **Might of Old Krosa** as strongest before combat when shields are clear and treat instant-speed pump as stronger when the opponent has open mana. Add **Vines of Vastwood** and sometimes extra **Seal of Strength**; keep **Nature's Claim** only when the control deck shows artifacts, enchantments, or prevention pieces that actually stop poison. Card text check required: use **Go Forth** only according to the legal action text Forge exposes, and do not assume it is protection or evasion unless visible. + +- **Against combo:** Kill quickly unless interaction is visible and high leverage. Infect’s best disruption is shortening the game, so mulligan slow hands without an infect threat or a credible turn-three to turn-four poison plan. Add **Crop Rotation** plus **Bojuka Bog** against graveyard combo, and time **Bojuka Bog** for the public graveyard state that enables the next combo step rather than for cosmetic value. Add **Nature's Claim** against artifact or enchantment combo when the permanent is a required engine piece. Hold **Vines of Vastwood** and **Snakeskin Veil** for removal or targeted disruption that would stop the lethal attack, but do not pass too many lethal windows trying to play around unknown interaction. + +- **Against tempo:** Protect the first threat that can keep attacking through bounce, flash blockers, and cheap removal. **Rancor** is valuable when small blockers are the tempo deck’s main defense, but it is risky if the opponent can bounce or remove the creature in response to a pump stack. **Ichorclaw Myr** punishes blocks and can make tempo opponents choose between taking poison and losing board efficiency. Add **Gut Shot** for small flash creatures or one-toughness blockers, add **Scattershot Archer** against Faeries-style flyers, and add **Vines of Vastwood** when targeted interaction is common. Avoid sacrificing tempo with speculative **Crop Rotation** unless **Escape Tunnel** or **Bojuka Bog** has an immediate visible purpose. + +- **Against midrange:** Treat blockers and removal as the same problem: one protected attacker must connect through both. **Rancor** and **Escape Tunnel** are important when the opponent clogs the ground; use **Escape Tunnel** only when Forge presents a legal unblockable line and the chosen infect creature can convert it into meaningful poison. **Blight Mamba** is more resilient in attrition games if regeneration or similar legal actions are exposed by the engine, but do not assume protection from all removal. Add **Vines of Vastwood** against targeted removal, add **Nature's Claim** against artifact or enchantment blockers or engines, and consider **Seal of Strength** when preloading pump lets a single attack beat tapped-out midrange shields. + +- **Against big mana:** Pressure before the opponent’s expensive stabilizer matters. Mulligan hands that develop slowly without an infect creature, because large blockers and sweepers can invalidate incremental pump. **Glistener Elf** plus cheap pump is the cleanest plan; **Ichorclaw Myr** plus **Rancor** is a backup when blockers appear. Add **Nature's Claim** if big mana uses artifact acceleration, enchantment locks, or artifact blockers; add **Crop Rotation** only when **Escape Tunnel** creates a realistic unblockable kill or **Bojuka Bog** hits a graveyard subtheme. Preserve **Snakeskin Veil** and **Vines of Vastwood** for the turn that matters instead of using pump early for nonlethal poison if a sweeper or removal window is likely. + +- **Against graveyard decks:** Use poison speed first and graveyard hate at the visible engine point. Add **Crop Rotation** and **Bojuka Bog** when the opponent’s public graveyard enables recursion, flashback, reanimation, dredge-like loops, or escape-style value. Do not cast **Crop Rotation** merely because it is legal if sacrificing a land would delay lethal or leave no green mana for protection. Add **Vines of Vastwood** when graveyard decks also carry removal, and keep enough pump to punish a turn spent setting up the graveyard. If **Bojuka Bog** enters tapped or consumes a land slot, weigh that tempo cost against whether the graveyard action is actually imminent from public information. + +- **Against artifact/enchantment decks:** Add **Nature's Claim** for permanents that stop poison, generate impossible blockers, race through lifegain prevention, or represent a required engine. The opponent gaining life from **Nature's Claim** is usually acceptable because poison is the primary win condition, but do not spend it on a permanent that does not affect the poison race. Add **Vines of Vastwood** if their artifacts or enchantments are paired with targeted removal. Against Affinity-style boards, prioritize clearing the blocker or lock piece that makes the current infect attack connect; against aura or enchantment control, prioritize the permanent that changes combat legality or removal timing. + +- **Against go-wide decks:** Push one evasive or trampling infect attack through instead of trying to control every creature. **Rancor** is high value when trample converts a crowded board into poison; **Ichorclaw Myr** discourages blocks but still needs pump or evasion to beat multiple blockers. Add **Gut Shot** against one-toughness creatures and tokens, and add **Scattershot Archer** when the swarm is flying. **Seal of Strength** can preload a larger attack when mana is tight, but do not reveal the entire lethal count if instant-speed pump would punish blocks better. Avoid unnecessary blocks with infect creatures unless survival or a forced trade is more important than preserving the clock. + +- **Against single-threat decks:** Race while keeping protection for the interaction that removes your only attacker. If the opponent relies on one large blocker, **Rancor** and **Escape Tunnel** are the cleanest routes; if they rely on one racing creature, calculate whether poison lethal arrives before damage lethal. Add **Nature's Claim** when the single threat is an artifact, enchantment, or aura-supported permanent. Add **Vines of Vastwood** against targeted removal or pump-like interaction that targets their creature only if Forge exposes a legal action and the exchange changes the race. Do not over-sideboard into reactive cards when the fastest poison line is already better. + +- **Against Burn:** Treat life as a secondary but real resource because **Mutagenic Growth** and **Gut Shot** can cost life. Prefer hands with early infect plus **Snakeskin Veil** or **Vines of Vastwood**, because burn often doubles as creature removal. Add **Vines of Vastwood** and extra **Seal of Strength** when faster protected kills matter; add **Gut Shot** only for visible one-toughness creatures that change the race. Be cautious with **Hickory Woodlot** if tapped timing delays the attack, and be cautious with life-payment actions when the poison gain is not decisive. Protect the infect creature over preserving life unless the legal action clearly prevents an immediate lethal burn line. + +- **Against removal-heavy decks:** Make each threat demand a real answer and save protection for the highest-leverage exchange. Lead with **Glistener Elf** when the hand can protect it or replace it; otherwise, pace **Blight Mamba** and **Ichorclaw Myr** so edicts, sweepers, or spot removal do not clear every infect body at once. Add **Vines of Vastwood** and sometimes extra **Seal of Strength**; add **Nature's Claim** only for actual artifact or enchantment removal engines. Avoid firing multiple pump spells into open mana unless the attack is lethal, the opponent is tapped low, or waiting gives the opponent a stronger visible window. If the only legal play is passing with protection up, explain which removal or counterplay is being respected. + +## Specific Matchup Notes + +- **General/archetype-only note:** Revealed cards override these assumptions. Use these matchup notes as role guidance until the rules engine, public zones, or prior-game logs identify the opponent’s exact plan. + +- **Against fast creature aggro:** Race with one protected infect attacker instead of trying to trade resources. Priority targets are one-toughness blockers for **Gut Shot**, flying swarms for **Scattershot Archer**, and any permanent that prevents a poison attack from connecting for **Nature's Claim**. Add role cards: **Gut Shot**, **Scattershot Archer** against flyers, extra **Seal of Strength** when mana-efficient damage matters. Reduce main-deck emphasis: slower nonlethal pump exposure and speculative **Crop Rotation** lines. + +- **Against removal-heavy control or midrange:** Preserve the first infect creature that can plausibly win. Priority targets are removal shields, artifact/enchantment blockers, and public cards that force repeated answers before combat. Add role cards: **Vines of Vastwood**, **Seal of Strength**, **Nature's Claim** only for visible artifact or enchantment problems. Reduce main-deck emphasis: all-in **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, or **Go Forth** sequences when open mana makes removal likely and the attack is not lethal. Card text check required for **Go Forth**; treat use as conditional on visible legal action text. + +- **Against Faeries or flyer tempo:** Resolve poison pressure early and make their small creatures poor blockers. Priority targets are one-toughness flyers for **Gut Shot** and repeated flyer pressure for **Scattershot Archer**. Add role cards: **Gut Shot**, **Scattershot Archer**, **Vines of Vastwood** if targeted interaction is visible or likely from prior games. Reduce main-deck emphasis: slow **Hickory Woodlot** starts and ground-only attacks without **Rancor** or **Escape Tunnel**. + +- **Against big mana or Tron-style decks:** Force a lethal window before large blockers, sweepers, or hard stabilizers dominate. Priority targets are artifact acceleration or lock pieces for **Nature's Claim**, and graveyard engines for **Crop Rotation** into **Bojuka Bog** only when public graveyard use is immediate. Add role cards: **Nature's Claim**, **Crop Rotation** when **Escape Tunnel** or **Bojuka Bog** has a visible purpose, extra **Vines of Vastwood** against targeted removal. Reduce main-deck emphasis: reactive cards that do not speed poison or clear the decisive blocker. + +- **Against graveyard combo or recursion:** Keep the poison clock primary and use graveyard hate only at a meaningful public window. Priority targets are graveyard-dependent cards in public zones, reanimation setup, flashback pressure, or recursion loops visible to the engine. Add role cards: **Crop Rotation**, **Bojuka Bog**, **Vines of Vastwood** if removal accompanies the graveyard plan. Reduce main-deck emphasis: land-sacrificing lines that delay lethal when the graveyard is not yet threatening. + +- **Against artifact or enchantment engines:** Use **Nature's Claim** on permanents that stop poison, create decisive blockers, or enable the opponent’s engine before the next attack. The opponent’s life gain is usually less important than poison, but spending **Nature's Claim** on a low-impact permanent can lose tempo. Add role cards: **Nature's Claim**, **Crop Rotation** only for a visible **Escape Tunnel** kill or **Bojuka Bog** need. Reduce main-deck emphasis: pump-only attacks into an unresolved lock piece. + +## Risk Summary + +- **Mana risk:** **Hickory Woodlot** and **Escape Tunnel** can create awkward timing. Keep hands that cast an infect creature and at least one relevant pump/protection action on time; be skeptical of hands where tapped or utility lands delay **Glistener Elf**, **Blight Mamba**, or **Ichorclaw Myr**. + +- **Matchup risk:** This deck can look favored when goldfishing but become fragile against cheap removal, edicts, fogs, sweepers, or dense blockers. Do not assume poison inevitability; verify that the current attacker can survive, connect, and matter this turn cycle. + +- **Draw risk:** Hands with pump but no infect creature are usually nonfunctional. Hands with creatures but no protection or pump can stall if the opponent presents blockers, so value combinations of **Glistener Elf**, **Rancor**, **Snakeskin Veil**, **Vines of Vastwood**, **Might of Old Krosa**, **Embiggen**, and **Mutagenic Growth** more than raw card count. + +- **Over-sideboarding risk:** Adding too many **Nature's Claim**, **Gut Shot**, **Scattershot Archer**, **Crop Rotation**, **Bojuka Bog**, or extra **Seal of Strength** can dilute lethal density. Sideboard cards must answer visible matchup problems while preserving enough infect creatures and pump to end the game. + +- **Graveyard risk:** **Bojuka Bog** is powerful only when the graveyard matters now or soon. Do not spend **Crop Rotation** and a land for graveyard hate if the public graveyard does not threaten the poison race. + +- **Sweeper/removal risk:** All-in pump into open mana is the deck’s cleanest way to lose. Commit **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, **Go Forth**, **Seal of Strength**, or **Rancor** only when the attack is lethal, protection is available, or waiting is visibly worse. + +- **Closer risk:** **Rancor** and **Escape Tunnel** are closers when blockers matter, but they do not replace a lethal calculation. Confirm the legal action actually makes the chosen infect creature connect or trample meaningfully before spending the turn. + +- **Interaction risk:** **Snakeskin Veil** and **Vines of Vastwood** are often more valuable as protection than pump. Use them proactively only when the engine exposes a decisive legal line and the opponent’s likely response window is acceptable. + +- **Sequencing risk:** Preloading **Seal of Strength** or committing **Llanowar Augur** can signal the kill and change opponent priorities. Prefer instant-speed commitment when legal unless mana constraints or a forced lethal line require earlier setup. + +## Test Feedback Checklist + +- Deciding factor: Identify whether the game was won or lost by early infect creature access, protection timing, blocker evasion, mana timing, or an opponent answer. Record the exact turn where the poison clock became realistic or collapsed. + +- Mulligans: Check whether the opener had a legal path to cast **Glistener Elf**, **Blight Mamba**, or **Ichorclaw Myr** early. Flag hands kept with pump but no infect creature, hands kept with infect creature but no green source, and hands that needed **Hickory Woodlot** or **Escape Tunnel** to do too much. + +- Mana: Record whether **Hickory Woodlot**, **Escape Tunnel**, and **Forest** supported the planned turn sequence. Note any game where a tapped or utility land delayed the first attacker, delayed protection, or prevented double-spell pump on the lethal turn. + +- Velocity: Track whether the deck presented poison pressure before the opponent stabilized. If poison counters were not applied early, identify whether the cause was no infect creature, blocked attacks, removal, missed evasion, or overly defensive play. + +- Engine pressure: Treat the deck engine as threat plus pump plus protection, not a value loop. Log whether **Rancor**, **Snakeskin Veil**, **Vines of Vastwood**, **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, **Seal of Strength**, **Llanowar Augur**, and conditional **Go Forth** actually converted one attacker into a decisive clock. Card text check required for **Go Forth**. + +- Removal and protection: Review every opponent removal or bounce window and ask whether **Snakeskin Veil** or **Vines of Vastwood** was held, spent proactively, or absent. Mark mistakes where protection was used as pump while visible open mana or prior-game information made removal likely. + +- Sideboard: After each post-board game, record whether **Nature's Claim**, **Gut Shot**, **Scattershot Archer**, **Crop Rotation**, **Bojuka Bog**, extra **Seal of Strength**, or extra **Vines of Vastwood** had a concrete target or role. Flag over-sideboarding when sideboard cards were drawn but the deck lacked lethal density. + +- Closing: For each failed lethal attempt, reconstruct the visible legal line before committing pump. Check whether the agent counted poison, trample or unblockable implications, blockers, open mana, available protection, and whether waiting one turn had a better chance. + +- Role: Record whether the pilot correctly stayed aggro-combo or incorrectly shifted into a control role. Infect should usually race; defensive play is justified only when blocking, holding protection, or preserving an attacker clearly improves the next poison attack. + +- Mistakes: Tag each error as mulligan, mana sequencing, pump timing, protection timing, combat, sideboard dilution, target choice, pass-under-pressure, or rules-text uncertainty. Use public information only; do not blame choices on hidden cards unless they were legally revealed. + +- Stranded cards: List repeated stranded **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, **Rancor**, **Seal of Strength**, **Llanowar Augur**, **Go Forth**, **Snakeskin Veil**, or **Vines of Vastwood**. Separate stranded pump from missing threat, missing mana, missing attack window, and opponent interaction. + +- Overperformers and underperformers: Identify which exact cards produced poison progress, protected a threat, cleared a blocker, or sat unused. Compare main-deck cards against sideboard cards by matchup rather than by raw draw frequency. + +## First Tuning Questions + +- Creature count question: Are 12 infect creatures enough when mulligans and removal-heavy games are included, or do games fail too often because **Glistener Elf**, **Blight Mamba**, and **Ichorclaw Myr** are not found early? + +- Protection quantity question: Are 4 **Snakeskin Veil** and 2 main-deck **Vines of Vastwood** sufficient against removal-heavy Pauper fields, or should sideboard **Vines of Vastwood** become a more common post-board plan? + +- Pump mix question: Do **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, **Rancor**, **Seal of Strength**, **Llanowar Augur**, and **Go Forth** create too many all-in cards, or is the density necessary to close before blockers and removal dominate? Card text check required for **Go Forth**. + +- Mana base question: Do 4 **Hickory Woodlot** and 4 **Escape Tunnel** cost too much tempo in openers, or do their burst/evasion roles win enough games to justify the awkward starts? + +- Evasion question: Is **Escape Tunnel** plus **Rancor** enough to beat creature boards, or do losses show a need for more ways to force one infect attacker through? + +- Aggro plan question: Against fast creature decks, does the deck win by racing, or does it need more post-board help from **Gut Shot**, **Scattershot Archer**, and extra **Seal of Strength** without diluting lethal pump? + +- Control plan question: Against removal-heavy decks, should the default post-board posture increase protection and patience, or do logs show that slower protection-heavy hands lose because they stop pressuring poison? + +- Graveyard slot question: Does **Crop Rotation** into **Bojuka Bog** win enough graveyard matchups to justify sideboard space and land-sacrifice tempo, or is the plan too narrow for the tested field? + +- Artifact/enchantment question: Are 3 **Nature's Claim** necessary, or are they only strong when public permanents directly stop poison attacks or enable a faster opposing engine? + +- Closing question: Do failed games end with poison at six to nine counters, suggesting more reach, or with little poison applied, suggesting the issue is setup and protection rather than closers? + +- Role conflict question: Are **Blight Mamba** regeneration lines pulling the agent into defensive play too often, or are they correctly preserving a future lethal attacker when combat is hostile? + +- Sideboard balance question: Which sideboard cards repeatedly replace main-deck pump without producing a meaningful action? Those are first candidates for quantity reduction before changing the main poison core. + +## Veles Tactical Policy + +### Policy: Mulligan For A Real Poison Clock +- Priority: High +- Decision families: mulligan, pregame +- Cards: Glistener Elf, Blight Mamba, Ichorclaw Myr, Forest, Hickory Woodlot, Escape Tunnel +- Phase windows: opening hand and mulligan decisions +- Runtime cues: prompt:mulligan; visible hand includes lands and spells +- Use when: deciding whether the hand can deploy an infect creature early and support at least one pump or protection follow-up. +- Avoid when: the hand has pump only, protection only, no green source, or relies on drawing an infect creature before acting. +- Instructions: Prefer hands with **Glistener Elf** plus green mana; keep slower hands only when **Blight Mamba** or **Ichorclaw Myr** has castable mana and multiple pump/protection pieces. Treat **Escape Tunnel** as utility, not a full replacement for early green. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Infect Creature Setup +- Priority: High +- Decision families: mana, priority +- Cards: Glistener Elf, Blight Mamba, Ichorclaw Myr, Forest, Hickory Woodlot +- Phase windows: turns 1-3 main phases +- Runtime cues: action:cast Glistener Elf; action:cast Blight Mamba; action:cast Ichorclaw Myr +- Use when: at least one infect creature is legal to cast and no infect creature is already available to attack next turn. +- Avoid when: casting into visible mana or board state would expose the only threat while protection is already legal and waiting one turn keeps the same clock. +- Instructions: Cast **Glistener Elf** first when legal; choose **Ichorclaw Myr** over **Blight Mamba** when colorless mana is easier and combat through blockers matters; choose **Blight Mamba** when regeneration is relevant and green mana can support it. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Land Sequencing For Burst And Evasion +- Priority: Medium +- Decision families: mana +- Cards: Forest, Hickory Woodlot, Escape Tunnel, Crop Rotation, Bojuka Bog +- Phase windows: land play windows and mana payment prompts +- Runtime cues: action:play Forest; action:play Hickory Woodlot; action:play Escape Tunnel; action:play Bojuka Bog +- Use when: choosing land order or paying for spells that affect the current poison clock. +- Avoid when: sacrificing or tapping utility mana prevents casting the infect creature, protection spell, or lethal pump already visible in hand. +- Instructions: Lead **Forest** when it enables turn-one **Glistener Elf** or protection. Use **Hickory Woodlot** to set up a later double-spell burst. Play **Escape Tunnel** when the battlefield suggests evasion will matter before raw green mana does. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Lethal Pump Commitment Gate +- Priority: High +- Decision families: priority, combat, interaction +- Cards: Mutagenic Growth, Might of Old Krosa, Embiggen, Rancor, Seal of Strength, Llanowar Augur, Go Forth, Snakeskin Veil, Vines of Vastwood +- Phase windows: precombat main phase, declare attackers, blockers, combat damage, opponent interaction windows +- Runtime cues: action:cast Mutagenic Growth; action:cast Might of Old Krosa; action:cast Embiggen; action:cast Vines of Vastwood; action:cast Snakeskin Veil; action:activate Seal of Strength; action:activate Llanowar Augur +- Use when: visible poison math may reach ten poison this turn or force the opponent into losing blocks. +- Avoid when: the opponent has untapped mana, visible interaction, or blockers that make an all-in line fail unless protection is held. +- Instructions: Count current poison, infect power, trample, unblockable status, blockers, and open interaction before committing multiple pump pieces. Prefer using protection as the last exposed layer when removal is plausible. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Pump Target After Commitment +- Priority: Medium +- Decision families: interaction, combat +- Cards: Mutagenic Growth, Might of Old Krosa, Embiggen, Snakeskin Veil, Vines of Vastwood, Seal of Strength, Llanowar Augur +- Phase windows: spell or ability target prompts during attack setup or combat +- Runtime cues: action:target self Glistener Elf; action:target self Blight Mamba; action:target self Ichorclaw Myr +- Use when: exactly one self-controlled attacking infect creature is shown in legal target actions and the current legal prompt is only choosing the pump/protection target. +- Avoid when: two or more self-controlled infect creatures are legal targets, a non-infect creature is a legal target, or the target choice changes lethal math. +- Instructions: Select the legal target action naming the sole self-controlled attacking infect creature. Do not retarget pump to a non-infect creature. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Rancor Attachment Target +- Priority: Medium +- Decision families: priority, combat +- Cards: Rancor, Glistener Elf, Blight Mamba, Ichorclaw Myr +- Phase windows: main phase enchantment casting and target prompt +- Runtime cues: action:target self Glistener Elf; action:target self Blight Mamba; action:target self Ichorclaw Myr +- Use when: exactly one self-controlled infect creature is a legal **Rancor** target and the prompt is only choosing the enchantment target. +- Avoid when: multiple self-controlled infect creatures are legal targets or visible removal makes attaching before combat a judgment call. +- Instructions: Attach **Rancor** to the sole legal self-controlled infect creature when the target prompt is deterministic. Route timing and multi-target selection through the light model. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Protection Response To Removal +- Priority: High +- Decision families: interaction, priority +- Cards: Snakeskin Veil, Vines of Vastwood, Blight Mamba +- Phase windows: opponent spell or ability on stack, combat tricks, targeted removal windows +- Runtime cues: action:cast Snakeskin Veil; action:cast Vines of Vastwood; action:activate Blight Mamba +- Use when: a visible spell, ability, or combat outcome threatens the infect creature needed for the current or next poison attack. +- Avoid when: the threatened creature is not needed, the protection does not answer the visible effect, or spending protection prevents a current lethal line. +- Instructions: Protect the active infect threat before saving pump density. Use **Vines of Vastwood** defensively when the target restriction matters; use **Snakeskin Veil** when its counter matters for poison math. Regenerate **Blight Mamba** when it preserves a future attacker. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Main-Phase Might Timing +- Priority: Medium +- Decision families: priority, combat +- Cards: Might of Old Krosa +- Phase windows: precombat main phase and combat priority +- Runtime cues: action:cast Might of Old Krosa +- Use when: choosing whether **Might of Old Krosa** must be cast in main phase for larger pump or held for post-blocker information. +- Avoid when: card text or rules-engine labels do not expose the relevant mode or timing consequence. +- Instructions: Prefer main-phase **Might of Old Krosa** when it creates a credible lethal or two-turn clock and protection is available. Hold it when blocker decisions or removal exposure are more important than maximum power. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Escape Tunnel Evasion Gate +- Priority: Medium +- Decision families: mana, combat, priority +- Cards: Escape Tunnel, Glistener Elf, Blight Mamba, Ichorclaw Myr +- Phase windows: precombat main phase, combat setup, activated-ability prompts +- Runtime cues: action:activate Escape Tunnel; action:target self Glistener Elf; action:target self Blight Mamba; action:target self Ichorclaw Myr +- Use when: an infect attacker can become difficult or impossible to block through visible legal **Escape Tunnel** text. +- Avoid when: using **Escape Tunnel** consumes mana needed for protection or pump, or the legal target is not the infect creature carrying the clock. +- Instructions: Use **Escape Tunnel** to force poison through board stalls, especially before spending pump into blockers. Confirm the legal target and power restriction from engine text. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Mutagenic Growth Life Payment +- Priority: Medium +- Decision families: mana, interaction, combat +- Cards: Mutagenic Growth +- Phase windows: cost payment prompts for **Mutagenic Growth** +- Runtime cues: action:pay 2 life; action:pay green +- Use when: **Mutagenic Growth** is already selected and the payment choice affects current mana for protection or extra pump. +- Avoid when: life total is low enough that paying life exposes a visible lethal counterattack or burn line. +- Instructions: Pay life when preserving green mana enables **Snakeskin Veil**, **Vines of Vastwood**, **Blight Mamba** regeneration, or another pump spell. Pay mana when life total is the limiting survival resource. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Go Forth Text Guard +- Priority: Low +- Decision families: priority, combat, selection +- Cards: Go Forth +- Phase windows: any legal **Go Forth** casting, target, or selection prompt +- Runtime cues: action:cast Go Forth; action:target Go Forth +- Use when: **Go Forth** appears as a legal action and the rules engine exposes enough text to identify its tactical effect. +- Avoid when: the legal prompt does not reveal what **Go Forth** does or whether it advances poison, protection, evasion, or selection. +- Instructions: Card text check required. Use **Go Forth** only when visible engine text confirms the effect supports the current poison plan or survival requirement. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Attack With Infect Clock +- Priority: High +- Decision families: combat +- Cards: Glistener Elf, Blight Mamba, Ichorclaw Myr, Rancor, Mutagenic Growth, Might of Old Krosa, Embiggen +- Phase windows: declare attackers +- Runtime cues: action:attack +- Use when: deciding whether attacking improves poison progress, forces bad blocks, or enables a lethal pump sequence. +- Avoid when: attacking loses the only infect creature into visible blocks and no protection, trample, evasion, or replacement threat is available. +- Instructions: Attack aggressively when poison counters matter more than preserving life total. Prefer attacks that make pump credible; avoid sacrificing the only threat for no poison progress unless **Rancor**, **Ichorclaw Myr**, or protection changes the exchange. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Blocking And Defensive Infect Use +- Priority: Medium +- Decision families: combat +- Cards: Glistener Elf, Blight Mamba, Ichorclaw Myr, Snakeskin Veil, Vines of Vastwood +- Phase windows: declare blockers and combat damage +- Runtime cues: action:block +- Use when: the opponent's visible attack threatens lethal damage or a race loss before the next poison attack. +- Avoid when: blocking trades away the only infect creature while the next attack could present lethal or near-lethal poison. +- Instructions: Preserve infect attackers unless survival requires blocking. **Blight Mamba** can block more often when regeneration is legal and affordable; do not spend protection on a block unless it preserves both survival and a future poison clock. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Against Removal-Heavy Decks +- Priority: Medium +- Decision families: sideboard +- Cards: Vines of Vastwood, Seal of Strength, Snakeskin Veil, Mutagenic Growth, Might of Old Krosa, Embiggen, Rancor +- Phase windows: sideboarding after game 1 or game 2 +- Runtime cues: prompt:sideboard; matchup shows repeated targeted removal or bounce +- Use when: prior games or public deck context show removal is the primary obstacle to keeping one infect creature alive. +- Avoid when: reducing pump density makes the deck unable to present lethal before the opponent stabilizes. +- Instructions: Add extra **Vines of Vastwood** first; consider extra **Seal of Strength** when permanent-based pump helps play around discard or mana choke. Keep enough cheap pump to punish tapped-out windows. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Against Small Creatures And Flyers +- Priority: Medium +- Decision families: sideboard, interaction +- Cards: Gut Shot, Scattershot Archer, Seal of Strength, Nature's Claim +- Phase windows: sideboarding and early interaction windows +- Runtime cues: prompt:sideboard; action:cast Gut Shot; action:cast Scattershot Archer; action:activate Scattershot Archer +- Use when: visible matchup pressure comes from small blockers, one-toughness attackers, or flying creatures that race or block the poison plan. +- Avoid when: sideboard interaction replaces too many infect threats or pump spells and leaves no fast poison clock. +- Instructions: Add **Gut Shot** for one-toughness blockers or threats; add **Scattershot Archer** for flying pressure. Keep the poison plan primary and use interaction to reopen attacks. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Against Artifacts Enchantments And Graveyards +- Priority: Medium +- Decision families: sideboard, interaction, selection +- Cards: Nature's Claim, Crop Rotation, Bojuka Bog, Forest, Escape Tunnel, Hickory Woodlot +- Phase windows: sideboarding, tutor prompts, opponent engine windows +- Runtime cues: action:cast Nature's Claim; action:cast Crop Rotation; action:target Bojuka Bog +- Use when: public permanents or graveyard engines visibly stop poison, race faster, or require a narrow answer. +- Avoid when: no artifact, enchantment, or graveyard dependency is visible from deck context or prior games. +- Instructions: Use **Nature's Claim** for lock pieces, blockers, or engines that directly affect the poison race. Use **Crop Rotation** for **Bojuka Bog** only when graveyard interaction is worth sacrificing a land and slowing mana. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Crop Rotation To Bojuka Bog Execution +- Priority: Low +- Decision families: selection +- Cards: Crop Rotation, Bojuka Bog +- Phase windows: **Crop Rotation** search or land selection prompts +- Runtime cues: action:choose Bojuka Bog; action:search Bojuka Bog +- Use when: **Crop Rotation** has already resolved or is resolving and the legal selection list contains **Bojuka Bog** for the graveyard-hate line. +- Avoid when: the prompt is choosing whether to cast **Crop Rotation** or which land to sacrifice. +- Instructions: Select **Bojuka Bog** when the committed line is graveyard hate. Route casting timing and land sacrifice through the light model. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes diff --git a/strategies/pauper/infect/1/metadata.json b/strategies/pauper/infect/1/metadata.json new file mode 100644 index 0000000..9fe2bf4 --- /dev/null +++ b/strategies/pauper/infect/1/metadata.json @@ -0,0 +1,40 @@ +{ + "archetype_tags": [ + "aggro", + "combo" + ], + "colors": [ + "G" + ], + "concept_text": "poison-pump deck that compresses combat into one or two lethal windows", + "created_at": 1781240804, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [], + "source_metadata": { + "base_choice": "infect:v1", + "generated_at": "2026-06-14T13:49:59.984670+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "infect", + "strategy_label": "Infect", + "tags": [ + "aggro", + "combo" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/infect/1/reflection.md b/strategies/pauper/infect/1/reflection.md new file mode 100644 index 0000000..b20c96e --- /dev/null +++ b/strategies/pauper/infect/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Infect + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Identify whether the game was won or lost by early infect creature access, protection timing, blocker evasion, mana timing, or an opponent answer. Record the exact turn where the poison clock became realistic or collapsed. + +- Mulligans: Check whether the opener had a legal path to cast **Glistener Elf**, **Blight Mamba**, or **Ichorclaw Myr** early. Flag hands kept with pump but no infect creature, hands kept with infect creature but no green source, and hands that needed **Hickory Woodlot** or **Escape Tunnel** to do too much. + +- Mana: Record whether **Hickory Woodlot**, **Escape Tunnel**, and **Forest** supported the planned turn sequence. Note any game where a tapped or utility land delayed the first attacker, delayed protection, or prevented double-spell pump on the lethal turn. + +- Velocity: Track whether the deck presented poison pressure before the opponent stabilized. If poison counters were not applied early, identify whether the cause was no infect creature, blocked attacks, removal, missed evasion, or overly defensive play. + +- Engine pressure: Treat the deck engine as threat plus pump plus protection, not a value loop. Log whether **Rancor**, **Snakeskin Veil**, **Vines of Vastwood**, **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, **Seal of Strength**, **Llanowar Augur**, and conditional **Go Forth** actually converted one attacker into a decisive clock. Card text check required for **Go Forth**. + +- Removal and protection: Review every opponent removal or bounce window and ask whether **Snakeskin Veil** or **Vines of Vastwood** was held, spent proactively, or absent. Mark mistakes where protection was used as pump while visible open mana or prior-game information made removal likely. + +- Sideboard: After each post-board game, record whether **Nature's Claim**, **Gut Shot**, **Scattershot Archer**, **Crop Rotation**, **Bojuka Bog**, extra **Seal of Strength**, or extra **Vines of Vastwood** had a concrete target or role. Flag over-sideboarding when sideboard cards were drawn but the deck lacked lethal density. + +- Closing: For each failed lethal attempt, reconstruct the visible legal line before committing pump. Check whether the agent counted poison, trample or unblockable implications, blockers, open mana, available protection, and whether waiting one turn had a better chance. + +- Role: Record whether the pilot correctly stayed aggro-combo or incorrectly shifted into a control role. Infect should usually race; defensive play is justified only when blocking, holding protection, or preserving an attacker clearly improves the next poison attack. + +- Mistakes: Tag each error as mulligan, mana sequencing, pump timing, protection timing, combat, sideboard dilution, target choice, pass-under-pressure, or rules-text uncertainty. Use public information only; do not blame choices on hidden cards unless they were legally revealed. + +- Stranded cards: List repeated stranded **Mutagenic Growth**, **Might of Old Krosa**, **Embiggen**, **Rancor**, **Seal of Strength**, **Llanowar Augur**, **Go Forth**, **Snakeskin Veil**, or **Vines of Vastwood**. Separate stranded pump from missing threat, missing mana, missing attack window, and opponent interaction. + +- Overperformers and underperformers: Identify which exact cards produced poison progress, protected a threat, cleared a blocker, or sat unused. Compare main-deck cards against sideboard cards by matchup rather than by raw draw frequency. diff --git a/strategies/pauper/inside_out_combo/1/decklist.txt b/strategies/pauper/inside_out_combo/1/decklist.txt new file mode 100644 index 0000000..2310c44 --- /dev/null +++ b/strategies/pauper/inside_out_combo/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Aurora Eidolon +2 Blacksmith's Skill +4 Wind-Scarred Crag +4 Escape Tunnel +1 Prismatic Strands +5 Plains +4 Inside Out +5 Mountain +1 Lightning Bolt +3 Lightning Axe +1 Fling +3 Faithless Looting +4 Pursue the Past +2 Sandstorm Eidolon +4 Sneaky Snacker +3 Spirit Mascot +4 Thrilling Discovery +4 Tireless Tribe +2 Boros Garrison + +Sideboard (15) +3 Pyroblast +1 Electrickery +1 Flaring Pain +2 Red Elemental Blast +2 Prismatic Strands +2 Siege Smash +2 Thraben Charm +1 Cast into the Fire +1 Benevolent Blessing diff --git a/strategies/pauper/inside_out_combo/1/first_principles.md b/strategies/pauper/inside_out_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/inside_out_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/inside_out_combo/1/guide.md b/strategies/pauper/inside_out_combo/1/guide.md new file mode 100644 index 0000000..9aa075b --- /dev/null +++ b/strategies/pauper/inside_out_combo/1/guide.md @@ -0,0 +1,631 @@ +# Strategy Specifications +## Deck Name And Archetype +Inside Out Combo is a Pauper deck registered as a 60-card main deck with a 15-card sideboard. The submitted main deck counts to exactly 60 cards: 37 nonlands and 23 lands. The submitted sideboard counts to exactly 15 cards. Use the registered names exactly as listed: `Aurora Eidolon`, `Blacksmith's Skill`, `Wind-Scarred Crag`, `Escape Tunnel`, `Prismatic Strands`, `Plains`, `Inside Out`, `Mountain`, `Lightning Bolt`, `Lightning Axe`, `Fling`, `Faithless Looting`, `Pursue the Past`, `Sandstorm Eidolon`, `Sneaky Snacker`, `Spirit Mascot`, `Thrilling Discovery`, `Tireless Tribe`, `Boros Garrison`, `Pyroblast`, `Electrickery`, `Flaring Pain`, `Red Elemental Blast`, `Siege Smash`, `Thraben Charm`, `Cast into the Fire`, and `Benevolent Blessing`. + +Inside Out Combo is best classified as a hybrid combo-tempo spells deck, not a stock Pauper archetype with fully settled play patterns. Treat it as a rogue or lightly established strategy built around resolving and protecting a lethal or near-lethal creature-combo turn, while using red-white filtering, protection, removal, and sideboard interaction to survive long enough to commit. + +Primary mechanic tags are `combo`, `tempo`, and `spells`. The duplicate tag string supplied by the user is normalized for strategic use as combo-tempo-spells; do not infer additional archetype tags such as control, burn, heroic, or reanimator unless later testing proves those roles are real. + +Pauper legality must be verified by the runtime card database or a current legality source before sanctioned assumptions are made. This guide should be used tactically for Veles testing, but it must not override the rules engine on card availability, legal targets, spell timing, cost payment, prevention rules, protection effects, or whether any card is currently legal in Pauper. + +Mana identity and construction concerns are clear from the list: the deck is red-white with no apparent off-color mana requirement in the registered names. The mana base is 23 lands with 4 `Wind-Scarred Crag`, 4 `Escape Tunnel`, 2 `Boros Garrison`, 5 `Plains`, and 5 `Mountain`, so opening hands must respect both color access and tapped-land pacing. The deck likely needs early white access for `Tireless Tribe`, protection, and prevention, plus early red access for looting, removal, and burst lines; keep decisions should punish hands that have only tapped development and no functional early spell path. + +Role concerns are significant because the deck can look like a low-resource aggro deck while actually needing a protected combo window. The pilot should not spend `Tireless Tribe`, protection, or discard fuel casually unless the visible position demands survival or creates a decisive attack. The deck also has several cards whose exact tactical value depends on current text and engine implementation, especially `Aurora Eidolon`, `Sandstorm Eidolon`, `Spirit Mascot`, `Pursue the Past`, `Siege Smash`, `Cast into the Fire`, and `Benevolent Blessing`; card text check required before hard-coding non-obvious interactions. + +Opponent information status is currently unspecified. Until a matchup guide or revealed opponent decklist is available, Veles should reason from visible board state, public zones, revealed cards, match history, and broad Pauper archetype cues only. Do not assume the opponent has specific removal, counterspells, graveyard hate, sweepers, or fog effects unless they are visible, revealed, previously logged in the match, or provided by matchup context. + +## Thesis +Inside Out Combo assembles a protected `Tireless Tribe` turn where discard effects inflate toughness, `Inside Out` converts that toughness into power, and combat damage or `Fling` converts the temporary body into a kill. Prioritize finding `Tireless Tribe`, preserving enough cards in hand to fuel it, holding the exact red-white mana for the combo turn, and forcing the opponent to answer through `Blacksmith's Skill`, `Prismatic Strands`, removal, or sideboard interaction. + +The deck wins by compressing setup and lethal into one rules-engine-verified window, not by trading cards until the opponent runs out of resources. Treat early turns as assembly: deploy mana, locate or protect a creature, filter with `Faithless Looting`, `Thrilling Discovery`, and `Pursue the Past`, and remove only threats that shorten the clock or block the combo path. `Inside Out` should usually be treated as a payoff piece, not as a casual cantrip, unless the visible game state makes digging more important than preserving lethal potential. + +The deck is not trying to be a normal Boros midrange deck, a burn deck, or a creature swarm deck. `Sneaky Snacker`, `Aurora Eidolon`, `Sandstorm Eidolon`, and `Spirit Mascot` can supply bodies, pressure, or fuel depending on their verified text, but they should not distract from the central question: can a protected `Tireless Tribe` connect or can `Fling` finish after a large pump sequence? Card text check required for non-obvious `Aurora Eidolon`, `Sandstorm Eidolon`, `Spirit Mascot`, and `Pursue the Past` tactical assumptions. + +Prioritize visible legality over scripted combo desire. If the rules engine does not offer a target, discard, attack, evasion, protection, or damage action, do not assume it exists. When the opponent represents open interaction, decide whether waiting improves protection and redundancy or whether waiting loses to pressure, discard, countermagic, graveyard hate, or mana development; this commitment gate should be reasoned from public information rather than automated. + +## Role Package +- Threats: `Tireless Tribe` is the primary threat because it turns spare cards into a lethal body with `Inside Out`; protect it more carefully than replaceable attackers. `Sneaky Snacker` is a secondary threat and discard-synergy body when its verified text supports recurring or entering from graveyard/discard patterns. `Aurora Eidolon`, `Sandstorm Eidolon`, and `Spirit Mascot` are auxiliary creatures whose exact tactical jobs require card text checks before treating them as pressure, combo fuel, protection, or recursion pieces. + +- Payoffs: `Inside Out` is the defining payoff and should be conserved for lethal, near-lethal, or forced breakthrough turns unless drawing a card is necessary to avoid falling behind. `Fling` is the alternate payoff when combat is blocked, fogged, or too risky, but sacrificing the combo creature is irreversible, so use it only when the engine confirms legal targeting and damage is decisive or survival requires it. `Escape Tunnel` can be a payoff enabler if the visible legal action grants a small creature evasion before the pump or switch sequence. + +- Engines: `Tireless Tribe` plus a stocked hand is the core engine, so every loot, discovery, bounce-land decision, and pass should consider future discard count. `Boros Garrison` supports longer setup by increasing mana density, but tapped timing and land-return risk matter against fast pressure. `Prismatic Strands` can buy a setup turn when prevention is legal, especially if a white creature can pay flashback costs; let the engine confirm all timing and payment details. + +- Velocity: `Faithless Looting` and `Thrilling Discovery` are the main filtering package, improving weak hands, loading discard synergies, and increasing the chance of finding `Tireless Tribe`, `Inside Out`, protection, or removal. `Pursue the Past` belongs in the velocity or recursion module only after card text is verified; card text check required before assuming what it selects, returns, or enables. + +- Interaction: `Lightning Axe` is high-impact creature interaction and also turns a spare card into a cost, but do not discard a needed combo card unless the target matters. `Lightning Bolt` is flexible removal or reach, with target choice driven by blockers, clocks, and exact lethal math. Sideboard interaction includes `Pyroblast`, `Red Elemental Blast`, `Electrickery`, `Flaring Pain`, `Siege Smash`, `Thraben Charm`, and `Cast into the Fire`; use them only in matchups where their verified text has live targets or a clear anti-hate role. + +- Protection: `Blacksmith's Skill` protects the committed permanent through removal or combat damage when legal, and it should be saved for the turn that matters unless preserving a unique `Tireless Tribe` is necessary. `Prismatic Strands` protects life total and sometimes combat positioning. `Benevolent Blessing` is a sideboard protection card, but card text check required before relying on color choice, targeting, timing, or interaction with `Inside Out` lines. + +- Recursion: `Faithless Looting` provides flashback-style late velocity if the rules engine exposes it. `Pursue the Past`, `Sneaky Snacker`, `Aurora Eidolon`, and `Sandstorm Eidolon` may supply recursion or graveyard value depending on verified text; do not hard-code those roles until the engine shows legal actions. + +- Mana: `Wind-Scarred Crag`, `Plains`, `Mountain`, `Boros Garrison`, and `Escape Tunnel` must produce early white for `Tireless Tribe` and protection and early red for `Faithless Looting`, `Lightning Axe`, `Thrilling Discovery`, `Inside Out`, and `Fling`. Prefer sequencing that leaves combo-turn red-white access plus protection mana over simply maximizing tapped-land efficiency. + +- Sideboard modules: `Pyroblast` and `Red Elemental Blast` are blue-interaction tools; `Electrickery` is for small-creature boards; `Flaring Pain` is for prevention or fog fights; `Prismatic Strands` increases survival against combat decks; `Siege Smash`, `Thraben Charm`, `Cast into the Fire`, and `Benevolent Blessing` cover hate, artifacts, enchantments, graveyards, or protection only as their verified text and legal targets allow. + +## Primary Win Conditions +- `Tireless Tribe` plus `Inside Out` is the main kill: set up a protected `Tireless Tribe`, keep enough cards in hand to discard, make it hard or impossible to block, then cast `Inside Out` only when the rules engine offers a legal target and the resulting combat or damage line is lethal or strongly favored. Prioritize this path when you have red-white mana, a live creature, enough cards to pump, and either opponent shields are down or `Blacksmith's Skill`, `Prismatic Strands`, removal, or timing pressure justifies committing. + +- `Escape Tunnel` enables the cleanest combat kill when it can legally target `Tireless Tribe` before the power increase. Use the evasion action before heavy discard or `Inside Out` if the engine shows the unblockable action for a small enough creature; do not assume the action remains legal after changing power/toughness or after other effects resolve. + +- `Blacksmith's Skill` is the preferred protection on the combo turn because it can answer visible removal or combat-risk windows for the critical permanent when legal. Save it for `Tireless Tribe` or the exact permanent whose survival enables lethal unless losing the creature now would end the game plan. + +- `Fling` is the primary noncombat payoff after `Tireless Tribe` is enlarged and switched, especially through blockers, stalled boards, or prevention-resistant lethal lines if the engine confirms legal target and damage. Treat `Fling` as a commitment gate because sacrificing the creature ends the main line if the spell is countered, prevented, or otherwise fails to end the game. + +- `Faithless Looting`, `Thrilling Discovery`, and `Pursue the Past` support the kill by finding `Tireless Tribe`, `Inside Out`, protection, lands, or finishing pieces while stocking discard fuel. `Pursue the Past` tactical assumptions require card text check required; use it as selection, recursion, or velocity only when the engine exposes that exact legal function. + +## Secondary Win Conditions +- `Sneaky Snacker` pressure is a backup plan when the combo is delayed, disrupted, or unnecessary. Card text check required before assuming recursion, discard synergy, or evasion; if the engine shows it returning or attacking legally, use it to tax removal and shorten the clock without spending `Inside Out` casually. + +- `Lightning Bolt` and `Fling` can combine for reach when combat damage leaves the opponent within burn range. Use `Lightning Bolt` on the opponent only when the life total math is exact or when removing a blocker is lower value than preserving direct damage. + +- `Lightning Axe` clears blockers or fast threats while also converting excess cards into interaction. Prefer discarding redundant lands, extra creatures, or situational cards over `Inside Out`, `Fling`, or the last protection spell unless survival requires the removal. + +- `Aurora Eidolon`, `Sandstorm Eidolon`, and `Spirit Mascot` may function as auxiliary bodies, discard fuel, blockers, or recursive material, but card text check required before assigning them a specific engine role. Use them as visible legal creatures to pressure planes of attack, absorb damage, or enable `Prismatic Strands` flashback only when the engine confirms the relevant actions. + +- `Prismatic Strands` can create a virtual extra turn against creature decks, letting the deck untap with `Tireless Tribe`, reload with draw spells, or wait for protection. Prioritize this line when life total is the bottleneck and combo resources are close but not complete. + +## Emergency Lines +- Behind on life: preserve blockers, prioritize `Prismatic Strands`, remove the largest clock with `Lightning Axe` or `Lightning Bolt`, and stop spending cards on low-impact filtering if the next attack step can kill you. Combo only when the current window is safer than giving the opponent another turn. + +- Behind on board: treat blockers and removal as bridge resources, not a permanent control plan. Use `Lightning Axe` on creatures that block lethal or represent the fastest clock, and use `Escape Tunnel` to bypass a cluttered battlefield when the engine offers the line. + +- Behind on cards: protect hand size as combo fuel and avoid speculative `Tireless Tribe` discards before commitment. Prefer `Faithless Looting` or `Thrilling Discovery` lines that find missing pieces, but do not discard the only payoff or only threat unless the replacement odds and visible pressure demand it. + +- Behind on mana: sequence `Wind-Scarred Crag`, `Boros Garrison`, `Plains`, `Mountain`, and `Escape Tunnel` to preserve red-white access first, then utility. Do not keep a line that needs `Inside Out` plus `Blacksmith's Skill` plus `Fling` if the visible lands cannot support it in time. + +- Engine disrupted: if `Tireless Tribe` is removed, pivot to selection and secondary pressure while conserving `Inside Out` and `Fling` for the next real threat. If `Inside Out` is missing or exhausted, pressure with creatures and burn while using draw spells to rebuild rather than forcing nonlethal pump actions. + +- Graveyard or recursion pressure: do not rely on `Sneaky Snacker`, `Faithless Looting` flashback, `Pursue the Past`, `Aurora Eidolon`, or `Sandstorm Eidolon` from graveyard unless the engine exposes legal actions. Shift toward hand-based assembly and battlefield protection when graveyard access is blocked. + +- Removed win conditions: if both the main combat kill and `Fling` route are unavailable, play to survive, develop mana, and win with creature attacks plus `Lightning Bolt` reach. This fallback is slow, so prioritize exact damage, blocking discipline, and avoiding trades that remove the last credible attacker. + +## Resource Model +- Life is a setup buffer, not the primary resource: spend early life from attacks only when it buys time to assemble `Tireless Tribe`, `Inside Out`, protection, and enough hand size to threaten lethal. `Wind-Scarred Crag`, `Thrilling Discovery`, and `Prismatic Strands` can stretch the clock, but do not treat life gain or prevention as permission to ignore a lethal next attack. + +- Hand size is combo power: each card held can matter for `Tireless Tribe`, `Lightning Axe`, `Faithless Looting`, `Thrilling Discovery`, and possible graveyard or recursion lines. Discard redundant lands, extra creatures, or conditional pieces before the only `Inside Out`, only `Tireless Tribe`, only protection spell, or exact lethal card. + +- Mana converts options into safe commitment: prioritize having red-white access plus enough total mana to cast `Inside Out` and still hold up `Blacksmith's Skill`, `Lightning Bolt`, `Lightning Axe`, `Prismatic Strands`, or `Fling` when the board demands it. A combo hand with no protection may still be correct against tapped-out opponents, but open interaction makes spare mana much more valuable. + +- Board presence is both threat and shield: `Tireless Tribe` is the protected engine creature, while `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, and `Spirit Mascot` are secondary bodies, blockers, discard fodder, pressure, or synergy pieces only as visible rules-engine actions confirm. Card text check required for all non-obvious recursion or triggered roles on those creatures. + +- Graveyard is a conditional resource: `Faithless Looting` may offer flashback if legal, `Prismatic Strands` may offer graveyard prevention if legal, and `Pursue the Past`, `Aurora Eidolon`, `Sandstorm Eidolon`, or `Sneaky Snacker` may have graveyard-relevant text requiring card text check. Use graveyard lines only from explicit legal actions, and expect graveyard hate after sideboarding. + +- Exile is mostly a status zone: track exiled `Inside Out`, `Tireless Tribe`, `Fling`, and protection because they change the remaining kill density. Do not plan to access exiled cards unless the rules engine exposes a specific legal action. + +- Lands are spell slots after mana is stable: excess `Plains`, `Mountain`, `Wind-Scarred Crag`, or bounced lands can become `Tireless Tribe` pump fuel or `Lightning Axe` costs, but early lands are precious until red-white access and combo-turn mana are established. + +- Sacrifice fodder is narrow and costly: `Fling` normally sacrifices the enlarged creature as a finishing line, while `Escape Tunnel` sacrifices itself for evasion. Do not sacrifice a key permanent for marginal damage or evasion unless the current legal line meaningfully advances lethal, survival, or a forced race. + +- Tempo is created by threatening instant lethal: deploying `Tireless Tribe`, holding cards, and representing `Inside Out` can force the opponent to respect a kill. Use `Lightning Axe`, `Lightning Bolt`, and `Prismatic Strands` to buy one more decisive turn rather than to play a long attrition game. + +- Information is protection: revealed removal, open mana, known counterspells, graveyard hate, and visible blockers decide whether to commit `Inside Out`, wait, use `Escape Tunnel`, or preserve `Blacksmith's Skill`. Never assume hidden interaction is absent; weigh likely archetype pressure against the cost of waiting. + +- Sideboard bullets convert narrow windows: `Pyroblast` and `Red Elemental Blast` are for blue spells or permanents when legal, `Electrickery` is for small-creature boards, `Flaring Pain` is for prevention fights, `Siege Smash`, `Thraben Charm`, `Cast into the Fire`, and `Benevolent Blessing` require card text check for exact use and targets, and extra `Prismatic Strands` buys time against combat decks. + +## Mana Guide +- Red-white access is mandatory: keep hands that can cast early white creatures and red selection/removal while reaching `Inside Out` mana. `Plains` enables `Tireless Tribe`, `Blacksmith's Skill`, `Prismatic Strands`, and some creatures; `Mountain` enables `Faithless Looting`, `Lightning Bolt`, `Lightning Axe`, `Fling`, and red payment for `Inside Out` if the engine confirms the hybrid mode. + +- Tapped lands need early planning: lead `Wind-Scarred Crag` when the hand has no turn-one `Tireless Tribe` or urgent `Faithless Looting`, and lead an untapped basic when a one-mana play affects survival or setup. The life from `Wind-Scarred Crag` is useful, but entering tapped can cost the critical setup turn. + +- `Boros Garrison` is high value but tempo-negative: play it when you can afford the tapped turn and have a land to bounce without losing a required color. Prefer bouncing `Wind-Scarred Crag` for later life or a basic that is no longer needed immediately; avoid `Boros Garrison` lines that leave no mana for a protection or removal window you must answer. + +- `Escape Tunnel` is a land before it is a combo piece: use it for mana early when color requirements are already covered, then preserve it when `Tireless Tribe` plus `Inside Out` is approaching. Activate its evasion only before power changes make the target illegal and only when the engine offers the legal target action. + +- Keep/mulligan mana rule: keep two-land hands with at least one white source and realistic red access or card selection; be cautious with one-land hands unless `Faithless Looting`, curve, and draw odds are strong and the matchup is not punishing. Mulligan hands that cannot cast `Tireless Tribe` or selection in time, cannot produce red-white, or rely on `Boros Garrison` alone under pressure. + +- Play lands before draw spells when mana quality matters this turn: if casting `Faithless Looting`, `Thrilling Discovery`, or `Pursue the Past` after a land drop, decide whether the current hand already has the necessary colors and whether extra drawn lands would change the land choice. Hold the land drop before selection when a drawn `Escape Tunnel`, missing color, or untapped source would materially change the turn. + +- Sequence combo turns from constraints first: secure legal evasion with `Escape Tunnel`, preserve red for `Inside Out`, preserve white for `Blacksmith's Skill` or `Prismatic Strands`, and leave mana for `Fling` only when the noncombat kill is part of the selected line. Do not spend the last red mana on filtering if the same turn may require `Inside Out`, `Lightning Axe`, `Lightning Bolt`, or `Fling`. + +## Mulligan Guide +- Strong keep: keep `Tireless Tribe` plus two lands with white-red access and either `Inside Out`, `Faithless Looting`, `Thrilling Discovery`, or protection such as `Blacksmith's Skill`. This hand has the creature, colors, and a way to find or protect the kill instead of only hoping to topdeck. + +- Strong keep: keep `Tireless Tribe`, `Inside Out`, `Escape Tunnel`, two functional lands, and at least two spare cards. This threatens the cleanest setup because `Escape Tunnel` can give evasion before `Inside Out`, while excess cards become `Tireless Tribe` pump fuel. + +- Medium keep: keep two lands, `Faithless Looting` or `Thrilling Discovery`, one defensive spell such as `Lightning Axe`, `Lightning Bolt`, or `Prismatic Strands`, and no `Tireless Tribe` only when the matchup gives time. This hand must use selection to find `Tireless Tribe` or a pressure plan, not drift into fair low-impact creature play. + +- Risky keep: keep one-land `Faithless Looting` hands only on the draw with a one-mana land, red access, and multiple live hits. Ship one-land hands that need both colors, contain `Boros Garrison` as the second land plan, or cannot cast a relevant spell if the second land misses. + +- Matchup-dependent keep: keep slower `Boros Garrison` plus selection hands against low-pressure decks, but mulligan them against fast creature decks or burn unless they already include `Tireless Tribe`, early interaction, or `Prismatic Strands`. The tapped bounce-land turn is costly when life total is the opponent's fastest resource. + +- Play/draw adjustment: on the play, prefer hands with an immediate `Tireless Tribe`, `Faithless Looting`, or untapped color source; on the draw, accept slightly slower card-selection hands because the extra card improves combo density. Do not keep a draw-dependent hand merely because it has `Inside Out` if it lacks a creature and mana stability. + +- Automatic ship: mulligan zero-land, one-land no-selection, five-plus-land no-selection, all-red hands without white access, all-white hands without red access or selection, and hands that cannot cast any meaningful spell before turn three. A hand with `Inside Out` but no plausible `Tireless Tribe` access is not a combo hand. + +- Trap hand: ship hands that contain `Inside Out`, `Fling`, and many spells but no `Tireless Tribe` or selection. The deck kills through a legal creature commitment first; payoff cards without a body are stranded. + +- Trap hand: be suspicious of `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, `Spirit Mascot`, and `Pursue the Past` clusters without `Tireless Tribe` or clear selection. Card text check required for exact engine roles, so treat them as support until the rules engine exposes concrete legal value. + +- Protection rule: value `Blacksmith's Skill` higher against visible or likely spot removal, and value `Prismatic Strands` higher against creature combat or burn-like pressure. Do not keep a protection-heavy hand that cannot present a threat or find one. + +## Turn Arc +- Turn 1 priority: play `Tireless Tribe` off `Plains` when available unless the hand urgently needs `Faithless Looting` to fix a failing start. If no one-drop creature is present, lead `Wind-Scarred Crag` when no untapped action matters, or lead `Mountain` for `Faithless Looting` when selection is needed immediately. + +- Turn 1 deviation: hold `Escape Tunnel` as a land only if color access is already covered or no colored one-mana play exists. Do not spend the first turn setting up tapped mana if the legal hand can deploy `Tireless Tribe` and begin threatening combo. + +- Turn 2 priority: develop the missing color, cast selection, or deploy the first real body. `Faithless Looting` should look for `Tireless Tribe`, `Inside Out`, `Escape Tunnel`, protection, and missing land; discard redundant lands, extra support creatures, or conditional cards before unique combo pieces. + +- Turn 2 deviation: play `Boros Garrison` only when the board and hand can absorb a tapped turn. Prefer this when you already have `Tireless Tribe` or selection online; avoid it when the opponent is attacking quickly or when holding up `Lightning Bolt`, `Lightning Axe`, or `Blacksmith's Skill` matters. + +- Turn 3 priority: assemble a protected threat rather than firing a fragile kill into open interaction. A common line is `Tireless Tribe` plus held cards, `Escape Tunnel` ready or in play, and mana left for `Blacksmith's Skill`, `Lightning Axe`, `Lightning Bolt`, or `Prismatic Strands` if the opponent's visible board demands it. + +- Turn 3 combo check: commit `Inside Out` only when legal damage is meaningful, evasion or combat access is available, and the risk of removal or prevention is acceptable. Activate `Escape Tunnel` before `Inside Out` when that is the intended evasion line and the rules engine confirms the target is legal. + +- Turns 4-5 priority: convert the setup into lethal or force the opponent to spend interaction while you retain redundancy. Use `Thrilling Discovery`, `Faithless Looting`, and `Pursue the Past` only when the legal text and current mana leave enough resources for the selected kill, defense, or protection line; Card text check required for `Pursue the Past` specifics. + +- Turns 4-5 deviation: use `Lightning Axe` or `Lightning Bolt` defensively when a creature shortens the clock or blocks the combo turn, not just because removal is legal. Use `Prismatic Strands` to buy the decisive turn when combat damage or burn-like damage is the visible danger and the engine exposes the prevention action. + +- Turns 4-5 finish: prefer a combat kill with `Tireless Tribe` plus `Inside Out` when the path is clear or made clear by `Escape Tunnel`. Consider `Fling` only when sacrificing the enlarged creature produces lethal or avoids combat failure; do not convert the only threat into partial damage. + +- Late game priority: rebuild around the next `Tireless Tribe` or legal recursion/selection line while preserving enough cards to pump. Extra lands become discard fuel only after mana for `Inside Out`, protection, and any selected `Fling` or removal line is secure. + +- Late game deviation: shift into survival mode when life is low or the opponent has a wide board. Trade support creatures, use `Prismatic Strands`, and spend removal to stay alive; the combo is powerful, but a dead pilot cannot use a perfect hand next turn. + +## Card Roles +- `Tireless Tribe`: Treat `Tireless Tribe` as the deck's primary required creature and the card that turns every spare card into potential lethal power through `Inside Out`. Deploy it early when you can protect it or when the opponent is unlikely to remove it before you untap; hold it only when open removal plus no `Blacksmith's Skill` makes immediate exposure worse than waiting. Preserve cards in hand once `Tireless Tribe` is active, because lands, recursive support cards, and redundant draw spells become pump fuel. Do not discard unique protection, evasion, or lethal pieces casually; each discard should either create lethal math, preserve survival, or convert a dead card into immediate value. + +- `Inside Out`: Use `Inside Out` as the main kill switch, not as a routine cantrip unless the hand is failing and the creature is expendable. The core line is to increase `Tireless Tribe` toughness with discard activations, make it connect through combat or `Escape Tunnel`, then cast `Inside Out` when the rules engine shows a legal target and the resulting damage matters. Hold `Inside Out` against blue decks, red removal, and open black removal until you can force a window, protect the target, or accept that waiting is worse. Remember that `Inside Out` draws a card, so account for the extra card before final discard math if the engine leaves more decisions after resolution. + +- `Escape Tunnel`: Use `Escape Tunnel` as the cleanest evasion card for `Tireless Tribe` because the unblockable ability must be applied while the target remains legal. Activate it before `Inside Out`; pumping toughness with `Tireless Tribe` does not raise power, but `Inside Out` can make the creature too large to target. Use the basic-land search mode only when color or land count is the binding constraint and the kill is not imminent. Do not sacrifice `Escape Tunnel` for mana fixing if it is the only visible way to beat blockers on the planned combo turn. + +- `Blacksmith's Skill`: Hold `Blacksmith's Skill` primarily to protect `Tireless Tribe` from spot removal during setup or the combo turn. Cast it proactively only when the engine presents removal, damage, or destruction pressure that would otherwise break the line; do not spend it to save a low-impact support creature unless that creature is buying survival or enabling lethal. Against decks with instant-speed interaction, keep white mana available when committing `Inside Out`, `Fling`, or a lethal attack. The artifact bonus is usually irrelevant in this list; use the card for protection unless the rules engine exposes an unusual legal artifact-creature case. + +- `Faithless Looting`: Use `Faithless Looting` to find `Tireless Tribe`, `Inside Out`, `Escape Tunnel`, missing colors, and protection while loading the graveyard with cards that are better there than in hand. Discard `Sneaky Snacker` early when its recursion text is live or likely to become live, and discard `Aurora Eidolon` or `Sandstorm Eidolon` only when their recursion or graveyard value is confirmed by the rules engine. Avoid discarding the only `Inside Out`, only `Tireless Tribe`, or only white/red source unless the hand otherwise cannot function. Flashback is a late-game rebuild tool, but spending three mana and two cards can weaken an immediate combo turn. + +- `Thrilling Discovery`: Treat `Thrilling Discovery` as a high-volume refill that also converts clunky cards into new resources and can support `Sneaky Snacker` recursion if the rules engine exposes that trigger. Cast it when you can afford the discard cost and when the new cards are likely to improve the next turn cycle; avoid casting it before a combo turn if discarding two cards leaves `Tireless Tribe` short of lethal fuel. The life gain is relevant against burn and creature pressure, but do not let the life gain lure the agent into discarding key combo pieces without a replacement plan. + +- `Sneaky Snacker`: Use `Sneaky Snacker` as graveyard-based pressure and sacrifice/discard insulation when the rules engine confirms its draw-triggered return. Card text check required for exact recursion timing, tapped status, and castability in this mana base; this list has no black source, so assume graveyard recursion matters more than normal casting unless legal actions prove otherwise. Discard it to `Faithless Looting`, `Thrilling Discovery`, `Lightning Axe`, or `Tireless Tribe` when the draw count can bring it back or when a chump blocker next turn is valuable. Do not rely on it as the main win condition unless graveyard hate or removal has pushed the game away from `Tireless Tribe`. + +- `Lightning Axe`: Use `Lightning Axe` as the largest main-deck creature answer and as a controlled discard outlet. Pay the discard cost with `Sneaky Snacker`, redundant lands, extra support creatures, or recursive Eidolons before sacrificing a unique combo card. Fire it at blockers or attackers that change the clock, block lethal, or threaten `Tireless Tribe`; do not spend it on a creature that can be ignored by `Escape Tunnel` unless survival requires it. The five-mana alternate cost is rarely the preferred line but can matter late when cards in hand are all lethal fuel. + +- `Lightning Bolt`: Use `Lightning Bolt` as flexible reach, blocker removal, or emergency survival, with opponent face damage reserved for exact lethal or a clear two-turn race. Because there is only one copy, treat it as a tactical answer rather than a plan. Against small-creature decks, using it early to preserve life can be better than saving it for reach. Against control, hold it when it can combine with a partial `Tireless Tribe` hit or punish a low life total after removal stops the first combo attempt. + +- `Fling`: Use `Fling` as a secondary kill that converts an enlarged `Tireless Tribe` into direct damage when combat is blocked, fogged by blockers, or unsafe. Commit to `Fling` only when sacrificing the creature is lethal or when losing the creature is already unavoidable; partial damage that leaves no threat is usually a losing exchange. Sequence carefully: the sacrificed creature must already have the relevant power when `Fling` is cast, and the engine must expose a legal target. Protect the line with `Blacksmith's Skill` only if protection can legally stop the interaction being represented. + +- `Prismatic Strands`: Use main-deck `Prismatic Strands` as the primary damage-prevention swing against combat decks, burn-like pressure, and lethal crack-back situations. Hold it when it buys the exact turn needed to assemble `Tireless Tribe` plus `Inside Out`, and flash it back only when tapping a white creature does not undermine a lethal attack or necessary block. Card text is known broadly, but still follow the engine's legal color choice and flashback prompts exactly. Do not cast it merely to save a small amount of life if the opponent's next turn remains lethal. + +- `Pursue the Past`: Treat `Pursue the Past` as a conditional card-selection or resource spell until the rules engine exposes exact text. Card text check required for cost, timing, card movement, and whether it fills hand, graveyard, exile, or library selection roles. Cast it when the legal action clearly advances finding `Tireless Tribe`, `Inside Out`, `Escape Tunnel`, protection, or enough cards to fuel `Tireless Tribe`. Avoid spending mana on it during a turn where the same mana must represent `Inside Out`, `Blacksmith's Skill`, `Lightning Axe`, or `Fling`. + +- `Aurora Eidolon`: Use `Aurora Eidolon` as a support body, discard resource, and possible recursive card if the engine confirms an Eidolon return trigger from multicolored spells such as `Inside Out` or `Thrilling Discovery`. Card text check required for exact activated ability, prevention mode, recursion condition, and timing. In slow matchups, it can help keep hand size high for `Tireless Tribe`; in fast matchups, it may be a blocker or prevention tool if legal actions show that mode. Do not prioritize casting it over `Tireless Tribe` or critical selection unless the visible board demands defense. + +- `Sandstorm Eidolon`: Use `Sandstorm Eidolon` only according to the legal modes the engine exposes, because exact card text check required. If it shares the Eidolon recursion pattern, value it as discard fuel that can return after multicolored spells and help refill `Tireless Tribe` activations. If the engine exposes a combat-disruption or blocker-related ability, consider it on combo turns where a blocker prevents lethal. Do not assume it grants evasion, damage, or removal without visible legal text. + +- `Spirit Mascot`: Treat `Spirit Mascot` as a conditional support card until exact rules text is confirmed. Card text check required for whether it protects, pumps, creates tokens, modifies combat, or provides selection. Cast it when the engine-presented legal text improves survival, protects the combo body, or adds a relevant attacker/blocker without delaying the core `Tireless Tribe` plan. Avoid building a line around undocumented synergy; if it is merely a small creature in the current state, it is secondary to selection, removal, and combo assembly. + +- `Wind-Scarred Crag`: Use `Wind-Scarred Crag` as stable red-white fixing when no untapped turn-one action is being sacrificed. The life point matters against burn and creature races, but entering tapped can cost the game when it delays `Tireless Tribe`, `Faithless Looting`, `Lightning Bolt`, or `Blacksmith's Skill`. Lead it early in slower hands; delay it when immediate untapped white or red mana is tactically required. + +- `Boros Garrison`: Use `Boros Garrison` to increase long-game mana and fix both colors only when the tapped turn and land bounce are affordable. It is strong after an early land has already enabled action, but risky in openers that need two separate early turns of mana. Bounce `Wind-Scarred Crag` for extra life only when tempo allows; bounce a basic when you need to preserve `Escape Tunnel` as evasion. + +- `Plains` and `Mountain`: Prioritize `Plains` for `Tireless Tribe`, `Blacksmith's Skill`, and `Prismatic Strands`, while prioritizing `Mountain` for `Faithless Looting`, `Lightning Bolt`, `Lightning Axe`, and red payment for `Inside Out`. Keep enough total colored sources to cast setup and protection in the same turn cycle. Extra basics become excellent `Tireless Tribe` fuel only after the active plan has enough mana for payoff, protection, and interaction. + +## Interaction Priorities +- Priority: Remove blockers or attackers that change the immediate combo math before spending `Lightning Axe` or `Lightning Bolt` on generic pressure. Kill creatures that can block `Tireless Tribe`, race through a setup turn, or force `Prismatic Strands` before the lethal turn; ignore creatures that cannot stop an `Escape Tunnel` line and do not threaten lethal before the next combo window. + +- Priority: Use `Lightning Axe` as the main answer to large creatures, must-kill blockers, and lethal attackers, but preserve enough hand size for `Tireless Tribe`. Discard `Sneaky Snacker`, redundant lands, recursive `Aurora Eidolon` or `Sandstorm Eidolon` when recursion is confirmed, or extra setup pieces before discarding `Inside Out`, `Blacksmith's Skill`, `Fling`, or the last card needed for lethal. + +- Priority: Use `Lightning Bolt` on small creatures only when the tempo swing matters now. Against swarm decks, killing an early attacker can save more life than holding `Lightning Bolt` for reach; against control or combo, hold it for exact lethal, a key utility creature, or a post-removal race unless the engine shows a higher-impact legal target. + +- Priority: Protect `Tireless Tribe` with `Blacksmith's Skill` only against interaction the legal text can plausibly answer. Use it on the combo body, not on support creatures, unless saving that support creature is the only route to surviving or keeping lethal available. Do not spend `Blacksmith's Skill` to win a small exchange when the opponent still has open removal for the real combo turn. + +- Priority: Treat `Prismatic Strands` as a time-buying interaction spell, not as routine life padding. Use it to blank lethal attacks, survive a crack-back after committing, or force one more draw/filter turn; avoid casting it when the prevented damage is small and the opponent still presents the same lethal next turn. + +- Bait: Lead with lower-value setup when the opponent likely holds removal or counters and the current turn is not a forced combo turn. `Faithless Looting`, `Thrilling Discovery`, `Pursue the Past`, `Aurora Eidolon`, `Sandstorm Eidolon`, `Spirit Mascot`, or a nonlethal `Sneaky Snacker` line can draw interaction before `Tireless Tribe` plus `Inside Out` is exposed. + +- Ignore: Do not fight over creatures or permanents that neither shorten the clock nor block the selected kill line. A tapped blocker, a creature too small to race through `Prismatic Strands`, or a ground creature bypassed by `Escape Tunnel` should not pull `Lightning Axe`, `Lightning Bolt`, `Pyroblast`, `Red Elemental Blast`, `Cast into the Fire`, `Thraben Charm`, or `Siege Smash` unless the rules text and board state make it newly decisive. + +- Archetype change: Against blue decks, sideboarded `Pyroblast` and `Red Elemental Blast` become protection and stack-interaction first, removal second. Point them at counterspells, bounce, blue blockers, or blue card-advantage spells that stop the combo; do not fire them early just because a blue target exists. + +- Archetype change: Against artifacts, tokens, graveyard decks, and damage prevention, use sideboard interaction according to the matchup job. `Cast into the Fire` and `Siege Smash` should answer artifacts or board states that block the kill or race; `Electrickery` should punish small-wide boards; `Thraben Charm` should cover graveyard, enchantment, or creature modes only when the engine exposes the relevant legal text; `Flaring Pain` should be saved for prevention or fog windows, not generic damage. + +## Combat And Trading Rules +- Attack: Commit `Tireless Tribe` to combat only when the attack advances lethal, forces a decisive block, or is protected by visible legal actions. A naked chip attack with `Tireless Tribe` is usually worse than preserving the combo body, especially against open mana, untapped blockers, or removal-heavy archetypes. + +- Attack: Use `Escape Tunnel` before combat when the chosen legal line makes `Tireless Tribe` unblockable and the hand supports lethal or near-lethal with `Inside Out`. Do not sacrifice `Escape Tunnel` for a small attack if it is the only reliable evasion source and the opponent can rebuild blockers. + +- Attack: Send `Sneaky Snacker`, `Aurora Eidolon`, `Sandstorm Eidolon`, or `Spirit Mascot` when their damage matters and they are not needed as blockers, discard fuel, flashback support, or protection bodies. Treat support creatures as expendable pressure only after the combo body and survival plan are secure. + +- Block: Preserve life aggressively against fast creature decks when the combo is at least one turn away. Chump with recursive or low-value creatures before exposing `Tireless Tribe`; block with `Tireless Tribe` only when survival requires it, protection is available, or the engine shows a line where toughness pumping makes the block safe. + +- Trade: Accept trades with `Sneaky Snacker`, `Aurora Eidolon`, `Sandstorm Eidolon`, or `Spirit Mascot` when the trade buys a full turn or clears a future lethal path. Decline trades that reduce hand size, remove flashback/protection support, or leave the deck unable to convert `Inside Out` into lethal. + +- Protection: Save `Blacksmith's Skill` for removal, combat damage, or lethal-combat exchanges involving `Tireless Tribe` unless another creature is the only blocker preventing death. Protection that preserves a small attacker is low priority when the opponent can still answer the combo body. + +- Life threshold: At 8 or less life against creature decks, value `Prismatic Strands`, blocking, and removal over extra filtering unless the filter action finds or executes lethal this turn. At 4 or less life, assume almost any open attacker or burn-like effect can be decisive unless public information proves otherwise. + +- Archetype difference: Against control, avoid unnecessary attacks that expose `Tireless Tribe`; force them to act on the decisive turn and use bait spells to tax counters. Against aggro, trade time for cards, use `Prismatic Strands` to create a safe combo turn, and prioritize killing haste, evasive, or high-power threats. Against fog or prevention decks, hold `Fling` and sideboarded `Flaring Pain` for the turn they convert a blocked or prevented attack into lethal. + +## Selection And Tutor Rules +- Selection: Treat this list as a pseudo-selection deck, not a true tutor deck. There is no reliable main-deck card that searches directly for `Inside Out` or `Tireless Tribe`; use `Faithless Looting`, `Thrilling Discovery`, `Pursue the Past`, natural draws, and legal graveyard recursion text to assemble the kill while preserving enough cards to power `Tireless Tribe`. + +- Filtering: Use `Faithless Looting` early when the hand needs either a combo piece, land, or protection spell, but avoid discarding the only `Tireless Tribe`, only `Inside Out`, only protection piece, or only red source unless the current legal line immediately replaces it. Flashback should be valued highly after flooding, after discarding `Sneaky Snacker`, or when the graveyard/hand state already supports a protected combo attempt. + +- Filtering: Use `Thrilling Discovery` when the discard cost improves card quality without emptying the hand below combo threshold. Prefer discarding excess lands, recursive `Aurora Eidolon` or `Sandstorm Eidolon` when the engine confirms a return line, extra copies of support creatures, and `Sneaky Snacker` when the visible rules output makes the discard useful. + +- Filtering: Use `Pursue the Past` only according to the legal action text the engine exposes. Card text check required; if it offers graveyard selection, draw, recursion, or card-flow choices, prioritize recovering `Tireless Tribe`, finding `Inside Out`, protecting a lethal setup, or rebuilding after removal rather than taking generic value. + +- Land timing: Make the land drop after selection when `Faithless Looting`, `Thrilling Discovery`, or another visible selection action can reveal whether `Plains`, `Mountain`, `Wind-Scarred Crag`, `Boros Garrison`, or `Escape Tunnel` is needed. Make the land drop before selection only when the spell cannot be cast otherwise, when `Boros Garrison` sequencing requires a bounce now, or when `Escape Tunnel` must be deployed to threaten the next combat step. + +- Evasion: Preserve `Escape Tunnel` as a combo-enabling land when `Tireless Tribe` plus `Inside Out` is plausible. Use its legal activated ability for mana or evasion according to engine text; do not cash it in for chip damage if it is the only visible route through blockers. + +- Bottom/discard priority: Keep `Tireless Tribe`, `Inside Out`, `Blacksmith's Skill`, enough lands to cast the current plan, and one high-impact interaction card before extra creatures. Discard or deprioritize redundant lands, duplicate support bodies, low-impact pressure, and narrow interaction that lacks a visible target. + +## Priority And Stack Rules +- Commitment: Start a full `Tireless Tribe` plus `Inside Out` kill only when visible mana, hand count, blocker state, opponent open interaction, and protection make waiting worse or lethal likely. This is a reasoning gate; do not treat any single legal `Inside Out` action as automatically correct. + +- Targeting: When committed to the combo, target `Tireless Tribe` with `Inside Out` if the legal action text exposes that exact target and no better visible combo body exists. After `Inside Out` resolves or is on the stack, use `Tireless Tribe` discard activations only to reach required damage, survive combat, or respond to removal according to visible stack state. + +- Protection: Hold `Blacksmith's Skill` until the opponent commits removal, combat damage, or another legal effect that it can answer. Do not pre-cast it into open mana unless the engine shows a current lethal line that requires protection before damage. + +- Stack interaction: Let low-impact opponent spells resolve when they do not change lethal math, remove `Tireless Tribe`, stop `Escape Tunnel`, or threaten immediate death. Spend `Pyroblast` or `Red Elemental Blast` after sideboarding on blue counterspells, bounce, or blue threats that directly stop the combo; do not use them merely because a blue target is legal. + +- Removal timing: Cast `Lightning Axe` or `Lightning Bolt` before combat when a blocker, lethal attacker, or utility creature must be removed to unlock the selected line. Hold removal through priority when the target does not affect the next turn cycle and the card may be needed as reach, protection from a blocker, or discard-cost leverage. + +- Prevention timing: Use `Prismatic Strands` at the latest safe window that prevents lethal or creates a safe combo turn. Card text check required for exact color and flashback handling; choose modes, colors, and costs only from engine-provided legal actions and do not assume prevention covers unshown damage types. + +- Finishers: Use `Fling` only when sacrificing the source creature produces lethal, beats a blocker/prevention window, or is necessary before removal resolves. Do not sacrifice `Tireless Tribe` for nonlethal damage unless the visible board shows survival or a forced race requires it. + +- Graveyard timing: Treat flashback, recursion, and graveyard-triggered actions as stack-sensitive resources. If `Faithless Looting`, `Prismatic Strands`, `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, or `Pursue the Past` exposes a graveyard action, use it when it advances the current lethal, survival, or rebuild plan, not just because the graveyard action is available. + +## Sideboard Map +- Sideboard principle: protect `Tireless Tribe`, force `Inside Out` through the relevant interaction, and buy exactly enough time to present lethal. Sideboarding should not turn this deck into fair Boros midrange; keep the combo density high unless the opponent's speed or disruption makes an immediate kill unrealistic. + +- Blue interaction plan: `Pyroblast` and `Red Elemental Blast` are the main tools against blue counters, blue bounce, blue blockers, and blue card-advantage engines that stop the combo turn. Add them against Faeries, Terror, blue control, Jeskai-style decks, and any opponent that showed blue instant-speed answers. They are bad when the opponent has few or no blue spells, when legal targets are low-impact permanents, or when holding them prevents developing `Tireless Tribe` plus `Inside Out`. After boarding, the role shifts toward protected combo-tempo: resolve or protect the first decisive threat, then hold red mana for the fight over the stack. + +- Sweeper plan: `Electrickery` is for one-toughness boards, token swarms, Faeries, small sacrifice creatures, and aggro decks where a single red spell can clear blockers or reduce lethal pressure. It is bad against large-creature decks, spell-heavy control, and matchups where the opponent's creatures do not matter to the `Tireless Tribe` kill. Use it before the combo turn when it clears multiple blockers, but avoid spending it on one creature if `Lightning Axe` or `Lightning Bolt` already covers the relevant body. + +- Prevention-break plan: `Flaring Pain` is for fog, prevention, protection, and combat-damage denial that would otherwise blank a lethal `Inside Out` attack or `Fling`. Card text check required for exact timing and flashback behavior; use it only from legal engine actions and only when the visible line needs damage to be unpreventable this turn. It is bad against decks that interact through removal, counters, sacrifice, or racing instead of prevention. + +- Anti-aggro prevention plan: the extra `Prismatic Strands` copies are for red aggro, go-wide creature decks, Burn-like pressure, and creature races where one prevented attack buys the combo turn. Card text check required for exact color choice and flashback handling; choose the color from visible attackers, visible stack objects, or known public damage sources. It is bad against low-creature control, non-damage combo, and decks that win through edicts, counters, or graveyard actions rather than damage. + +- Flexible artifact/combat plan: `Siege Smash` needs a card text check before assigning exact targets or mode priority. Bring it when the engine shows it answers an artifact, equipment, problematic permanent, blocker, or combat math in a way that advances a lethal turn. It is bad when no legal target changes the next turn cycle, when the matchup is decided on the stack, or when the pump/removal text does not align with visible blockers. + +- Graveyard/enchantment/removal plan: `Thraben Charm` needs a card text check before selecting modes, but its likely role is flexible hate and creature interaction. Add it against graveyard decks, enchantment-based hate, Aura-style boards, Terror-style graveyard pressure, and creature decks where the legal mode kills a relevant blocker or attacker. It is bad when no visible graveyard, enchantment, or creature target matters, and it should not displace core combo cards solely for flexibility. + +- Artifact and small-permanent plan: `Cast into the Fire` needs a card text check for exact modes and target restrictions. Add it against Affinity, artifact lands, artifact creatures, equipment, and small permanent boards where exile or damage changes the combo race. It is bad against spell-heavy control, creatureless combo, and decks whose relevant threats are too large or non-artifact. + +- Protection plan: `Benevolent Blessing` needs a card text check before assuming protection type, color choice, or attachment restrictions. Add it against targeted removal, heavy creature combat, and decks that force `Tireless Tribe` to survive through one decisive turn. It is bad against sacrifice effects, sweepers that ignore protection, counterspell-heavy hands where stack interaction is better, and matchups where tapping mana for protection delays the kill too much. + +- Explicit plan versus blue tempo/control: +Side in: 3 Pyroblast; 2 Red Elemental Blast; 1 Benevolent Blessing +Cut: 2 Sandstorm Eidolon; 1 Lightning Bolt; 1 Prismatic Strands; 1 Fling; 1 Aurora Eidolon + +- Blue plan notes: Keep `Lightning Axe` when the opponent has `Tolarian Terror`-style bodies, `Gurmag Angler`-style bodies, or evasive pressure; reduce creature-combat prevention before removing stack protection. `Fling` is lower priority when the opponent stops spells on the stack, but keep it if blockers or fog effects are the main problem. + +- Explicit plan versus red aggro or go-wide damage decks: +Side in: 2 Prismatic Strands; 1 Electrickery; 1 Benevolent Blessing +Cut: 2 Sandstorm Eidolon; 1 Pursue the Past; 1 Fling + +- Aggro plan notes: Keep all `Tireless Tribe`, all `Inside Out`, and enough filtering to find them, but shift the first turns toward survival. Add role cards: prevention, sweeper, and protection. Reduce main-deck emphasis: slower recursive bodies, slow card-flow that costs life tempo, and nonlethal sacrifice reach when blocking and prevention matter more. + +- Explicit plan versus Affinity/artifact pressure: +Side in: 1 Cast into the Fire; 2 Siege Smash; 2 Thraben Charm +Cut: 2 Sandstorm Eidolon; 1 Prismatic Strands; 1 Pursue the Past; 1 Aurora Eidolon + +- Artifact plan notes: Use `Cast into the Fire` and `Siege Smash` only when the legal target materially changes blockers, clock, or mana development. `Thraben Charm` stays conditional on visible text: choose graveyard, enchantment, or creature interaction only when that mode matters more than racing. + +- Explicit plan versus fog/prevention decks: +Side in: 1 Flaring Pain; 2 Pyroblast; 2 Red Elemental Blast +Cut: 3 Lightning Axe; 1 Lightning Bolt; 1 Prismatic Strands + +- Prevention plan notes: Add role cards: `Flaring Pain` plus stack interaction if the opponent is blue. Reduce main-deck emphasis: creature removal and damage prevention that do not help force lethal. Preserve `Fling` because it can convert a large `Tireless Tribe` into a noncombat lethal line when legal and visible. + +- Explicit plan versus graveyard combo or graveyard midrange: +Side in: 2 Thraben Charm; 1 Cast into the Fire; 1 Electrickery +Cut: 2 Sandstorm Eidolon; 1 Prismatic Strands; 1 Lightning Bolt + +- Graveyard plan notes: `Thraben Charm` is the priority sideboard card only if the engine exposes graveyard-relevant legal text. Do not slow the combo for hate unless the opponent's graveyard is visibly enabling lethal, recursion, or a blocker clock that beats the natural `Inside Out` plan. + +- Role-change rule: On the play, favor proactive combo density and stack protection; on the draw, favor extra survival cards against fast creature decks. When the opponent has shown both removal and counters, prefer a balanced package of `Blacksmith's Skill`, `Benevolent Blessing`, `Pyroblast`, and `Red Elemental Blast` over narrow hate. + +- Reversion rule: If a sideboard card has no visible target family in Game 2, reduce its priority for Game 3 even if the archetype label suggested it. Trust public cards seen, engine-visible permanents, graveyards, and stack patterns over generic matchup assumptions. + +## Matchup Guidance + +- Aggro: Prioritize surviving to a protected `Tireless Tribe` turn over spending early cards for chip damage. Keep hands that produce white mana, find `Tireless Tribe`, and contain either `Inside Out`, filtering, `Prismatic Strands`, `Lightning Axe`, or `Lightning Bolt`; do not keep slow hands that need multiple draw steps before affecting the board. Use `Lightning Axe` on the creature that changes the race most, especially a large attacker, evasive threat, or blocker that would force an extra combo card. Add role cards: extra `Prismatic Strands`, `Electrickery`, and `Benevolent Blessing`. Reduce main-deck emphasis: slow recursive pressure and nonessential reach when life total is the bottleneck. + +- Burn: Treat life total as the main clock and avoid unnecessary damage races unless a legal lethal line is visible. `Thrilling Discovery` is especially valuable when its legal text gains life and reloads cards; Card text check required for exact discard/draw/life handling. Protect `Tireless Tribe` from visible red removal with `Blacksmith's Skill` or `Benevolent Blessing` when the protection spell is legal and the combo turn is near. `Prismatic Strands` is strong only when the engine shows damage prevention can apply to the relevant red source. Add role cards: extra `Prismatic Strands`, `Benevolent Blessing`, and possibly `Flaring Pain` only if the opponent also relies on prevention. + +- Go-wide decks: Stabilize the widest attack first, then convert the extra turn into an `Inside Out` kill. `Electrickery` is the clearest sideboard role card when the visible board contains multiple small creatures; Card text check required for exact overload or target behavior. `Prismatic Strands` should be saved for a turn where it prevents a large attack, preserves `Tireless Tribe`, or lets the deck untap for lethal. Do not spend `Lightning Axe` on a small creature unless it unlocks lethal, protects life from immediate death, or removes the only blocker that matters. + +- Tempo: Assume the opponent can pressure while holding interaction, and make them answer redundant threats before committing the decisive `Inside Out`. Sequence `Faithless Looting`, `Pursue the Past`, and `Thrilling Discovery` to build card volume, but avoid discarding all backup threats when the opponent has open mana and a visible removal/counter pattern. `Sneaky Snacker` and the Eidolon package can matter as pressure if their legal recursion text appears; Card text check required for exact trigger and return conditions. Add role cards: `Pyroblast`, `Red Elemental Blast`, and `Benevolent Blessing` against blue tempo; keep `Lightning Axe` for large tempo threats. + +- Control: Force control to fight on multiple axes by developing mana, preserving discard fuel, and waiting for a turn with protection or stack help. Do not fire `Inside Out` into open mana merely because it is legal unless waiting is worse due to a visible clock, known hand pressure, or expiring opportunity. `Pyroblast` and `Red Elemental Blast` are high-value sideboard cards against blue spells, blue blockers, or counter-heavy play patterns; Card text check required for exact target restrictions. `Fling` is valuable when blockers or sorcery-speed removal make combat unreliable, but it is weak if the opponent can counter either the setup or payoff. + +- Removal-heavy decks: Make `Tireless Tribe` survival the commitment gate, not just finding `Inside Out`. Prefer hands with `Blacksmith's Skill`, `Benevolent Blessing`, redundant `Tireless Tribe`, or enough filtering to rebuild. Cast `Tireless Tribe` when the opponent is tapped low, when protection is available, or when delaying gives the opponent more discard/removal windows than it solves. Do not discard the whole hand to pump unless the legal action sequence can produce lethal, force a profitable `Fling`, or protect the creature through known damage-based removal. + +- Midrange: Stay lean and punish tapped-out turns, because midrange usually wins by combining a clock with removal. Use `Lightning Axe` and `Lightning Bolt` to clear the blocker or threat that changes the next turn cycle, not the first legal target. Recursive or card-flow creatures such as `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, and `Spirit Mascot` need card text checks before tactical assumptions, but they can be treated as secondary pressure when the engine exposes legal value. Add role cards based on the revealed axis: `Thraben Charm` for graveyard/enchantment/creature modes, `Benevolent Blessing` for targeted removal, and `Prismatic Strands` for combat-heavy pressure. + +- Big mana: Race before the opponent's expensive spells dominate combat or interaction. Mulligan hands that durdle without `Tireless Tribe`, `Inside Out`, or strong card selection, because big mana usually gives fewer early punishments but stronger late inevitability. Hold removal for the blocker or threat that blocks lethal or creates an immediate kill clock; do not spend `Lightning Axe` on mana creatures or setup permanents unless the visible game state says that permanent is the bottleneck. Add role cards only if public information supports them, such as `Pyroblast` or `Red Elemental Blast` against blue big mana, `Cast into the Fire` or `Siege Smash` against artifacts, and `Flaring Pain` against prevention. + +- Combo: Identify whether this deck is faster, more interactive, or forced to disrupt. Against faster combo, keep hands that can assemble `Tireless Tribe` plus `Inside Out` quickly or interact with the opponent's visible engine through legal sideboard cards. `Pyroblast`, `Red Elemental Blast`, `Thraben Charm`, `Cast into the Fire`, and `Flaring Pain` are only correct when their engine-visible text maps onto the opponent's actual combo axis. Do not board into a slow control deck; the default plan remains to present lethal before the opponent's deterministic turn. + +- Graveyard decks: Use `Thraben Charm` only when the visible graveyard and legal mode matter more than advancing the combo. Card text check required for exact graveyard interaction, target limits, and timing. Against Terror-style decks or recursive threats, `Lightning Axe` can buy a key turn, while `Thraben Charm` can attack the resource if the engine exposes that action. Do not overvalue graveyard hate against opponents whose graveyard is incidental; maintain enough `Tireless Tribe`, `Inside Out`, and card flow to actually win. + +- Artifact decks: Bring artifact interaction when it removes blockers, mana, lethal pressure, or hate pieces. `Cast into the Fire` and `Siege Smash` need card text checks for exact modes and restrictions, but their role is to break Affinity-style boards, artifact creatures, artifact lands, equipment, or small permanents that interfere with the combo. Preserve `Lightning Axe` for large artifact creatures if it is the cleanest legal answer. Avoid slow hate lines when the opponent is already pressuring life and a protected combo turn is available. + +- Enchantment decks: Use `Thraben Charm`, `Siege Smash`, or `Benevolent Blessing` only according to legal text and visible targets. Card text check required for exact enchantment removal or protection details. Against Auras or enchantment-based blockers, prioritize removing the permanent or creature that blocks lethal, gives protection from the combo color, or creates a faster clock. Do not assume an Aura deck lacks instant-speed protection; commit the combo when the rules engine shows the opponent is constrained or when waiting is worse. + +- Single-threat decks: Preserve removal and protection for the one body that defines the game. `Lightning Axe` is premium when a large attacker or blocker is the opponent's plan, and `Blacksmith's Skill` or `Benevolent Blessing` can swing races by keeping `Tireless Tribe` alive through targeted interaction. If the single threat is blue or backed by blue interaction, add role cards: `Pyroblast` and `Red Elemental Blast`. Do not trade away `Tireless Tribe` in combat unless survival demands it or another legal combo creature is available. + +- Mirror or similar creature-combo decks: Race while respecting instant-speed interaction and sacrifice reach. Removal should target the creature that can produce lethal, not secondary chip damage. `Prismatic Strands` can buy a decisive turn against combat damage, while `Flaring Pain` matters if prevention becomes the deciding axis. Keep enough card flow to recover from one stopped combo attempt, and do not expose all discard fuel before the opponent commits their own kill. + +- Unknown opponent: Keep the Game 1 plan proactive and information-hungry. Favor hands with functional mana, `Tireless Tribe`, card filtering, and a route to `Inside Out`; use early legal actions to reveal whether the opponent is racing, controlling, or building a permanent-based lock. Sideboard for Game 2 from observed public cards and engine-visible patterns rather than archetype guesses alone. For Game 3, remove sideboard cards that never found a target family and restore combo density unless the opponent proved that axis matters. + +## Specific Matchup Notes +- General/archetype-only note: Exact opponents are not supplied for this batch, so revealed cards, legal actions, and public game history override all matchup assumptions. Sideboard from what the opponent actually shows, and prioritize targets that stop `Tireless Tribe` plus `Inside Out`, block lethal, race faster than the combo, or invalidate `Fling`. + +- Blue interaction decks: Treat open blue mana as a commitment tax on the combo turn. Add role cards: `Pyroblast` and `Red Elemental Blast` when the opponent shows blue spells or blue stack interaction. Priority targets are counters aimed at `Inside Out`, protection fights over `Tireless Tribe`, and blue blockers or card-advantage spells that buy the opponent time. + +- Red removal and burn decks: Protect `Tireless Tribe` before committing the whole hand. Add role cards: `Prismatic Strands`, `Benevolent Blessing`, and sometimes `Flaring Pain` if prevention mirrors or damage-prevention races appear. Priority targets are instant-speed removal pointed at `Tireless Tribe`, lethal burn, and blockers that force the combo to over-discard. + +- Creature swarm decks: Survive first, then kill in one decisive window. Add role cards: `Electrickery`, extra `Prismatic Strands`, and `Thraben Charm` only if legal text and visible targets justify them. Priority targets are go-wide attackers, one-toughness utility creatures, and blockers that make `Inside Out` combat fail. + +- Large-creature or Terror-style decks: Use `Lightning Axe` as a tempo card when one creature defines the race. Add role cards: `Thraben Charm` for graveyard pressure when the opponent's graveyard is visibly important; Card text check required for exact modes and targets. Priority targets are large blockers, fast threats, and graveyard resources that directly enable the clock. + +- Artifact decks: Break the permanent that changes combat math or mana development. Add role cards: `Cast into the Fire` and `Siege Smash`; Card text check required for exact modes, damage, and target restrictions. Priority targets are artifact creatures blocking `Tireless Tribe`, artifact lands or mana pieces when mana is the bottleneck, and hate permanents that prevent the combo. + +- Enchantment or protection decks: Confirm exact legal text before spending sideboard cards. Add role cards: `Thraben Charm`, `Siege Smash`, and `Benevolent Blessing` if the rules engine exposes relevant enchantment, protection, or targeting actions. Priority targets are Auras or permanents that create a faster clock, give protection from the combo line, or stop `Fling`. + +- Graveyard-light fair decks: Do not dilute the main plan for speculative hate. Keep `Tireless Tribe`, `Inside Out`, `Faithless Looting`, `Thrilling Discovery`, `Pursue the Past`, and protection density high unless public cards prove a different axis matters. Priority targets are removal spells, must-answer blockers, and pressure that shortens the combo clock. + +## Risk Summary +- Mana risk: The deck can stumble when `Boros Garrison`, `Wind-Scarred Crag`, or color requirements force tapped development before `Tireless Tribe` is protected. Keep hands that cast early setup and still reach white plus red for `Inside Out`, `Faithless Looting`, `Thrilling Discovery`, `Lightning Axe`, or sideboard interaction. + +- Matchup risk: Fast aggro punishes slow filtering, while control punishes premature commitment. Decide whether the current game asks for racing, protection, or removal before spending `Faithless Looting`, `Thrilling Discovery`, or `Pursue the Past`. + +- Draw risk: Hands with card flow but no creature or no payoff can look functional while failing to threaten lethal. Prioritize finding `Tireless Tribe` and `Inside Out`; secondary cards such as `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, and `Spirit Mascot` require card text checks before treating them as a replacement plan. + +- Over-sideboarding risk: Removing too much combo density turns the deck into weak red-white midrange. Bring `Pyroblast`, `Red Elemental Blast`, `Electrickery`, `Flaring Pain`, `Siege Smash`, `Thraben Charm`, `Cast into the Fire`, `Benevolent Blessing`, and extra `Prismatic Strands` only when visible opponent cards give them jobs. + +- Graveyard risk: `Faithless Looting`, `Pursue the Past`, and possible recursive threats may make the graveyard relevant, but graveyard dependence must be verified from legal actions and card text. Do not assume graveyard lines are available through hate or replacement effects. + +- Sweeper/removal risk: A single removal spell on `Tireless Tribe` can waste the combo turn if protection is absent. Sequence `Blacksmith's Skill`, `Benevolent Blessing`, and priority passes around visible mana and stack actions rather than discarding the full hand too early. + +- Closer risk: `Inside Out` kills through combat only if the creature survives, can connect, and the math is real. `Fling` can bypass combat, but it exposes a different stack window and may fail if the creature is removed or the spell is countered. + +- Interaction risk: `Lightning Bolt`, `Lightning Axe`, `Prismatic Strands`, and sideboard cards are easy to spend on low-impact targets. Save them for lethal prevention, blocker removal, combo protection, or the opponent engine piece proven by public information. + +- Sequencing risk: Filtering before identifying the required missing piece can discard the wrong resource. Treat every discard to `Tireless Tribe`, `Faithless Looting`, `Thrilling Discovery`, or `Lightning Axe` as a commitment decision tied to the current lethal window or rebuild plan. + +## Test Feedback Checklist +- Deciding factor: Record whether the game was decided by assembling `Tireless Tribe` plus `Inside Out`, protecting the combo, failing to find a creature, failing to find `Inside Out`, losing to pressure, or losing a stack fight. Name the public board state and the visible legal action that made the result turn. + +- Mulligans: Track every keep and mulligan by whether the opener had a castable `Tireless Tribe`, a route to `Inside Out`, enough white/red mana, and a protection or rebuild plan. Flag hands kept on filtering only when `Faithless Looting`, `Thrilling Discovery`, or `Pursue the Past` failed to produce the missing piece in time. + +- Mana: Record whether `Wind-Scarred Crag`, `Boros Garrison`, `Escape Tunnel`, `Plains`, and `Mountain` entered or sequenced in a way that delayed the first decisive spell. Separate color screw from tempo loss, because the fix may be land mix rather than land count. + +- Velocity: Ask whether `Faithless Looting`, `Thrilling Discovery`, and `Pursue the Past` increased access to the combo or merely spent mana while the opponent advanced the clock. Note which card was stranded when the deck had mana but no useful selection action. + +- Engine pressure: Record whether `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, and `Spirit Mascot` mattered as real pressure or only as bodies. Card text check required for exact tactical claims; judge them from legal actions, visible triggers, and board impact in the log. + +- Removal and protection: Track whether `Lightning Axe`, `Lightning Bolt`, `Prismatic Strands`, `Blacksmith's Skill`, and `Fling` were used at the highest-value window. Mark mistakes where removal hit a minor threat while a lethal blocker, protection fight, or faster clock remained unresolved. + +- Closing: Record failed lethal attempts by cause: no attacker, blocker survived, `Tireless Tribe` removed, `Inside Out` countered, not enough cards to discard, `Fling` disrupted, prevention effect, or incorrect timing. Use rules-engine outcomes, not assumed math. + +- Sideboard: For each match, ask whether `Pyroblast`, `Red Elemental Blast`, `Electrickery`, `Flaring Pain`, extra `Prismatic Strands`, `Siege Smash`, `Thraben Charm`, `Cast into the Fire`, and `Benevolent Blessing` had visible targets or stack windows. Flag every sideboard card drawn without a legal or strategically relevant action. + +- Role: Record whether the pilot correctly identified combo, tempo, survival, or rebuild as the current role. The main mistake to find is spending cards for generic value when the game demanded either immediate lethal setup or holding protection. + +- Stranded cards: List every card stuck in hand for two or more decision cycles and the reason: wrong color, no target, no creature, no graveyard, no artifact/enchantment target, no blue spell, no combat window, or too risky to commit. + +- Overperformers and underperformers: Count wins where each card directly enabled the result and losses where each card was drawn but low-impact. Separate main-deck cards from sideboard cards so tuning does not confuse matchup cards with core engine cards. + +## First Tuning Questions +- Combo density: Is four `Tireless Tribe` plus four `Inside Out` enough, or do losses show too many games where one half is missing despite `Faithless Looting`, `Thrilling Discovery`, and `Pursue the Past`? If the issue is access, tune selection before adding off-plan threats. + +- Protection count: Are two `Blacksmith's Skill` and one main-deck `Prismatic Strands` enough against removal-heavy opponents, or are combo turns repeatedly losing to one visible removal spell? If protection is too light, decide whether `Benevolent Blessing` or extra `Prismatic Strands` should move closer to the main plan. + +- Removal balance: Are three `Lightning Axe` and one `Lightning Bolt` clearing the blockers and threats that matter, or is `Lightning Axe` too costly when the hand must be saved for `Tireless Tribe`? If discard cost is the problem, consider whether the removal package is fighting the combo resource model. + +- Mana shape: Do `Boros Garrison` and `Wind-Scarred Crag` fix colors often enough to justify tapped starts, or are they causing losses before the combo can threaten? If tempo losses dominate, test whether the land mix needs fewer tapped lands or a different red-white balance. + +- Velocity package: Is `Thrilling Discovery` better than `Faithless Looting` or `Pursue the Past` in actual games, or does the mana cost make it clunky under pressure? Tune around the card that most often finds `Tireless Tribe`, `Inside Out`, and protection without exposing the pilot to lethal. + +- Alternate bodies: Do `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, and `Spirit Mascot` create meaningful secondary wins, or are they mostly filler while waiting for the real combo? Card text check required before changing quantities, but logs should show whether they pressure life totals or stabilize combat. + +- Finisher mix: Is one `Fling` enough as a combat-bypass closer, or do prevention, blockers, and removal make the deck need more noncombat reach? If `Fling` is stranded without a protected huge creature, adding more may worsen the same dependency. + +- Aggro plan: Does the deck stabilize creature swarms after sideboarding with `Electrickery`, extra `Prismatic Strands`, and removal, or does it still die before combo setup? If aggro remains bad, tune sideboard slots toward survival without cutting too much combo density. + +- Control plan: Do `Pyroblast` and `Red Elemental Blast` win the important stack fights, or is the deck still forced to commit into open interaction too early? If stack fights remain poor, decide whether more protection, more patience, or different sideboard allocation matters most. + +- Artifact/enchantment slots: Are `Siege Smash`, `Cast into the Fire`, and `Thraben Charm` answering proven hate or mostly sitting in hand? If target-light matchups make them dead, consolidate sideboard slots around the hate permanents actually seen. + +- Role conflict: Is the deck losing because it sideboards into reactive cards and stops being a fast combo deck? If post-board games show low threat density, restore `Tireless Tribe`, `Inside Out`, and velocity before adding more narrow answers. + +## Veles Tactical Policy + +### Policy: Mulligan For Combo Function +- Priority: High +- Decision families: mulligan +- Cards: Tireless Tribe, Inside Out, Faithless Looting, Thrilling Discovery, Pursue the Past, Blacksmith's Skill, Prismatic Strands +- Phase windows: pregame mulligan decisions. +- Runtime cues: mulligan prompt, opening hand, visible deck context. +- Use when: evaluating an opener or London mulligan bottom decision. +- Avoid when: rules engine has already locked the keep decision or only bottom choices remain. +- Instructions: Keep hands that can cast Tireless Tribe early and either already contain Inside Out or have credible filtering to find it. Value one protection or interaction card when the opponent is likely to answer a single creature, but do not keep slow hands that only interact and never threaten a combo turn. Treat Lightning Axe as costly interaction because discarded cards may be needed for Tireless Tribe. Bottom excess tapped lands, redundant slow velocity, or matchup-dead interaction before bottoming the first combo half. +- Pilot skill floor: light tactical reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Tireless Tribe Setup +- Priority: Medium +- Decision families: mana, priority +- Cards: Tireless Tribe, Wind-Scarred Crag, Plains, Boros Garrison, Escape Tunnel +- Phase windows: early main phases before the first combo attempt. +- Runtime cues: legal cast Tireless Tribe action, land-play actions, available white mana. +- Use when: Tireless Tribe is in hand and the battlefield lacks a protected combo creature. +- Avoid when: the opponent can present immediate lethal and a survival action is legal. +- Instructions: Prioritize establishing Tireless Tribe over deploying lower-impact bodies when the hand contains Inside Out or filtering toward it. Sequence Plains or untapped white access before tapped fixing if doing so lets Tireless Tribe enter before the opponent’s next removal or clock step. Treat Escape Tunnel as important later reach, not a reason to delay the first creature without a visible payoff. +- Pilot skill floor: basic combo setup. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Red-White Mana Sequencing +- Priority: Medium +- Decision families: mana +- Cards: Plains, Mountain, Wind-Scarred Crag, Boros Garrison, Escape Tunnel, Thrilling Discovery, Faithless Looting, Inside Out, Lightning Axe +- Phase windows: land-play prompts and mana-payment prompts. +- Runtime cues: land actions, mana source prompts, colored cost prompts. +- Use when: choosing land order or paying for a spell that affects combo timing. +- Avoid when: a deterministic mana prompt offers exactly one legal payment. +- Instructions: Preserve white for Tireless Tribe, Inside Out, Blacksmith's Skill, Prismatic Strands, and Thrilling Discovery when those cards define the turn. Preserve red for Faithless Looting, Lightning Axe, Lightning Bolt, Fling, Pyroblast, Red Elemental Blast, Electrickery, Flaring Pain, Siege Smash, and Cast into the Fire when those are legal and relevant. Use Boros Garrison for fixing only when the tempo loss does not push the combo turn beyond the opponent’s visible clock. +- Pilot skill floor: light tactical reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Single Mana Payment +- Priority: Low +- Decision families: mana +- Cards: none +- Phase windows: mana-payment prompts. +- Runtime cues: action:pay +- Use when: the current legal action list contains exactly one payment action and no alternate payment or optional payment action is visible. +- Avoid when: multiple mana-source, color-choice, optional-cost, or sacrifice/discard payment actions are visible. +- Instructions: Select the only legal payment action. Do not infer future mana plans from this policy. +- Pilot skill floor: deterministic execution. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Combo Commitment Gate +- Priority: High +- Decision families: priority, combat, interaction +- Cards: Tireless Tribe, Inside Out, Blacksmith's Skill, Fling, Prismatic Strands, Escape Tunnel +- Phase windows: precombat main, beginning of combat, declare attackers, post-blockers, and end-step windows. +- Runtime cues: legal Inside Out action, legal attack action, legal Fling action, opponent open mana, visible blockers, stack interaction. +- Use when: deciding whether to start a Tireless Tribe plus Inside Out kill or wait. +- Avoid when: no Tireless Tribe or equivalent legal target is visible under your control. +- Instructions: Commit when visible damage, discard capacity, protection, evasion, or Fling creates a plausible win before the opponent untaps. Wait when the opponent’s visible mana and archetype imply likely interaction and you can improve with Faithless Looting, Thrilling Discovery, Pursue the Past, Blacksmith's Skill, or a better attack window. Do not spend Inside Out for a cantrip unless the combo target is absent and the legal line is clearly a rebuild line. +- Pilot skill floor: advanced combo timing. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Target Self Tireless Tribe With Inside Out +- Priority: Medium +- Decision families: selection +- Cards: Inside Out, Tireless Tribe +- Phase windows: spell target prompts after casting Inside Out. +- Runtime cues: action:target self Tireless Tribe +- Use when: the current prompt is an Inside Out target prompt, the legal action text names target self Tireless Tribe, and exactly one own Tireless Tribe is a legal target. +- Avoid when: multiple own Tireless Tribe targets, opposing targets, protection prompts, or removal on the stack require choosing among lines. +- Instructions: Select target self Tireless Tribe. This policy executes the selected combo line and does not decide whether starting the combo was correct. +- Pilot skill floor: deterministic execution. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Tireless Tribe Discard Pump Gate +- Priority: High +- Decision families: priority, selection +- Cards: Tireless Tribe, Inside Out, Fling, Blacksmith's Skill +- Phase windows: after Inside Out resolves, during combat damage setup, and before Fling damage resolution if sacrifice/power matters. +- Runtime cues: legal Tireless Tribe discard ability, hand contents, visible lethal math. +- Use when: choosing whether to discard cards to Tireless Tribe. +- Avoid when: the rules engine offers no Tireless Tribe ability or card-discard choice. +- Instructions: Discard enough cards only when the visible line threatens lethal, forces a decisive block, enables Fling, or saves Tireless Tribe from damage that matters. Preserve Blacksmith's Skill, Fling, and needed follow-up spells unless discarding them is required for a current win or survival. Do not empty the hand into open interaction unless waiting is worse by visible clock or known public information. +- Pilot skill floor: advanced resource conversion. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Fling Payoff Target +- Priority: High +- Decision families: interaction, selection +- Cards: Fling, Tireless Tribe, Inside Out, Blacksmith's Skill +- Phase windows: main phase or combat windows where Fling is legal. +- Runtime cues: legal Fling action, sacrifice prompt, target prompt, opponent life total. +- Use when: deciding whether Fling converts a pumped creature into lethal or prevents losing the creature for no damage. +- Avoid when: creature power, opponent life, stack protection, or sacrifice target cannot be verified from visible state. +- Instructions: Use Fling as a commitment payoff when the sacrificed creature’s visible power and target choice produce a decisive result or bypass blockers. Do not sacrifice Tireless Tribe merely for damage if the combo can still be protected and attack later. If a target prompt follows an already selected lethal Fling line and only opponent-target action is legal, execute that target. +- Pilot skill floor: advanced stack and damage reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Protection Fight +- Priority: High +- Decision families: interaction, priority +- Cards: Blacksmith's Skill, Prismatic Strands, Benevolent Blessing, Pyroblast, Red Elemental Blast +- Phase windows: in response to removal, counterspells, damage, or combat steps. +- Runtime cues: spell or ability on stack targeting Tireless Tribe, Inside Out, Fling, or lethal combat; legal protection action. +- Use when: a visible stack object or combat result threatens the active combo, survival, or a decisive creature. +- Avoid when: protection text, legal target, or color restriction is uncertain; Card text check required for exact protection details. +- Instructions: Protect Tireless Tribe during a committed combo before protecting secondary creatures. Protect Inside Out or Fling on the stack when a blast effect can legally answer the opposing spell. Use Prismatic Strands for survival or a forced combo window only when the legal action and prevention context are visible. +- Pilot skill floor: advanced interaction timing. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Velocity Before Commitment +- Priority: Medium +- Decision families: priority, selection +- Cards: Faithless Looting, Thrilling Discovery, Pursue the Past, Sneaky Snacker +- Phase windows: main phases with spare mana and no immediate lethal line. +- Runtime cues: legal cast Faithless Looting, legal cast Thrilling Discovery, legal cast Pursue the Past, draw/discard prompts. +- Use when: the hand lacks a combo half, protection, land, or enough action to commit. +- Avoid when: casting a velocity spell taps mana needed for a protected legal combo this turn. +- Instructions: Use filtering to find Tireless Tribe, Inside Out, protection, or land before taking low-impact attacks. Keep cards that assemble or protect the combo over speculative bodies. Card text check required for Pursue the Past and Sneaky Snacker details; follow only the legal draw, discard, and recursion actions shown by Forge. +- Pilot skill floor: light tactical reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Removal For Blockers And Clocks +- Priority: Medium +- Decision families: interaction, combat +- Cards: Lightning Axe, Lightning Bolt, Electrickery, Cast into the Fire, Siege Smash, Thraben Charm +- Phase windows: main phase, combat, and stack windows where removal is legal. +- Runtime cues: legal target actions for removal, visible blockers, visible lethal clock, hate permanents. +- Use when: a visible creature, artifact, enchantment, or other legal target blocks the combo, threatens lethal, or disables the plan. +- Avoid when: target text or mode text is uncertain; Card text check required for exact modal coverage of Siege Smash and Thraben Charm. +- Instructions: Spend removal first on blockers that stop Tireless Tribe lethal or threats that shorten the clock below your setup time. Treat Lightning Axe discard as a real cost and avoid discarding combo or protection pieces unless the target matters immediately. Use sideboard answers only against visible target classes they can legally affect. +- Pilot skill floor: light tactical reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat With Combo Creature +- Priority: Medium +- Decision families: combat +- Cards: Tireless Tribe, Inside Out, Escape Tunnel, Spirit Mascot, Aurora Eidolon, Sandstorm Eidolon, Sneaky Snacker +- Phase windows: declare attackers, declare blockers, combat trick windows. +- Runtime cues: legal attack/block actions, visible blockers, available Inside Out or protection. +- Use when: choosing attacks or blocks with combo and support creatures. +- Avoid when: exactly lethal or survival math cannot be determined from visible state. +- Instructions: Attack with Tireless Tribe when it threatens a combo kill, forces favorable blocking, or has an Escape Tunnel or protection line visible. Do not risk Tireless Tribe as a routine blocker unless survival requires it or protection makes the exchange decisive. Use Aurora Eidolon, Sandstorm Eidolon, Sneaky Snacker, and Spirit Mascot according to visible legal text; Card text check required for exact role claims. +- Pilot skill floor: light tactical reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Role Selection +- Priority: High +- Decision families: sideboard +- Cards: Pyroblast, Red Elemental Blast, Electrickery, Flaring Pain, Prismatic Strands, Siege Smash, Thraben Charm, Cast into the Fire, Benevolent Blessing, Lightning Axe, Lightning Bolt, Aurora Eidolon, Sandstorm Eidolon, Spirit Mascot +- Phase windows: between games sideboarding. +- Runtime cues: sideboard prompt, opponent archetype, public cards seen in prior games. +- Use when: choosing a legal post-board plan. +- Avoid when: a proposed sideboard plan is not balanced or violates the registered 75. +- Instructions: Add Pyroblast and Red Elemental Blast against blue stack fights. Add Electrickery and extra Prismatic Strands against wide creature pressure. Add Flaring Pain against prevention effects that stop lethal. Add Siege Smash, Thraben Charm, and Cast into the Fire only when public information shows relevant targets. Add Benevolent Blessing when protecting Tireless Tribe is the central fight. Reduce main-deck emphasis on low-impact bodies or excess removal only after preserving combo density and mana. +- Pilot skill floor: advanced matchup reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Blast Stack Fight +- Priority: Medium +- Decision families: interaction, priority +- Cards: Pyroblast, Red Elemental Blast, Inside Out, Fling, Tireless Tribe +- Phase windows: stack windows against blue spells or blue permanents when legal. +- Runtime cues: legal Pyroblast action, legal Red Elemental Blast action, visible blue spell or target. +- Use when: a legal blast can protect the combo, stop a card-advantage swing, or answer a blocker/enabler that matters. +- Avoid when: the target is not visibly legal or the blast would answer a low-impact spell while a combo fight is expected soon. +- Instructions: Save blast effects for counterspell fights over Inside Out or Fling unless the opponent’s visible action will otherwise end the game. Use them proactively only when the target directly blocks the combo or creates an unwinnable clock. +- Pilot skill floor: light tactical reasoning. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Pass With Empty Stack +- Priority: Low +- Decision families: priority +- Cards: none +- Phase windows: priority prompts with empty stack. +- Runtime cues: action:pass +- Use when: the legal action list contains pass plus no cast, activate, attack, block, or mana-development action other than pass. +- Avoid when: any non-pass legal action is visible. +- Instructions: Select pass. This policy covers procedural priority only and must not skip tactical opportunities. +- Pilot skill floor: deterministic execution. +- No-API allowed: yes +- Light-model allowed: yes diff --git a/strategies/pauper/inside_out_combo/1/metadata.json b/strategies/pauper/inside_out_combo/1/metadata.json new file mode 100644 index 0000000..8fc7216 --- /dev/null +++ b/strategies/pauper/inside_out_combo/1/metadata.json @@ -0,0 +1,46 @@ +{ + "archetype_tags": [ + "combo", + "tempo" + ], + "colors": [ + "W", + "U", + "B", + "R" + ], + "concept_text": "creature-combo deck that threatens sudden lethal through pump/toughness conversion", + "created_at": 1781240804, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "base_choice": "inside_out_combo:v1", + "generated_at": "2026-06-14T14:03:15.237774+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "inside_out_combo", + "strategy_label": "Inside Out Combo", + "tags": [ + "combo", + "tempo", + "spells" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/inside_out_combo/1/reflection.md b/strategies/pauper/inside_out_combo/1/reflection.md new file mode 100644 index 0000000..1fcfa36 --- /dev/null +++ b/strategies/pauper/inside_out_combo/1/reflection.md @@ -0,0 +1,28 @@ +# Reflection Template For Inside Out Combo + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Record whether the game was decided by assembling `Tireless Tribe` plus `Inside Out`, protecting the combo, failing to find a creature, failing to find `Inside Out`, losing to pressure, or losing a stack fight. Name the public board state and the visible legal action that made the result turn. + +- Mulligans: Track every keep and mulligan by whether the opener had a castable `Tireless Tribe`, a route to `Inside Out`, enough white/red mana, and a protection or rebuild plan. Flag hands kept on filtering only when `Faithless Looting`, `Thrilling Discovery`, or `Pursue the Past` failed to produce the missing piece in time. + +- Mana: Record whether `Wind-Scarred Crag`, `Boros Garrison`, `Escape Tunnel`, `Plains`, and `Mountain` entered or sequenced in a way that delayed the first decisive spell. Separate color screw from tempo loss, because the fix may be land mix rather than land count. + +- Velocity: Ask whether `Faithless Looting`, `Thrilling Discovery`, and `Pursue the Past` increased access to the combo or merely spent mana while the opponent advanced the clock. Note which card was stranded when the deck had mana but no useful selection action. + +- Engine pressure: Record whether `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, and `Spirit Mascot` mattered as real pressure or only as bodies. Card text check required for exact tactical claims; judge them from legal actions, visible triggers, and board impact in the log. + +- Removal and protection: Track whether `Lightning Axe`, `Lightning Bolt`, `Prismatic Strands`, `Blacksmith's Skill`, and `Fling` were used at the highest-value window. Mark mistakes where removal hit a minor threat while a lethal blocker, protection fight, or faster clock remained unresolved. + +- Closing: Record failed lethal attempts by cause: no attacker, blocker survived, `Tireless Tribe` removed, `Inside Out` countered, not enough cards to discard, `Fling` disrupted, prevention effect, or incorrect timing. Use rules-engine outcomes, not assumed math. + +- Sideboard: For each match, ask whether `Pyroblast`, `Red Elemental Blast`, `Electrickery`, `Flaring Pain`, extra `Prismatic Strands`, `Siege Smash`, `Thraben Charm`, `Cast into the Fire`, and `Benevolent Blessing` had visible targets or stack windows. Flag every sideboard card drawn without a legal or strategically relevant action. + +- Role: Record whether the pilot correctly identified combo, tempo, survival, or rebuild as the current role. The main mistake to find is spending cards for generic value when the game demanded either immediate lethal setup or holding protection. + +- Stranded cards: List every card stuck in hand for two or more decision cycles and the reason: wrong color, no target, no creature, no graveyard, no artifact/enchantment target, no blue spell, no combat window, or too risky to commit. + +- Overperformers and underperformers: Count wins where each card directly enabled the result and losses where each card was drawn but low-impact. Separate main-deck cards from sideboard cards so tuning does not confuse matchup cards with core engine cards. diff --git a/strategies/pauper/jeskai_ephemerate/1/decklist.txt b/strategies/pauper/jeskai_ephemerate/1/decklist.txt new file mode 100644 index 0000000..131daf7 --- /dev/null +++ b/strategies/pauper/jeskai_ephemerate/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +3 Augur of Bolas +3 Mulldrifter +1 Archaeomancer +2 Murmuring Mystic +4 Counterspell +3 Ephemerate +3 Skred +2 Union of the Third Path +4 Cleansing Wildfire +4 Lorien Revealed +6 Snow-Covered Island +4 Rustvale Bridge +4 Silverbluff Bridge +1 Glacial Floodplain +1 Snow-Covered Mountain +2 Snow-Covered Plains +1 Volatile Fjord +1 Thraben Charm +2 Dispel +1 Ardent Elementalist +1 Destroy Evil +2 Suplex +4 Brainstorm +1 Ride's End + +Sideboard (15) +2 Pyroblast +2 Hydroblast +2 Dust to Dust +2 Red Elemental Blast +2 Blue Elemental Blast +2 Envelop +1 Stonehorn Dignitary +1 Destroy Evil +1 Breath Weapon diff --git a/strategies/pauper/jeskai_ephemerate/1/first_principles.md b/strategies/pauper/jeskai_ephemerate/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/jeskai_ephemerate/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/jeskai_ephemerate/1/guide.md b/strategies/pauper/jeskai_ephemerate/1/guide.md new file mode 100644 index 0000000..9478554 --- /dev/null +++ b/strategies/pauper/jeskai_ephemerate/1/guide.md @@ -0,0 +1,689 @@ +# Strategy Specifications +## Deck Name And Archetype +Jeskai Ephemerate is a Pauper Jeskai blink-control deck built around cheap interaction, artifact-bridge mana, blue card selection, and enter-the-battlefield value from Augur of Bolas, Mulldrifter, Archaeomancer, Ardent Elementalist, and Murmuring Mystic. The registered list is 60 main-deck cards and 15 sideboard cards by count from the supplied decklist, so Veles should treat the list as structurally valid before separate card-database, legality, and engine-implementation checks. + +- Format: Pauper. +- Strategy name: Jeskai Ephemerate. +- Main deck count: 60. +- Sideboard count: 15. +- Current tags: midrange, control, blink, artifact. +- Strategic status: hybrid stock shell with customized interaction; the core of Cleansing Wildfire plus artifact Bridges, Ephemerate value loops, Counterspell, Skred, Brainstorm, Lorien Revealed, and Mulldrifter is recognizable, while the exact mix of Union of the Third Path, Suplex, Ride's End, Thraben Charm, Destroy Evil, and sideboard blasts should be treated as tuned rather than generic. + +- Legality concern: Veles must not assume Pauper legality from this guide alone; confirm legality and Forge support for every card before official runs, especially newer or less-stock inclusions such as Suplex, Ride's End, Union of the Third Path, and Thraben Charm. If the runtime card database or rules engine rejects a card, the pilot should treat the deck as unavailable rather than substituting a similar effect. + +- Card text concern: The guide should use known strategic roles only when the legal actions expose those roles at runtime. Card text check required for Suplex and Ride's End before relying on exact tactical timing, target restrictions, cost assumptions, or combat applications. + +- Mana concern: The deck is blue-centered with meaningful red and white requirements, so early sequencing should protect access to Counterspell and Brainstorm while still enabling Skred, Cleansing Wildfire, Ephemerate, Union of the Third Path, Thraben Charm, Destroy Evil, Suplex, Ride's End, and sideboard blasts. Rustvale Bridge, Silverbluff Bridge, Glacial Floodplain, Volatile Fjord, Snow-Covered Island, Snow-Covered Mountain, and Snow-Covered Plains make the mana functional but tapland-heavy, so the pilot must value early land drops and avoid optional plays that strand Counterspell or Skred when the opponent is presenting pressure. + +- Role concern: The deck is not a pure draw-go control deck; it often wins by surviving the early turns, turning Mulldrifter or Augur of Bolas into repeated cards with Ephemerate, rebuying key spells with Archaeomancer or Ardent Elementalist, and converting Murmuring Mystic into a threat while holding interaction. The pilot should not spend early turns only sculpting if the board requires Skred, Suplex, Destroy Evil, Ride's End, Thraben Charm, or Counterspell. + +- Artifact concern: Cleansing Wildfire on Rustvale Bridge or Silverbluff Bridge is a central acceleration and card-flow plan, but the legal action must actually target an indestructible artifact land or other tactically acceptable land. Do not assume Cleansing Wildfire is safe on a nonindestructible land unless the visible state and matchup pressure justify sacrificing that land. + +- Opponent information status: No specific opposing deck is supplied in this batch, so matchup decisions must begin from visible board state, public graveyards, revealed cards, previous match-game information, and broad Pauper archetype inference only. Do not infer hidden cards as certain; use Pyroblast, Hydroblast, Red Elemental Blast, Blue Elemental Blast, Envelop, Dust to Dust, Stonehorn Dignitary, Destroy Evil, and Breath Weapon sideboard roles only when the opponent’s colors, card types, threats, or game plan are confirmed by public information or matchup metadata. + +## Thesis +Jeskai Ephemerate assembles a tapland-heavy blue control shell that turns cheap interaction and card selection into a long-game engine through Ephemerate, Augur of Bolas, Mulldrifter, Archaeomancer, Ardent Elementalist, and Murmuring Mystic. The deck wins by surviving the first pressure cycle, making land drops, converting Rustvale Bridge or Silverbluff Bridge plus Cleansing Wildfire into stable mana and extra cards, then taking over with repeated enter-the-battlefield value, protected flyers, and a growing Murmuring Mystic token board. + +The pilot should prioritize mana stability, early threat containment, and preserving blue interaction over forcing a fast clock. Counterspell and Skred are the cleanest main-deck answers when the legal actions expose the right target or spell, while Dispel, Thraben Charm, Destroy Evil, Suplex, Ride's End, and Union of the Third Path fill narrower defensive windows that must be chosen from the actual rules-engine prompt. Card text check required for Suplex and Ride's End before using them as anything more specific than visible legal interaction. + +The deck is not trying to race from turn one, trade cards carelessly, or cast Ephemerate without a meaningful target. Ephemerate should normally be saved for Mulldrifter, Augur of Bolas, Archaeomancer, Ardent Elementalist, or a tactically relevant creature protection line when the stack and visible board make the blink legal and useful. Murmuring Mystic changes the role from pure control to board-building midrange; once it is in play, cheap spells can become both interaction and pressure, but the pilot should still respect removal, combat pressure, and mana constraints. + +The default priority is survive, hit land drops, keep blue mana online, answer must-answer threats, and build a recurring card engine. When under pressure, choose Skred, Counterspell, Suplex, Ride's End, Destroy Evil, Thraben Charm, Union of the Third Path, or Breath Weapon-style sideboard interaction before slow value lines unless the visible board shows the value play also stabilizes. When stable, prefer Brainstorm plus shuffle or search-like effects, Lorien Revealed for land development or late cards, Cleansing Wildfire on an indestructible Bridge, and blink-recursion loops that increase cards without exposing the game to a single unanswered threat. + +## Role Package +- Threats: Murmuring Mystic is the main board-converting threat because every instant or sorcery after it can add material while the deck continues playing control. Mulldrifter is both a flyer and a card engine; cast or evoke it according to legal actions, mana, and whether Ephemerate or recursion can multiply the card draw. Augur of Bolas is an early body that buys time, finds spells, and becomes a good Ephemerate target when the deck needs selection rather than raw board pressure. + +- Payoffs: Ephemerate is the highest-leverage payoff when it reuses Mulldrifter, Augur of Bolas, Archaeomancer, or Ardent Elementalist, and it can also protect a creature only if the legal blink timing and target are exposed. Cleansing Wildfire is a mana and card-flow payoff when aimed at Rustvale Bridge or Silverbluff Bridge, but targeting a nonindestructible land is a separate tactical commitment. Murmuring Mystic rewards every Counterspell, Skred, Brainstorm, Dispel, Thraben Charm, Destroy Evil, Suplex, Ride's End, Union of the Third Path, Lorien Revealed, and sideboard instant or sorcery that is actually cast. + +- Engines: Archaeomancer and Ardent Elementalist are recursion engines for rebuying high-impact instants and sorceries, especially Counterspell, Skred, Ephemerate, Cleansing Wildfire, Brainstorm, Lorien Revealed, Dispel, and matchup-specific sideboard spells. Ephemerate plus Archaeomancer or Ardent Elementalist can create repeated spell access, but the pilot must confirm the exact legal target each time and avoid looping low-impact spells while dying on board. + +- Velocity: Brainstorm is the primary cheap selection spell and should improve hand quality, protect against flood, or set up known cards rather than be fired for no reason. Lorien Revealed supports early mana development when land drops matter and becomes a late card-advantage spell when mana is abundant. Augur of Bolas and Mulldrifter are velocity creatures that should be sequenced around available mana, pressure, and whether holding Counterspell or Skred is more important than tapping out. + +- Interaction: Counterspell is the broad stack answer and should be conserved for threats, engines, combo pieces, or interaction that materially changes the next turn cycle. Skred is the scalable creature answer tied to snow permanent count, so visible damage math matters before selecting a target. Thraben Charm, Destroy Evil, Dispel, Union of the Third Path, Suplex, and Ride's End are narrower tools whose exact timing, targets, and defensive use must follow legal action text. + +- Protection: Dispel protects key exchanges against opposing instant interaction and can defend Murmuring Mystic, Ephemerate lines, or a counter war when the opposing spell is legal to counter. Ephemerate can protect creatures only when blinking them preserves or improves the board; do not spend it merely because a target exists. Union of the Third Path can support survival if the rules engine presents a life-gain or defensive action that matters before the opponent's next attack. + +- Recursion: Archaeomancer and Ardent Elementalist should prioritize returning the spell that best answers the current constraint: Counterspell for stack control, Skred or Destroy Evil for board control, Ephemerate for engine continuation, Brainstorm or Lorien Revealed for resources, and sideboard blasts or Envelop when the matchup makes them decisive. + +- Mana: Snow-Covered Island anchors Counterspell, Brainstorm, Lorien Revealed, Augur of Bolas, Murmuring Mystic, and Mulldrifter. Rustvale Bridge, Silverbluff Bridge, Glacial Floodplain, Snow-Covered Mountain, Snow-Covered Plains, and Volatile Fjord provide Jeskai colors but enter tapped often, so early turns should map whether red removal, white blink or removal, and double-blue Counterspell can coexist. + +- Sideboard modules: Pyroblast and Red Elemental Blast pressure blue spells and permanents; Hydroblast and Blue Elemental Blast answer red pressure or red stack fights; Dust to Dust attacks artifact-heavy boards; Envelop fights sorcery-centric plans; Stonehorn Dignitary adds a combat-stop body for blink shells; Destroy Evil increases access to that effect; Breath Weapon is a sweeper role card for small-creature boards. + +## Primary Win Conditions +- Murmuring Mystic spell-pressure path: prioritize this win path when the deck has stable mana, enough life to take one attack if needed, and instant or sorcery density in hand. Setup requires resolving Murmuring Mystic with blue interaction or removal available soon after; execution is to cast Counterspell, Skred, Brainstorm, Ephemerate, Cleansing Wildfire, Lorien Revealed, Dispel, Union of the Third Path, Thraben Charm, Destroy Evil, Suplex, or Ride's End only when the legal action also advances board control, card flow, or protection. Disruption to respect includes removal on Murmuring Mystic, sweepers for small flyers, and stack fights over the first Mystic; do not expose Mystic into obvious lethal pressure unless it is the only stabilizing body. Prioritize this path against slow decks, blue mirrors where tokens dodge some counters after Mystic resolves, and board stalls where repeated flying tokens end the game while the pilot keeps answering threats. + +- Mulldrifter value-air path: prioritize this win path when cards matter more than immediate board size or when the opponent cannot punish a slower flyer. Setup is hitting enough mana or legal evoke timing, preferably with Ephemerate, Archaeomancer, or Ardent Elementalist available to multiply the card draw. Execution is to turn Mulldrifter into both resource advantage and evasive pressure; a hard-cast Mulldrifter can close games while Counterspell and Skred keep the battlefield contained. Disruption to respect includes exile removal, counterspells on the first draw creature, and graveyard hate that weakens recursion follow-up; if the opponent is racing, cast Mulldrifter only when the visible board and life total allow the tempo loss or when the legal line also finds survival resources. + +- Ephemerate recursion engine: prioritize this win path when Archaeomancer or Ardent Elementalist can legally return a high-impact spell and the game is expected to go long. Setup is a meaningful graveyard target such as Counterspell, Skred, Ephemerate, Cleansing Wildfire, Brainstorm, Lorien Revealed, Dispel, or a sideboard spell, plus a creature that survives long enough to be blinked. Execution is to use Ephemerate on Archaeomancer or Ardent Elementalist to rebuy the best current spell, then use rebound or later blink actions only if the rules engine presents them and the target still matters. Disruption to respect includes graveyard exile, removal in response to Ephemerate, and spending mana on a loop while dying to attackers; prioritize this engine when stable, when out-carding control, or when one recurred Counterspell or Skred changes the next turn cycle. + +- Cleansing Wildfire Bridge ramp path: prioritize this win path when Rustvale Bridge or Silverbluff Bridge is visible and the deck needs mana, colors, or card flow more than holding interaction. Setup is an indestructible Bridge and a hand that can convert extra lands into Mulldrifter, Murmuring Mystic plus spells, Counterspell backup, or recursion turns. Execution is to target the Bridge only through legal action text, draw the card, improve mana, and reach the late-game engine ahead of schedule. Disruption to respect includes tapping out against a must-counter spell or dying before the ramp pays off; prioritize this line in slower games and when missing land drops, but defer it against fast pressure if Skred, Counterspell, or life stabilization is required first. + +## Secondary Win Conditions +- Creature-chip fallback: use Augur of Bolas, Archaeomancer, Ardent Elementalist, and incidental Murmuring Mystic tokens to attack only when the damage does not sacrifice needed blockers or engine pieces. This line wins when the opponent is empty or constrained, not because the deck is naturally aggressive. + +- Single-threat protection fallback: protect one resolved Mulldrifter or Murmuring Mystic with Counterspell, Dispel, Ephemerate, Skred, and narrow legal interaction when the opponent has few clean answers. Do not spend Ephemerate on a low-impact blink if saving it would protect the only real clock or rebuy a better enters-the-battlefield effect. + +- Sideboard pressure fallback: after sideboarding, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, Envelop, Dust to Dust, Stonehorn Dignitary, Destroy Evil, and Breath Weapon can convert specific matchups into easier win paths by answering the axis that normally beats Jeskai Ephemerate. These cards are not generic finishers; they create time for Mulldrifter, Murmuring Mystic, and recursion to finish. + +- No burn-to-face assumption: do not treat Skred, Thraben Charm, Suplex, Ride's End, Destroy Evil, or Breath Weapon as direct lethal unless the rules engine exposes an exact legal damaging action to the opponent. Card text check required for Suplex and Ride's End before assigning them any deterministic finishing role. + +## Emergency Lines +- Behind on life: choose survival before value, using Skred, Counterspell, Suplex, Ride's End, Destroy Evil, Thraben Charm, Union of the Third Path, or sideboard Breath Weapon only when the legal target or mode is visible. Mulldrifter and Cleansing Wildfire should wait unless they find or enable immediate defense. + +- Behind on board: preserve blockers and answer the permanent or spell that changes combat math most before the next attack. Murmuring Mystic can stabilize only if the pilot can cast follow-up spells; Augur of Bolas is expendable as a blocker when it buys the turn needed for Skred, Breath Weapon, Stonehorn Dignitary, or Mulldrifter. + +- Behind on cards: rebuild with Mulldrifter, Brainstorm, Lorien Revealed, Cleansing Wildfire on a Bridge, Augur of Bolas, and recursion, but do not spend a turn drawing cards if a visible threat will end the game first. Archaeomancer and Ardent Elementalist should return the spell that solves the current bottleneck, not automatically the highest-card-advantage spell. + +- Behind on mana: prioritize land drops, Lorien Revealed land access when legal, and Cleansing Wildfire on Rustvale Bridge or Silverbluff Bridge when the opponent cannot punish the tap-out. Keep double-blue Counterspell and red Skred requirements in mind before choosing tapped lands or optional spells. + +- Engine removed or graveyard checked: shift to honest control and flyer pressure with Mulldrifter, Murmuring Mystic, Counterspell, Skred, and hard-cast threats. If Archaeomancer, Ardent Elementalist, or Ephemerate lines are shut off, stop forcing recursion and trade resources toward a stable board. + +- Facing combo or a must-answer stack threat: hold Counterspell, Dispel, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, or Envelop for the visible decisive spell rather than spending mana on routine development. Passing with interaction is correct when tapping out would lose to the known or strongly signaled axis. + +## Resource Model +- Life: spend life as a buffer only when the next turn cycle is covered by visible blockers, Skred, Counterspell, Union of the Third Path, or sideboard Stonehorn Dignitary/Breath Weapon lines. Against fast boards, convert cards into life and tempo before trying to maximize Mulldrifter, Cleansing Wildfire, or Archaeomancer value. + +- Hand: treat hand size as the deck's main late-game currency, because Brainstorm, Augur of Bolas, Lorien Revealed, Mulldrifter, Cleansing Wildfire, Archaeomancer, and Ardent Elementalist turn extra looks into specific answers. Do not cash in cards for low-impact actions if holding Counterspell, Dispel, Skred, or Ephemerate protects a better future exchange. + +- Mana: convert early mana into land drops, artifact-land ramp, and double-blue protection before chasing expensive turns. The strongest turns often use five or more mana for Mulldrifter plus interaction, Murmuring Mystic plus a spell, or Archaeomancer/Ardent Elementalist plus Ephemerate. + +- Board: stabilize with Augur of Bolas, Skred, Suplex, Ride's End, Destroy Evil, Thraben Charm, and expendable tokens before attacking. Card text check required for Suplex and Ride's End, so use their tactical role only when the rules engine exposes a legal target and the action label confirms the relevant effect. + +- Graveyard: treat the graveyard as a toolbox for Archaeomancer and Ardent Elementalist, not as a guaranteed loop. Rebuy the spell that solves the visible bottleneck: Counterspell for stack control, Skred or Destroy Evil for a threat, Ephemerate for engine continuity, Cleansing Wildfire or Lorien Revealed for mana/cards, or Dispel after sideboard-style stack fights. + +- Exile: respect exile as a real cost when Ephemerate rebounds or when effects move resources out of recursion range. Do not plan to recur a spell or creature unless the visible zone state still contains it and the legal action list exposes the line. + +- Lands: Rustvale Bridge and Silverbluff Bridge are both mana sources and Cleansing Wildfire targets, so preserve at least one indestructible Bridge when a ramp/draw line matters. Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, Glacial Floodplain, and Volatile Fjord also increase Skred count or color access when visible, so avoid sacrificing sequencing quality for a marginal tapland unless the next spell still works. + +- Sacrifice fodder: do not assume dedicated sacrifice value; this list has no primary sacrifice engine. Treat Murmuring Mystic tokens and small creatures as blockers, pressure, or expendable material only when a legal card effect specifically asks for a sacrifice or combat trade. + +- Tempo: spend tempo defensively when behind and greedily when stable. Cleansing Wildfire, hard-cast Mulldrifter, and recursion turns are excellent when the opponent cannot punish the tap-out; against pressure, prioritize cheap interaction, blockers, and Union of the Third Path. + +- Information: use revealed cards, public graveyards, visible mana, and prior game history to assign Counterspell, Dispel, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, Envelop, Dust to Dust, Destroy Evil, Breath Weapon, and Stonehorn Dignitary to the right axis. Do not infer hidden exact cards beyond archetype-level risk. + +- Sideboard bullets: convert narrow sideboard cards into time, permission, or permanent answers only in the matchups where their legal targets are visible or strongly expected. Avoid boarding or casting bullets as generic value spells when they do not answer the opponent's main pressure. + +## Mana Guide +- Keep rules: keep hands that can cast early blue spells and reach interaction, usually with at least two lands or one land plus Lorien Revealed access when the legal format supports it. Mulligan hands that cannot produce blue early, cannot reach red for Skred/Cleansing Wildfire when those cards are needed, or rely on too many tapped lands against a fast matchup. + +- Color priority: prioritize blue first for Brainstorm, Augur of Bolas, Counterspell, Dispel, Lorien Revealed, Mulldrifter, and Murmuring Mystic. Prioritize red next for Skred, Cleansing Wildfire, Pyroblast, Red Elemental Blast, Breath Weapon, and some removal lines. Prioritize white when the hand needs Ephemerate, Union of the Third Path, Thraben Charm, Destroy Evil, Dust to Dust, or Stonehorn Dignitary. + +- Double-blue planning: sequence lands so Counterspell becomes available as soon as the game demands it. A tapped red-white source may be correct on turn one, but do not lock yourself out of double blue on the decisive turn if Counterspell is the hand's only answer. + +- Bridge sequencing: play Rustvale Bridge or Silverbluff Bridge early when Cleansing Wildfire is in hand and the opponent is not presenting a must-answer opening. If holding Counterspell or Dispel for a known critical turn, choose untapped or blue-producing sequencing over a greedy Bridge ramp line. + +- Cleansing Wildfire targets: target your own Rustvale Bridge or Silverbluff Bridge only when the legal action text confirms that target and the turn can afford the mana. The preferred payoff is an extra land plus a card toward Mulldrifter, Murmuring Mystic, Counterspell backup, or recursion. + +- Snow mana: count visible snow permanents before valuing Skred as removal. Snow-Covered Island is the cleanest early land because it improves blue density and Skred; Snow-Covered Mountain and Snow-Covered Plains matter when red or white actions are immediate. + +- Tapland discipline: account for Glacial Floodplain, Volatile Fjord, Rustvale Bridge, and Silverbluff Bridge entering tapped if the rules engine shows that constraint. Against pressure, a turn spent on a tapped land must still leave a playable next-turn defense. + +- Brainstorm timing: cast Brainstorm before the land drop when you need to find a land, a specific color, or a Bridge/Cleansing Wildfire setup. Cast Brainstorm after the land drop when the land decision is already clear and you want to preserve hidden draw information or protect against forced shuffle assumptions. + +- Lorien Revealed timing: use Lorien Revealed as mana access when missing land drops or colors, and as a card-advantage spell only when mana is already stable. Do not hold it as a late spell if doing so strands Counterspell, Skred, Ephemerate, or Union of the Third Path in hand. + +- Play-land-before-draw: play land before drawing when you must hold up Counterspell, Dispel, Skred, or a sideboard blast this turn and the current land is clearly required. Delay the land until after Brainstorm, Augur of Bolas, Mulldrifter, Cleansing Wildfire draw, or Lorien Revealed selection when color needs are unsettled. + +- Optional payments and value turns: pay optional costs or choose expensive lines only after preserving mana for visible stack threats, removal windows, and survival. Ephemerate, Archaeomancer, Ardent Elementalist, and Mulldrifter value is strongest when the remaining mana still covers the opponent's next meaningful action. + +## Mulligan Guide +- Strong keep: keep two or three lands with early blue, one stabilizer, and one card-flow engine, such as Snow-Covered Island, Silverbluff Bridge, Rustvale Bridge, Brainstorm, Skred, Counterspell, and Augur of Bolas. This hand casts spells on time, grows Skred, enables Cleansing Wildfire if drawn, and does not need a fragile Ephemerate setup to function. + +- Strong keep: keep Bridge plus Cleansing Wildfire plus blue access when the opponent is not presenting immediate lethal pressure. Rustvale Bridge or Silverbluff Bridge into Cleansing Wildfire gives mana and cards for Mulldrifter, Murmuring Mystic, and Counterspell turns, but it is slower on the draw against aggressive starts. + +- Medium keep: keep one land plus Lorien Revealed only when that land produces blue or the matchup is slow enough to spend the early turn fixing. The hand improves if it also has Brainstorm, Skred, or Augur of Bolas; ship it if missing blue and relying on multiple tapped lands. + +- Medium keep: keep Augur of Bolas plus Ephemerate only when the hand already has functional mana and at least one relevant instant or sorcery to find. Do not keep a hand that needs Augur of Bolas to hit perfectly before it can play Magic. + +- Risky keep: keep Counterspell-heavy hands only when double blue is realistic by turn two or three and the matchup revolves around stack fights. A hand with Counterspell, Dispel, and no early board plan can lose to creatures already resolved. + +- Risky keep: keep Mulldrifter or Murmuring Mystic hands only when early lands and interaction are present. These cards are payoff, not early defense, and hands full of five-mana value without Skred, Suplex, Ride's End, Destroy Evil, Thraben Charm, Augur of Bolas, or Union of the Third Path are too slow. + +- Automatic ship: ship zero-land hands, one-land hands without Lorien Revealed or Brainstorm support, hands without blue mana access, and hands that cannot cast any spell before turn three. Ship hands with only tapped lands and no cheap interaction against fast decks. + +- Matchup-dependent keep: keep removal-dense hands with Skred, Suplex, Ride's End, Destroy Evil, or Thraben Charm against creature decks if colors work. Card text check required for Suplex and Ride's End, so count them as keep reasons only when the rules engine confirms their legal tactical role in the matchup. + +- Play/draw rule: on the play, prefer mana development and Counterspell readiness over speculative value; on the draw, value cheap removal, Augur of Bolas, and Union of the Third Path more because the opponent acts first. Against known control, tolerate slower Lorien Revealed, Mulldrifter, and Murmuring Mystic hands with Counterspell or Dispel. + +- Trap hand: do not keep Ephemerate, Archaeomancer, Ardent Elementalist, and Mulldrifter with weak mana and no early interaction. The deck wins with value loops, but mulligans should first produce lands, colors, and live answers. + +## Turn Arc +- Turn 1 priority: establish blue mana or the best tapped land for the next two turns. Prefer Snow-Covered Island when holding Brainstorm, Augur of Bolas, Counterspell, or Lorien Revealed; prefer Rustvale Bridge or Silverbluff Bridge when Cleansing Wildfire is in hand and the matchup gives time. + +- Turn 1 deviation: cast Brainstorm before the land drop only when searching for land, color, or a missing early answer. Hold Brainstorm if the hand already curves and you can use later information from Augur of Bolas, Cleansing Wildfire, or opposing plays. + +- Turn 2 priority: cast Augur of Bolas, hold Counterspell, cast Skred, or set up Cleansing Wildfire based on the visible threat. Against pressure, answer the board or block; against slow starts, develop Bridge plus Cleansing Wildfire or leave up Counterspell if the opponent's next spell matters. + +- Turn 2 deviation: hold Dispel only for matchups where a visible or strongly expected instant matters this turn. Do not pass with Dispel as your only action against creature pressure if Augur of Bolas, Skred, or a legal removal action improves survival. + +- Turn 3 priority: convert setup into either mana advantage, stack control, or board stabilization. Cleansing Wildfire on Rustvale Bridge or Silverbluff Bridge is preferred when safe; Counterspell is preferred when the opponent's critical spell is likely; Augur of Bolas plus cheap interaction is preferred when behind. + +- Turn 3 deviation: cast Ephemerate only when the target produces immediate value or protection from a visible interaction point. Blink Augur of Bolas for selection, Mulldrifter for cards, Archaeomancer or Ardent Elementalist for a needed spell, or Stonehorn Dignitary after sideboard when the combat step must be stopped. + +- Turns 4-5 priority: land Murmuring Mystic or Mulldrifter when you can survive the opponent's next turn cycle. Prefer Murmuring Mystic with cheap spells available to create blockers; prefer Mulldrifter when cards are needed and the board is not collapsing. + +- Turns 4-5 deviation: stay defensive when the opponent has a wide board, open stack interaction, or a must-answer permanent. Use Skred, Suplex, Ride's End, Destroy Evil, Thraben Charm, Counterspell, Dispel, and Union of the Third Path before tapping out for slow value. + +- Late-game priority: turn recursion into the exact spell that answers the current bottleneck. Archaeomancer and Ardent Elementalist should rebuy Counterspell for stack control, Ephemerate for engine continuity, Skred or Destroy Evil for threats, Cleansing Wildfire or Lorien Revealed for cards/mana, or Dispel for instant-speed fights. + +- Late-game deviation: attack only when tokens or creatures can pressure without giving up necessary blockers or blink targets. The default late game is to lock resources with Counterspell, Ephemerate loops, Mulldrifter cards, and Murmuring Mystic tokens, then win once the opponent's board and stack options are contained. + +## Card Roles +- Augur of Bolas is the early stabilizer, spell finder, and Ephemerate target that lets the deck interact while hitting land drops. Cast it early against pressure, blink it when a specific instant or sorcery matters, and do not expose it as a low-value blink target when the hand already has the needed answer. + +- Mulldrifter is the main card-advantage creature and a premium Ephemerate target. Evoke it when survival, land drops, or finding interaction matters now; hard-cast it when the board is stable enough that a 2/2 flyer can pressure or block while drawing cards. Avoid saving Mulldrifter forever for a perfect blink line if drawing two immediately prevents falling behind. + +- Archaeomancer is a late-game recursion bridge, not a generic four-drop. Use it to rebuy the exact spell that changes the next turn cycle: Counterspell for stack control, Ephemerate for a loop, Skred or Destroy Evil for a threat, Cleansing Wildfire or Lorien Revealed for resources, or Dispel for an instant fight. Blink it only when the graveyard contains a spell worth spending the blink on. + +- Ardent Elementalist fills the second recursion role and should be treated like Archaeomancer with slightly more redundancy pressure. Its best job is turning Ephemerate into repeated spell access, but it is still correct to take a single important Counterspell, Skred, or Cleansing Wildfire when the board state demands action. Do not cast it into an empty or low-value graveyard unless a body is urgently required. + +- Murmuring Mystic is the primary board engine and stabilizing finisher. Cast it when you can either untap with spells, immediately create tokens, or protect the life total from flyers and small attackers. Against removal-heavy or counter-heavy decks, prefer waiting until Counterspell, Dispel, or Pyroblast-style post-board help is available; against creature decks, a timely Mystic plus cheap spells can matter more than holding up perfect stack control. + +- Counterspell is the clean answer to cards that cannot be profitably answered on board. Hold it for engines, payoff creatures, lethal burn, monarch/initiative-style snowball cards, large draw spells, combo pieces, or removal aimed at a critical Murmuring Mystic or recursion engine. Do not counter a minor threat merely because mana is open if Skred, Suplex, Ride's End, Destroy Evil, Thraben Charm, tokens, or life gain can handle it later. + +- Dispel is narrow protection and stack interaction, so its value depends on visible mana, matchup, and legal instant targets. Prioritize it in fights over Counterspell, removal, burn, opposing card draw, or removal pointed at Murmuring Mystic, Mulldrifter, Archaeomancer, or Ardent Elementalist. Do not hold a turn open for Dispel alone when the opponent is winning through resolved creatures or permanents. + +- Ephemerate is both protection and value, and the rebound trigger makes timing more important than raw greed. Use it on Augur of Bolas for selection, Mulldrifter for cards, Archaeomancer or Ardent Elementalist for recursion, and post-board Stonehorn Dignitary when combat prevention is the plan. Avoid blinking without a clear target outcome, and respect that rebound can be stranded if the target dies or the next upkeep has no useful creature. + +- Skred is the efficient creature removal spell whose damage depends on visible snow permanents. Count Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, Glacial Floodplain, and Volatile Fjord before assuming it kills a creature; Rustvale Bridge and Silverbluff Bridge support mana but do not increase Skred unless the engine says otherwise. Use early Skred to protect life total, and save high-count Skred for larger creatures when smaller threats are manageable. + +- Union of the Third Path is the life-buffer and card-flow spell that helps the deck survive burn and racing pressure. Cast it when the life gain changes the opponent's clock, when drawing a card while leaving interaction up is valuable, or when hand size makes the gain meaningful. Do not treat it as a replacement for answering a lethal board unless the rules engine shows life gain alone survives the next attack or burn window. + +- Cleansing Wildfire is the mana-development cantrip, usually strongest on your own Rustvale Bridge or Silverbluff Bridge because those lands resist destruction while still enabling the search-and-draw line if the rules engine confirms the legal result. Cast it early when time permits, especially to set up double blue and five mana, but avoid tapping out for it when a must-counter spell or lethal attacker is already the problem. Against mana-light opponents, targeting opposing lands is matchup- and rules-text-dependent and should not override the normal Bridge ramp plan without a concrete reason. + +- Lorien Revealed is both early blue fixing through Islandcycling and late-game card advantage. Use Islandcycling aggressively in opening hands that need Snow-Covered Island, Glacial Floodplain, or Volatile Fjord access, especially when Counterspell, Brainstorm, Augur of Bolas, or Skred sequencing depends on land quality. Cast Lorien Revealed as a draw spell only when five mana is available without dying or giving up a critical interaction window. + +- Brainstorm is card selection, land smoothing, and a way to hide or reset bad draws before shuffle effects. Cast it early when searching for lands, colors, or immediate interaction; hold it when the hand already functions and Cleansing Wildfire, Lorien Revealed Islandcycling, or other shuffle effects can improve the card quality later. Avoid firing Brainstorm with no plan and then locking two weak cards on top when the game requires fresh answers. + +- Thraben Charm is a flexible one-of interaction spell, but exact mode use must follow the legal actions the engine exposes. Card text check required for exact mode details if the prompt is ambiguous. Treat it as a tactical answer when it can remove a relevant creature, interact with graveyard-dependent plans, or answer a board object the main removal cannot, and do not spend it on a low-impact target while a known graveyard or creature threat is pending. + +- Destroy Evil is a targeted answer for specific permanent or creature classes, so it should be saved for threats that Skred cannot cleanly answer or that must be removed at instant speed. Card text check required for exact legal target classes in the current engine prompt. Use it over Counterspell when the threat has already resolved and over Skred when Skred count is too low or the target type makes Destroy Evil cleaner. + +- Suplex is a two-copy removal or tempo card whose exact tactical scope depends on current Oracle text and engine prompts. Card text check required. Count it as a keep and sequencing reason only when the visible legal actions show it can answer the relevant creature or combat state; do not assume it kills, bounces, taps, or fights a target unless the rules engine exposes that action. + +- Ride's End is a one-of interaction spell whose exact target limits and effect must be confirmed at runtime. Card text check required. Use it as a situational answer when the legal action text clearly addresses the current threat, and avoid routing strategy around it in hidden-information planning because it is a singleton with uncertain scope. + +- Rustvale Bridge and Silverbluff Bridge are fixing, artifact-land infrastructure, and Cleansing Wildfire targets. Lead with them when the hand has Cleansing Wildfire and time, but remember tapped lands can cost Counterspell or Skred timing. Their main tactical value is making later turns larger, not proving that an early turn can be safely skipped. + +- Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, Glacial Floodplain, and Volatile Fjord define color access and Skred size. Prioritize blue early, red when Skred or Cleansing Wildfire is needed, and white when Ephemerate, Union of the Third Path, Destroy Evil, Thraben Charm, or sideboard Stonehorn Dignitary matters. Preserve enough snow permanents for Skred math when choosing between a basic, Bridge, or cyclable/fetchable Island source. + +## Interaction Priorities + +- Priority: Counterspell must answer cards that beat resolved removal or invalidate the value engine. Counter opposing combo starters, monarch/initiative-style snowball cards if present, large draw spells, graveyard engines before they become insulated, and removal aimed at a critical Murmuring Mystic, Archaeomancer, Ardent Elementalist, or Ephemerate chain when losing that piece would collapse the turn. + +- Priority: Skred should kill creatures that create immediate damage, mana, or engine snowball pressure. Count visible snow permanents before choosing the target, and do not assume Skred reaches a large creature unless the engine action and visible snow count support it. Use Skred early against fast attackers; save it against larger midrange threats when tokens, life gain, or blocks cover the small creatures. + +- Priority: Dispel protects the important stack fight, not every possible stack fight. Use Dispel over Counterspell when the legal target is an instant that counters Counterspell, kills Murmuring Mystic, breaks Ephemerate, stops Union of the Third Path, or wins a burn exchange. Ignore Dispel-only open mana when the opponent is advancing with creatures or artifacts that Dispel cannot touch. + +- Priority: Destroy Evil, Thraben Charm, Suplex, and Ride's End are conditional answers whose legal target text matters more than role assumptions. Card text check required for exact mode and target limits if the prompt is ambiguous. Spend these on resolved threats that Skred cannot efficiently answer, graveyard lines when Thraben Charm legally interacts, or combat objects when the engine clearly exposes a relevant action. + +- Priority: Cleansing Wildfire is not primary interaction unless the visible matchup and legal target make land disruption materially better than developing your own mana. Default to targeting Rustvale Bridge or Silverbluff Bridge for ramp and a card; consider opposing land targets only when the opponent is visibly mana-constrained, reliant on a specific nonbasic, or executing a land-dependent engine. + +- Bait: Use Augur of Bolas, Brainstorm, Cleansing Wildfire, or Lorien Revealed Islandcycling to draw out soft permission before committing Mulldrifter, Murmuring Mystic, or a recursion creature. Do not bait with Ephemerate if the blink target is already the card that must survive. + +- Ignore: Do not spend Counterspell on low-power creatures that Skred, Suplex, Ride's End, tokens, or life gain can handle later. Do not spend premium removal on creatures that cannot attack profitably through Murmuring Mystic Birds unless they enable sacrifice, combo, pump, or repeated card advantage. + +- Archetype shift: Against aggro and burn, prioritize life total, cheap removal, Union of the Third Path, and Hydroblast or Blue Elemental Blast after sideboarding. Against blue control, prioritize stack leverage with Counterspell, Dispel, Pyroblast, Red Elemental Blast, Blue Elemental Blast, and recursive value. Against artifact decks, prioritize Dust to Dust when the engine exposes legal artifact targets. Against spell combo, prioritize Counterspell, Dispel, Envelop, Pyroblast, Red Elemental Blast, and fast pressure from Murmuring Mystic tokens. + +## Combat And Trading Rules + +- Priority: Preserve Murmuring Mystic when it is producing blockers or a clock; it is often more valuable than a single trade. Attack with Bird tokens freely when they do not reduce survival math, but hold enough back against visible crack-back damage, sacrifice payoffs, or pump mana. + +- Priority: Treat Augur of Bolas as an early stabilizer after its enters-the-battlefield value is gained. Trade Augur of Bolas with real attackers when it saves meaningful life or buys time for Mulldrifter, Union of the Third Path, or Cleansing Wildfire; avoid chump blocking with it when Skred or Suplex can answer the attacker cleanly. + +- Priority: Protect Mulldrifter, Archaeomancer, and Ardent Elementalist only when the next blink or recursion loop is actually available or the body matters for survival. If a Mulldrifter has already drawn cards and the game is about life total, blocking is allowed; if Ephemerate can turn it into a large resource swing, prefer preserving it. + +- Priority: Use Ephemerate as protection in combat only when the blinked creature survives, the removed attacker or blocker math improves, and rebound has a likely target. Do not blink a creature merely to avoid a small amount of damage if the opponent can then win through the lost blocker or if a removal spell needs answering instead. + +- Priority: Block early against fast creature decks because this deck wins longer games. Trade Birds, Augur of Bolas, or spent value creatures for attackers that represent repeated damage, prowess pressure, sacrifice fuel, or equipment carriers. Take small damage when preserving a blocker lets Skred scale, Murmuring Mystic create more tokens, or Union of the Third Path swing the race. + +- Priority: Attack only when the damage changes the clock or pressures a planeswalker-like permanent if one is legally present; otherwise keep blockers for stabilization. Murmuring Mystic tokens can become the primary win condition, but losing the ability to block a lethal or near-lethal return attack is worse than dealing chip damage. + +- Life threshold: Below 8 life against red or aggressive decks, require a concrete reason to tap blockers or spend mana on noninteractive value. Below 5 life, prefer lines that survive visible attacks plus likely burn from public information; Union of the Third Path becomes a survival spell, not a luxury draw. + +- Archetype shift: Against control, attack more often with Mulldrifter, Augur of Bolas, and tokens because life total pressure forces action and protects long-game inevitability. Against aggro, block and trade aggressively until Murmuring Mystic or Mulldrifter turns the corner. Against combo, prioritize a fast but safe clock while holding Counterspell, Dispel, Envelop, or blast effects. Against artifact midrange, preserve enough pressure to punish slow artifact setup while saving Dust to Dust-style interaction for legal high-impact targets. + +## Selection And Tutor Rules + +- Priority: Treat Lorien Revealed as the deck's cleanest early pseudo-tutor when the legal action is Islandcycling. Use it before committing to a shaky hand, before casting Brainstorm that needs a shuffle-like reset, or when a missing blue source would strand Counterspell, Augur of Bolas, or Mulldrifter. Do not hold Lorien Revealed for full casting cost when the current problem is simply making lands and colors. + +- Priority: Use Brainstorm as a setup tool, not a random main-phase cantrip. Prefer casting Brainstorm when a land drop is needed now, when Lorien Revealed Islandcycling or Cleansing Wildfire can change the next draw, when protecting key cards from discard is relevant, or when you can immediately turn extra lands into action. Avoid locking two weak cards on top unless the visible game state is slow enough to tolerate it. + +- Priority: Sequence Lorien Revealed and Cleansing Wildfire around Brainstorm deliberately. If Brainstorm finds unwanted cards and a legal Lorien Revealed Islandcycling action or Cleansing Wildfire-on-your-Bridge line is available, use the shuffle/search effect before drawing more naturally. If the hand already has lands and action, keep Lorien Revealed as a late draw spell only when survival and interaction are covered. + +- Priority: Cast Augur of Bolas when finding Counterspell, Ephemerate, Skred, Brainstorm, Cleansing Wildfire, Dispel, Union of the Third Path, Thraben Charm, Destroy Evil, Suplex, or Ride's End matters more than preserving exact instant timing. Augur of Bolas is a selection spell attached to a blocker; use it early against pressure and before Brainstorm only when you need the body or a noncreature spell immediately. + +- Priority: Use Mulldrifter as card advantage when the game is about resources, and use Ephemerate on Mulldrifter when the legal blink line is likely to survive stack interaction. Evoke-plus-Ephemerate lines are powerful, but do not force them into open mana when losing both the creature and Ephemerate would be worse than simply cycling, holding Counterspell, or developing mana. + +- Priority: Use Archaeomancer and Ardent Elementalist as targeted recursion only after identifying the spell that changes the next turn cycle. Favor Ephemerate for a value engine, Counterspell or Dispel for stack wars, Skred or conditional removal for survival, Cleansing Wildfire or Brainstorm for resources, and Union of the Third Path when life total is the limiting resource. Card text check required for exact Ardent Elementalist return limits if the prompt is ambiguous. + +- Priority: Make land drops before discretionary selection when the legal actions suggest mana bottleneck. Play tapped artifact lands early when interaction is not needed this turn; hold a land only when Brainstorm needs cards to put back, when bluffing or preserving information matters, or when Lorien Revealed Islandcycling can choose the correct typed land first. + +- Bottom or decline: Put redundant tapped lands, late Cleansing Wildfire without a good target, extra expensive draw, or narrow interaction on the bottom or back on top only when they do not solve the visible board. Keep Counterspell, Skred, Ephemerate, and Union of the Third Path higher when the opponent is presenting pressure or stack threats. + +## Priority And Stack Rules + +- Priority: Pass with purpose when holding Counterspell, Dispel, Skred, Ephemerate, Union of the Third Path, Thraben Charm, Destroy Evil, Suplex, Ride's End, or sideboard blasts. Explain what you are declining to cast and what opposing action you are preserving mana for; do not tap out for value if a visible lethal, combo, or snowball spell is likely and a legal answer can cover it. + +- Priority: Counter the spell that breaks the game, not the first legal spell. Counterspell should answer payoffs, engines, lethal burn, protection over an important threat, or card-advantage spells that outscale your blink engine. Let low-impact creatures or redundant setup resolve when Skred, blockers, Murmuring Mystic tokens, or later removal can handle them. + +- Priority: Use Dispel only when the legal target is an instant that matters. Protect Ephemerate, Murmuring Mystic, Mulldrifter, Archaeomancer, Ardent Elementalist, Union of the Third Path, or Counterspell with Dispel when the stack text supports it; do not spend Dispel on a minor exchange if the opponent can still resolve the actual threat afterward. + +- Priority: Cast Ephemerate at instant speed for protection, enters-the-battlefield value, or combat math that changes survival. Good targets are Augur of Bolas, Mulldrifter, Archaeomancer, Ardent Elementalist, and sometimes a threatened Murmuring Mystic if blinking is legal and beneficial. Do not blink without a target-specific reason, because rebound timing and target availability matter. + +- Priority: Respect rebound and optional windows from Ephemerate. If the rebound trigger offers a legal target, choose the creature that produces the highest immediate value or survival swing from visible text; if no meaningful target exists, do not assume a hidden future target. Letting rebound resolve poorly may still be legal, but the reason should name the visible constraint. + +- Priority: Use Skred before combat damage when killing an attacker or blocker changes damage, saves life, or preserves a key creature. Use it on end step only when tapping mana on your own turn would expose Counterspell or Dispel shields. Count visible snow permanents and do not assume lethal damage beyond rules-engine output. + +- Priority: Use Union of the Third Path as a survival or stabilizing instant when life total is the bottleneck. Cast it in response to burn or before damage only when the legal timing and visible gain/draw outcome improve survival; otherwise preserve mana for Counterspell or removal. + +- Priority: Let your own Cleansing Wildfire resolve on Rustvale Bridge or Silverbluff Bridge when using it as ramp and card flow. Target opposing lands only when the visible land is central to the opponent's plan or mana denial is materially better than advancing your own resources. + +- Priority: In stack fights, sequence cheap protection before expensive commitment when legal. Lead with Dispel or blast effects on opposing counters when they protect Counterspell or Ephemerate; use Counterspell for the last must-answer object when possible. Do not fight over a spell that can safely resolve if the next object is more dangerous. + +- Priority: During combat trick windows, preserve mana until attackers, blockers, and damage implications are visible. Use removal before damage when it prevents lethal, saves Murmuring Mystic, or converts a block into value; pass when the opponent's action does not change the race and holding interaction covers a larger postcombat threat. + +## Sideboard Map + +- Map principle: Sideboard by opposing threat axis, then preserve Jeskai Ephemerate's core of mana, cards, and stack control. Keep enough blue sources and cheap interaction for Counterspell, Dispel, Brainstorm, Augur of Bolas, and Lorien Revealed; do not overload on narrow blasts when the opponent's visible threats are mostly permanents outside that color. + +- Pyroblast: Add against blue decks where countering a blue spell or answering a blue permanent is a legal and relevant exchange. It is strongest against Counterspell decks, Faeries, Terror shells, blue combo cantrips, and blue card-advantage engines. Weak when the opponent only splashes blue lightly or wins through nonblue creatures, artifacts, lands, or graveyard pressure. + +- Red Elemental Blast: Add for the same blue-facing role as Pyroblast, with emphasis on stack fights over Murmuring Mystic, Mulldrifter, Ephemerate, Counterspell, and sideboard haymakers. It is best when protecting your own value engine matters as much as stopping theirs. Weak when your mana will be constrained by red sources or when blue targets are too sparse. + +- Hydroblast: Add against red decks where preventing burn, red sweepers, red combo pieces, or red tempo threats matters. It is strongest against fast red aggro, Kuldotha-style artifact pressure, red removal aimed at Murmuring Mystic, and red reach that can finish through stabilized boards. Weak when the opponent's red cards are only support spells and their real threats are black, green, white, artifacts, or lands. + +- Blue Elemental Blast: Add beside Hydroblast when the red matchup is about survival and stack control. Use it to fight lethal burn, protect life-total stabilization from Union of the Third Path, or stop a red permanent if the rules engine offers that legal target. Weak when it leaves too few proactive cards or when the opponent can ignore one-for-one red interaction. + +- Dust to Dust: Add against artifact-centric decks, artifact lands, Affinity, Experimental Synthesizer shells, and decks whose mana or payoff permanents are artifacts. It is strongest when exiling two legal artifacts changes both tempo and resource count. Weak when the opponent has few artifacts, when spending three mana at sorcery speed exposes you to lethal, or when only low-value artifact targets are visible. + +- Envelop: Add against sorcery-heavy plans: land destruction, sweepers, discard sorceries, large draw sorceries, combo sorceries, and recursive graveyard engines that rely on a sorcery. It is strongest when Counterspell is too expensive to cover every key sorcery or when you need cheap stack density after tapping low. Weak against creature decks, instant-speed decks, artifact engines, and board states where the important legal spells are not sorceries. + +- Stonehorn Dignitary: Add against combat-centric creature decks where one skipped combat step can buy the turn needed for Mulldrifter, Murmuring Mystic, Union of the Third Path, Skred, or Ephemerate. It becomes much stronger when Ephemerate can blink it and the opponent cannot easily remove it before the trigger matters. Weak against burn, combo, noncombat drain, heavy removal, and decks that can win without attacking. + +- Destroy Evil: Add against large-creature decks and enchantment-based threats when the rules engine shows legal targets that match the card. It complements the main-deck Destroy Evil by increasing clean answers to oversized creatures that Skred may not yet kill and to problematic enchantments. Weak against small go-wide boards, spell combo, artifact engines, or matchups where legal targets rarely appear. + +- Breath Weapon: Add against small-creature boards, token decks, Faeries, red swarm mirrors, and opponents that rely on many non-Dragon creatures with low toughness. Card text check required for exact damage and exclusions; use only according to legal engine output. Weak when your own Augur of Bolas, Murmuring Mystic tokens, Archaeomancer, Ardent Elementalist, or Stonehorn Dignitary are more important than the opposing creatures it would remove. + +- Balanced explicit plan versus blue tempo/control: +Side in: 2 Pyroblast, 2 Red Elemental Blast, 2 Envelop +Cut: 2 Suplex, 1 Ride's End, 1 Destroy Evil, 2 Skred + +- Plan note: Use this blue plan when the opponent presents Counterspell, blue card draw, Terror-style threats backed by permission, or Faeries-style flash interaction. Keep some Skred if the visible games showed many creatures that must die on board; reduce Cleansing Wildfire emphasis only if their mana is resilient and the game is not about reaching Mulldrifter plus Ephemerate mana. + +- Balanced explicit plan versus red aggro or red burn pressure: +Side in: 2 Hydroblast, 2 Blue Elemental Blast, 1 Breath Weapon +Cut: 2 Dispel, 1 Ride's End, 1 Destroy Evil, 1 Archaeomancer + +- Plan note: Use this red plan when life total and early board stabilization matter more than long recursion. Preserve Union of the Third Path, Skred, Augur of Bolas, and cheap blue cantrips because they bridge to the turns where Mulldrifter and Murmuring Mystic take over. + +- Balanced explicit plan versus artifact-heavy Affinity: +Side in: 2 Dust to Dust, 1 Destroy Evil, 2 Hydroblast +Cut: 2 Dispel, 1 Ride's End, 1 Archaeomancer, 1 Union of the Third Path + +- Plan note: Use this artifact plan when the opponent's mana, threats, or card engines expose legal artifact targets. Hydroblast is included only when the opponent's red cards or red interaction matter; if the visible build is not meaningfully red, Add role cards: 2 Dust to Dust, 1 Destroy Evil, and Reduce main-deck emphasis: narrow stack interaction and slow recursion. + +- Balanced explicit plan versus creature combat swarm: +Side in: 1 Stonehorn Dignitary, 1 Breath Weapon, 1 Destroy Evil +Cut: 2 Dispel, 1 Ride's End + +- Plan note: Use this creature plan when attacks are the primary loss path. Stonehorn Dignitary is a time-buying permanent, not a win condition by itself; prioritize Ephemerate on it only when skipping another combat step is worth more than blinking Mulldrifter, Augur of Bolas, Archaeomancer, or Ardent Elementalist. + +- Archetype rule: Against combo, Add role cards: Envelop, Pyroblast, Red Elemental Blast, Hydroblast, or Blue Elemental Blast according to the combo's visible spell colors and card types. Reduce main-deck emphasis: creature removal that has no legal targets, slow sorcery-speed value, and life-gain-only lines that do not stop the combo turn. + +- Archetype rule: Against graveyard or black midrange decks without clear sideboard bullets here, avoid diluting the core engine. Add role cards only when Destroy Evil, Envelop, or blasts match visible threats; otherwise keep Counterspell, Mulldrifter, Ephemerate, Skred, and Cleansing Wildfire as the honest plan. + +- Role-change rule: On the play, sideboard cards that protect tempo and stop setup spells gain value because Counterspell shields are online sooner. On the draw, cheap blasts, Breath Weapon, Hydroblast, Blue Elemental Blast, and Stonehorn Dignitary gain value when they prevent early snowballing before the blink engine is active. + +## Matchup Guidance +- Aggro: Stabilize first with Augur of Bolas, Skred, Suplex, Union of the Third Path, and cheap interaction before chasing extra Mulldrifter value. Keep early hands that cast blue spells and interact by turn two; hands that only develop tapped Bridges and Lorien Revealed are risky against fast creature starts. Add role cards: Hydroblast, Blue Elemental Blast, Breath Weapon, Stonehorn Dignitary, and the extra Destroy Evil when visible threats match. Reduce main-deck emphasis: slow recursion from Archaeomancer or Ardent Elementalist and narrow stack interaction when the opponent is mostly permanents. + +- Control: Prioritize land drops, card count, and protected engines over early damage. Cleansing Wildfire on Rustvale Bridge or Silverbluff Bridge is a clean way to pull ahead on mana while preserving material, and Brainstorm plus Lorien Revealed should be used to avoid missing lands. Fight over spells that change the resource axis: opposing draw engines, sweepers that erase Murmuring Mystic, and threats that invalidate Skred. Add role cards: Pyroblast, Red Elemental Blast, Envelop, and sometimes Dispel. Reduce main-deck emphasis: creature removal with few legal targets and life-gain lines that do not affect cards or board. + +- Combo: Identify the combo turn and keep mana untapped when the opponent can convert resources into a win. Counterspell is the default shield, Dispel covers instant-speed protection or payoff fights, and Envelop is valuable when the visible combo relies on sorceries. Use Cleansing Wildfire only when it advances your mana while leaving a relevant interaction window or when damaging their mana is more important than holding two blue. Add role cards: Envelop plus color blasts matching the visible combo pieces. Reduce main-deck emphasis: Skred, Suplex, Destroy Evil, Ride's End, and Union of the Third Path unless the engine shows legal targets or life total is the combo axis. Card text check required for Ride's End before relying on a matchup-specific role. + +- Tempo: Protect mana development and do not let a small threat plus permission lock you under your own tapped lands. Augur of Bolas is important because it blocks while finding Counterspell, Skred, Brainstorm, Dispel, or Ephemerate. Skred should answer the threat that makes their soft-control posture lethal; do not spend it on a low-pressure creature if Murmuring Mystic or Mulldrifter can overtake the board next turn. Add role cards: Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, and Envelop according to colors and spell types. Reduce main-deck emphasis: expensive sorcery-speed lines when the opponent is representing cheap interaction. + +- Midrange: Become the stronger card-advantage deck by trading one-for-one early and then blinking Mulldrifter, Augur of Bolas, Archaeomancer, or Ardent Elementalist. Counterspell should stop haymakers, engines, and removal aimed at Murmuring Mystic when Mystic is your best board plan. Cleansing Wildfire is excellent when the game is about reaching six or more mana for double-spell turns. Add role cards: Destroy Evil for large creatures or enchantments, Dust to Dust for artifact midrange, and blasts when their most important threats or answers are red or blue. Reduce main-deck emphasis: narrow answers that miss their shown permanents. + +- Big mana: Attack their development only when Cleansing Wildfire has a real mana-denial or acceleration role; otherwise save counters for payoff spells. Lorien Revealed is strong because big mana games reward land drops and late-game cards, but cycling-like setup must not expose you to an unanswered payoff turn. Murmuring Mystic is a clock that also protects life total, so commit it when you can either protect it or when waiting gives the opponent too much time. Add role cards: Envelop against sorcery payoffs, Pyroblast or Red Elemental Blast against blue draw or permission, and Destroy Evil when large creatures or enchantments are visible. Reduce main-deck emphasis: small creature removal when their threats are oversized or noncreature. + +- Graveyard: Respect graveyard payoffs with Counterspell timing because this registered sideboard has no dedicated graveyard hate. Use Skred, Suplex, Destroy Evil, and Ride's End only on legal battlefield threats that actually matter; do not assume removing one creature stops recursion unless the rules engine confirms the effect. Ephemerate on Archaeomancer or Ardent Elementalist can rebuy Counterspell or removal to keep pace with recursive engines. Add role cards: Envelop when key graveyard actions are sorceries, blasts when the payoff colors match, and Destroy Evil only for visible legal targets. Reduce main-deck emphasis: life gain and slow value that does not interrupt the graveyard turn. + +- Artifact/enchantment: Use Dust to Dust as a tempo-and-resource swing when two meaningful artifact targets are legal, especially artifact lands or payoff artifacts. Cleansing Wildfire can punish artifact-land mana while replacing itself, but do not assume it destroys Bridges in a beneficial way unless the legal action and target are shown by the engine. Destroy Evil handles qualifying enchantments or large creatures, while Counterspell should cover artifact payoffs that are more dangerous than the current board. Add role cards: Dust to Dust, Destroy Evil, and Hydroblast or Blue Elemental Blast when red artifact shells are present. Reduce main-deck emphasis: Dispel and creature-only interaction when the opponent is permanent-engine heavy. + +- Go-wide: Preserve life total and board parity until Breath Weapon, Skred, Stonehorn Dignitary, or Murmuring Mystic tokens can reset the race. Card text check required for Breath Weapon exact damage and exclusions; choose it only from legal actions and account for your own Augur of Bolas, Murmuring Mystic tokens, Archaeomancer, Ardent Elementalist, and Stonehorn Dignitary. Union of the Third Path is best after stabilizing or when life gain prevents lethal next turn. Add role cards: Breath Weapon, Stonehorn Dignitary, Hydroblast, Blue Elemental Blast, and Destroy Evil when a large anthem-like or creature threat is legal. Reduce main-deck emphasis: slow recursion and narrow counters if the board is the immediate problem. + +- Single-threat: Trade resources to answer the one threat cleanly, then win with card advantage. Counterspell is strongest before the threat resolves; Skred scales with Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, Glacial Floodplain, and Volatile Fjord for later removal; Destroy Evil and Suplex should be held for creatures they legally answer. Ephemerate can protect or rebuy value creatures after the threat is handled, but do not tap below interaction if the opponent can deploy a second must-answer permanent. Add role cards: Destroy Evil, Pyroblast, Red Elemental Blast, Hydroblast, or Blue Elemental Blast when they line up with the threat. Reduce main-deck emphasis: sweep-style or life-gain-only cards. + +- Burn: Treat life total as the central resource and stop damage before maximizing cards. Union of the Third Path is a high-priority stabilizer when it resolves for meaningful life, and Augur of Bolas is valuable because it blocks while finding Counterspell, Dispel, Skred, or Brainstorm. Do not shock yourself through sequencing assumptions; use tapped lands and basics according to legal mana needs. Add role cards: Hydroblast, Blue Elemental Blast, and sometimes Dispel or Breath Weapon if creatures are part of the burn plan. Reduce main-deck emphasis: slow Archaeomancer or Ardent Elementalist loops and expensive value spells when shields are down. + +- Removal-heavy: Make the opponent spend removal on low-value bodies before committing Murmuring Mystic, or commit Mystic when you can immediately generate value or protect it with Counterspell, Dispel, Pyroblast, Red Elemental Blast, Hydroblast, or Blue Elemental Blast as appropriate. Ephemerate should save a creature or rebuy an enter-the-battlefield effect only when the target is legal and the resulting card or tempo gain matters. Mulldrifter is the cleanest path through removal because it leaves cards even when answered. Add role cards: color blasts matching their removal and Envelop when their strongest removal or sweepers are sorceries. Reduce main-deck emphasis: creature combat tricks and removal that lacks targets. + +## Specific Matchup Notes + +- General/archetype-only: Treat these notes as matchup heuristics until revealed cards, public zones, and legal actions identify the opponent's real plan. Revealed cards override assumptions, and Veles must choose only from the engine-provided action list. + +- Blue control: Protect the long game by making land drops with Lorien Revealed and Cleansing Wildfire, then win through Mulldrifter, Murmuring Mystic, Archaeomancer, or Ardent Elementalist recursion. Priority targets are opposing card draw, protected finishers, and counters aimed at Murmuring Mystic or Ephemerate value chains. Add role cards: Pyroblast, Red Elemental Blast, Dispel, and Envelop when legal targets are blue instants, blue spells, or sorceries. Reduce main-deck emphasis: creature removal that has no visible targets. + +- Red aggro or burn: Preserve life before maximizing cards, because Union of the Third Path, Augur of Bolas, Skred, Hydroblast, and Blue Elemental Blast can buy the turn cycle needed for Mulldrifter or Murmuring Mystic to take over. Priority targets are high-damage burn spells, haste creatures, and threats that invalidate blocking. Add role cards: Hydroblast, Blue Elemental Blast, Breath Weapon, and Stonehorn Dignitary when go-wide pressure is shown. Reduce main-deck emphasis: slow Archaeomancer or Ardent Elementalist loops while life total is under immediate pressure. + +- Artifact decks: Use Dust to Dust when two meaningful artifact targets are legal and the play changes the opponent's mana, clock, or engine. Priority targets are artifact lands, payoff artifacts, and threats that survive Skred or Suplex. Cleansing Wildfire can pressure artifact-land mana only when the rules engine offers the target and the exchange is favorable from visible state. Add role cards: Dust to Dust, Destroy Evil, Hydroblast, and Blue Elemental Blast when red artifact threats or enchantment/large-creature targets are visible. Reduce main-deck emphasis: Dispel when their key plays are permanents. + +- Creature midrange: Trade early with Skred, Suplex, Destroy Evil, Thraben Charm, and Ride's End only on legal targets that matter, then pull ahead with Ephemerate plus Mulldrifter, Augur of Bolas, Archaeomancer, or Ardent Elementalist. Card text check required for Suplex, Ride's End, and Thraben Charm exact modes; follow legal action text and visible targets. Priority targets are creatures that race Murmuring Mystic tokens, remove your value creatures, or stop your blockers from stabilizing. Add role cards: Destroy Evil, Breath Weapon, and Stonehorn Dignitary when shown creatures justify them. + +- Graveyard or recursion decks: Counter the engine turn when possible because this sideboard has no dedicated graveyard hate. Priority targets are enablers or payoffs that the rules engine shows as spells, abilities, or battlefield threats; do not assume graveyard contents are stopped unless a legal action explicitly does it. Add role cards: Envelop for sorcery engines, Pyroblast or Red Elemental Blast for blue graveyard spells, Hydroblast or Blue Elemental Blast for red payoffs, and Destroy Evil only for qualifying visible targets. + +## Risk Summary + +- Mana risk: The deck needs blue early for Brainstorm, Counterspell, Augur of Bolas, Dispel, Lorien Revealed, and Mulldrifter, but also needs red for Skred and white for Ephemerate, Union of the Third Path, Destroy Evil, and sideboard cards. Rustvale Bridge, Silverbluff Bridge, Glacial Floodplain, Volatile Fjord, Snow-Covered Island, Snow-Covered Mountain, and Snow-Covered Plains sequencing must preserve the next legal interaction window, not merely maximize tapped-land efficiency. + +- Matchup risk: The deck can be too slow against fast creature or burn starts if it spends early turns on Cleansing Wildfire, Lorien Revealed, or Brainstorm without affecting the board. Stabilize first when life total, attackers, or stack damage make the next turn cycle unsafe. + +- Draw risk: Brainstorm without a shuffle, fetch, or useful follow-up can trap weak cards; Lorien Revealed as setup can be correct only when the visible board allows the tempo loss. Do not turn a keepable hand into a passive hand by over-filtering instead of casting Augur of Bolas, Skred, or Counterspell. + +- Over-sideboarding risk: Do not dilute the Ephemerate, Mulldrifter, Murmuring Mystic, Counterspell, and card-selection core for narrow answers. Add role cards only when the opponent's revealed cards prove Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, Envelop, Dust to Dust, Stonehorn Dignitary, Destroy Evil, or Breath Weapon line up. + +- Graveyard risk: Archaeomancer and Ardent Elementalist are value engines but expose the deck to graveyard disruption and tempo loss. Use recursion when the returned Counterspell, Ephemerate, Skred, or draw spell changes the game before the opponent's next major action. + +- Sweeper/removal risk: Breath Weapon and removal can hit your own board or leave you without a closer if used carelessly. Card text check required for Breath Weapon exact damage and exclusions; account for Augur of Bolas, Murmuring Mystic tokens, Archaeomancer, Ardent Elementalist, and Stonehorn Dignitary before selecting it. + +- Closer risk: Murmuring Mystic is the main battlefield closer, but tapping out for it into removal or a faster payoff can lose tempo. Commit Murmuring Mystic when it can produce value soon, be protected by Counterspell or Dispel, or when waiting gives the opponent a stronger window. + +- Interaction risk: Counterspell and Dispel are strongest when held for decisive spells, but passing forever lets the opponent exploit your unused mana. Spend interaction when the visible threat, stack object, or protected engine matters more than the future unknown. + +- Sequencing risk: Ephemerate can save or rebuy creatures, but using it on low-impact targets can strand mana and weaken later Mulldrifter, Archaeomancer, or Ardent Elementalist turns. Choose blink targets from legal visible actions and prefer the target whose enter-the-battlefield value or protection changes the next turn cycle. + +## Test Feedback Checklist + +- Deciding factor: Identify whether the game turned on mana development, early survival, Counterspell timing, Ephemerate value, Murmuring Mystic pressure, Mulldrifter cards, or failure to close after stabilizing. + +- Mulligans: Record whether kept hands had early blue mana, at least one credible early action, and a plan for Rustvale Bridge, Silverbluff Bridge, Glacial Floodplain, Volatile Fjord, Snow-Covered Island, Snow-Covered Mountain, or Snow-Covered Plains sequencing. + +- Mana: Note every game where Counterspell, Skred, Ephemerate, Union of the Third Path, Destroy Evil, or sideboard blasts were stranded by color, tapped lands, or Cleansing Wildfire timing. + +- Velocity: Check whether Brainstorm, Lorien Revealed, Cleansing Wildfire, and Augur of Bolas improved the next turn cycle or merely spent mana while the opponent advanced a clock or engine. + +- Engine: Track whether Ephemerate targeted Augur of Bolas, Mulldrifter, Archaeomancer, Ardent Elementalist, Murmuring Mystic protection, or a low-impact creature, and whether the rebound mattered before the opponent’s next major action. + +- Removal: Record whether Skred, Suplex, Destroy Evil, Thraben Charm, Ride's End, and Breath Weapon hit threats that actually changed survival, pressure, or engine access. Card text check required for Suplex, Thraben Charm, Ride's End, and Breath Weapon exact modes before treating any unclear line as proven. + +- Countermagic: Review each Counterspell, Dispel, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, and Envelop decision for whether it answered a decisive spell or was held too long while a permanent-based threat won the game. + +- Sideboard: After each post-board game, confirm whether Dust to Dust, Stonehorn Dignitary, Destroy Evil, Breath Weapon, Envelop, Pyroblast, Red Elemental Blast, Hydroblast, or Blue Elemental Blast had visible legal targets often enough to justify their role. + +- Closing: Record whether Murmuring Mystic tokens, Mulldrifter attacks, and value-creature pressure converted stabilization into a win, or whether the deck gave the opponent too many draw steps after gaining control. + +- Role: Ask whether the pilot correctly shifted between control, stabilizing midrange, and proactive pressure, especially after resolving Murmuring Mystic or when the opponent stopped presenting immediate threats. + +- Mistakes: Flag passes with unused interaction, missed land-development windows, Brainstorm without a useful follow-up, Ephemerate on a marginal target, and removal spent on creatures that did not affect the race or engine. + +- Stranded cards: List every repeated hand card that stayed uncast because of color, timing, target restrictions, opposing archetype, or rules-engine legality; separate mana problems from low matchup relevance. + +- Overperformers and underperformers: Compare actual game impact for Augur of Bolas, Mulldrifter, Murmuring Mystic, Counterspell, Ephemerate, Skred, Cleansing Wildfire, Lorien Revealed, Brainstorm, Union of the Third Path, and each sideboard card. + +## First Tuning Questions + +- Card quantities: Should Murmuring Mystic remain at 2 copies if games show frequent stabilization without a timely closer, or does the deck need more closing density without weakening interaction and card flow? + +- Card quantities: Should Union of the Third Path stay at 2 copies if red aggro and burn games hinge on life total, or is it too slow when the opponent pressures before card count is high? + +- Card quantities: Should Ephemerate remain at 3 copies if blink targets are often absent or low-impact, or should the creature package around Augur of Bolas, Mulldrifter, Archaeomancer, and Ardent Elementalist be adjusted first? + +- Mana: Should the artifact dual land count or snow basic mix change if Counterspell plus Skred plus white spells repeatedly conflict in the first four turns? + +- Mana: Should Cleansing Wildfire remain at 4 copies if the deck often cannot afford the early tempo cost, or is the mana acceleration and artifact-land pressure essential in slower matchups? + +- Aggro plan: Does the main deck need more early stabilizers if Skred, Suplex, Thraben Charm, Destroy Evil, Ride's End, and Union of the Third Path cannot reliably bridge to Mulldrifter and Murmuring Mystic? + +- Control plan: Does the sideboard have the right mix of Pyroblast, Red Elemental Blast, Dispel, Envelop, Hydroblast, and Blue Elemental Blast, or are too many reactive cards competing for the same stack windows? + +- Artifact plan: Are 2 Dust to Dust enough against artifact-heavy decks, or do results show that artifact mana and threats remain ahead despite Cleansing Wildfire and removal? + +- Closer plan: Does the deck need an additional resilient win condition if Murmuring Mystic is removed, countered, or too slow, or do Mulldrifter plus recursion loops close adequately in real logs? + +- Sideboard slots: Is Stonehorn Dignitary a high-impact singleton against combat decks when paired with Ephemerate, or is the slot too narrow without consistent access and blink protection? + +- Sideboard slots: Is Breath Weapon covering the go-wide matchups without damaging the deck’s own board plan, or should the sweeper role be reconsidered after exact card-text verification? + +- Role conflicts: Is the deck losing games because it tries to be control while needing to pressure, or because it commits Murmuring Mystic and Mulldrifter before protecting the stack and battlefield state? + +- Selection package: Are Brainstorm and Lorien Revealed improving hand quality enough without fetchlands beyond landcycling and Cleansing Wildfire shuffle effects, or are weak cards being locked in too often? + +- Recursion package: Are Archaeomancer and Ardent Elementalist returning decisive spells often enough, or do they create slow hands that depend too heavily on graveyard access and Ephemerate? + +## Veles Tactical Policy + +### Policy: Keep Functional Blue Interaction Hands +- Priority: High +- Decision families: mulligan, pregame +- Cards: Counterspell, Brainstorm, Lorien Revealed, Augur of Bolas, Skred, Ephemerate, Cleansing Wildfire +- Phase windows: opening hand, mulligan, London bottom +- Runtime cues: prompt:mulligan, action:keep, action:mulligan, action:bottom +- Use when: judge whether the hand can produce blue mana, make an early play, and either interact or develop before the opponent's second meaningful turn. +- Avoid when: the hand has no blue source, no landcycling route, only tapped mana with no early action against pressure, or spells that require colors the visible lands cannot supply. +- Instructions: keep slower hands only when Lorien Revealed, Brainstorm, or Cleansing Wildfire visibly fixes the next two turns and the matchup is not presenting immediate lethal pressure. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Bottom Redundant Expensive Cards After Mulligan +- Priority: Medium +- Decision families: mulligan, selection +- Cards: Mulldrifter, Murmuring Mystic, Archaeomancer, Ardent Elementalist, Lorien Revealed +- Phase windows: London bottom prompt +- Runtime cues: action:bottom +- Use when: bottoming decisions require preserving early mana, interaction, and one card-flow plan. +- Avoid when: the expensive card is the only visible route to cards or victory in a slow matchup. +- Instructions: keep the first credible stabilizer or card engine; bottom duplicate five-mana cards, recursion without targets, and color-stranded spells before cutting lands needed for Counterspell or Skred. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Establish Blue And Snow Mana Before Greed +- Priority: Medium +- Decision families: mana, selection +- Cards: Snow-Covered Island, Silverbluff Bridge, Rustvale Bridge, Glacial Floodplain, Volatile Fjord, Snow-Covered Mountain, Snow-Covered Plains, Counterspell, Skred +- Phase windows: land play, early main phases +- Runtime cues: action:play +- Use when: selecting land drops or sequencing tapped artifact lands affects Counterspell, Skred scaling, white interaction, or future Cleansing Wildfire. +- Avoid when: a legal immediate answer is required before developing a tapped land. +- Instructions: prioritize untapped or cycling-access blue for Counterspell and Brainstorm, preserve snow count for Skred, and sequence artifact bridges so Cleansing Wildfire can convert tempo into mana without cutting off interaction. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Execute Lorien Revealed Landcycling For Blue Source +- Priority: Low +- Decision families: mana, selection +- Cards: Lorien Revealed, Snow-Covered Island +- Phase windows: early turns, upkeep, main phase, end step +- Runtime cues: action:cycle Lorien Revealed +- Use when: the visible hand lacks a blue-producing land and the legal action text offers landcycling for Lorien Revealed. +- Avoid when: the visible hand already has enough lands for the next two turns and casting Lorien Revealed is a realistic near-term card-advantage plan. +- Instructions: choose landcycling to make the deck function; this is deterministic only when the issue is missing blue mana and the engine exposes the landcycling action. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Use Cleansing Wildfire As Mana Engine, Not Tempo Default +- Priority: Medium +- Decision families: mana, priority, selection +- Cards: Cleansing Wildfire, Rustvale Bridge, Silverbluff Bridge +- Phase windows: main phase with sorcery-speed action +- Runtime cues: action:cast Cleansing Wildfire, action:target Rustvale Bridge, action:target Silverbluff Bridge +- Use when: casting Cleansing Wildfire improves future mana or card flow without leaving a visible threat unanswered. +- Avoid when: spending two mana sorcery speed allows a threatening board, stack, or combat step to overrun available Skred, Suplex, Destroy Evil, Thraben Charm, Ride's End, Counterspell, or Dispel. +- Instructions: target your indestructible artifact land when legal and tactically selected; target opponent lands only when the visible game state makes mana denial materially stronger than development. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Cast Augur Of Bolas To Bridge Early Turns +- Priority: Medium +- Decision families: priority, selection, combat +- Cards: Augur of Bolas, Brainstorm, Counterspell, Skred, Ephemerate, Cleansing Wildfire +- Phase windows: early main phase, precombat main phase +- Runtime cues: action:cast Augur of Bolas +- Use when: the deck needs a blocker, spell selection, or a body to blink later. +- Avoid when: holding mana for Counterspell, Skred, Dispel, or sideboard blasts answers a visible decisive spell or attack more cleanly. +- Instructions: treat Augur of Bolas as stabilization first and card selection second; after Brainstorm, use it to convert known top cards into a spell when the legal action exists. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Commit Murmuring Mystic Only Through A Gate +- Priority: High +- Decision families: priority, interaction, combat +- Cards: Murmuring Mystic, Counterspell, Dispel, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, Envelop +- Phase windows: main phase, protected tap-out turn, post-stabilization +- Runtime cues: action:cast Murmuring Mystic +- Use when: deciding whether to tap out for the primary token engine or wait with interaction. +- Avoid when: the opponent has visible pressure, open interaction, or a stack window where holding permission prevents a larger loss. +- Instructions: cast Murmuring Mystic when it can survive or immediately convert future instants and sorceries into pressure; delay it when the current role is survival or stack control. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Resolve Mulldrifter As Card Advantage Or Stabilizer +- Priority: Medium +- Decision families: priority, selection, combat +- Cards: Mulldrifter, Ephemerate, Counterspell, Dispel +- Phase windows: main phase, evoke window, blink window +- Runtime cues: action:cast Mulldrifter, action:evoke Mulldrifter +- Use when: choosing between drawing cards now, developing a flyer, or preserving mana for interaction. +- Avoid when: tapping out loses to a visible stack threat, lethal combat, or a permanent that current interaction must answer. +- Instructions: evoke when two cards and possible Ephemerate matter more than a body; hard-cast when a flyer blocks, pressures planes of attack, or gives the deck time to leverage cards. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Route Ephemerate Targets Through Tactical Evaluation +- Priority: High +- Decision families: priority, interaction, selection +- Cards: Ephemerate, Augur of Bolas, Mulldrifter, Archaeomancer, Ardent Elementalist, Murmuring Mystic, Stonehorn Dignitary +- Phase windows: removal response, end step, rebound, combat prevention setup +- Runtime cues: action:cast Ephemerate, action:target +- Use when: the legal target choice changes cards drawn, spell recursion, protection, combat prevention, or clock. +- Avoid when: blinking a creature has no visible payoff, exposes rebound to poor timing, or consumes white mana needed for survival. +- Instructions: choose the target by next-turn-cycle impact; protect a key creature from removal, rebuy Mulldrifter or Augur of Bolas for cards, recur decisive interaction with Archaeomancer or Ardent Elementalist, and use Stonehorn Dignitary only when its exact legal effect is relevant. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Take Deterministic Ephemerate Rebound On Same Named Engine Target +- Priority: Low +- Decision families: priority, selection +- Cards: Ephemerate, Mulldrifter, Archaeomancer, Ardent Elementalist, Augur of Bolas +- Phase windows: upkeep rebound prompt +- Runtime cues: action:cast Ephemerate without paying its mana cost +- Use when: the only legal Ephemerate target is Mulldrifter, Archaeomancer, Ardent Elementalist, or Augur of Bolas and no optional target alternatives appear. +- Avoid when: multiple legal targets are listed or the rules engine asks a new target choice with changed public information. +- Instructions: execute the rebound when the legal text exposes exactly one target among these named engine creatures. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Spend Counterspell On Decisive Windows +- Priority: High +- Decision families: interaction, priority +- Cards: Counterspell, Dispel, Envelop, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast +- Phase windows: opponent spell on stack, protected engine turn, lethal prevention +- Runtime cues: action:cast Counterspell, action:cast Dispel, action:cast Envelop, action:cast Pyroblast, action:cast Red Elemental Blast, action:cast Hydroblast, action:cast Blue Elemental Blast +- Use when: countering changes a decisive threat, protects Murmuring Mystic or Mulldrifter value, stops lethal, or prevents an opposing engine from resolving. +- Avoid when: the spell is low impact, the opponent's battlefield already demands removal, or a narrower counter can answer the same stack object. +- Instructions: use narrow counters first when their legal target matches; preserve Counterspell for broad threats and protect key turns rather than trading it for replaceable setup spells. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Use Removal By Threat Function +- Priority: High +- Decision families: interaction, combat, priority +- Cards: Skred, Suplex, Destroy Evil, Thraben Charm, Ride's End, Breath Weapon +- Phase windows: precombat, declare attackers, declare blockers, end step, stack response when legal +- Runtime cues: action:cast Skred, action:cast Suplex, action:cast Destroy Evil, action:cast Thraben Charm, action:cast Ride's End, action:cast Breath Weapon +- Use when: removing a creature or permanent changes lethal math, protects an engine, stops a snowballing threat, or opens a controlled attack. +- Avoid when: the target is replaceable and the deck can stabilize with blocks, life gain, or a later sweeper. Card text check required for Suplex, Thraben Charm, Ride's End, and Breath Weapon exact modes. +- Instructions: prefer Skred for scalable creature removal, save Destroy Evil for legal high-impact targets, and choose uncertain modal cards only from rules-engine legal text. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Use Union Of The Third Path For Survival Swing +- Priority: Medium +- Decision families: priority, interaction +- Cards: Union of the Third Path, Brainstorm, Lorien Revealed, Mulldrifter +- Phase windows: main phase or instant-speed window when legal +- Runtime cues: action:cast Union of the Third Path +- Use when: life total is under pressure and the visible hand size or card count makes the life gain meaningful before the next combat or burn window. +- Avoid when: spending mana on Union of the Third Path prevents Counterspell, Skred, Dispel, or a required blocker from addressing the actual threat. +- Instructions: treat it as a stabilizing spell, not a cantrip; cast it when life buys enough time for card advantage or Murmuring Mystic to take over. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Attack Only After Stabilization Or Evasion Advantage +- Priority: Medium +- Decision families: combat +- Cards: Murmuring Mystic, Mulldrifter, Augur of Bolas, Archaeomancer, Ardent Elementalist +- Phase windows: beginning of combat, declare attackers +- Runtime cues: action:attack +- Use when: attacks do not sacrifice necessary blockers and advance a real clock with flyers, tokens, or expendable bodies. +- Avoid when: holding creatures back prevents lethal, protects life total, or keeps Ephemerate and recursion targets available. +- Instructions: pressure once control is established; before then, preserve blockers and engine creatures unless the legal attack clearly ends the game or forces a favorable race. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Block To Convert Time Into Cards +- Priority: High +- Decision families: combat, interaction +- Cards: Augur of Bolas, Mulldrifter, Murmuring Mystic, Stonehorn Dignitary, Ephemerate, Skred +- Phase windows: declare blockers, combat trick windows +- Runtime cues: action:block +- Use when: blocking prevents lethal, protects a future card-advantage turn, or sets up a legal Ephemerate or removal line. +- Avoid when: blocking loses Murmuring Mystic or a recursion creature without changing the race or survival. +- Instructions: trade small creatures for time against aggression; preserve engine pieces unless the current combat step threatens a decisive life-total collapse. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard By Opponent Axis +- Priority: High +- Decision families: sideboard, pregame +- Cards: Pyroblast, Hydroblast, Dust to Dust, Red Elemental Blast, Blue Elemental Blast, Envelop, Stonehorn Dignitary, Destroy Evil, Breath Weapon, Dispel, Union of the Third Path, Cleansing Wildfire, Suplex +- Phase windows: sideboarding after game 1, sideboarding after game 2 +- Runtime cues: prompt:sideboard, action:submit sideboard +- Use when: choosing legal sideboard plans against blue stack decks, red aggression, artifact decks, combat decks, go-wide decks, or spell-combo decks. +- Avoid when: a card's color, target, or timing has not appeared and the main-deck role it replaces is still essential. +- Instructions: add blasts and Envelop for stack fights, Hydroblast and Blue Elemental Blast for red pressure, Dust to Dust for artifact-heavy boards, Stonehorn Dignitary for combat lock attempts, Destroy Evil for legal large/enchantment threats, and Breath Weapon only after exact text and board impact are verified. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Pass With Interaction Only For A Named Purpose +- Priority: Medium +- Decision families: priority, interaction, mana +- Cards: Counterspell, Dispel, Skred, Ephemerate, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, Envelop +- Phase windows: opponent turn, end step, combat trick window, empty stack priority +- Runtime cues: action:pass +- Use when: passing preserves mana for a visible or strongly represented interaction window and no sorcery-speed development changes the next turn cycle more. +- Avoid when: passing wastes mana while behind on board, misses a required land-development play, or leaves Murmuring Mystic pressure undeployed in a stable game. +- Instructions: explain the card or class of legal response being held up; if no response matters, advance mana, cards, or board instead. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Execute Exact Lethal Attack When Only One Legal Attack Exists +- Priority: High +- Decision families: combat +- Cards: Murmuring Mystic, Mulldrifter +- Phase windows: declare attackers +- Runtime cues: action:attack with all creatures +- Use when: the opponent's visible life total is less than or equal to the listed unblocked attacking power and the rules engine offers exactly one attack action. +- Avoid when: blockers, prevention, removal, or multiple attack configurations are visible in legal actions. +- Instructions: take the lethal attack only when the visible legal action text and public life total make the attack deterministic. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes diff --git a/strategies/pauper/jeskai_ephemerate/1/metadata.json b/strategies/pauper/jeskai_ephemerate/1/metadata.json new file mode 100644 index 0000000..9ee826d --- /dev/null +++ b/strategies/pauper/jeskai_ephemerate/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "W", + "U", + "R" + ], + "concept_text": "Jeskai value-control deck using Ephemerate and artifact/card-advantage creatures", + "created_at": 1781240803, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "blink", + "artifact" + ], + "source_metadata": { + "base_choice": "jeskai_ephemerate:v1", + "generated_at": "2026-06-14T14:15:14.790194+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "jeskai_ephemerate", + "strategy_label": "Jeskai Ephemerate", + "tags": [ + "midrange", + "control", + "blink", + "artifact" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/jeskai_ephemerate/1/reflection.md b/strategies/pauper/jeskai_ephemerate/1/reflection.md new file mode 100644 index 0000000..97ea430 --- /dev/null +++ b/strategies/pauper/jeskai_ephemerate/1/reflection.md @@ -0,0 +1,32 @@ +# Reflection Template For Jeskai Ephemerate + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Identify whether the game turned on mana development, early survival, Counterspell timing, Ephemerate value, Murmuring Mystic pressure, Mulldrifter cards, or failure to close after stabilizing. + +- Mulligans: Record whether kept hands had early blue mana, at least one credible early action, and a plan for Rustvale Bridge, Silverbluff Bridge, Glacial Floodplain, Volatile Fjord, Snow-Covered Island, Snow-Covered Mountain, or Snow-Covered Plains sequencing. + +- Mana: Note every game where Counterspell, Skred, Ephemerate, Union of the Third Path, Destroy Evil, or sideboard blasts were stranded by color, tapped lands, or Cleansing Wildfire timing. + +- Velocity: Check whether Brainstorm, Lorien Revealed, Cleansing Wildfire, and Augur of Bolas improved the next turn cycle or merely spent mana while the opponent advanced a clock or engine. + +- Engine: Track whether Ephemerate targeted Augur of Bolas, Mulldrifter, Archaeomancer, Ardent Elementalist, Murmuring Mystic protection, or a low-impact creature, and whether the rebound mattered before the opponent’s next major action. + +- Removal: Record whether Skred, Suplex, Destroy Evil, Thraben Charm, Ride's End, and Breath Weapon hit threats that actually changed survival, pressure, or engine access. Card text check required for Suplex, Thraben Charm, Ride's End, and Breath Weapon exact modes before treating any unclear line as proven. + +- Countermagic: Review each Counterspell, Dispel, Pyroblast, Red Elemental Blast, Hydroblast, Blue Elemental Blast, and Envelop decision for whether it answered a decisive spell or was held too long while a permanent-based threat won the game. + +- Sideboard: After each post-board game, confirm whether Dust to Dust, Stonehorn Dignitary, Destroy Evil, Breath Weapon, Envelop, Pyroblast, Red Elemental Blast, Hydroblast, or Blue Elemental Blast had visible legal targets often enough to justify their role. + +- Closing: Record whether Murmuring Mystic tokens, Mulldrifter attacks, and value-creature pressure converted stabilization into a win, or whether the deck gave the opponent too many draw steps after gaining control. + +- Role: Ask whether the pilot correctly shifted between control, stabilizing midrange, and proactive pressure, especially after resolving Murmuring Mystic or when the opponent stopped presenting immediate threats. + +- Mistakes: Flag passes with unused interaction, missed land-development windows, Brainstorm without a useful follow-up, Ephemerate on a marginal target, and removal spent on creatures that did not affect the race or engine. + +- Stranded cards: List every repeated hand card that stayed uncast because of color, timing, target restrictions, opposing archetype, or rules-engine legality; separate mana problems from low matchup relevance. + +- Overperformers and underperformers: Compare actual game impact for Augur of Bolas, Mulldrifter, Murmuring Mystic, Counterspell, Ephemerate, Skred, Cleansing Wildfire, Lorien Revealed, Brainstorm, Union of the Third Path, and each sideboard card. diff --git a/strategies/pauper/jund_gardens/1/decklist.txt b/strategies/pauper/jund_gardens/1/decklist.txt new file mode 100644 index 0000000..8dc1ee6 --- /dev/null +++ b/strategies/pauper/jund_gardens/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +4 Cleansing Wildfire +3 Lembas +4 Fanatical Offering +3 Krark-Clan Shaman +4 Refurbished Familiar +3 Nihil Spellbomb +4 Slagwoods Bridge +4 Twisted Landscape +4 Ichor Wellspring +2 Vault of Whispers +4 Writhing Chrysalis +4 Gixian Infiltrator +1 Makeshift Munitions +3 Swamp +4 Drossforge Bridge +1 Mountain +2 Forest +4 Cast Down +2 Eviscerator's Insight + +Sideboard (15) +1 Troublemaker Ouphe +2 Breath Weapon +3 Faerie Macabre +2 Terminate +2 Duress +3 Weather the Storm +2 Ancient Grudge diff --git a/strategies/pauper/jund_gardens/1/first_principles.md b/strategies/pauper/jund_gardens/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/jund_gardens/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/jund_gardens/1/guide.md b/strategies/pauper/jund_gardens/1/guide.md new file mode 100644 index 0000000..dc0dadb --- /dev/null +++ b/strategies/pauper/jund_gardens/1/guide.md @@ -0,0 +1,679 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck: **Jund Gardens** is registered here as a Pauper Jund artifact-sacrifice midrange/control deck. Treat the name as a strategy label, not proof that **Khalni Garden** or any token land is present; this exact list contains **Slagwoods Bridge**, **Drossforge Bridge**, **Twisted Landscape**, **Vault of Whispers**, **Swamp**, **Mountain**, and **Forest**, and the pilot must not assume Garden tokens unless Veles exposes a legal token-producing action from the actual game state. + +- Format: **Pauper**. This document validates the submitted registration structure and tactical identity, but it is not a standalone legality certificate. Current Pauper ban and card-legality checks can change, so sanctioned legality should be verified against the active rules engine, card database, or official Wizards banned/restricted source before results are treated as formal. Reference point for current-list review: [Wizards banned and restricted list](https://magic.wizards.com/en/banned-restricted-list). + +- Count validation: The main deck contains exactly **60** cards and the sideboard contains exactly **15** cards. The main deck totals 4 **Cleansing Wildfire**, 3 **Lembas**, 4 **Fanatical Offering**, 3 **Krark-Clan Shaman**, 4 **Refurbished Familiar**, 3 **Nihil Spellbomb**, 4 **Slagwoods Bridge**, 4 **Twisted Landscape**, 4 **Ichor Wellspring**, 2 **Vault of Whispers**, 4 **Writhing Chrysalis**, 4 **Gixian Infiltrator**, 1 **Makeshift Munitions**, 3 **Swamp**, 4 **Drossforge Bridge**, 1 **Mountain**, 2 **Forest**, 4 **Cast Down**, and 2 **Eviscerator's Insight**. The sideboard totals 1 **Troublemaker Ouphe**, 2 **Breath Weapon**, 3 **Faerie Macabre**, 2 **Terminate**, 2 **Duress**, 3 **Weather the Storm**, and 2 **Ancient Grudge**. + +- Construction validation: No nonbasic card exceeds four registered copies across the submitted main deck and sideboard. Basic lands are present as **Swamp**, **Mountain**, and **Forest**. The list has no companion, commander, attraction, sticker, ante, or manual-dexterity construction component by registered card name. If Veles or Forge rejects any card name, rarity, legality, or implementation, trust that engine output over this guide. + +- Archetype tags: Use `midrange`, `control`, `artifact`, `sacrifice`, and `graveyard` as the operative tags. The deck is not a pure aggro deck because many early cards develop mana, artifacts, and cards rather than raw damage. The deck is not a pure control deck because it must eventually convert **Writhing Chrysalis**, **Refurbished Familiar**, **Gixian Infiltrator**, artifact value, and **Makeshift Munitions** into pressure. + +- Stock / rogue / hybrid status: Treat this as a **stock-derived hybrid** Jund Gardens or Gardens-adjacent shell with list-specific mana and artifact choices. The familiar core is artifact material plus sacrifice draw, **Krark-Clan Shaman** board control, **Refurbished Familiar** disruption, and **Writhing Chrysalis** as a large stabilizing threat. The rogue or list-specific concern is that the submitted registration leans on Bridges, **Twisted Landscape**, **Lembas**, **Nihil Spellbomb**, and **Cleansing Wildfire** rather than an explicit **Khalni Garden** package. + +- Mana identity: The registered deck is black-red-green. Black supports **Fanatical Offering**, **Refurbished Familiar**, **Nihil Spellbomb** activation lines if legal, **Gixian Infiltrator**, **Cast Down**, **Eviscerator's Insight**, **Duress**, and **Terminate**. Red supports **Cleansing Wildfire**, **Krark-Clan Shaman**, **Makeshift Munitions**, **Breath Weapon**, **Terminate**, and **Ancient Grudge**. Green supports **Writhing Chrysalis**, **Troublemaker Ouphe**, **Weather the Storm**, and **Ancient Grudge** flashback lines only when rules-engine actions confirm them. + +- Role concerns: The pilot must classify each game as stabilize, grind, or pressure before spending sacrifice material. **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, and artifact lands are resources for cards, mana smoothing, graveyard interaction, **Krark-Clan Shaman**, **Fanatical Offering**, **Eviscerator's Insight**, and **Makeshift Munitions**; do not cash them in without a visible tactical payoff. **Cleansing Wildfire** is a mana-and-card-plan card unless the rules engine exposes a meaningful opposing-land target; do not assume it is land destruction. + +- Opponent information status: No specific opponent decklist, matchup, game number, play/draw status, known hand, or sideboarded state is supplied in this batch. At runtime, use only visible battlefield, stack, graveyards, exile, revealed cards, public logs, match history, and Veles-provided archetype context. Do not infer hidden hand contents, hidden library order, sideboard cards, or exact removal from archetype alone. + +## Thesis + +- Jund Gardens assembles indestructible Bridge mana, expendable artifacts, sacrifice draw, sweepers, and midrange threats into a grinding control shell. The normal plan is to develop **Slagwoods Bridge**, **Drossforge Bridge**, **Vault of Whispers**, **Twisted Landscape**, and basic lands, use **Cleansing Wildfire** on your own legal land target when that line produces mana/cards rather than exposing you, then convert **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, artifacts, Map-like material if produced by legal card text, and disposable creatures into cards or damage through **Fanatical Offering**, **Eviscerator's Insight**, **Krark-Clan Shaman**, and **Makeshift Munitions**. + +- Jund Gardens wins by surviving the first pressure wave, denying clean combat, and turning material loops into inevitability. **Writhing Chrysalis** and **Refurbished Familiar** are the main stabilizing threats, **Gixian Infiltrator** turns repeated sacrifice into a real clock, **Krark-Clan Shaman** resets grounded creature boards, and **Makeshift Munitions** converts late excess permanents into reach only when Veles exposes legal activation and payment actions. + +- Jund Gardens is not trying to race from turn one or spend every artifact at the first legal opportunity. Preserve artifacts when they represent future **Krark-Clan Shaman** sweeps, **Fanatical Offering** costs, **Eviscerator's Insight** costs, **Gixian Infiltrator** growth, **Refurbished Familiar** affordability, **Makeshift Munitions** reach, or **Ancient Grudge** flashback context after sideboard. + +- Prioritize survival and mana integrity before value when under pressure. Use **Cast Down**, **Krark-Clan Shaman**, sideboard **Breath Weapon**, sideboard **Terminate**, and sideboard **Weather the Storm** to reach the stage where artifact cards and sacrifice engines dominate. Against slower decks, prioritize discard pressure from **Refurbished Familiar**, graveyard pressure from **Nihil Spellbomb** or **Faerie Macabre**, and card flow from **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, and **Eviscerator's Insight**. + +- Respect runtime legality above deck theory. If the engine does not offer the expected target, sacrifice, trigger, activation, flashback, or payment action, choose among the visible legal actions instead of assuming card text or hidden rules outcomes. + +## Role Package + +- Threats: **Writhing Chrysalis** is the premier board-stabilizing finisher when green mana and timing are available; use it to halt attacks, pressure planes of combat, and force removal before committing smaller engines into danger. **Refurbished Familiar** is a disruptive evasive threat whose value rises when artifacts reduce or support its deployment; prioritize it against decks with few expendable cards or when an opposing hand is already constrained. **Gixian Infiltrator** is a scalable sacrifice payoff; deploy it before sacrifice chains when the visible board allows it to survive, but do not expose it as the only blocker against a lethal crack-back. + +- Payoffs: **Krark-Clan Shaman** is both interaction and payoff for artifact density; hold enough artifacts to make its sweep size match the actual opposing board, and avoid sacrificing critical mana artifacts or Bridges unless the rules engine and current state make that legal and necessary. **Makeshift Munitions** is a late-game conversion engine and reach card; use it after the game becomes about excess permanents, small opposing creatures, or closing life totals, not as an early mana sink that consumes needed artifacts. **Refurbished Familiar** also functions as a payoff for building artifact count because it converts setup into pressure plus discard. + +- Engines: **Ichor Wellspring** is premium sacrifice material because it replaces itself and rewards being moved to the graveyard by legal costs or effects. **Lembas** is velocity, life buffer, and artifact material; use the life-gain mode when survival or racing matters, and treat its graveyard replacement behavior as engine text only when the rules engine shows it. **Fanatical Offering** and **Eviscerator's Insight** are the main card-conversion spells; prefer sacrificing artifacts or creatures whose current board job is finished, especially **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb** after graveyard value is no longer needed, or expendable permanents created by legal effects. + +- Velocity: **Cleansing Wildfire** is a mana-smoothing and card-flow spell in this exact shell, especially with indestructible Bridges if the engine offers that target and resolves the line favorably. **Twisted Landscape** supports color fixing and land development; decide between using it and casting a spell by comparing next-turn color access, not only current mana efficiency. **Lembas**, **Ichor Wellspring**, **Fanatical Offering**, and **Eviscerator's Insight** keep cards moving while feeding sacrifice synergies. + +- Interaction: **Cast Down** is the main clean removal spell and should answer threats that beat **Krark-Clan Shaman**, race **Writhing Chrysalis**, or force bad blocks. **Krark-Clan Shaman** handles wide grounded boards when artifact count is sufficient. **Nihil Spellbomb** is maindeck graveyard interaction and a card-flow artifact; preserve it against visible graveyard dependence, but cash it in for cards or sacrifice value when graveyards are not tactically relevant. + +- Protection: The deck protects itself through redundant material, life padding, and board resets rather than counterspells. **Lembas** and **Weather the Storm** buy turns, **Breath Weapon** and **Krark-Clan Shaman** punish small-creature swarms, **Duress** can preempt removal or combo after sideboard, and **Faerie Macabre** protects against graveyard turns without needing battlefield commitment when its legal action is exposed. + +- Recursion: This list has limited true recursion by registered card name. Treat **Ancient Grudge** as conditional graveyard recursion only if the engine exposes a legal flashback or graveyard-cast action, and treat **Lembas** graveyard replacement text as relevant only when Veles shows the resulting zone movement or library shuffle. Do not assume repeated loops from graveyard material unless public game state confirms them. + +- Mana: **Slagwoods Bridge**, **Drossforge Bridge**, **Vault of Whispers**, **Twisted Landscape**, **Swamp**, **Mountain**, and **Forest** must support black card draw/removal, red sweepers and **Cleansing Wildfire**, and green **Writhing Chrysalis** or sideboard cards. Preserve black for **Cast Down**, **Fanatical Offering**, **Eviscerator's Insight**, and **Refurbished Familiar**; preserve red for **Krark-Clan Shaman**, **Cleansing Wildfire**, **Makeshift Munitions**, **Breath Weapon**, **Terminate**, and **Ancient Grudge**; preserve green for **Writhing Chrysalis**, **Troublemaker Ouphe**, **Weather the Storm**, and legal **Ancient Grudge** flashback lines. + +- Sideboard modules: **Troublemaker Ouphe** is an anti-artifact permanent for matchups where opposing artifacts matter more than your own artifact activations; confirm the card text and board impact at runtime before harming your own plan. **Breath Weapon** is the small-creature sweeper module. **Faerie Macabre** is graveyard disruption. **Terminate** is extra hard removal. **Duress** is stack-adjacent hand disruption before key opposing turns. **Weather the Storm** is the anti-burn and anti-race life module. **Ancient Grudge** is artifact removal with conditional graveyard value if legal actions expose it. + +## Primary Win Conditions + +- **Writhing Chrysalis battlefield takeover:** Set up green mana with **Slagwoods Bridge**, **Twisted Landscape**, **Forest**, or a legal **Cleansing Wildfire** line, then cast **Writhing Chrysalis** when it stabilizes combat or pressures a slow opponent. Execute by preserving it through the first opposing answer window when possible, using **Cast Down** or **Krark-Clan Shaman** to clear creatures that race around it, and converting any engine-provided expendable material only when the legal action is visible. Prioritize this path when life total is under pressure, the opponent is creature-based, or your hand lacks enough draw engines to play a long attrition game. + +- **Artifact-sacrifice card advantage into inevitability:** Build around **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, artifact lands, **Fanatical Offering**, and **Eviscerator's Insight** to turn expendable permanents into cards and future actions. Execute by sacrificing artifacts whose current job is finished, especially **Ichor Wellspring** or a no-longer-needed **Nihil Spellbomb**, while keeping enough artifacts for **Refurbished Familiar**, **Krark-Clan Shaman**, and **Makeshift Munitions**. Prioritize this path against removal-heavy, midrange, or control opponents where the game is decided by material and not by immediate survival. + +- **Refurbished Familiar pressure plus discard:** Use early artifacts from **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Vault of Whispers**, **Drossforge Bridge**, and **Slagwoods Bridge** to make **Refurbished Familiar** legally castable at a favorable point. Execute by deploying it when the discard pressure matters or when evasive damage starts a clock, then protect the tempo gained by removing blockers or threats with **Cast Down**. Prioritize this path when the opponent has few cards in hand, is holding up reactive play, or your board already contains enough artifacts to make the Familiar efficient without consuming a better sacrifice line. + +- **Gixian Infiltrator sacrifice-pressure kill:** Deploy **Gixian Infiltrator** before a planned sequence of **Fanatical Offering**, **Eviscerator's Insight**, **Krark-Clan Shaman**, **Nihil Spellbomb**, or **Makeshift Munitions** actions if the visible board suggests it can survive and attack. Execute by letting legal sacrifice events grow or enable it only when those events also advance cards, removal, or lethal pressure; do not sacrifice key mana or defense just to enlarge it. Prioritize this path when the opponent is light on removal, ground stalls can be broken by a large attacker, or your hand already contains sacrifice outlets and replaceable permanents. + +## Secondary Win Conditions + +- **Makeshift Munitions reach:** Treat **Makeshift Munitions** as a late-game conversion engine rather than the default early play. Execute by turning excess artifacts, tokens, or doomed permanents into damage only when Veles exposes legal activation and payment actions, especially to finish the opponent, shrink a board, or punish removal. Prioritize it when combat is stalled, the opponent is at a low life total, or your draw engines have produced more material than you can profitably attack with. + +- **Krark-Clan Shaman reset into one-sided rebuild:** Use **Krark-Clan Shaman** to reset wide creature boards when the artifact count and legal sacrifice actions match the damage needed. Execute by preserving the Shaman until it meaningfully changes the battlefield, then rebuild with **Writhing Chrysalis**, **Refurbished Familiar**, **Ichor Wellspring**, and draw spells. Prioritize this line when behind on board but not dead to a single large creature, and avoid it when sacrificing artifacts would cut off necessary colors or leave you unable to recover. + +- **Cleansing Wildfire mana-and-card acceleration:** Use **Cleansing Wildfire** as a setup line when the engine offers a legal target that improves mana or replaces itself without sacrificing a needed land function. Execute by fixing toward black for **Cast Down** and sacrifice draw, red for **Krark-Clan Shaman** or **Makeshift Munitions**, and green for **Writhing Chrysalis**. Prioritize this line when the hand has payoffs but lacks color certainty; deprioritize it when immediate removal or blockers are required. + +- **Fallback evasive and chip damage:** Win through repeated attacks from **Refurbished Familiar**, pressure from **Gixian Infiltrator**, and small damage from **Makeshift Munitions** when the opponent answers **Writhing Chrysalis**. Execute by trading cards for tempo only when the damage clock shortens meaningfully or forces awkward blocks. No registered creature-land plan exists in this list, so do not preserve lands for creature-land attacks unless a runtime effect creates that legal action. + +## Emergency Lines + +- **When behind on life:** Stabilize before drawing extra cards. Prioritize **Cast Down**, **Krark-Clan Shaman**, **Writhing Chrysalis**, **Lembas**, and post-board **Weather the Storm** over speculative sacrifice value; use **Fanatical Offering** or **Eviscerator's Insight** only when the sacrifice also improves survival, finds interaction, or uses a doomed permanent. + +- **When behind on board:** Identify whether the problem is wide, tall, evasive, or graveyard-based before spending interaction. Use **Krark-Clan Shaman** or post-board **Breath Weapon** for wide small-creature boards, **Cast Down** or **Terminate** for single high-impact creatures, and **Nihil Spellbomb** or **Faerie Macabre** only when public graveyard pressure is the actual cause. + +- **When behind on cards:** Convert replaceable artifacts into cards instead of forcing attacks. Prioritize **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, **Eviscerator's Insight**, and legal **Nihil Spellbomb** card-flow lines; avoid sacrificing lands or defensive creatures unless the visible game state makes the exchange necessary. + +- **When behind on mana or colors:** Use **Twisted Landscape**, legal **Cleansing Wildfire**, and conservative land sequencing to restore access before committing color-intensive plans. Preserve black for removal and draw, red for sweepers and artifact conversion, and green for **Writhing Chrysalis** or post-board stabilization. + +- **When engines are removed:** Shift to honest midrange. Use **Writhing Chrysalis** and **Refurbished Familiar** as standalone threats, use **Cast Down** to protect the race, and treat **Makeshift Munitions** as a topdecked finisher only if the board contains expendable permanents. + +- **When graveyard recursion or combo threatens:** Do not spend **Nihil Spellbomb** or **Faerie Macabre** for minor value if public graveyard cards show an imminent payoff. Hold graveyard hate until the engine exposes the relevant legal action window, then choose the action that disrupts the visible payoff rather than an assumed hidden card. + +## Resource Model + +- **Life:** Spend life as a buffer only when the exchange preserves board control or unlocks a stronger next turn. Against fast creature decks, treat life as the scarce resource and prefer **Cast Down**, **Krark-Clan Shaman**, **Writhing Chrysalis**, **Lembas**, and post-board **Weather the Storm** over speculative **Fanatical Offering** or **Eviscerator's Insight** lines. + +- **Hand:** Convert hand size into board presence when a threat or answer changes the next combat step. Keep reactive cards in hand when the opponent's visible board or open mana makes a future **Cast Down**, **Terminate**, **Duress**, **Faerie Macabre**, or **Ancient Grudge** window more valuable than spending mana now. + +- **Mana:** Treat mana as a three-color sequencing puzzle with black as the default interaction color, red as the sweeper and artifact-conversion color, and green as the stabilizing threat color. Do not sacrifice, tap, or expose a source if doing so cuts off a known next-turn **Writhing Chrysalis**, **Krark-Clan Shaman**, **Cast Down**, **Fanatical Offering**, **Makeshift Munitions**, or sideboard card. + +- **Board:** Treat permanents as material only after their current battlefield job is finished. **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Vault of Whispers**, **Drossforge Bridge**, and **Slagwoods Bridge** can support artifact count, sacrifice costs, affinity-style discounts, and **Krark-Clan Shaman** math, so sacrifice them only when the legal action clearly converts them into cards, damage, sweep equity, or survival. + +- **Graveyard:** Use graveyards as public tactical information, not as an automatic resource. Hold **Nihil Spellbomb** or post-board **Faerie Macabre** when the opponent has visible graveyard payoff pressure; cash them in only when the engine presents a relevant legal disruption or when graveyard pressure is low and the card-flow action is materially useful. + +- **Exile:** Treat exile as final public accounting unless a visible effect grants permission from exile. Do not infer that exiled cards are accessible, gone permanently for all rules purposes, or strategically irrelevant beyond what Veles state and legal actions show. + +- **Lands:** Treat lands as both mana and future conversion pieces. **Twisted Landscape** and **Cleansing Wildfire** can help fix or develop mana when legal actions support that line, but sacrificing or targeting lands is wrong if the visible game requires untapped colors, an immediate answer, or enough mana for multiple spells. + +- **Sacrifice fodder:** Rank sacrifice material by current job: spent token or low-impact artifact first, **Ichor Wellspring** when card conversion matters, **Nihil Spellbomb** only when graveyard hate is not needed, then excess artifacts that do not cut off **Refurbished Familiar**, **Krark-Clan Shaman**, or **Makeshift Munitions**. Avoid sacrificing **Gixian Infiltrator**, **Writhing Chrysalis**, or stabilizing creatures unless the legal line wins, prevents lethal, or uses a doomed creature. + +- **Tempo:** Spend tempo to stabilize before grinding. When under pressure, prioritize legal actions that change attacks, blocks, or life-total pressure this turn over slow card advantage; when stable, use **Fanatical Offering**, **Eviscerator's Insight**, **Ichor Wellspring**, **Lembas**, and **Cleansing Wildfire** to pull ahead. + +- **Information:** Act only on legal actions, visible board state, public zones, revealed cards, and known matchup context. Use **Duress** post-board to convert uncertainty into a specific plan, but do not assume hidden cards after the revealed window expires. + +- **Sideboard bullets:** Treat sideboard cards as narrow resource converters. **Breath Weapon** converts mana into anti-wide tempo, **Weather the Storm** converts storm context into life, **Ancient Grudge** and **Troublemaker Ouphe** convert slots into artifact pressure, **Terminate** upgrades single-threat removal, **Duress** attacks noncreature plans, and **Faerie Macabre** protects graveyard windows. + +## Mana Guide + +- **Color priority:** Secure black early for **Cast Down**, **Fanatical Offering**, **Eviscerator's Insight**, **Nihil Spellbomb** card-flow lines, and **Refurbished Familiar**. Secure red for **Cleansing Wildfire**, **Krark-Clan Shaman**, **Makeshift Munitions**, **Breath Weapon**, and **Ancient Grudge**. Secure green for **Writhing Chrysalis**, **Weather the Storm**, **Troublemaker Ouphe**, and the green side of **Ancient Grudge** if the engine exposes that use. + +- **Opening mana keeps:** Keep hands that have at least two functional mana sources or one source plus a legal fixing plan and a clear first two turns. Mulligan hands that cannot cast early interaction, cannot develop a legal artifact or draw engine, or rely on drawing an exact color before doing anything meaningful. + +- **Tapped-land sequencing:** Lead on **Drossforge Bridge** or **Slagwoods Bridge** when the current turn has no urgent untapped play and the hand wants artifact count or future colors. Prefer an untapped **Swamp**, **Mountain**, **Forest**, or **Vault of Whispers** when a same-turn legal **Cast Down**, **Nihil Spellbomb**, **Fanatical Offering**, **Cleansing Wildfire**, or sideboard action matters. + +- **Utility-land sequencing:** Use **Twisted Landscape** as fixing when the hand is color-constrained and the visible board allows a slower turn. Do not spend it merely because the action is available if keeping it produces current mana, preserves land count, or supports a stronger two-spell turn later. + +- **Cleansing Wildfire sequencing:** Use **Cleansing Wildfire** to fix or replace resources only when the engine offers a legal target and the resulting line does not damage your immediate survival. Prefer this setup when missing a key color for **Writhing Chrysalis**, **Krark-Clan Shaman**, or black interaction; delay it when the opponent's board requires removal first. + +- **Play-land timing before draw:** Play a land before drawing when the legal line requires exact mana this turn, when you must represent or cast interaction, or when missing a land drop would prevent a known follow-up. Hold the land until after **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, **Eviscerator's Insight**, or **Nihil Spellbomb** draw actions when hand size is not constrained and the draw could change which color or land type should be played. + +- **Payment choices:** Preserve the rarest next-turn color when Veles offers multiple legal payment plans. Spend generic or redundant artifact mana first when it keeps black for **Cast Down**, red for **Krark-Clan Shaman** or **Makeshift Munitions**, and green for **Writhing Chrysalis** or **Weather the Storm**. + +- **Sideboard mana:** After sideboarding, adjust keeps to the bullet actually drawn. A hand with **Weather the Storm** needs credible green timing, **Breath Weapon** and **Ancient Grudge** need red access, **Terminate** needs black-red access, **Duress** needs early black, and **Troublemaker Ouphe** needs green without delaying survival. + +## Mulligan Guide + +- **Strong keep:** Keep two or three functional mana sources plus an early artifact or card-flow piece and a stabilizing play. Examples: **Drossforge Bridge**, **Swamp**, **Ichor Wellspring**, **Fanatical Offering**, **Cast Down**, **Refurbished Familiar**, **Writhing Chrysalis**; or **Slagwoods Bridge**, **Vault of Whispers**, **Lembas**, **Cleansing Wildfire**, **Krark-Clan Shaman**, **Cast Down**, **Gixian Infiltrator**. + +- **Medium keep:** Keep slower hands when the mana is real and the hand has a clear turn-two or turn-three branch. Examples: **Twisted Landscape**, **Drossforge Bridge**, **Forest**, **Ichor Wellspring**, **Eviscerator's Insight**, **Refurbished Familiar**, **Writhing Chrysalis** is acceptable if the opponent is not presenting immediate speed; **Swamp**, **Slagwoods Bridge**, **Nihil Spellbomb**, **Lembas**, **Fanatical Offering**, **Cast Down**, **Cleansing Wildfire** is acceptable because it has interaction and redraws. + +- **Risky keep:** Keep one-land hands only when the land casts a relevant early spell and the hand has multiple legal redraw or fixing paths. A one-land **Vault of Whispers** hand with **Nihil Spellbomb**, **Lembas**, **Ichor Wellspring**, and no second mana is a gamble, not a default keep; a one-land **Drossforge Bridge** hand with no one-mana action and no **Twisted Landscape** is usually too slow. + +- **Automatic ship:** Mulligan hands with no lands, hands with only off-color mana for all early spells, and hands that cannot affect the game before turn three. Ship hands that are all payoff and no engine, such as **Writhing Chrysalis**, **Writhing Chrysalis**, **Refurbished Familiar**, **Eviscerator's Insight**, **Fanatical Offering**, **Cast Down**, one unusable land. + +- **Matchup-dependent keep:** Keep **Krark-Clan Shaman** plus artifacts more highly against wide creature decks, but do not keep a hand that cannot supply red or sacrifice material. Keep **Nihil Spellbomb** more highly against visible graveyard decks, but avoid hands where **Nihil Spellbomb** is the only early action against fast combat pressure. + +- **Post-board keep:** Value the sideboard card only when the mana and matchup make it castable in time. **Weather the Storm** requires credible green and time; **Breath Weapon** needs red before wide boards snowball; **Terminate** needs black-red; **Duress** needs early black; **Faerie Macabre** can justify a slower keep only when graveyard pressure is central; **Ancient Grudge** and **Troublemaker Ouphe** need artifact targets to matter. + +- **Play/draw adjustment:** On the play, prefer hands that develop mana and artifacts before the opponent establishes pressure. On the draw, require either early **Cast Down**, **Krark-Clan Shaman**, **Nihil Spellbomb** in the right matchup, or a strong card-flow engine, because the opponent gets the first tempo claim. + +- **Trap hand:** Do not keep a hand because it has many powerful names if it lacks sacrifice fodder, colors, or time. **Fanatical Offering**, **Eviscerator's Insight**, **Refurbished Familiar**, **Writhing Chrysalis**, **Krark-Clan Shaman**, **Mountain**, **Forest** is a trap when black mana and expendable material are missing. + +## Turn Arc + +- **Turn 1:** Prefer a tapped bridge land when no same-turn action matters, especially **Drossforge Bridge** or **Slagwoods Bridge** for color setup and artifact count. Lead **Swamp**, **Vault of Whispers**, **Mountain**, or **Forest** instead when the hand has a legal **Nihil Spellbomb**, urgent sideboard one-drop, or a plan that needs untapped mana immediately. + +- **Turn 1 deviation:** Use **Twisted Landscape** planning early when the hand is missing a key color, but do not spend fixing tempo if a visible fast board requires immediate **Cast Down**, **Krark-Clan Shaman**, or **Lembas** development. Against graveyard decks, prioritize a legal **Nihil Spellbomb** line before low-impact tapped setup. + +- **Turn 2:** Prefer establishing the engine with **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Gixian Infiltrator**, or **Cleansing Wildfire** when the board is not threatening. Prefer **Cast Down** over setup when a visible creature will dominate combat, enable an opposing engine, or push life total into a short clock. + +- **Turn 2 deviation:** Use **Cleansing Wildfire** as fixing only when the legal target and resulting mana improve turns three and four. Delay it when spending the turn on card replacement fails to answer a creature that **Cast Down** can remove or fails to establish red for **Krark-Clan Shaman** in time. + +- **Turn 3:** Convert expendable artifacts into cards when the battlefield allows it. Strong turn-three patterns include **Ichor Wellspring** plus **Fanatical Offering**, **Lembas** into sacrifice draw, **Gixian Infiltrator** plus an artifact-leaving line if legal, or holding mana for **Cast Down** while developing a cheap artifact. + +- **Turn 3 deviation:** Deploy **Krark-Clan Shaman** when its presence changes combat or threatens a future sweep, not merely because it is castable. Hold or sequence sacrifice actions so the engine does not consume the artifact needed for **Refurbished Familiar**, **Nihil Spellbomb**, or a relevant **Krark-Clan Shaman** activation window. + +- **Turns 4-5:** Turn the corner with **Writhing Chrysalis**, **Refurbished Familiar**, larger **Gixian Infiltrator** pressure, or a two-spell turn that combines removal with card flow. Use **Eviscerator's Insight** and **Fanatical Offering** after stabilizing unless sacrificing a doomed or low-impact permanent is the line that prevents a worse attack. + +- **Turns 4-5 deviation:** Fire **Krark-Clan Shaman** or **Cast Down** before value when visible attacks threaten lethal, a short clock, or a board state that will invalidate later card advantage. Use **Makeshift Munitions** only when the legal action converts expendable material into meaningful damage, removal, or reach without sacrificing a necessary stabilizer. + +- **Late game:** Prioritize inevitability through repeated card conversion, clean removal, and durable threats. Preserve **Nihil Spellbomb** for relevant graveyard windows, keep enough artifacts for sacrifice and pressure lines, and choose attacks that maintain blockers unless the visible board shows a clear race advantage or lethal setup. + +## Card Roles + +- **Cleansing Wildfire:** Use **Cleansing Wildfire** primarily as fixing, ramp, and redraw by targeting your own indestructible artifact land when the engine offers that legal target. Prefer targets like **Drossforge Bridge**, **Slagwoods Bridge**, or **Vault of Whispers** when the land survives or the exchange still improves colors; avoid targeting an opponent land unless the visible land is strategically important and the replacement basic does not help them more than the disruption helps you. + +- **Lembas:** Cast **Lembas** early when you need smoothing, artifact count, or sacrifice fodder, and hold it when spending mana on food-like value would leave a must-answer creature unchecked. It is excellent material for **Fanatical Offering**, **Eviscerator's Insight**, **Gixian Infiltrator**, and **Makeshift Munitions** after its entry value is gained; do not cash it in merely to use mana if the artifact body is needed for affinity, sacrifice, or a future **Krark-Clan Shaman** line. + +- **Fanatical Offering:** Treat **Fanatical Offering** as the main instant-speed conversion spell for artifacts, expendable creatures, or doomed permanents. Prioritize sacrificing **Ichor Wellspring**, spent **Lembas**, redundant **Nihil Spellbomb**, tokens, or a creature already losing combat; avoid sacrificing **Krark-Clan Shaman**, **Gixian Infiltrator**, or a needed artifact land unless survival, lethal, or a decisive card-flow turn requires it. + +- **Krark-Clan Shaman:** Use **Krark-Clan Shaman** as a board-control card first and a body second. Deploy it against wide creature pressure when red mana and sacrifice material are available, but do not expose it early into removal if the current battlefield does not require the sweep threat. Preserve expendable artifacts for its activation when small creatures matter; avoid sweeping away your own **Gixian Infiltrator** or stabilizing blockers unless the damage math or survival need justifies it. + +- **Refurbished Familiar:** Cast **Refurbished Familiar** when artifact count makes it efficient or when discard pressures an opponent already low on cards. It is a stabilizer and evasive threat in attrition games, but do not force it ahead of removal when a visible attacker will shorten the clock. Against graveyard or artifact decks, its body matters less than sequencing **Nihil Spellbomb**, **Cast Down**, **Ancient Grudge**, or **Troublemaker Ouphe** in time. + +- **Nihil Spellbomb:** Play **Nihil Spellbomb** early when graveyard access is central or when you need a cheap artifact for count and sacrifice. Hold activation until the opponent commits relevant graveyard value, unless cycling it is necessary to hit land, find removal, or unlock a lethal/stabilizing turn. Do not sacrifice or crack it for low-impact redraw when the opponent’s public graveyard already threatens recursion, delve, flashback, reanimation, or threshold-style pressure. + +- **Ichor Wellspring:** Use **Ichor Wellspring** as the cleanest sacrifice target in the deck. Cast it to bridge into **Fanatical Offering**, **Eviscerator's Insight**, **Krark-Clan Shaman**, **Makeshift Munitions**, or **Gixian Infiltrator** growth, and prefer sacrificing it over lands or active creatures. The common mistake is leaving it unused while passing with sacrifice spells stranded; the opposite mistake is sacrificing it before you know whether mana, removal, or graveyard hate is the real bottleneck. + +- **Writhing Chrysalis:** Treat **Writhing Chrysalis** as the main battlefield stabilizer and late-game pressure card. Cast it when it blocks profitably, creates material, or turns the corner; hold it only when interaction must be represented or when mana colors are not secure. Card text check required for exact token and growth details, so choose lines from visible engine output rather than assuming a specific trigger outcome. + +- **Gixian Infiltrator:** Develop **Gixian Infiltrator** when you expect repeated sacrifices or artifact conversions over the next turn cycle. It rewards normal deck actions from **Fanatical Offering**, **Eviscerator's Insight**, **Krark-Clan Shaman**, **Nihil Spellbomb**, and **Makeshift Munitions**, but it should not be treated as mandatory early pressure against removal-heavy decks. In combat, attack only when growing it or trading damage does not give up a needed blocker. + +- **Makeshift Munitions:** Use **Makeshift Munitions** as a late-game reach and board-control engine, not as a low-impact mana sink. Commit it when you have expendable artifacts, tokens, or spent value permanents and the visible board makes repeated damage relevant. Avoid sacrificing mana-critical artifact lands or unique engine pieces unless the damage removes a key threat, protects survival, or creates lethal. + +- **Cast Down:** Save **Cast Down** for creatures that dominate combat, enable an opposing engine, or shorten the clock beyond your card-advantage plan. Cast it early against must-answer threats, but hold it when **Krark-Clan Shaman** can cover the board or when a larger creature is likely from public archetype cues. Do not spend it just to use mana if blocking, sweeping, or racing is already favorable. + +- **Eviscerator's Insight:** Use **Eviscerator's Insight** as the slower sacrifice-draw complement to **Fanatical Offering**. Prefer sacrificing **Ichor Wellspring**, spent **Lembas**, tokens, or low-value permanents, and use bargain or graveyard-related modes only when the engine’s legal action text confirms them. Card text check required for exact additional-cost and graveyard-use details; keep tactical choices conditional on visible legal actions. + +- **Drossforge Bridge:** Prioritize **Drossforge Bridge** as black-red fixing, artifact count, and a strong **Cleansing Wildfire** target. It supports **Cast Down**, **Fanatical Offering**, **Krark-Clan Shaman**, **Makeshift Munitions**, **Terminate**, **Breath Weapon**, **Duress**, and **Ancient Grudge** lines; avoid tapping it casually when both black interaction and red sweeper mana may be needed. + +- **Slagwoods Bridge:** Use **Slagwoods Bridge** to secure red-green access for **Cleansing Wildfire**, **Krark-Clan Shaman**, **Writhing Chrysalis**, **Weather the Storm**, **Breath Weapon**, and **Ancient Grudge**. It is one of the best setup lands when black is already covered, but hands relying on it alone may fail to cast black interaction on time. + +- **Twisted Landscape:** Treat **Twisted Landscape** as flexible fixing first and a land drop second. Plan its use around missing colors, especially early black for **Cast Down** and **Fanatical Offering**, red for **Krark-Clan Shaman**, and green for **Writhing Chrysalis** or **Weather the Storm**. Do not spend its fixing tempo when a current legal spell already stabilizes the board. + +- **Vault of Whispers:** Value **Vault of Whispers** as untapped black artifact mana that enables early **Nihil Spellbomb**, **Cast Down**, **Duress**, **Fanatical Offering**, and artifact-count plays. Preserve it when black is scarce; sacrifice it only when the land is redundant and the sacrifice line materially advances survival, lethal, or a decisive draw turn. + +- **Swamp:** Use **Swamp** to anchor early black decisions. It makes one-mana and two-mana interaction reliable, protects against awkward bridge-only openings, and lets **Twisted Landscape** fetch other colors later. In sideboard games, early **Swamp** increases the reliability of **Duress**, **Terminate**, and black sacrifice-draw turns. + +- **Mountain:** Use **Mountain** when red timing matters more than artifact count. It supports **Krark-Clan Shaman**, **Cleansing Wildfire**, **Makeshift Munitions**, **Breath Weapon**, **Terminate**, and **Ancient Grudge**; prioritize fetching or playing it when wide boards or artifact removal windows are expected. + +- **Forest:** Use **Forest** to make green payoffs and sideboard life-gain live. It supports **Writhing Chrysalis**, **Weather the Storm**, **Ancient Grudge** flashback if legal, and green branches from **Twisted Landscape** planning. Do not over-prioritize it over black or red if the hand needs removal before stabilizing. + +## Interaction Priorities + +- **Priority:** Remove the card that changes the next combat step or engine turn, not the card that is merely cast first. Use **Cast Down** and post-board **Terminate** on creatures that invalidate blocking, generate repeated advantage, enable a combo, or create a two-turn clock; let small attackers trade with tokens, **Refurbished Familiar**, **Gixian Infiltrator**, or **Writhing Chrysalis** when life is stable. + +- **Priority:** Use **Krark-Clan Shaman** as the first answer to wide creature boards when the rules engine shows a legal sweep line and your sacrificed artifacts are expendable. Prefer feeding it **Ichor Wellspring**, spent **Lembas**, **Nihil Spellbomb** with no important graveyard target, or redundant artifacts; avoid sacrificing mana-critical **Drossforge Bridge**, **Slagwoods Bridge**, or **Vault of Whispers** unless the wipe prevents lethal or wins the board. + +- **Priority:** Hold **Nihil Spellbomb** activation for graveyard cards that matter now or will matter before your next turn. Exile first against reanimation, flashback, delve, recursion, or graveyard-count threats; cycle only when the opponent’s graveyard is low-impact and you need land, removal, or a stabilizer. Against decks where the graveyard is incidental, **Nihil Spellbomb** becomes sacrifice fuel and redraw rather than a protected lock piece. + +- **Priority:** Post-board graveyard interaction splits by timing: **Faerie Macabre** is for windows where mana or stack exposure matters, while **Nihil Spellbomb** is for visible, repeatable graveyard pressure. Use **Faerie Macabre** on named graveyard targets only when the legal action text confirms the target cards; do not spend it on filler cards unless the opponent’s public line depends on graveyard quantity. + +- **Priority:** Against artifact engines, answer the permanent that produces repeated mana, cards, or lethal pressure before cosmetic artifact count. Use **Ancient Grudge**, **Troublemaker Ouphe**, **Cast Down**, **Terminate**, **Krark-Clan Shaman**, or **Makeshift Munitions** according to legal actions and visible targets. Card text check required for exact **Troublemaker Ouphe** and **Breath Weapon** modes, so rely on engine-listed actions before assuming which artifacts or creatures they affect. + +- **Priority:** Use **Duress** to take the card that beats your current hand, not the highest-cost spell by default. Take sweepers or removal when protecting **Gixian Infiltrator**, **Writhing Chrysalis**, or **Makeshift Munitions** matters; take combo pieces, card draw, or artifact hate when your board is already stable. If the revealed hand contains no immediate problem, choose the card that blocks your next two-turn plan. + +- **Bait:** Lead with **Lembas**, **Ichor Wellspring**, **Nihil Spellbomb**, or **Refurbished Familiar** when you can afford the exchange and want opposing removal or permission spent before **Writhing Chrysalis**, **Makeshift Munitions**, or a key sacrifice-draw turn. Do not bait with **Gixian Infiltrator** if it is your only blocker or your best clock against a slow opponent. + +- **Ignore:** Ignore creatures that are blanked by a visible blocker, artifacts that do not affect mana/cards/damage, and graveyard cards without a legal or likely payoff. Preserve **Cast Down**, **Terminate**, **Ancient Grudge**, and **Nihil Spellbomb** for cards that change the game’s resource axis. + +## Combat And Trading Rules + +- **Priority:** Stabilize before racing when life is under pressure or the opponent can present lethal across two attacks. Keep **Writhing Chrysalis**, **Refurbished Familiar**, and grown **Gixian Infiltrator** back when they block profitably; attack only when damage advances a clock without opening a lethal or high-risk crack-back. + +- **Priority:** Trade expendable bodies and artifacts for time when your hand contains **Fanatical Offering**, **Eviscerator's Insight**, **Ichor Wellspring**, **Krark-Clan Shaman**, or **Makeshift Munitions**. A creature or artifact that replaces itself or fuels sacrifice is easier to spend than a color source, a unique engine, or the only blocker for a large attacker. + +- **Priority:** Preserve **Gixian Infiltrator** when future sacrifice triggers can make it dominate combat. Do not attack it into obvious trades when your next legal lines include **Fanatical Offering**, **Eviscerator's Insight**, **Nihil Spellbomb**, **Ichor Wellspring**, **Krark-Clan Shaman**, or **Makeshift Munitions**; do trade it when survival or removing an evasive clock matters more than future growth. + +- **Priority:** Treat **Writhing Chrysalis** as both stabilizer and turn-corner threat. Block with it when it absorbs the opponent’s best attack or forces an unfavorable exchange; attack with it when the remaining blockers and removal keep life safe. Card text check required for exact token and growth details, so do not assume unshown combat math beyond visible power, toughness, counters, and legal actions. + +- **Priority:** Use **Makeshift Munitions** to finish damaged creatures, punish chump blocks, or convert stalled artifacts into lethal reach. Avoid sacrificing lands or engine artifacts for small damage unless it removes a must-answer creature, prevents lethal, or creates exact lethal shown by legal actions. + +- **Life thresholds:** Above roughly 12 life, prefer card advantage and development unless the opponent’s board shows a fast clock. From 8 to 12, favor blocks and removal that reduce next-turn attack power. Below 8, preserve blockers, represent **Cast Down** or **Terminate** when legal, and treat **Weather the Storm** as a stabilization card only if the engine exposes a meaningful life-gain action. + +- **Archetype shift:** Against aggro and go-wide decks, block earlier, value **Krark-Clan Shaman** and **Breath Weapon**, and trade cards for life. Against control, attack with resilient pressure, protect sacrifice engines, and avoid overcommitting into sweepers. Against combo or graveyard decks, shorten the clock while preserving **Nihil Spellbomb**, **Faerie Macabre**, **Duress**, and relevant removal for the decisive window. + +## Selection And Tutor Rules + +- **Selection:** Treat this deck as a pseudo-selection deck, not a true tutor deck. It finds specific effects by drawing extra cards with **Ichor Wellspring**, **Fanatical Offering**, **Eviscerator's Insight**, **Lembas**, **Nihil Spellbomb**, and **Cleansing Wildfire**, while **Twisted Landscape** and **Cleansing Wildfire** mainly fix mana when the rules engine exposes legal land-search actions. + +- **Scry:** Use **Lembas** scry to solve the next bottleneck, not to chase abstract value. Keep lands when missing the next color or a third/fourth mana source; keep **Cast Down**, **Krark-Clan Shaman**, or post-board **Breath Weapon** when under creature pressure; keep **Fanatical Offering**, **Eviscerator's Insight**, **Ichor Wellspring**, or **Refurbished Familiar** when stable and resource-light; bottom slow duplicates when the visible board requires immediate interaction. + +- **Draw timing:** Draw before committing flexible plays when the new card can change land drop, removal target, or sacrifice sequencing. If you have not made a land drop and can legally cash in **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, **Eviscerator's Insight**, or **Nihil Spellbomb**, prefer drawing first unless waiting protects a response window or sacrifice target. + +- **Sacrifice selection:** Spend artifacts and creatures that replace themselves or have low current board value before sacrificing colored mana sources or unique engines. **Ichor Wellspring** is the preferred sacrifice object when legal because it converts sacrifice into cards; spent **Lembas**, low-impact **Nihil Spellbomb**, and expendable bodies are next. Preserve **Drossforge Bridge**, **Slagwoods Bridge**, and **Vault of Whispers** unless sacrificing a land prevents lethal, enables a decisive **Krark-Clan Shaman** sweep, or wins immediately. + +- **Land search:** Use **Twisted Landscape** and **Cleansing Wildfire** search choices to complete functional colors first: black for **Cast Down**, **Fanatical Offering**, **Eviscerator's Insight**, **Refurbished Familiar**, and **Nihil Spellbomb** redraws; red for **Cleansing Wildfire**, **Krark-Clan Shaman**, **Makeshift Munitions**, **Breath Weapon**, **Terminate**, and **Ancient Grudge**; green for **Writhing Chrysalis**, **Weather the Storm**, **Troublemaker Ouphe**, and **Ancient Grudge** flashback if the engine confirms it. Card text check required for exact **Twisted Landscape** search restrictions, so choose only among legal basics or land options shown by Forge. + +- **Cleansing Wildfire:** Target your own indestructible artifact land only when the legal action exists and the exchange advances mana, cards, or color access. Prefer **Drossforge Bridge** or **Slagwoods Bridge** when destroying it will not reduce available colors in a damaging way; target an opposing land only when the visible land matters more than your own ramp/draw plan. + +- **Graveyard selection:** Use **Nihil Spellbomb** and **Faerie Macabre** on graveyard cards whose names are visible and whose removal changes the next stack, combat, or recursion window. Do not exile the opponent’s graveyard just to use mana if the graveyard threat is likely to grow before your next priority. + +## Priority And Stack Rules + +- **Priority:** Pass through empty priority windows when no legal instant-speed action improves survival, mana, cards, or pressure. Explain the pass by naming what you are declining, especially unused **Cast Down**, **Fanatical Offering**, **Eviscerator's Insight**, **Nihil Spellbomb**, **Krark-Clan Shaman**, **Makeshift Munitions**, **Faerie Macabre**, **Terminate**, **Weather the Storm**, or **Ancient Grudge** actions. + +- **Removal windows:** Use **Cast Down** and post-board **Terminate** at the latest safe point before damage, trigger resolution, combo execution, or a value engine untaps. Let low-impact creatures resolve when **Krark-Clan Shaman**, blockers, or future sweepers answer them more efficiently; kill creatures immediately when haste, sacrifice value, aura/equipment timing, or a visible trigger would make waiting worse. + +- **Sacrifice-draw windows:** Hold **Fanatical Offering** and **Eviscerator's Insight** for response value when an artifact or creature is targeted by removal, would die in combat, or can be converted before a sweeper resolves. Cast them proactively only when digging for land, removal, **Krark-Clan Shaman**, **Writhing Chrysalis**, or sideboard interaction is more important than preserving the response window. Card text check required for exact **Eviscerator's Insight** bargain/flashback behavior, so follow engine-listed costs and targets. + +- **Stack discipline:** Let opposing spells resolve when your available response does not change the resolved board or when the response is better saved for the next permanent, graveyard action, or combat step. Respond to spells that create lethal, remove your only stabilizer, invalidate **Nihil Spellbomb**, or put a must-answer trigger on the stack. + +- **Graveyard timing:** Activate **Nihil Spellbomb** or use **Faerie Macabre** before the opponent can pay a graveyard cost, choose a graveyard target, or resolve a recursion spell. If the opponent casts a spell that targets graveyard cards, respond while those targets are still visible on the stack; if no target is shown, wait until the engine exposes a legal, meaningful exile action. + +- **Combat tricks:** Use **Krark-Clan Shaman** before combat damage when a sweep changes attacks, blocks, or lethal math; use it after blocks only when your blockers have already generated value or the sacrifice count creates a better exchange. Use **Makeshift Munitions** to finish creatures after damage is marked, punish removal aimed at disposable artifacts, or create exact lethal shown by legal actions. + +- **Life-gain timing:** Cast **Weather the Storm** after visible spells have increased its effect when survival depends on life total. Do not hold it past a lethal combat or burn window merely for more value; Card text check required for exact storm handling, so trust the engine’s displayed life-gain action and stack context. + +- **Artifact hate timing:** Use **Ancient Grudge** in response to activation, equip, sacrifice setup, or lethal artifact combat when the legal target is visible. Deploy **Troublemaker Ouphe** only when its engine-shown effect disrupts the opponent more than it constrains your own **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Makeshift Munitions**, artifact lands, and sacrifice lines. + +## Sideboard Map + +- **Sideboard principle:** Change roles by matchup, not by card novelty. Jund Gardens wins long games by converting **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, expendable creatures, and artifact lands into cards, mana, sweepers, and pressure, so sideboarding should preserve enough artifacts and sacrifice fodder for **Fanatical Offering**, **Eviscerator's Insight**, **Krark-Clan Shaman**, **Refurbished Familiar**, **Gixian Infiltrator**, and **Makeshift Munitions** to remain live. + +- **Creature-swarm plan:** Add role cards: **Breath Weapon**, **Terminate**, and sometimes **Weather the Storm** when the opponent presents many small creatures, haste pressure, tokens, or go-wide combat. Reduce main-deck emphasis: slow graveyard-only pressure, redundant setup artifacts, and low-impact card flow when the visible matchup is decided before extra cards matter. + +- **Artifact-engine plan:** Add role cards: **Ancient Grudge**, **Troublemaker Ouphe**, and sometimes **Terminate** when the opponent relies on artifact creatures, artifact mana, equipment, Blood token-style resources, or artifact sacrifice engines. Reduce main-deck emphasis: slow draw pieces and narrow graveyard hate when the opponent’s battlefield artifacts, not graveyard, are the engine. + +- **Graveyard-combo plan:** Add role cards: **Faerie Macabre**, **Duress**, and keep or increase the tactical importance of **Nihil Spellbomb** when the opponent uses graveyard targets, recursion, dredge-like engines, reanimation, flashback, or threshold-style payoffs. Reduce main-deck emphasis: sorcery-speed creature removal when the visible opponent is light on creatures and graveyard timing is the real axis. + +- **Spell-combo and control plan:** Add role cards: **Duress**, **Faerie Macabre** if graveyards matter, and **Weather the Storm** if the opponent chains spells into burn or storm-like damage. Reduce main-deck emphasis: creature sweepers with no visible targets, extra spot removal against low-creature lists, and slow board-only pressure when a single stack turn decides the game. + +- **Burn and fast-red plan:** Add role cards: **Weather the Storm**, **Breath Weapon** when small attackers matter, and **Terminate** for larger threats that survive **Krark-Clan Shaman** math. Reduce main-deck emphasis: painful or slow card flow, graveyard hate without visible text relevance, and setup lines that spend early turns without affecting life total, blockers, or removal. + +- **Midrange mirror plan:** Add role cards: **Terminate**, **Duress**, **Ancient Grudge** if artifacts are visible, and **Faerie Macabre** if graveyard recursion is visible. Reduce main-deck emphasis: narrow sweepers when the opponent plays few creatures and low-impact graveyard hate when no graveyard card has mattered. + +- **Troublemaker Ouphe:** Bring **Troublemaker Ouphe** against artifact-heavy opponents when the engine shows it disrupts opposing artifacts more than your own artifact lands, **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Makeshift Munitions**, and sacrifice sequencing. Card text check required for exact rules text, so treat this as a commitment-gate card: cast it only after comparing visible opposing artifact dependence against your own next-turn artifact actions. It is bad when your hand needs artifact activations, artifact sacrifice fodder, or indestructible artifact lands for **Cleansing Wildfire** more than the opponent needs their artifacts. Its role changes from hate permanent to liability if the opponent sideboards away from artifacts or if your visible hand contains multiple artifact-dependent engines. + +- **Breath Weapon:** Bring **Breath Weapon** against small-creature pressure, token boards, Faeries-style flyers, red go-wide starts, and battlefield states where a sweeper stabilizes before **Writhing Chrysalis** or **Refurbished Familiar** can dominate. Card text check required for exact damage, timing, and creature restrictions, so use only the legal engine action shown and do not assume it kills every creature. It is bad against large single threats, creature-light control, and boards where **Krark-Clan Shaman** already answers the same creatures at lower strategic cost. Its role changes after stabilization: hold it as insurance if the opponent rebuilds wide, but do not strand mana forever when **Cast Down** or **Terminate** answers the only relevant creature. + +- **Faerie Macabre:** Bring **Faerie Macabre** against visible graveyard targets, recursion decks, **Dread Return**-style payoff plans, flashback-heavy strategies, and control decks that reuse graveyard resources. Card text check required for exact activation and target count, so choose only visible graveyard cards offered by the engine. It is bad when the opponent’s graveyard is incidental and their primary threats are battlefield artifacts, burn, or noncreature spells with no graveyard dependency. Its role changes from proactive hate to stack-speed interruption once the opponent exposes a graveyard target; prefer waiting for a target window unless the opponent can act before your next priority. + +- **Terminate:** Bring **Terminate** against creature decks with threats that matter more than card-flow setup: large creatures, must-kill utility creatures, threats that survive **Breath Weapon**, and creatures that make waiting on **Krark-Clan Shaman** unsafe. Card text check required for exact restrictions, so trust Forge target legality. It is bad when the opponent has few creatures or primarily wins through lands, artifacts, graveyard spells, or noncreature stack sequences. Its role changes from removal supplement to premium answer when **Cast Down** misses a legal target, when red mana is stable, or when a creature must die before combat or a trigger. + +- **Duress:** Bring **Duress** against control, combo, burn, heavy removal, sweepers, and spell-based engines where seeing and taking one noncreature spell changes the next turn cycle. Card text check required for exact target restrictions, so choose only a legal revealed card. It is bad against creature-dense aggressive decks where the opponent’s strongest cards are creatures and your early mana must answer the board. Its role changes after reveal: use the information to sequence **Cleansing Wildfire**, **Fanatical Offering**, **Writhing Chrysalis**, and removal around known interaction, but never act as though unrevealed cards are known. + +- **Weather the Storm:** Bring **Weather the Storm** against burn, storm-like spell chains, fast red starts, and any deck where life total is the bottleneck. Card text check required for exact storm count and life-gain amount, so rely on the engine’s stack and legal action output. It is bad against slow control without burn pressure, artifact decks where **Ancient Grudge** matters more, and graveyard combo where life gain does not stop the payoff. Its role changes from emergency survival to race-breaker when **Gixian Infiltrator**, **Writhing Chrysalis**, or **Refurbished Familiar** can win if you survive one more turn. + +- **Ancient Grudge:** Bring **Ancient Grudge** against artifact lands, artifact creatures, equipment, artifact mana, sacrifice artifacts, and engines where destroying one artifact changes combat, mana, or recursion. Card text check required for exact flashback cost and target restrictions, so use the legal target and payment choices shown by Forge. It is bad when the opponent has few meaningful artifacts or when your mana cannot reliably support the displayed cost. Its role changes from tempo interaction to resource engine if the engine exposes multiple legal uses across turns; preserve green mana when flashback or a later legal graveyard action is visible. + +- **Balanced anti-artifact plan:** Use this as a starting plan only when the opponent is clearly artifact-centric and does not present a faster graveyard or burn kill. +Side in: 2 Ancient Grudge, 1 Troublemaker Ouphe, 2 Terminate +Cut: 2 Eviscerator's Insight, 1 Makeshift Munitions, 2 Nihil Spellbomb + +- **Balanced anti-burn or fast-red plan:** Use this as a starting plan when the opponent pressures life total with burn plus small creatures. +Side in: 3 Weather the Storm, 2 Breath Weapon, 2 Terminate +Cut: 3 Nihil Spellbomb, 2 Eviscerator's Insight, 2 Cleansing Wildfire + +- **Balanced graveyard-combo plan:** Use this as a starting plan when the opponent’s visible or known plan depends on graveyard cards resolving or remaining available. +Side in: 3 Faerie Macabre, 2 Duress +Cut: 3 Krark-Clan Shaman, 2 Cast Down + +## Matchup Guidance + +- **Aggro:** Stabilize first against creature-heavy starts by preserving life total, removing the creature that changes the next combat most, and using **Krark-Clan Shaman** only when the legal activation meaningfully reduces incoming damage or converts expendable artifacts into survival. Keep hands with early black or red interaction, artifact fodder, and a path to **Writhing Chrysalis**; slow hands built only around **Cleansing Wildfire** and draw spells are risky if they cannot affect combat. Add role cards: **Breath Weapon**, **Terminate**, and sometimes **Weather the Storm** if the aggro deck includes burn reach. Reduce main-deck emphasis: **Nihil Spellbomb**, slow **Eviscerator's Insight**, and durdly **Cleansing Wildfire** lines when the board is already dangerous. + +- **Control:** Become the engine deck against removal, counters, and sweepers by making every threat or sacrifice artifact demand an answer. Sequence **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, and **Eviscerator's Insight** so removal trades do not empty your hand, and avoid committing **Writhing Chrysalis**, **Gixian Infiltrator**, and **Refurbished Familiar** all into one known sweeper window. **Cleansing Wildfire** is valuable when it fixes mana and pulls ahead without exposing a creature. Add role cards: **Duress** for hand information and protection, **Faerie Macabre** if the control deck reuses graveyard cards, and **Ancient Grudge** only if artifacts are visible. Reduce main-deck emphasis: excess creature sweepers and spot removal when few targets matter. + +- **Combo:** Identify the resource the combo needs before spending interaction: hand, graveyard, battlefield artifact, creature, mana, or time. Use **Duress** to break protected hands, **Faerie Macabre** and **Nihil Spellbomb** to contest graveyard setups, **Cast Down** or **Terminate** for creature-dependent combo pieces, and **Ancient Grudge** for artifact-dependent engines. Do not cash in graveyard hate for a card unless the graveyard is irrelevant or a later window is unlikely; the main value is preventing the payoff from resolving. Pressure with **Refurbished Familiar**, **Gixian Infiltrator**, and **Writhing Chrysalis** once disruption buys time. Reduce main-deck emphasis: slow removal or sweepers that do not hit the visible combo axis. + +- **Tempo:** Trade mana efficiently and deny snowball turns against decks using cheap threats plus protection or bounce. Prioritize legal actions that answer the threat while the opponent is tapped low, and prefer developing **Slagwoods Bridge**, **Drossforge Bridge**, **Vault of Whispers**, or **Twisted Landscape** only when it does not skip a needed interaction window. **Refurbished Familiar** is strong when affinity makes it cheap enough to double-spell, while **Fanatical Offering** can be too slow if it sacrifices board presence before combat. Add role cards: **Duress** against counter-heavy tempo, **Terminate** against oversized threats, and **Breath Weapon** against small flyers or token pressure. Reduce main-deck emphasis: expensive card draw when under immediate pressure. + +- **Midrange:** Win by making your material more recyclable than theirs. Favor **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, **Eviscerator's Insight**, and **Cleansing Wildfire** lines that leave you with more cards after trades, and use **Cast Down** on creatures that dominate combat rather than the first legal target. **Gixian Infiltrator** rewards sacrifice-heavy turns but should not be exposed as the only plan if a visible removal-heavy pattern is likely. Add role cards: **Terminate** for larger creatures, **Duress** for planes of interaction or removal, and **Faerie Macabre** if graveyard recursion is part of their attrition plan. Reduce main-deck emphasis: **Krark-Clan Shaman** when both boards are mostly large creatures or when artifacts are more valuable as draw fodder. + +- **Big Mana:** Pressure early while using **Cleansing Wildfire** and discard effects to keep pace with large plays. Do not rely on one-for-one removal alone if the opponent is building toward threats larger than your battlefield; establish **Writhing Chrysalis**, grow **Gixian Infiltrator**, or deploy **Refurbished Familiar** while still holding the interaction that stops the first decisive threat. **Twisted Landscape** and artifact bridges matter because color reliability lets you double-spell before big mana stabilizes. Add role cards: **Duress** for payoff spells, **Terminate** for large creatures, **Ancient Grudge** if artifact mana is visible, and **Troublemaker Ouphe** only when its legal text and battlefield impact hurt their artifacts more than your own engine. Reduce main-deck emphasis: small sweepers and graveyard hate without targets. + +- **Graveyard:** Treat graveyard hate as interaction, not filler. Hold **Nihil Spellbomb** or **Faerie Macabre** for a window where the opponent has committed a visible graveyard resource, unless the engine shows an immediate legal action that must be taken before priority is lost. **Duress** helps identify whether the graveyard plan is protected by noncreature spells. Maintain a clock with **Refurbished Familiar** and **Writhing Chrysalis** so hate does not merely delay them. Add role cards: **Faerie Macabre**, **Duress**, and sometimes **Terminate** if the graveyard deck needs a creature on board. Reduce main-deck emphasis: **Krark-Clan Shaman** and **Cast Down** only when their creatures are incidental or replaceable. + +- **Artifact/Enchantment:** Attack the permanent engine without disabling your own plan unnecessarily. Use **Ancient Grudge** on artifacts that supply mana, cards, lethal combat, or combo access, and evaluate **Troublemaker Ouphe** as a commitment gate because your own **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Makeshift Munitions**, artifact lands, and sacrifice lines can be affected depending on exact card text. Card text check required for **Troublemaker Ouphe** and any enchantment-specific answer because the sideboard has no broad enchantment removal named here. Add role cards: **Ancient Grudge**, **Troublemaker Ouphe**, **Duress** for noncreature engines, and **Terminate** only if artifact creatures are the pressure. Reduce main-deck emphasis: removal that cannot target the relevant permanent type. + +- **Go-Wide:** Prioritize sweep timing over maximum value when the next attack threatens a large life swing. **Krark-Clan Shaman** converts spare artifacts into repeated battlefield control, but preserve enough artifacts for **Fanatical Offering**, **Eviscerator's Insight**, **Refurbished Familiar**, and **Cleansing Wildfire** unless survival requires the sacrifice. **Breath Weapon** is a key sideboard role card against small creature boards, with exact damage and restrictions governed by the legal engine action. Add role cards: **Breath Weapon**, **Terminate** for the anthem or largest creature, and **Weather the Storm** when go-wide pressure is backed by burn. Reduce main-deck emphasis: slow graveyard hate and low-impact card draw while behind. + +- **Single-Threat:** Save premium removal for the threat that actually wins combat or enables the opponent's plan. **Cast Down** and **Terminate** are more important than sweepers here, and **Krark-Clan Shaman** should not consume artifacts unless it changes the specific threat matchup or clears support creatures. Build a board that can attack after the answer resolves; otherwise one removal spell only resets the clock. Add role cards: **Terminate**, **Duress** if the threat is protected by spells, and **Faerie Macabre** if the threat returns from the graveyard. Reduce main-deck emphasis: **Breath Weapon** and broad sweeper plans unless small support creatures matter. + +- **Burn:** Treat life total as the bottleneck and avoid unnecessary pain from slow, tap-out value lines. **Weather the Storm** is the premier sideboard role card; use it when the engine shows a legal action that gains enough life to change the race, especially after multiple spells are on the stack or already cast this turn. **Lembas** may matter as life buffer if its legal activation is available, but card text check required for exact Food activation timing and cost. Add role cards: **Weather the Storm**, **Duress**, **Breath Weapon** for small creatures, and **Terminate** for high-damage creatures. Reduce main-deck emphasis: **Nihil Spellbomb**, slow **Eviscerator's Insight**, and self-contained value lines that do not affect life or board. + +- **Removal-Heavy:** Make removal awkward by prioritizing artifacts, sacrifice value, and threats that leave behind pressure or cards. Cast **Gixian Infiltrator** when you can grow it through legal sacrifice actions or force them to answer before your draw engine continues; deploy **Writhing Chrysalis** and **Refurbished Familiar** in a sequence that avoids losing all pressure to one answer. **Fanatical Offering** can punish removal if the engine exposes a legal sacrifice response, but do not assume timing unless the action appears. Add role cards: **Duress** for removal and sweepers, **Faerie Macabre** only if graveyard recursion matters, and **Terminate** for opposing finishers. Reduce main-deck emphasis: sweepers and narrow hate that do not tax their removal plan. + +## Specific Matchup Notes + +- **General/archetype-only note:** Treat these notes as matchup heuristics until Veles shows exact revealed cards, legal actions, and public board state. Revealed cards override archetype assumptions, and every removal, graveyard-hate, sacrifice, or priority decision must be chosen from the current rules-engine action list. + +- **Red Rally / Burn-leaning Aggro:** Protect life total before grinding for maximum cards. Add role cards: **Weather the Storm**, **Breath Weapon**, **Duress**, and **Terminate** when visible creatures are the damage engine. Priority targets are repeat damage creatures, pump effects, and spells that convert a wide board into lethal. **Krark-Clan Shaman** is excellent when small creatures matter, but do not spend artifacts that are required to stabilize with **Fanatical Offering**, **Eviscerator's Insight**, or **Lembas** unless the next attack is the immediate problem. + +- **Dimir Faeries / Terror:** Respect open mana and graveyard sizing while building a durable board. Add role cards: **Duress**, **Faerie Macabre**, and **Terminate**. Priority targets are **Tolarian Terror**-style large threats if visible, evasive creatures that carry the clock, and counterspell windows that stop **Writhing Chrysalis** or **Refurbished Familiar**. Use **Nihil Spellbomb** or **Faerie Macabre** when the graveyard resource is visible and relevant; do not fire hate only to cycle unless the hand needs action and the opponent is not using graveyard thresholds. + +- **Tron / Big-Mana Control:** Commit pressure before the opponent’s mana advantage becomes decisive. Add role cards: **Duress**, **Terminate**, **Ancient Grudge** if artifact mana is visible, and **Troublemaker Ouphe** only after checking that its legal effect harms their artifacts more than your own artifact engine. Priority targets are mana artifacts, payoff creatures, fog or removal engines, and card-advantage spells exposed by **Duress**. **Cleansing Wildfire** can fix your mana or interact with lands only as legal text allows; do not assume land destruction value unless the action and target are legal. + +- **Grixis Affinity / Artifact Midrange:** Fight the artifact engine while preserving your own sacrifice core. Add role cards: **Ancient Grudge**, **Troublemaker Ouphe**, **Terminate**, and sometimes **Breath Weapon** if small artifact creatures are visible. Priority targets are artifacts that generate mana, cards, lethal bodies, or sacrifice loops. Card text check required for **Troublemaker Ouphe** in any line that might disable **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Makeshift Munitions**, artifact lands, or food-style actions. + +- **Food Gardens / Midrange Mirror:** Win by making every exchange leave material behind. Add role cards: **Duress**, **Terminate**, **Faerie Macabre** if graveyard recursion appears, and **Ancient Grudge** if artifacts define their engine. Priority targets are opposing sacrifice payoffs, durable closers, and engines that outdraw **Ichor Wellspring** plus **Fanatical Offering**. Keep **Writhing Chrysalis** and **Gixian Infiltrator** as closer pressure, but avoid sacrificing the last relevant blocker when life total is the bottleneck. + +- **Spy / Graveyard Combo:** Apply a clock while holding graveyard interaction for the committed window. Add role cards: **Faerie Macabre**, **Duress**, **Nihil Spellbomb** already in main deck, and **Terminate** only when a visible creature is part of the combo or backup plan. Priority targets are self-mill payoff creatures, reanimation targets, and noncreature setup spells revealed by discard. Use hate after the opponent commits graveyard resources when possible, but act earlier if the legal-action window shows priority may be lost. + +## Risk Summary + +- **Mana risk:** The deck needs black for **Cast Down**, **Fanatical Offering**, and **Eviscerator's Insight**, red for **Krark-Clan Shaman**, **Cleansing Wildfire**, **Makeshift Munitions**, and **Ancient Grudge**, and green for **Writhing Chrysalis** and **Weather the Storm**. Bad sequencing with **Slagwoods Bridge**, **Drossforge Bridge**, **Vault of Whispers**, **Twisted Landscape**, and basics can strand double-spell turns. + +- **Matchup risk:** Fast decks punish tap-land openings and slow artifact cycling. Big-mana and control decks punish hands that draw cards without deploying **Refurbished Familiar**, **Gixian Infiltrator**, or **Writhing Chrysalis** pressure. + +- **Draw risk:** **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, and **Eviscerator's Insight** can create air if the sacrificed artifact or creature was needed for board stability. Draw actions are lower priority when the visible battlefield demands removal, blocking, or life gain. + +- **Over-sideboarding risk:** Adding too many narrow role cards can weaken the artifact-sacrifice engine. Keep enough expendable permanents for **Fanatical Offering**, **Krark-Clan Shaman**, **Refurbished Familiar**, **Makeshift Munitions**, and **Gixian Infiltrator** growth. + +- **Graveyard risk:** **Nihil Spellbomb** and **Faerie Macabre** are strongest at committed windows, but waiting can fail if the opponent forces action at instant speed. Use public graveyards, stack objects, and priority prompts rather than assumed hidden combo pieces. + +- **Sweeper/removal risk:** **Krark-Clan Shaman** and **Breath Weapon** can erase your own material or miss larger threats, while **Cast Down** and **Terminate** can be wasted on creatures that do not define the race. Match the answer to the visible threat class. + +- **Closer risk:** **Writhing Chrysalis**, **Gixian Infiltrator**, **Refurbished Familiar**, and **Makeshift Munitions** win only if protected by sequencing and material. Do not spend the full engine for temporary value when the opponent still has a clearer late-game plan. + +- **Interaction and sequencing risk:** Passing with available **Cast Down**, **Terminate**, **Nihil Spellbomb**, **Faerie Macabre**, **Weather the Storm**, or **Ancient Grudge** may be correct, but the reason must name the visible threat, expected window, or resource being preserved. + +## Test Feedback Checklist + +- **Deciding factor:** Record whether the game was decided by life pressure, mana access, card velocity, graveyard timing, artifact-sacrifice engine volume, removal timing, sideboard card impact, or inability to close after stabilizing. + +- **Mulligans:** Note whether keep decisions had functional black, red, and green access for the visible hand, and whether hands without **Cleansing Wildfire**, **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, **Cast Down**, or early blockers actually developed on time. + +- **Mana:** Track which cards were stranded by color or tapped-land sequencing, especially **Writhing Chrysalis**, **Krark-Clan Shaman**, **Cast Down**, **Fanatical Offering**, **Eviscerator's Insight**, **Cleansing Wildfire**, **Weather the Storm**, **Ancient Grudge**, and **Terminate**. + +- **Velocity:** Check whether **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, and **Eviscerator's Insight** converted expendable material into useful action, or whether draw actions delayed removal, blockers, or pressure. + +- **Engine:** Log whether **Refurbished Familiar**, **Gixian Infiltrator**, **Makeshift Munitions**, **Krark-Clan Shaman**, and sacrifice fodder worked together, or whether the deck spent its artifacts and creatures before payoff cards mattered. + +- **Removal:** Review every **Cast Down** and **Terminate** target for urgency, asking whether the removed creature was the actual clock, combo piece, blocker, or engine threat visible at the time. + +- **Graveyard hate:** Review each **Nihil Spellbomb** and **Faerie Macabre** use for timing, checking whether the opponent had already committed graveyard resources or whether waiting risked losing the legal interaction window. + +- **Sideboard impact:** Record which sideboard cards were drawn, cast, held, or stranded: **Troublemaker Ouphe**, **Breath Weapon**, **Faerie Macabre**, **Terminate**, **Duress**, **Weather the Storm**, and **Ancient Grudge**. + +- **Closing:** Identify whether wins came from **Writhing Chrysalis**, **Gixian Infiltrator**, **Refurbished Familiar**, **Makeshift Munitions**, incremental attacks, or opponent resource collapse. + +- **Role accuracy:** Mark each game where the pilot should have shifted earlier between stabilize, pressure, grind, preserve interaction, or race. + +- **Mistakes:** Capture any pass, attack, block, sacrifice, target, or priority decision where the chosen legal action failed to match the visible board state or public information. + +- **Stranded cards:** List cards stuck in hand for mana, missing targets, poor timing, or role conflict, especially expensive threats, reactive cards, and sideboard cards. + +- **Overperformers and underperformers:** Count which exact cards repeatedly converted into wins or sat low-impact in losses, separating main-deck cards from sideboard cards. + +## First Tuning Questions + +- **Card quantities:** Does **Nihil Spellbomb** deserve the full main-deck count if graveyard decks are common, or is the third copy too low-impact against creature pressure and big-mana control? + +- **Card quantities:** Does **Eviscerator's Insight** provide enough velocity at two copies, or do games show that **Fanatical Offering**, **Ichor Wellspring**, and **Lembas** already cover draw needs? + +- **Mana:** Do **Slagwoods Bridge**, **Drossforge Bridge**, **Vault of Whispers**, **Twisted Landscape**, **Swamp**, **Mountain**, and **Forest** produce too many tapped or color-missing openings for early **Cast Down**, **Krark-Clan Shaman**, and **Cleansing Wildfire**? + +- **Aggro plan:** Is **Krark-Clan Shaman** plus **Breath Weapon** enough against wide creature decks, or does the deck need more early life protection beyond **Weather the Storm**? + +- **Control plan:** Does the deck apply enough pressure through **Writhing Chrysalis**, **Refurbished Familiar**, and **Gixian Infiltrator** before control or Tron engines dominate? + +- **Closers:** Are **Writhing Chrysalis** and **Gixian Infiltrator** ending stabilized games reliably, or does the deck need another resilient threat or a higher **Makeshift Munitions** density? + +- **Sideboard slots:** Is **Troublemaker Ouphe** worth its slot if its text or battlefield effect conflicts with **Ichor Wellspring**, **Lembas**, **Nihil Spellbomb**, **Makeshift Munitions**, artifact lands, or sacrifice plans? Card text check required. + +- **Sideboard slots:** Are **Ancient Grudge** and **Terminate** covering distinct enough problem permanents, or are artifact-heavy and large-creature matchups asking for different interaction ratios? + +- **Role conflicts:** Do post-board configurations dilute the artifact-sacrifice core too often, leaving **Fanatical Offering**, **Refurbished Familiar**, **Krark-Clan Shaman**, or **Gixian Infiltrator** without enough material? + +- **Graveyard plan:** Does main-deck **Nihil Spellbomb** plus sideboard **Faerie Macabre** create enough interaction against Spy and Terror-style graveyard plans without sacrificing pressure? + +- **Discard plan:** Does **Duress** meaningfully clear the way for **Writhing Chrysalis**, **Refurbished Familiar**, and graveyard hate, or is it too reactive when the visible battlefield requires removal? + +- **Velocity versus board:** Are losses caused by drawing cards while behind, suggesting fewer pure value actions, or by running out of gas, suggesting more emphasis on **Ichor Wellspring**, **Lembas**, and sacrifice draw? + +## Veles Tactical Policy + +### Policy: Opening Keep Gate +- Priority: High +- Decision families: mulligan +- Cards: Cleansing Wildfire, Ichor Wellspring, Lembas, Fanatical Offering, Cast Down, Krark-Clan Shaman, Writhing Chrysalis +- Phase windows: pregame mulligan and London bottom decisions. +- Runtime cues: mulligan prompt; opening hand, revealed companion data if any, known matchup context. +- Use when: deciding whether the hand has functional mana plus either early board interaction, artifact-sacrifice velocity, or a credible threat curve. +- Avoid when: legal action context is only London bottoming after a keep; use the bottoming policy instead. +- Instructions: Keep hands that can cast spells on time and identify the first two turns; reject hands that are only tapped lands and late payoffs unless matchup context strongly rewards slow inevitability. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: London Bottom Preservation +- Priority: Medium +- Decision families: mulligan, selection +- Cards: Swamp, Mountain, Forest, Slagwoods Bridge, Drossforge Bridge, Vault of Whispers, Twisted Landscape, Cast Down, Cleansing Wildfire, Krark-Clan Shaman +- Phase windows: pregame London mulligan bottom prompt. +- Runtime cues: bottom-card selection legal actions. +- Use when: choosing cards to put on bottom after a keep. +- Avoid when: still deciding keep versus mulligan. +- Instructions: Preserve castable mana and the hand's first stabilizing action; bottom duplicate expensive or color-stranded cards before cutting the only source for Cast Down, Cleansing Wildfire, or Krark-Clan Shaman. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Early Artifact Engine Setup +- Priority: Medium +- Decision families: priority, mana +- Cards: Ichor Wellspring, Lembas, Fanatical Offering, Eviscerator's Insight, Refurbished Familiar, Gixian Infiltrator +- Phase windows: turns 1-4 main phases before combat or after stabilization. +- Runtime cues: legal cast actions for Ichor Wellspring, Lembas, Fanatical Offering, Eviscerator's Insight, Refurbished Familiar, or Gixian Infiltrator. +- Use when: selecting the first engine permanent or sacrifice-draw action. +- Avoid when: opponent has a visible threat that requires Cast Down, Krark-Clan Shaman, Breath Weapon, or Terminate this turn. +- Instructions: Put expendable artifacts onto the battlefield before sacrifice payoffs, and prefer development that leaves a body, artifact, or card-flow object for the next prompt. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Cleansing Wildfire Commitment Gate +- Priority: Medium +- Decision families: mana, priority, selection +- Cards: Cleansing Wildfire, Slagwoods Bridge, Drossforge Bridge, Vault of Whispers, Twisted Landscape, Swamp, Mountain, Forest +- Phase windows: own main phases when Cleansing Wildfire is legal. +- Runtime cues: action:cast Cleansing Wildfire; target-land follow-up prompt. +- Use when: evaluating whether mana fixing, card velocity, or land disruption is worth the turn's mana. +- Avoid when: holding mana for survival interaction is required by visible pressure. +- Instructions: Treat Cleansing Wildfire as a planned resource conversion, not automatic card draw; decide whether the target should advance mana, deny an opposing land, or preserve colors for the next turn. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Target Own Bridge With Cleansing Wildfire +- Priority: Low +- Decision families: selection +- Cards: Cleansing Wildfire, Slagwoods Bridge, Drossforge Bridge +- Phase windows: Cleansing Wildfire target prompt. +- Runtime cues: action:target self Slagwoods Bridge; action:target self Drossforge Bridge +- Use when: Cleansing Wildfire target prompt shows exactly one own Slagwoods Bridge or Drossforge Bridge action and the selected line is to target that land. +- Avoid when: multiple own land targets are legal, an opposing land target is being considered, or color access must be reasoned through. +- Instructions: Select the legal action matching the visible own Bridge target named in the action text. +- Pilot skill floor: no-api. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Mana Color Preservation +- Priority: Medium +- Decision families: mana +- Cards: Cast Down, Fanatical Offering, Eviscerator's Insight, Krark-Clan Shaman, Cleansing Wildfire, Writhing Chrysalis, Weather the Storm, Ancient Grudge, Terminate +- Phase windows: all mana payment prompts and land sequencing decisions. +- Runtime cues: pay-mana prompts; legal land-play actions; floating mana summary. +- Use when: multiple payment or land sequencing actions are legal. +- Avoid when: a deterministic payment prompt has only one legal source set. +- Instructions: Preserve black for draw and removal, red for sweepers and artifact hate, and green for Writhing Chrysalis or Weather the Storm; do not consume the color needed for a known follow-up prompt. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Cast Down And Terminate Target Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Cast Down, Terminate +- Phase windows: opponent main phase, combat trick windows, end step, and own main phase when blockers must be cleared. +- Runtime cues: action:cast Cast Down; action:cast Terminate; target creature prompt. +- Use when: a visible creature threatens lethal, prevents stabilization, enables a combo, or blocks a required closing attack. +- Avoid when: the target is replaceable and the same mana is needed for a higher-impact visible play this turn cycle. +- Instructions: Spend removal on the threat that changes the next turn cycle most; respect legal target text and do not assume hidden pump, protection, or creature types not shown by the engine. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Krark-Clan Shaman Sweep Gate +- Priority: High +- Decision families: interaction, combat, priority +- Cards: Krark-Clan Shaman, Ichor Wellspring, Lembas, Nihil Spellbomb, Vault of Whispers, Slagwoods Bridge, Drossforge Bridge +- Phase windows: priority windows before combat damage, after blockers, and main phases when sweep activation is legal. +- Runtime cues: action:activate Krark-Clan Shaman; sacrifice selection prompts. +- Use when: visible creature pressure or combat math makes a sweep worth sacrificing artifacts. +- Avoid when: sacrificing artifacts would remove the only engine material and the opposing board is not materially changed. +- Instructions: Count your creatures, opposing creatures, artifact fuel, and post-sweep follow-up before activating; use the sweep to survive, reset a wide board, or convert doomed material. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Fanatical Offering Sacrifice Selection +- Priority: Medium +- Decision families: selection, priority +- Cards: Fanatical Offering, Ichor Wellspring, Lembas, Nihil Spellbomb, Refurbished Familiar, Gixian Infiltrator +- Phase windows: own main phase, end step, and response windows where Fanatical Offering is legal. +- Runtime cues: action:cast Fanatical Offering; sacrifice permanent prompt. +- Use when: converting an expendable permanent into cards or a tactical response. +- Avoid when: the only sacrifice candidates are needed blockers, mana artifacts, or active payoff permanents for the next combat. +- Instructions: Prefer sacrificing artifacts or bodies that already delivered their battlefield role; preserve Gixian Infiltrator and stabilizing blockers unless the cards are needed immediately. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Ichor Wellspring Sacrifice +- Priority: Low +- Decision families: selection +- Cards: Fanatical Offering, Eviscerator's Insight, Ichor Wellspring +- Phase windows: sacrifice selection prompt after a draw spell or cost is already selected. +- Runtime cues: action:sacrifice Ichor Wellspring +- Use when: the sacrifice prompt contains exactly one legal action naming Ichor Wellspring and the current spell or cost requires choosing a sacrifice permanent. +- Avoid when: more than one Ichor Wellspring is distinguishable by attachments, counters, tapped status, or other state. +- Instructions: Choose the legal sacrifice action that names Ichor Wellspring. +- Pilot skill floor: no-api. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Graveyard Hate Timing +- Priority: High +- Decision families: interaction, priority +- Cards: Nihil Spellbomb, Faerie Macabre +- Phase windows: opponent graveyard setup, response to graveyard-targeting spells or abilities, upkeep, combat if graveyard recursion affects blockers. +- Runtime cues: action:activate Nihil Spellbomb; action:discard Faerie Macabre; graveyard target prompt. +- Use when: public graveyards and stack actions show an imminent graveyard payoff, recursion target, delve pressure, or combo threshold. +- Avoid when: firing now only removes low-impact cards and waiting does not risk losing the legal window. +- Instructions: Use Nihil Spellbomb or Faerie Macabre at the last safe point that stops the visible graveyard plan; do not infer hidden graveyard needs beyond public cards and archetype context. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Refurbished Familiar Timing +- Priority: Medium +- Decision families: priority, mana +- Cards: Refurbished Familiar, Ichor Wellspring, Lembas, Nihil Spellbomb, Fanatical Offering +- Phase windows: own main phases after artifact count and mana are known. +- Runtime cues: action:cast Refurbished Familiar. +- Use when: casting Refurbished Familiar advances pressure or resource denial while preserving enough artifacts for sacrifice and affinity-style discounts if shown by the engine. +- Avoid when: waiting creates a stronger same-turn sequence with sacrifice draw or interaction, or the body is irrelevant to the visible board. +- Instructions: Treat Refurbished Familiar as pressure plus resource pressure, but do not strand removal or sweep mana just to deploy it early. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Writhing Chrysalis And Gixian Infiltrator Commitment +- Priority: Medium +- Decision families: priority, combat, mana +- Cards: Writhing Chrysalis, Gixian Infiltrator, Cast Down, Terminate, Fanatical Offering, Eviscerator's Insight +- Phase windows: own main phases and combat planning turns. +- Runtime cues: action:cast Writhing Chrysalis; action:cast Gixian Infiltrator. +- Use when: deciding whether to commit a closer or hold resources for interaction. +- Avoid when: the opponent's visible board demands immediate removal or sweep action. +- Instructions: Commit closers when they change the clock or stabilize combat; protect Gixian Infiltrator by sequencing sacrifice triggers only when the attack or blocker role matters. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Pressure And Block Discipline +- Priority: Medium +- Decision families: combat +- Cards: Writhing Chrysalis, Gixian Infiltrator, Refurbished Familiar, Krark-Clan Shaman +- Phase windows: declare attackers, declare blockers, combat damage, and post-block priority. +- Runtime cues: attacker and blocker legal action lists. +- Use when: multiple attacks or blocks are legal. +- Avoid when: exactly one legal no-attack or forced-block action exists. +- Instructions: Attack when the damage or trade supports the current role; keep blockers when life total, Krark-Clan Shaman setup, or sacrifice-draw timing matters more than chip damage. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Makeshift Munitions Commitment And Targeting +- Priority: Medium +- Decision families: interaction, priority, combat +- Cards: Makeshift Munitions, Ichor Wellspring, Lembas, Nihil Spellbomb, Refurbished Familiar +- Phase windows: own main phase for deployment; any legal activation window for damage. +- Runtime cues: action:cast Makeshift Munitions; action:activate Makeshift Munitions; target prompt. +- Use when: sacrifice damage can finish a creature, pressure life total, or convert expendable material before it becomes unusable. +- Avoid when: sacrificing permanents would weaken mana, blockers, or card-flow more than the damage changes the board. +- Instructions: Commit Makeshift Munitions as an engine payoff only with material to spare; target based on visible lethal math, creature urgency, and remaining resources. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Artifact Hate And Ouphe Sideboard Gate +- Priority: Medium +- Decision families: interaction, priority, sideboard +- Cards: Ancient Grudge, Troublemaker Ouphe, Ichor Wellspring, Lembas, Nihil Spellbomb, Makeshift Munitions, Vault of Whispers, Slagwoods Bridge, Drossforge Bridge +- Phase windows: sideboarding, own main phase, opponent artifact commitment windows. +- Runtime cues: action:cast Ancient Grudge; action:cast Troublemaker Ouphe; sideboard candidate plan prompt. +- Use when: opponent artifacts are a central public resource or sideboard plan identifies artifact pressure. +- Avoid when: Troublemaker Ouphe text may interfere with your artifact engine and card text has not been verified. +- Instructions: Use Ancient Grudge on artifact permanents that matter to the next turn cycle; treat Troublemaker Ouphe as conditional until card text is confirmed by the rules engine. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Life-Gain Storm Survival +- Priority: High +- Decision families: interaction, priority +- Cards: Weather the Storm +- Phase windows: opponent combo turn, burn turn, end step after multiple spells, or before lethal damage if legal. +- Runtime cues: action:cast Weather the Storm; visible stack and spell-count context. +- Use when: current or expected visible damage threatens lethal or a short clock and Weather the Storm is legal. +- Avoid when: life gain does not change survival before the next meaningful action. +- Instructions: Cast Weather the Storm for survival first, not maximum storm count; if waiting risks losing priority before lethal, take the legal life-gain action. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Duress Selection Gate +- Priority: Medium +- Decision families: interaction, selection +- Cards: Duress +- Phase windows: own main phase after Duress resolves and reveals legal choices. +- Runtime cues: action:cast Duress; revealed-hand selection prompt. +- Use when: choosing a revealed noncreature, nonland card from the opponent's hand. +- Avoid when: no legal revealed card changes the opponent's next turn cycle. +- Instructions: Take the revealed card that stops your current plan or enables the opponent's strongest visible plan; prioritize removal for Writhing Chrysalis or Gixian Infiltrator, combo pieces, sweepers, and card engines by matchup context. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: High +- Decision families: sideboard, pregame +- Cards: Troublemaker Ouphe, Breath Weapon, Faerie Macabre, Terminate, Duress, Weather the Storm, Ancient Grudge, Cast Down, Krark-Clan Shaman, Nihil Spellbomb, Eviscerator's Insight +- Phase windows: between games, sideboard lock prompt. +- Runtime cues: sideboard candidate plans; known matchup label; previous-game public information. +- Use when: selecting or validating a balanced sideboard plan. +- Avoid when: exact plan lines are not balanced or the matchup evidence contradicts the proposed role. +- Instructions: Add Breath Weapon and Terminate for creature pressure, Faerie Macabre for graveyard engines, Duress for spell-combo or control, Weather the Storm for burn and storm pressure, Ancient Grudge for artifacts, and Troublemaker Ouphe only with verified text and acceptable self-impact. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/jund_gardens/1/metadata.json b/strategies/pauper/jund_gardens/1/metadata.json new file mode 100644 index 0000000..e701666 --- /dev/null +++ b/strategies/pauper/jund_gardens/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "Jund artifact-sacrifice midrange with Gardens bodies, Chrysalis pressure, and sweepers", + "created_at": 1780472390, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "artifact", + "sacrifice", + "graveyard" + ], + "source_metadata": { + "base_choice": "jund_gardens:v1", + "generated_at": "2026-06-14T14:29:53.790841+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "jund_gardens", + "strategy_label": "Jund Gardens", + "tags": [ + "midrange", + "control", + "artifact", + "sacrifice", + "graveyard" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/jund_gardens/1/reflection.md b/strategies/pauper/jund_gardens/1/reflection.md new file mode 100644 index 0000000..543f164 --- /dev/null +++ b/strategies/pauper/jund_gardens/1/reflection.md @@ -0,0 +1,32 @@ +# Reflection Template For Jund Gardens + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- **Deciding factor:** Record whether the game was decided by life pressure, mana access, card velocity, graveyard timing, artifact-sacrifice engine volume, removal timing, sideboard card impact, or inability to close after stabilizing. + +- **Mulligans:** Note whether keep decisions had functional black, red, and green access for the visible hand, and whether hands without **Cleansing Wildfire**, **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, **Cast Down**, or early blockers actually developed on time. + +- **Mana:** Track which cards were stranded by color or tapped-land sequencing, especially **Writhing Chrysalis**, **Krark-Clan Shaman**, **Cast Down**, **Fanatical Offering**, **Eviscerator's Insight**, **Cleansing Wildfire**, **Weather the Storm**, **Ancient Grudge**, and **Terminate**. + +- **Velocity:** Check whether **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, and **Eviscerator's Insight** converted expendable material into useful action, or whether draw actions delayed removal, blockers, or pressure. + +- **Engine:** Log whether **Refurbished Familiar**, **Gixian Infiltrator**, **Makeshift Munitions**, **Krark-Clan Shaman**, and sacrifice fodder worked together, or whether the deck spent its artifacts and creatures before payoff cards mattered. + +- **Removal:** Review every **Cast Down** and **Terminate** target for urgency, asking whether the removed creature was the actual clock, combo piece, blocker, or engine threat visible at the time. + +- **Graveyard hate:** Review each **Nihil Spellbomb** and **Faerie Macabre** use for timing, checking whether the opponent had already committed graveyard resources or whether waiting risked losing the legal interaction window. + +- **Sideboard impact:** Record which sideboard cards were drawn, cast, held, or stranded: **Troublemaker Ouphe**, **Breath Weapon**, **Faerie Macabre**, **Terminate**, **Duress**, **Weather the Storm**, and **Ancient Grudge**. + +- **Closing:** Identify whether wins came from **Writhing Chrysalis**, **Gixian Infiltrator**, **Refurbished Familiar**, **Makeshift Munitions**, incremental attacks, or opponent resource collapse. + +- **Role accuracy:** Mark each game where the pilot should have shifted earlier between stabilize, pressure, grind, preserve interaction, or race. + +- **Mistakes:** Capture any pass, attack, block, sacrifice, target, or priority decision where the chosen legal action failed to match the visible board state or public information. + +- **Stranded cards:** List cards stuck in hand for mana, missing targets, poor timing, or role conflict, especially expensive threats, reactive cards, and sideboard cards. + +- **Overperformers and underperformers:** Count which exact cards repeatedly converted into wins or sat low-impact in losses, separating main-deck cards from sideboard cards. diff --git a/strategies/pauper/jund_wildfire/1/decklist.txt b/strategies/pauper/jund_wildfire/1/decklist.txt new file mode 100644 index 0000000..22524d0 --- /dev/null +++ b/strategies/pauper/jund_wildfire/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +2 Eviscerator's Insight +3 Swamp +1 Toxin Analysis +4 Refurbished Familiar +3 Cast Down +4 Nihil Spellbomb +2 Vault of Whispers +2 Forest +4 Fanatical Offering +1 Makeshift Munitions +1 Blood Fountain +2 Nyxborn Hydra +3 Krark-Clan Shaman +2 Lembas +1 Terminate +1 Mountain +4 Drossforge Bridge +4 Slagwoods Bridge +4 Ichor Wellspring +4 Writhing Chrysalis +4 Twisted Landscape +4 Cleansing Wildfire + +Sideboard (15) +1 Toxin Analysis +2 Pyroblast +3 Breath Weapon +3 Weather the Storm +3 Duress +1 Terminate +2 Troublemaker Ouphe diff --git a/strategies/pauper/jund_wildfire/1/first_principles.md b/strategies/pauper/jund_wildfire/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/jund_wildfire/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/jund_wildfire/1/guide.md b/strategies/pauper/jund_wildfire/1/guide.md new file mode 100644 index 0000000..21824cc --- /dev/null +++ b/strategies/pauper/jund_wildfire/1/guide.md @@ -0,0 +1,656 @@ +# Strategy Specifications +## Deck Name And Archetype +Jund Wildfire is a Pauper Jund value-ramp midrange deck registered as 60 main-deck cards and 15 sideboard cards. The provided main deck count validates to 60 by card quantities: 3 Swamp, 2 Vault of Whispers, 2 Forest, 1 Mountain, 4 Drossforge Bridge, 4 Slagwoods Bridge, 4 Twisted Landscape, 4 Cleansing Wildfire, 4 Ichor Wellspring, 4 Writhing Chrysalis, 4 Refurbished Familiar, 4 Nihil Spellbomb, 3 Cast Down, 3 Krark-Clan Shaman, 4 Fanatical Offering, 2 Eviscerator's Insight, 2 Nyxborn Hydra, 2 Lembas, 1 Toxin Analysis, 1 Makeshift Munitions, 1 Blood Fountain, and 1 Terminate. The sideboard count validates to 15 by card quantities: 1 Toxin Analysis, 2 Pyroblast, 3 Breath Weapon, 3 Weather the Storm, 3 Duress, 1 Terminate, and 2 Troublemaker Ouphe. + +Use the archetype tags as `midrange`, `ramp`, `blink/value`, and `artifact-sacrifice`; treat the duplicated supplied tags as a metadata duplicate rather than a strategic signal. The deck is not a pure ramp deck because it must interact with Cast Down, Terminate, Krark-Clan Shaman, Nihil Spellbomb, and sideboard disruption before large threats take over. The deck is not a dedicated blink deck from the registered names alone; if `blink` refers to local archetype shorthand for rebuying artifact and enter-the-battlefield value, keep it as a low-confidence tag until card text and gameplay logs confirm the exact loops. + +Classify the list as hybrid rather than stock. The core Pauper Jund Wildfire shell is recognizable through Cleansing Wildfire plus indestructible artifact lands, Ichor Wellspring, sacrifice-value effects, and large stabilizers, but the exact mix of Refurbished Familiar, Writhing Chrysalis, Nyxborn Hydra, Lembas, Blood Fountain, Makeshift Munitions, and four main-deck Nihil Spellbombs should be treated as a deck-specific build, not a generic template. Runtime decisions should follow this guide only after legal actions and visible board state confirm that the current game resembles the registered strategy. + +Treat Pauper legality as requiring a current external legality check before sanctioned claims. Veles should rely on the rules engine for card legality, action legality, targets, costs, timing, and resolution, and the pilot must not assume a card is legal, castable, targetable, or resolving successfully unless Forge exposes that result. Card text check required for any tactic depending on exact Oracle text of Refurbished Familiar, Writhing Chrysalis, Nyxborn Hydra, Eviscerator's Insight, Fanatical Offering, Toxin Analysis, Lembas, Troublemaker Ouphe, Breath Weapon, Weather the Storm, and Pyroblast. + +Flag the mana base as functional but decision-sensitive. The list has black interaction, red sweepers and removal, green ramp/payoffs, artifact lands, and four Twisted Landscape, so early sequencing must respect tapped lands, color access, artifact requirements, and Cleansing Wildfire targets. Do not spend a bridge, artifact, or land resource casually when visible legal lines suggest it is needed for Fanatical Offering, Eviscerator's Insight, Makeshift Munitions, Krark-Clan Shaman, Cleansing Wildfire, or color access on the next turn cycle. + +Assume opponent information is unavailable unless supplied by matchup metadata, public game actions, revealed cards, sideboarding stage, or visible zones. The guide may reason from archetype labels when Veles provides them, but the pilot must never act as if hidden cards are known. Against unknown opponents, default to stabilizing, developing mana with Cleansing Wildfire when safe, preserving Cast Down or Terminate for meaningful threats, and converting Ichor Wellspring, Nihil Spellbomb, Lembas, Blood Fountain, or expendable artifacts into cards only when the rules engine exposes legal, useful actions. + +## Thesis +Jund Wildfire assembles a mana-and-card advantage engine by pairing indestructible artifact lands with Cleansing Wildfire, then converts spare artifacts, lands, and expendable material into cards, sweepers, removal, and oversized battlefield threats. The clean default plan is to stabilize the first threat cycle, resolve Cleansing Wildfire on Drossforge Bridge or Slagwoods Bridge when legal and useful, keep drawing through Ichor Wellspring, Lembas, Fanatical Offering, Eviscerator's Insight, and Nihil Spellbomb, and eventually win with Writhing Chrysalis, Refurbished Familiar pressure, Nyxborn Hydra, attrition damage from Makeshift Munitions, or unanswered recursive material from Blood Fountain. + +Prioritize board survival before raw value when the opponent is pressuring life total. This deck can out-card many fair opponents, but it loses games by spending early turns on artifacts and draw while a fast battlefield grows unchecked. Cast Down, Terminate, Krark-Clan Shaman, Toxin Analysis, and sideboard Breath Weapon should be held for board states where they change combat, stop lethal pressure, or buy time for the engine to overtake. + +Prioritize bridge-ramp development when life total is stable or when the extra mana unlocks the stabilizing play. Cleansing Wildfire is strongest when it safely converts Drossforge Bridge or Slagwoods Bridge into a land, a card, and future color access, but it should not be treated as mandatory if the current legal actions demand removal, blocker deployment, graveyard hate, or preserving a land target for later. + +Win by making the opponent answer too many resource-positive permanents, not by racing from turn one. Refurbished Familiar and Writhing Chrysalis are the main pressure-and-stabilize bodies, Nyxborn Hydra can become a large scaling threat if the rules engine exposes that line, and Makeshift Munitions can turn artifacts and creatures into reach or removal if legal targets and costs are favorable. Card text check required for exact tactical assumptions about Refurbished Familiar, Writhing Chrysalis, Nyxborn Hydra, Fanatical Offering, Eviscerator's Insight, Toxin Analysis, Lembas, and sideboard cards whose exact modes matter. + +Do not pilot this deck as pure graveyard hate, pure ramp, pure sacrifice combo, or pure control. Four Nihil Spellbomb make graveyard interaction frequent, but they are also artifacts and cantrip-like resources only when the engine permits. The deck should not burn removal on low-impact creatures, sacrifice artifacts without a payoff, tap out into obvious lethal counterplay, or keep slow hands that have value pieces but no functional mana and no early stabilizer. + +## Role Package +- Threats: Use Writhing Chrysalis, Refurbished Familiar, and Nyxborn Hydra as the primary creatures that turn resource advantage into a clock. Favor threat deployment after stabilizing against aggro, before excessive draw against control, and when the visible board says the opponent must answer a body instead of attacking your hand or life total. + +- Payoffs: Treat Cleansing Wildfire on Drossforge Bridge or Slagwoods Bridge, Ichor Wellspring sacrifice loops, Fanatical Offering, Eviscerator's Insight, Makeshift Munitions, and Blood Fountain as the value payoff layer. Commit to these payoffs when they produce immediate mana, cards, removal, reach, or recursion; delay them when sacrificing the artifact or creature would remove your only blocker, color source, or graveyard-hate object. + +- Engines: Build around artifacts entering, replacing themselves, and becoming future costs. Ichor Wellspring, Nihil Spellbomb, Lembas, Blood Fountain, Vault of Whispers, Drossforge Bridge, and Slagwoods Bridge are the practical engine objects, with Fanatical Offering, Eviscerator's Insight, Krark-Clan Shaman, and Makeshift Munitions converting them into cards, sweep effects, or damage when legal. + +- Velocity: Use Ichor Wellspring, Lembas, Nihil Spellbomb, Fanatical Offering, Eviscerator's Insight, Twisted Landscape, and Cleansing Wildfire to keep land drops, colors, and action density flowing. Prefer velocity that also fixes mana or affects the battlefield; avoid spending the turn on replacement-only actions when the opponent has a visible clock and removal or blockers are available. + +- Interaction: Use Cast Down and Terminate for must-answer creatures, Krark-Clan Shaman for wide boards when artifact resources can be spent, Nihil Spellbomb for graveyard turns that matter, Toxin Analysis for combat or lifelink/deathtouch lines only if Forge exposes legal useful text, and Makeshift Munitions for small-target cleanup or reach when the cost is acceptable. Do not assume exact destroy, damage, lifegain, or graveyard timing beyond the legal actions shown. + +- Protection: Protect the plan by preserving life total, bridge lands, artifact count, and key blockers rather than by holding formal protection spells. Weather the Storm after sideboard is the explicit life-buffer module if legal; Pyroblast is the explicit anti-blue stack or permanent interaction module if the rules engine exposes eligible actions. + +- Recursion: Use Blood Fountain as the named recursion module only when visible legal actions confirm the target, cost, and timing. Recurring Refurbished Familiar, Writhing Chrysalis, Nyxborn Hydra, or Krark-Clan Shaman can matter, but target choice must follow visible graveyard contents and legal engine output. + +- Mana: Treat Swamp, Forest, Mountain, Vault of Whispers, Drossforge Bridge, Slagwoods Bridge, Twisted Landscape, and Cleansing Wildfire as one integrated mana package. Sequence for black early interaction, green development and threats, red sweepers/removal, and enough artifacts to keep sacrifice lines live. + +- Sideboard modules: Add Duress for hand disruption against combo/control, Pyroblast for blue decks, Breath Weapon for creature swarms, Weather the Storm for burn or fast damage races, Terminate for extra creature density, Toxin Analysis for combat/life swing roles if text supports it, and Troublemaker Ouphe for artifact or activated-ability matchups only after card text check required confirms its exact role. + +## Primary Win Conditions +- Writhing Chrysalis pressure is the default creature win path once the first threat wave is contained. Set up by preserving life total with Cast Down, Terminate, Krark-Clan Shaman, and expendable blockers, then deploy Writhing Chrysalis when it can stabilize combat or become the largest visible threat. Prioritize this path against fair creature decks, midrange mirrors, and opponents who spend resources answering Ichor Wellspring, Nihil Spellbomb, or Refurbished Familiar instead of building a faster clock. Card text check required for exact token, spawn, reach, or size assumptions; choose only legal attacks, blocks, and follow-up actions shown by Forge. + +- Refurbished Familiar attrition is the main low-cost pressure path when artifact density is high. Set up with Vault of Whispers, Drossforge Bridge, Slagwoods Bridge, Ichor Wellspring, Lembas, Blood Fountain, and Nihil Spellbomb so the rules engine exposes efficient cast options; execute by deploying Refurbished Familiar before the opponent can safely hold cards or when the body advances a clock through the current board. Prioritize this path against control, combo, and slower decks where every card traded from hand or battlefield makes later Writhing Chrysalis, Nyxborn Hydra, or Makeshift Munitions more likely to stick. Card text check required for exact cost reduction, evasion, and discard text. + +- Cleansing Wildfire bridge-ramp is the primary engine win path rather than a direct kill. Set up with Drossforge Bridge or Slagwoods Bridge as legal targets, then use Cleansing Wildfire to convert an indestructible bridge into a card, a basic land, and enough mana to double-spell or cast large threats. Prioritize this path when life total is stable, when missing a color would strand Cast Down, Terminate, Krark-Clan Shaman, Writhing Chrysalis, or Nyxborn Hydra, or when the next turn’s extra mana unlocks interaction plus development. Do not fire Cleansing Wildfire merely because it is legal if the opponent’s visible board requires immediate removal or a blocker. + +- Artifact-value overflow wins long games by turning replaceable objects into more cards than the opponent can answer. Set up Ichor Wellspring, Lembas, Nihil Spellbomb, Blood Fountain, Vault of Whispers, Drossforge Bridge, and Slagwoods Bridge; execute by sacrificing or cashing them only when Fanatical Offering, Eviscerator's Insight, Krark-Clan Shaman, Makeshift Munitions, or Nihil Spellbomb converts the object into cards, board control, graveyard disruption, or reach. Prioritize this path after trading resources, when the opponent is topdecking, or when a single threat would walk into obvious public interaction. + +- Makeshift Munitions reach is the primary noncombat finisher if the game stalls. Set up with expendable artifacts, tokens, Blood Fountain material, Ichor Wellspring, Lembas, Nihil Spellbomb, or creatures that no longer matter in combat; execute only when legal sacrifice and target actions show meaningful damage to the opponent, a planeswalker-like object if relevant, or a creature that changes lethal math. Prioritize this path when attacks are blocked, when the opponent is at low life, or when sacrificing artifacts still leaves enough resources to survive the return turn. Card text check required for exact activation cost and target legality. + +## Secondary Win Conditions +- Nyxborn Hydra is the scaling backup threat when mana is abundant or the game demands one large body. Use it after Cleansing Wildfire and Twisted Landscape have improved mana, after removal has cleared blockers, or when a single oversized threat is better than multiple small artifacts. Card text check required for exact bestow, counter, trample, or aura assumptions; follow only visible legal modes and targets. + +- Krark-Clan Shaman can create a win by resetting wide battlefields and leaving the opponent without pressure. Treat the sweeper line as a bridge to Writhing Chrysalis, Refurbished Familiar, Nyxborn Hydra, or Makeshift Munitions rather than as an end by itself. Preserve enough artifacts for the sweep size the board demands, and avoid spending the last artifact if it strands Nihil Spellbomb, Fanatical Offering, Eviscerator's Insight, or future Makeshift Munitions lines without stabilizing the game. + +- Blood Fountain recursion is a late-game threat reload when the graveyard contains a meaningful creature and the legal action confirms timing and targets. Favor returning Writhing Chrysalis, Refurbished Familiar, Nyxborn Hydra, or Krark-Clan Shaman according to the visible need: largest body, attrition pressure, scaling finisher, or sweeper access. Card text check required for exact activation cost, number of targets, and Blood token use. + +- Nihil Spellbomb can indirectly win by denying graveyard engines while replacing itself or feeding artifact synergies. Use it as hate when the opponent’s graveyard action is visibly relevant; otherwise treat it as an artifact resource for affinity-like costs, sacrifice costs, or future draw only when the legal action confirms value. Do not cash it in too early against decks whose public graveyard is a known resource unless the card draw or mana curve matters more. + +## Emergency Lines +- When behind on life, stop value-first sequencing and choose survival actions that affect the next combat step. Cast Down, Terminate, Krark-Clan Shaman, Toxin Analysis, Writhing Chrysalis blocks, Weather the Storm after sideboard, and Makeshift Munitions removal all outrank Cleansing Wildfire or draw-only actions when visible lethal or a short clock is present. Card text check required for Toxin Analysis and Weather the Storm details. + +- When behind on board, trade material aggressively if the trade buys time for the engine. Sacrifice Ichor Wellspring, Lembas, Blood Fountain, or Nihil Spellbomb to Fanatical Offering, Eviscerator's Insight, Krark-Clan Shaman, or Makeshift Munitions only when the resulting cards, sweep, damage, or blocker sequence changes the board before the opponent attacks again. + +- When behind on cards, rebuild with replacement artifacts before exposing the last finisher. Ichor Wellspring, Lembas, Nihil Spellbomb, Fanatical Offering, Eviscerator's Insight, Blood Fountain, and Cleansing Wildfire are the recovery tools; use them to find lands, removal, and threats, but do not ignore a must-answer creature to draw two speculative cards. + +- When behind on mana or colors, prioritize Twisted Landscape and Cleansing Wildfire lines that produce black for Cast Down, red for Krark-Clan Shaman, Terminate, and Makeshift Munitions, and green for Writhing Chrysalis and Nyxborn Hydra. Do not sacrifice or target the only source of a needed color unless the current legal action immediately solves a larger problem. + +- When main win conditions are removed, pivot to attrition reach and recursion. Refurbished Familiar chip damage, Blood Fountain reloads, Makeshift Munitions damage, Nihil Spellbomb cantrips, and repeated artifact conversions can still win if the opponent is low on cards or life; choose the line that preserves the most future legal outs while answering the visible threat. + +## Resource Model +- Life is a buffer for tapped-land setup, not a resource to spend blindly. Accept early damage when it unlocks Drossforge Bridge, Slagwoods Bridge, Twisted Landscape, Ichor Wellspring, Lembas, or Cleansing Wildfire, but switch to survival mode once visible attacks threaten a two-turn clock; then Cast Down, Terminate, Krark-Clan Shaman, Toxin Analysis, and Writhing Chrysalis blocks outrank extra cards. + +- Hand size converts into board control through selective trading. Keep interaction until the target matters, use Refurbished Familiar to pressure opposing cards when artifact count makes it efficient, and cash Fanatical Offering or Eviscerator's Insight only when the sacrificed object is replaceable or the new cards are needed before the next combat or stack window. + +- Mana is the deck's main compounding resource. Cleansing Wildfire plus Drossforge Bridge or Slagwoods Bridge turns a land slot into a card, a basic land, and future double-spell turns; Twisted Landscape fixes later colors at tempo cost. Prefer lines that create black plus red or green access before expensive value turns. + +- Board material is both defense and fuel. Ichor Wellspring, Lembas, Nihil Spellbomb, Blood Fountain, Vault of Whispers, Drossforge Bridge, Slagwoods Bridge, tokens, and spent creatures can become cards with Fanatical Offering or Eviscerator's Insight, sweep size with Krark-Clan Shaman, or reach with Makeshift Munitions. Do not sacrifice the last artifact when it weakens Refurbished Familiar, Krark-Clan Shaman, Makeshift Munitions, or future draw without solving a visible problem. + +- Graveyard access matters but is conditional. Blood Fountain can reload creatures if legal actions and targets confirm it; Nihil Spellbomb can deny opposing graveyard plans or replace itself. Treat your graveyard as a late-game hand extension only when Blood Fountain is available, and treat the opponent's graveyard as dangerous when public cards or matchup context show recursion, delve, flashback, or reanimation. + +- Exile is mostly accounting unless a legal action or public effect makes it relevant. Track exiled opposing threats after Nihil Spellbomb, track your own exiled cards for loss of future resources, and do not assume access to anything in exile unless the rules engine offers a legal action. + +- Lands are engine pieces, not just mana sources. Preserve indestructible bridge lands as Cleansing Wildfire targets when possible, avoid exposing the only black, red, or green source to sacrifice/fixing lines that strand spells, and value basic access because Cleansing Wildfire and Twisted Landscape need actual library targets to maximize fixing. + +- Sacrifice fodder should be spent in priority order. Prefer Ichor Wellspring when cards matter, Lembas when its selection or draw role is spent, spare tokens or artifacts when tempo matters, Nihil Spellbomb only after graveyard timing is safe, and creatures only when they are outclassed, doomed, or Blood Fountain can later recover them. + +- Tempo is gained by turning setup into double actions. A slow tapped-land or Cleansing Wildfire turn is correct when it enables next-turn removal plus Writhing Chrysalis, Refurbished Familiar plus interaction, or Nyxborn Hydra with protection; it is wrong when the opponent's visible board demands immediate removal, sweep, lifegain, or a blocker. + +- Information changes resource valuation. Use revealed hands, graveyards, known sideboard cards, and previous public game actions to decide whether to hold Cast Down, Terminate, Pyroblast, Duress, Nihil Spellbomb, or Breath Weapon; never assume a hidden card is present just because the matchup could contain it. + +- Sideboard bullets are narrow resources. Weather the Storm buys life against burst damage, Breath Weapon and Krark-Clan Shaman manage wide boards differently, Duress trades for noncreature disruption or combo pieces, Pyroblast answers blue cards when legal, Terminate increases hard removal density, Toxin Analysis improves combat or lifegain windows, and Troublemaker Ouphe pressures artifact-heavy engines. Card text check required for exact Troublemaker Ouphe tactical text. + +## Mana Guide +- Prioritize black early because Cast Down, Fanatical Offering, Eviscerator's Insight, Nihil Spellbomb draw activations if applicable, Blood Fountain recursion, Refurbished Familiar, and sideboard Duress all depend on black sequencing. Keep hands without black only when they have a clear Twisted Landscape or Cleansing Wildfire bridge line and enough time against the visible or expected matchup. + +- Prioritize red next when the game may require Krark-Clan Shaman, Terminate, Makeshift Munitions, Cleansing Wildfire, Pyroblast, or Breath Weapon. A hand with artifacts and black but no red is keepable only if it already interacts, draws, or has Twisted Landscape/bridge access to red before the board goes wide. + +- Prioritize green for threats and scaling. Writhing Chrysalis and Nyxborn Hydra are the main green payoffs, so green can arrive after interaction in controlling hands, but do not delay green if the hand's only stabilizing plan is casting Writhing Chrysalis on curve. + +- Sequence tapped lands around the next required spell. Lead on Drossforge Bridge or Slagwoods Bridge when it fixes the colors needed for turn-two Nihil Spellbomb, Ichor Wellspring, Lembas, Cast Down, or Cleansing Wildfire; lead on a basic when untapped interaction is needed immediately. Vault of Whispers helps artifact count and black access but is vulnerable as a colored source if sacrificed later. + +- Use Cleansing Wildfire on your own Drossforge Bridge or Slagwoods Bridge when the legal target exists and the turn can absorb the tempo. This line is strongest before expensive threats, before double-spell turns, or when it fixes a missing color; delay it if using mana now for Cast Down, Terminate, Krark-Clan Shaman, or a blocker prevents major damage. + +- Use Twisted Landscape as delayed fixing, not automatic ramp. Play it early when colors are incomplete and no untapped spell is needed; hold or sequence other lands first when sacrificing it would prevent a current legal interaction spell or leave too few lands for Writhing Chrysalis, Nyxborn Hydra, Blood Fountain, or multiple actions. + +- Keep mana hands with a plan, not just lands. A strong keep has two or three lands, at least one black source or reliable fixer, and either Cleansing Wildfire plus bridge, early artifact value, removal, or Writhing Chrysalis. Mulligan hands that cannot cast spells before turn three, cannot find black, or contain only tapped/fixing mana against fast pressure. + +- Play land before drawing when the draw spell needs a known mana threshold or landfall is irrelevant. If casting Ichor Wellspring, Lembas, Fanatical Offering, Eviscerator's Insight, or Nihil Spellbomb draw before the land drop could reveal an untapped source needed this turn, draw first unless a legal spell requires making land now. Avoid playing the last unknown land before selection if the drawn card could change which color or tapped land should be used. + +- Preserve exact colors before optional payments and sacrifice activations. Do not spend red on Makeshift Munitions if it prevents Terminate, Krark-Clan Shaman, Breath Weapon, or Pyroblast in the same window; do not spend black on value draw if Cast Down, Duress, Blood Fountain, or graveyard-hate draw timing is more important; do not use green casually when Writhing Chrysalis or Nyxborn Hydra is the stabilizer. + +- Float or pay mana only through visible legal actions. When the engine offers exact payment choices, choose sources that preserve the rarest needed color for known hand spells and pending stack taxes; if the legal payment text is ambiguous, prefer preserving black and red over green unless the current hand visibly requires green next. + +## Mulligan Guide +- Strong keep: two or three lands including Drossforge Bridge or Slagwoods Bridge, Cleansing Wildfire, one early artifact such as Ichor Wellspring, Nihil Spellbomb, Lembas, or Vault of Whispers, and a payoff such as Writhing Chrysalis is the cleanest ramp hand. Keep this hand unless the matchup requires immediate Cast Down, Terminate, Krark-Clan Shaman, Breath Weapon, or Weather the Storm instead of setup. + +- Strong keep: Swamp plus Drossforge Bridge or Vault of Whispers with Cast Down, Ichor Wellspring, Fanatical Offering or Eviscerator's Insight, and Refurbished Familiar is a value-control keep. Keep when black is online and there is a real artifact or creature to convert into cards. + +- Medium keep: two lands with Lembas, Nihil Spellbomb, Cast Down, and either Fanatical Offering or Eviscerator's Insight is acceptable when it has time to draw into green or Cleansing Wildfire. On the draw this improves; on the play against fast creature decks it needs removal or Krark-Clan Shaman to avoid falling behind. + +- Risky keep: Twisted Landscape, one tapped bridge, Cleansing Wildfire, Nyxborn Hydra, Writhing Chrysalis, and no black source is keepable only against slower decks or on the draw. Ship it against fast red, wide tokens, or discard-heavy starts because it may spend early turns fixing instead of interacting. + +- Automatic ship: zero-land hands, one-land hands without Lembas or a castable Nihil Spellbomb plus a clear second-land path, and hands with only Forest or Mountain as colored mana should go back. Ship hands that cannot cast any spell before turn three unless they contain multiple legal stabilizers and the matchup is visibly slow. + +- Automatic ship: hands made of Fanatical Offering, Eviscerator's Insight, Makeshift Munitions, Nyxborn Hydra, Writhing Chrysalis, and no expendable artifact or creature are trap hands. The draw spells and sacrifice outlet need material first; do not keep a hand that asks the first three draw steps to supply mana, fodder, and interaction. + +- Matchup-dependent keep: Nihil Spellbomb-heavy hands are excellent when public matchup context shows graveyard recursion, delve, flashback, or reanimation, but weak when the opponent is presenting board pressure and no graveyard dependency. Krark-Clan Shaman-heavy hands are strong against small-creature boards and risky when your own battlefield will be mostly artifact fodder you cannot afford to sacrifice. + +- Play/draw rule: on the play, prefer Cleansing Wildfire plus bridge or a removal-backed artifact hand because tempo snowballs. On the draw, value Cast Down, Terminate, Lembas, Nihil Spellbomb, and Krark-Clan Shaman more because the opponent can define combat before the ramp turn resolves. + +- Trap-hand warning: double Cleansing Wildfire without Drossforge Bridge or Slagwoods Bridge is not a ramp plan. Keep it only when the rest of the hand already functions and the rules engine later presents a safe land target. + +## Turn Arc +- Turn 1: lead on Drossforge Bridge, Slagwoods Bridge, Vault of Whispers, or Twisted Landscape when no immediate untapped spell matters. Lead Swamp when Nihil Spellbomb, Blood Fountain, or future Cast Down sequencing requires black immediately; lead a basic over a tapped land only when current legal actions demand untapped mana. + +- Turn 1 deviation: deploy Nihil Spellbomb early against graveyard decks or when artifact count matters, but do not spend its graveyard exile window blindly. Deploy Blood Fountain when the hand expects creatures to trade or be sacrificed; Card text check required for exact Blood Fountain timing, so follow legal engine prompts. + +- Turn 2: cast Cleansing Wildfire on your own Drossforge Bridge or Slagwoods Bridge when legal and when the opponent's board does not require removal. If pressure is already meaningful, hold the ramp line and use Cast Down, Terminate, or a setup artifact only if it prevents more damage or unlocks next-turn stabilization. + +- Turn 2 setup: cast Ichor Wellspring or Lembas when you need cards, selection, sacrifice fodder, or artifact density. Prefer Ichor Wellspring before Fanatical Offering or Eviscerator's Insight turns; prefer Lembas when life, smoothing, or later artifact sacrifice value is more important. + +- Turn 3: convert early setup into a stabilizer, not just another slow artifact. Cast Writhing Chrysalis if legal and board pressure matters, cast Refurbished Familiar when artifact count makes it efficient, or hold mana for Cast Down plus Nihil Spellbomb activation when the opponent's next threat or graveyard window matters more. + +- Turn 3 deviation: use Krark-Clan Shaman only when the visible board makes the sweep worth the sacrificed artifacts. Preserve Ichor Wellspring and Lembas as higher-value fodder unless damage prevention, survival, or a decisive clear requires spending them. + +- Turns 4-5: start double-spelling with removal plus threat, draw plus removal, or Cleansing Wildfire plus Writhing Chrysalis. Use Fanatical Offering and Eviscerator's Insight after sacrificing Ichor Wellspring, Lembas, spare artifacts, or doomed creatures; avoid sacrificing the only blocker against a short clock. + +- Turns 4-5 pressure plan: resolve Nyxborn Hydra or Writhing Chrysalis when the opponent is low on visible pressure or when a large body changes combat. Card text check required for exact Nyxborn Hydra and Refurbished Familiar text, so treat their tactical role as conditional on legal engine actions and visible combat math. + +- Late game: turn excess artifacts and creatures into cards, damage, recursion, or graveyard control instead of holding them passively. Makeshift Munitions can convert expendable material into reach or removal when legal, Blood Fountain can recover spent creatures when legal, and Nihil Spellbomb should be timed around the opponent's actual graveyard action rather than a generic fear. + +- Late-game discipline: preserve rare colors before optional value actions. Keep red for Terminate, Krark-Clan Shaman, Makeshift Munitions, Pyroblast, or Breath Weapon after sideboard; keep black for Cast Down, Duress, Nihil Spellbomb draw timing, Blood Fountain, Fanatical Offering, and Eviscerator's Insight; keep green for Writhing Chrysalis and Nyxborn Hydra when those are the winning board presence. + +## Card Roles +- Cleansing Wildfire is the deck's cleanest ramp and card-flow engine when it targets your own Drossforge Bridge or Slagwoods Bridge. Cast it early on an indestructible bridge when the board is not forcing Cast Down, Terminate, or Krark-Clan Shaman; do not treat it as a mana plan when no legal bridge target exists. Avoid firing it at an opponent's land unless the rules engine and visible board make the land denial clearly more important than your own development. + +- Drossforge Bridge and Slagwoods Bridge are engine lands, not just fixing. Prioritize bridge deployment in opening turns because they turn Cleansing Wildfire into ramp, raise artifact count for Refurbished Familiar, feed Krark-Clan Shaman, Fanatical Offering, Eviscerator's Insight, and Makeshift Munitions, and survive artifact-sacrifice costs only when not chosen as the sacrificed object. + +- Twisted Landscape is the slow fixing safety valve. Use it to assemble missing colors when the hand already has time or removal, but do not overvalue it against fast starts because spending mana to fix can lose the window where Cast Down, Krark-Clan Shaman, or Writhing Chrysalis would stabilize. + +- Vault of Whispers is a black source and an artifact count enabler. Lead it when early Nihil Spellbomb, Blood Fountain, Fanatical Offering, Eviscerator's Insight, Cast Down, or Refurbished Familiar sequencing needs black; preserve it from voluntary sacrifice unless the payoff is immediate cards, lethal reach, or survival. + +- Swamp, Forest, and Mountain are insurance against Cleansing Wildfire, color pressure, and artifact hate. Fetch or preserve Swamp for the deck's black-heavy interaction and sacrifice spells, Forest for Writhing Chrysalis and Nyxborn Hydra, and Mountain for Krark-Clan Shaman, Terminate, Makeshift Munitions, and post-board Pyroblast or Breath Weapon. + +- Ichor Wellspring is premium sacrifice fodder and the best normal bridge between setup and advantage. Cast it before Fanatical Offering or Eviscerator's Insight when possible, sacrifice it before lower-value artifacts if you can afford the tempo, and treat it as a resource engine rather than a battlefield object to protect for its own sake. + +- Fanatical Offering is a high-value conversion spell when it sacrifices Ichor Wellspring, Lembas, a Blood token, a spare artifact, or a doomed creature. Hold it until the sacrificed permanent is expendable or generates value; do not sacrifice your only stabilizing blocker or only relevant artifact count piece when the opponent's next attack is the real problem. + +- Eviscerator's Insight is card flow that asks for careful sacrifice timing. Use it after you have an expendable artifact or creature and enough life/tempo to spend mana drawing; hold it when the current turn needs removal, board presence, or mana left for Nihil Spellbomb activation. Card text check required for exact additional modes or graveyard timing, so obey the legal actions offered by Forge. + +- Lembas is smoothing, incidental life, and later artifact material. Cast it when you need to hit land drops, set up sacrifice spells, or buy time against pressure; sacrifice it only after its immediate utility is spent or when the card draw/value conversion matters more than future smoothing. Against burn or aggressive red decks, its life buffer can be more important than rushing it into a draw spell. + +- Nihil Spellbomb is main-deck graveyard control plus a cheap artifact, not an automatic turn-one crack. Deploy it early when artifact count or graveyard pressure matters, but hold activation for a real escape, delve, reanimation, flashback, recursion, or threshold-style window. If no graveyard pressure exists, use it as sacrifice material or card-flow support only when that does not expose you to a known graveyard line. + +- Refurbished Familiar is a value threat whose timing depends on artifact count and the opponent's resources. Card text check required for exact cost reduction and trigger text; tactically, cast it when it is efficient, pressures hand or board, and does not require sacrificing interaction mana needed this turn. It improves against slower decks and discard-vulnerable hands, but it is weaker when a large opposing board demands immediate stabilization. + +- Writhing Chrysalis is the deck's main stabilizing body and one of the best ways to turn ramp into board control. Card text check required for exact token, reach, mana, or counter text; tactically, cast it when a large creature changes attacks, blocks flyers or ground pressure, or starts a clock after you have traded resources. Do not delay it for a minor draw spell if the opponent is already presenting lethal or a short clock. + +- Nyxborn Hydra is the scalable threat and late-game mana sink. Card text check required for exact bestow, counter, and enchantment-creature text; use it when excess mana can create a combat-dominating body or when the visible board makes a single large attacker/blocker more valuable than multiple small actions. Avoid committing it into open removal when a cheaper stabilizer plus held interaction produces a better next turn cycle. + +- Krark-Clan Shaman is the deck's strongest reset button against small creatures and wide boards. Use it only after comparing the artifacts you must sacrifice with the creatures you remove and the life you save; preserve bridges and key engine artifacts unless survival or a decisive clear requires them. It is excellent against tokens, Faeries-style boards, and low-toughness aggro, but risky when your own battlefield is mostly artifacts you need for mana, cards, or Refurbished Familiar. + +- Cast Down is the default efficient creature answer. Hold it for threats that pressure life total, enable an engine, carry equipment/auras, or invalidate combat; do not spend it on a creature that Krark-Clan Shaman can sweep cleanly unless waiting risks damage, protection, sacrifice value, or losing a key window. + +- Terminate is the flexible premium removal singleton. Spend it more aggressively than Cast Down only when color access, creature type, toughness, regeneration-style text, or immediate survival makes it the better answer; otherwise preserve it for the opponent's hardest-to-answer creature. + +- Toxin Analysis is a tactical combat and lifegain swing card, not a generic cantrip. Card text check required for exact effect; use it when a legal block, attack, or damage line can trade up, stabilize life, or punish a large creature. Do not cast it into a board where no creature can convert the effect into survival or material advantage. + +- Makeshift Munitions is the reach and board-control outlet for expendable artifacts and creatures. Card text check required for exact activation cost and target range; use it to finish low-life opponents, pick off small creatures, convert doomed permanents, or make Ichor Wellspring/Lembas material matter after normal attacks stall. Avoid deploying it too early when the turn instead needs a body or removal. + +- Blood Fountain is recursion, artifact density, and sacrifice material. Card text check required for exact token and activated ability text; play it when you expect trades, sacrifice loops, or long games, and preserve its recursion window for Refurbished Familiar, Writhing Chrysalis, Nyxborn Hydra, or a creature whose return changes combat. Against fast decks, it is secondary to removal and stabilizing bodies unless the generated material immediately supports Fanatical Offering, Eviscerator's Insight, or Krark-Clan Shaman. + +## Interaction Priorities + +- Priority: spend Cast Down and Terminate on creatures that create a short clock, unlock an opponent engine, carry auras or equipment, threaten flyers that Writhing Chrysalis cannot stabilize in time, or make combat impossible. Preserve one clean removal spell when the board is merely annoying and Krark-Clan Shaman, Breath Weapon, or Makeshift Munitions can answer the same material more efficiently. + +- Priority: use Krark-Clan Shaman as a reset button when sacrificing artifacts kills multiple relevant creatures, prevents lethal, or converts Ichor Wellspring, Lembas, Blood Fountain material, Blood tokens, or excess artifacts into a major swing. Do not burn artifact mana from Drossforge Bridge, Slagwoods Bridge, Vault of Whispers, or important draw artifacts for a minor sweep unless the legal board state says waiting risks lethal or a protected attack. + +- Priority: use Nihil Spellbomb on a graveyard only when the opponent has a visible or strongly telegraphed graveyard payoff, such as recursion, flashback, delve, escape-like pressure, reanimation, or a threshold-style card. Ignore graveyards that have no current payoff and treat Nihil Spellbomb as artifact material or card-flow support only when doing so does not surrender a known graveyard window. + +- Priority: use Makeshift Munitions to finish small creatures, break up combat math, punish sacrifice targets, or close a game when the opponent is low enough that artifacts and creatures become reach. Do not deploy or activate it as a slow value play when the turn must hold Cast Down, Terminate, Nihil Spellbomb activation, or mana for a stabilizing Writhing Chrysalis. + +- Priority: post-board, use Breath Weapon before spot removal when the opponent presents multiple low-toughness creatures, tokens, Faeries-style flyers, or a board where one sweep changes the race. Use Cast Down and Terminate first against single large threats, protection-sensitive threats, or creatures outside Breath Weapon range. + +- Priority: post-board, use Pyroblast on blue spells or blue permanents only when the legal action text confirms a valid target and the exchange protects a key spell, stops card advantage, answers a decisive threat, or wins a counter fight. Bait blue interaction first with Ichor Wellspring, Lembas, Refurbished Familiar, or Cleansing Wildfire when losing those spells is acceptable, then force Writhing Chrysalis, Nyxborn Hydra, or a draw-sacrifice turn through the window. + +- Priority: post-board, use Duress to take the visible noncreature card that most disrupts the next two turns: counterspell before a key threat, sweeper before overcommitting, graveyard hate before Blood Fountain recursion, removal before Nyxborn Hydra or Writhing Chrysalis, or combo piece when the opponent is assembling a deterministic line. Card text check required for exact eligible card types, so follow Forge target legality. + +- Priority: protect engine material by letting expendable permanents absorb removal or counters before committing the real stabilizer. Ichor Wellspring and Lembas are acceptable bait because they already replace or smooth resources; Blood Fountain and Nihil Spellbomb are bait only when their later activation is not needed. + +- Ignore: do not answer a harmless small creature immediately if a near-term Krark-Clan Shaman or Breath Weapon can clean it with other creatures, and do not kill a low-impact blocker when developing Cleansing Wildfire mana or Ichor Wellspring draw creates a stronger next turn. Change this rule against fast red, go-wide tokens, or flyers when each damage point materially shortens the clock. + +- Bounce: the registered list has no normal bounce effect, so do not reserve decisions for bounce lines unless Forge produces a legal temporary or copied action. If an opponent bounces your permanent, rebuild with lands, Ichor Wellspring, Lembas, and cheap artifacts before recommitting Nyxborn Hydra into the same visible pressure. + +## Combat And Trading Rules + +- Priority: stabilize first when life is under immediate pressure, then turn the corner with Writhing Chrysalis, Nyxborn Hydra, Refurbished Familiar, and Makeshift Munitions reach. The deck wins many games by making the opponent's early attackers irrelevant, not by racing from the first possible attack. + +- Blocks: block aggressively with expendable creatures or artifacts-turned-material when the block preserves a safe life total, enables Fanatical Offering or Eviscerator's Insight after damage windows, or sets up Krark-Clan Shaman and Makeshift Munitions. Do not trade away the only creature that blocks the opponent's largest attacker unless removal, Toxin Analysis, or a follow-up Writhing Chrysalis covers the next attack. + +- Trades: trade Refurbished Familiar for a meaningful attacker when the opponent is pressuring life or when Blood Fountain can later rebuy it. Preserve Refurbished Familiar against control or slow midrange when its body and artifact synergies matter more than a small damage prevention trade. + +- Attacks: attack with Writhing Chrysalis or Nyxborn Hydra when the swing does not expose you to a lethal crackback, does not give up the only clean blocker, and advances a real clock after the opponent's board is contained. Hold them back against aggro, flyers, or large ground creatures until removal or sweepers make the return attack safe. + +- Protection: use Toxin Analysis only when a creature combat line can trade up, gain enough life to change the race, or punish a large attacker/blocker. Card text check required for exact effect, so do not assume deathtouch, lifelink, or draw unless Forge's legal action and visible resolution support it. + +- Engine preservation: preserve Ichor Wellspring, Lembas, Blood Fountain, and Nihil Spellbomb as sacrifice resources unless combat survival demands Krark-Clan Shaman or Makeshift Munitions activation. Sacrificing a value artifact is correct when it prevents lethal, clears multiple attackers, or draws into a required answer; it is wrong when it merely improves a trade already favorable on board. + +- Life thresholds: above a safe life buffer, prefer development through Cleansing Wildfire, Ichor Wellspring, Lembas, and Writhing Chrysalis over low-impact trades. At a short clock or visible lethal setup, choose removal, blocking, Weather the Storm post-board, Breath Weapon post-board, or Krark-Clan Shaman before extra card draw. + +- Archetype shift: against aggro and tokens, block earlier, value life highly, and convert artifacts into sweepers without waiting for perfect value. Against control, attack with resilient pressure when shields are down, bait interaction with replaceable artifacts, and avoid sacrificing threats into low-impact draw when the battlefield clock matters. Against graveyard or combo decks, pressure while holding Nihil Spellbomb, Duress, Pyroblast, or removal for the specific visible engine piece rather than spending interaction on incidental blockers. + +## Selection And Tutor Rules + +- Selection: treat this deck's selection as layered pseudo-tutoring, not true tutoring. Ichor Wellspring, Lembas, Fanatical Offering, Eviscerator's Insight, Nihil Spellbomb, Cleansing Wildfire, and Twisted Landscape convert artifacts, lands, and spare mana into more looks, but the legal action list still decides what can actually be drawn, searched, sacrificed, or activated. + +- Land-drop timing: delay the land drop when a legal Cleansing Wildfire, Lembas, Fanatical Offering, Eviscerator's Insight, or Nihil Spellbomb draw could reveal a better land for the turn and you do not need the land immediately to cast the current spell. Make the land drop first when the extra mana unlocks Cast Down, Terminate, Krark-Clan Shaman, Writhing Chrysalis, or a draw spell with protection against falling behind. + +- Cleansing Wildfire: target your own Drossforge Bridge or Slagwoods Bridge when Forge shows the action as legal and the plan needs ramp, color fixing, or a redraw while preserving the land through indestructible rules output. Card text check required for exact resolution in the bridge, so follow the engine result and do not assume a land was destroyed or a basic was found unless visible state confirms it. + +- Basic search: find the basic that fixes the next two turns, not only the current spell. Prioritize Forest for Writhing Chrysalis, Nyxborn Hydra, Troublemaker Ouphe post-board, and green sideboard lines; prioritize Swamp for Cast Down, Fanatical Offering, Eviscerator's Insight, Refurbished Familiar, Blood Fountain, Duress post-board, and Nihil Spellbomb draw activations if black mana is required; prioritize Mountain for Krark-Clan Shaman, Makeshift Munitions, Terminate, Pyroblast post-board, and Breath Weapon post-board. + +- Twisted Landscape: use Twisted Landscape as fixing when the visible hand is missing a required color or when a later Writhing Chrysalis, Cleansing Wildfire, Terminate, or sideboard card matters more than immediate colorless mana. Card text check required for exact activated ability, timing, and land type access. + +- Lembas: deploy Lembas early when the hand needs land quality, a sacrifice artifact, or a future draw without spending a full card. Bottom low-impact duplicate artifacts or late lands when mana is already stable; keep removal, Cleansing Wildfire, Writhing Chrysalis, and sideboard hate when they answer the visible matchup or next board state. + +- Sacrifice draw: use Fanatical Offering and Eviscerator's Insight on Ichor Wellspring first when legal because it turns one permanent into multiple cards and graveyard value. Use Lembas, Nihil Spellbomb, Blood Fountain, spare Refurbished Familiar, or expendable tokens only when the sacrificed permanent is no longer needed for graveyard control, recursion, mana smoothing, or combat survival. + +- Nihil Spellbomb: activate Nihil Spellbomb for graveyard exile before draw value when the opponent has a visible graveyard payoff or the next priority pass could let them use the graveyard. Use it as card flow only when graveyard pressure is absent, black mana is available if required, and the deck needs to hit lands, removal, or a stabilizer. + +## Priority And Stack Rules + +- Priority: pass through empty-board low-impact windows when no legal action improves mana, cards, battlefield, or survival before the opponent's next meaningful action. Do not pass with open Cast Down, Terminate, Nihil Spellbomb, Makeshift Munitions, Krark-Clan Shaman, Pyroblast post-board, or Breath Weapon post-board when a visible threat or stack object makes the response window materially important. + +- Stack discipline: let harmless spells resolve and save interaction for threats that change the clock, remove your stabilizer, counter your key spell, generate large card advantage, or enable graveyard/combo execution. Use public information, revealed cards, and archetype cues as risk inputs, but do not claim certainty about hidden cards. + +- Instant-speed draw: cast Fanatical Offering or Eviscerator's Insight at the opponent's end step when no immediate response is needed and the sacrificed permanent is already selected as expendable. Cast them earlier only to dig for a required answer, respond to removal by sacrificing the targeted creature or artifact, enable Krark-Clan Shaman or Makeshift Munitions math, or avoid wasting mana that cannot be used later. + +- Removal windows: use Cast Down or Terminate before combat damage when killing an attacker prevents damage, removes evasion, or changes blocks. Use removal on the opponent's end step against slower decks when waiting preserves information and no triggered, activated, or combat window requires immediate action. + +- Krark-Clan Shaman: activate Krark-Clan Shaman only after counting your own artifact losses, your own creature survival, and whether the effect actually changes the visible combat or board state. Sacrifice artifacts in the least strategic order: spent Ichor Wellspring or Lembas before live Nihil Spellbomb, Blood Fountain, mana-relevant artifacts, or artifacts needed for Makeshift Munitions reach. + +- Makeshift Munitions: use Makeshift Munitions in response to removal on your expendable creatures or artifacts, during combat to finish damaged creatures, or at end step to convert excess material into lethal or near-lethal damage. Avoid feeding it artifacts that are needed for Fanatical Offering, Eviscerator's Insight, Blood Fountain recursion, Nihil Spellbomb graveyard control, or Krark-Clan Shaman sweep timing. + +- Optional payments: pay optional costs only when the visible benefit outweighs preserving mana for interaction, land-search activation, spell sequencing, or sideboard responses. Card text check required for Toxin Analysis, Eviscerator's Insight, Nyxborn Hydra, and any Forge-prompted optional cost, so choose from the exact legal prompt rather than assumed text. + +- Graveyard timing: fire Nihil Spellbomb before a known graveyard spell, recursion ability, or threshold-style payoff can resolve, even if that loses later draw value. Hold it against ordinary graveyards when the opponent cannot currently use them and when keeping the artifact enables Fanatical Offering, Eviscerator's Insight, Krark-Clan Shaman, or Makeshift Munitions. + +- Counter windows post-board: use Pyroblast only on legal blue stack objects or blue permanents whose resolution or survival matters more than future blue threats. Protect Writhing Chrysalis, Nyxborn Hydra, Cleansing Wildfire, or a decisive draw-sacrifice turn when the opponent's blue interaction is the bottleneck. + +## Sideboard Map + +- Sideboarding role: keep the core engine intact unless the matchup demands a narrow answer. Cleansing Wildfire, Ichor Wellspring, Fanatical Offering, Refurbished Familiar, Writhing Chrysalis, and artifact density are the deck's normal way to turn mana into cards, board control, and late-game inevitability, so sideboard plans should change the answer mix before they weaken the engine. + +- Balance rule: add narrow sideboard cards only when their target is visible from matchup identity, Game 1 logs, revealed cards, or public play patterns. Do not spend sideboard space on speculative hate when the main deck already has Cast Down, Terminate, Krark-Clan Shaman, Nihil Spellbomb, and sacrifice-card draw that can compete honestly. + +- Toxin Analysis role: bring the extra Toxin Analysis against creature decks where deathtouch, lifelink, or a combat/sweeper interaction can change a race or stabilize a board. Card text check required for exact effect and timing; if Forge confirms the relevant target line, pair it with Krark-Clan Shaman, a large Writhing Chrysalis, Nyxborn Hydra, or a creature that must trade upward. + +- Toxin Analysis low value: reduce interest when the opponent has few creatures, mostly removal, bounce, edicts, fogs, or combo execution that does not care about combat damage. Keep it conditional when the only legal use would expose a creature to open mana without improving survival or lethal pressure. + +- Pyroblast role: bring Pyroblast against blue decks where countering a blue spell or removing a blue permanent is a meaningful exchange. Prioritize it against Faeries, Terror, blue control, blue tempo, and any deck shown to rely on Counterspell-style interaction, card draw, or blue threats that block your Cleansing Wildfire, Writhing Chrysalis, Nyxborn Hydra, or draw-sacrifice turns. + +- Pyroblast low value: reduce interest when the opponent shows no blue spells or when the game plan is mostly nonblue creatures, artifacts, lands, graveyard combo, or burn. Treat Pyroblast as a protection or tempo answer, not a generic card to hold forever while falling behind on board. + +- Breath Weapon role: bring Breath Weapon against go-wide creature boards, small flyers, token swarms, and creature decks that can overload one-for-one removal. Card text check required for exact affected creature set; use it only when the visible result is favorable enough that losing some of your own material is acceptable or preventable. + +- Breath Weapon low value: reduce interest against large-threat decks, spell combo, blue control with few creatures, artifact decks whose key permanents survive damage, and matchups where Krark-Clan Shaman already covers the same battlefield role without spending a card. Keep one-board-state reasoning active because Writhing Chrysalis and Refurbished Familiar may survive when smaller artifacts or creatures do not. + +- Weather the Storm role: bring Weather the Storm against Burn, fast red, storm-like spell chains, and aggressive decks where a large life gain turn buys the time needed for Writhing Chrysalis, removal, and artifact draw to take over. Card text check required for exact storm handling in Forge; use visible stack history and current legal action text rather than assuming a fixed life total. + +- Weather the Storm low value: reduce interest against slow control, graveyard combo that wins without life pressure, creature decks where removal is more important than life, and artifact matchups where Troublemaker Ouphe or Terminate answers the real axis. Do not overvalue it when the hand already has a stable board and needs threats, not life padding. + +- Duress role: bring Duress against control, combo, burn, graveyard decks with key noncreature payoffs, and blue decks where forcing through Cleansing Wildfire, Writhing Chrysalis, or a draw engine matters. Use it early to identify the opponent's plan and later to clear a specific counterspell, removal spell, payoff, or sweeper before committing a fragile turn. + +- Duress low value: reduce interest against creature-heavy decks where the opponent empties their hand quickly or where most important cards are creatures. Card text check required only if Forge presents unusual legal targets; choose from revealed legal options and do not infer hidden hand contents after the reveal window closes. + +- Terminate role: bring the second Terminate against creature decks with large, evasive, recursive, or must-kill threats that Cast Down and Krark-Clan Shaman may not answer cleanly. Use it when one-for-one removal must be reliable, especially against Terror-style threats, Affinity bodies, initiative-style pressure, large green creatures, or threats that make combat impossible. + +- Terminate low value: reduce interest against spell combo, very low-creature control, and decks where most threats are artifacts, enchantments, tokens, or small creatures better handled by Krark-Clan Shaman or Breath Weapon. Preserve enough red and black sources if bringing it in because failing to cast it on time defeats its purpose. + +- Troublemaker Ouphe role: bring Troublemaker Ouphe against Affinity, artifact engines, artifact mana, equipment-heavy boards, and decks where opposing artifacts are more important than your artifact synergies. Card text check required for exact ability and affected objects; before committing it, account for tension with your own Nihil Spellbomb, Ichor Wellspring, Lembas, Blood Fountain, Makeshift Munitions, and artifact sacrifice engine. + +- Troublemaker Ouphe low value: reduce interest when artifact disruption also shuts down too much of your own route to cards, mana, or sacrifice value, or when the opponent's artifact count is incidental. It is strongest when the opponent loses more function than you do and weakest when your hand depends on artifact activations to catch up. + +- Balanced plan versus blue Faeries or Terror tempo: preserve artifact draw and ramp while adding cheap stack interaction and hand disruption. This plan assumes the opponent is blue and interactive, with threats that make Terminate relevant. + +Side in: 2 Pyroblast, 3 Duress, 1 Terminate +Cut: 1 Toxin Analysis, 1 Makeshift Munitions, 2 Lembas, 2 Krark-Clan Shaman + +- Blue tempo adjustments: Add role cards: Pyroblast, Duress, Terminate. Reduce main-deck emphasis: slow food-style filtering, low-impact sacrifice damage, and sweepers that miss larger Terror threats or fail against sparse boards. Keep Nihil Spellbomb high against graveyard-fed Terror lines unless public information shows it has no target. + +- Balanced plan versus Burn or fast red: maximize life gain, cheap interaction, and board survival while minimizing slow engines that do not affect life or blockers quickly. + +Side in: 3 Weather the Storm, 1 Toxin Analysis, 1 Terminate +Cut: 4 Nihil Spellbomb, 1 Makeshift Munitions + +- Burn and fast-red adjustments: Add role cards: Weather the Storm, Toxin Analysis, Terminate. Reduce main-deck emphasis: graveyard-only artifacts when no graveyard payoff is visible, slow ping engines, and draw lines that cost too much life or tempo. Keep Refurbished Familiar as a blocker and resource tool when legal play patterns support it. + +- Balanced plan versus go-wide creatures: add sweepers and lifelink combat stabilization while keeping Writhing Chrysalis and Cleansing Wildfire as the plan that goes over small boards. + +Side in: 3 Breath Weapon, 1 Toxin Analysis, 1 Terminate +Cut: 4 Nihil Spellbomb, 1 Eviscerator's Insight + +- Go-wide creature adjustments: Add role cards: Breath Weapon, Toxin Analysis, Terminate. Reduce main-deck emphasis: graveyard hate without targets and slower card draw when the immediate battlefield decides the game. Preserve Krark-Clan Shaman unless Breath Weapon is clearly enough and artifact count cannot support repeated Shaman activations. + +- Balanced plan versus Affinity or artifact engines: attack artifacts while keeping enough of your own artifact package to draw cards and enable sacrifice decisions. + +Side in: 2 Troublemaker Ouphe, 1 Terminate, 2 Pyroblast +Cut: 1 Toxin Analysis, 2 Lembas, 1 Blood Fountain, 1 Eviscerator's Insight + +- Artifact-engine adjustments: Add role cards: Troublemaker Ouphe, Terminate, Pyroblast when the opponent is also blue. Reduce main-deck emphasis: slower artifact activations and recursion that conflict with Troublemaker Ouphe. Keep Ichor Wellspring because passive sacrifice value still supports Fanatical Offering, Krark-Clan Shaman, and Makeshift Munitions if legal actions remain functional. + +- Combo and graveyard adjustments: Add role cards: Duress, Pyroblast if blue, Terminate only for creature-based combo threats, and Weather the Storm only if the combo wins through damage or spell-chain pressure. Reduce main-deck emphasis: creature combat tricks and sweepers that do not touch the combo axis. Keep Nihil Spellbomb when the opponent uses graveyard resources; use it before the opponent receives a decisive graveyard window. + +- Control adjustments: Add role cards: Duress and Pyroblast against blue, with extra Terminate only when resilient finishers are visible. Reduce main-deck emphasis: Breath Weapon, Toxin Analysis, and Krark-Clan Shaman when creature density is low. Protect Cleansing Wildfire development and sacrifice draw from counterspell windows rather than overextending all threats into sweepers. + +## Matchup Guidance + +- Aggro: stabilize before drawing extra cards, then turn the corner with Writhing Chrysalis and artifact-fueled value. Keep hands that cast early Cast Down, Terminate, Krark-Clan Shaman, Fanatical Offering, Refurbished Familiar, or Cleansing Wildfire on schedule; avoid hands that only cycle artifacts while taking creature damage. Add role cards: Breath Weapon, Toxin Analysis, Weather the Storm when damage races matter, and Terminate for larger creatures. Reduce main-deck emphasis: Nihil Spellbomb when the graveyard is not a visible axis, Makeshift Munitions when board tempo matters more than a slow sacrifice engine, and slow card draw that does not affect blockers or life total. + +- Burn: protect life total as the first resource and treat every life payment, tapped land, and nonblocking turn as a cost. Weather the Storm is the key sideboard card when legal timing and spell count make it meaningful; Toxin Analysis can let a creature or Krark-Clan Shaman line recover life if the rules engine presents legal combat or damage choices. Add role cards: Weather the Storm, Toxin Analysis, Terminate for creatures that must die, and Duress if the opponent has important noncreature burn or protection spells. Reduce main-deck emphasis: Nihil Spellbomb without graveyard targets, Makeshift Munitions when it is too slow, and Eviscerator's Insight when spending mana to draw fails to preserve life this turn. + +- Go-wide: make sweepers and sacrifice-damage decisions from the visible battlefield, not from generic value instincts. Breath Weapon and Krark-Clan Shaman are the main catch-up tools; preserve enough artifacts such as Ichor Wellspring, Nihil Spellbomb, Lembas, Blood Fountain, and artifact Bridges to make Shaman lines legal if sacrificing artifacts is offered. Add role cards: Breath Weapon, Toxin Analysis, and Terminate for the creature that survives small sweepers. Reduce main-deck emphasis: graveyard-only artifacts when no graveyard payoff is public, and expensive draw before the battlefield is stabilized. + +- Tempo: value mana efficiency, play around counterspell windows only when the visible game gives time, and force the opponent to answer threats rather than only answering your card draw. Against blue tempo, Pyroblast and Duress help resolve Cleansing Wildfire, Writhing Chrysalis, Refurbished Familiar, or key removal; Terminate matters against large single threats that Cast Down may not be enough to handle on schedule. Add role cards: Pyroblast, Duress, Terminate, and Nihil Spellbomb if graveyard-fed threats are visible. Reduce main-deck emphasis: Lembas, Makeshift Munitions, and Krark-Clan Shaman when the opponent presents few small creatures. + +- Control: develop mana and cards without committing every threat into a sweeper or counterspell sequence. Cleansing Wildfire on Drossforge Bridge or Slagwoods Bridge is a priority when legal because it advances mana and cards while leaving later threats more castable; Fanatical Offering and Ichor Wellspring help fight on resources. Add role cards: Duress, Pyroblast against blue, and Terminate only for known creature finishers. Reduce main-deck emphasis: Breath Weapon, Toxin Analysis, Krark-Clan Shaman, and other creature-combat tools when public information shows low creature density. + +- Combo: identify the combo axis from visible cards and use Duress, Pyroblast, Nihil Spellbomb, Cast Down, Terminate, or pressure according to that axis. Do not spend removal on incidental bodies if the decisive legal threat is a spell, graveyard window, or artifact engine; do not fire Nihil Spellbomb merely because a graveyard exists if waiting denies a larger known sequence and the opponent cannot act first. Add role cards: Duress, Pyroblast for blue spell combo, Terminate for creature-based combo, Weather the Storm for storm-like damage turns, and Troublemaker Ouphe for artifact combo if its text applies. Reduce main-deck emphasis: Breath Weapon and Toxin Analysis unless the combo uses combat or small creatures. + +- Graveyard: treat Nihil Spellbomb as interaction, not just a cantrip, when the opponent's public cards use the graveyard. Hold it through low-impact windows if the opponent cannot immediately convert the graveyard, but use it before a decisive legal spell, activation, or attack step would make graveyard cards matter. Add role cards: Duress for payoff spells, Pyroblast if blue, Terminate for large graveyard creatures, and Weather the Storm only when the graveyard deck also deals damage in bursts. Reduce main-deck emphasis: Breath Weapon and Toxin Analysis unless small creatures or racing are visible. + +- Artifact/enchantment: attack artifact engines with Troublemaker Ouphe only when the opponent loses more function than this deck loses. Card text check required for Troublemaker Ouphe and exact affected objects; account for tension with Nihil Spellbomb, Ichor Wellspring, Lembas, Blood Fountain, Makeshift Munitions, and artifact sacrifice lines before choosing it. Against enchantment-centric decks, this list has limited direct enchantment interaction, so prioritize Duress for noncreature key cards, pressure from Writhing Chrysalis and Nyxborn Hydra, and removal only for creatures that carry or enable the enchantment plan. Add role cards: Troublemaker Ouphe, Duress, Pyroblast if blue, and Terminate for artifact creatures or enchanted threats. + +- Midrange: become the deck with more material, cleaner mana, and better topdecks rather than racing early damage. Cleansing Wildfire, Ichor Wellspring, Fanatical Offering, Refurbished Familiar, and Blood Fountain support attrition, while Cast Down and Terminate should answer creatures that dominate combat or threaten planes of attack your blockers cannot cover. Add role cards: Terminate, Duress when the opponent relies on noncreature value spells, and Toxin Analysis when combat trades and life swings are decisive. Reduce main-deck emphasis: Breath Weapon when boards are not wide, and Weather the Storm unless life total is the main contested resource. + +- Big mana: pressure their setup while using Cleansing Wildfire to advance your own mana, not as assumed land destruction unless the rules-engine result and legal target make that line beneficial. Duress should take payoff, acceleration, or protection based on revealed legal choices; Pyroblast matters only against blue payoffs or interaction. Add role cards: Duress, Pyroblast against blue, Terminate for large creatures, and Troublemaker Ouphe if artifact mana is public and affected. Reduce main-deck emphasis: Breath Weapon, Toxin Analysis, and small-creature sweep plans when the opponent wins through large spells. + +- Single-threat: preserve premium answers for the threat that actually wins the game. Cast Down and Terminate should be timed around protection, open mana, and whether the threat is attacking now; Toxin Analysis can convert combat if a legal block or damage line is visible, but do not rely on it through unknown tricks. Add role cards: Terminate, Duress for protection or counterspells, Pyroblast if the threat or protection is blue, and Nihil Spellbomb if the threat depends on the graveyard. Reduce main-deck emphasis: Breath Weapon and Krark-Clan Shaman when there are no small support creatures. + +- Removal-heavy: diversify threats and make removal trades feed the artifact engine. Refurbished Familiar, Writhing Chrysalis, Nyxborn Hydra, Blood Fountain, Ichor Wellspring, Fanatical Offering, and Eviscerator's Insight help convert removal battles into cards or recurring pressure; avoid sacrificing the only meaningful threat unless the immediate value beats losing pressure. Add role cards: Duress for removal or sweepers, Pyroblast against blue interaction, and Weather the Storm only if removal-heavy also pressures life with burn. Reduce main-deck emphasis: Toxin Analysis when creatures rarely survive combat, and Breath Weapon unless the opponent has token pressure. + +- Mirror-like artifact midrange: fight over resource engines first, then decide whether Troublemaker Ouphe is asymmetric enough. Cleansing Wildfire on indestructible artifact lands, Ichor Wellspring sacrifice loops, and Fanatical Offering are important for keeping pace; Makeshift Munitions becomes stronger when boards stall and artifacts are plentiful. Add role cards: Troublemaker Ouphe if their artifacts matter more, Terminate for Writhing Chrysalis-style threats, and Duress for haymakers or removal. Reduce main-deck emphasis: Weather the Storm and Breath Weapon unless the visible game is about life swings or many small creatures. + +## Specific Matchup Notes + +- General/archetype-only: use these notes as matchup defaults until the rules engine, revealed cards, public graveyards, and sideboard logs show the opponent's real plan. Revealed cards override archetype assumptions, and every target, timing, and sideboard choice must remain tied to legal actions currently exposed by Veles. + +- Kuldotha-style red or wide aggro: prioritize survival, untapped mana, and board containment over slow value. Likely sideboarding adds Breath Weapon, Weather the Storm, Terminate, and the extra Toxin Analysis; reduce slower card-draw emphasis when the hand already has enough resources. Priority targets are token engines, high-damage attackers, and creatures that make Krark-Clan Shaman or Breath Weapon timing awkward. Do not spend Fanatical Offering or Eviscerator's Insight in a way that lowers blocker count before attacks unless the visible payoff prevents more damage. + +- Blue tempo, Faeries, or Terror-style decks: prioritize mana development, clean windows, and graveyard pressure without walking every key spell into open interaction. Likely sideboarding adds Pyroblast, Duress, Terminate, and sometimes the extra Toxin Analysis; reduce Breath Weapon only if they are not presenting small creatures. Priority targets are Counterspell-style interaction when revealed, graveyard-dependent threats with Nihil Spellbomb, and evasive creatures that invalidate ground blockers. Cast Down and Terminate should be saved for threats that actually end the game, not disposable setup creatures. + +- Affinity or artifact midrange: prioritize whether Troublemaker Ouphe is more damaging to them than to your own artifact engine. Likely sideboarding adds Troublemaker Ouphe, Terminate, Duress, and possibly Breath Weapon if small creatures are public; reduce Weather the Storm unless burn reach is visible. Priority targets are artifact creatures that dominate combat, payoff permanents, and sacrifice engines. Card text check required for Troublemaker Ouphe before assuming which artifacts it stops. + +- Graveyard combo or recursion: treat Nihil Spellbomb as a held answer, not an automatic cantrip. Likely sideboarding adds Duress, Terminate for creature payoffs, Pyroblast if blue, and Weather the Storm only against burst-damage lines. Priority targets are graveyard payoff spells, recursion targets when publicly known, and enablers that must resolve before Nihil Spellbomb matters. Crack Nihil Spellbomb before the opponent can legally convert the graveyard, not after the payoff has already resolved. + +- Big mana, Tron, or ramp control: pressure while using Cleansing Wildfire primarily to improve your own mana unless a legal land target clearly disrupts them. Likely sideboarding adds Duress, Pyroblast against blue, Terminate for large creatures, and Troublemaker Ouphe only if public artifact mana is affected. Priority targets are payoff spells, sweepers, and card-advantage engines. Do not overvalue Krark-Clan Shaman or Breath Weapon if their battlefield is not creature-wide. + +- Midrange mirrors: become the better resource deck and avoid unnecessary low-value exchanges. Likely sideboarding adds Terminate, Duress, and the extra Toxin Analysis when combat trades matter; Troublemaker Ouphe is conditional on artifact asymmetry. Priority targets are engines that outdraw Ichor Wellspring and Fanatical Offering, large blockers that stop Writhing Chrysalis or Nyxborn Hydra, and removal that strands your only closer. + +## Risk Summary + +- Mana risk: hands without functional early colors can lose before Cleansing Wildfire fixes anything. Prioritize keep decisions around casting interaction, Ichor Wellspring, Fanatical Offering, and Cleansing Wildfire on time, and do not assume Twisted Landscape or Bridge lands solve immediate colored-mana pressure without checking legal mana actions. + +- Draw risk: the deck can draw sacrifice payoffs without artifacts, or artifacts without enough pressure. Avoid converting Ichor Wellspring, Lembas, Blood Fountain, or Nihil Spellbomb into cards at the wrong time if the current role requires a blocker, removal mana, or graveyard interaction more than raw replacement. + +- Over-sideboarding risk: cutting too many engine pieces weakens the deck's main advantage. Sideboard cards should answer the opponent's proven axis; do not load Duress, Weather the Storm, Breath Weapon, and Troublemaker Ouphe together unless public information shows each role matters. + +- Graveyard risk: Nihil Spellbomb is both interaction and an artifact resource, so using it casually can open a combo or recursion window. Preserve it when the opponent's public cards make graveyard timing decisive. + +- Sweeper/removal risk: Krark-Clan Shaman and Breath Weapon can damage your own board plan if fired without checking creature sizes, artifact needs, and follow-up pressure. Use them for survival or decisive board resets, not just because multiple creatures are visible. + +- Closer risk: Writhing Chrysalis and Nyxborn Hydra are the main ways to end stabilized games, so sacrificing or trading them too early can leave only small value loops. Protect a closer when the opponent is running low on material, but trade it when survival or a winning resource exchange is explicit. + +- Interaction risk: Cast Down, Terminate, Pyroblast, Duress, and Toxin Analysis lose value when spent on nondecisive objects. Match the answer to the threat class shown by visible cards, and keep premium interaction for threats that beat the current board. + +- Sequencing risk: Cleansing Wildfire, Fanatical Offering, Eviscerator's Insight, and Makeshift Munitions all reward precise ordering. Check whether mana, sacrifice fodder, target legality, and priority windows line up before choosing a value action over holding interaction. + +## Test Feedback Checklist + +- Deciding factor: identify the turn cycle where the game changed most, and name whether it was mana development, battlefield survival, graveyard timing, a removal exchange, sideboard card impact, or failure to close after stabilizing. + +- Mulligans: record each keep or mulligan by whether the hand had early colored mana, a functional artifact/value engine, relevant interaction, and a credible path to cast Cleansing Wildfire, Fanatical Offering, Cast Down, or Krark-Clan Shaman on time. + +- Mana: check whether Twisted Landscape, Drossforge Bridge, Slagwoods Bridge, Vault of Whispers, Swamp, Forest, and Mountain produced the colors needed before pressure mattered, and flag games where tapped lands or sacrifice lands delayed removal or blockers. + +- Velocity: note whether Ichor Wellspring, Lembas, Fanatical Offering, Eviscerator's Insight, Blood Fountain, and Nihil Spellbomb converted into useful cards at the right time or merely spent mana while the opponent advanced a stronger board. + +- Engine health: ask whether Refurbished Familiar, Ichor Wellspring, Fanatical Offering, and Cleansing Wildfire created a real resource lead, or whether the deck drew disconnected sacrifice fodder, sacrifice payoffs, and reactive cards in the wrong order. + +- Removal usage: review every Cast Down, Terminate, Krark-Clan Shaman, Makeshift Munitions, Breath Weapon, Pyroblast, Duress, and Toxin Analysis decision for whether it answered the threat that actually mattered in the next turn cycle. + +- Graveyard timing: verify whether Nihil Spellbomb was held when the opponent's public graveyard mattered, cashed in when graveyard pressure was absent, or spent too early before a recursion or payoff window. + +- Combat: inspect attacks and blocks involving Writhing Chrysalis, Nyxborn Hydra, Refurbished Familiar, and Krark-Clan Shaman, and mark whether the line preserved survival, forced a favorable exchange, or exposed a needed blocker. + +- Sideboard impact: record which games were decided by Pyroblast, Breath Weapon, Weather the Storm, Duress, Terminate, Troublemaker Ouphe, or the extra Toxin Analysis, and separate cards that were drawn too late from cards that were structurally wrong for the revealed opponent plan. + +- Closing: ask whether Writhing Chrysalis and Nyxborn Hydra ended stabilized games quickly enough, and identify games where the deck kept drawing value cards but failed to apply lethal pressure. + +- Role accuracy: label each game as stabilize, grind, race, disrupt, or close, and flag choices where the pilot acted like a slower value deck while under a short clock or acted like a beatdown deck while behind on board. + +- Mistakes: capture legal-action mistakes, sequencing mistakes, missed priority windows, sacrifice-target mistakes, overuse of card draw, premature Nihil Spellbomb activation, and removal held past the last meaningful window. + +- Stranded cards: list cards that stayed in hand because of mana, targets, board state, or timing, especially Cleansing Wildfire, Fanatical Offering, Eviscerator's Insight, Cast Down, Terminate, Breath Weapon, Pyroblast, Weather the Storm, and Troublemaker Ouphe. + +- Overperformers and underperformers: record card names with the board state that made them good or bad, not just whether they were present in a win or loss. + +## First Tuning Questions + +- Card quantities: is 4 Cleansing Wildfire plus 4 Twisted Landscape producing enough acceleration and fixing, or are too many hands spending early turns developing mana while aggro decks build lethal pressure? + +- Artifact engine: are 4 Ichor Wellspring, 2 Lembas, 4 Nihil Spellbomb, 1 Blood Fountain, and 2 Vault of Whispers enough reliable material for Fanatical Offering, Eviscerator's Insight, Refurbished Familiar, Makeshift Munitions, and Krark-Clan Shaman without overloading on low-pressure artifacts? + +- Sacrifice draw: should 4 Fanatical Offering and 2 Eviscerator's Insight remain at this split if games show repeated stranded sacrifice spells, or if the deck needs more direct removal, lifegain, or closers instead of more cards? + +- Removal base: is 3 Cast Down plus 1 Terminate enough main-deck creature interaction, or do large threats, black creatures, and tempo starts justify changing the main-deck or sideboard Terminate count? + +- Sweeper plan: does 3 Krark-Clan Shaman main deck solve wide boards often enough, or does it conflict too much with artifact resources and small creatures when the deck is trying to preserve Ichor Wellspring, Nihil Spellbomb, and Refurbished Familiar? + +- Closer density: are 4 Writhing Chrysalis and 2 Nyxborn Hydra enough to end games after the value engine stabilizes, or do losses show too many games where card advantage fails to become pressure? + +- Mana base: do 3 Swamp, 2 Forest, 1 Mountain, 4 Drossforge Bridge, 4 Slagwoods Bridge, 2 Vault of Whispers, and 4 Twisted Landscape consistently support early black interaction, green setup, and red sweepers, or is one color repeatedly late? + +- Aggro sideboard: are 3 Breath Weapon, 3 Weather the Storm, 1 Toxin Analysis, and 1 Terminate the right survival package, or are losses more about board presence, removal timing, or tapped mana than sideboard quantity? + +- Control sideboard: are 2 Pyroblast and 3 Duress enough against blue tempo, Tron, and control, or does the deck need more ways to force through Writhing Chrysalis, Nyxborn Hydra, or resource engines? + +- Artifact-matchup slots: does Troublemaker Ouphe justify 2 sideboard slots given the deck's own artifact reliance? Card text check required before judging exact matchups or deciding whether it disrupts the opponent more than Jund Wildfire. + +- Role conflict: is the deck trying to be ramp, attrition, sweep-control, and artifact-sacrifice at once in matchups where one role should dominate, and which package is weakest when the plan fails? + +- Sideboard balance: do post-board games show too many reactive cards and too few engines, or too many engines and too few matchup answers? Track whether Refurbished Familiar, Ichor Wellspring, and Cleansing Wildfire remain strong after adding Duress, Pyroblast, Breath Weapon, Weather the Storm, Terminate, Toxin Analysis, or Troublemaker Ouphe. + +## Veles Tactical Policy + +### Policy: Mulligan Functional Core +- Priority: High +- Decision families: mulligan +- Cards: Cleansing Wildfire, Ichor Wellspring, Fanatical Offering, Cast Down, Krark-Clan Shaman, Writhing Chrysalis, Refurbished Familiar +- Phase windows: opening hand, London mulligan, post-mulligan bottoming +- Runtime cues: opening hand, mulligan prompt, bottom-card prompt +- Use when: deciding whether a hand can make early mana, interact, and convert artifacts into cards before falling behind. +- Avoid when: the hand has colors but no relevant action before turn three against visible or known fast pressure. +- Instructions: keep hands with two mana sources, black or green access, and at least one of interaction, Cleansing Wildfire setup, Ichor Wellspring engine, or Writhing Chrysalis payoff; mulligan hands that only cycle artifacts without mana stability or board impact. Bottom redundant expensive payoffs before cutting colored mana or the first engine piece. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Early Setup Bridge Ramp +- Priority: Medium +- Decision families: mana, priority +- Cards: Cleansing Wildfire, Drossforge Bridge, Slagwoods Bridge, Twisted Landscape, Forest, Swamp, Mountain +- Phase windows: turns one through four, main phase with priority +- Runtime cues: action:cast Cleansing Wildfire, action:play Drossforge Bridge, action:play Slagwoods Bridge, action:activate Twisted Landscape +- Use when: selecting between developing tapped lands, fixing colors, and spending Cleansing Wildfire as a ramp cantrip. +- Avoid when: a visible threat requires Cast Down, Terminate, Krark-Clan Shaman, Breath Weapon, or Weather the Storm mana this turn cycle. +- Instructions: prioritize black for removal and sacrifice draw, green for Cleansing Wildfire and Writhing Chrysalis, and red for Krark-Clan Shaman or sideboard sweepers. Treat Cleansing Wildfire as a commitment gate when it uses the main phase and may delay interaction. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Cleansing Wildfire Self-Bridge Target +- Priority: Low +- Decision families: selection, mana +- Cards: Cleansing Wildfire, Drossforge Bridge, Slagwoods Bridge +- Phase windows: Cleansing Wildfire target prompt +- Runtime cues: action:target self Drossforge Bridge, action:target self Slagwoods Bridge +- Use when: the pending prompt is for Cleansing Wildfire and the legal action text offers a self-controlled Drossforge Bridge or self-controlled Slagwoods Bridge target. +- Avoid when: the prompt offers only opponent-controlled lands, only non-bridge self lands, or a light-model policy selected an opponent-land disruption line from visible information. +- Instructions: choose the self-controlled bridge target named in the legal action text to execute the ramp-cantrip bridge line; do not substitute Twisted Landscape, Swamp, Forest, Mountain, or Vault of Whispers without fresh reasoning. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Artifact Engine Commitment +- Priority: Medium +- Decision families: priority, selection +- Cards: Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Lembas, Blood Fountain, Nihil Spellbomb, Refurbished Familiar +- Phase windows: main phase, sacrifice-cost prompts, end step with spare mana +- Runtime cues: action:cast Ichor Wellspring, action:cast Fanatical Offering, action:cast Eviscerator's Insight, action:cast Refurbished Familiar +- Use when: deciding whether to spend mana building cards and artifacts instead of affecting the board. +- Avoid when: visible combat damage, stack threats, or known graveyard pressure makes removal, sweeper, Nihil Spellbomb activation, or blocker deployment more urgent. +- Instructions: prefer sacrificing Ichor Wellspring when the legal cost prompt allows it, then expend Lembas or Blood Fountain if their immediate role is exhausted. Preserve Nihil Spellbomb against graveyard decks unless drawing a card is needed to find survival or mana. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sacrifice Cost Exact Ichor Wellspring +- Priority: Low +- Decision families: selection +- Cards: Ichor Wellspring, Fanatical Offering, Eviscerator's Insight +- Phase windows: sacrifice-cost prompt after a spell or ability is on stack +- Runtime cues: action:sacrifice Ichor Wellspring +- Use when: the pending cost prompt requires sacrificing an artifact or creature for Fanatical Offering or Eviscerator's Insight and legal action text lists Ichor Wellspring. +- Avoid when: the legal prompt identifies a different mandatory sacrifice type, the Ichor Wellspring is not controlled by self, or another policy explicitly requires preserving Ichor Wellspring for current mana or lethal sequencing. +- Instructions: choose Ichor Wellspring for the sacrifice cost because it replaces itself and keeps creatures, lands, and active graveyard tools intact. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Removal Commitment Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Cast Down, Terminate, Krark-Clan Shaman, Makeshift Munitions, Breath Weapon, Pyroblast, Toxin Analysis +- Phase windows: opponent main phase, combat steps, end step, stack response windows +- Runtime cues: action:cast Cast Down, action:cast Terminate, action:activate Krark-Clan Shaman, action:activate Makeshift Munitions, action:cast Breath Weapon, action:cast Pyroblast +- Use when: deciding whether a visible threat, spell, attacker, blocker, or engine permanent must be answered before the next turn cycle. +- Avoid when: the target is low impact relative to a larger visible threat, or using the answer would prevent a required sweeper, blocker, or graveyard-hate activation. +- Instructions: spend single-target removal on threats that change lethal math, stop Writhing Chrysalis from stabilizing, or invalidate the artifact engine. Use sweepers only when they materially improve the battlefield after accounting for your own Refurbished Familiar, Krark-Clan Shaman, and artifact resources. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Graveyard Hate Timing +- Priority: Medium +- Decision families: interaction, priority +- Cards: Nihil Spellbomb +- Phase windows: opponent graveyard setup, response windows, end step, main phase with spare mana +- Runtime cues: action:activate Nihil Spellbomb, action:target opponent Nihil Spellbomb +- Use when: deciding whether to exile an opponent graveyard, hold the artifact, or cash it in for a card. +- Avoid when: the opponent graveyard is empty or contains no visible card type, threshold, recursion, delve, flashback, reanimation, or payoff pressure. +- Instructions: hold Nihil Spellbomb against graveyard reliance until the opponent commits a payoff or reaches a visible graveyard threshold; cash it in only when graveyard pressure is absent and card flow or sacrifice material matters now. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Nihil Spellbomb Opponent Target +- Priority: Low +- Decision families: selection, interaction +- Cards: Nihil Spellbomb +- Phase windows: Nihil Spellbomb target prompt +- Runtime cues: action:target opponent Nihil Spellbomb +- Use when: the pending prompt is Nihil Spellbomb target selection and the legal action text identifies the opponent graveyard target. +- Avoid when: the prompt offers self graveyard only, multiple opponent-like entities in a multiplayer context, or the previous decision was to preserve graveyards. +- Instructions: target opponent for the graveyard-exile action; do not target self unless a separate light-model decision says self-exile is required by the visible rules text. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Stabilize With Bodies +- Priority: Medium +- Decision families: priority, combat +- Cards: Writhing Chrysalis, Refurbished Familiar, Nyxborn Hydra, Toxin Analysis, Weather the Storm +- Phase windows: main phase, declare attackers, declare blockers, damage prevention or lifegain windows +- Runtime cues: action:cast Writhing Chrysalis, action:cast Refurbished Familiar, action:cast Nyxborn Hydra, action:cast Weather the Storm +- Use when: the deck is under creature pressure and must convert mana and cards into board presence or life cushion. +- Avoid when: a sweeper or removal line clears the board more cleanly before committing a blocker. +- Instructions: deploy Writhing Chrysalis as the preferred stabilizer when legal and mana supports future interaction. Use Refurbished Familiar to trade resources and block small attackers. Treat Nyxborn Hydra as a scalable closer or stabilizer, not a casual mana sink when interaction is needed. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Trade Discipline +- Priority: High +- Decision families: combat +- Cards: Writhing Chrysalis, Refurbished Familiar, Nyxborn Hydra, Krark-Clan Shaman, Toxin Analysis, Makeshift Munitions +- Phase windows: declare attackers, declare blockers, combat damage, post-block priority +- Runtime cues: attack prompt, block prompt, action:cast Toxin Analysis, action:activate Makeshift Munitions +- Use when: choosing attacks, blocks, and post-block tricks with visible creatures. +- Avoid when: exactly one legal no-attack or no-block action exists and there is no tactical choice to reason about. +- Instructions: preserve blockers when life total is under pressure, attack only when the damage or exchange still leaves survival covered, and convert doomed creatures into Makeshift Munitions or Toxin Analysis lines only when legal prompts and visible outcomes support the exchange. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Makeshift Munitions Finish Or Control +- Priority: Medium +- Decision families: interaction, priority, combat +- Cards: Makeshift Munitions, Ichor Wellspring, Blood Fountain, Lembas, Nihil Spellbomb, Refurbished Familiar +- Phase windows: main phase, combat damage windows, end step, lethal race windows +- Runtime cues: action:activate Makeshift Munitions +- Use when: deciding whether to sacrifice artifacts or creatures for damage to a target. +- Avoid when: the sacrificed permanent is needed for mana, graveyard hate, card draw, blocking, or a stronger upcoming spell. +- Instructions: use Makeshift Munitions for lethal reach, to finish damaged creatures, or to blank removal on a doomed permanent. Do not burn artifacts merely because mana is available; each activation must improve the current board, clock, or survival math. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Priority Pass With Interaction +- Priority: High +- Decision families: priority, interaction +- Cards: Cast Down, Terminate, Krark-Clan Shaman, Makeshift Munitions, Nihil Spellbomb, Pyroblast, Breath Weapon, Weather the Storm +- Phase windows: every priority prompt, especially combat and stack response windows +- Runtime cues: action:pass priority, action:pass +- Use when: legal actions include pass plus at least one instant-speed interaction, activation, or sideboard response. +- Avoid when: passing lets a visible lethal attack, graveyard payoff, stack spell, or protected threat resolve without using available relevant interaction. +- Instructions: pass only after identifying what is being declined and why waiting preserves a better window or stronger answer. Respect rules-engine legality and never assume a spell can be cast later if the current prompt is the last meaningful window. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Role Selection +- Priority: High +- Decision families: sideboard +- Cards: Pyroblast, Breath Weapon, Weather the Storm, Duress, Terminate, Troublemaker Ouphe, Toxin Analysis, Nihil Spellbomb, Krark-Clan Shaman, Cleansing Wildfire, Refurbished Familiar +- Phase windows: between games, sideboard prompt +- Runtime cues: sideboard request, revealed opponent archetype, previous game logs +- Use when: choosing a balanced post-board plan from legal registered 75-card options. +- Avoid when: exact executable sideboard lines are absent from the loaded Sideboard Map or card text checks remain unresolved for matchup-critical cards. +- Instructions: add Pyroblast and Duress against blue control or spell-heavy decks, Breath Weapon and Weather the Storm against wide or burn pressure, Terminate and Toxin Analysis against creature size, and Troublemaker Ouphe only when its checked card text hurts the opponent more than your artifact engine. Preserve enough engine and mana cards to execute Jund Wildfire. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Duress Disruption Window +- Priority: Medium +- Decision families: interaction, selection, priority +- Cards: Duress +- Phase windows: early main phase, pre-combo opponent setup, before committing payoff +- Runtime cues: action:cast Duress, revealed hand prompt +- Use when: deciding whether to spend mana on hand disruption or board development. +- Avoid when: visible battlefield pressure requires immediate removal, blocker, sweeper, or lifegain. +- Instructions: cast Duress before committing Writhing Chrysalis, Nyxborn Hydra, or a fragile engine against spell-heavy opponents. On the revealed-hand prompt, take the noncreature spell that most directly stops your next plan or creates the opponent's fastest win; use only revealed cards. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Lethal And Survival Override +- Priority: High +- Decision families: combat, interaction, priority, mana +- Cards: Writhing Chrysalis, Nyxborn Hydra, Makeshift Munitions, Cast Down, Terminate, Weather the Storm, Breath Weapon, Krark-Clan Shaman, Toxin Analysis +- Phase windows: all main phases, combat steps, end steps, stack responses +- Runtime cues: lethal damage visible, lethal prevention visible, action:activate Makeshift Munitions, action:cast Weather the Storm +- Use when: visible board state presents lethal for either player this turn cycle. +- Avoid when: lethal is not visible from public information or requires hidden-card assumptions. +- Instructions: take exact visible lethal when legal and verified by the rules engine; otherwise prioritize survival over incremental cards. Spend mana, artifacts, and removal to prevent losing before the next draw step, even if that sacrifices long-term engine value. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/jund_wildfire/1/metadata.json b/strategies/pauper/jund_wildfire/1/metadata.json new file mode 100644 index 0000000..80752db --- /dev/null +++ b/strategies/pauper/jund_wildfire/1/metadata.json @@ -0,0 +1,45 @@ +{ + "archetype_tags": [ + "midrange", + "ramp" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "land-enchantment ramp and value deck built around Wildfire-style mana denial/value loops", + "created_at": 1781240802, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "blink" + ], + "source_metadata": { + "base_choice": "jund_wildfire:v1", + "generated_at": "2026-06-14T14:42:10.077558+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "jund_wildfire", + "strategy_label": "Jund Wildfire", + "tags": [ + "midrange", + "ramp", + "blink" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/jund_wildfire/1/reflection.md b/strategies/pauper/jund_wildfire/1/reflection.md new file mode 100644 index 0000000..801ad6e --- /dev/null +++ b/strategies/pauper/jund_wildfire/1/reflection.md @@ -0,0 +1,34 @@ +# Reflection Template For Jund Wildfire + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: identify the turn cycle where the game changed most, and name whether it was mana development, battlefield survival, graveyard timing, a removal exchange, sideboard card impact, or failure to close after stabilizing. + +- Mulligans: record each keep or mulligan by whether the hand had early colored mana, a functional artifact/value engine, relevant interaction, and a credible path to cast Cleansing Wildfire, Fanatical Offering, Cast Down, or Krark-Clan Shaman on time. + +- Mana: check whether Twisted Landscape, Drossforge Bridge, Slagwoods Bridge, Vault of Whispers, Swamp, Forest, and Mountain produced the colors needed before pressure mattered, and flag games where tapped lands or sacrifice lands delayed removal or blockers. + +- Velocity: note whether Ichor Wellspring, Lembas, Fanatical Offering, Eviscerator's Insight, Blood Fountain, and Nihil Spellbomb converted into useful cards at the right time or merely spent mana while the opponent advanced a stronger board. + +- Engine health: ask whether Refurbished Familiar, Ichor Wellspring, Fanatical Offering, and Cleansing Wildfire created a real resource lead, or whether the deck drew disconnected sacrifice fodder, sacrifice payoffs, and reactive cards in the wrong order. + +- Removal usage: review every Cast Down, Terminate, Krark-Clan Shaman, Makeshift Munitions, Breath Weapon, Pyroblast, Duress, and Toxin Analysis decision for whether it answered the threat that actually mattered in the next turn cycle. + +- Graveyard timing: verify whether Nihil Spellbomb was held when the opponent's public graveyard mattered, cashed in when graveyard pressure was absent, or spent too early before a recursion or payoff window. + +- Combat: inspect attacks and blocks involving Writhing Chrysalis, Nyxborn Hydra, Refurbished Familiar, and Krark-Clan Shaman, and mark whether the line preserved survival, forced a favorable exchange, or exposed a needed blocker. + +- Sideboard impact: record which games were decided by Pyroblast, Breath Weapon, Weather the Storm, Duress, Terminate, Troublemaker Ouphe, or the extra Toxin Analysis, and separate cards that were drawn too late from cards that were structurally wrong for the revealed opponent plan. + +- Closing: ask whether Writhing Chrysalis and Nyxborn Hydra ended stabilized games quickly enough, and identify games where the deck kept drawing value cards but failed to apply lethal pressure. + +- Role accuracy: label each game as stabilize, grind, race, disrupt, or close, and flag choices where the pilot acted like a slower value deck while under a short clock or acted like a beatdown deck while behind on board. + +- Mistakes: capture legal-action mistakes, sequencing mistakes, missed priority windows, sacrifice-target mistakes, overuse of card draw, premature Nihil Spellbomb activation, and removal held past the last meaningful window. + +- Stranded cards: list cards that stayed in hand because of mana, targets, board state, or timing, especially Cleansing Wildfire, Fanatical Offering, Eviscerator's Insight, Cast Down, Terminate, Breath Weapon, Pyroblast, Weather the Storm, and Troublemaker Ouphe. + +- Overperformers and underperformers: record card names with the board state that made them good or bad, not just whether they were present in a win or loss. diff --git a/strategies/pauper/mardu_synthesizer/1/decklist.txt b/strategies/pauper/mardu_synthesizer/1/decklist.txt new file mode 100644 index 0000000..72ae843 --- /dev/null +++ b/strategies/pauper/mardu_synthesizer/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +3 Shattered Landscape +2 Mountain +2 Plains +2 Swamp +4 Drossforge Bridge +4 Rustvale Bridge +1 Ancient Den +1 Vault of Whispers +4 Refurbished Familiar +4 Glint Hawk +4 Kor Skyfisher +4 Experimental Synthesizer +4 Cleansing Wildfire +4 Galvanic Blast +2 Cast Down +4 Lembas +3 Black Mage's Rod +2 Tithing Blade +2 Nihil Spellbomb +2 Eviscerator's Insight +1 Bojuka Bog +1 Terminate + +Sideboard (15) +3 Dust to Dust +3 Navigator's Compass +1 Tithing Blade +1 Thraben Charm +2 Snuff Out +1 Nihil Spellbomb +1 Electrickery +3 Duress diff --git a/strategies/pauper/mardu_synthesizer/1/first_principles.md b/strategies/pauper/mardu_synthesizer/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/mardu_synthesizer/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/mardu_synthesizer/1/guide.md b/strategies/pauper/mardu_synthesizer/1/guide.md new file mode 100644 index 0000000..dff8744 --- /dev/null +++ b/strategies/pauper/mardu_synthesizer/1/guide.md @@ -0,0 +1,641 @@ +# Strategy Specifications +## Deck Name And Archetype + +Mardu Synthesizer is a Pauper Mardu artifact midrange deck built around artifact-value permanents, bounce creatures, black attrition, and red-white removal pressure. Treat it as a hybrid of established Pauper Synthesizer shells and a black-sacrifice midrange package rather than as pure stock Boros Synthesizer, Affinity, or sacrifice combo. + +- Count validation: The registered main deck is 60 cards: 20 lands and 40 nonlands. The registered sideboard is 15 cards. No companion is registered. +- Format validation: The declared format is Pauper. Veles must still defer final legality to the rules engine/card database at runtime, because legality depends on current format lists and card-specific rarity legality. +- Banned-list check: No exact registered card name from this list appears in the Pauper banned section of the official Wizards banned and restricted list page inspected for this guide: https://magic.wizards.com/en/banned-restricted-list. This does not replace card-by-card Pauper legality validation. +- Card-text caution: Black Mage's Rod needs a card text check required before authoritative tactical claims; use it as a registered artifact/value card only when Veles/Forge exposes legal actions and visible text-supported effects. +- Name caution: Preserve the exact registered name Black Mage's Rod, including the apostrophe, and do not substitute similar card names. +- Legality concern: Verify Black Mage's Rod, Shattered Landscape, Refurbished Familiar, and any recent-release cards through the active Veles card database before high-stakes testing; if Forge imports them and enumerates legal actions, the pilot may use only those enumerated actions. +- Mana concern: The deck is three colors with many artifact lands and tapped or conditional development pieces, so opening hands must be judged by colored-source timing, not only raw land count. +- Role concern: The deck is not a pure speed deck; it wins by compounding small artifact exchanges, removal, evasive or recursive pressure, and card-flow permanents while denying opposing battlefield traction. +- Artifact concern: Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, and Black Mage's Rod make artifact count strategically important for visible synergies, but the pilot must never assume an artifact threshold matters unless a legal action or card text confirms it. +- Main-deck coverage obligation: Every nonland main-deck card with 2+ copies must be covered in the assembled guide: Refurbished Familiar, Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Cleansing Wildfire, Galvanic Blast, Cast Down, Lembas, Black Mage's Rod, Tithing Blade, Nihil Spellbomb, and Eviscerator's Insight. +- Singleton main-deck coverage note: Terminate and Bojuka Bog should be handled as high-impact singletons when drawn or visible, but the 2+ copy coverage requirement does not depend on them. +- Sideboard coverage obligation: Every sideboard card must appear in Sideboard Map and matchup guidance: Dust to Dust, Navigator's Compass, Tithing Blade, Thraben Charm, Snuff Out, Nihil Spellbomb, Electrickery, and Duress. +- Opponent info status: No specific opponent decklists or metagame targets were supplied with this batch, so matchup sections must distinguish broad archetype guidance from runtime-known facts. +- Runtime discipline: The decision agent must follow only legal Veles actions, visible board state, public zones, revealed information, and rules-engine prompts; do not infer hidden cards as certainty from archetype tags. +- Stock status: The shell is recognizably stock-adjacent because Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Galvanic Blast, artifact lands, and Cleansing Wildfire are known Pauper value patterns, but the black splash and Black Mage's Rod package make this a customized Mardu build. +- Strategic label: Use the runtime strategy name Mardu Synthesizer with tags midrange, artifact, sacrifice; treat the duplicated tag list in the source as the same three strategic axes, not as extra mechanics. + +## Thesis + +Mardu Synthesizer assembles artifact lands, cheap artifact permanents, bounce creatures, and efficient removal into a midrange resource engine that turns small exchanges into a locked-up battlefield. Prioritize making land drops, preserving colored mana, resolving repeatable value objects, and using removal only on threats that block the engine, shorten the clock, or invalidate your flyers. + +- Core plan: Develop Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, and Black Mage's Rod as artifact material, then convert that material through Glint Hawk, Kor Skyfisher, Refurbished Familiar, Cleansing Wildfire, Eviscerator's Insight, and Galvanic Blast. +- Win pattern: Attack in the air with Glint Hawk, Kor Skyfisher, and Refurbished Familiar while Galvanic Blast, Cast Down, Terminate, Tithing Blade, and sideboard removal keep the opponent from racing or stabilizing. +- Advantage pattern: Reuse Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, and artifact lands with Glint Hawk or Kor Skyfisher when the legal action preserves tempo or converts a low-impact permanent into a fresh card, edict, graveyard check, or future artifact count. +- Mana pattern: Treat Cleansing Wildfire plus indestructible artifact lands as a development tool only when Veles exposes a legal target and the resulting line advances colors, cards, or tempo; do not assume a land can be destroyed, protected, or replaced except through rules-engine output. +- Attrition pattern: Use Refurbished Familiar, Tithing Blade, Nihil Spellbomb, Eviscerator's Insight, and Black Mage's Rod to pressure hand, creatures, graveyard, and card economy across several turns rather than trying to produce a single combo turn. +- Not the plan: Do not play like Burn, Affinity combo, or all-in sacrifice; this deck normally wins by incremental material and evasive pressure, not by emptying its hand blindly or sacrificing real board position for speculative value. +- Priority rule: Stabilize against fast creature pressure before maximizing bounce value, but choose value lines over one-for-one trades when life total, blockers, and known opposing pressure allow another turn cycle. +- Information rule: Let legal actions and visible card text decide exact artifact, sacrifice, discard, and graveyard interactions; if Black Mage's Rod or any recent card text is not exposed clearly, mark the use conditional and choose only actions whose effect is known from the prompt. + +## Role Package + +- Threats: Glint Hawk, Kor Skyfisher, and Refurbished Familiar are the primary bodies, so preserve them when their evasion or blocking role matters more than rebuying a small artifact. Use Glint Hawk as a cheap pressure piece when a safe artifact return is available, and use Kor Skyfisher as the larger stabilizing flyer when returning a permanent will not break mana or board defense. +- Payoffs: Galvanic Blast, Refurbished Familiar, Cleansing Wildfire, and Eviscerator's Insight reward artifact density or expendable permanents, but Veles must confirm the exact legal mode, cost, target, and damage/card outcome at runtime. Treat Galvanic Blast as both removal and reach; spend it on creatures when survival or pressure improves, and hold it for lethal only when the visible race supports that plan. +- Engines: Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, and Black Mage's Rod are the repeatable or recyclable value package. Bounce Experimental Synthesizer or Lembas when the immediate card-flow or reset is worth the mana; reuse Tithing Blade when edict pressure is stronger than developing another attacker; use Nihil Spellbomb when graveyard denial matters or when cycling into a card is explicitly legal. +- Velocity: Experimental Synthesizer, Lembas, Cleansing Wildfire, Eviscerator's Insight, and Shattered Landscape keep cards moving through the hand. Sequence velocity before narrow removal when digging for land, colors, or artifact count is more important than answering a nonlethal permanent this turn. +- Interaction: Galvanic Blast, Cast Down, Terminate, Tithing Blade, Nihil Spellbomb, Bojuka Bog, and sideboard Snuff Out, Electrickery, Thraben Charm, Duress, Dust to Dust, and extra Tithing Blade answer different axes. Match the answer to the threat type: targeted removal for must-kill creatures, edicts for protected or singular threats, graveyard hate for recursion or combo, discard for noncreature engines, and artifact hate for artifact-centric boards. +- Protection: The deck has little true protection, so protect its plan by sequencing tapped lands early, keeping blockers when under pressure, using Duress from the sideboard before committing a key engine into open interaction, and avoiding bounce lines that strand mana or expose you to lethal. Navigator's Compass is a sideboard stabilizer and fixing tool when its visible legal text supports that role. +- Recursion: No main-deck card should be treated as guaranteed recursion unless the rules engine exposes that text or action. The practical recursion substitute is rebuying enters-the-battlefield or sacrifice-ready permanents with Glint Hawk and Kor Skyfisher. +- Mana: Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Shattered Landscape, Mountain, Plains, Swamp, and Bojuka Bog form a slow three-color base with artifact-land upside. Prioritize hands and lines that produce red for Galvanic Blast/Cleansing Wildfire, white for Glint Hawk/Kor Skyfisher, and black for Refurbished Familiar/Cast Down/Tithing Blade/Eviscerator's Insight without delaying the first relevant play. +- Sideboard modules: Dust to Dust attacks artifacts, Navigator's Compass supports life/fixing, Tithing Blade adds edict density, Thraben Charm is flexible interaction with card text check required at prompt time, Snuff Out adds tempo removal, Nihil Spellbomb adds graveyard pressure, Electrickery handles small-creature boards, and Duress attacks spell-heavy or combo hands. + +## Primary Win Conditions + +- Evasive pressure is the default kill: assemble Glint Hawk, Kor Skyfisher, and Refurbished Familiar while artifact permanents keep their costs and bounce triggers useful. Setup requires at least one safe artifact or permanent to return, enough colored mana to keep replaying value pieces, and removal held for blockers or race threats; execute by attacking in the air each turn while using Galvanic Blast, Cast Down, Terminate, and Tithing Blade to prevent the opponent from stabilizing. Prioritize this path when you have two or more flyers, the opponent lacks visible reach/flying pressure, or your hand can keep producing artifacts after bounce triggers. + +- Artifact attrition is the main long-game win: chain Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, Black Mage's Rod, and artifact lands through Glint Hawk, Kor Skyfisher, Eviscerator's Insight, and Refurbished Familiar. Setup requires artifacts that can be replayed without stranding mana; execute by converting each small permanent into a card, discard, edict, sacrifice value, graveyard check, or artifact count. Prioritize this path when combat is stalled, both players are trading resources, or the opponent is likely to beat one-for-one removal with bigger draws. + +- Burn reach closes games after board control: preserve Galvanic Blast as a finisher when the opponent is within visible lethal range and your artifact count or legal action text supports the damage output. Setup requires enough artifacts on board or in play patterns to make Galvanic Blast reliable; execute only through rules-engine legal targets and visible damage text. Prioritize removal mode over reach when an opposing creature represents lethal, shuts off attacks, or will undo multiple turns of flyer pressure. + +- Cleansing Wildfire development wins by mana and cards, not direct pressure: target Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Shattered Landscape, Bojuka Bog, or opposing lands only when Veles exposes a legal target and the outcome advances your mana, card flow, or opponent disruption. Prioritize self-target development when behind on colors or cards and not under immediate attack pressure; prioritize opposing-land use only when the visible target is strategically important and the rules text confirms the exchange. + +## Secondary Win Conditions + +- Backup ground pressure matters after flyers are answered: use repeated Glint Hawk, Kor Skyfisher, Refurbished Familiar, and token or artifact-related bodies only when legal card text exposes those bodies. Experimental Synthesizer has a sacrifice ability in known printings, but use the exact token or effect only if the engine presents it; otherwise treat it as Card text check required. Pressure with small bodies when removal has cleared blockers or when forcing trades protects life total. + +- Edict and discard soft-locks can win creature-light games: reuse Tithing Blade with Kor Skyfisher or Glint Hawk when the opponent has one important creature or a low-resource board. Combine Refurbished Familiar discard pressure with Duress after sideboard to strip answers before committing a larger flyer or value engine. Prioritize this line against decks relying on a single threat, a protected creature, or a small hand. + +- Graveyard containment can become a win condition against recursion or combo: use Nihil Spellbomb and Bojuka Bog to interrupt graveyard-dependent turns while continuing flyer pressure. Do not fire graveyard hate for a minor card unless the opponent's visible graveyard, known archetype, or current legal prompt shows a high-value window; holding it may force the opponent to play slower. + +- Sideboard role cards create alternate paths: Dust to Dust can decide artifact matchups by removing key artifact resources, Navigator's Compass can buy time and fix colors when its legal text supports that use, Snuff Out can swing tempo while tapped out, Electrickery can clear small boards, Thraben Charm is flexible but Card text check required, and extra Tithing Blade or Nihil Spellbomb increase pressure on the relevant axis. + +## Emergency Lines + +- Behind on life: stop maximizing bounce value and preserve blockers first. Use Cast Down, Terminate, Galvanic Blast, Tithing Blade, Snuff Out, Electrickery, or Navigator's Compass when legal actions show they reduce the next attack, gain time, or remove lethal pressure; attack only when the damage does not expose you to a worse crack-back. + +- Behind on board: trade resources for time before chasing card advantage. Remove the creature that changes the clock most, use Tithing Blade against singular or protected threats, and keep Kor Skyfisher back when its blocking body matters more than replaying Experimental Synthesizer or Lembas. + +- Behind on cards: prioritize Experimental Synthesizer, Lembas, Cleansing Wildfire, Eviscerator's Insight, and bounce loops that produce a real card-flow action. Avoid sacrificing or returning mana-critical permanents unless the legal result immediately replaces cards or stabilizes the board. + +- Behind on mana or colors: choose land drops and Cleansing Wildfire development over speculative pressure. Keep hands and lines that produce red, white, and black in functional order; avoid Glint Hawk or Kor Skyfisher bounce choices that return your only source of a needed color. + +- Behind against graveyard recursion or combo: hold Nihil Spellbomb, Bojuka Bog, Duress, and sideboard Nihil Spellbomb for the turn where the opponent's visible graveyard, hand-reveal, or stack action makes the payoff imminent. If forced to act early, choose the line that leaves the most pressure plus future interaction. + +- Removed win conditions: convert into attrition instead of conceding pressure. If flyers are gone, win through repeated value, edicts, discard, burn reach, and sideboard hate; if engines are gone, protect life total, make land drops, and use every creature as a source of incremental damage or trade leverage. + +## Resource Model + +- Life is a tempo buffer, not a free resource: spend early life to develop tapped Bridges, hold removal, or take a small hit when it enables Experimental Synthesizer, Lembas, Cleansing Wildfire, or a double-spell turn, but switch to stabilization when the opponent's visible board threatens a short clock. Navigator's Compass and Black Mage's Rod may change life math only when the rules engine exposes the relevant legal text; Card text check required for exact Black Mage's Rod use. + +- Hand cards should become board plus replacement cards: convert Experimental Synthesizer, Lembas, Cleansing Wildfire, Eviscerator's Insight, and Nihil Spellbomb into fresh looks while using Glint Hawk and Kor Skyfisher to reuse artifact permanents. Avoid bounce lines that leave a good hand stranded without colored mana. + +- Mana is the deck's bottleneck more often than cards: many strong turns need red for Galvanic Blast or Cleansing Wildfire, white for Glint Hawk or Kor Skyfisher, and black for Refurbished Familiar, Cast Down, Terminate, Tithing Blade, Nihil Spellbomb activations, or Eviscerator's Insight. Treat Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Bojuka Bog, Shattered Landscape, Mountain, Plains, and Swamp as a color puzzle before choosing a value line. + +- Board material is recursive currency: artifact lands, Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, and Black Mage's Rod can support affinity-style discounts, bounce costs, sacrifice costs, or artifact-count payoffs only when legal actions confirm the interaction. Preserve a cheap artifact for Glint Hawk unless the current turn's removal, draw, or survival need is higher. + +- Graveyard and exile are tactical zones: Nihil Spellbomb and Bojuka Bog answer graveyard plans, while Eviscerator's Insight and Experimental Synthesizer may create graveyard or exile decisions only as exposed by Forge. Do not act on assumed flashback, exile timing, or token text unless the engine presents the legal action. + +- Lands are resources after they enter: Cleansing Wildfire can convert an eligible own land into mana fixing and a card when legal, especially with Drossforge Bridge or Rustvale Bridge, but losing the wrong land can cut off white bounce creatures or black interaction. Against opponents, use land destruction only when the visible land is worth more than your development spell. + +- Sideboard bullets change the resource axis: Dust to Dust attacks artifacts, Duress attacks hidden plans after reveal, Snuff Out trades life or tempo for removal when legal, Electrickery attacks small boards, extra Tithing Blade attacks single threats, extra Nihil Spellbomb attacks graveyards, Navigator's Compass buys fixing or life if legal text supports it, and Thraben Charm is flexible but Card text check required. + +## Mana Guide + +- Prioritize functional three-color access over perfect curve: a keep usually needs two lands or one land plus reliable card-flow/fixing, with at least one source that casts an early play. Red is needed early for Galvanic Blast and Cleansing Wildfire, white enables Glint Hawk and Kor Skyfisher engines, and black enables Refurbished Familiar, Cast Down, Tithing Blade, Eviscerator's Insight, Nihil Spellbomb use, and Terminate. + +- Sequence tapped lands before pressure when safe: lead Drossforge Bridge or Rustvale Bridge on turns where no one-mana action matters, then use Mountain, Plains, Swamp, Ancient Den, Vault of Whispers, or Bojuka Bog to unlock the color that creates the strongest next turn. Do not play Bojuka Bog early against graveyard decks unless the color is mandatory or the opponent's graveyard already matters. + +- Use Cleansing Wildfire as fixing when the legal target and timing are clear: self-target an expendable or indestructible land only when the engine confirms legality and the resulting basic search/card flow helps cast your hand. Prefer this line before committing color-intensive hands; delay it if spending the turn leaves a lethal or high-pressure creature unanswered. + +- Play lands before draw effects when the current land drop is obvious: if the hand already contains the land that fixes the turn, play it before Experimental Synthesizer, Lembas, Nihil Spellbomb draw, or Eviscerator's Insight so drawn cards can inform spell choices. Hold the land until after drawing when you have multiple possible land drops, need to know whether to preserve Bojuka Bog, or may reveal a card that changes required colors. + +- Protect bounce mana: Glint Hawk and Kor Skyfisher should not return the only land or artifact that lets the rest of the hand function unless the legal line immediately replaces itself or prevents a worse loss. Returning Experimental Synthesizer or Lembas is usually preferable to returning a color-critical land. + +- Mulligan mana failures aggressively: reject hands that cannot cast a meaningful spell by turn two, hands with only one color and no visible path to fix, or hands where Glint Hawk has no safe artifact support. Keep slower tapped-land hands when they have Cleansing Wildfire, Lembas, Experimental Synthesizer, or interaction that realistically bridges to the midgame. + +## Mulligan Guide + +- Strong keep: keep two or three lands with Drossforge Bridge or Rustvale Bridge, one early artifact/value piece, and one interaction spell. Examples include Drossforge Bridge, Rustvale Bridge, Experimental Synthesizer, Glint Hawk, Galvanic Blast, Kor Skyfisher, and any castable black spell; this hand develops colors, enables bounce value, and can answer pressure. + +- Strong keep: keep Cleansing Wildfire plus an eligible land and enough time to cast it. A hand with Drossforge Bridge, Rustvale Bridge, Cleansing Wildfire, Lembas, Galvanic Blast, Refurbished Familiar, and Kor Skyfisher is slow but functional because it turns mana into cards while preserving interaction. + +- Medium keep: keep tapped-land value hands when the opponent is not visibly fast or when the hand contains Galvanic Blast, Cast Down, Terminate, or Tithing Blade. A three-land hand with Experimental Synthesizer, Lembas, Kor Skyfisher, and Eviscerator's Insight is acceptable if it has colors, but it becomes risky without red or without an early play. + +- Risky keep: keep one-land hands only with a legal first-turn artifact/value action and a realistic path to the second land. One land plus Experimental Synthesizer, Glint Hawk, Galvanic Blast, and multiple two-drops is a trap unless the land casts the first spell and the engine output can find mana before the hand stalls. + +- Automatic ship: ship hands with no land, one land with no castable spell, all tapped lands with no turn-two legal play against pressure, or Glint Hawk with no artifact or safe permanent to return. Also ship hands that contain only white creatures and black spells without the colors to cast either half. + +- Trap hand: do not keep artifact-bounce hands that look explosive but require returning the only mana source. Ancient Den, Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Refurbished Familiar, Cast Down, and Eviscerator's Insight can collapse if the only white source must be bounced and black is missing. + +- Matchup-dependent keep: keep Nihil Spellbomb or Bojuka Bog hands higher against visible graveyard decks, but do not keep a nonfunctional hand solely for graveyard hate. After sideboarding, Duress, Dust to Dust, Navigator's Compass, Snuff Out, Electrickery, Thraben Charm, extra Tithing Blade, or extra Nihil Spellbomb raise a hand only when the mana and matchup make the role card castable and relevant; Card text check required for exact Thraben Charm and Navigator's Compass use. + +- Play/draw adjustment: on the play, prefer hands with a turn-one or turn-two action and at least one removal spell or value engine. On the draw, tolerate one extra tapped land or a slower Cleansing Wildfire hand because the extra card improves color assembly, but still ship hands that do not affect the game by turn two. + +- London bottoming: bottom redundant late cards before mana or early engines. Usually preserve two lands, one red source, one white path for Glint Hawk or Kor Skyfisher, one black path if black spells are in hand, and the cheapest card-flow piece among Experimental Synthesizer, Lembas, Nihil Spellbomb, or Eviscerator's Insight. + +## Turn Arc + +- Turn 1 preferred: play the land that unlocks the best turn-two line. Lead Drossforge Bridge or Rustvale Bridge when no one-mana action is needed; lead Ancient Den, Vault of Whispers, Mountain, Plains, Swamp, or Shattered Landscape only when it casts Experimental Synthesizer, Galvanic Blast, Nihil Spellbomb, or another legal early play. + +- Turn 1 deviation: use Galvanic Blast immediately only when a visible creature threatens a short clock, mana engine, or snowballing combat. Hold Nihil Spellbomb against graveyard decks unless the opponent already has a public graveyard target or the draw action is needed to hit land drops. + +- Turn 2 preferred: establish Experimental Synthesizer, Lembas, Cleansing Wildfire, Tithing Blade, or a removal spell according to pressure. Choose Cleansing Wildfire on your own eligible land when legal and fixing/card flow beats adding a creature; choose Galvanic Blast, Cast Down, Terminate, or Tithing Blade when a visible threat would punish a value turn. + +- Turn 2 deviation: cast Glint Hawk only when returning Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, Ancient Den, Vault of Whispers, Drossforge Bridge, or Rustvale Bridge does not break mana for the next turn. Avoid bouncing the only source of red, white, or black unless the current legal action prevents a worse loss. + +- Turn 3 preferred: convert early artifacts into pressure and cards with Glint Hawk, Kor Skyfisher, Refurbished Familiar, or another value action. Prefer Kor Skyfisher returning Experimental Synthesizer or Lembas when the board is stable; prefer interaction plus a cheap artifact when the opponent has a must-answer creature or engine. + +- Turn 3 deviation: prioritize Refurbished Familiar when the legal cost and artifact count make it efficient and the opponent is not presenting a must-kill threat. Delay Eviscerator's Insight until the sacrifice or draw line is legal and does not consume the only artifact or creature needed for defense. + +- Turns 4-5 preferred: double-spell whenever possible, pairing removal with a value permanent or bounce creature. The best midgame turns usually answer one opposing permanent with Galvanic Blast, Cast Down, Terminate, or Tithing Blade while reusing Experimental Synthesizer, Lembas, Nihil Spellbomb, or Black Mage's Rod if the engine exposes useful legal text; Card text check required for exact Black Mage's Rod use. + +- Turns 4-5 deviation: tap out for card flow only when the visible board cannot punish the shields-down turn. Hold mana for removal, graveyard hate, or a stack/priority response when the opponent has open mana, a known threat pattern, or a public graveyard setup. + +- Late game preferred: win by looping value, preserving flyers, and converting every draw into removal, pressure, or hate. Rebuy Experimental Synthesizer and Lembas with Kor Skyfisher or Glint Hawk, use Eviscerator's Insight when the sacrifice is acceptable, and aim Galvanic Blast at the opponent only when the visible clock or legal lethal math supports it. + +- Late game deviation: shift from value to survival when life totals or board pressure create a short clock. Trade Glint Hawk, Kor Skyfisher, or Refurbished Familiar if blocking buys the turn needed for removal, and use Bojuka Bog or Nihil Spellbomb only at the graveyard window the engine makes visible. + +## Card Roles + +- Refurbished Familiar: treat Refurbished Familiar as the deck's artifact-payoff threat and discard pressure, not as a vanilla curve creature. Cast it when the visible artifact count makes the legal cost efficient or when making the opponent discard before their next main phase matters; hold it when the same mana must answer a must-kill permanent. Its flyer body is a real win condition in stalled games, but do not expose it to combat trades unless life total or board pressure requires a blocker. It improves after Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, Black Mage's Rod, Ancient Den, Vault of Whispers, Drossforge Bridge, and Rustvale Bridge are on the battlefield, so sequence cheap artifacts before it when the rules engine offers both lines. Against low-resource control or combo, prioritize the discard trigger early; against creature pressure, cast it only if the body stabilizes or if removal is already available. + +- Glint Hawk: use Glint Hawk as the cheapest way to rebuy artifact value while adding evasive pressure. Prefer returning Experimental Synthesizer or Lembas when the legal bounce trigger appears, because those cards convert the replay into another look at cards; returning Nihil Spellbomb is strong when graveyards still matter and mana remains for activation. Return Ancient Den, Vault of Whispers, Drossforge Bridge, or Rustvale Bridge only when the land bounce does not strand future colors or reduce the next turn below the needed mana count. Do not cast Glint Hawk into an empty artifact board, into a forced return of the only critical mana source, or when bouncing the only artifact would turn off a legal metalcraft Galvanic Blast line needed this turn. + +- Kor Skyfisher: use Kor Skyfisher as the durable value creature and main permanent-reuse engine. Prefer returning Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, or Bojuka Bog when the visible board rewards another trigger or hate window; return lands only when the mana loss is acceptable and the hand can still spend next turn. Kor Skyfisher blocks many small attackers better than Glint Hawk, so preserve it as a stabilizer against aggro unless attacking meaningfully changes the race. Avoid replay loops that spend the whole turn drawing without affecting a dangerous battlefield; the correct Skyfisher turn often pairs a replayed artifact with Galvanic Blast, Cast Down, Terminate, or Tithing Blade. + +- Experimental Synthesizer: treat Experimental Synthesizer as the highest-priority cheap engine artifact when mana can use the exiled card. Cast it before making land drops only if the current rules output allows playing an exiled land or spell profitably; otherwise play required mana first to avoid wasting temporary access. Bounce or sacrifice it when the visible legal actions let you use the leave-the-battlefield card before it expires. Do not return or sacrifice Experimental Synthesizer with no spare mana unless the current line needs an artifact count change, a body, or survival more than card access. It is one of the best Glint Hawk and Kor Skyfisher targets because it turns bounce costs into material. + +- Cleansing Wildfire: use Cleansing Wildfire as ramp, color fixing, and card replacement when targeting your own eligible indestructible artifact land is legal. The preferred targets are Drossforge Bridge or Rustvale Bridge when the engine confirms the action, because the land survives if rules text applies as expected and the search can fix basics; respect the engine result and do not assume the land survives unless Forge presents the legal outcome. Use it on an opponent land only when the visible target is strategically important and the replacement basic does not help them more than the disruption helps you. Against fast pressure, delay Cleansing Wildfire if removal is needed now; against midrange and control, early Wildfire helps double-spell later. + +- Galvanic Blast: use Galvanic Blast as the flexible removal spell first and reach spell second. Preserve artifact count for metalcraft when four damage is needed for a visible creature or lethal line, but do not refuse a two-damage kill that prevents snowballing. Point Galvanic Blast at the opponent only when the legal damage plus current board creates lethal, a forced short clock, or prevents losing a race; otherwise creatures and planes of combat matter more. Avoid spending it on low-impact creatures when Cast Down, Terminate, Tithing Blade, or combat can handle the same threat and Galvanic Blast is your only instant-speed answer. + +- Cast Down: use Cast Down as clean creature removal for large or must-answer nonlegendary threats when the engine offers a legal target. Hold it over Galvanic Blast when metalcraft is unavailable or when the threat exceeds burn range. Use Cast Down before edict effects if the opponent controls expendable creatures that would weaken Tithing Blade. Do not cast it merely to use mana if the opponent has a more dangerous likely follow-up and the current creature is not pressuring life, mana, or an engine. + +- Lembas: treat Lembas as a stabilizing artifact cantrip and premium bounce target. Cast it early to smooth draws, raise artifact count, and enable Refurbished Familiar or Galvanic Blast; replay it with Glint Hawk or Kor Skyfisher when the extra card selection matters more than board tempo. Use the life-gain or sacrifice mode only when Forge exposes the legal action and the life swing, artifact movement, or graveyard/library implication is relevant; Card text check required for exact shuffle and activation details. Against burn or aggro, Lembas is a real survival card; against slow decks, it is mostly engine fuel. + +- Black Mage's Rod: treat Black Mage's Rod as a conditional value engine until exact text is verified. Card text check required. Cast it only when the legal actions and visible board make its triggered or activated text relevant, and avoid prioritizing it over removal or Experimental Synthesizer unless the matchup is slow. If it creates repeatable drain, material, or pressure through future black spells, sequence it before cheap black interaction when survival allows; if the engine presents no immediate value or the opponent is attacking hard, hold it or use mana elsewhere. + +- Tithing Blade: use Tithing Blade as both an edict and a reusable artifact permanent. Cast it when the opponent has one important creature, hexproof/protection-like constraints, or a board where targeted removal is poor; avoid it when expendable tokens or small creatures clearly absorb the sacrifice. Rebuy it with Kor Skyfisher or Glint Hawk when repeated edicts matter and the tempo loss is acceptable. Card text check required for any transformed or later-side effect; treat non-ETB modes as conditional on rules-engine legal output. + +- Nihil Spellbomb: use Nihil Spellbomb as graveyard control that also raises artifact count. Deploy it early against graveyard decks when keeping mana open threatens activation, but hold activation until a visible graveyard card, threshold, recursion action, or lethal setup makes the exile matter. Against non-graveyard decks, it can be played as cheap artifact material and cashed in for a card when mana would otherwise go unused. Do not sacrifice it just to draw if losing graveyard coverage opens an immediate public recursion or delve-style line. + +- Eviscerator's Insight: use Eviscerator's Insight as a card-advantage conversion spell when the sacrifice is replaceable or already spent. Prefer sacrificing Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb after its hate job, or a creature that is blanked or about to die. Do not sacrifice the only flyer applying lethal pressure, the only blocker preserving survival, or the only artifact needed for metalcraft unless the draw is required to find an answer. Card text check required for exact flashback or additional-cost details; follow the legal cost and target prompts exactly. + +- Terminate: use Terminate as the singleton unconditional creature answer for the threat that other removal cannot cleanly solve. Hold it for high-toughness, regeneration-relevant, or must-answer creatures when Galvanic Blast, Cast Down, or Tithing Blade are worse, but cast it immediately if the visible board presents lethal or an engine creature that will snowball. Because there is only one Terminate, avoid spending it on small attackers unless life total or tempo makes that exchange necessary. + +- Bojuka Bog: use Bojuka Bog as a land drop with a graveyard-hate trigger, not just as black mana. Play it when the opponent has a meaningful public graveyard or when waiting risks them using the graveyard before your next land drop. If black mana is required and no other source exists, playing Bojuka Bog for mana is acceptable, but record that the hate value was sacrificed to cast spells on time. + +- Artifact lands and basics: use Drossforge Bridge and Rustvale Bridge to power Cleansing Wildfire, metalcraft, Refurbished Familiar, Glint Hawk, and Kor Skyfisher lines. Use Ancient Den and Vault of Whispers as artifact count and bounce-compatible lands, but avoid bouncing them if doing so cuts off required colors. Use Mountain, Plains, Swamp, and Shattered Landscape to keep the deck functional through artifact hate and to make Cleansing Wildfire searches useful; Card text check required for exact Shattered Landscape utility. + +## Interaction Priorities + +- Priority: answer visible lethal, mana engines, repeatable card engines, and creatures that invalidate combat before spending interaction on ordinary attackers. Use Galvanic Blast, Cast Down, Terminate, Tithing Blade, and sideboard Snuff Out according to what the rules engine says is legal; do not assume a target can be killed if Forge does not expose the action. + +- Remove first: kill creatures that will snowball before your next turn, creatures carrying a large damage clock, evasive threats that race Glint Hawk and Kor Skyfisher, and combo creatures whose presence enables a known public line. Use Terminate or Cast Down for large threats outside reliable Galvanic Blast range, and preserve Galvanic Blast when four damage or instant-speed reach is likely to matter. + +- Edict first: cast Tithing Blade when the opponent controls one important creature, a protected/hexproof-style creature that targeted removal cannot answer, or a board where their expendable creatures are absent. Avoid Tithing Blade into tokens, small artifacts, or spare creatures unless the sacrifice still improves survival or clears the way for attacks. + +- Exile first: use Nihil Spellbomb and Bojuka Bog when the opponent’s graveyard visibly enables recursion, flashback, delve, threshold, reanimation, or a named payoff already seen. Against graveyard-light decks, delay activation and treat Nihil Spellbomb as artifact count until drawing a card or protecting metalcraft is better than holding hate. + +- Land interaction: use Cleansing Wildfire on your own Drossforge Bridge or Rustvale Bridge when the legal line fixes mana, increases velocity, and does not cost needed removal tempo. Use it on an opponent land only when that land is visibly central and the replacement basic does not solve their problem better than your disruption solves yours. + +- Discard and counters: this deck has no main-deck counterspell and no main-deck hand discard, so never plan as if those effects exist. After sideboarding, use Duress before committing Experimental Synthesizer chains, Black Mage's Rod, or a removal-light hand against control/combo; take the visible card that most directly stops your next two turns or wins before your pressure matters. + +- Bounce priorities: use Glint Hawk and Kor Skyfisher to rebuy Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, or artifact lands only when the tempo loss is covered. Do not bounce the only colored source needed for current legal spells, and do not pick up Nihil Spellbomb when an immediate graveyard activation must remain available. + +- Bait cards: lead with Lembas, Nihil Spellbomb, spare Tithing Blade, or a low-impact Experimental Synthesizer when trying to draw removal/countermagic before Refurbished Familiar, Black Mage's Rod, or a key Kor Skyfisher turn. Against artifact hate, diversify with basics and creatures rather than exposing every artifact payoff at once. + +- Ignore first: ignore small non-evasive creatures when life is high, blockers that cannot profitably block flyers, graveyard filler without a visible payoff, and value permanents that do not change the next turn cycle. Spend mana on engine and pressure instead of answering harmless permanents. + +- Archetype shift: against aggro, interaction is survival-first and Galvanic Blast should kill attackers early. Against control, interaction protects pressure and taxes resources, so avoid firing removal at irrelevant blockers. Against combo, prioritize graveyard hate, Duress, and killing enabling creatures over incremental value. Against artifact decks, sideboard Dust to Dust changes the highest-priority targets to artifact lands and artifact engines that strand mana or remove multiple resources. + +## Combat And Trading Rules + +- Attack rule: attack with Glint Hawk and Kor Skyfisher when they create a real clock without giving up the only blocker needed to survive the crackback. Flyers are your cleanest pressure against stalled boards, so do not trade or sacrifice them casually when they are the only route to closing. + +- Block rule: block early against fast decks when preserving life buys time for Lembas, Tithing Blade, Cast Down, Terminate, or Galvanic Blast to stabilize. Above roughly 12 life, favor keeping engine creatures if the incoming damage is small; below roughly 8 life, prioritize survival and accept trades that prevent a two-turn clock. + +- Trade rule: trade Refurbished Familiar or a ground creature for a better attacker when its entry value has already happened and it is not needed for sacrifice, bounce, or pressure. Do not trade Glint Hawk or Kor Skyfisher into a replaceable creature unless the trade prevents lethal, unlocks lethal attacks, or protects a more important engine. + +- Engine preservation: preserve Experimental Synthesizer, Lembas, Nihil Spellbomb, and Tithing Blade as bounce or sacrifice material until their immediate use is better than future value. Sacrifice them to Eviscerator's Insight only when the permanent is spent, redundant, or the cards are needed to find removal or land; do not sacrifice the artifact that keeps Galvanic Blast at lethal damage if four damage is required. + +- Protection posture: protect life total with removal before combat when a known attacker must die and the opponent has no visible reason to overcommit first. Hold instant-speed removal through combat when the opponent may equip, pump, sacrifice, or commit a more important threat, but do not get greedy if waiting risks lethal. + +- Race posture: race control and slow midrange with flyers, repeated artifact value, and Galvanic Blast reach. Race aggro only after the board is stable; otherwise convert creatures into blocks and use Lembas or Navigator's Compass after sideboarding to stretch the game. + +- Edict combat: use Tithing Blade before attacks when it removes the only blocker or forces sacrifice of the only meaningful attacker. Use it after attacks only when waiting makes the opponent commit another creature or when precombat use would let them make blocks with full information. + +- Removal combat: use Galvanic Blast on a blocker precombat only when it opens profitable damage or lethal; otherwise save it for the opponent’s creature or face at the decisive moment. Use Cast Down, Terminate, and Snuff Out on creatures that invalidate attacks, threaten lethal, or punish waiting. + +- Archetype shift: against go-wide decks, value Electrickery and blocks that preserve flyers over one-for-one removal on small creatures. Against big-creature decks, avoid chump attacks and keep hard removal for the largest threat. Against graveyard decks, combat trades can be bad if they fuel recursion, so pair trades with Nihil Spellbomb or Bojuka Bog when the graveyard will matter. + +## Selection And Tutor Rules + +- Selection baseline: this deck has no true hand tutor, so treat selection as artifact cantrips, top-card access, bounce loops, and land search from Cleansing Wildfire or Shattered Landscape. Do not assume a hidden card is available; choose only from visible legal actions and known cards in hand, exile, graveyard, battlefield, or revealed zones. + +- Experimental Synthesizer sequencing: cast or bounce Experimental Synthesizer when you can use most likely exile outcomes this turn or when missing a land drop makes the extra look valuable. Prefer playing your normal land after seeing the exiled card if you have not made a land drop, because Experimental Synthesizer can expose Shattered Landscape, Mountain, Plains, Swamp, Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, or Bojuka Bog. + +- Experimental Synthesizer exits: return Experimental Synthesizer with Glint Hawk or Kor Skyfisher before using slower draw when the available mana can cast the exiled spell or play the exiled land. Sacrifice it only when the token/action is legal and the immediate body or extra exile trigger matters more than keeping artifact count for Galvanic Blast, Refurbished Familiar, or bounce material. + +- Lembas scry: bottom a card that does not solve the next pressure point, such as excess tapped lands when mana is already stable, late Nihil Spellbomb with no graveyard text visible, or extra Cleansing Wildfire when land count is sufficient. Keep lands when missing colors or the fourth mana, keep cheap artifacts when enabling Refurbished Familiar or Galvanic Blast, and keep removal when a current or likely attacker must be answered. + +- Lembas draw timing: cast Lembas before committing to a land or one-for-one spell when the draw could change the turn. Delay Lembas when mana must remain open for Galvanic Blast, Cast Down, Terminate, Nihil Spellbomb activation, or post-sideboard Snuff Out/Thraben Charm decisions. + +- Cleansing Wildfire target policy: target your own Drossforge Bridge or Rustvale Bridge when the legal action draws a card, finds a needed basic, and does not expose you to missing interaction this turn. Target an opponent land only when visible mana denial is worth giving the opponent a basic and drawing a card is not the main reason for the cast. + +- Shattered Landscape timing: use Shattered Landscape as a land early when it is needed for mana, and cash it in only when the engine shows the activation is legal and a basic color matters more than keeping a land on board. Delay sacrificing it if losing the land prevents casting Kor Skyfisher, Refurbished Familiar, Black Mage's Rod, Cast Down, Terminate, or multiple spells. + +- Bojuka Bog selection: play Bojuka Bog when the opponent graveyard already contains relevant cards or when the tapped black source is still acceptable. Avoid spending the graveyard exile window into an empty or low-impact graveyard unless land development is the only practical line. + +## Priority And Stack Rules + +- Priority baseline: pass when no legal instant-speed action improves the next turn cycle, but explain what is being declined. This deck often gains by waiting with Galvanic Blast, Cast Down, Terminate, Nihil Spellbomb, Eviscerator's Insight, and sideboard Snuff Out, Thraben Charm, Electrickery, or Duress timing when legal. + +- Removal windows: use Galvanic Blast, Cast Down, Terminate, or Snuff Out before damage when a creature must die to prevent lethal, preserve a key blocker, or stop a combat trigger from mattering. Let a spell or attack proceed when the threat is replaceable and removal can answer a better target after the opponent commits more mana or information. + +- Galvanic Blast reach: hold Galvanic Blast for the opponent’s life total only when visible pressure plus artifact count makes burn a realistic closing line. Spend it on creatures when survival, tempo, or protecting flyers matters more than potential face damage. + +- Nihil Spellbomb timing: activate Nihil Spellbomb in response to visible graveyard use, recursion targeting, flashback, delve pressure, or a spell/ability that would gain value from the graveyard. Do not crack it merely because priority appears; keep it as artifact count or future hate unless drawing a card is the concrete best use of mana. + +- Eviscerator's Insight timing: sacrifice a spent Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, artifact land, or expendable creature only when cards are needed now and the sacrificed permanent is not protecting metalcraft, mana, graveyard hate, or bounce lines. Prefer sacrificing permanents after their enter/leave value is already captured. + +- Bounce trigger handling: with Glint Hawk, return an artifact that can be replayed profitably or safely held; if no acceptable artifact exists, do not choose a line that forces sacrifice unless the body or trigger is still worth it. With Kor Skyfisher, return Experimental Synthesizer, Lembas, Tithing Blade, Bojuka Bog, or a tapped land when the replay value beats the tempo loss. + +- Optional payments and triggers: pay optional costs only when the visible mana left after payment still supports required removal, graveyard hate, or follow-up spells. Decline optional value when preserving interaction or a key future cast is more important than a small immediate gain. + +- Stack patience: let opponent cantrips, low-impact creatures, and setup spells resolve when your available response is better saved for a named payoff, lethal threat, or graveyard action. Respond immediately when waiting would remove the legal window, such as a target about to resolve, combat damage about to happen, or graveyard cards about to leave. + +- Sideboard priority shift: after sideboarding, cast Duress before tapping out for Black Mage's Rod, Experimental Synthesizer chains, or a fragile removal-light keep against control or combo. Use Dust to Dust at the first high-impact artifact window that removes mana or engine pieces, and use Electrickery when the visible board contains multiple one-toughness creatures or a decisive combat blowout. + +## Sideboard Map + +- Sideboard discipline: change roles only when the opposing deck makes a sideboard card materially better than a main-deck engine card. Mardu Synthesizer wins many post-board games by keeping the artifact-value shell intact, so avoid overloading on narrow answers when Experimental Synthesizer, Lembas, Glint Hawk, Kor Skyfisher, Refurbished Familiar, Galvanic Blast, and Cleansing Wildfire still create the main resource edge. + +- Exact anti-artifact plan versus Affinity, artifact lands, artifact mana, and artifact engines: +Side in: 3 Dust to Dust, 1 Tithing Blade, 1 Nihil Spellbomb +Cut: 2 Eviscerator's Insight, 2 Black Mage's Rod, 1 Bojuka Bog + +- Dust to Dust role: bring Dust to Dust against artifact-land mana bases, Grixis Affinity-style boards, Myr Enforcer-style pressure, Blood Fountain-style loops, and any opponent whose battlefield has multiple artifact permanents that matter. It is bad against creature-light nonartifact control, spell combo, and decks where the opponent presents only incidental artifacts; in those games preserve the normal value engine instead. Role change: become a tap-out prison/removal deck that uses Dust to Dust to break mana and material, then closes with flyers, Refurbished Familiar, Black Mage's Rod, or Galvanic Blast. + +- Navigator's Compass role: bring Navigator's Compass against fast red damage, Burn-like decks, aggressive creature decks where life total is the main bottleneck, and mana-pressure matchups where fixing a color lets you keep interaction-heavy hands. It is bad when the opponent is slow, when life total is not under pressure, or when spending one mana on a low-impact artifact delays Galvanic Blast, Cast Down, Terminate, Tithing Blade, or Dust to Dust. Role change: treat Navigator's Compass as a defensive artifact that buys time, supports metalcraft, and gives Glint Hawk or Kor Skyfisher a low-risk artifact to return. + +- Tithing Blade role: bring the sideboard Tithing Blade against Bogles, large single-threat decks, hexproof, protection-heavy creatures, and midrange boards where edict pressure is stronger than one-for-one targeting. It is bad against token decks, go-wide creature decks, and artifact decks whose disposable creatures make edicts low impact. Role change: shift from pure removal control into attrition, using Tithing Blade with Kor Skyfisher or Glint Hawk only when the bounce line does not sacrifice too much tempo. + +- Thraben Charm role: bring Thraben Charm when its legal modes visibly answer the matchup's threats, graveyard plan, or board state; Card text check required for exact mode text, so use only modes the rules engine exposes as legal actions. It is bad when no visible legal mode lines up with the opponent's plan or when holding up its mana prevents stronger plays. Role change: treat it as flexible interaction, not as guaranteed removal or graveyard hate unless the legal action text confirms the mode and target. + +- Snuff Out role: bring Snuff Out against fast creature decks, Delver/Faeries-style tempo, Terror-style threats when legal, and matchups where answering a creature while tapped down preserves the turn cycle. It is bad when life payment is dangerous, when black targets are illegal or uncertain, and against decks with few creatures. Role change: keep developing Experimental Synthesizer, Lembas, Cleansing Wildfire, and bounce creatures while retaining emergency interaction even when mana is committed. + +- Nihil Spellbomb role: bring the sideboard Nihil Spellbomb against graveyard recursion, Terror, Dread Return, flashback, Blood Fountain loops, dredge-like engines, and any deck that makes graveyard size or contents a public resource. It is bad against linear aggro, artifact decks without graveyard recursion, and control decks whose graveyard does not matter. Role change: treat Nihil Spellbomb as both hate and artifact count; do not spend it for a card unless the graveyard window is gone or drawing is clearly necessary. + +- Electrickery role: bring Electrickery against Faeries, Elves, tokens, Battle Screech boards, Kuldotha-style one-toughness creature starts, and any deck where one legal spell can clear multiple visible creatures. It is bad against large-creature midrange, Bogles with toughness beyond the exposed damage mode, and control decks with few creatures. Role change: protect life total and flyers by holding Electrickery for the widest visible board or the combat step where it changes blocks. + +- Duress role: bring Duress against combo, control, Terror decks with key noncreature spells, Burn, Tron, and slow decks where a noncreature card is more important than battlefield tempo. It is bad against creature-dense aggro when the opponent can empty hand quickly or when top-decked creatures are the real threat. Role change: cast Duress before tapping out for Black Mage's Rod, Dust to Dust, Cleansing Wildfire, or a bounce chain when the matchup has permission, sweepers, combo pieces, or high-impact removal. + +- Against Affinity and artifact midrange: Add role cards: Dust to Dust, Tithing Blade, Nihil Spellbomb when graveyard recursion is visible, and Snuff Out only if the creature threats must be answered while tapped down. Reduce main-deck emphasis: slow sacrifice draw, excess Black Mage's Rod pressure, and Bojuka Bog when graveyard text is not visible. Prioritize artifact mana disruption over small creature trades because removing artifact lands can strand expensive threats and shrink the opponent's ability to double-spell. + +- Against Burn and fast red: Add role cards: Navigator's Compass, Duress, and Snuff Out only when the life payment does not create lethal risk. Reduce main-deck emphasis: slow Eviscerator's Insight lines, Nihil Spellbomb without graveyard text, and Cleansing Wildfire lines that spend a turn without affecting life, blockers, or mana need. Prioritize life preservation, cheap blockers, and Galvanic Blast on creatures when face damage from the opponent is the main clock. + +- Against Faeries, Delver, and one-toughness tempo: Add role cards: Electrickery, Snuff Out, Duress, and possibly Thraben Charm when legal modes are relevant. Reduce main-deck emphasis: expensive value engines that walk into tempo loss and slow graveyard hate without targets. Prioritize keeping mana open, clearing multiple small creatures, and protecting Kor Skyfisher or Glint Hawk from becoming the only blocker against flyers. + +- Against Dimir Terror and graveyard threats: Add role cards: Nihil Spellbomb, Duress, Snuff Out when legal, and Thraben Charm if the exposed legal mode handles graveyard or creature pressure. Reduce main-deck emphasis: slow Black Mage's Rod pressure and removal that does not answer the visible threat. Prioritize graveyard timing; activate Nihil Spellbomb in response to a graveyard-dependent spell or before the opponent can convert the graveyard into a threat. + +- Against Bogles, heroic, and single-threat auras: Add role cards: Tithing Blade, Duress, Thraben Charm only when legal action text confirms relevance, and Navigator's Compass when racing matters. Reduce main-deck emphasis: targeted removal that cannot legally target the key creature and graveyard hate without text. Prioritize edict timing before the opponent develops disposable creatures, and keep bounce/value lines secondary to preserving an edict window. + +- Against Tron and big-mana control: Add role cards: Duress, Dust to Dust when artifact mana or artifact lands are visible, Nihil Spellbomb when graveyard recursion appears, and Thraben Charm only for confirmed legal modes. Reduce main-deck emphasis: creature-only removal with few targets and low-pressure artifacts that do not disrupt mana or hand. Prioritize Duress before commitment turns and use Cleansing Wildfire carefully; targeting the opponent's land is worth considering only when the legal result meaningfully disrupts their mana plan. + +- Against combo and spell-chain decks: Add role cards: Duress, Nihil Spellbomb when the graveyard is part of the combo, and Snuff Out only if a creature is an exposed engine piece. Reduce main-deck emphasis: creature removal without targets and slow artifact value that gives the opponent too many draw steps. Prioritize discard before the opponent's critical turn, hold graveyard hate for the conversion window, and avoid tapping down for Black Mage's Rod unless the opponent is already constrained. + +- Against go-wide creature decks: Add role cards: Electrickery, Navigator's Compass, Snuff Out, and Thraben Charm if legal modes clearly affect the board. Reduce main-deck emphasis: Tithing Blade when edicts hit expendable creatures and Nihil Spellbomb when graveyards are irrelevant. Prioritize stabilizing the battlefield before value loops; Glint Hawk and Kor Skyfisher are blockers first when life total is under short-clock pressure. + +## Matchup Guidance + +- Aggro: become the stabilizing midrange deck and spend early turns preserving life, creating blockers, and converting artifacts into repeatable material only after the board is contained. Keep hands with early colored mana, Galvanic Blast, Cast Down, Terminate, Tithing Blade, Glint Hawk, Kor Skyfisher, or a cheap artifact to enable bounce tempo; be suspicious of hands that only cast Cleansing Wildfire, Black Mage's Rod, and slow draw. Add role cards: Navigator's Compass, Snuff Out when the life payment does not expose lethal, Electrickery against one-toughness boards, and the extra Tithing Blade against creature starts that rely on one important attacker. Reduce main-deck emphasis: Nihil Spellbomb without graveyard text, slow Eviscerator's Insight lines, and Black Mage's Rod when spending three mana does not affect the next attack. + +- Burn and fast red: treat life total as the primary resource and make Navigator's Compass, Lembas, and cheap blockers matter more than maximum card velocity. Use Galvanic Blast on creatures when it prevents multiple damage across future turns; aim it at the opponent only when lethal or when the race is clearly locked by visible damage. Add role cards: Navigator's Compass, Duress, and Snuff Out only when paying life still leaves a safe buffer against visible and likely burn. Reduce main-deck emphasis: Eviscerator's Insight, Nihil Spellbomb, and Cleansing Wildfire lines that do not fix your mana or deny a critical land. Cast Duress before committing a slow artifact chain if the opponent has cards in hand and mana to punish a tapped-out turn. + +- Go-wide creature decks: prioritize sweep-like or multi-creature exchanges over one-for-one value and avoid letting Tithing Blade hit a disposable body unless the legal board gives no better timing. Electrickery is the highest-impact sideboard role card when legal action text can punish multiple one-toughness creatures; hold it through combat if waiting changes attacks, blocks, or saves a flyer. Add role cards: Electrickery, Navigator's Compass, Snuff Out, and Thraben Charm when the exposed mode or target text clearly affects the board. Reduce main-deck emphasis: Nihil Spellbomb without graveyard relevance and Black Mage's Rod when the opponent can attack around a delayed engine. Glint Hawk and Kor Skyfisher should block before they become bounce engines if the visible clock is short. + +- Tempo and flyers: protect mana efficiency and do not walk Glint Hawk or Kor Skyfisher into a turn where bouncing your own artifact leaves you unable to answer a threat. Against Faeries or Delver-style starts, value Electrickery, Snuff Out, Galvanic Blast, and Cast Down as ways to recover from mana-light or tapped-land turns. Add role cards: Electrickery, Snuff Out, Duress, and Thraben Charm when legal text confirms a relevant mode. Reduce main-deck emphasis: slow Black Mage's Rod pressure, expensive sacrifice draw, and graveyard hate without a visible graveyard plan. When the opponent holds open mana, use Duress before a key Black Mage's Rod, Dust to Dust, or bounce-value turn if that line is legal and tempo loss would matter. + +- Control: become the recursive artifact-value deck and force the opponent to answer small permanents repeatedly instead of overcommitting into sweepers or removal-heavy turns. Experimental Synthesizer, Lembas, Refurbished Familiar, Glint Hawk, Kor Skyfisher, and Eviscerator's Insight are better when they generate material without exposing all threats at once. Add role cards: Duress, Nihil Spellbomb if graveyard recursion is visible, Dust to Dust against artifact mana or artifact lands, and Thraben Charm only when legal action text shows a useful mode. Reduce main-deck emphasis: excess creature removal when targets are scarce and Tithing Blade when the opponent has few creatures. Cast Duress before tapping out for Black Mage's Rod or a high-value bounce chain, and preserve Galvanic Blast as reach once the opponent's life total is under pressure. + +- Combo and spell-chain decks: shorten the clock while using Duress and graveyard hate to break the critical turn, because pure value gives combo too many draw steps. Add role cards: Duress, Nihil Spellbomb when the graveyard is part of the combo, Snuff Out if a creature is the exposed engine, and Thraben Charm only when the rules engine exposes a relevant legal mode. Reduce main-deck emphasis: creature removal with no targets, slow Black Mage's Rod setup, and Eviscerator's Insight if sacrificing material delays pressure. Use Duress before commitment turns and hold Nihil Spellbomb for the conversion window unless drawing a card is necessary to find lethal, mana, or interaction. + +- Midrange mirrors: win by making every card trade twice and avoid spending premium removal on threats that Tithing Blade, combat, or bounce tempo can handle later. Experimental Synthesizer and Lembas are key because Glint Hawk and Kor Skyfisher turn them into extra looks while keeping pressure in the air. Add role cards: the extra Tithing Blade for creature mirrors, Nihil Spellbomb against recursion, Duress against removal-heavy or planeswalker-like noncreature packages if present, and Dust to Dust only when artifact permanents are central. Reduce main-deck emphasis: narrow removal if legal targets are poor and Bojuka Bog value if graveyards do not matter. Preserve Cast Down, Terminate, Snuff Out, and Galvanic Blast for threats that change combat or invalidate your flyers. + +- Big mana and Tron: disrupt mana when it materially slows the opponent, then convert the pause into flyer pressure and artifact-card advantage. Cleansing Wildfire can be self-directed for fixing or directed at the opponent only when the legal action and visible lands make disruption worth giving them the spell's compensation; do not assume the result beyond the engine output. Add role cards: Duress, Dust to Dust for artifact mana or artifact lands, Nihil Spellbomb for graveyard loops, and Thraben Charm only for confirmed text relevance. Reduce main-deck emphasis: creature-only removal with few targets and slow life-gain artifacts if the matchup is about inevitability rather than racing. Commit Black Mage's Rod after checking whether Duress or pressure is more important that turn. + +- Graveyard decks and Terror-style threats: treat the graveyard as a public resource and time Nihil Spellbomb or Bojuka Bog to deny the payoff, not merely to cycle. Against Dimir Terror, reanimator, flashback, Dread Return, Blood Fountain, or recursion loops, the sideboard Nihil Spellbomb is both hate and an artifact; keep it on board when the opponent can convert graveyard contents soon. Add role cards: Nihil Spellbomb, Duress, Snuff Out when legal, and Thraben Charm if legal action text exposes graveyard or creature relevance. Reduce main-deck emphasis: slow Black Mage's Rod pressure and removal that cannot answer the actual visible threat. Use Galvanic Blast, Cast Down, Terminate, or Snuff Out according to legal targeting and expected follow-up, not card-name assumptions. + +- Artifact and enchantment decks: attack the resource base before fighting every creature, because Dust to Dust can create larger tempo swings than normal removal when artifact lands or key artifacts are visible. Against Affinity or artifact midrange, prioritize Dust to Dust, Cleansing Wildfire on meaningful lands, Galvanic Blast with artifact count enabled, and bounce loops that keep Experimental Synthesizer flowing. Add role cards: Dust to Dust, Tithing Blade for large single attackers, Nihil Spellbomb if Blood Fountain or graveyard recursion appears, and Snuff Out only when a creature must die through tapped mana. Against enchantment-heavy decks, use Thraben Charm only when legal action text confirms the relevant mode; Card text check required for exact Thraben Charm mode selection. + +- Single-threat aura, heroic, or Bogles decks: preserve edict timing and do not spend Tithing Blade into boards where a spare creature can absorb it. Add role cards: Tithing Blade, Duress, Navigator's Compass for racing, and Thraben Charm only when the legal mode and target are explicitly useful. Reduce main-deck emphasis: targeted removal that cannot legally target the protected creature, Nihil Spellbomb without graveyard relevance, and slow draw that misses the edict window. If only one opposing creature is visible and Tithing Blade is legal, consider acting before the opponent adds another creature; if multiple creatures are visible, use removal or combat to reduce shields before relying on edict effects. + +- Removal-heavy decks: diversify threats and make the opponent answer artifacts, flyers, discard bodies, and Black Mage's Rod rather than one large creature. Refurbished Familiar is valuable when it pressures hand size while leaving a body, and Glint Hawk or Kor Skyfisher should often return Experimental Synthesizer or Lembas for material instead of racing blindly. Add role cards: Duress, Nihil Spellbomb if recursion matters, and Navigator's Compass only if racing or life pressure remains relevant. Reduce main-deck emphasis: Tithing Blade when the opponent is creature-light and narrow removal with no durable targets. Hold Eviscerator's Insight for a creature or artifact that is already neutralized by removal, combat, or a sacrifice window when the legal actions make that conversion available. + +## Specific Matchup Notes +- General/archetype-only note: revealed cards, legal actions, and rules-engine output override all matchup assumptions here. Use these notes as a tie-breaker after checking visible permanents, graveyards, hand-reveal windows, life totals, current legal targets, and whether the opponent has already shown the expected archetype cards. + +- Against Kuldotha Red or fast go-wide red: prioritize survival and artifact count before value loops, because your flyer engine only matters if life total remains above burn range. Add role cards: Navigator's Compass, Electrickery, Snuff Out, and Tithing Blade when large single attackers appear. Reduce main-deck emphasis: slow Eviscerator's Insight turns and Black Mage's Rod setups that do not affect the next combat. Priority targets are high-power attackers, token producers when Electrickery has a legal high-impact action, and creatures that make Galvanic Blast or Cast Down necessary before damage. + +- Against Dimir Terror or graveyard-tempo decks: deny graveyard conversion windows and preserve clean answers for actual large threats. Add role cards: Nihil Spellbomb, Duress, Snuff Out, and Thraben Charm only when legal action text confirms a relevant mode; Card text check required for exact Thraben Charm use. Reduce main-deck emphasis: Tithing Blade if multiple small creatures insulate edicts and slow Lembas loops when the graveyard clock is active. Priority targets are Tolarian Terror-style threats once legal, graveyard fuel before payoff, and countermagic or removal exposed by Duress before committing Experimental Synthesizer plus bounce chains. + +- Against Affinity or artifact midrange: attack artifact mana and artifact lands when the legal action produces a real tempo swing, then pressure with Glint Hawk and Kor Skyfisher while they rebuild. Add role cards: Dust to Dust, Nihil Spellbomb if Blood Fountain or recursion appears, Snuff Out for oversized creature pressure, and Duress when noncreature payoffs are visible from earlier games. Reduce main-deck emphasis: Navigator's Compass unless racing matters and creature-only removal if legal targets are poor. Priority targets are artifact lands, Blood Fountain-like recursion pieces, large blockers that halt flyers, and any threat that makes Galvanic Blast reach insufficient. + +- Against Tron or big mana control: convert early turns into disruption plus a clock, because pure card advantage rarely beats their late game. Add role cards: Duress, Dust to Dust for artifact mana, Nihil Spellbomb for graveyard loops, and Thraben Charm only when legal text proves relevance. Reduce main-deck emphasis: excess Cast Down or Terminate if creatures are scarce and Navigator's Compass unless life total is under pressure. Priority targets are mana artifacts, graveyard recursion engines, sweepers or haymakers found by Duress, and lands only when Cleansing Wildfire is legally aimed at a land whose loss matters more than the compensation. + +- Against Bogles, heroic, or single-threat aura decks: preserve edicts and avoid spending targeted removal into illegal or low-impact targets. Add role cards: Tithing Blade, Duress, Navigator's Compass, and Thraben Charm only with confirmed legal mode relevance. Reduce main-deck emphasis: Cast Down, Terminate, Galvanic Blast, or Snuff Out when protection, hexproof, or target legality makes them unusable. Priority targets are spare creatures that protect against Tithing Blade, the single suited-up creature if an edict is legal, and noncreature protection or aura cards revealed by Duress. + +- Against creature mirrors and removal-heavy midrange: win by making Experimental Synthesizer, Lembas, Refurbished Familiar, Glint Hawk, and Kor Skyfisher trade across multiple resources. Add role cards: Tithing Blade, Duress, Nihil Spellbomb against recursion, and Snuff Out when tempo removal matters. Reduce main-deck emphasis: Bojuka Bog and Nihil Spellbomb if graveyards are irrelevant, and Dust to Dust unless artifact permanents are central. Priority targets are creatures that dominate combat, removal spells revealed by Duress before a flyer commitment, and sacrifice fodder opportunities for Eviscerator's Insight. + +## Risk Summary +- Mana risk: Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Bojuka Bog, Shattered Landscape, Mountain, Plains, and Swamp create strong fixing but many tapped-land starts. Mulligan or sequence conservatively when the hand cannot cast Experimental Synthesizer, Lembas, Galvanic Blast, or the first white bounce creature on time. + +- Matchup risk: the deck can look like a control deck while lacking hard permission, so do not give combo, Tron, or graveyard engines unlimited draw steps. Use Duress, Nihil Spellbomb, Bojuka Bog, Dust to Dust, and pressure to force decisions before inevitability takes over. + +- Draw risk: Experimental Synthesizer, Lembas, Eviscerator's Insight, and Glint Hawk or Kor Skyfisher can snowball, but bounce chains that ignore the board lose to pressure. Prefer stabilizing legal removal over drawing when the opponent's next attack threatens a short clock. + +- Over-sideboarding risk: too many Navigator's Compass, Duress, Dust to Dust, or narrow removal effects can dilute artifact velocity and flyer pressure. Keep enough Experimental Synthesizer, Lembas, Glint Hawk, Kor Skyfisher, Refurbished Familiar, and Galvanic Blast density to actually end games. + +- Graveyard risk: Nihil Spellbomb and Bojuka Bog are strongest when timed near the opponent's payoff window. Cycling Nihil Spellbomb too early can leave the deck exposed to Terror, flashback, recursion, or Dread Return-style turns. + +- Sweeper and removal risk: committing every Glint Hawk, Kor Skyfisher, and Refurbished Familiar into obvious removal or sweeper mana can strand bounce value and reduce pressure. Diversify with Black Mage's Rod, artifacts, and held creatures when the opponent represents mass removal or repeated spot removal. + +- Closer risk: the deck may stabilize without finishing. Preserve Galvanic Blast as reach when possible, keep flyers attacking when blocks are not required, and recognize when Black Mage's Rod or repeated artifact loops are the realistic win condition. + +- Interaction risk: Cast Down, Terminate, Snuff Out, Tithing Blade, Galvanic Blast, Electrickery, and Thraben Charm all depend on legal targets or modes. If the engine does not expose a legal action, do not assume the card answers the threat. + +- Sequencing risk: Glint Hawk and Kor Skyfisher can rescue Experimental Synthesizer or Lembas, but bouncing the wrong land or artifact can cost a whole turn. Before choosing a bounce action, check next-turn mana, current artifact count for Galvanic Blast, and whether the permanent is needed for immediate blocking, sacrifice, or mana. + +## Test Feedback Checklist +- Deciding factor: identify whether the game turned on early mana, artifact velocity, removal timing, graveyard pressure, sideboard cards, flyer damage, or failure to close after stabilizing. + +- Mulligans: record whether each keep had castable early action, at least one of Experimental Synthesizer, Lembas, Refurbished Familiar, Galvanic Blast, or a white bounce creature, and enough colored mana to use the hand before falling behind. + +- Mana: note every game where Drossforge Bridge, Rustvale Bridge, Bojuka Bog, Shattered Landscape, Ancient Den, Vault of Whispers, Mountain, Plains, or Swamp caused a missed spell, delayed Galvanic Blast, delayed Glint Hawk or Kor Skyfisher, or forced an unsafe pass. + +- Velocity: track whether Experimental Synthesizer and Lembas produced meaningful card flow or became slow bounce targets while the opponent advanced a lethal board. + +- Engine use: ask whether Glint Hawk and Kor Skyfisher bounced the highest-leverage legal permanent, preserved next-turn mana, and avoided returning a land or artifact needed for Galvanic Blast, blocking, or sacrifice. + +- Removal timing: review each Galvanic Blast, Cast Down, Terminate, Tithing Blade, Snuff Out, Electrickery, and Thraben Charm decision against the visible threat, open mana, legal targets, and the opponent's next combat step. Card text check required for exact Thraben Charm mode evaluation. + +- Graveyard timing: flag whether Nihil Spellbomb or Bojuka Bog was used before the opponent exposed a payoff window, after the payoff was already protected, or at the correct moment to deny a visible graveyard plan. + +- Sacrifice value: check whether Eviscerator's Insight converted expendable material, threatened creatures, Experimental Synthesizer value, Lembas value, or Refurbished Familiar into cards without sacrificing a needed blocker or clock. + +- Sideboard impact: compare each post-board game to the intended role of Dust to Dust, Navigator's Compass, Tithing Blade, Thraben Charm, Snuff Out, Nihil Spellbomb, Electrickery, and Duress, and record whether any card was stranded without legal text or a meaningful target. + +- Closing: record turns where the deck stabilized but failed to end the game, especially when Glint Hawk, Kor Skyfisher, Galvanic Blast, Black Mage's Rod, or repeated artifact loops could have shifted from defense to pressure. + +- Role discipline: ask whether the pilot correctly changed roles between stabilizing, attacking with flyers, protecting resources, holding removal, and forcing action with Duress or Dust to Dust. + +- Mistakes: mark any pass, bounce, attack, block, sideboard choice, graveyard action, or removal spell that looked legal but ignored visible board pressure, known public information, or the rules engine's actual action list. + +- Stranded cards: list cards held too long because of mana, target legality, timing, or role mismatch, especially Cast Down, Terminate, Tithing Blade, Dust to Dust, Duress, Snuff Out, Nihil Spellbomb, and Eviscerator's Insight. + +- Overperformers and underperformers: identify exact cards that repeatedly created wins or losses, separating raw card strength from pilot sequencing errors and matchup-specific legality constraints. + +## First Tuning Questions +- Card quantity: if Experimental Synthesizer or Lembas was missing too often, should the deck preserve all artifact velocity pieces and avoid reducing them for narrow sideboard cards? + +- Bounce density: if Glint Hawk or Kor Skyfisher was stranded without a safe return target, is the artifact and land mix sufficient, or did sideboarding lower the artifact count too far? + +- Mana base: if tapped lands repeatedly cost tempo, should Shattered Landscape, Bojuka Bog, bridge counts, or basic counts be adjusted, and which colors were actually missing in failed games? + +- Removal mix: if creatures survived because Cast Down, Terminate, Galvanic Blast, Tithing Blade, or Snuff Out had poor legal targets, should the removal suite change toward more edict effects, more unconditional removal, or more cheap tempo removal? + +- Aggro plan: if fast decks beat slow value starts, should Navigator's Compass, Electrickery, Snuff Out, or the third Tithing Blade occupy more sideboard space, and which main-deck cards were least useful under pressure? + +- Control plan: if Tron or control decks outlasted the deck, should Duress, Dust to Dust, Black Mage's Rod, or more resilient threats become a larger share of post-board plans? + +- Artifact matchup: if opposing artifact decks won through mana or recursion, was Dust to Dust enough, or does the sideboard need more artifact-specific pressure while keeping Experimental Synthesizer and Lembas density intact? + +- Graveyard matchups: if Terror, flashback, recursion, or combo graveyards remained strong, is the main-deck Nihil Spellbomb plus Bojuka Bog package enough, or should the sideboard Nihil Spellbomb be treated as mandatory more often? + +- Closers: if games stalled after stabilization, does the deck need more Black Mage's Rod-style inevitability, more flyer pressure, or stricter Galvanic Blast conservation for reach? + +- Role conflict: if hands mixed slow value, reactive removal, and narrow hate without pressure, should mulligan policy become stricter about having either early engine plus mana or interaction plus a clock? + +- Sideboard slots: if Thraben Charm, Electrickery, Navigator's Compass, or extra Tithing Blade lacked repeated legal impact, which matchup-specific failure are they meant to solve, and did logs prove that failure happened often enough? + +- Pilot guidance: if most losses came from sequencing rather than card access, should the guide emphasize mana-before-bounce checks, pass-under-pressure audits, and graveyard-hate timing before changing deck slots? + +## Veles Tactical Policy + +### Policy: Opening Hand Keep Gate +- Priority: High +- Decision families: mulligan +- Cards: Experimental Synthesizer, Lembas, Refurbished Familiar, Galvanic Blast, Glint Hawk, Kor Skyfisher, Drossforge Bridge, Rustvale Bridge +- Phase windows: pregame, mulligan decisions +- Runtime cues: prompt:mulligan, action:keep, action:mulligan +- Use when: deciding whether the visible opener can cast early spells and either interact or generate artifact velocity. +- Avoid when: the hand cannot produce required colors on time, has only tapped mana with no relevant play, or relies on hidden draws to function. +- Instructions: Keep hands with stable mana plus early Experimental Synthesizer, Lembas, Refurbished Familiar, Galvanic Blast, or a white bounce creature with a legal return plan. Mulligan hands that neither affect the board nor build card flow before pressure matters. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Early Artifact Engine Setup +- Priority: Medium +- Decision families: priority, mana +- Cards: Experimental Synthesizer, Lembas, Glint Hawk, Kor Skyfisher, Refurbished Familiar +- Phase windows: turns 1-3 main phases +- Runtime cues: action:cast Experimental Synthesizer, action:cast Lembas, action:cast Refurbished Familiar, action:cast Glint Hawk, action:cast Kor Skyfisher +- Use when: choosing the first development play while no immediate lethal or severe board-pressure answer is required. +- Avoid when: casting removal prevents a visible snowball threat or a bounce creature would force returning a permanent needed for mana, artifact count, or blocking. +- Instructions: Establish a cheap artifact or Refurbished Familiar before bounce creatures when possible. Treat Glint Hawk and Kor Skyfisher as engine converters, not just bodies; cast them early only when the return target preserves next-turn mana and improves material. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Bridge And Wildfire Mana Acceleration +- Priority: Medium +- Decision families: mana, selection +- Cards: Cleansing Wildfire, Drossforge Bridge, Rustvale Bridge, Mountain, Plains, Swamp +- Phase windows: main phases with priority +- Runtime cues: action:cast Cleansing Wildfire, action:target Drossforge Bridge, action:target Rustvale Bridge +- Use when: a self-controlled bridge is a legal target and spending the turn on mana plus card flow advances the next-turn plan more than removal or pressure. +- Avoid when: the bridge is needed for current-turn colored mana, the opponent has a land whose destruction is tactically urgent, or tapping out exposes a critical threat. +- Instructions: Prefer self-targeting Drossforge Bridge or Rustvale Bridge for the deck’s mana-and-card-flow plan only after checking colors, tapped mana, and the opponent’s next attack. Do not assume the outcome beyond the rules engine’s legal resolution. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Self-Bridge Target After Wildfire Commitment +- Priority: Low +- Decision families: selection +- Cards: Cleansing Wildfire, Drossforge Bridge, Rustvale Bridge +- Phase windows: target selection during Cleansing Wildfire +- Runtime cues: action:target Drossforge Bridge, action:target Rustvale Bridge +- Use when: Cleansing Wildfire is already being resolved, exactly one legal action targets a self-controlled Drossforge Bridge or Rustvale Bridge, and no legal action targets an opponent land. +- Avoid when: multiple self-bridge targets exist, an opponent land target exists, or the target action text does not identify Drossforge Bridge or Rustvale Bridge. +- Instructions: Choose the visible self-bridge target matching the legal action text. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Bounce Target Commitment +- Priority: Medium +- Decision families: selection, mana +- Cards: Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, Bojuka Bog, Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers +- Phase windows: cast resolution or triggered return choices +- Runtime cues: action:return, action:choose permanent, action:target permanent +- Use when: Glint Hawk or Kor Skyfisher requires choosing a permanent to return. +- Avoid when: the return would cut off needed mana, remove a required blocker, break Galvanic Blast artifact count, or strand follow-up plays. +- Instructions: Prefer returning Experimental Synthesizer or Lembas when the legal text and board make the recast useful. Return lands only after checking land drop, colored requirements, and whether Bojuka Bog timing or bridge mana matters. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Mandatory Single Bounce Execution +- Priority: Low +- Decision families: selection +- Cards: Glint Hawk, Kor Skyfisher +- Phase windows: bounce-trigger selection +- Runtime cues: action:return Experimental Synthesizer +- Use when: a bounce trigger is resolving and exactly one legal action contains `return Experimental Synthesizer`. +- Avoid when: two or more return actions are legal or the only matching action returns an opponent-controlled permanent. +- Instructions: Select the single visible action that returns Experimental Synthesizer. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Removal Commitment Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Galvanic Blast, Cast Down, Terminate, Tithing Blade, Snuff Out, Electrickery, Thraben Charm +- Phase windows: opponent main phase, combat, end step, own main phase +- Runtime cues: action:cast Galvanic Blast, action:cast Cast Down, action:cast Terminate, action:cast Tithing Blade, action:cast Snuff Out, action:cast Electrickery, action:cast Thraben Charm +- Use when: deciding whether to spend removal on a visible creature, board state, or stack window. +- Avoid when: the target is low-impact relative to a larger visible threat, the spell is needed for survival next combat, or card text/mode legality is unclear. +- Instructions: Use removal to stop lethal pressure, snowball engines, or blockers preventing a winning clock. Preserve Galvanic Blast as reach when life totals make that plan realistic. Card text check required for exact Thraben Charm and Electrickery mode use. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Single Lethal Blast +- Priority: High +- Decision families: interaction +- Cards: Galvanic Blast +- Phase windows: priority with legal target opponent +- Runtime cues: action:target opponent Galvanic Blast +- Use when: Galvanic Blast is already being cast, exactly one legal action targets opponent, and visible opponent life is less than or equal to the damage shown or implied by the legal action text. +- Avoid when: damage amount is not visible, prevention or replacement prompts are pending, or more than one opponent-target action is legal. +- Instructions: Choose the opponent-target action. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Graveyard Hate Timing +- Priority: Medium +- Decision families: interaction, priority +- Cards: Nihil Spellbomb, Bojuka Bog, Thraben Charm +- Phase windows: before graveyard payoff resolution, opponent end step, own main phase if deploying tapped hate +- Runtime cues: action:activate Nihil Spellbomb, action:play Bojuka Bog, action:cast Thraben Charm +- Use when: opponent graveyard contains visible cards that enable recursion, delve, flashback, Terror-style cost reduction, or combo pressure. +- Avoid when: graveyard pressure is absent and using hate would delay engine setup, removal, or lethal pressure. +- Instructions: Fire graveyard hate before the opponent converts the visible graveyard into mana, creatures, or recursion. Prefer holding Nihil Spellbomb when the opponent must commit more graveyard resources first and you can still respond legally. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sacrifice Draw Commitment +- Priority: Medium +- Decision families: priority, selection +- Cards: Eviscerator's Insight, Experimental Synthesizer, Lembas, Refurbished Familiar, Tithing Blade, Nihil Spellbomb +- Phase windows: main phase, combat with threatened material, end step +- Runtime cues: action:cast Eviscerator's Insight, action:sacrifice +- Use when: choosing whether to convert a visible permanent or creature into cards. +- Avoid when: the sacrifice removes a needed blocker, clock, mana artifact function, graveyard hate, or only answer to a visible threat. +- Instructions: Sacrifice expendable artifacts, spent value permanents, or creatures that are already outclassed or threatened. Do not spend Eviscerator's Insight just to use mana if the board requires removal or pressure. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Black Mage's Rod Commitment +- Priority: Medium +- Decision families: priority, mana +- Cards: Black Mage's Rod +- Phase windows: own main phase, longer-game setup turns +- Runtime cues: action:cast Black Mage's Rod +- Use when: the game is slowing and a durable value or pressure piece is better than holding mana for immediate interaction. +- Avoid when: tapping out lets a visible threat attack unchecked, graveyard hate must be held up, or mana is needed for removal this turn. +- Instructions: Deploy Black Mage's Rod to shift stable boards toward inevitability. In fast matchups, cast it only after survival is covered or when no meaningful interaction is available. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Role Gate +- Priority: High +- Decision families: combat +- Cards: Glint Hawk, Kor Skyfisher, Refurbished Familiar +- Phase windows: declare attackers, declare blockers, combat tricks before damage +- Runtime cues: action:attack, action:block +- Use when: choosing attacks or blocks with visible creatures and life totals. +- Avoid when: combat would trade away the only engine piece, only blocker against lethal, or a flyer needed to close after stabilization. +- Instructions: Attack with flyers when damage shortens the clock without exposing survival. Block aggressively against short clocks, especially when a creature is outclassed or can be converted later; preserve evasive pressure when racing is favorable. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Forced Single Block +- Priority: High +- Decision families: combat +- Cards: none +- Phase windows: declare blockers +- Runtime cues: action:block +- Use when: exactly one legal block action exists and visible unblocked combat damage would reduce your life total to 0 or less. +- Avoid when: multiple block actions exist or damage, life total, or combat assignment is not visible. +- Instructions: Select the only visible block action. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Priority Pass Under Pressure +- Priority: High +- Decision families: priority, interaction +- Cards: Galvanic Blast, Cast Down, Terminate, Tithing Blade, Nihil Spellbomb, Eviscerator's Insight, Snuff Out, Electrickery, Thraben Charm +- Phase windows: all priority windows, especially before combat damage and opponent end step +- Runtime cues: action:pass, action:cast, action:activate +- Use when: pass is legal while interaction, sacrifice draw, or graveyard hate is also legal. +- Avoid when: passing allows a visible lethal attack, stack payoff, graveyard conversion, or missed end-step use of mana with no better future window. +- Instructions: Pass only after naming what you are declining to do. Hold instant-speed interaction when the opponent may commit a higher-value target, but act before the last legal window that protects life total or stops a visible engine. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Role Selection +- Priority: High +- Decision families: sideboard +- Cards: Dust to Dust, Navigator's Compass, Tithing Blade, Thraben Charm, Snuff Out, Nihil Spellbomb, Electrickery, Duress +- Phase windows: between games +- Runtime cues: prompt:sideboard, action:submit sideboard +- Use when: choosing a post-board plan from legal registered 75-card options. +- Avoid when: the plan is unbalanced, reduces artifact count below functional bounce support without compensation, or adds narrow cards with no visible matchup role. +- Instructions: Add Dust to Dust for artifact-heavy opponents, Duress for control/combo or removal-heavy plans, Navigator's Compass for fast damage races, Snuff Out and Electrickery for creature tempo, Nihil Spellbomb for graveyard decks, and Tithing Blade for tall or protected creatures. Keep enough Experimental Synthesizer and Lembas support for Glint Hawk and Kor Skyfisher. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Duress Commitment +- Priority: Medium +- Decision families: interaction, selection +- Cards: Duress +- Phase windows: own main phase before committing threats or engines +- Runtime cues: action:cast Duress, action:choose card +- Use when: opponent hand is legally revealed by Duress and the choice affects whether a key engine, removal spell, hate card, or clock survives. +- Avoid when: the revealed cards do not contain a legal or strategically relevant choice, or casting Duress delays necessary board interaction. +- Instructions: Take the visible noncreature card that most threatens the current plan: counter/removal before engine commitment, combo piece before a race, sweeper before creature pressure, or card draw when the opponent’s hand is otherwise low-impact. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Artifact Hate Commitment +- Priority: Medium +- Decision families: interaction, priority +- Cards: Dust to Dust +- Phase windows: own main phase with legal artifact targets +- Runtime cues: action:cast Dust to Dust, action:target artifact +- Use when: opponent artifacts are visible and removing them changes mana, pressure, engine function, or lethal timing. +- Avoid when: target choice is low-impact, the opponent can punish tapping out, or removal/pressure is needed first. +- Instructions: Aim Dust to Dust at artifact lands or engine artifacts that materially constrain the opponent’s next turn. Do not fire it into marginal targets merely because two artifacts are legal. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/mardu_synthesizer/1/metadata.json b/strategies/pauper/mardu_synthesizer/1/metadata.json new file mode 100644 index 0000000..984a615 --- /dev/null +++ b/strategies/pauper/mardu_synthesizer/1/metadata.json @@ -0,0 +1,45 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "B", + "R" + ], + "concept_text": "Mardu artifact-value deck using Synthesizer-style material conversion and removal", + "created_at": 1781240804, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "artifact", + "sacrifice" + ], + "source_metadata": { + "base_choice": "mardu_synthesizer:v1", + "generated_at": "2026-06-14T14:55:13.570569+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "mardu_synthesizer", + "strategy_label": "Mardu Synthesizer", + "tags": [ + "midrange", + "artifact", + "sacrifice" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/mardu_synthesizer/1/reflection.md b/strategies/pauper/mardu_synthesizer/1/reflection.md new file mode 100644 index 0000000..611b50d --- /dev/null +++ b/strategies/pauper/mardu_synthesizer/1/reflection.md @@ -0,0 +1,34 @@ +# Reflection Template For Mardu Synthesizer + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: identify whether the game turned on early mana, artifact velocity, removal timing, graveyard pressure, sideboard cards, flyer damage, or failure to close after stabilizing. + +- Mulligans: record whether each keep had castable early action, at least one of Experimental Synthesizer, Lembas, Refurbished Familiar, Galvanic Blast, or a white bounce creature, and enough colored mana to use the hand before falling behind. + +- Mana: note every game where Drossforge Bridge, Rustvale Bridge, Bojuka Bog, Shattered Landscape, Ancient Den, Vault of Whispers, Mountain, Plains, or Swamp caused a missed spell, delayed Galvanic Blast, delayed Glint Hawk or Kor Skyfisher, or forced an unsafe pass. + +- Velocity: track whether Experimental Synthesizer and Lembas produced meaningful card flow or became slow bounce targets while the opponent advanced a lethal board. + +- Engine use: ask whether Glint Hawk and Kor Skyfisher bounced the highest-leverage legal permanent, preserved next-turn mana, and avoided returning a land or artifact needed for Galvanic Blast, blocking, or sacrifice. + +- Removal timing: review each Galvanic Blast, Cast Down, Terminate, Tithing Blade, Snuff Out, Electrickery, and Thraben Charm decision against the visible threat, open mana, legal targets, and the opponent's next combat step. Card text check required for exact Thraben Charm mode evaluation. + +- Graveyard timing: flag whether Nihil Spellbomb or Bojuka Bog was used before the opponent exposed a payoff window, after the payoff was already protected, or at the correct moment to deny a visible graveyard plan. + +- Sacrifice value: check whether Eviscerator's Insight converted expendable material, threatened creatures, Experimental Synthesizer value, Lembas value, or Refurbished Familiar into cards without sacrificing a needed blocker or clock. + +- Sideboard impact: compare each post-board game to the intended role of Dust to Dust, Navigator's Compass, Tithing Blade, Thraben Charm, Snuff Out, Nihil Spellbomb, Electrickery, and Duress, and record whether any card was stranded without legal text or a meaningful target. + +- Closing: record turns where the deck stabilized but failed to end the game, especially when Glint Hawk, Kor Skyfisher, Galvanic Blast, Black Mage's Rod, or repeated artifact loops could have shifted from defense to pressure. + +- Role discipline: ask whether the pilot correctly changed roles between stabilizing, attacking with flyers, protecting resources, holding removal, and forcing action with Duress or Dust to Dust. + +- Mistakes: mark any pass, bounce, attack, block, sideboard choice, graveyard action, or removal spell that looked legal but ignored visible board pressure, known public information, or the rules engine's actual action list. + +- Stranded cards: list cards held too long because of mana, target legality, timing, or role mismatch, especially Cast Down, Terminate, Tithing Blade, Dust to Dust, Duress, Snuff Out, Nihil Spellbomb, and Eviscerator's Insight. + +- Overperformers and underperformers: identify exact cards that repeatedly created wins or losses, separating raw card strength from pilot sequencing errors and matchup-specific legality constraints. diff --git a/strategies/pauper/mono_black_gardens/1/decklist.txt b/strategies/pauper/mono_black_gardens/1/decklist.txt new file mode 100644 index 0000000..cea38d5 --- /dev/null +++ b/strategies/pauper/mono_black_gardens/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +3 Tithing Blade +4 Fanatical Offering +2 Troll of Khazad-dûm +1 Haunted Mire +11 Swamp +4 Cast Down +2 Crypt Rats +3 Defile +4 Nihil Spellbomb +2 Bojuka Bog +4 Khalni Garden +4 Eviscerator's Insight +3 Lembas +4 Ichor Wellspring +1 Witch's Cottage +2 Campfire +1 Drown in Sorrow +1 Avenging Hunter +1 Sagu Wildling +2 Fungal Infection +1 Chainer's Edict + +Sideboard (15) +2 Troublemaker Ouphe +4 Weather the Storm +2 Faerie Macabre +1 Drown in Sorrow +4 Rancid Earth +2 Icequake diff --git a/strategies/pauper/mono_black_gardens/1/first_principles.md b/strategies/pauper/mono_black_gardens/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/mono_black_gardens/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/mono_black_gardens/1/guide.md b/strategies/pauper/mono_black_gardens/1/guide.md new file mode 100644 index 0000000..88f940c --- /dev/null +++ b/strategies/pauper/mono_black_gardens/1/guide.md @@ -0,0 +1,679 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck: Mono-Black Gardens. Format: Pauper. Registered main deck count is 60 cards and registered sideboard count is 15 cards, so the list is structurally valid for Veles deck registration before any card-legality or engine-card-data checks. + +- Archetype: black-based midrange-control with artifact sacrifice, expendable creature tokens, graveyard pressure, and attrition draw engines. Current tags are midrange, control, artifact, sacrifice, and graveyard; duplicate tag entries should be normalized by tooling without changing strategic identity. + +- Stock status: hybrid/rogue Pauper Gardens shell. The deck borrows recognizable black Gardens patterns around Khalni Garden, Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Tithing Blade, Cast Down, Defile, Nihil Spellbomb, Bojuka Bog, and Crypt Rats, but the exact mix with Campfire, Lembas, Troll of Khazad-dûm, Avenging Hunter, Sagu Wildling, and land-destruction sideboard plans should be treated as list-specific rather than a generic stock template. + +- Mana identity: primary black with a light green pressure and sideboard component. The registered lands are 11 Swamp, 4 Khalni Garden, 2 Bojuka Bog, 1 Haunted Mire, and 1 Witch's Cottage; decisions should respect that untapped black mana is the main operating constraint, while Khalni Garden and Haunted Mire can create green access or sacrifice material when the rules engine exposes those legal lines. + +- Role concern: the deck is not a pure removal pile and not a pure artifact engine. It must convert disposable permanents into cards through Fanatical Offering and Eviscerator's Insight while using Cast Down, Defile, Tithing Blade, Chainer's Edict, Drown in Sorrow, Fungal Infection, Crypt Rats, Nihil Spellbomb, and Bojuka Bog to keep opposing threats or graveyard engines from invalidating the slower resource plan. + +- Legality concern: Veles must defer actual legality, card implementation, targets, costs, and timing to the rules engine and local deck validation. This guide assumes the registered names are exact deck inputs, but the pilot must choose only legal runtime actions and must not infer legality for cards such as Troll of Khazad-dûm, Campfire, Sagu Wildling, Troublemaker Ouphe, Weather the Storm, Faerie Macabre, Rancid Earth, or Icequake unless Veles exposes the action. + +- Sideboard identity: the sideboard is a narrow matchup package, not a transformational plan. Troublemaker Ouphe and Weather the Storm point toward artifact and burn/race matchups, Faerie Macabre and the second Drown in Sorrow reinforce graveyard and creature-swarm interaction, and Rancid Earth plus Icequake create a mana-denial plan against decks that rely on key lands, high costs, or greedy development. + +- Opponent information status: opponent data is archetype-level unless the current Veles match context, revealed cards, public zones, sideboard logs, or prior games in the same match provide more. The pilot may reason from visible battlefield, graveyards, exile, revealed cards, known matchup labels, and public game history, but must not act as though hidden hand or library contents are known. + +- Runtime discipline: this specification is guidance for legal action selection, not a replacement for Forge or Veles output. When the current prompt, visible state, or legal-action list conflicts with a heuristic in this guide, select from the legal actions using the visible facts and explain the uncertainty rather than inventing a missing play. + +## Thesis + +- Assemble a slow resource engine before the opponent converts tempo into an irreversible board. Mono-Black Gardens wants expendable permanents from Khalni Garden, Ichor Wellspring, Lembas, Tithing Blade, Campfire, and Nihil Spellbomb to become cards, life-buffering time, or edict pressure through Fanatical Offering, Eviscerator's Insight, and normal attrition exchanges. + +- Win by exhausting the opponent's relevant threats while drawing enough replacement material to stick a finisher. The normal finishers are Troll of Khazad-dûm, Avenging Hunter, Sagu Wildling, Crypt Rats sweeps that leave the opponent low on resources, and repeated chip damage from artifact value bodies or token pressure after the board is cleared. + +- Prioritize board containment over raw card draw when under pressure. Cast Down, Defile, Tithing Blade, Chainer's Edict, Fungal Infection, Drown in Sorrow, and Crypt Rats should be spent on threats that shorten the clock, break through blockers, or invalidate the sacrifice engine; do not sacrifice material for cards if the visible board says the next combat step is the problem. + +- Prioritize card conversion when the battlefield is stable or the opponent is resource-light. Fanatical Offering and Eviscerator's Insight are strongest when sacrificing Ichor Wellspring, Lembas, Tithing Blade after it has produced value, Nihil Spellbomb after graveyard pressure is low, Khalni Garden tokens, or other low-future-value permanents exposed by legal actions. + +- Treat graveyard pressure as both disruption and insurance, not as incidental text. Nihil Spellbomb, Bojuka Bog, and Faerie Macabre should be pointed at visible graveyard plans, recursion windows, delve or reanimation setup, and matchups where denying the graveyard buys more time than drawing one extra card immediately. + +- Do not play this deck like a fast combo deck or pure tap-out ramp deck. The list is not trying to race with early creature damage, dump all artifacts without a sacrifice plan, or spend removal on the first legal target merely to use mana; it is trying to make each permanent answer two questions before the game ends. + +- Respect runtime uncertainty for unusual singletons and sideboard roles. Card text check required for Sagu Wildling and Campfire; use them according to legal Veles actions and visible text, and keep tactical claims conditional when their exact mode, timing, or replacement effect matters. + +## Role Package + +- Threats: Troll of Khazad-dûm, Avenging Hunter, Sagu Wildling, Crypt Rats, Khalni Garden tokens, and occasional Tithing Blade pressure are the cards that close games after resources trade down. Deploy threats when the opponent's visible board is contained, when holding removal no longer changes the next turn cycle, or when forcing the opponent to answer a single permanent is better than extending the engine. + +- Payoffs: Fanatical Offering and Eviscerator's Insight are the main payoffs for disposable artifacts and creatures. Prefer sacrificing Ichor Wellspring, Lembas, spent Tithing Blade, Khalni Garden tokens, or low-impact permanents when the action is legal; avoid sacrificing a blocker, mana-enabling permanent, or graveyard-hate piece while that object still answers a visible problem. + +- Engines: Ichor Wellspring, Lembas, Tithing Blade, Nihil Spellbomb, Campfire, Khalni Garden, and Witch's Cottage create repeated small advantages that make one-for-one removal profitable. Sequence engines so at least one future sacrifice, recursion, or graveyard-control use remains available instead of converting every object at the first possible priority window. + +- Velocity: Troll of Khazad-dûm, Lembas, Ichor Wellspring, Fanatical Offering, Eviscerator's Insight, Nihil Spellbomb, and Campfire provide card access, smoothing, or redraw pressure. Use velocity to hit land drops, find removal, or reload after a sweep; do not use it ahead of removal when the visible board already demands an answer. + +- Interaction: Cast Down, Defile, Tithing Blade, Chainer's Edict, Fungal Infection, Drown in Sorrow, Crypt Rats, Nihil Spellbomb, Bojuka Bog, Faerie Macabre, Rancid Earth, and Icequake form the disruption suite. Match the answer to the problem: spot removal for single high-impact creatures, edicts for protected or singular threats, sweepers for small boards, graveyard hate for recursive engines, and land destruction for mana-dependent opponents. + +- Protection: Weather the Storm, Fungal Infection, Crypt Rats used defensively, Khalni Garden tokens, Campfire, and removal held through combat are the survival tools. Prioritize these when the opponent's visible clock is short, when life total is the limiting resource, or when preserving a blocker keeps Fanatical Offering and Eviscerator's Insight from becoming forced desperation plays. + +- Recursion: Witch's Cottage and any legal Campfire recursion or recovery mode are the main recursion-oriented resources, with graveyard contents treated as public planning material. Set up recursion only when the named target is visible, legal, and meaningfully changes the next turn cycle; do not assume a graveyard card can be recovered unless Veles exposes the action. + +- Mana: Swamp, Haunted Mire, Bojuka Bog, Khalni Garden, Witch's Cottage, Troll of Khazad-dûm, Rancid Earth, and Icequake define the mana module. Preserve untapped black for Cast Down, Defile, Fanatical Offering, Eviscerator's Insight, Crypt Rats, and Chainer's Edict; preserve green access only when sideboard cards or visible legal actions make it relevant. + +- Sideboard modules: Troublemaker Ouphe targets artifact-centric opponents, Weather the Storm targets burn and racing pressure, Faerie Macabre reinforces graveyard disruption, Drown in Sorrow adds another sweeper, and Rancid Earth plus Icequake create a land-denial plan. Use sideboard cards as matchup-specific tools rather than generic upgrades; each one should answer a visible axis the maindeck cannot cover efficiently. + +## Primary Win Conditions + +- Resource-exhaustion finish: use Ichor Wellspring, Lembas, Nihil Spellbomb, Tithing Blade, Khalni Garden tokens, Fanatical Offering, and Eviscerator's Insight to turn low-value permanents into enough cards that every opposing threat is answered. Set up by making land drops, keeping a sacrifice object available, and preserving black interaction; execute by trading Cast Down, Defile, Chainer's Edict, Fungal Infection, Drown in Sorrow, and Crypt Rats for the opponent's meaningful creatures while drawing into the next answer. Prioritize this path against fair creature decks, removal-heavy decks, and any opponent whose visible board can be reduced to one threat at a time. Disruption to respect: exile effects on graveyards, artifact removal pointed at sacrifice fodder before it is cashed in, and fast pressure that makes draw spells too slow. + +- Troll of Khazad-dûm closer: use Troll of Khazad-dûm first as mana smoothing when land drops or Swamp access matter, then as a late creature when the battlefield is stable enough for a large body to end the game. Set up by cycling only when mana is constrained or early interaction is missing; execute by casting Troll of Khazad-dûm after removal has cleared blockers or after the opponent has spent answers on Avenging Hunter, Crypt Rats, or value permanents. Prioritize this path when both players are low on cards, when life totals are not forcing a Crypt Rats line, or when a single large attacker dominates visible combat. Disruption to respect: exile removal, edicts when Khalni Garden tokens are unavailable, bounce tempo, and counterspells when tapping out would lose the next turn cycle. + +- Avenging Hunter initiative pressure: deploy Avenging Hunter when taking or keeping the initiative is likely to matter more than holding up another reactive spell. Set up by reducing the opponent's board so they cannot easily steal the initiative back; execute by attacking, blocking conservatively, and using Cast Down, Defile, Tithing Blade, or Crypt Rats to keep the initiative from becoming an opponent engine. Prioritize this path against slower decks, stalled battlefields, and opponents low on visible creatures. Disruption to respect: haste pressure, go-wide attacks, removal before combat, and any board where Avenging Hunter enters but immediately gives the initiative away. + +- Crypt Rats endgame: use Crypt Rats as a sweeper first and a damage finisher only when life totals and black mana make the exchange favorable. Set up by preserving life, counting visible lethal ranges honestly, and keeping spare creatures or artifacts out of the blast only if they still matter; execute by activating for the smallest legal value that clears threats, stabilizes combat, or ends the game. Prioritize this path when the opponent has multiple small creatures, when normal spot removal cannot catch up, or when both players are low enough that direct damage is decisive. Disruption to respect: instant-speed removal before activation, prevention effects, life gain, and killing yourself or losing your last stabilizing body unnecessarily. + +## Secondary Win Conditions + +- Khalni Garden token pressure wins slow games after the opponent is empty. Set up by using Plant tokens as edict shields and sacrifice fuel before attacking with them; execute pressure only after removal and sweepers have made the battlefield safe. Prioritize token damage when the opponent has no profitable blocks and your hand contains enough interaction to punish their next creature. + +- Tithing Blade pressure can become a real fallback when its front-side edict has already traded for a creature and Veles exposes legal follow-up actions from the permanent. Use Tithing Blade first to break singular threats, protection-light boards, or edict-vulnerable finishers; convert it into pressure only when the legal action is visible and the sacrifice artifact is no longer needed for Fanatical Offering or Eviscerator's Insight. Card text check required for any transformed-side tactical claim beyond visible legal actions. + +- Sagu Wildling is a secondary body or value piece only according to visible legal text. Card text check required; prioritize it when Veles shows it as a legal play that develops a relevant blocker, attacker, or resource line without exposing the deck to a worse next combat step. + +- Campfire supports fallback stabilization when its visible legal action gains life, recovers material, or smooths a turn that would otherwise waste mana. Card text check required; use Campfire as a win-condition assistant, not as the main plan, and avoid sacrificing it if its visible future mode is more valuable than one extra card. + +- Graveyard denial wins by cutting off the opponent's engine rather than by dealing damage directly. Use Nihil Spellbomb, Bojuka Bog, and post-board Faerie Macabre to remove visible graveyard resources when that denies recursion, delve, reanimation, flashback, or threshold-like payoffs; preserve the cantrip or sacrifice value only when the opposing graveyard is not currently a threat. + +## Emergency Lines + +- Behind on life: stop spending turns on pure card flow unless it finds or enables survival. Prioritize Cast Down, Defile, Fungal Infection, Drown in Sorrow, Crypt Rats, Khalni Garden blockers, Campfire if its visible mode gains life, and post-board Weather the Storm over slow sacrifice value. + +- Behind on board: convert the game into a reset or edict sequence. Use Drown in Sorrow and Crypt Rats for multiple small creatures, Tithing Blade and Chainer's Edict for singular protected threats, and spot removal for the creature most responsible for the next combat step. + +- Behind on cards: sacrifice spent artifacts and expendable tokens, not stabilizing permanents. Fanatical Offering and Eviscerator's Insight should cash in Ichor Wellspring, Lembas, used Tithing Blade, Nihil Spellbomb when graveyard pressure is low, or Khalni Garden tokens that are not needed to block. + +- Behind on mana: use Troll of Khazad-dûm as a fixer before treating it as a finisher. Keep land drops over speculative plays, prioritize untapped black, and do not hold expensive threats if cycling or cheaper interaction keeps the game alive. + +- Opponent has graveyard recursion: shift from value maximization to denial timing. Fire Bojuka Bog, Nihil Spellbomb, or Faerie Macabre when the visible graveyard window matters, even if waiting might draw an extra card later. + +- Win conditions removed: win by decking the opponent's resources, then attacking with whatever remains. Preserve any legal creature, token, transformed Tithing Blade line, or Crypt Rats damage line after the board is empty; avoid sacrificing the last pressure source unless the replacement cards are necessary for survival. + +## Resource Model + +- Life is a stabilizing resource before it is a finishing resource. Spend life only when the legal line prevents more damage than it costs, unlocks a decisive Crypt Rats reset, or buys time for Cast Down, Defile, Tithing Blade, Drown in Sorrow, Fungal Infection, Khalni Garden blockers, Campfire, or post-board Weather the Storm to matter. + +- Hand size is fuel for finding the correct answer, not permission to durdle. Use Fanatical Offering and Eviscerator's Insight to reload when the sacrifice object is expendable, but choose interaction over card flow when the visible battlefield threatens a short clock or a permanent that will snowball before the drawn cards can be used. + +- Mana converts directly into survival, cards, and inevitability. Preserve black mana for Cast Down, Defile, Crypt Rats, Tithing Blade, Chainer's Edict, Fanatical Offering, Eviscerator's Insight, and Nihil Spellbomb decisions; treat green as conditional for Khalni Garden, Haunted Mire, Avenging Hunter, Sagu Wildling, Troublemaker Ouphe, and Weather the Storm only when Veles shows those cards or payments as legal. + +- Board material is best when it is either blocking, pressuring, or being cashed in. Ichor Wellspring, Lembas, Nihil Spellbomb, Tithing Blade after its immediate job, Campfire when its visible future mode is lower value, and Khalni Garden Plant tokens are preferred sacrifice fodder over creatures that are holding back lethal or carrying the initiative plan. + +- Graveyards are public pressure points. Use Nihil Spellbomb, Bojuka Bog, and Faerie Macabre when the opponent's visible graveyard enables recursion, delve, flashback, reanimation, or other graveyard-dependent legal actions; preserve cantrip or sacrifice value only when the graveyard is not currently changing the next turn cycle. + +- Exile is the cleanest answer zone and should be valued when graveyard recursion matters. If a legal action moves a key opposing card from graveyard to exile, prefer that timing over a marginal card-flow line when the opponent can otherwise reuse the card soon. + +- Lands are resources beyond mana production. Khalni Garden supplies sacrifice and edict protection, Bojuka Bog supplies graveyard timing, Witch's Cottage supplies conditional recursion if Veles exposes it, Haunted Mire may affect color or tapped sequencing, and Swamp count matters for black-heavy turns and Defile scaling. + +- Tempo matters most when behind. Choose the play that changes the opponent's next combat or engine turn before choosing the play that maximizes eventual cards; Mono-Black Gardens wins long games only after it survives the short one. + +- Information is a resource for restraint. Use revealed hands, public graveyards, visible stack objects, known sideboard cards, and previous game actions, but do not assume hidden cards; if uncertainty is high, choose lines that remain acceptable against the widest visible range. + +- Sideboard bullets convert narrow matchups into answer density. Weather the Storm buys time against burn or fast damage, Faerie Macabre adds graveyard denial, Drown in Sorrow adds sweeper density, Troublemaker Ouphe pressures artifacts if its text and legal actions support that role, and Rancid Earth or Icequake attack mana only when the matchup rewards land disruption more than normal removal and draw. + +## Mana Guide + +- Keep hands that cast early black interaction or develop a sacrifice engine on time. A functional opener usually has at least two lands or a clear Troll of Khazad-dûm smoothing line, one black source, and a first two-turn plan involving Tithing Blade, Nihil Spellbomb, Lembas, Ichor Wellspring, Cast Down, Defile, or Khalni Garden plus draw. + +- Mulligan hands that cannot produce black mana before interaction is needed. A hand with only tapped or utility lands is keepable only when the opponent is slow, the hand has early legal plays, and the next draw steps are not required to hit both mana and action. + +- Lead with untapped Swamp when holding one-mana or two-mana black interaction. Bojuka Bog and Haunted Mire are stronger when their tapped timing or utility does not cost a needed Cast Down, Defile, Tithing Blade, Nihil Spellbomb activation, or sacrifice-draw turn. + +- Play Khalni Garden early when the Plant token is needed for edict protection, sacrifice fodder, or blocking. Delay Khalni Garden when untapped black is required this turn and the token does not change visible combat or sacrifice sequencing. + +- Hold Bojuka Bog when the opponent's graveyard is likely to matter soon and you can still spend mana efficiently. Play Bojuka Bog as a land drop when missing mana would cost a critical spell, but avoid wasting its graveyard trigger into an empty or irrelevant graveyard unless tempo demands it. + +- Sequence Witch's Cottage for its visible recursion value only when the land condition and target are shown by Veles. If Witch's Cottage would enter tapped or fail to produce a meaningful legal recursion action, treat it as a black land and prioritize current mana needs. + +- Use Troll of Khazad-dûm as mana smoothing before finisher planning when land drops are missing. If cycling or another legal search action finds the needed Swamp or land access, take that line over holding Troll of Khazad-dûm in a hand that cannot otherwise cast removal or draw spells on curve. + +- Play land before draw when the current hand already contains the land you want to use this turn or when a legal spell requires the mana immediately. Draw first with Fanatical Offering, Eviscerator's Insight, Lembas, Ichor Wellspring, or Nihil Spellbomb only when the land drop is undecided and no current legal action depends on using the land first. + +- Preserve black pips for Crypt Rats turns. Count available black mana, life totals, and damage ranges before tapping lands; do not spend the black source needed for a stabilizing Crypt Rats activation unless another legal action prevents more damage immediately. + +- Post-board green mana is matchup-dependent. When Troublemaker Ouphe or Weather the Storm is in the deck and visible, protect access to Khalni Garden, Haunted Mire, or other legal green sources; when no green card is relevant, sequence green lands for token or tapped-land value rather than color fear. + +## Mulligan Guide + +- Strong keep: Keep two or three lands including Swamp plus at least one early stabilizer and one engine piece, such as Swamp, Khalni Garden, Cast Down, Defile, Ichor Wellspring, Fanatical Offering, and Eviscerator's Insight. This hand has removal, sacrifice material, and draw without needing hidden topdecks. + +- Strong keep: Keep a one-land hand only when that land is Swamp, Troll of Khazad-dûm has a legal smoothing line, and the rest of the hand contains cheap actions such as Nihil Spellbomb, Defile, Tithing Blade, or Lembas. Treat Troll of Khazad-dûm as mana access before treating it as a threat. + +- Medium keep: Keep two lands plus mostly card flow when the opponent is not presenting a known fast clock, such as Swamp, Bojuka Bog, Nihil Spellbomb, Lembas, Ichor Wellspring, Fanatical Offering, and Campfire. This hand needs time, so mulligan it more often against fast red, go-wide, or explosive combo starts. + +- Medium keep: Keep interaction-heavy hands with weak engines on the draw if they answer the first threats, such as Swamp, Swamp, Cast Down, Defile, Fungal Infection, Tithing Blade, and Crypt Rats. The draw step can find Ichor Wellspring or Eviscerator's Insight while the hand prevents early collapse. + +- Risky keep: Treat hands with Khalni Garden, Bojuka Bog, Haunted Mire, and no untapped Swamp as slow unless the remaining cards are cheap and the matchup is slow. Tapped lands are acceptable only when the first lost turn does not expose life total or engine timing. + +- Automatic ship: Mulligan any hand with no land, no Troll of Khazad-dûm smoothing, or no black source path. Also ship hands that cannot cast any relevant spell before turn 3 against an unknown opponent. + +- Automatic ship: Mulligan expensive clusters such as Crypt Rats, Avenging Hunter, Sagu Wildling, Troll of Khazad-dûm, Eviscerator's Insight, and too few lands unless Troll of Khazad-dûm can immediately fix mana and early interaction exists. + +- Matchup-dependent keep: Keep Nihil Spellbomb plus Bojuka Bog hands higher against graveyard, delve, recursion, or reanimation strategies, but downgrade them against creature-pressure decks when they lack Cast Down, Defile, Fungal Infection, Tithing Blade, Drown in Sorrow, or Crypt Rats. + +- Play/draw rule: On the play, prefer hands that make turn-1 or turn-2 board impact through Swamp, Khalni Garden, Tithing Blade, Nihil Spellbomb, Lembas, or Ichor Wellspring. On the draw, removal-heavy hands improve because Cast Down, Defile, Fungal Infection, and Chainer's Edict can answer the opponent's first commitment. + +- Trap hand: Do not keep a hand just because it has Fanatical Offering and Eviscerator's Insight if it lacks safe sacrifice material. A hand with draw spells but no Khalni Garden, Ichor Wellspring, Lembas, Nihil Spellbomb, Tithing Blade, Campfire, or expendable creature may spend early turns doing nothing. + +- Trap hand: Do not keep a hand that relies on Crypt Rats as the only stabilizer when life total, black mana count, or opposing pressure could make the activation unusable. Crypt Rats is a plan only when mana and life allow the visible damage line. + +## Turn Arc + +- Turn 1: Prefer Swamp into Nihil Spellbomb, Defile availability, or a held interaction posture when the opponent can present a fast threat. Choose Khalni Garden early when the Plant token creates sacrifice fodder, edict protection, or a blocker without costing needed black mana. + +- Turn 1 deviation: Play Bojuka Bog early only when missing the land drop would be worse than saving graveyard hate, or when the opposing graveyard already matters. Do not spend Bojuka Bog into an empty graveyard merely for convenience if another land supports the turn. + +- Turn 2: Prefer stabilizing or engine setup based on visible pressure. Cast Tithing Blade, Cast Down, Defile, Fungal Infection, Lembas, Ichor Wellspring, or Nihil Spellbomb activation only when the legal action changes the next combat, protects life total, or builds sacrifice material. + +- Turn 2 deviation: Use Fanatical Offering only when sacrificing Khalni Garden's Plant, Ichor Wellspring, Lembas, Nihil Spellbomb, Tithing Blade, Campfire, or another expendable object does not weaken survival. Hold it when the only sacrifice would remove a needed blocker or threat. + +- Turn 3: Prefer Crypt Rats, Drown in Sorrow, Chainer's Edict, Tithing Blade, or layered removal when behind on board. Prefer Ichor Wellspring plus Fanatical Offering, Lembas, or Eviscerator's Insight when stable and the opponent's next turn is not threatening a decisive attack or engine. + +- Turn 3 deviation: Cycle or otherwise use Troll of Khazad-dûm for mana development when land drops are missing. Holding Troll of Khazad-dûm as a finisher is lower priority than casting removal, draw, and sweepers on schedule. + +- Turns 4-5: Turn the corner only after survival is covered. Avenging Hunter, Sagu Wildling, Troll of Khazad-dûm, Crypt Rats pressure, or repeated sacrifice draw should follow a stabilized battlefield, not replace the answer to a lethal or snowballing board. + +- Turns 4-5 deviation: Fire Crypt Rats or Drown in Sorrow before drawing cards when the visible board threatens a short clock. Draw first only when the sweeper decision depends on finding land, life buffer, or a better legal answer. + +- Late game: Convert disposable permanents into cards while preserving the answer that matters most. Use Eviscerator's Insight, Fanatical Offering, Ichor Wellspring, Lembas, Campfire, Nihil Spellbomb, and Witch's Cottage recursion lines when Veles shows legal value and the battlefield is not demanding immediate removal. + +- Late game deviation: Prioritize inevitability denial over extra cards when graveyards or recursion are public threats. Nihil Spellbomb, Bojuka Bog, Faerie Macabre post-board, and removal timing should stop the opponent's next meaningful line before Mono-Black Gardens spends mana on optional card flow. + +## Card Roles + +- Tithing Blade: Treat Tithing Blade as an early edict plus a later sacrifice object, not as a generic two-mana play. Cast it when the opponent has one relevant creature, when a Plant token can absorb the backside tempo cost later, or when the battlefield needs an edict effect that Cast Down and Defile cannot cover. Avoid firing it into a disposable token if a visible higher-impact creature is likely to be isolated by first using Fungal Infection, Crypt Rats, Drown in Sorrow, or combat. Against Bogles, heroic, protection, hexproof, or single-threat decks, preserve Tithing Blade for the point where the opponent cannot choose a harmless sacrifice. Against go-wide decks, it is often sacrifice fodder after entry unless the legal action removes a real attacker. + +- Fanatical Offering: Use Fanatical Offering as instant-speed card velocity when the sacrificed artifact or creature is already replaceable. Best sacrifice materials are Ichor Wellspring, Lembas, Nihil Spellbomb after graveyard value is gone, Khalni Garden's Plant, Tithing Blade after its edict, Campfire after its role is spent, and creatures that would die anyway in combat or to removal. Hold Fanatical Offering when the only sacrifice is a needed blocker, Avenging Hunter, Sagu Wildling, Troll of Khazad-dûm, or a permanent that still answers the matchup. Against removal-heavy decks, casting Fanatical Offering in response to removal on an expendable creature can convert a doomed body into cards. Against fast pressure, do not spend the turn drawing if the legal board requires Cast Down, Defile, Fungal Infection, Drown in Sorrow, Crypt Rats, or Chainer's Edict first. + +- Eviscerator's Insight: Use Eviscerator's Insight as the deeper attrition engine once a safe sacrifice permanent is visible and mana is not needed for survival. The flashback or later-use value makes it stronger in long games than a one-shot draw spell, but it still carries the same sacrifice discipline as Fanatical Offering. Prefer sacrificing Ichor Wellspring when both are legal because the combined draw turns one artifact into a large resource swing. Avoid sacrificing Nihil Spellbomb before the opponent's graveyard plan is answered unless the graveyard is irrelevant in the visible matchup. Against blue decks, try to cast Eviscerator's Insight when the opponent is tapped low or after forcing them to answer board pressure; against aggro, treat it as a recovery spell after stabilizing. + +- Ichor Wellspring: Deploy Ichor Wellspring early when the hand needs material, sacrifice fodder, or a low-risk artifact to cash in later. It is one of the deck's cleanest bridges between setup and payoff because Fanatical Offering and Eviscerator's Insight can turn it into multiple cards without losing board presence. Do not sacrifice Ichor Wellspring before considering whether Lembas, Tithing Blade, Campfire, Nihil Spellbomb, or a Plant would preserve more future value. Against artifact hate or tempo decks, getting the entry card immediately matters; against control, Wellspring is a durable engine piece that makes discard and counter trades less punishing. + +- Nihil Spellbomb: Cast Nihil Spellbomb early when holding up graveyard interaction matters or when the deck needs cheap artifact material. Activate it when the opponent's graveyard is about to enable a visible delve spell, recursion, reanimation, flashback, threshold-like payoff, or known graveyard engine; do not crack it just because mana is unused. If black mana is available and the action text includes drawing a card, value the replacement card highly, but do not let the draw clause delay graveyard exile past the critical window. Against graveyard-light aggro, Nihil Spellbomb can become sacrifice fodder once public graveyard pressure is low. Against Terror, Affinity recursion, Gardens mirrors, or combo graveyards, preserve it more aggressively than generic artifacts. + +- Lembas: Use Lembas as stabilizing card flow and artifact fodder, with exact text-dependent choices conditional on Veles legal actions. Card text check required for every mode, trigger, and shuffle detail before relying on a specific outcome. Cast it when the hand needs smoothing, when the life gain or food-like role is visible through legal actions, or when Fanatical Offering and Eviscerator's Insight need a low-cost artifact. Avoid spending Lembas for marginal life if the same object is needed to enable a draw spell or if removal mana must stay open. Against burn and fast red, its life-related actions rise sharply; against slow control, its main role is a recursive or sticky engine object if the rules engine confirms that line. + +- Campfire: Treat Campfire as a flexible artifact support card only through legal actions shown by Veles. Card text check required for exact activated abilities, costs, graveyard interaction, life gain, and recursion timing. Use it when its visible action either buys life against a short clock, recovers a key card in a long game, or supplies sacrifice material without weakening the battlefield. Do not prioritize Campfire over early removal unless the legal action directly prevents the opponent's next damage window. Post-board, Campfire can be less important when Weather the Storm handles life total or when land destruction pressure requires mana efficiency. + +- Cast Down: Save Cast Down for creatures that matter more than the opponent's replaceable bodies. Use it before combat to prevent damage when life is under pressure, after attacks when the opponent commits a trick poorly, or in response to pump, sacrifice, or equipment lines when the target remains legal. Do not spend Cast Down on a creature Defile or Fungal Infection can answer unless mana constraints, toughness, or timing make the cheaper spell worse. Against large threats, initiative creatures, Terror-style finishers, and Affinity attackers, Cast Down is premium. Against token swarms, combine it with sweepers rather than trading one-for-one too early. + +- Defile: Use Defile as the efficient black-mana removal spell whose ceiling depends on Swamp count and land names visible to the engine. Check the current reduction amount before targeting; do not assume it kills a creature if the legal action text or state does not confirm enough Swamps. Sequence Swamp and Witch's Cottage with Defile in mind when the next turn may require killing a larger creature. Defile is excellent for preserving tempo while developing Ichor Wellspring, Lembas, or Tithing Blade, but it can be weak with too many Khalni Garden, Bojuka Bog, and Haunted Mire draws. Against small creature decks, use Defile early; against large threats, hold it until Swamp count supports the kill. + +- Fungal Infection: Use Fungal Infection to kill one-toughness creatures, shrink combat damage, create sacrifice material, or set up a better edict. The token matters because Fanatical Offering and Eviscerator's Insight turn it into cards, and because Tithing Blade mirrors or opposing edicts punish empty boards. In combat, prefer lines where the -1/-1 changes survival, trade math, or lethal damage, not just cosmetic damage. Against Faeries, red one-drops, small utility creatures, and go-wide starts, it is a high-impact early spell. Against large-creature decks, it is often a setup card for blocking, Crypt Rats math, or sacrifice value. + +- Crypt Rats: Treat Crypt Rats as a sweeper, deterrent, and late finisher only when life total and black mana make the activation real. Cast it when the opponent must respect an activation or when the deck can untap and control the board; activate it when the visible board, life totals, and legal damage amount favor you. Do not expose Crypt Rats as a creature if it will die before generating value and no immediate activation is available. Against go-wide, Elves-like, Faeries, red swarms, and tokens, it is one of the best stabilizers. Against burn or large single threats, be careful because the self-damage can lose races or fail to kill the relevant creature. + +- Drown in Sorrow: Use Drown in Sorrow as the clean small-creature sweeper when the opponent has multiple creatures in range or when scry-like card selection improves the next turn. Card text check required for exact scry handling if the engine presents selection choices. Do not cast it into one minor creature unless the next attack is dangerous or the hand lacks other plays. It is especially important against go-wide, Faeries, small red creatures, and token boards. Protect your own Plant tokens only when they matter more than clearing the opponent's pressure. + +- Chainer's Edict: Use Chainer's Edict as a non-targeting answer for single large, protected, or hard-to-kill creatures. Time it after removing expendable creatures when possible, and remember that flashback-style value is conditional on legal actions and available mana. Against hexproof, Terror, initiative threats, and creature-light control, edict timing is decisive. Against token decks, it is low-value unless setup removal first narrows the board. + +- Troll of Khazad-dûm: Use Troll of Khazad-dûm primarily as mana smoothing early and as a finisher only after the deck can survive. Card text check required for exact combat abilities beyond the land-search action shown by Veles. If a hand is short on black mana or land drops, take the legal land-search line rather than greedily holding a large creature. In late games, cast Troll of Khazad-dûm when removal has been taxed, when the opponent lacks visible edict insulation, or when a big body closes the game faster than more card draw. Do not sacrifice it to draw spells unless it is clearly expendable or doomed. + +- Avenging Hunter: Treat Avenging Hunter as a stabilizing top-end threat and initiative-style payoff only when the battlefield can protect the advantage it creates. Card text check required for exact initiative, dungeon, and trigger handling if Veles exposes choices. Cast it after clearing attackers or when its body can block profitably; avoid tapping out into a board that immediately steals the advantage back. Against slow decks, it pressures resources; against fast decks, it is too late unless removal has already stabilized. + +- Sagu Wildling: Use Sagu Wildling only according to visible legal text because exact role and abilities need confirmation. Card text check required before assuming its body size, morph/disguise behavior, recursion, or combat abilities. If Veles presents it as a creature deployment, compare it against holding interaction and against casting Avenging Hunter or Troll of Khazad-dûm. Its likely role is a resilient or flexible threat, so do not trade it down unless survival requires the block. + +- Khalni Garden: Prioritize Khalni Garden when the Plant token enables sacrifice draw, edict protection, or early blocking without costing a necessary untapped Swamp turn. Its token is not free if tapped-land timing prevents Defile, Cast Down, Tithing Blade, or Nihil Spellbomb from mattering on curve. Against sacrifice and edict mirrors, the token protects important creatures. Against fast decks, the blocker can buy a full turn. + +- Bojuka Bog: Save Bojuka Bog when the opponent's graveyard is a public resource, but play it early when missing a land drop would break the hand. It is strongest when paired with Nihil Spellbomb or Faerie Macabre post-board to cover multiple graveyard windows. Against graveyard-light decks, treat it as a tapped black land with minor upside. + +- Witch's Cottage: Sequence Witch's Cottage as a late recursion land when Swamp count and graveyard contents make the legal action valuable. Do not play it early tapped if another land preserves curve and the recursion text could matter later. Against attrition decks, it can rebuy Avenging Hunter, Troll of Khazad-dûm, Crypt Rats, or a removal creature if legal; against aggro, curve stability may matter more. + +- Haunted Mire and Swamp: Use Swamp as the default mana foundation because Defile, Crypt Rats, and black-heavy interaction scale with black sources. Use Haunted Mire as tapped fixing and late utility only when the tempo loss is acceptable or sideboard green cards require it. Do not overvalue green access game 1 unless Veles shows a legal green requirement. + +## Interaction Priorities + +- Removal first: kill the threat that changes the next combat step or engine turn, not the largest creature by habit. Use Cast Down for creatures Defile cannot currently kill, use Defile when Swamp count makes it efficient, and use Fungal Infection when -1/-1 kills a utility creature, wins combat, or creates a sacrifice body. + +- Edict first: use Tithing Blade or Chainer's Edict when the opponent has one meaningful creature, a protected creature, or a threat that targeted removal cannot answer. Before casting an edict into a wide board, remove or ignore expendable creatures only if doing so leaves the edict aimed at the real threat. + +- Sweeper first: use Crypt Rats or Drown in Sorrow against multiple small creatures, token pressure, Faeries-style boards, or red swarm starts. Activate Crypt Rats only when the chosen damage amount is legal and the life-total exchange leaves you alive or decisively ahead. Card text check required for exact Drown in Sorrow selection handling if Veles exposes follow-up choices. + +- Graveyard exile first: use Nihil Spellbomb, Bojuka Bog, and post-board Faerie Macabre on public graveyard windows that enable the opponent's next threat, recursion, delve-style cost, flashback line, or combo step. Do not spend graveyard hate just because it is legal when the opponent's graveyard has no visible payoff pressure and your current plan needs card draw or board control more. + +- Land interaction first: post-board Rancid Earth and Icequake are for mana-greedy, Tron-style, bounce-land, or color-constrained opponents when the legal target visibly constricts their next turns. Do not fire land destruction at a redundant land if a creature, graveyard, or life-total problem is already deciding the game. + +- Artifact pressure first: post-board Troublemaker Ouphe should be used only according to visible legal actions and confirmed text. Card text check required before assuming exact artifact destruction, trigger timing, or combat value; when legal text confirms artifact interaction, prioritize artifacts that produce mana, cards, combo function, or lethal pressure. + +- Counter, discard, and bounce discipline: this registered deck has no normal counterspell, hand-discard spell, or bounce spell, so do not invent those roles. If Veles presents such an action from a copied, stolen, or unusual effect, choose targets by visible impact: lethal enabler first, engine payoff second, mana bottleneck third, low-impact creature last. + +- Bait cards: use Lembas, Ichor Wellspring, Tithing Blade, spare Nihil Spellbomb, Campfire, and Plant tokens to draw out removal, artifact hate, or counterplay before committing Avenging Hunter, Crypt Rats, or Troll of Khazad-dûm. Do not bait with the only sacrifice permanent if Fanatical Offering or Eviscerator's Insight is your best current card-flow line. + +- Cards to ignore: ignore small creatures that cannot profitably attack, graveyard cards without visible payoff, redundant artifacts after their main value is spent, and tapped lands that do not affect the next turn cycle. Against burn, ignore marginal board value when Weather the Storm or life-preserving removal is needed; against control, ignore chip damage when protecting card engines matters more. + +## Combat And Trading Rules + +- Attack conservatively: attack when damage pressures the opponent without exposing a needed blocker, sacrifice body, or Crypt Rats deterrent. Plant tokens from Khalni Garden are usually better as blockers, edict insulation, or fodder for Fanatical Offering and Eviscerator's Insight than as one-point attackers. + +- Block for time: block early against fast red, go-wide, Faeries, and token decks when preserving life buys a turn for Cast Down, Defile, Drown in Sorrow, or Crypt Rats. A Plant token trading for damage prevention is successful when it keeps you above a burn or Crypt Rats self-damage threshold. + +- Trade with purpose: trade expendable creatures when the trade protects life, clears an edict path, turns on sacrifice draw, or prevents an opposing snowball. Do not trade Avenging Hunter, Troll of Khazad-dûm, Crypt Rats, or Sagu Wildling down unless survival or a decisive follow-up requires it. Card text check required before assuming Sagu Wildling combat abilities. + +- Preserve engines: keep Ichor Wellspring, Lembas, Nihil Spellbomb, Campfire, Tithing Blade, and tokens available when sacrifice draw is the plan. Before blocking or sacrificing, compare the creature's combat value against the cards from Fanatical Offering or Eviscerator's Insight and the need for edict protection. + +- Protect Crypt Rats math: avoid attacks or blocks that lower your life total below a useful Crypt Rats activation unless the current combat would otherwise be worse. When Crypt Rats is in play, the threat of activation can make passing combat correct even when an attack is legal. + +- Life thresholds matter: above roughly 12 life, you can spend some life to set up card advantage or a later Crypt Rats sweep; from 6-10 life, prioritize preventing damage and holding instant-speed removal; at 5 or less, treat every attack, untapped red mana source, and self-damage line as survival-critical. + +- Archetype shifts: against graveyard decks, trade less aggressively if Nihil Spellbomb or Bojuka Bog already controls the graveyard and the battlefield is stable. Against big-mana control, attack more with Troll of Khazad-dûm or Avenging Hunter once protected because slow pressure matters. Against artifact decks, preserve bodies that pressure planes of resource exchange while post-board Troublemaker Ouphe, Rancid Earth, or Icequake attack infrastructure only when legal text and targets support it. + +## Selection And Tutor Rules + +- Tutor first for mana stability: use Troll of Khazad-dûm landcycling when the hand needs a black source, a third land, or a specific Swamp-typed land before casting spells matters more than keeping Troll of Khazad-dûm as a late threat. Choose the legal Swamp card that best fixes the next two turns; do not assume Witch's Cottage recursion is enabled unless Veles shows the required public conditions. + +- Preserve Troll of Khazad-dûm as a finisher when mana is already stable and the matchup is about closing through removal or big-mana inevitability. Cycling it for a marginal land is worse when the visible game needs a large body later and you already have Cast Down, Defile, Nihil Spellbomb, or sacrifice draw to spend mana. + +- Sequence Lembas before blind draw when the top-card choice matters, because scry-like selection is strongest before Eviscerator's Insight, Fanatical Offering, Ichor Wellspring death triggers, or normal draw steps. Card text check required for exact Lembas resolution if Forge exposes separate scry and draw prompts; keep lands on top when land drops unlock multiple spells, and bottom low-impact artifacts when board survival is urgent. + +- Use Ichor Wellspring as pseudo-selection by turning sacrifice effects into redraws, not by expecting it to fix exact card types. Cast Ichor Wellspring before Fanatical Offering or Eviscerator's Insight when the extra artifact body enables card flow, edict insulation, or a future sacrifice line. + +- Sacrifice disposable permanents first when drawing cards: Plant tokens from Khalni Garden, spent Ichor Wellspring, spent Tithing Blade, spare Nihil Spellbomb, and low-impact Lembas are normal fodder. Do not sacrifice the only graveyard hate, only blocker, or only artifact needed for a follow-up unless the visible draw line is necessary for survival or a decisive turn. + +- Time Bojuka Bog as graveyard selection, not as a generic tapped land, when the opponent's public graveyard is part of their next legal threat. If the graveyard is empty or low-impact and the hand needs mana, playing Bojuka Bog for development is acceptable, but do not waste its exile window against graveyard, recursion, or delve-style pressure. + +- Treat Witch's Cottage as conditional top-deck selection only when Veles confirms the legal recursion trigger or prompt. Put back Avenging Hunter, Troll of Khazad-dûm, Crypt Rats, or a matchup-critical creature only when the next draw or shuffle pattern makes that card matter before the opponent can invalidate it. + +- Use Nihil Spellbomb draw timing carefully: crack it for card flow when graveyard pressure is absent, but hold it when the opponent can use a visible graveyard payoff before your next priority. If both exile and draw are legal choices, prioritize exile against active graveyard engines and card draw against empty graveyards or attrition mirrors. + +## Priority And Stack Rules + +- Pass priority when no legal action changes the next meaningful exchange, especially with only low-impact sacrifice or graveyard actions available. Explain the pass by naming what is being preserved: Cast Down, Defile, Nihil Spellbomb activation, Crypt Rats activation, or sacrifice fodder. + +- Use instant-speed removal before damage when combat math would otherwise cost too much life, remove a needed blocker, or let a threat trigger. Cast Down and Defile should answer the creature that decides the current attack, block, or lethal window; do not spend them on a replaceable creature when Crypt Rats, Drown in Sorrow, Tithing Blade, or Chainer's Edict can answer the board more cleanly later. + +- Activate Nihil Spellbomb or use Faerie Macabre at the last safe public graveyard window before the opponent gains value. Do not wait through a legal cast, flashback, recursion, or cost-reduction window if Veles shows the graveyard card and the opponent has the mana or action to use it. + +- Commit Crypt Rats activation only after checking life totals, damage prevention, creatures that survive, and whether your own life remains above zero. Choose the smallest legal damage amount that solves the visible problem; larger activations are for lethal, full sweeps, or preventing an immediate counterattack. + +- Let harmless spells resolve when interaction is scarce and the spell does not change pressure, mana, graveyard access, or card advantage enough to matter. This deck wins by spending removal on battlefield threats and timing graveyard hate, not by reacting to every legal stack object. + +- Cast Fanatical Offering and Eviscerator's Insight at instant speed when the sacrificed permanent is about to die, become blank, or convert into cards before a critical draw step. Avoid sacrificing a blocker before combat damage unless the life total and board state make the cards more valuable than the prevented damage. + +- Pay optional costs only when they advance the visible plan. If Veles exposes bargain, sacrifice, life, or other optional payment prompts from Fanatical Offering, Eviscerator's Insight, or unusual copied effects, accept only when the permanent or resource paid is lower value than the card, tempo, or survival gained. + +- Use Tithing Blade and Chainer's Edict during main phases when the opponent has one meaningful creature or when prior removal can clear fodder first. Avoid firing an edict into multiple expendable bodies unless the visible board state makes any sacrifice acceptable or survival requires action now. + +- Respect stack uncertainty for sideboard cards: Troublemaker Ouphe, Weather the Storm, Rancid Earth, and Icequake should follow exact legal action text and visible targets. Card text check required before assuming trigger counts, artifact timing, land restrictions, or life-gain size beyond what Veles exposes. + +## Sideboard Map + +- Sideboard by role first: add Weather the Storm against fast burn, spell-chain aggro, and decks where life total is the main resource; add Faerie Macabre against graveyard plans where instant-speed exile matters; add Drown in Sorrow against small-creature boards; add Troublemaker Ouphe against artifact infrastructure when green mana and legal targets are reliable; add Rancid Earth and Icequake against Tron, bounceland, greedy mana, and slow decks whose key turns depend on specific lands. + +- Weather the Storm role: use it as survival padding that buys time for Cast Down, Defile, Tithing Blade, Crypt Rats, and sacrifice draw to stabilize. It is bad when the opponent wins through board inevitability, graveyard recursion, or large singular threats instead of damage racing. Its role changes post-board from emergency life gain to tempo protection: preserve green access and avoid spending sacrifice draw in ways that leave you unable to cast a legal Weather the Storm before a burn-heavy turn. + +- Faerie Macabre role: use it as zero-mana graveyard interaction when the opponent can use public graveyard cards before Nihil Spellbomb or Bojuka Bog can safely answer them. It is bad against decks with no meaningful graveyard resource or where a 2/2 flying body is too slow. Its role changes against graveyard combo and Terror-style decks: hold it for the exact public cards that enable the next threat, recursion line, or cost reduction rather than cycling it into a generic creature plan. + +- Drown in Sorrow role: add the extra copy when the opponent presents many one- and two-toughness creatures, token boards, faeries, elves, or fast go-wide pressure. It is bad against large creatures, sparse creature decks, and matchups where your own Plant tokens and small creatures matter more than sweeping. Its role changes after sideboarding into a reset button: use single-target removal to manage the first threat, then let Drown in Sorrow reclaim boards that would make one-for-one removal inefficient. + +- Troublemaker Ouphe role: add it against Affinity, artifact engines, artifact mana, and decks whose permanents make Fanatical Offering or Eviscerator's Insight races unfavorable. Card text check required for exact triggered or activated artifact interaction; choose it only when Veles shows legal green mana and artifact-relevant text or targets. It is bad when artifact targets are absent, when green access is unreliable, or when a creature body dies before affecting the exchange. + +- Rancid Earth role: add it against Tron, bounceland decks, slow control, Gates, and decks whose mana development is more dangerous than their early creatures. Card text check required for exact threshold or damage text; treat it primarily as land interaction unless Veles exposes additional legal effects. It is bad against low-curve aggro, burn when life is pressured, and decks with redundant basics where spending a turn on land destruction fails to affect the next combat or stack exchange. + +- Icequake role: add it as additional land pressure against Tron, greedy mana, bounceland reliance, and control decks that need specific colors or high mana counts. Card text check required for exact snow-land rider; select targets from visible lands only and prefer the land that blocks the opponent's next public high-impact turn. It is bad against fast creature decks and matchups where tapping three mana sorcery speed exposes you to lethal pressure. + +- Balanced anti-burn plan: use this when the opponent is a fast red damage deck or spell-chain aggro deck and Veles history shows life total pressure is the main loss axis. +Side in: 4 Weather the Storm +Cut: 3 Nihil Spellbomb, 1 Chainer's Edict + +- Balanced anti-Tron or big-mana plan: use this when the opponent relies on assembling specific lands, bouncelands, or high mana before their threats dominate. +Side in: 4 Rancid Earth, 2 Icequake +Cut: 2 Fungal Infection, 1 Drown in Sorrow, 1 Chainer's Edict, 2 Nihil Spellbomb + +- Balanced anti-graveyard plan: use this when public graveyards enable recursive creatures, delve-style threats, reanimation, flashback, or combo timing. +Side in: 2 Faerie Macabre +Cut: 2 Fungal Infection + +- Balanced anti-small-creature plan: use this when the opponent floods the board with small creatures and your spot removal cannot keep pace. +Side in: 1 Drown in Sorrow +Cut: 1 Nihil Spellbomb + +- Balanced anti-artifact plan: use this when the opponent depends on artifact permanents and green mana is realistic from Khalni Garden or Haunted Mire. +Side in: 2 Troublemaker Ouphe +Cut: 1 Chainer's Edict, 1 Drown in Sorrow + +- Artifact archetype rule: Add role cards: Troublemaker Ouphe, Rancid Earth, and Icequake when artifact lands, artifact mana, or affinity infrastructure are visible. Reduce main-deck emphasis: slow edicts and graveyard-only pressure when the public graveyard is not central. + +- Graveyard archetype rule: Add role cards: Faerie Macabre while keeping Nihil Spellbomb and Bojuka Bog valuable. Reduce main-deck emphasis: Fungal Infection and slow creature-only interaction when the opponent's key turn comes from the graveyard rather than combat. + +- Aggro archetype rule: Add role cards: Weather the Storm and Drown in Sorrow according to whether damage comes from spells or creatures. Reduce main-deck emphasis: land destruction, slow artifact disruption, and graveyard cards that do not affect the next two turns. + +- Control archetype rule: Add role cards: Rancid Earth and Icequake when mana denial can delay sweepers, monarch threats, or expensive answers. Reduce main-deck emphasis: excess small-creature removal when the opponent presents few targets. + +- Sideboarding safety rule: keep exact plans balanced and legal, and do not weaken the deck's sacrifice engine below function. Fanatical Offering, Eviscerator's Insight, Ichor Wellspring, Khalni Garden, and Lembas are the card-flow shell; alter support cards before breaking the engine unless a matchup makes card draw too slow to survive. + +## Matchup Guidance + +- Aggro: prioritize survival over engine volume until the first creature wave is contained. Cast Down, Defile, Fungal Infection, Tithing Blade, Crypt Rats, and Drown in Sorrow are the stabilizing cards; Fanatical Offering and Eviscerator's Insight become strong once Khalni Garden, Ichor Wellspring, Lembas, or Campfire can be sacrificed without exposing life total. Add role cards: Weather the Storm against spell-heavy pressure and Drown in Sorrow against small-creature pressure. Reduce main-deck emphasis: Nihil Spellbomb and Chainer's Edict when graveyards and single large threats are not central. + +- Burn: protect life total as the matchup's primary resource and treat every tapped green source as part of a future Weather the Storm plan. Keep hands with early black interaction only when they also buy enough time for Lembas, Campfire, or Weather the Storm to matter. Do not spend Fanatical Offering or Eviscerator's Insight into a dangerous life-payment or tempo gap unless the draw is needed to find Weather the Storm, Cast Down, Defile, or Crypt Rats. Add role cards: Weather the Storm. Reduce main-deck emphasis: Nihil Spellbomb, Chainer's Edict, and slow graveyard pressure. + +- Go-wide creature decks: preserve sweepers and avoid spending Crypt Rats or Drown in Sorrow on boards that one Cast Down, Defile, or Fungal Infection can bridge. Use Khalni Garden Plant tokens as time-buying bodies, then convert them with Fanatical Offering or Eviscerator's Insight after combat pressure is reduced. Tithing Blade is weaker when the opponent has expendable creatures, so use it before token shields grow or save it for a post-sweeper single threat. Add role cards: Drown in Sorrow and Weather the Storm if damage also arrives through spell chains. Reduce main-deck emphasis: Rancid Earth-style land pressure plans and graveyard-only cards. + +- Tempo: trade mana efficiently and do not let a cheap evasive threat deal repeated damage while you build an artifact-draw loop. Defile is often the cleanest answer when Swamp count supports it; Cast Down covers larger non-engine creatures; Fungal Infection can punish one-toughness attackers or protect against chip damage when legal targets exist. Prefer Lembas and Ichor Wellspring when they advance through soft permission or removal, but do not sacrifice a stabilizing permanent if the next turn needs a blocker. Add role cards: Drown in Sorrow against faeries or one-toughness boards and Faerie Macabre when graveyard cost reduction is visible. Reduce main-deck emphasis: slow land destruction unless the tempo deck relies on bouncelands or fragile colors. + +- Control: turn every expendable permanent into cards, pressure their mana when legal, and avoid overcommitting creatures into known sweepers. Fanatical Offering, Eviscerator's Insight, Ichor Wellspring, Lembas, Campfire, and Witch's Cottage help win long exchanges by making removal less decisive. Troll of Khazad-dûm and Avenging Hunter are commitment threats; deploy them when the opponent's visible mana and recent actions make waiting worse or when you need to force an answer. Add role cards: Rancid Earth and Icequake against slow mana, bouncelands, Gates, or high-cost control. Reduce main-deck emphasis: Fungal Infection, Drown in Sorrow, and excess creature-only removal when targets are sparse. + +- Removal-heavy decks: diversify threats and preserve sacrifice value so their one-for-one answers do not strand Eviscerator's Insight or Fanatical Offering. Ichor Wellspring, Lembas, Campfire, Nihil Spellbomb, and Khalni Garden are important because they make removal awkward and keep action flowing. Do not expose Avenging Hunter or Sagu Wildling purely to spend mana if the board can be improved with artifacts, card draw, or graveyard pressure instead. Add role cards: Rancid Earth and Icequake if the opponent's answers are expensive or color-sensitive. Reduce main-deck emphasis: low-impact Fungal Infection and Drown in Sorrow when the opponent has few small creatures. + +- Midrange: win the attrition mirror by answering the card that changes board texture, not the first legal creature. Cast Down and Defile should cover creatures that dominate combat; Tithing Blade and Chainer's Edict are strongest when the opponent has one meaningful body; Crypt Rats can reset stalled boards if life total permits. Use Nihil Spellbomb and Bojuka Bog to shrink recursive value when public graveyards matter, but do not spend graveyard hate before it denies an actual visible resource. Add role cards: Faerie Macabre for recursive graveyard midrange and Rancid Earth or Icequake for greedy mana. Reduce main-deck emphasis: Fungal Infection against large bodies and Drown in Sorrow against resilient creatures. + +- Big mana: attack mana development before their payoff turns overtake your card engine. Rancid Earth and Icequake are role cards for Tron, bouncelands, Gates, and slow multi-color mana; target visible lands that unlock the next high-impact turn rather than lands that merely reduce total mana. Keep pressure through Troll of Khazad-dûm, Avenging Hunter, and sacrifice draw, but do not ignore a window to slow them by a full turn. Add role cards: Rancid Earth and Icequake. Reduce main-deck emphasis: Fungal Infection, Drown in Sorrow, and creature removal that lacks visible targets. + +- Combo: identify the public resource the combo needs, then hold interaction for the first legally meaningful choke point. Nihil Spellbomb, Bojuka Bog, and Faerie Macabre matter against graveyard combo; Cast Down, Defile, Tithing Blade, Chainer's Edict, or Crypt Rats matter only if the combo uses creatures that can legally be answered. Do not tap low for Eviscerator's Insight or Fanatical Offering if visible mana, graveyard contents, or stack texture imply the opponent can win before your next action. Add role cards: Faerie Macabre against graveyard combo, Rancid Earth and Icequake against mana-combo shells, Weather the Storm against storm-like damage chains. Reduce main-deck emphasis: slow creature removal when the combo does not need creatures. + +- Graveyard decks: preserve layered hate and force them to commit public graveyard resources before spending the cleanest answer. Nihil Spellbomb is a repeatable decision pressure point when mana is available; Bojuka Bog is strongest when played at a moment that exiles known cards rather than as an untapped-mana substitute; Faerie Macabre is best when zero-mana timing beats stack or priority constraints. Troll of Khazad-dûm can also shape graveyards through its own legal actions, so consider whether your line helps opposing graveyard payoffs. Add role cards: Faerie Macabre. Reduce main-deck emphasis: Fungal Infection and Drown in Sorrow unless small creatures also create the clock. + +- Artifact and enchantment decks: treat artifact infrastructure as a resource engine and decide whether disruption or removal matters more this turn. Troublemaker Ouphe is the dedicated artifact role card, but card text check required for exact interaction; select it only when legal green mana and artifact-relevant text or targets are visible. Against Affinity-style artifact boards, Cast Down, Defile, Crypt Rats, Tithing Blade, and Chainer's Edict must answer threats while Rancid Earth and Icequake can pressure artifact lands or mana if legal. The registered sideboard has no dedicated enchantment removal; against enchantment engines, pressure life total, mana, and creatures while avoiding imaginary answers. Add role cards: Troublemaker Ouphe, Rancid Earth, and Icequake when artifacts or mana lands are visible. Reduce main-deck emphasis: graveyard hate when the artifact plan does not use graveyards. + +- Single-threat decks: make Tithing Blade, Chainer's Edict, Cast Down, and Defile line up with the actual threat rather than a decoy. If the opponent protects one creature with counters, auras, or recursion, sequence discard-like edicts and spot removal so the least flexible answer is not stranded. Crypt Rats can finish damaged threats or clear support creatures before an edict, but do not spend it into lethal self-damage unless survival requires it. Add role cards: Rancid Earth and Icequake if the threat is expensive, Faerie Macabre if recursion is the protection axis. Reduce main-deck emphasis: Drown in Sorrow and Fungal Infection when one large body is the main problem. + +## Specific Matchup Notes + +- Red Rally notes are archetype-only; revealed cards override assumptions. Prioritize life total and board containment over slow card flow, because this deck can lose before Ichor Wellspring, Lembas, and Campfire convert enough material. Add role cards: Weather the Storm for burst life, Drown in Sorrow for small-creature boards, and Faerie Macabre only if public graveyard resources are enabling the rally plan. Reduce main-deck emphasis: slow land destruction and low-impact Nihil Spellbomb activations when graveyard text is not visible. + +- Dimir Faeries / Terror notes are archetype-only; revealed cards override assumptions. Preserve Cast Down, Defile, Chainer's Edict, and Tithing Blade for threats that shorten the clock or dodge one answer type, and use Nihil Spellbomb, Bojuka Bog, or Faerie Macabre when public graveyard size matters for Terror-style threats. Add role cards: Faerie Macabre, Drown in Sorrow, Rancid Earth, and Icequake when graveyard pressure, small flyers, or fragile mana are visible. Reduce main-deck emphasis: Fungal Infection if opposing bodies are too large, and excess Crypt Rats if life total is under heavy pressure. + +- Tron / Big-Mana Control notes are archetype-only; revealed cards override assumptions. Attack mana with Rancid Earth and Icequake when legal targets delay a payoff turn, while using Fanatical Offering and Eviscerator's Insight to maintain pressure through interaction. Add role cards: Rancid Earth and Icequake. Reduce main-deck emphasis: Fungal Infection, Drown in Sorrow, and creature removal without visible targets; keep enough Cast Down or Defile only when revealed threats justify them. + +- Grixis Affinity notes are archetype-only; revealed cards override assumptions. Treat artifact mana and large artifact creatures as separate problems, using Troublemaker Ouphe only when its exact legal text and green mana are relevant; Card text check required for Troublemaker Ouphe. Add role cards: Troublemaker Ouphe, Rancid Earth, Icequake, and Drown in Sorrow if the board includes small creatures. Reduce main-deck emphasis: slow Nihil Spellbomb use unless graveyard recursion or affinity-adjacent graveyard value is public. + +- Food Gardens mirror notes are archetype-only; revealed cards override assumptions. Win the exchange by preserving sacrifice fodder, graveyard timing, and closers, not by firing removal into expendable Khalni Garden tokens. Add role cards: Faerie Macabre for Witch's Cottage or graveyard recursion, Rancid Earth and Icequake for utility lands, and Troublemaker Ouphe only if artifact engines are visible and its text is confirmed. Reduce main-deck emphasis: Drown in Sorrow and Fungal Infection unless tokens or small creatures define combat. + +- Spy notes are archetype-only; revealed cards override assumptions. Hold Nihil Spellbomb, Bojuka Bog, and Faerie Macabre for the first visible graveyard-dependent choke point rather than spending them for generic value, and avoid tapping out for slow Eviscerator's Insight if the opponent is close to a combo turn. Add role cards: Faerie Macabre, Rancid Earth, Icequake, and Weather the Storm if storm-like damage or life pressure is revealed. Reduce main-deck emphasis: creature-only removal unless a legal creature target is central to the combo. + +## Risk Summary + +- Mana risk: Khalni Garden, Bojuka Bog, Haunted Mire, and Witch's Cottage can enter tapped or be timing-sensitive, so do not keep hands that cannot cast early black interaction unless the visible matchup gives time. Sideboard green cards create additional pressure; Weather the Storm and Troublemaker Ouphe require real green access before they can be treated as active plans. + +- Matchup risk: Mono-Black Gardens can beat fair games but may be too slow against fast combo, wide aggro, or big mana if it spends early turns cycling artifacts without affecting the opponent. Choose Fanatical Offering and Eviscerator's Insight only when the current board permits a card-flow turn. + +- Draw risk: Ichor Wellspring, Lembas, Campfire, Nihil Spellbomb, Fanatical Offering, and Eviscerator's Insight can create many legal draw actions that look productive while the opponent advances a lethal clock. Under pressure, prefer Cast Down, Defile, Tithing Blade, Chainer's Edict, Crypt Rats, Drown in Sorrow, or Fungal Infection when those actions materially change combat. + +- Over-sideboarding risk: Do not dilute the sacrifice-and-card engine by adding Rancid Earth, Icequake, Weather the Storm, Faerie Macabre, Troublemaker Ouphe, and Drown in Sorrow all at once without visible roles. Each sideboard card should answer a public axis: mana, life race, graveyard, artifacts, or small creatures. + +- Graveyard risk: Nihil Spellbomb, Bojuka Bog, Faerie Macabre, and Witch's Cottage all care about graveyard timing, and premature use can either miss opposing resources or weaken your own recursion. Spend graveyard hate when it denies a visible payoff or prevents a near-term legal line. + +- Sweeper/removal risk: Crypt Rats and Drown in Sorrow can stabilize boards but may kill your Khalni Garden token, reduce sacrifice material, or cost too much life. Cast Down and Defile can be stranded against illegal targets, so verify engine-provided legality before treating either as removal. + +- Closer risk: Avenging Hunter, Troll of Khazad-dûm, and Sagu Wildling are commitment threats, not automatic curve plays. Card text check required for Sagu Wildling before relying on exact combat or value text; deploy closers when removal shields, opponent mana, and your life total make waiting worse. + +- Sequencing risk: Playing Bojuka Bog, Witch's Cottage, Tithing Blade, or Khalni Garden at the wrong time can waste their tactical value. Prefer lines that preserve a future sacrifice permanent, a known recursion window, or a graveyard exile window unless immediate survival requires otherwise. + +## Test Feedback Checklist + +- Deciding factor: Identify the turn cycle that most changed win equity, then name whether it was survival, card velocity, graveyard timing, mana denial, sideboard impact, or a closing threat. + +- Mulligan result: Record whether the opener had early black mana, a two-turn plan, and either interaction or engine material; flag hands that kept Ichor Wellspring, Lembas, Campfire, or Nihil Spellbomb without enough time to use them. + +- Mana performance: Check whether Swamp count, Khalni Garden timing, Bojuka Bog timing, Haunted Mire, and Witch's Cottage created castable early plays or stranded Cast Down, Defile, Tithing Blade, Fanatical Offering, or Eviscerator's Insight. + +- Velocity performance: Note whether Fanatical Offering and Eviscerator's Insight converted expendable permanents into real resources, or whether draw actions delayed needed Cast Down, Defile, Chainer's Edict, Crypt Rats, Drown in Sorrow, or Fungal Infection. + +- Engine performance: Track whether Khalni Garden tokens, Ichor Wellspring, Lembas, Campfire, Tithing Blade, and Nihil Spellbomb produced useful sacrifice material, or whether the deck ran out of fodder before its draw spells mattered. + +- Removal performance: Record the exact opposing threats answered by Cast Down, Defile, Tithing Blade, Chainer's Edict, Crypt Rats, Drown in Sorrow, and Fungal Infection, and flag removal stranded by target restrictions or low toughness relevance. + +- Graveyard performance: Record whether Nihil Spellbomb, Bojuka Bog, Faerie Macabre, and Witch's Cottage were timed around visible graveyard resources, or whether early graveyard actions missed later payoff windows. + +- Sideboard performance: For Troublemaker Ouphe, Weather the Storm, Faerie Macabre, Drown in Sorrow, Rancid Earth, and Icequake, record the public axis each card addressed and whether it changed a turn cycle; Card text check required for Troublemaker Ouphe. + +- Closing performance: Note whether Avenging Hunter, Troll of Khazad-dûm, Sagu Wildling, Crypt Rats, or incremental attacks ended the game, and whether waiting or committing earlier would have improved the clock; Card text check required for Sagu Wildling. + +- Role accuracy: Record whether the pilot correctly identified stabilize, grind, mana-denial, graveyard-control, or pressure mode, especially when legal draw actions competed with immediate board interaction. + +- Mistake review: Flag passes under pressure, low-impact Nihil Spellbomb activations, unnecessary sacrifice of key blockers, late Bojuka Bog use, and removal spent on expendable creatures while a larger public threat remained. + +- Stranded-card review: List cards left unusable in hand at game end, including Weather the Storm or Troublemaker Ouphe without green access, Rancid Earth or Icequake without useful land targets, and Cast Down or Defile without legal targets. + +- Overperformer and underperformer review: Name cards that repeatedly decided games or failed to affect them, separating main-deck roles from sideboard roles so one matchup does not distort the whole tuning picture. + +## First Tuning Questions + +- Card quantities: Is 4 Nihil Spellbomb correct when graveyard pressure is not always public, or should some graveyard control become more flexible interaction, engine material, or threats? + +- Card quantities: Are 4 Fanatical Offering and 4 Eviscerator's Insight producing enough velocity, or do they create too many draw spells that need expendable permanents before stabilizing? + +- Card quantities: Does 3 Tithing Blade plus 1 Chainer's Edict give enough edict coverage against protected or oversized threats, or is edict density still low in the matchups that matter? + +- Mana base: Do 4 Khalni Garden, 2 Bojuka Bog, Haunted Mire, and Witch's Cottage slow early black interaction too often, or are their tactical enters-the-battlefield roles worth the tempo cost? + +- Mana base: Can the deck reliably cast Weather the Storm and Troublemaker Ouphe after sideboarding, or do green sideboard plans require more green access or fewer green commitments? + +- Aggro plan: Are Crypt Rats, Drown in Sorrow, Fungal Infection, Weather the Storm, and early edicts enough against wide or fast starts, or does the deck need more cheap stabilization? + +- Control plan: Against Tron / Big-Mana Control and slow mirrors, do Rancid Earth and Icequake create enough pressure, or does the deck need a stronger closer than Avenging Hunter, Troll of Khazad-dûm, and Sagu Wildling? + +- Graveyard plan: Are Nihil Spellbomb, Bojuka Bog, and Faerie Macabre overlapping too heavily, or does the metagame justify multiple graveyard angles because each operates on different timing windows? + +- Artifact plan: Does Troublemaker Ouphe solve the Affinity and artifact-engine problem when its text is confirmed, or is the sideboard relying on a card that is hard to cast or too narrow? + +- Role conflicts: Does the deck lose games by trying to be sacrifice-engine midrange, graveyard control, life-gain stabilizer, and land-denial deck in the same post-board configuration? + +- Closer question: When games stabilize but do not end, should more slots support Avenging Hunter, Troll of Khazad-dûm, or another closing plan, rather than more card draw or conditional answers? + +- Sideboard slots: Are 4 Weather the Storm, 4 Rancid Earth, and 2 Icequake the right allocation, or are those packages crowding out flexible answers for creature boards, graveyard decks, or artifact strategies? + +## Veles Tactical Policy + +### Policy: Opening Keep Gate +- Priority: High +- Decision families: mulligan +- Cards: Swamp, Khalni Garden, Bojuka Bog, Haunted Mire, Witch's Cottage, Cast Down, Defile, Tithing Blade, Fanatical Offering, Eviscerator's Insight, Ichor Wellspring, Lembas, Nihil Spellbomb +- Phase windows: Pregame mulligan decisions. +- Runtime cues: opening hand, london mulligan prompt, visible matchup label. +- Use when: deciding keep, take a mulligan, or bottom cards. +- Avoid when: the engine has already moved beyond mulligans. +- Instructions: Keep hands with black mana and a two-turn plan that either answers pressure or establishes expendable material plus card flow; reject hands that need multiple unknown draws to cast black interaction. Bottom excess slow artifacts or redundant graveyard pieces before cutting black mana or the only removal spell against creature pressure. +- Pilot skill floor: Light model compares matchup speed, mana, and first two turns. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Early Black Mana And Garden Setup +- Priority: Medium +- Decision families: mana, priority +- Cards: Swamp, Khalni Garden, Bojuka Bog, Haunted Mire, Witch's Cottage, Tithing Blade, Ichor Wellspring, Lembas, Nihil Spellbomb +- Phase windows: Turns 1-3 main phases. +- Runtime cues: legal land play, legal cheap permanent, hand contains black removal or sacrifice draw. +- Use when: choosing the first land or first enabling permanent. +- Avoid when: immediate lethal or a must-answer threat requires different mana. +- Instructions: Lead on untapped black when Cast Down, Defile, Tithing Blade, Fanatical Offering, or Eviscerator's Insight must be available soon; use Khalni Garden early when the token will enable sacrifice draw or block. Delay Bojuka Bog or Witch's Cottage when their enters-the-battlefield text has visible future value and tempo is not urgent. +- Pilot skill floor: Light model reasons about next-turn casts and sacrifice fodder. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sacrifice Engine Commitment Gate +- Priority: High +- Decision families: priority, selection +- Cards: Fanatical Offering, Eviscerator's Insight, Ichor Wellspring, Lembas, Campfire, Nihil Spellbomb, Khalni Garden, Tithing Blade +- Phase windows: Main phases, end steps, response windows with legal sacrifice draw. +- Runtime cues: legal cast or activate action for Fanatical Offering or Eviscerator's Insight. +- Use when: deciding whether to convert a permanent into cards or wait. +- Avoid when: the sacrificed permanent is the only relevant blocker, the only graveyard hate, or a needed artifact for a later action. +- Instructions: Spend expendable permanents when the cards will find interaction, hit land drops, or pull ahead before the opponent's next turn. Preserve blockers and hate pieces when visible pressure or graveyard threats make the permanent more valuable in play than in the graveyard. +- Pilot skill floor: Light model evaluates board pressure and resource conversion. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Sacrifice Of Ichor Wellspring +- Priority: Low +- Decision families: selection +- Cards: Ichor Wellspring, Fanatical Offering, Eviscerator's Insight +- Phase windows: Any prompt asking for sacrifice material after a draw spell is already selected. +- Runtime cues: action:sacrifice Ichor Wellspring +- Use when: Ichor Wellspring is a visible legal sacrifice choice and the selected spell or ability requires one sacrifice choice now. +- Avoid when: multiple sacrifice choices include a permanent whose exact text creates required immediate survival or mana. +- Instructions: Choose Ichor Wellspring as the sacrifice object after the draw-spell line is already committed, because it is registered as expendable engine material and its identity is visible in the legal action text. +- Pilot skill floor: No API can execute exact visible action text. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Spot Removal Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Cast Down, Defile, Fungal Infection, Chainer's Edict, Tithing Blade +- Phase windows: Opponent combat, end step, your main phase, stack windows with legal removal. +- Runtime cues: legal action includes Cast Down, Defile, Fungal Infection, Chainer's Edict, or Tithing Blade; visible opposing creature or protected threat. +- Use when: choosing whether to spend single-target, edict, or small-removal interaction. +- Avoid when: the target is low-impact and a larger public threat or imminent lethal line is visible. +- Instructions: Use removal on threats that change the next turn cycle: lethal attackers, engines, evasive clocks, or creatures blocking a stabilizing attack. Prefer edicts against single protected or oversized creatures; prefer Cast Down and Defile when the target restriction and toughness math are clearly satisfied by engine output. +- Pilot skill floor: Light model compares threats and timing. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sweeper And Life-Payment Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Crypt Rats, Drown in Sorrow +- Phase windows: Main phases, combat windows when legal activated abilities are offered. +- Runtime cues: legal action for Crypt Rats activation or Drown in Sorrow; visible wide board; current life totals. +- Use when: deciding whether a sweeper stabilizes or causes self-lethal risk. +- Avoid when: own life total, protected opposing creatures, or post-sweeper crackback makes the line fail visibly. +- Instructions: Fire Drown in Sorrow or Crypt Rats when it removes multiple relevant creatures or prevents lethal pressure. Treat Crypt Rats activation as a survival and clock calculation, not automatic mana spending, because your life total and surviving board matter. +- Pilot skill floor: Light model checks damage, deaths, and follow-up board. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Graveyard Hate Timing Gate +- Priority: Medium +- Decision families: interaction, priority +- Cards: Nihil Spellbomb, Bojuka Bog, Faerie Macabre +- Phase windows: Land play decisions, priority windows, opponent graveyard-action windows. +- Runtime cues: visible opposing graveyard, legal Bojuka Bog land play, legal Nihil Spellbomb activation, legal Faerie Macabre action. +- Use when: deciding whether to exile graveyards now or preserve the effect. +- Avoid when: the opposing graveyard has no visible resource that matters before the next decision. +- Instructions: Use graveyard hate when public cards enable recursion, delve, flashback, reanimation, or graveyard-cost pressure before you expect another chance. Hold hate when the opponent has not committed the relevant resource and the hate card can later stop a stronger window. +- Pilot skill floor: Light model identifies public graveyard payoffs. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Nihil Spellbomb Opponent Target +- Priority: Low +- Decision families: interaction, selection +- Cards: Nihil Spellbomb +- Phase windows: Target-selection prompt after Nihil Spellbomb activation is already chosen. +- Runtime cues: action:target opponent Nihil Spellbomb +- Use when: the legal action text offers target opponent for Nihil Spellbomb and the opponent graveyard contains one or more visible cards. +- Avoid when: the selected line is not Nihil Spellbomb or legal actions include multiple opponent-equivalent target objects with different visible graveyards. +- Instructions: Choose target opponent for Nihil Spellbomb after the graveyard-hate line is committed, because the deck's hate plan is to attack opposing graveyard resources. +- Pilot skill floor: No API can match exact target text. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Witch's Cottage Recursion Target +- Priority: Medium +- Decision families: selection, mana +- Cards: Witch's Cottage, Avenging Hunter, Troll of Khazad-dûm, Crypt Rats, Sagu Wildling +- Phase windows: Land play resolution or recursion target prompt. +- Runtime cues: legal Witch's Cottage play or target prompt; visible graveyard creatures. +- Use when: choosing whether to play Witch's Cottage for recursion or which creature to put on top. +- Avoid when: entering tapped or delayed draw would cost immediate survival. +- Instructions: Route the target choice through light-model because the best visible creature depends on board role: Avenging Hunter for initiative pressure, Crypt Rats for reset access, Troll of Khazad-dûm or Sagu Wildling for closing. Card text check required for Sagu Wildling before relying on exact text. +- Pilot skill floor: Light model chooses role-specific recursion. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Landcycling Setup +- Priority: Low +- Decision families: mana, selection +- Cards: Troll of Khazad-dûm, Swamp, Haunted Mire +- Phase windows: Early turns or end steps with legal landcycling. +- Runtime cues: legal landcycling action for Troll of Khazad-dûm; hand is short on lands or colors. +- Use when: deciding whether Troll of Khazad-dûm is a mana fixer or future threat. +- Avoid when: mana is already sufficient and a large creature is needed soon. +- Instructions: Landcycle Troll of Khazad-dûm when missing land drops or green/black access matters more than holding a slow closer. Preserve Troll of Khazad-dûm when mana is stable and the matchup needs a body to end the game. +- Pilot skill floor: Light model evaluates mana versus threat need. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat With Tokens And Closers +- Priority: Medium +- Decision families: combat +- Cards: Khalni Garden, Avenging Hunter, Troll of Khazad-dûm, Sagu Wildling, Crypt Rats +- Phase windows: Declare attackers, declare blockers, combat trick windows. +- Runtime cues: legal attack or block actions; visible power/toughness and tapped status. +- Use when: choosing attacks, blocks, or preserving bodies. +- Avoid when: exactly one forced block or forced attack is supplied by the rules engine. +- Instructions: Keep Khalni Garden tokens and small bodies back when they prevent more damage than they deal or enable sacrifice draw next turn. Attack with closers when the damage meaningfully shortens the clock and does not expose a needed stabilizer; Card text check required for Sagu Wildling before relying on exact combat abilities. +- Pilot skill floor: Light model evaluates race and resource bodies. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Pass With Interaction Available +- Priority: Medium +- Decision families: priority, interaction +- Cards: Cast Down, Defile, Fungal Infection, Nihil Spellbomb, Fanatical Offering, Eviscerator's Insight, Crypt Rats +- Phase windows: Opponent turn, end step, combat, stack priority. +- Runtime cues: legal pass plus legal instant-speed action or activated ability. +- Use when: deciding whether to act now or hold a response. +- Avoid when: passing allows visible lethal, a graveyard payoff, or an engine trigger to resolve unchecked. +- Instructions: Pass only when holding interaction improves timing or conceals commitment without losing a concrete public window. Act before damage, recursion, or stack resolution when waiting removes the chance to answer the current threat. +- Pilot skill floor: Light model reasons about stack and next priority. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Card-Draw Versus Stabilization +- Priority: Medium +- Decision families: priority, selection +- Cards: Fanatical Offering, Eviscerator's Insight, Lembas, Campfire, Ichor Wellspring, Cast Down, Defile, Drown in Sorrow, Crypt Rats +- Phase windows: Main phases and end steps. +- Runtime cues: legal draw/filter action and legal removal or sweeper action in the same decision frame. +- Use when: choosing between velocity and board control. +- Avoid when: only one legal non-pass action exists. +- Instructions: Stabilize first when visible attackers threaten a short clock; draw first when current board is contained and additional cards are needed to find land, hate, or a closer. Treat Campfire and Lembas as slower support unless their visible action directly changes survival or card access. +- Pilot skill floor: Light model compares clock to resource gain. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Role Selection +- Priority: High +- Decision families: sideboard +- Cards: Troublemaker Ouphe, Weather the Storm, Faerie Macabre, Drown in Sorrow, Rancid Earth, Icequake, Nihil Spellbomb, Cast Down, Defile, Fungal Infection, Crypt Rats +- Phase windows: Between games sideboard prompt. +- Runtime cues: matchup label, game number, observed public cards, legal sideboard plan candidates. +- Use when: selecting a sideboard plan or validating generated swaps. +- Avoid when: no registered sideboard action is pending. +- Instructions: Add Weather the Storm against fast red or storm-like pressure, Faerie Macabre against graveyard reliance, Drown in Sorrow against wide small creatures, Troublemaker Ouphe against artifact boards after card text check, and Rancid Earth or Icequake against mana-dependent slow decks. Preserve enough black interaction and sacrifice material so the deck still functions after boarding. +- Pilot skill floor: Light model maps opponent axis to balanced plan. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Land Denial Commitment Gate +- Priority: Medium +- Decision families: interaction, priority, sideboard +- Cards: Rancid Earth, Icequake +- Phase windows: Post-board main phases with legal land destruction. +- Runtime cues: legal cast action for Rancid Earth or Icequake; visible opponent lands and colors. +- Use when: deciding whether to spend a turn attacking mana. +- Avoid when: visible creatures or stack pressure require removal now. +- Instructions: Cast land denial when it cuts off a public color, delays a high-cost deck, or protects a closing window better than developing cards. Do not spend the turn on land denial while dying to board pressure unless it prevents the opponent's immediate winning line. +- Pilot skill floor: Light model evaluates tempo versus survival. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Weather The Storm Survival Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Weather the Storm +- Phase windows: Post-board priority windows with legal Weather the Storm. +- Runtime cues: legal cast action for Weather the Storm; visible life total, storm count if exposed, incoming damage risk. +- Use when: deciding whether lifegain changes survival over the next turn cycle. +- Avoid when: green mana or legal action is absent, or removal prevents more damage than lifegain. +- Instructions: Cast Weather the Storm when life gain prevents likely lethal or buys the turn needed for Crypt Rats, Drown in Sorrow, or removal to stabilize. Hold it when the opponent can add more spells first and waiting does not risk death before the next priority window. +- Pilot skill floor: Light model estimates survival window. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Game-Ending Crypt Rats Activation +- Priority: High +- Decision families: interaction, priority +- Cards: Crypt Rats +- Phase windows: Priority window with legal Crypt Rats activation. +- Runtime cues: action:activate Crypt Rats +- Use when: the legal action text shows an activation amount that reduces the opponent life total to 0 or less and your life total remains 1 or more from visible life totals. +- Avoid when: prevention, replacement, or damage modification is visible in the current engine prompt or the action text does not expose the activation amount. +- Instructions: Execute the visible lethal Crypt Rats activation only when the legal action text and visible life totals determine the result without target or damage-choice judgment. +- Pilot skill floor: No API can execute exact visible lethal action. +- No-API allowed: yes +- Light-model allowed: yes diff --git a/strategies/pauper/mono_black_gardens/1/metadata.json b/strategies/pauper/mono_black_gardens/1/metadata.json new file mode 100644 index 0000000..95947f7 --- /dev/null +++ b/strategies/pauper/mono_black_gardens/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "black attrition shell with Gardens bodies, sacrifice draw, and graveyard pressure", + "created_at": 1780472391, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "artifact", + "sacrifice", + "graveyard" + ], + "source_metadata": { + "base_choice": "mono_black_gardens:v1", + "generated_at": "2026-06-14T15:07:04.432764+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "mono_black_gardens", + "strategy_label": "Mono-Black Gardens", + "tags": [ + "midrange", + "control", + "artifact", + "sacrifice", + "graveyard" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/mono_black_gardens/1/reflection.md b/strategies/pauper/mono_black_gardens/1/reflection.md new file mode 100644 index 0000000..89fd109 --- /dev/null +++ b/strategies/pauper/mono_black_gardens/1/reflection.md @@ -0,0 +1,32 @@ +# Reflection Template For Mono-Black Gardens + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Identify the turn cycle that most changed win equity, then name whether it was survival, card velocity, graveyard timing, mana denial, sideboard impact, or a closing threat. + +- Mulligan result: Record whether the opener had early black mana, a two-turn plan, and either interaction or engine material; flag hands that kept Ichor Wellspring, Lembas, Campfire, or Nihil Spellbomb without enough time to use them. + +- Mana performance: Check whether Swamp count, Khalni Garden timing, Bojuka Bog timing, Haunted Mire, and Witch's Cottage created castable early plays or stranded Cast Down, Defile, Tithing Blade, Fanatical Offering, or Eviscerator's Insight. + +- Velocity performance: Note whether Fanatical Offering and Eviscerator's Insight converted expendable permanents into real resources, or whether draw actions delayed needed Cast Down, Defile, Chainer's Edict, Crypt Rats, Drown in Sorrow, or Fungal Infection. + +- Engine performance: Track whether Khalni Garden tokens, Ichor Wellspring, Lembas, Campfire, Tithing Blade, and Nihil Spellbomb produced useful sacrifice material, or whether the deck ran out of fodder before its draw spells mattered. + +- Removal performance: Record the exact opposing threats answered by Cast Down, Defile, Tithing Blade, Chainer's Edict, Crypt Rats, Drown in Sorrow, and Fungal Infection, and flag removal stranded by target restrictions or low toughness relevance. + +- Graveyard performance: Record whether Nihil Spellbomb, Bojuka Bog, Faerie Macabre, and Witch's Cottage were timed around visible graveyard resources, or whether early graveyard actions missed later payoff windows. + +- Sideboard performance: For Troublemaker Ouphe, Weather the Storm, Faerie Macabre, Drown in Sorrow, Rancid Earth, and Icequake, record the public axis each card addressed and whether it changed a turn cycle; Card text check required for Troublemaker Ouphe. + +- Closing performance: Note whether Avenging Hunter, Troll of Khazad-dûm, Sagu Wildling, Crypt Rats, or incremental attacks ended the game, and whether waiting or committing earlier would have improved the clock; Card text check required for Sagu Wildling. + +- Role accuracy: Record whether the pilot correctly identified stabilize, grind, mana-denial, graveyard-control, or pressure mode, especially when legal draw actions competed with immediate board interaction. + +- Mistake review: Flag passes under pressure, low-impact Nihil Spellbomb activations, unnecessary sacrifice of key blockers, late Bojuka Bog use, and removal spent on expendable creatures while a larger public threat remained. + +- Stranded-card review: List cards left unusable in hand at game end, including Weather the Storm or Troublemaker Ouphe without green access, Rancid Earth or Icequake without useful land targets, and Cast Down or Defile without legal targets. + +- Overperformer and underperformer review: Name cards that repeatedly decided games or failed to affect them, separating main-deck roles from sideboard roles so one matchup does not distort the whole tuning picture. diff --git a/strategies/pauper/mono_red_madness/1/decklist.txt b/strategies/pauper/mono_red_madness/1/decklist.txt new file mode 100644 index 0000000..4db2040 --- /dev/null +++ b/strategies/pauper/mono_red_madness/1/decklist.txt @@ -0,0 +1,20 @@ +Main (60) +3 Guttersnipe +4 Kessig Flamebreather +4 Sneaky Snacker +4 Voldaren Epicure +4 Lightning Bolt +4 Fiery Temper +4 Lava Dart +3 Fireblast +4 Grab the Prize +4 Highway Robbery +4 Faithless Looting +18 Mountain + +Sideboard (15) +4 Pyroblast +2 Red Elemental Blast +3 Cast into the Fire +3 Relic of Progenitus +3 Searing Blaze diff --git a/strategies/pauper/mono_red_madness/1/first_principles.md b/strategies/pauper/mono_red_madness/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/mono_red_madness/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/mono_red_madness/1/guide.md b/strategies/pauper/mono_red_madness/1/guide.md new file mode 100644 index 0000000..c20a599 --- /dev/null +++ b/strategies/pauper/mono_red_madness/1/guide.md @@ -0,0 +1,654 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono Red Madness is a Pauper mono-red aggro-burn deck built around cheap damage spells, discard-to-cast madness lines, flashback value, and noncombat damage triggers from `Kessig Flamebreather` and `Guttersnipe`. The registered main deck contains 60 cards: 18 `Mountain`, 4 `Voldaren Epicure`, 4 `Kessig Flamebreather`, 3 `Guttersnipe`, 4 `Sneaky Snacker`, 4 `Lightning Bolt`, 4 `Fiery Temper`, 4 `Lava Dart`, 3 `Fireblast`, 4 `Grab the Prize`, 4 `Highway Robbery`, and 4 `Faithless Looting`. The registered sideboard contains 15 cards: 4 `Pyroblast`, 2 `Red Elemental Blast`, 3 `Cast into the Fire`, 3 `Relic of Progenitus`, and 3 `Searing Blaze`. + +- Format validation: Treat this as Pauper only after the rules engine or deck validator confirms current card legality, ban status, and printing eligibility for every registered card. Do not assume sanctioned legality from this guide alone, because Pauper legality can change and `Guttersnipe`, `Sneaky Snacker`, `Grab the Prize`, and `Highway Robbery` should be verified against the active legality source used by Veles. + +- Archetype validation: Classify the deck as hybrid stock/rogue Mono Red Madness rather than pure stock Burn, because the shell uses familiar red reach cards such as `Lightning Bolt`, `Lava Dart`, `Fireblast`, and `Fiery Temper`, but its engine density depends on `Sneaky Snacker`, `Grab the Prize`, `Highway Robbery`, and `Faithless Looting` instead of only one-mana burn and creatures. + +- Tag validation: Use tags `aggro`, `burn`, `madness`, and `spells`; avoid duplicate tag expansion at runtime. The tactical identity is damage velocity first, card-flow conversion second, and combat pressure third. + +- Mana validation: The deck is registered as mono-red with only `Mountain`, so color risk is low, but land-count risk is real at 18 lands. Runtime mulligan and sequencing must respect one-land hands, flashback pressure from `Faithless Looting` and `Lava Dart`, and the sacrifice cost of `Fireblast`; do not spend the second `Mountain` lightly when future spell volume or `Fireblast` timing matters. + +- Role validation: The default role is aggressor, but the deck can temporarily become a removal-control deck against creature starts when `Lava Dart`, `Lightning Bolt`, `Fiery Temper`, `Searing Blaze`, or `Cast into the Fire` are legal and the visible clock threatens to outrace burn. Do not force opponent-face burn when visible creatures will deal more damage than the burn spell prevents. + +- Engine validation: The deck relies on rules-engine legal actions for madness, flashback, sacrifice costs, targeting, optional sequencing, and combat. The pilot must choose only listed `action_id` values, never infer that a discard outlet automatically permits `Fiery Temper`, `Sneaky Snacker`, or any other follow-up unless Veles exposes that legal action. + +- Opponent information status: No specific opponent deck is supplied for this guide batch, so matchup assumptions must stay archetype-level until Veles provides matchup metadata, revealed cards, public zones, or previous-game information. Treat hidden hand and library contents as unknown, while using public battlefield, graveyard, exile, stack, mana, life totals, and revealed cards when selecting actions. + +## Thesis +Mono Red Madness assembles a fast damage engine from `Kessig Flamebreather`, `Guttersnipe`, cheap burn, and discard-draw spells that turn graveyard or madness synergies into reach. The deck wins by stacking small noncombat damage triggers with efficient spells, then closing with `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, `Fireblast`, or accumulated attacks from `Voldaren Epicure` and `Sneaky Snacker` when the rules engine shows those attacks are favorable. + +Prioritize spell volume over isolated card quality. A protected `Kessig Flamebreather` or `Guttersnipe` makes `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, `Lava Dart`, and `Fiery Temper` function as damage multipliers, so choose lines that keep casting spells across consecutive priority windows rather than spending every burn spell immediately for face damage. + +Use discard outlets as engines, not random filtering. `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` should preferentially convert excess `Mountain`, recursive or graveyard-relevant cards, flashback cards, and madness cards into immediate pressure only when Veles exposes legal follow-up actions. Do not assume a `Fiery Temper` madness cast, `Sneaky Snacker` recursion, or flashback line is available unless the current legal actions list shows it. + +Treat life total as a race resource, but do not ignore visible board pressure. The deck is not trying to play long attrition, hold up reactive mana indefinitely, or trade burn for low-impact creatures when the opponent is not presenting a meaningful clock. It is trying to compress the game into a small number of turns where every red spell either advances lethal, removes a blocker or attacker that changes the race, or finds more damage. + +Preserve `Fireblast` for commitment points. Sacrificing two `Mountain` can end the game or create a decisive damage swing, but it can also strand `Faithless Looting` flashback, `Lava Dart` flashback, `Guttersnipe`, or multiple same-turn spells. Prefer waiting until `Fireblast` is lethal, prevents lethal by removing a critical threat if legal, or turns a nearly lethal stack into a win before the opponent untaps. + +Do not treat this as pure Burn. `Kessig Flamebreather`, `Guttersnipe`, `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, and `Sneaky Snacker` make sequencing and graveyard texture matter more than a simple count-to-20 plan. When the board is stable, develop a trigger creature before firing draw spells; when the opponent threatens lethal or a lock, abandon engine greed and take the legal line that preserves survival or immediate lethal pressure. + +## Role Package +- Threats: `Voldaren Epicure` provides early material and chip damage when legal, while `Sneaky Snacker` is a recurring or pressure threat only under the exact card text and rules-engine triggers Veles exposes. Card text check required for `Sneaky Snacker`; treat all recursion, attack timing, and graveyard value as conditional on visible legal actions and public zones. + +- Payoffs: `Kessig Flamebreather` is the preferred early payoff because it rewards every noncreature spell and survives some small damage better than a one-toughness threat. `Guttersnipe` is the higher-output payoff for instant and sorcery chains, but it costs more mana and should be committed when the next turn cycle is likely to include multiple spells or when its body is not immediately blanked by visible removal pressure. + +- Engines: `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` are the core card-flow package. Use them to assemble lands, payoff creatures, burn, and discard synergies; avoid discarding unique lethal pieces, the only castable payoff, or the land needed for a multi-spell turn unless the current action wins, stabilizes, or unlocks a stronger legal follow-up. + +- Velocity: `Faithless Looting` is the cheapest way to dig and stock the graveyard, especially after a payoff creature is already in play. `Grab the Prize` and `Highway Robbery` should be sequenced around available red mana, discard requirements, and whether the visible legal actions include madness or other follow-up value; Card text check required for exact `Grab the Prize` and `Highway Robbery` modes before relying on damage, treasure, discard, or additional-cost assumptions. + +- Interaction: `Lightning Bolt`, `Fiery Temper`, and `Lava Dart` are both removal and reach. Aim them at the opponent when they advance lethal or pressure through a stable board; aim them at creatures when the creature will deal more damage than the spell, block a critical attacker, enable the opponent's engine, or prevent your payoff creature from surviving combat. + +- Protection: The main deck has no true protection spell, so protection means sequencing. Cast payoff creatures when you can either gain value immediately, force the opponent to answer under pressure, or follow with enough spells that removal still leaves damage behind. After sideboarding, `Pyroblast` and `Red Elemental Blast` can protect a plan against blue spells only when legal targets and timing are exposed. + +- Recursion: `Lava Dart` flashback turns spare `Mountain` into a second spell and extra trigger event, but sacrificing a `Mountain` competes with `Fireblast`, flashback `Faithless Looting`, and multi-spell turns. `Sneaky Snacker` may also create recursion pressure, but use it only as rules-engine-confirmed value from public graveyard and trigger information. + +- Mana: `Mountain` is the only land, so color is simple and quantity is the constraint. Keep enough lands to cast payoff creatures before draw spells, support `Fiery Temper` madness or normal casting when legal, and avoid sacrificing lands until the remaining mana still covers the next required spell sequence. + +- Sideboard modules: `Pyroblast` and `Red Elemental Blast` are blue-matchup interaction and stack protection. `Cast into the Fire` is artifact or small-creature interaction depending on legal modes; `Relic of Progenitus` is graveyard pressure that can slow opposing recursion but may also affect public graveyards; `Searing Blaze` is creature-removal plus damage when landfall and targets are legally available. + +## Primary Win Conditions +- Ping-engine spell chain: Win by keeping `Kessig Flamebreather` or `Guttersnipe` on the battlefield, then casting multiple noncreature spells across one or two turns. Setup requires at least one payoff creature, enough `Mountain` to cast follow-up spells, and a hand or graveyard containing `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, `Lava Dart`, `Lightning Bolt`, `Fiery Temper`, or `Fireblast`. Execute by sequencing cheap draw/filter spells before expendable burn when they may find more spells, but switch to direct damage once visible life totals and legal actions show a lethal path. + +- Burn reach: Win by pointing `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, and `Fireblast` at the opponent when the opponent's life total, stack state, and available legal responses make damage to face more valuable than creature removal. Prioritize this path when a payoff creature has already generated damage, the opponent is low enough that every spell is effectively lethal pressure, or the battlefield is too stalled for attacks. Preserve `Fireblast` until it is lethal, forces through a near-lethal stack, or prevents losing immediately; sacrificing two `Mountain` too early can strand the remaining hand. + +- Discard-velocity pressure: Win by turning `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` into repeated spell triggers, card selection, and conditional madness or graveyard value. Card text check required for exact `Grab the Prize`, `Highway Robbery`, and `Sneaky Snacker` outcomes, so use this line only through legal actions exposed by Veles. Prioritize it when the hand contains excess `Mountain`, duplicate expensive cards, or `Fiery Temper` with a visible legal madness option, and when digging has a realistic chance to assemble lethal before the opponent stabilizes. + +- Recursive creature damage: Win with `Sneaky Snacker` and `Voldaren Epicure` attacks when the rules engine shows attacks are legal and favorable. `Voldaren Epicure` is early pressure plus material; `Sneaky Snacker` is a recurring attacker only if its card text and public graveyard triggers are confirmed by legal actions. Prioritize this path against opponents spending resources on life gain, counterspells, or graveyard interaction that make pure burn less reliable, but do not throw away blockers when behind on board. + +- Disruption awareness: Expect the main win paths to be disrupted by creature removal on `Kessig Flamebreather` or `Guttersnipe`, graveyard hate against flashback or `Sneaky Snacker`, lifegain, countermagic, and fast creature clocks. When a payoff is likely to die, cast at least one useful spell while it is active if legal; when graveyards are pressured, rely more on hand-based burn and battlefield damage. + +## Secondary Win Conditions +- Clean combat fallback: Use `Voldaren Epicure`, `Kessig Flamebreather`, `Guttersnipe`, and `Sneaky Snacker` as attackers when the opponent lacks profitable blocks or when chip damage shortens the burn clock. Do not attack with a payoff creature if blocking preserves survival and the attack does not materially change lethal math. + +- Removal-tempo fallback: Use `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, and sideboarded `Searing Blaze` only when legal to remove blockers or attackers that swing the race more than face damage would. This is a win path when removing one creature unlocks several combat damage points or buys the exact turn needed for a burn finish. + +- Flashback spell-count fallback: Use `Lava Dart` flashback and `Faithless Looting` flashback as extra spell events when mana and land count allow it. Sacrificing a `Mountain` to `Lava Dart` is strongest with `Kessig Flamebreather` or `Guttersnipe` active, but weak if it prevents `Fireblast`, `Guttersnipe`, or multiple same-turn spells. + +- Sideboard pressure fallback: After sideboarding, `Pyroblast` and `Red Elemental Blast` can protect a key spell or answer a blue card only when legal targets exist; `Cast into the Fire` can clear artifacts or small threats only according to visible modes; `Relic of Progenitus` can slow graveyard engines while the burn clock continues. These cards support the main plan rather than replacing it. + +## Emergency Lines +- Behind on life: Stop treating every burn spell as reach and remove the visible creature or engine that represents the most damage before the next turn cycle. Keep `Fireblast` as an emergency finisher only if it wins before the opponent's next attack; otherwise avoid sacrificing lands that are needed to stabilize. + +- Behind on board: Use burn as removal when blockers, attackers, or engine creatures will deal more damage than the burn spell would. Attack only with creatures that are not needed to block unless the attack creates lethal or near-lethal pressure. + +- Behind on cards: Cast `Faithless Looting`, `Grab the Prize`, or `Highway Robbery` to find action, but discard with discipline. Preserve the card that creates the next legal lethal line, the only payoff creature, or the land needed to cast two spells unless the current action immediately stabilizes. + +- Behind on mana: Prioritize hitting land drops with `Mountain` and delay `Lava Dart` flashback or `Fireblast` unless the action is lethal or prevents immediate loss. A one-spell turn that preserves future two-spell turns is often better than a flashy line that empties mana sources. + +- Engine removed: Shift from payoff chaining to burn-count math and creature chip damage. Rebuild with a second `Kessig Flamebreather` or `Guttersnipe` only if the game is not already in direct-lethal range. + +- Graveyard disrupted: Treat `Lava Dart` flashback, `Faithless Looting` flashback, and `Sneaky Snacker` value as unavailable unless Veles shows legal actions. Use hand spells, attacks, and any remaining battlefield payoff triggers to finish. + +- Opponent combo or lock pressure: Abandon slow filtering and spend damage or sideboard interaction on the visible permanent, stack object, or life-total line that gives the highest chance to win before the lock resolves. Do not assume hidden answers; choose from current legal actions and public information only. + +## Resource Model +- Life: Treat your life total as a clock buffer that buys time to cast multiple red spells, not as a resource to spend casually. Race when `Kessig Flamebreather`, `Guttersnipe`, `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, or `Fireblast` can end the game before the opponent's next lethal attack; pivot to removal when a visible attacker will deal more damage than a face spell would. + +- Hand: Treat hand size as fuel for spell density, madness access, and land-drop control. `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` convert weaker cards into action, but card text check required for exact `Grab the Prize` and `Highway Robbery` choices, so follow only legal discard, draw, damage, or madness prompts exposed by Veles. + +- Mana: Treat untapped `Mountain` as the limiting resource for chaining spells and holding instant-speed burn. One red mana casts `Lightning Bolt`, `Lava Dart`, `Faithless Looting`, and `Voldaren Epicure`; two and three mana enable velocity spells and payoff creatures, so avoid lines that spend all mana before checking whether legal madness, flashback, or removal actions matter this turn. + +- Board: Treat `Kessig Flamebreather` and `Guttersnipe` as damage engines first and attackers or blockers second. Preserve them when their triggered damage over the next turn cycle exceeds combat damage, but trade or block if survival requires it and no lethal spell chain is visible. + +- Graveyard: Treat the graveyard as a second hand only when Veles shows legal flashback, recursion, or graveyard-trigger actions. `Faithless Looting` and `Lava Dart` can generate extra spell count from the graveyard, and `Sneaky Snacker` may matter from public graveyard zones, but card text check required for exact `Sneaky Snacker` trigger conditions. + +- Exile: Treat exiled cards as unavailable unless the rules engine exposes a legal play-from-exile action. Do not plan around recovering cards exiled by `Relic of Progenitus` or opposing graveyard hate. + +- Lands: Treat `Mountain` as both mana and sacrifice material. Sacrifice `Mountain` to `Lava Dart` flashback or `Fireblast` only when the immediate damage, spell trigger, removal, or lethal line is worth reducing future spell capacity. + +- Sacrifice fodder: Treat expendable resources as narrow, named resources. `Mountain` is sacrifice material for `Fireblast` and `Lava Dart`; any token or artifact generated by `Voldaren Epicure` is usable only when Veles exposes a legal action and card text is confirmed by the engine. + +- Tempo: Treat every spell as both its printed effect and a possible trigger for `Kessig Flamebreather` or `Guttersnipe`. A lower-damage spell can be correct before a burn spell if it digs into another legal spell, enables `Fiery Temper`, or adds one more engine trigger before the opponent stabilizes. + +- Information: Use visible life totals, graveyards, exile, battlefield, stack, revealed cards, and previous public actions to decide whether to race or interact. Do not assume the opponent has no removal, countermagic, lifegain, or graveyard hate just because those cards are hidden. + +- Sideboard bullets: Treat `Pyroblast`, `Red Elemental Blast`, `Cast into the Fire`, `Relic of Progenitus`, and `Searing Blaze` as targeted tempo tools, not generic replacements for the burn plan. Use them when their visible legal target changes the race, protects a key spell, breaks a graveyard line, removes an artifact, or clears a creature while preserving pressure. + +## Mana Guide +- Color requirements: Build every keep and sequence around red mana because the registered mana base is only `Mountain`. There are no off-color lands, tapped lands, or utility lands in the main deck, so mana mistakes mostly come from missing land drops, sacrificing lands too early, or sequencing draw before using available red mana efficiently. + +- Keep rules: Keep one-`Mountain` hands only when they contain cheap legal plays such as `Voldaren Epicure`, `Faithless Looting`, `Lightning Bolt`, or `Lava Dart` and have a realistic route to the second land. Prefer two- or three-`Mountain` hands with a payoff creature plus multiple spells; mulligan hands that cannot cast a spell before turn two or hands with only expensive payoffs and no velocity. + +- Land-drop discipline: Play `Mountain` before casting spells when the extra mana could unlock `Fiery Temper`, `Grab the Prize`, `Highway Robbery`, `Guttersnipe`, multiple one-mana spells, or a post-draw legal action. Delay the land drop only when a legal draw/filter action may reveal whether an extra `Mountain` should be discarded and you can still make the land drop afterward. + +- Sequencing with payoffs: Cast `Kessig Flamebreather` before noncreature spells when mana and timing allow, and cast `Guttersnipe` before instants or sorceries when the three-mana investment will survive or immediately produce value. If the opponent is representing removal, prefer casting at least one useful spell after the payoff in the same turn when legal. + +- Madness and discard mana: Preserve red mana when discarding `Fiery Temper` to `Faithless Looting`, `Grab the Prize`, or `Highway Robbery` might expose a legal madness action. Do not tap out for a draw spell first if the expected legal follow-up needs mana and the current turn is the best window to use it. + +- Flashback mana: Use `Faithless Looting` flashback as a late-game refuel action when lands are plentiful or the hand is weak. Use `Lava Dart` flashback when the sacrificed `Mountain` creates lethal, removes a critical one-toughness creature, or adds decisive payoff triggers; avoid it when future `Fireblast`, `Guttersnipe`, or double-spell turns matter more. + +- `Fireblast` mana: Treat `Fireblast` as a mana-free spell with a real land cost. Cast it by sacrificing two `Mountain` only for lethal, forced survival, or a near-lethal turn where losing two future red sources is acceptable. + +- Sideboard mana: After sideboarding, keep one red mana available for `Pyroblast` or `Red Elemental Blast` only when a visible or likely blue stack fight matters. Sequence `Searing Blaze` with land drops when Veles exposes landfall-relevant legal actions; card text check required for exact `Searing Blaze` damage conditions. + +## Mulligan Guide +- Strong keep: Keep `Mountain`, `Mountain`, `Kessig Flamebreather`, `Faithless Looting`, `Fiery Temper`, `Lightning Bolt`, and `Lava Dart` because it has mana, an engine, discard velocity, madness pressure, and cheap interaction. Lead toward `Kessig Flamebreather` before chaining noncreature spells unless the board demands immediate `Lightning Bolt` or `Lava Dart`. + +- Strong keep: Keep `Mountain`, `Mountain`, `Voldaren Epicure`, `Kessig Flamebreather`, `Grab the Prize`, `Fiery Temper`, and `Fireblast` when the hand can curve creature into engine into discard/burn pressure. Card text check required for `Grab the Prize`, so use the hand for legal discard or draw prompts only when Veles exposes them. + +- Medium keep: Keep one-`Mountain` hands with `Faithless Looting`, `Voldaren Epicure`, `Lightning Bolt`, `Lava Dart`, and at least one payoff or madness card if on the draw or if the matchup is slow. Ship more often on the play when missing the second `Mountain` strands `Kessig Flamebreather`, `Guttersnipe`, `Grab the Prize`, or `Highway Robbery`. + +- Risky keep: Keep `Mountain`, `Mountain`, `Guttersnipe`, `Highway Robbery`, `Grab the Prize`, `Fiery Temper`, and `Fireblast` only against slower decks or on the draw when a single resolved payoff can dominate. This hand is weak to early pressure because it may not affect the board before turn three; card text check required for exact `Highway Robbery` and `Grab the Prize` modes. + +- Automatic ship: Mulligan any hand with zero `Mountain`, any hand with only `Fireblast` as functional damage and no early spell, and any hand whose first legal play is turn three without `Lightning Bolt` or `Lava Dart`. Ship hands that require sacrificing `Mountain` early just to function. + +- Trap hand: Do not keep `Mountain`, `Mountain`, `Fireblast`, `Fireblast`, `Guttersnipe`, `Sneaky Snacker`, and `Highway Robbery` just because the ceiling is high. It has too many conditional or delayed cards and too few cheap spells to enable the deck’s pressure plan. + +- Matchup-dependent keep: Keep removal-heavy hands such as `Mountain`, `Mountain`, `Lightning Bolt`, `Lava Dart`, `Fiery Temper`, `Kessig Flamebreather`, and `Faithless Looting` against creature pressure. Against control or combo, prefer a faster engine hand with `Kessig Flamebreather`, `Guttersnipe`, and discard velocity over a hand full of creature-only interaction. + +- Play/draw adjustment: On the play, value `Voldaren Epicure`, `Kessig Flamebreather`, and two `Mountain` because tempo matters before the opponent stabilizes. On the draw, accept slightly slower hands with `Faithless Looting` or `Grab the Prize` because the extra card reduces land-risk and improves discard selection. + +- Sideboard mulligan shift: After sideboarding, keep `Pyroblast` or `Red Elemental Blast` only when blue interaction or blue threats are expected and the rest of the hand still advances damage. Keep `Relic of Progenitus`, `Cast into the Fire`, or `Searing Blaze` only when the matchup makes the card live; do not keep a low-pressure hand because one sideboard card might matter later. + +## Turn Arc +- Turn 1 priority: Play `Mountain` and cast `Voldaren Epicure`, `Faithless Looting`, `Lightning Bolt`, or `Lava Dart` only when the legal action advances damage, selection, or survival. Prefer `Voldaren Epicure` for early board presence, prefer `Faithless Looting` when the hand needs land or has `Fiery Temper`/graveyard cards, and hold burn if the opponent’s first creature is likely to be the better target. + +- Turn 1 deviation: Pass with untapped `Mountain` when `Lightning Bolt` or `Lava Dart` must answer a visible or likely early threat and no proactive one-drop is available. Do not cast `Faithless Looting` before deciding whether a land drop or madness mana matters if Veles gives a more precise legal sequencing option. + +- Turn 2 priority: Cast `Kessig Flamebreather` before noncreature spells when it is legal and likely to generate triggers this turn or next. If no payoff is available, use `Faithless Looting`, `Grab the Prize`, or cheap burn to keep pressure moving, with card text check required for exact `Grab the Prize` choices. + +- Turn 2 deviation: Use `Lightning Bolt`, `Lava Dart`, or `Fiery Temper` on a creature when that creature changes the race more than face damage does. Cast `Sneaky Snacker` only when Veles exposes a legal cast or trigger line and the body advances pressure or blocking; card text check required for exact recursion conditions. + +- Turn 3 priority: Cast `Guttersnipe` when it can be followed soon by instants or sorceries and the opponent cannot easily punish the tempo loss. If `Kessig Flamebreather` is already in play, prefer sequencing two cheap spells over tapping out for `Guttersnipe` when the immediate triggers create a faster clock. + +- Turn 3 deviation: Hold up instant-speed burn against decks representing key creatures, countermagic, or combat tricks if passing preserves a better response window. Use `Grab the Prize` or `Highway Robbery` when the hand needs refuel or a legal discard prompt can convert `Fiery Temper` into pressure. + +- Turns 4-5 priority: Convert engines into lethal math by chaining `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, `Lightning Bolt`, `Fiery Temper`, and `Lava Dart` around `Kessig Flamebreather` or `Guttersnipe`. Count visible life, engine triggers, flashback actions, and `Fireblast` before spending burn on creatures. + +- Turns 4-5 deviation: Switch from racing to removal when the opponent’s next attack or combo turn beats your visible burn total. Sacrifice `Mountain` to `Fireblast` or `Lava Dart` only for lethal, survival, or a decisive engine-trigger turn. + +- Late-game priority: Treat every draw/filter spell as a route to multiple damage events, not just a card replacement. Flash back `Faithless Looting` when legal to find burn, preserve enough `Mountain` for multi-spell turns, and use `Fireblast` as the closing spell after other damage has forced the opponent low. + +- Late-game deviation: Preserve resources when the opponent can gain life, counter the key spell, exile graveyards, or force a longer game from visible information. If lethal is not present, favor lines that leave a castable spell, a legal graveyard action, or an engine creature rather than emptying the hand into uncertain interaction. + +## Card Roles +- `Guttersnipe`: Use `Guttersnipe` as the high-ceiling burn engine when the hand can cast multiple instants or sorceries over the next turn cycle. Cast it before `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, or `Fireblast` when the extra triggers are likely to matter more than immediate tempo. Hold it against visible removal-heavy or counterspell positions if a lower-curve `Kessig Flamebreather` line already pressures life totals. Do not tap out for `Guttersnipe` into a board that kills you before the triggers matter. In slower matchups, protect its first trigger turn by waiting until you can cast it and immediately follow with a cheap spell if legal. + +- `Kessig Flamebreather`: Treat `Kessig Flamebreather` as the default early engine because it rewards every noncreature spell, not only burn spells. Deploy it early when possible, then sequence `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, `Fireblast`, and sideboard noncreature spells after it enters. Preserve it in combat unless blocking prevents a larger life-total swing than its future triggers create. Do not spend early noncreature spells before casting `Kessig Flamebreather` unless removal, mana smoothing, or madness timing makes waiting worse. Against blue decks, it is often better as an early must-answer threat than as a late engine into open mana. + +- `Sneaky Snacker`: Use `Sneaky Snacker` as graveyard-based pressure or material only when Veles exposes legal cast, trigger, or return actions. Card text check required for exact draw-count, timing, and return conditions, so do not assume it can be cast or returned unless the rules engine offers the action. Put it into the graveyard with `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, or Blood-token discard lines when the legal discard choice advances a future recursion plan more than discarding excess land or redundant burn. Do not keep hands that rely on `Sneaky Snacker` alone to function. Against graveyard hate, value it lower and force the opponent to spend hate on it only when the rest of the hand still has burn pressure. + +- `Voldaren Epicure`: Use `Voldaren Epicure` as the best one-mana setup creature because it supplies early damage, a body, and a Blood-token discard outlet. Cast it on turn one in most openers unless holding `Lightning Bolt` or `Lava Dart` is needed for an urgent visible creature. The Blood token is a tactical bridge: use it to discard `Fiery Temper` when Veles offers the legal madness line, to place `Sneaky Snacker` in the graveyard when recursion is relevant, or to turn excess `Mountain` into new action. Do not cash in Blood too early when it is the only discard outlet for `Fiery Temper`. Trade the 1/1 body only when blocking preserves the race or buys enough time for burn. + +- `Lightning Bolt`: Use `Lightning Bolt` as flexible reach first and creature removal second, with target choice driven by race math. Send it at the opponent when visible life totals plus engine triggers create a fast clock or lethal setup. Aim it at creatures when the creature’s next attack, engine role, or combo role is worth more than three face damage. Hold `Lightning Bolt` against decks with key small threats, pump windows, or blue shields if passing keeps a better response window. Do not burn low-impact creatures just to spend mana when `Kessig Flamebreather` or `Guttersnipe` could convert that spell into extra damage later. + +- `Fiery Temper`: Use `Fiery Temper` as premium burn when a legal discard or madness action is available. Pair it with `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, and Blood-token activations from `Voldaren Epicure` when the engine exposes a clear cast-through-discard line. Cast it normally only when mana is available and waiting risks losing the target, missing lethal, or wasting the turn. Do not discard `Fiery Temper` into a zone where no legal madness cast is offered unless graveyard placement is still correct from visible context. Against creature decks, its three damage can protect your life total; against control, it is often a stored spell that punishes discard outlets resolving. + +- `Lava Dart`: Use `Lava Dart` as a cheap trigger spell and precision damage tool before treating it as full removal. One point matters for finishing creatures after combat, enabling multiple `Kessig Flamebreather` or `Guttersnipe` triggers, and creating lethal stacks with very little mana. Flashback by sacrificing `Mountain` only when the extra point, spell trigger, or target removal is worth the lost mana. Do not sacrifice `Mountain` early if it strands `Guttersnipe`, `Highway Robbery`, `Grab the Prize`, `Faithless Looting` flashback, or future multi-spell turns. Against one-toughness creature decks, hold `Lava Dart` more often; against slow decks, use it as a low-cost trigger and reach spell. + +- `Fireblast`: Use `Fireblast` as the closing spell, emergency removal, or decisive engine-trigger burst, not as routine early damage. Count whether sacrificing two `Mountain` still leaves enough mana for any remaining legal spells before choosing an alternate-cost action. Fire it at the opponent when it creates lethal now or forces the opponent into a very short clock with little recovery time. Use it on a creature only when that creature otherwise wins the game, blocks lethal pressure, or shuts off your burn plan. Do not expose `Fireblast` into visible counterplay unless waiting is worse; once the Mountains are sacrificed, the tempo loss is real even if the spell fails. + +- `Grab the Prize`: Use `Grab the Prize` as a velocity and discard-conversion spell when the hand needs more spells or wants to enable `Fiery Temper` and `Sneaky Snacker`. Card text check required for exact cost, draw, discard, and damage instructions, so follow only the prompts Veles exposes. Cast it after `Kessig Flamebreather` or `Guttersnipe` when legal if the trigger value matters and the turn can support the mana. Prefer discarding `Fiery Temper` when madness is legal, `Sneaky Snacker` when recursion is legal or likely, and excess `Mountain` when mana is already sufficient. Do not cast it just to churn cards if doing so discards the only burn spell needed for lethal. + +- `Highway Robbery`: Use `Highway Robbery` as refuel that can turn spare resources into more burn. Card text check required for exact additional costs, modes, plot timing, and discard or land-sacrifice choices, so treat every action as conditional on the rules engine output. Use it when the current hand is low on action, when a discard prompt can enable `Fiery Temper`, or when drawing into lethal matters more than preserving the resource spent. Be cautious about sacrificing `Mountain` because the deck needs mana for multi-spell engine turns and `Faithless Looting` flashback. Against control, delayed or staged draw may be valuable; against aggro, do not spend a turn refueling if visible pressure demands removal. + +- `Faithless Looting`: Use `Faithless Looting` as the primary selection spell and the cleanest way to turn conditional cards into pressure. Cast it early when the hand lacks land, lacks an engine, has `Fiery Temper`, has `Sneaky Snacker`, or needs to find cheap burn. After `Kessig Flamebreather` or `Guttersnipe`, it becomes both selection and damage, so sequence engines first when the delay is safe. Discard excess `Mountain`, duplicate expensive engines, `Fiery Temper` with legal madness, or `Sneaky Snacker` when its graveyard role is active. Do not flash it back into graveyard hate or into an empty plan unless the new cards can plausibly win or stabilize. + +- `Mountain`: Treat `Mountain` as both mana and a spendable resource, but spend it only when the legal payoff is clear. The deck’s 18-land count means two to three lands are precious for casting engines, draw spells, madness lines, and multiple burn spells in one turn. Sacrifice `Mountain` to `Lava Dart` or `Fireblast` for lethal, survival, or a decisive trigger chain; avoid sacrificing when it locks future `Guttersnipe`, `Grab the Prize`, `Highway Robbery`, or `Faithless Looting` flashback out of reach. Keep extra `Mountain` when discard outlets are absent, because it may become Blood, `Faithless Looting`, `Grab the Prize`, or `Highway Robbery` fuel later. + +## Interaction Priorities + +- Priority: Point `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, `Fireblast`, and post-board `Searing Blaze` at the opponent when the visible damage count creates lethal this turn or a forced lethal next turn. Count `Kessig Flamebreather` and `Guttersnipe` triggers before choosing targets, because casting a spell for one visible effect may add two or more damage from permanents already on board. + +- Remove first: Kill creatures that shorten the race, invalidate attacks, enable combo, or tax future burn before killing incidental attackers. Use `Lava Dart` on one-toughness creatures, finish damaged creatures after combat, or split a spell-trigger turn into multiple cheap damage events. Use `Lightning Bolt` or `Fiery Temper` on larger threats only when their next attack or engine role is worth more than three damage to the opponent. + +- Ignore first: Do not spend burn on low-impact blockers, small life-gain bodies after their life-gain has already resolved, or creatures that are not changing the next two turns. This deck can win through stalled boards with `Kessig Flamebreather`, `Guttersnipe`, `Sneaky Snacker`, `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, `Lava Dart`, and `Fireblast`, so removal must either preserve life or unlock lethal. + +- Bait protection: Lead with lower-value spells when the opponent visibly represents blue interaction and the hand contains `Fireblast`, `Fiery Temper`, or a lethal `Lightning Bolt`. Post-board, use `Pyroblast` and `Red Elemental Blast` on blue spells or blue permanents only when the rules engine exposes legal targets and the exchange protects lethal, stops a card-advantage spell, removes a blocker, or prevents your engine from being answered. + +- Exile and graveyard hate: Use `Relic of Progenitus` against graveyard decks when the visible graveyard is enabling recursion, delve, flashback, reanimation, threshold-style pressure, or a pending combo. Do not fire `Relic of Progenitus` merely because it is legal if your own `Faithless Looting`, `Lava Dart`, or graveyard `Sneaky Snacker` value matters and the opponent’s graveyard is not yet threatening. + +- Artifact pressure: Use `Cast into the Fire` against artifacts when a legal mode removes a mana engine, affinity enabler, equipment-like combat piece, or artifact creature that changes the race. Card text check required for exact modes and targets; follow Veles prompts and prefer the mode that either cuts off the opponent’s engine or removes multiple one-toughness creatures when that is exposed. + +- Archetype adjustment: Against fast creature decks, spend burn defensively until your life total is safe enough to resume face damage. Against control and combo, preserve face burn and engine permanents, answer only the creatures or permanents that disrupt your clock, and use `Pyroblast`, `Red Elemental Blast`, `Relic of Progenitus`, or `Cast into the Fire` only for visible high-impact windows. + +## Combat And Trading Rules + +- Attack by default: Send `Voldaren Epicure` and recursive `Sneaky Snacker` when the opponent cannot profitably punish the attack or when damage advances a burn-lethal clock. The deck is not trying to win creature combat on size; every point matters because `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, `Fireblast`, `Kessig Flamebreather`, and `Guttersnipe` can finish from low life totals. + +- Preserve engines: Do not trade `Kessig Flamebreather` or `Guttersnipe` in combat unless blocking prevents lethal, buys a full extra turn, or the engine is no longer needed because lethal burn is already available. Their bodies are less important than their triggered damage, so expose them to combat only when the life-total exchange is decisive. + +- Trade small bodies: Trade `Voldaren Epicure` when it blocks enough damage to preserve the race or when the Blood token already supplied its discard role. Trade `Sneaky Snacker` more freely when recurrence is realistically supported by visible legal actions, but do not assume recursion unless the rules engine or visible card text path confirms it. + +- Block under pressure: Block earlier against Stompy-style, Red aggro, Bogles-like, or token-wide starts when visible attacks will put you into burn range or make `Fireblast` sacrifices too risky. Accept losing small creatures if the block turns a two-turn opposing clock into a three-turn clock and leaves enough spells to win. + +- Race slow decks: Avoid defensive blocks against control, combo, and slow big-mana decks unless a creature is presenting a unique threat or lethal clock. In those matchups, your creatures are recurring damage sources and spell-trigger amplifiers; trading them for low-pressure creatures often helps the opponent reach stabilizing turns. + +- Use combat to set burn: Attack before spending removal when blockers may reveal whether burn should go face or clear a path. After blocks, use `Lava Dart`, `Lightning Bolt`, or `Fiery Temper` to finish a creature only if saving your attacker, reducing return damage, or preserving lethal math is better than sending that spell at the opponent. + +- Protect life thresholds: Treat life below six as fragile against red decks, pump decks, and any board with multiple attackers; defensive burn and blocks gain priority. Treat opponent life at ten or less as a closing window, especially with `Fireblast`, flashback `Lava Dart`, or any active `Kessig Flamebreather` or `Guttersnipe`, but still respect visible lethal on the crack-back. + +- Avoid empty attacks: Do not attack `Kessig Flamebreather` or `Guttersnipe` into clear profitable blocks just to add combat damage. Do not attack a needed blocker under a short clock unless the attack creates lethal now, forces lethal next turn, or the blocker cannot meaningfully change survival. + +## Selection And Tutor Rules + +- Pseudo-selection: Treat this deck as having no true tutors; `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, `Voldaren Epicure`, and Blood token activations are card-flow tools that convert excess cards into spell density, madness windows, graveyard resources, and reach. Do not search for hidden-library cards or assume future draws; choose from visible hand, graveyard, battlefield, and legal prompts only. + +- Looting priority: Use `Faithless Looting` early when the hand needs lands, a discard outlet, or enough spell velocity to turn on `Kessig Flamebreather`, `Guttersnipe`, `Fiery Temper`, `Lava Dart`, and `Sneaky Snacker`. Delay `Faithless Looting` when the current hand already curves out and the graveyard flashback mode or a later third-card turn could matter more. + +- Discard priority: Discard extra `Mountain` first when current and next-turn mana are already covered, then redundant expensive or slow cards, then graveyard-usable cards such as `Lava Dart`, `Faithless Looting`, or `Sneaky Snacker` when the visible rules-engine path supports later use. Prefer discarding `Fiery Temper` only when the engine exposes a legal madness cast or when the hand’s alternative is materially worse. + +- Madness discipline: Choose a `Fiery Temper` madness action when it is legal and the target advances lethal, removes a high-impact creature, or preserves the race. Do not discard `Fiery Temper` into the graveyard as generic fuel if no legal madness action is exposed and a normal cast is likely to be useful soon. + +- Draw count awareness: Sequence `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, and Blood token activations with visible draw counts in mind when `Sneaky Snacker` is in the graveyard or on the battlefield with a relevant trigger path. Card text check required for exact `Sneaky Snacker` trigger conditions; only rely on recurrence when the rules engine exposes the trigger or legal resulting action. + +- Land-drop timing: Usually make the land drop before casting selection if the hand needs two or more spells this turn, but hold an extra `Mountain` before a discard outlet when all current mana is already available and that land is the cleanest discard. Do not hold the only land that enables `Kessig Flamebreather`, `Guttersnipe`, `Grab the Prize`, `Highway Robbery`, hard-cast `Fiery Temper`, or flashback `Faithless Looting` unless the visible line is already lethal. + +- Fireblast planning: Preserve enough `Mountain` count for `Fireblast` only when sacrificing lands is legal and the damage meaningfully closes the game. Do not over-discard or sacrifice lands if doing so strands flashback `Faithless Looting`, future `Highway Robbery`, or multiple cheap spells needed to trigger `Kessig Flamebreather` and `Guttersnipe`. + +- Selection under pressure: Against fast creature boards, use selection to find cheap interaction and playable spells rather than maximize future value. Against slow control or combo, use selection to assemble engine permanent plus burn density, and avoid discarding redundant reach unless it cannot be cast in time. + +## Priority And Stack Rules + +- Lethal priority: At every priority window, count visible damage from `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, `Fireblast`, flashback `Lava Dart`, `Kessig Flamebreather`, `Guttersnipe`, and combat before passing. If a legal sequence creates lethal through known public resources, take it before giving the opponent another draw step or untap. + +- Trigger math: Let `Kessig Flamebreather` and `Guttersnipe` triggers resolve in the order supplied by Forge unless a visible target choice matters. Count spell-cast triggers separately from spell resolution, because a spell being countered may not remove already-created legal triggers if the rules engine has placed them on the stack. + +- Response discipline: Cast instant-speed burn in response only when the timing changes the outcome: lethal before life gain, killing a creature before a pump/equip/combat-damage window, using mana before it disappears, triggering `Kessig Flamebreather` or `Guttersnipe` for lethal, or forcing action through visible stack interaction. Otherwise, prefer main-phase sequencing that preserves information and lets sorcery-speed draw/filter happen first. + +- Lava Dart timing: Use `Lava Dart` as a flexible one-damage spell for lethal math, one-toughness creatures, and extra spell triggers. Flash it back only when sacrificing a `Mountain` does not cut off a better current or next-turn line, or when the immediate damage/trigger is worth the mana loss. + +- Fireblast timing: Hold `Fireblast` until it is lethal, protects against discard by using a closing window, or removes a threat whose survival would almost certainly lose the race. Do not fire `Fireblast` casually into open interaction if a lower-value spell can test the opponent first and the extra lands still matter. + +- Madness stack windows: When a discard effect offers `Fiery Temper` madness, choose the legal madness cast before passing if the spell has a meaningful target. Verify target legality from the action list; do not assume face targeting, creature targeting, or cost reduction beyond what Forge exposes. + +- Blood activation windows: Activate Blood tokens when the hand contains discard-favorable cards, the deck needs a new card now, or a draw-count/`Sneaky Snacker` line is visible. Avoid spending Blood at end step merely because it is legal when the current hand already has lethal setup or the discarded card is needed. + +- Graveyard timing: Use `Relic of Progenitus` post-board at the last safe window before the opponent uses visible graveyard resources, while accounting for your own `Faithless Looting`, `Lava Dart`, and `Sneaky Snacker`. Card text check required for exact `Relic of Progenitus` modes; follow the legal mode and target prompts. + +- Blue interaction timing: Post-board, use `Pyroblast` and `Red Elemental Blast` only when Forge exposes a legal blue spell or blue permanent target and the exchange protects lethal, stops a decisive card, or clears a key blocker/engine. Do not spend them into low-impact blue objects while your own burn can still close. + +- Pass explanation: Passing priority is correct when no legal spell changes lethal math, survival, or resource quality before the next decision. When passing with burn in hand, state whether the burn is being held for lethal, a better target, a madness outlet, or protection from a visible opposing line. + +## Sideboard Map + +- Sideboard principle: keep the deck's spell density, cheap damage, and discard velocity intact unless the opposing archetype makes a specific sideboard card materially better than a slower burn-draw piece. `Kessig Flamebreather`, `Guttersnipe`, `Sneaky Snacker`, `Lightning Bolt`, `Fiery Temper`, and `Lava Dart` are the core pressure/reach package; sideboarding should rarely reduce all copies of a single core function. + +- Balanced anti-blue plan: use this against blue tempo, blue control, or blue combo where legal `Pyroblast` and `Red Elemental Blast` targets are expected from public deck knowledge or Game 1 information. +Side in: 4 Pyroblast, 2 Red Elemental Blast +Cut: 2 Highway Robbery, 1 Grab the Prize, 1 Fireblast, 2 Lava Dart + +- Anti-blue role: `Pyroblast` and `Red Elemental Blast` protect a lethal stack, stop a decisive blue spell, answer a blue permanent when Forge exposes a legal target, or clear permission before committing `Guttersnipe` or multiple burn spells. Prefer using them on cards that stop your closing turn or generate a large advantage, not on low-impact blue cantrips when your hand already has a fast damage line. + +- Anti-blue when bad: `Pyroblast` and `Red Elemental Blast` lose value against nonblue decks, mostly red mirrors, creature piles with few blue objects, and artifact or graveyard decks whose key cards are not blue. Do not add them merely because the opponent has islands or blue-adjacent mana unless the match history, revealed cards, or supplied matchup context supports meaningful legal targets. + +- Anti-artifact plan: use this against Affinity, artifact combo, artifact lands plus payoff decks, or any opponent where public information shows important artifacts and `Cast into the Fire` has legal targets often enough to matter. +Side in: 3 Cast into the Fire +Cut: 1 Highway Robbery, 1 Fireblast, 1 Guttersnipe + +- Anti-artifact role: `Cast into the Fire` is a flexible answer to artifact engines and small creature boards when Forge exposes the relevant mode and targets. Treat artifact exile as the default role against Affinity-style decks if the visible artifact is central to mana, pressure, or payoff; treat the damage mode as a tempo role only when it removes real blockers, attackers, or utility creatures. + +- Anti-artifact when bad: `Cast into the Fire` is weaker against decks with few artifacts, large creatures outside its damage range, or board states where spending mana on removal delays a clear burn lethal. Avoid boarding too many reactive cards when the opponent's artifact permanents are incidental and racing with `Kessig Flamebreather`, `Fiery Temper`, and `Fireblast` is the cleaner plan. + +- Graveyard plan: use this against graveyard combo, graveyard recursion, flashback-heavy control, Terror-style delve decks, or any deck whose public game actions reveal graveyard dependence. +Side in: 3 Relic of Progenitus +Cut: 1 Highway Robbery, 1 Grab the Prize, 1 Fireblast + +- Graveyard role: `Relic of Progenitus` is disruption first and card flow second; use it to shrink opposing graveyard resources before they become mana, threats, recursion, or combo fuel. Account for your own `Faithless Looting`, `Lava Dart`, and `Sneaky Snacker` before activating graveyard-clearing modes, because this deck also converts the graveyard into damage and velocity. + +- Graveyard when bad: `Relic of Progenitus` is poor against low-graveyard creature decks, red mirrors without graveyard payoffs, and control decks where the graveyard is not central to their stabilizing plan. Do not weaken the deck's pressure package for `Relic of Progenitus` unless the opponent's visible or known plan actually uses the graveyard as a resource. + +- Creature-aggro plan: use this against small-creature aggro, Faeries-style boards, tokens, red creature mirrors, or decks where killing a creature while damaging the opponent helps preserve the race. +Side in: 3 Searing Blaze +Cut: 2 Highway Robbery, 1 Guttersnipe + +- Creature-aggro role: `Searing Blaze` is a race-swinging removal spell when the rules engine exposes a legal creature and opponent target. Prioritize creatures that increase the opponent's clock, block your damage profitably, or enable synergy; treat landfall or enhanced damage only as real when Forge exposes the resulting legal action or effect. + +- Creature-aggro when bad: `Searing Blaze` is weaker against creature-light control, combo, artifact decks with few legal creature targets, and board states where no target creature exists. Do not load up on `Searing Blaze` if the opponent's main plan is stack interaction, graveyard combo, or large threats that survive the damage shown by the rules engine. + +- Heavy blue-control role change: Add role cards: `Pyroblast`, `Red Elemental Blast`, and sometimes `Relic of Progenitus` if their graveyard matters. Reduce main-deck emphasis: slower self-damage or sorcery-speed draw when it does not immediately enable `Sneaky Snacker` or madness, and excess one-damage removal when there are few creatures. Preserve enough cheap spells to trigger `Kessig Flamebreather` and pressure through counterspells. + +- Blue tempo role change: Add role cards: `Pyroblast`, `Red Elemental Blast`, and `Searing Blaze` if their threats are small creatures. Reduce main-deck emphasis: the slowest draw spells and one copy of a fragile three-mana permanent on the draw if tempo pressure makes tapping for `Guttersnipe` unsafe. Keep `Lava Dart` when it answers one-toughness creatures or supplies lethal spell triggers. + +- Affinity and artifact-board role change: Add role cards: `Cast into the Fire`, with `Pyroblast` or `Red Elemental Blast` only if the opposing threats or protection are actually blue. Reduce main-deck emphasis: slow draw and some top-end reach when artifact exile is needed before racing. Continue to count burn lethal every turn, because artifact hate should create time for the same core damage plan rather than turn the deck into control. + +- Graveyard-combo role change: Add role cards: `Relic of Progenitus`, and add blue blasts only when the combo's protection or payoff is blue. Reduce main-deck emphasis: slow draw spells and expendable top-end before reducing core burn density. Use `Relic of Progenitus` at the last safe window before the opponent converts graveyard cards into a win, unless waiting risks losing access to the legal activation. + +- Red mirror role change: Add role cards: `Searing Blaze` when the opponent presents creatures, and consider no other sideboard cards unless public information shows artifacts or graveyard dependence. Reduce main-deck emphasis: slower `Guttersnipe` or `Highway Robbery` lines when life total pressure makes spending mana without immediate board or damage impact dangerous. Treat `Fireblast` as a finisher, not a midgame removal spell, unless survival demands it. + +- Big-mana or creature-light control role change: Add role cards: `Pyroblast` and `Red Elemental Blast` only against blue versions, `Relic of Progenitus` only against graveyard versions, and `Cast into the Fire` only against artifact-heavy versions. Reduce main-deck emphasis: narrow creature removal and low-impact `Lava Dart` copies when the opponent has few one-toughness targets. Keep enough card velocity to find a fast engine and enough reach to punish slow starts. + +- Sideboarding discipline: never remove too many discard outlets when keeping `Fiery Temper`, `Sneaky Snacker`, and graveyard-usable cards. If reducing `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, or Blood-token value, confirm that the post-board list still has enough ways to turn excess `Mountain` into spells and enough cheap casts to trigger `Kessig Flamebreather` and `Guttersnipe`. + +- Post-board mulligan adjustment: mulligan hands that contain sideboard cards with no expected targets and no core damage plan. Keep hands with a sideboard card plus pressure when the sideboard card interacts with the known matchup, but do not keep a slow hand only because it has `Pyroblast`, `Red Elemental Blast`, `Cast into the Fire`, `Relic of Progenitus`, or `Searing Blaze`. + +## Matchup Guidance + +- Aggro: race from a damage-count mindset and spend removal only when it changes the clock. Keep hands that present early `Voldaren Epicure`, `Kessig Flamebreather`, or cheap burn plus enough `Mountain`; hands full of `Highway Robbery`, `Grab the Prize`, and `Guttersnipe` without early pressure are too slow on the draw. Add role cards: `Searing Blaze` against creature pressure, and `Cast into the Fire` only when the aggro deck uses artifacts that matter. Reduce main-deck emphasis: slower three-mana setup and excess draw when life total pressure makes taking a turn off unsafe. + +- Control: force them to answer recurring pressure and protect the final burn window instead of dumping every spell into open interaction. `Kessig Flamebreather` is a strong early threat because every later noncreature spell turns into pressure; `Guttersnipe` is higher impact but must pass a tap-out commitment gate if the opponent can punish the three-mana play. Add role cards: `Pyroblast` and `Red Elemental Blast` against blue control, and `Relic of Progenitus` only if graveyard recursion, flashback, or delve is part of their public plan. Reduce main-deck emphasis: narrow creature removal and low-impact `Lava Dart` copies when there are few legal targets, while preserving enough cheap spells for trigger density. + +- Combo: become the fastest honest clock while holding sideboard disruption for a visible conversion point. Prioritize hands with one-mana pressure, `Fiery Temper` enabled by `Faithless Looting`, `Grab the Prize`, `Highway Robbery`, or Blood tokens, and enough reach from `Lightning Bolt` or `Fireblast`; slow hands that only draw cards give combo too much time. Add role cards: `Relic of Progenitus` against graveyard combo, `Pyroblast` or `Red Elemental Blast` against blue combo or blue protection, and `Cast into the Fire` only when artifacts are real combo pieces. Reduce main-deck emphasis: slow value draw before cutting core burn. + +- Tempo: preserve mana efficiency and avoid letting one threat plus disruption decide the game. Use `Lightning Bolt`, `Lava Dart`, `Fiery Temper`, or `Searing Blaze` on threats that compress your clock or block engine creatures, but do not spend burn on creatures that are irrelevant to a near-term lethal count. Add role cards: `Pyroblast` and `Red Elemental Blast` against blue tempo, plus `Searing Blaze` for small-creature tempo. Reduce main-deck emphasis: the clunkiest `Guttersnipe` and slow draw on the draw when tapping out loses too much initiative. + +- Midrange: treat every card as either damage, velocity, or a way to keep their board from turning the corner. `Sneaky Snacker` is valuable when the visible legal sequence lets draw/discard effects generate material without sacrificing burn tempo; do not overvalue it if graveyard hate or exile effects are already public. `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` should turn extra `Mountain` into pressure, not become a loop of drawing without affecting life totals. Add role cards: `Searing Blaze` for creature midrange, `Relic of Progenitus` for graveyard midrange, and blasts for blue midrange. + +- Big mana: shorten the game before their expensive stabilizers matter. Keep explosive hands with early permanent pressure and multiple burn spells; use `Fireblast` as a closing resource after counting whether sacrificing `Mountain` still leaves future legal actions. Add role cards: `Pyroblast` and `Red Elemental Blast` only against blue big-mana interaction or payoffs, `Cast into the Fire` against artifact ramp, and `Relic of Progenitus` only if graveyard resources are part of their ramp or threat plan. Reduce main-deck emphasis: creature-only removal and low-impact pings that do not support a fast lethal clock. + +- Graveyard decks: use `Relic of Progenitus` as disruption first and a redraw second. Activate graveyard pressure at the last safe visible window before the opponent converts graveyard cards into mana, threats, recursion, or a combo result; if waiting risks losing the activation, act earlier. Account for your own `Faithless Looting`, `Lava Dart`, and `Sneaky Snacker` before clearing graveyards, because this deck also uses graveyard access for damage and material. Add role cards: `Relic of Progenitus`; add blasts only if blue cards are part of the graveyard deck's protection or payoff. + +- Artifact/enchantment decks: punish artifact infrastructure with `Cast into the Fire` while keeping the burn plan central. Use artifact exile on visible mana artifacts, affinity-enabling artifacts, equipment-style pressure, or artifact payoffs when removing them changes the opponent's next turn; avoid spending it on incidental artifacts if direct damage is already close to lethal. Enchantment-heavy opponents require care because this sideboard has no broad enchantment answer; race them unless Forge exposes a legal burn, blast, or combat line that matters. Add role cards: `Cast into the Fire` for artifacts, `Pyroblast` or `Red Elemental Blast` only for blue cards. + +- Go-wide decks: stop the damage snowball and keep pingers alive when possible. `Lava Dart` is at its best when one-damage actions remove relevant one-toughness creatures, break up combat math, or add spell triggers for `Kessig Flamebreather` and `Guttersnipe`; do not sacrifice `Mountain` casually if future `Fireblast`, madness costs, or double-spell turns need mana. Add role cards: `Searing Blaze` against creature swarms and `Cast into the Fire` if artifacts create the wide board. Reduce main-deck emphasis: slow draw that does not immediately find removal or lethal. + +- Single-threat decks: identify whether the threat must die or whether racing is cleaner. Spend `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, or `Searing Blaze` only if the visible legal target is central to their clock, protection, or blocker plan; otherwise point burn at the opponent and make them answer your damage engine. Add role cards: blasts for blue single-threat shells, `Searing Blaze` for creature targets, and `Relic of Progenitus` if the threat depends on graveyard size. Reduce main-deck emphasis: extra removal that cannot target the actual threat shown by Forge. + +- Burn mirrors: protect life total while counting lethal every priority window. `Fireblast` is usually a finisher rather than a midgame spell, because sacrificing `Mountain` can strand `Grab the Prize`, `Highway Robbery`, or multiple burn spells; use it defensively only when survival or an immediate winning race requires it. `Voldaren Epicure` and `Sneaky Snacker` matter as damage sources and blockers when they preserve the race. Add role cards: `Searing Blaze` if the opponent has enough creatures; avoid `Relic of Progenitus`, `Pyroblast`, `Red Elemental Blast`, or `Cast into the Fire` unless public information gives them targets. + +- Removal-heavy decks: diversify pressure and avoid overcommitting creatures into obvious answers. Lead with low-cost threats when they force action, then use `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` to rebuild while maintaining burn reach. `Kessig Flamebreather` often pressures through removal if it gets even one trigger cycle; `Guttersnipe` needs a stronger commitment gate because losing it before any spell trigger can waste a full turn. Add role cards: blasts against blue removal-heavy decks and `Relic of Progenitus` only if their removal plan recurs from graveyard. Reduce main-deck emphasis: creature combat reliance, not core burn density. + +## Specific Matchup Notes + +- General/archetype-only: revealed cards override these assumptions, and Veles must choose only legal actions from the rules engine. Treat sideboarding and target priority as conditional on visible permanents, graveyards, mana, stack objects, and previously revealed cards rather than archetype labels alone. + +- Blue tempo/control: make `Kessig Flamebreather`, `Sneaky Snacker`, and cheap burn pressure them before permission dominates the stack. Add role cards: `Pyroblast` and `Red Elemental Blast` for visible blue spells or blue permanents; prioritize opposing card advantage, blockers, and counter-windows that stop lethal. Reduce main-deck emphasis: slower `Guttersnipe` lines when the opponent can answer it before triggers matter. + +- Creature aggro: preserve life total until burn reach takes over. Add role cards: `Searing Blaze` for landfall-enabled creature removal plus damage, and `Cast into the Fire` only when artifacts materially support their pressure. Priority targets are creatures that shorten the clock, block `Sneaky Snacker`, or force bad races; `Lava Dart` is premium against one-toughness creatures. + +- Go-wide tokens or small creatures: use `Lava Dart`, `Lightning Bolt`, and `Fiery Temper` to break the highest-damage combat turn rather than the first legal target. `Kessig Flamebreather` can win without attacking, so protect it when blocking with it would not prevent decisive damage. Add role cards: `Searing Blaze`; consider `Cast into the Fire` only for artifact token infrastructure. + +- Graveyard decks: use `Relic of Progenitus` when the opponent is about to convert graveyard cards into threats, recursion, mana, or lethal setup. Account for your own `Faithless Looting`, `Lava Dart`, and `Sneaky Snacker` before exiling graveyards, because clearing too early can reduce your damage and material. Add role cards: `Relic of Progenitus`; add `Pyroblast` or `Red Elemental Blast` only if blue protection or payoff cards are public. + +- Artifact decks: use `Cast into the Fire` on artifacts that change the opponent's next turn or unlock affinity-style pressure. Do not spend artifact interaction on low-impact targets if direct damage from `Lightning Bolt`, `Fiery Temper`, `Fireblast`, `Kessig Flamebreather`, or `Guttersnipe` is close to lethal. Add role cards: `Cast into the Fire`; add blasts only against blue artifact shells. + +- Big mana and ramp: shorten the game and count `Fireblast` carefully. Permanent damage from `Voldaren Epicure`, `Kessig Flamebreather`, `Guttersnipe`, and recurring `Sneaky Snacker` matters more than long filtering loops. Add role cards: `Cast into the Fire` for artifact ramp, `Pyroblast` or `Red Elemental Blast` for blue stabilizers, and `Relic of Progenitus` only when graveyards are part of the ramp or payoff plan. + +- Burn mirrors: treat your life total as a race resource and recalculate lethal every priority window. `Fireblast` is mainly a closer because sacrificing `Mountain` can strand `Grab the Prize`, `Highway Robbery`, madness costs, or double-spell turns. Add role cards: `Searing Blaze` when they show enough creatures; avoid narrow non-damage cards unless public targets justify them. + +## Risk Summary + +- Mana risk: eighteen `Mountain` means one-land hands can function only with cheap action and draw, while two- or three-land hands are strongest when they include pressure. Avoid sacrificing `Mountain` to `Lava Dart` or `Fireblast` before confirming the remaining mana still supports legal `Fiery Temper`, `Grab the Prize`, `Highway Robbery`, flashback, or multiple-spell turns. + +- Matchup risk: creature swarms can race before pinger triggers add up, and large lifegain or stabilization can invalidate chip damage. Prioritize early board control when the opponent's visible clock beats your burn count. + +- Draw risk: `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` can become tempo-negative if they only find more filtering. Use draw/discard to convert extra `Mountain`, enable `Fiery Temper`, recur `Sneaky Snacker`, or find lethal, not as automatic value. + +- Over-sideboarding risk: too many narrow cards dilute the deck's core damage density. `Pyroblast`, `Red Elemental Blast`, `Cast into the Fire`, `Relic of Progenitus`, and `Searing Blaze` need visible or highly likely targets; otherwise preserve burn, madness, and spell-trigger volume. + +- Graveyard risk: `Relic of Progenitus` can disrupt your own `Faithless Looting`, `Lava Dart`, and `Sneaky Snacker` plans. Activate only when the opponent's graveyard payoff matters more than your own pending graveyard value. + +- Sweeper/removal risk: `Guttersnipe` and `Kessig Flamebreather` are high-output but fragile. Commit `Guttersnipe` when you can plausibly get spell triggers soon, and diversify with burn-to-face lines if the opponent is representing removal. + +- Closer risk: `Fireblast` creates surprise reach but can collapse future turns. Use it when it wins, prevents losing the race, or leaves enough mana for remaining legal burn; avoid early nonlethal casts unless the board state demands it. + +- Interaction risk: blasts and `Cast into the Fire` are powerful only against matching public targets. Do not hold damage forever for speculative interaction if the current legal line advances lethal. + +- Sequencing risk: cast discard/draw spells with madness windows, pinger triggers, and `Sneaky Snacker` recursion in mind. When Forge offers a madness, flashback, or trigger choice, verify the visible action text before assuming the intended card will resolve. + +## Test Feedback Checklist + +- Deciding factor: identify whether the game was won or lost by early creature pressure, direct burn reach, `Kessig Flamebreather` or `Guttersnipe` triggers, repeated `Sneaky Snacker`, sideboard interaction, mana stumble, or failure to close after stabilizing. + +- Mulligans: record whether the opener had a legal early plan with `Mountain`, one-mana action, and either pressure or velocity. Note whether kept hands without `Voldaren Epicure`, `Kessig Flamebreather`, `Faithless Looting`, `Grab the Prize`, or `Highway Robbery` actually produced enough damage. + +- Mana: check whether eighteen `Mountain` supported two-spell turns, madness payments for `Fiery Temper`, flashback decisions for `Lava Dart` or `Faithless Looting`, and closing turns with `Fireblast`. Flag every game where sacrificing `Mountain` stranded a legal follow-up. + +- Velocity: evaluate whether `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` converted excess lands or redundant cards into damage, or whether they spent turns without changing the clock. Track whether discard choices enabled `Fiery Temper` or `Sneaky Snacker` instead of losing useful burn. + +- Engine pressure: count how many triggers `Kessig Flamebreather` and `Guttersnipe` generated before removal or game end. Record whether playing `Guttersnipe` was worth the tempo compared with casting immediate burn. + +- Creature package: review whether `Voldaren Epicure` provided meaningful early damage and artifact presence, whether `Sneaky Snacker` recurred at useful times, and whether creature attacks mattered or exposed needed blockers. + +- Removal and target discipline: check whether `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, and `Searing Blaze` were aimed at threats that changed the race, blockers that stopped damage, or the opponent when lethal math justified it. Flag burn spent on low-impact creatures when opponent life later remained within reach. + +- Sideboard performance: record whether `Pyroblast`, `Red Elemental Blast`, `Cast into the Fire`, `Relic of Progenitus`, and `Searing Blaze` had visible targets and changed a turn cycle. Flag games where narrow cards sat stranded or reduced core damage density. + +- Closing: review every turn where opponent life was within `Lightning Bolt`, `Fiery Temper`, `Fireblast`, pinger triggers, or flashback `Lava Dart` range. Note missed lethal, premature nonlethal `Fireblast`, and passes that failed to preserve a winning burn sequence. + +- Role accuracy: decide whether the pilot correctly shifted between racing, controlling small creatures, preserving pinger engines, and holding interaction. Identify turns where the deck played like slow control while the legal board state required damage. + +- Mistakes and stranded cards: list legal actions declined that later looked important, including missed madness, flashback, sideboard activations, or attack decisions. Track cards repeatedly stranded by mana, timing, target absence, or role conflict. + +- Overperformers and underperformers: name exact cards that exceeded or failed expectations in the match. Separate card-quality issues from pilot sequencing, matchup pressure, and rules-engine action availability. + +## First Tuning Questions + +- Quantity question: if `Guttersnipe` often dies before triggering or clogs hands, should its count decrease for more immediate damage or cheaper velocity? If it regularly generates multiple triggers, should the deck preserve or increase commitment to the pinger plan. + +- Quantity question: if `Kessig Flamebreather` is the best early engine, does the list need more ways to protect tempo around it, or is the current creature density already enough for removal-heavy fields. + +- Quantity question: if `Sneaky Snacker` recursion is inconsistent, are discard outlets from `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` sufficient, or does the deck need a different balance between enablers and raw burn. + +- Mana question: if two-spell turns or madness payments are repeatedly missed, should the `Mountain` count change from eighteen. Separate games lost to low mana from games lost after flooding despite velocity spells. + +- Aggro-plan question: if creature decks win races, does the main deck need more early removal emphasis, or are sideboard `Searing Blaze` and `Lava Dart` decisions enough when piloted tightly. + +- Control-plan question: if blue decks stabilize, are six blasts across `Pyroblast` and `Red Elemental Blast` enough, excessive, or poorly aligned with the threats that actually matter. + +- Closer question: if `Fireblast` wins many games, should the deck protect its closing role by avoiding early land sacrifice; if it strands hands, should the count or sequencing policy change. + +- Sideboard-slot question: if artifacts are common and `Cast into the Fire` changes games, should artifact hate remain at three copies; if targets are sparse, should those slots become broader damage or interaction. + +- Graveyard-slot question: if `Relic of Progenitus` disrupts opponents more than it disrupts `Faithless Looting`, `Lava Dart`, and `Sneaky Snacker`, keep the graveyard plan; if self-disruption is frequent, reconsider quantity or matchup use. + +- Role-conflict question: if `Grab the Prize` and `Highway Robbery` create slow turns under pressure, should the deck reduce expensive velocity, or are those cards essential to finding lethal and enabling madness. + +- Burn-density question: if sideboarded games lose with narrow cards in hand, should sideboard plans reduce main-deck emphasis less aggressively and preserve more `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, and `Fireblast` reach. + +- Pilot-policy question: if losses come from missed lethal, bad discard, or premature passes rather than card weakness, tune decision guidance before changing card quantities. + +## Veles Tactical Policy + +### Policy: Opening Keep Gate +- Priority: High +- Decision families: mulligan +- Cards: Mountain, Voldaren Epicure, Kessig Flamebreather, Faithless Looting, Grab the Prize, Highway Robbery, Lightning Bolt, Fiery Temper, Lava Dart +- Phase windows: pregame mulligan decisions. +- Runtime cues: prompt:mulligan; action:keep; action:mulligan +- Use when: decide whether the opener has `Mountain` plus a legal early action and either pressure, velocity, or multiple burn spells. +- Avoid when: the hand cannot cast its spells, has no early damage plan, or relies on unknown draw steps to become functional. +- Instructions: Keep hands that can start dealing damage by turn one or two and can convert cards into more damage. Mulligan hands with only expensive velocity, no `Mountain`, or no way to affect the first two turns unless the mulligan risk is worse. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Permanent Setup +- Priority: Medium +- Decision families: priority, mana +- Cards: Voldaren Epicure, Kessig Flamebreather, Guttersnipe, Mountain +- Phase windows: main phases before combat or before casting burn that can trigger engines. +- Runtime cues: action:cast Voldaren Epicure; action:cast Kessig Flamebreather; action:cast Guttersnipe +- Use when: choose the first creature or engine permanent from visible legal cast actions. +- Avoid when: immediate removal, lethal burn, or survival interaction matters more than developing an engine. +- Instructions: Prefer `Voldaren Epicure` on turn one when legal. Prefer `Kessig Flamebreather` before noncreature spells when it can immediately convert future spells into damage. Commit `Guttersnipe` when the game is likely to last long enough for instant or sorcery triggers or when a post-combat burn chain is available. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Land Sequencing And Land Count +- Priority: Medium +- Decision families: mana +- Cards: Mountain, Fireblast, Faithless Looting, Lava Dart, Fiery Temper +- Phase windows: main phases, flashback windows, closing turns. +- Runtime cues: action:play Mountain; action:cast Fireblast; action:flashback Lava Dart; action:flashback Faithless Looting +- Use when: decide whether to play a land, hold a land for discard, or sacrifice land for alternate costs. +- Avoid when: visible legal actions show a same-turn lethal line that needs a different mana use. +- Instructions: Play early `Mountain` until two or three mana supports engine plus spell turns. Hold excess `Mountain` when `Faithless Looting`, `Grab the Prize`, or `Highway Robbery` needs discard fuel. Treat `Fireblast` and flashback `Lava Dart` as land-resource decisions, not free damage. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Mountain Play +- Priority: Low +- Decision families: mana +- Cards: Mountain +- Phase windows: main phases before casting spells. +- Runtime cues: action:play Mountain +- Use when: exactly one legal `action:play Mountain` is available, no land has been played this turn, and hand contains legal spells needing additional red mana this turn or next turn. +- Avoid when: a discard outlet is the current prompt or hand contains no visible need for another land. +- Instructions: Select the visible `play Mountain` action. +- Pilot skill floor: no-api. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Burn Lethal Gate +- Priority: High +- Decision families: priority, interaction +- Cards: Lightning Bolt, Fiery Temper, Lava Dart, Fireblast, Guttersnipe, Kessig Flamebreather +- Phase windows: any priority window with burn legal, especially opponent end step and own main phase. +- Runtime cues: action:cast Lightning Bolt; action:cast Fiery Temper; action:cast Lava Dart; action:cast Fireblast; action:flashback Lava Dart +- Use when: visible opponent life, known triggers, available mana, and legal burn actions may combine for lethal this turn. +- Avoid when: lethal depends on hidden cards, unverified card text, or sacrificing `Mountain` prevents required follow-up mana. +- Instructions: Count current damage from spell text only when legal action text confirms it, then add visible `Kessig Flamebreather` or `Guttersnipe` triggers only if the rules engine exposes them through the action or state. Prefer guaranteed lethal over preserving resources. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Opponent Face Target Execution +- Priority: Medium +- Decision families: interaction +- Cards: Lightning Bolt, Fiery Temper, Lava Dart, Fireblast +- Phase windows: target prompts after a burn spell has already been selected. +- Runtime cues: action:target opponent Lightning Bolt; action:target opponent Fiery Temper; action:target opponent Lava Dart; action:target opponent Fireblast +- Use when: the current prompt is a target choice for the named burn spell and the legal action text contains `target opponent` for that spell. +- Avoid when: any legal target text names a creature or permanent and the prior selected line did not explicitly choose opponent damage. +- Instructions: Select the visible target-opponent action for the spell already on the stack. +- Pilot skill floor: no-api. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Creature Removal Gate +- Priority: Medium +- Decision families: interaction, priority +- Cards: Lightning Bolt, Fiery Temper, Lava Dart, Searing Blaze, Cast into the Fire +- Phase windows: combat, opponent main phase, own main phase when clearing blockers matters. +- Runtime cues: action:cast Lightning Bolt; action:cast Fiery Temper; action:cast Lava Dart; action:cast Searing Blaze; action:cast Cast into the Fire +- Use when: visible opposing creatures change the race, block key attackers, threaten lethal, or must die for sideboard interaction to matter. +- Avoid when: removal on a minor creature leaves opponent within burn range but spends the only lethal piece. +- Instructions: Use `Lava Dart` on one-toughness creatures when that preserves larger burn. Use `Lightning Bolt` or `Fiery Temper` on creatures only when the board impact beats sending damage to the opponent. Use `Searing Blaze` when landfall and legal targets are visible; Card text check required for exact damage and landfall handling. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Madness And Discard Outlet Gate +- Priority: High +- Decision families: selection, priority +- Cards: Fiery Temper, Faithless Looting, Grab the Prize, Highway Robbery, Sneaky Snacker, Mountain +- Phase windows: main phases and prompted discard choices. +- Runtime cues: action:cast Faithless Looting; action:cast Grab the Prize; action:cast Highway Robbery; prompt:discard; action:cast Fiery Temper +- Use when: a loot, discard, or madness prompt offers choices involving `Fiery Temper`, `Sneaky Snacker`, excess `Mountain`, or redundant spells. +- Avoid when: discarding a necessary land or burn spell prevents a visible lethal or survival line. +- Instructions: Discard `Fiery Temper` when the rules engine offers a legal madness cast and mana supports it. Discard `Sneaky Snacker` when graveyard recursion is relevant; Card text check required for exact recursion trigger. Discard excess `Mountain` before live burn unless land count is still constraining `Fireblast`, flashback, or two-spell turns. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Flashback Commitment +- Priority: Medium +- Decision families: priority, mana +- Cards: Faithless Looting, Lava Dart, Mountain +- Phase windows: graveyard-cast windows and late-game priority. +- Runtime cues: action:flashback Faithless Looting; action:flashback Lava Dart +- Use when: a graveyard spell is legal and the current resources can pay its visible cost. +- Avoid when: flashback sacrifices or spends mana needed for lethal, sideboard interaction, or a pending tax. +- Instructions: Use flashback `Faithless Looting` to find lethal or reload when mana is spare and hand quality is poor. Use flashback `Lava Dart` for lethal, to kill a critical one-toughness creature, or to add engine triggers when land sacrifice will not strand follow-up spells. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Fireblast Commitment +- Priority: High +- Decision families: priority, mana +- Cards: Fireblast, Mountain, Lightning Bolt, Fiery Temper, Lava Dart +- Phase windows: closing turns, response windows, own main phase with lethal math. +- Runtime cues: action:cast Fireblast +- Use when: `Fireblast` is legal and sacrificing `Mountain` may close the game or prevent immediate loss. +- Avoid when: nonlethal `Fireblast` removes the mana needed for visible follow-up spells or leaves the opponent with a stable board. +- Instructions: Treat `Fireblast` as a finisher first. Cast it early only when survival or race math requires it and the lost lands do not collapse the next turn cycle. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Attack Decision Gate +- Priority: Medium +- Decision families: combat +- Cards: Voldaren Epicure, Sneaky Snacker, Kessig Flamebreather, Guttersnipe +- Phase windows: declare attackers. +- Runtime cues: prompt:declare attackers; action:attack +- Use when: the rules engine offers attack choices with visible creatures. +- Avoid when: attacking exposes a needed blocker or engine creature while damage is not decisive. +- Instructions: Attack with expendable creatures when damage advances the burn clock or trades are acceptable. Preserve `Kessig Flamebreather` and `Guttersnipe` when their future triggers are worth more than combat damage. Use `Sneaky Snacker` pressure aggressively when recurrence or evasion is visible; Card text check required for exact combat stats if not shown. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Single Forced Attack Execution +- Priority: Low +- Decision families: combat +- Cards: none +- Phase windows: declare attackers. +- Runtime cues: action:attack with +- Use when: exactly one legal attack action is shown and no alternative pass or different attacker set is legal. +- Avoid when: more than one attack action or a legal no-attack action is visible. +- Instructions: Select the only legal attack action shown by the engine. +- Pilot skill floor: no-api. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Blocking Survival Gate +- Priority: High +- Decision families: combat +- Cards: Voldaren Epicure, Sneaky Snacker, Kessig Flamebreather, Guttersnipe +- Phase windows: declare blockers and combat damage prevention windows. +- Runtime cues: prompt:declare blockers; action:block +- Use when: visible attackers threaten lethal, a short clock, or an unfavorable race. +- Avoid when: blocking sacrifices an engine creature and the life total can safely absorb damage while burn closes. +- Instructions: Block to survive first. Trade `Voldaren Epicure` or recurring `Sneaky Snacker` more readily than `Kessig Flamebreather` or `Guttersnipe`. Do not preserve a pinger if the visible attack makes survival impossible. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Blue Interaction Hold-Up +- Priority: Medium +- Decision families: interaction, priority +- Cards: Pyroblast, Red Elemental Blast +- Phase windows: opponent spell windows, stack interaction windows, sideboarded games. +- Runtime cues: action:cast Pyroblast; action:cast Red Elemental Blast +- Use when: the opponent presents a visible blue spell, blue permanent, or blue-based stack interaction and the blast is legal. +- Avoid when: the target is low impact and spending the blast opens the way for a more important visible threat or counter later. +- Instructions: Use blasts to force through lethal, protect key burn or engines from visible blue interaction, or answer a high-impact blue card. Card text check required for exact target modes and legality if action labels are ambiguous. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Artifact And Graveyard Hate Gate +- Priority: Medium +- Decision families: interaction, priority +- Cards: Cast into the Fire, Relic of Progenitus +- Phase windows: main phases, opponent graveyard setup windows, artifact threat windows. +- Runtime cues: action:cast Cast into the Fire; action:cast Relic of Progenitus; action:activate Relic of Progenitus +- Use when: visible artifacts or graveyards are central to the opponent's next turn cycle. +- Avoid when: graveyard hate would mainly disrupt `Faithless Looting`, `Lava Dart`, or `Sneaky Snacker` while the opponent graveyard is low impact. +- Instructions: Deploy `Relic of Progenitus` early against graveyard decks when it does not block your immediate madness or flashback plan. Use `Cast into the Fire` on artifacts or other legal modes only when the visible target matters; Card text check required for exact modes. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: High +- Decision families: sideboard +- Cards: Pyroblast, Red Elemental Blast, Cast into the Fire, Relic of Progenitus, Searing Blaze, Guttersnipe, Highway Robbery, Grab the Prize, Lava Dart, Fireblast +- Phase windows: between games. +- Runtime cues: prompt:sideboard; action:submit sideboard +- Use when: choosing a legal sideboard configuration after seeing opponent archetype, colors, graveyard reliance, artifacts, and creature density. +- Avoid when: a narrow card lacks visible matchup justification or reduces burn density without answering the opponent's plan. +- Instructions: Add blasts for blue stack or permanent fights, `Cast into the Fire` for artifacts or small legal targets, `Relic of Progenitus` for graveyard engines, and `Searing Blaze` for creature races. Reduce slower velocity or fragile engines before cutting core lethal burn unless matchup evidence says otherwise. +- Pilot skill floor: light-model. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Routine Priority Pass +- Priority: Low +- Decision families: priority +- Cards: none +- Phase windows: any priority window with no meaningful legal action. +- Runtime cues: action:pass +- Use when: the only legal action text is `pass`, or all other legal actions are mana abilities with no spell or ability to spend the mana on. +- Avoid when: any legal burn, sideboard interaction, flashback, madness, attack, block, or target choice is visible. +- Instructions: Pass the priority window and preserve resources. +- Pilot skill floor: no-api. +- No-API allowed: yes +- Light-model allowed: yes diff --git a/strategies/pauper/mono_red_madness/1/metadata.json b/strategies/pauper/mono_red_madness/1/metadata.json new file mode 100644 index 0000000..92c3910 --- /dev/null +++ b/strategies/pauper/mono_red_madness/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "aggro", + "burn" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "red spell-burn deck that uses madness, flashback, and pingers for reach", + "created_at": 1781240802, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "madness", + "spells" + ], + "source_metadata": { + "base_choice": "mono_red_madness:v1", + "generated_at": "2026-06-14T15:21:16.894042+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "mono_red_madness", + "strategy_label": "Mono Red Madness", + "tags": [ + "aggro", + "burn", + "madness", + "spells" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/mono_red_madness/1/reflection.md b/strategies/pauper/mono_red_madness/1/reflection.md new file mode 100644 index 0000000..2649463 --- /dev/null +++ b/strategies/pauper/mono_red_madness/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Mono Red Madness + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: identify whether the game was won or lost by early creature pressure, direct burn reach, `Kessig Flamebreather` or `Guttersnipe` triggers, repeated `Sneaky Snacker`, sideboard interaction, mana stumble, or failure to close after stabilizing. + +- Mulligans: record whether the opener had a legal early plan with `Mountain`, one-mana action, and either pressure or velocity. Note whether kept hands without `Voldaren Epicure`, `Kessig Flamebreather`, `Faithless Looting`, `Grab the Prize`, or `Highway Robbery` actually produced enough damage. + +- Mana: check whether eighteen `Mountain` supported two-spell turns, madness payments for `Fiery Temper`, flashback decisions for `Lava Dart` or `Faithless Looting`, and closing turns with `Fireblast`. Flag every game where sacrificing `Mountain` stranded a legal follow-up. + +- Velocity: evaluate whether `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` converted excess lands or redundant cards into damage, or whether they spent turns without changing the clock. Track whether discard choices enabled `Fiery Temper` or `Sneaky Snacker` instead of losing useful burn. + +- Engine pressure: count how many triggers `Kessig Flamebreather` and `Guttersnipe` generated before removal or game end. Record whether playing `Guttersnipe` was worth the tempo compared with casting immediate burn. + +- Creature package: review whether `Voldaren Epicure` provided meaningful early damage and artifact presence, whether `Sneaky Snacker` recurred at useful times, and whether creature attacks mattered or exposed needed blockers. + +- Removal and target discipline: check whether `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, and `Searing Blaze` were aimed at threats that changed the race, blockers that stopped damage, or the opponent when lethal math justified it. Flag burn spent on low-impact creatures when opponent life later remained within reach. + +- Sideboard performance: record whether `Pyroblast`, `Red Elemental Blast`, `Cast into the Fire`, `Relic of Progenitus`, and `Searing Blaze` had visible targets and changed a turn cycle. Flag games where narrow cards sat stranded or reduced core damage density. + +- Closing: review every turn where opponent life was within `Lightning Bolt`, `Fiery Temper`, `Fireblast`, pinger triggers, or flashback `Lava Dart` range. Note missed lethal, premature nonlethal `Fireblast`, and passes that failed to preserve a winning burn sequence. + +- Role accuracy: decide whether the pilot correctly shifted between racing, controlling small creatures, preserving pinger engines, and holding interaction. Identify turns where the deck played like slow control while the legal board state required damage. + +- Mistakes and stranded cards: list legal actions declined that later looked important, including missed madness, flashback, sideboard activations, or attack decisions. Track cards repeatedly stranded by mana, timing, target absence, or role conflict. + +- Overperformers and underperformers: name exact cards that exceeded or failed expectations in the match. Separate card-quality issues from pilot sequencing, matchup pressure, and rules-engine action availability. diff --git a/strategies/pauper/mono_u_terror/1/decklist.txt b/strategies/pauper/mono_u_terror/1/decklist.txt new file mode 100644 index 0000000..2bc33a9 --- /dev/null +++ b/strategies/pauper/mono_u_terror/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +4 Lórien Revealed +4 Cryptic Serpent +4 Brainstorm +4 Tolarian Terror +4 Thought Scour +4 Mental Note +15 Island +4 Ponder +2 Sleep of the Dead +2 Deem Inferior +4 Counterspell +4 Delver of Secrets +4 Spell Pierce +1 Deep Analysis + +Sideboard (15) +4 Hydroblast +1 Blue Elemental Blast +2 Annul +3 Gut Shot +2 Steel Sabotage +2 Envelop +1 Dispel diff --git a/strategies/pauper/mono_u_terror/1/first_principles.md b/strategies/pauper/mono_u_terror/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/mono_u_terror/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/mono_u_terror/1/guide.md b/strategies/pauper/mono_u_terror/1/guide.md new file mode 100644 index 0000000..91a6096 --- /dev/null +++ b/strategies/pauper/mono_u_terror/1/guide.md @@ -0,0 +1,664 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Deck identity: Mono-U Terror is a Pauper mono-blue tempo-control deck using cheap cantrips, self-mill, permission, and graveyard-cost threats to convert early spell velocity into undercosted attackers. + +- Registered format: Pauper. Runtime legality must still be enforced by the active rules engine, event configuration, and current ban-list source; this guide does not override legality output, card availability, or action legality supplied by Veles or Forge. + +- Main deck validation: 60 cards registered. The main deck is 15 Island, 4 Lórien Revealed, 4 Cryptic Serpent, 4 Brainstorm, 4 Tolarian Terror, 4 Thought Scour, 4 Mental Note, 4 Ponder, 2 Sleep of the Dead, 2 Deem Inferior, 4 Counterspell, 4 Delver of Secrets, 4 Spell Pierce, and 1 Deep Analysis. + +- Sideboard validation: 15 cards registered. The sideboard is 4 Hydroblast, 1 Blue Elemental Blast, 2 Annul, 3 Gut Shot, 2 Steel Sabotage, 2 Envelop, and 1 Dispel. + +- Archetype tags: tempo, control, graveyard, spells. Treat duplicate supplied tags as emphasis rather than separate roles: the deck is primarily a tempo deck that can become a permission-control deck when the opponent’s threats or combo windows matter more than fast damage. + +- Stock status: stock-archetype core with a specific registered configuration. Delver of Secrets, Counterspell, Spell Pierce, cantrip density, Thought Scour, Mental Note, Cryptic Serpent, and Tolarian Terror are recognizable Mono-U Terror pieces; the exact split with 2 Sleep of the Dead, 2 Deem Inferior, 1 Deep Analysis, and a blast-heavy sideboard should be treated as this build’s tactical identity, not a generic list. + +- Mana status: mono-blue main deck with 15 Island and 4 Lórien Revealed as the registered mana base. Veles should treat blue mana availability, land count, land-cycling or land-finding actions, and double-blue Counterspell timing as strategic constraints, while relying on the rules engine for exact costs and legal payment actions. + +- Graveyard status: Cryptic Serpent and Tolarian Terror make the graveyard a cost-reduction resource, while Thought Scour, Mental Note, Brainstorm, Ponder, Lórien Revealed, and Deep Analysis shape how quickly that resource is built. Do not assume graveyard size creates a legal cast unless the engine offers the cast action. + +- Role concern: this deck must identify whether the current game is about establishing Delver of Secrets pressure, landing a reduced Cryptic Serpent or Tolarian Terror, holding Counterspell or Spell Pierce, or using Sleep of the Dead and Deem Inferior to buy exact combat turns. + +- Legality concern: exact card names must remain unchanged, especially Lórien Revealed with accent and Sleep of the Dead, because deck parsing, card image lookup, and action-policy matching depend on registered names. If runtime card text or legality differs from this guide, obey the rules-engine output and mark any strategy assumption as conditional. + +- Opponent information status: opponent guidance is archetype- and public-information-based unless Veles provides a selected matchup guide, revealed cards, public zones, prior-game logs, or explicit known decklist context. The decision agent must not infer exact hidden cards from this specification alone. + +## Thesis + +- Core plan: Mono-U Terror assembles blue mana, a stocked graveyard, cheap card selection, and permission so it can deploy Delver of Secrets early or cast reduced Cryptic Serpent and Tolarian Terror ahead of schedule, then protect that threat long enough for combat damage to end the game. + +- Winning pattern: pressure first, trade on mana second. The deck wins when Brainstorm, Ponder, Thought Scour, Mental Note, and Lórien Revealed turn the opening turns into land consistency and graveyard count, while Counterspell, Spell Pierce, Deem Inferior, and Sleep of the Dead keep the opponent from converting their mana into a better board. + +- Control pivot: become a permission deck when the opponent’s next spell matters more than adding damage. A hand with Counterspell or Spell Pierce plus an existing Delver of Secrets, Cryptic Serpent, or Tolarian Terror should often pass with mana open instead of spending a cantrip into a window where the opponent can resolve a key threat. + +- Tempo priority: spend mana on the play that changes the next combat or stack fight, not automatically on the card that draws the most cards. A legal Sleep of the Dead or Deem Inferior action can be better than more selection when it preserves a race, opens an attack, or prevents a lethal crack-back. + +- Graveyard priority: fill the graveyard as a resource, but do not mill blindly when the current hand already has a legal reduced threat and needs protection mana. Thought Scour and Mental Note are strongest when they both replace themselves and move Cryptic Serpent or Tolarian Terror from future plan to current legal pressure. + +- What not to do: do not play like a tap-out midrange deck. This list has few permanent threats, no broad removal suite, and no reliable way to recover from wasting Counterspell or Spell Pierce on low-impact spells while the opponent resolves the real payoff. + +- What not to assume: do not assume Delver of Secrets transforms, graveyard cost reduction applies, flashback or escape is legal, or a counter can target a spell unless Veles supplies that legal action. Use this guide to rank offered actions, never to create missing ones. + +## Role Package + +- Threats: Delver of Secrets is the early pressure threat that rewards keeping interaction open after it is deployed; Cryptic Serpent and Tolarian Terror are the large graveyard-cost threats that convert spell density into a fast clock. Prioritize protecting a live threat over adding a second threat when sweepers, edicts, bounce, or race math make the first threat enough. + +- Payoffs: Cryptic Serpent and Tolarian Terror are the main payoffs for filling the graveyard with spells. Treat each legal cast as a commitment gate: ask whether the threat can attack soon, whether protection mana remains available, and whether waiting one turn makes the threat cheaper without exposing the pilot to a worse opposing board. + +- Engines: Brainstorm, Ponder, Thought Scour, Mental Note, Lórien Revealed, and Deep Analysis are the card-flow engine. Use Ponder and Brainstorm to repair mana and arrange threat/protection sequencing; use Thought Scour and Mental Note to accelerate graveyard thresholds; use Lórien Revealed as mana development or late card volume depending on legal actions and land count; use Deep Analysis as delayed card advantage when life, mana, and tempo allow. + +- Velocity: Ponder is the cleanest early sculpting spell, Brainstorm is strongest when the hand needs concealment or a shuffle-like effect from a legal action, Thought Scour is preferred when the graveyard count immediately changes Cryptic Serpent or Tolarian Terror timing, and Mental Note is preferred when raw graveyard velocity matters more than choosing the milled cards. + +- Interaction: Counterspell is the hard-stop answer for spells that beat the current board or invalidate the race; Spell Pierce is the cheap protection and tempo counter that is best while the opponent is mana-constrained; Deem Inferior is tempo interaction when the engine offers a legal spell or permanent target, but Card text check required for exact targeting and placement details; Sleep of the Dead is combat-tempo interaction when the engine offers a legal creature target, but Card text check required for exact duration and graveyard-use timing. + +- Protection: Counterspell and Spell Pierce protect Delver of Secrets, Cryptic Serpent, and Tolarian Terror from removal, sweepers, edicts on the stack when applicable, and opposing haymakers. Do not spend protection on a spell that leaves the opponent’s best visible line intact unless the tempo swing is immediate and measurable. + +- Recursion: Deep Analysis is the primary registered card-advantage recursion piece if Veles offers graveyard casting or flashback actions. Sleep of the Dead may function as repeatable graveyard tempo if Veles offers that legal action; Card text check required before treating that line as available. + +- Mana: Island is the stable blue source base, and Lórien Revealed supports mana development when the opening hand needs land access. Preserve double-blue availability for Counterspell when the opponent’s next turn can contain a decisive spell. + +- Sideboard modules: Hydroblast and Blue Elemental Blast are red-matchup interaction; Annul answers artifacts or enchantments when legal; Gut Shot covers small-creature tempo and cheap interaction; Steel Sabotage is artifact-specific interaction; Envelop fights sorcery-centered decks; Dispel fights instant-speed stack battles. These cards change priority after sideboarding, but Veles must still obey exact legal targets and current visible action text. + +## Primary Win Conditions + +- Delver tempo is the fastest clean win when Delver of Secrets is available early and the hand can protect it. Setup with Island plus Delver of Secrets, then use Ponder, Brainstorm, Thought Scour, Mental Note, or Lórien Revealed to keep land drops and interaction flowing; execution is attack pressure while leaving Counterspell or Spell Pierce available for removal, sweepers, opposing engines, or race-breaking threats. Prioritize this line when the opponent is slow, mana-constrained, or relying on sorcery-speed setup, and deprioritize extra cantrips if passing with protection preserves a lethal or near-lethal clock. + +- Terror/Serpent tempo is the default midgame kill when the graveyard is stocked and Cryptic Serpent or Tolarian Terror becomes cheap enough to cast while holding interaction. Setup by converting Ponder, Brainstorm, Thought Scour, Mental Note, Lórien Revealed, Sleep of the Dead, Deem Inferior, Counterspell, and Spell Pierce into graveyard count without wasting interaction; execution is one large threat, protected attacks, and selective stack fights. Prioritize this line when the legal cast leaves enough mana for Counterspell or Spell Pierce, when the opponent’s board cannot race a 5-power threat, or when waiting one turn would expose you to discard, graveyard hate, or lethal pressure. + +- Protected single-threat control is the best win path when one Delver of Secrets, Cryptic Serpent, or Tolarian Terror is already enough. Setup by identifying the opponent’s highest-impact visible or likely next spell, then preserve Counterspell, Spell Pierce, Deem Inferior, or Sleep of the Dead for that exchange. Execute by attacking every safe combat step, declining low-impact card flow when shields must stay up, and forcing the opponent to spend more mana answering your threat than you spend defending it. + +- Tempo removal-by-delay wins races when Sleep of the Dead or Deem Inferior changes combat math immediately. Use Sleep of the Dead on a legal creature target when tapping or freezing that attacker/blocker preserves life, opens lethal damage, or buys the exact turn needed for Cryptic Serpent or Tolarian Terror; use Deem Inferior only when Veles exposes a legal target and the visible result is worth the mana, with Card text check required for exact placement and targeting details. Prioritize these spells over extra selection when board tempo, not card volume, decides the next turn cycle. + +## Secondary Win Conditions + +- Cantrip reload becomes the win condition when the first threat is answered but the deck still has mana and time. Use Ponder and Brainstorm to find the next Delver of Secrets, Cryptic Serpent, Tolarian Terror, Counterspell, or Spell Pierce; use Thought Scour and Mental Note to keep graveyard pressure live; use Lórien Revealed as land access early or card volume late when Veles offers the relevant legal action. Execute by rebuilding to one protected threat rather than flooding the battlefield into sweepers or edicts. + +- Deep Analysis is the value fallback when the game slows and life, mana, and tempo permit it. Cast or flash back Deep Analysis only through legal Veles actions, and treat the life payment or mana use as a real cost when behind on board. Prioritize it when both players are trading one-for-one, your hand lacks pressure, and the opponent is not presenting a short clock that demands Counterspell, Sleep of the Dead, or Deem Inferior mana. + +- Backup combat pressure matters when Delver of Secrets has not transformed or large threats are delayed. Attack with available creatures when the damage advances a race and the crack-back is acceptable; hold back when blocking is needed to survive until Cryptic Serpent, Tolarian Terror, Sleep of the Dead, or Deem Inferior can swing tempo. Do not assume Delver of Secrets transforms unless the rules engine shows the transformed object or legal trigger outcome. + +- Permission attrition can win without immediate pressure when the opponent’s deck is built around a small number of decisive spells. Use Counterspell for threats, engines, combo pieces, or removal that invalidates your current path; use Spell Pierce most aggressively while the opponent cannot pay. This line needs a follow-up threat, so selection should eventually pivot from pure answers toward finding Delver of Secrets, Cryptic Serpent, or Tolarian Terror. + +## Emergency Lines + +- Behind on life, prioritize survival over graveyard speed. Use Sleep of the Dead, Deem Inferior, Counterspell, and legal blocks to prevent the next large damage burst, then deploy Cryptic Serpent or Tolarian Terror as a stabilizer only when it can affect combat before lethal damage arrives. + +- Behind on board, trade tempo for time instead of drawing blindly. Counter the spell that widens the board most, delay the creature that represents the shortest clock, and use cantrips to find a threat or interaction only when the current board does not demand an immediate legal answer. + +- Behind on cards, protect high-impact resources and lean on Deep Analysis, Ponder, Brainstorm, and Lórien Revealed to rebuild. Do not spend Spell Pierce or Counterspell on low-impact bait unless the visible tempo swing prevents lethal damage or preserves the only winning threat. + +- Behind on mana, use Lórien Revealed and cheap selection to hit Island drops before committing expensive lines. Prefer one-mana Ponder, Brainstorm, Thought Scour, or Mental Note actions that unlock future Counterspell plus threat turns, and avoid tapping out for a threat that cannot be protected against an obvious public answer. + +- Against graveyard hate or removed win conditions, shift from maximum graveyard acceleration to protected Delver of Secrets and honest card selection. If Cryptic Serpent or Tolarian Terror costs stay high or become unavailable, win through smaller attacks, permission, and repeated filtering rather than milling resources into a disabled plan. + +- Against recursion, engines, combo, or lock pressure, spend interaction on the enabling spell or permanent before it converts into inevitability. Counterspell is the emergency stop for decisive stack actions, Spell Pierce is the tempo stop while payment is constrained, and Deem Inferior or Sleep of the Dead should be reserved for legal targets that buy a full turn or open lethal pressure. + +## Resource Model + +- Life is a tempo buffer, not a renewable engine. Spend life only when a legal Deep Analysis line or an unblocked attack exchange creates enough cards, pressure, or survival time to matter before the next turn cycle; do not flash back Deep Analysis while facing a short visible clock unless the drawn cards are needed to find Counterspell, Sleep of the Dead, Deem Inferior, Cryptic Serpent, or Tolarian Terror immediately. + +- Hand size is strongest when it contains one threat plus protection. Convert excess cantrips into graveyard count and card quality, but preserve Counterspell and Spell Pierce when a single Delver of Secrets, Cryptic Serpent, or Tolarian Terror is already applying pressure and the opponent’s best comeback is likely to be a spell on the stack. + +- Mana converts into time when it lets the deck act and hold up interaction in the same turn. A cheap Cryptic Serpent or Tolarian Terror is much stronger when it leaves Island mana for Spell Pierce or Counterspell; a tapped-out large threat is weaker when the opponent can answer it and recover tempo before it attacks. + +- Board presence is intentionally narrow and high-impact. Treat Delver of Secrets as early pressure, Cryptic Serpent and Tolarian Terror as stabilizers or finishers, and avoid adding redundant creatures into public sweepers, edicts, or removal when one protected body already forces the opponent to respond. + +- Graveyard count is a strategic resource for Cryptic Serpent and Tolarian Terror. Thought Scour, Mental Note, Ponder, Brainstorm, Lórien Revealed, Sleep of the Dead, Deem Inferior, Counterspell, Spell Pierce, and Deep Analysis all help turn large threats into cheap threats, but do not mill or trade away interaction merely to reduce a cost by one if the next opposing spell is decisive. + +- Exile is mostly a constraint zone for flashback, escape-like, and opposing hate interactions. Use Sleep of the Dead from graveyard only through legal Veles actions and only when exiling cards does not materially delay Cryptic Serpent or Tolarian Terror; if the exact escape or exile requirement is unclear in the prompt, Card text check required and prefer visible legal cost information over memory. + +- Lands are both mana and future permission windows. Island drops are critical through the first four turns because the deck often wants to cast a cantrip, deploy a threat, and still represent Spell Pierce or Counterspell across consecutive turns. + +- Sacrifice fodder is not a normal resource in this list. Do not treat Delver of Secrets, Cryptic Serpent, or Tolarian Terror as expendable unless the rules engine presents a mandatory sacrifice, an unavoidable lethal combat exchange, or a block that clearly preserves survival. + +- Tempo is the deck’s main exchange rate. Counter a spell, tap or delay a creature with Sleep of the Dead, or answer a stack action with Spell Pierce when that exchange lets existing damage continue or buys the turn needed for Cryptic Serpent or Tolarian Terror to dominate combat. + +- Information is gained through legal reveals, public zones, and card selection outcomes. Use Ponder and Brainstorm decisions from visible cards only, infer opponent priorities from public mana and previous actions, and never assume hidden hand contents unless Veles marks them revealed. + +- Sideboard bullets convert narrow mana into decisive exchanges. Hydroblast and Blue Elemental Blast punish red spells or permanents, Annul and Steel Sabotage address artifacts or enchantments when legal, Gut Shot changes small-creature tempo, Envelop fights sorceries, and Dispel protects stack fights over instants; keep mana available for the bullet that matches the opponent’s public axis. + +## Mana Guide + +- Prioritize blue availability because every maindeck spell depends on Island access. A keepable hand normally needs Island, Lórien Revealed with a legal land-finding action, or enough cheap selection to find Island without skipping the first meaningful turn. + +- Keep one-land hands only when the legal opening sequence has a credible path to the second Island. Ponder, Brainstorm, Thought Scour, Mental Note, and Lórien Revealed can support a one-land keep, but a hand with no Island action and no early selection should be treated as a mulligan risk. + +- Sequence Lórien Revealed by role, not habit. Use its land-access mode early when missing land drops or when Counterspell mana is otherwise delayed; cast it for cards late only when spending the mana does not abandon a necessary interaction window. + +- Play Island before drawing when the current hand already contains the spell you intend to cast and no Brainstorm or Ponder decision benefits from waiting. This maximizes available mana for Thought Scour, Mental Note, Spell Pierce, or a post-draw legal action. + +- Delay the land drop until after Ponder or Brainstorm when the choice may change which card must be hidden, kept, or drawn. With Brainstorm, consider whether putting back excess lands or expensive spells matters before making the land play; with Ponder, wait if the shuffle/keep decision affects the land for turn. + +- Preserve double-blue for Counterspell once the opponent can present a decisive spell. Casting cantrips into a tapped-out position is weaker than passing with Counterspell when the current board is stable and the opponent’s next action could invalidate Delver of Secrets, Cryptic Serpent, or Tolarian Terror. + +- Use Spell Pierce mana aggressively in early turns. One untapped Island can represent a major tempo exchange while the opponent is constrained, so avoid spending the last blue mana on low-impact Thought Scour or Mental Note if the opponent’s next noncreature spell is likely to matter. + +- Cast Cryptic Serpent or Tolarian Terror when the reduced cost leaves a useful follow-up. The ideal large-threat turn either keeps Spell Pierce or Counterspell available, adds a cantrip afterward, or forces the opponent to answer while behind on mana. + +- Treat sideboard mana as narrow but urgent. Against red decks, keep Island open for Hydroblast or Blue Elemental Blast when a red spell or permanent can swing the race; against artifact or enchantment decks, plan Annul or Steel Sabotage turns before tapping out for card draw. + +- Avoid imaginary utility-land decisions because the registered manabase is Island plus Lórien Revealed access. If Veles shows only Island choices, choose the payment that preserves the most untapped blue for known legal instants and do not invent nonbasic sequencing concerns. + +## Mulligan Guide + +- Strong keep: Keep Island plus Delver of Secrets plus at least one of Ponder, Brainstorm, Thought Scour, or Mental Note and at least one of Spell Pierce or Counterspell. This hand pressures early, improves Delver of Secrets reveal odds, fills the graveyard, and protects the first threat without needing a speculative draw. + +- Strong keep: Keep two Island, Ponder or Brainstorm, one graveyard enabler from Thought Scour or Mental Note, and one payoff from Cryptic Serpent or Tolarian Terror. This hand has stable mana, selection, and a clear turn-three or turn-four large-threat plan. + +- Strong keep: Keep Island, Lórien Revealed, cheap selection, and interaction when the legal Lórien Revealed line can secure the second Island. This hand is slower than Delver of Secrets starts but acceptable because it turns mana development into eventual Cryptic Serpent or Tolarian Terror pressure. + +- Medium keep: Keep two Island with Counterspell, Deem Inferior, Ponder, and no creature when the opponent is likely proactive or spell-heavy. This hand must use selection to find Delver of Secrets, Cryptic Serpent, or Tolarian Terror quickly, but it can survive long enough to do so. + +- Medium keep: Keep one Island with Ponder plus Thought Scour or Mental Note only when the hand has an immediate draw-fixing action and at least one cheap payoff or interaction spell. Do not keep this on confidence alone; the second mana source must be a realistic first priority. + +- Risky keep: Treat Island plus Brainstorm as weaker than Island plus Ponder unless Lórien Revealed, excess lands, or a known shuffle-like legal action is available. Brainstorm can trap bad cards on top, so the hand needs a concrete plan after the draw choice. + +- Automatic ship: Mulligan hands with no Island, no Lórien Revealed land-development line, and no legal first-turn selection. Mulligan hands with only expensive creatures such as multiple Cryptic Serpent or Tolarian Terror plus no Thought Scour, Mental Note, Ponder, Brainstorm, or early interaction. + +- Trap hand: Be suspicious of Island, Island, Cryptic Serpent, Cryptic Serpent, Tolarian Terror, Deep Analysis, and Counterspell against fast pressure. It has mana and power but no early graveyard velocity, no Delver of Secrets, and may spend turns holding cards that cannot yet stabilize. + +- Trap hand: Be suspicious of one Island, multiple Spell Pierce, and no Ponder, Brainstorm, Thought Scour, Mental Note, or Lórien Revealed. Spell Pierce is excellent when paired with pressure or mana development, but it does not solve missing lands or missing threats by itself. + +- Matchup-dependent keep: Keep interaction-heavy hands with Counterspell, Spell Pierce, Deem Inferior, or sideboard cards when the opponent’s public archetype is combo, control, red spells, artifacts, enchantments, or sorcery-reliant. Keep creature-heavy hands more readily when the opponent is slow and has limited visible early removal. + +- Play/draw rule: On the play, prefer Delver of Secrets plus Spell Pierce or Ponder because the first threat can punish tapped-out starts. On the draw, value Counterspell, Deem Inferior, Sleep of the Dead, and stable two-Island hands more because the opponent may act before Delver of Secrets matters. + +## Turn Arc + +- Turn 1 preferred play: Cast Delver of Secrets when legal and the hand already has enough mana or selection to function. If no Delver of Secrets is available, cast Ponder when looking for Island, Delver of Secrets, or a graveyard enabler; use Brainstorm only when the hand can tolerate the top-card lock or has a known way to clear unwanted cards. + +- Turn 1 deviation: Hold up Spell Pierce instead of casting Thought Scour or Mental Note when the opponent can make a decisive noncreature play and your hand already has a turn-two plan. Cast Thought Scour or Mental Note proactively when graveyard count is the bottleneck for Cryptic Serpent or Tolarian Terror and no important stack fight is expected. + +- Turn 2 preferred play: Protect the developing position with Spell Pierce or Counterspell mana when Delver of Secrets is in play or the opponent’s next spell is likely to matter. If the opponent does not present a threat, use Ponder, Brainstorm, Thought Scour, or Mental Note to set up cheap Cryptic Serpent or Tolarian Terror. + +- Turn 2 deviation: Use Deem Inferior or Sleep of the Dead only when a visible creature or permanent meaningfully changes the race or blocks the future large threat plan. If Card text check required appears in the runtime prompt for Sleep of the Dead, choose based on visible legal action labels and current tempo need rather than assumed escape details. + +- Turn 3 preferred play: Deploy Cryptic Serpent or Tolarian Terror when cost reduction makes the creature legal while preserving Spell Pierce, Counterspell, or a follow-up cantrip if possible. If the creature is still expensive, continue filling the graveyard and keep interaction up rather than tapping out for low-impact card flow. + +- Turn 3 deviation: Pass with Counterspell when the opponent’s likely turn-three or turn-four spell can beat an unprotected Cryptic Serpent or Tolarian Terror. Casting the large creature into open removal is correct only when waiting is worse, the opponent is under pressure, or the next turn cycle demands a blocker. + +- Turns 4-5 preferred play: Shift from setup to protected pressure. Attack with Delver of Secrets, Cryptic Serpent, and Tolarian Terror when combat is favorable, add only the minimum extra threat needed, and spend Counterspell, Spell Pierce, Deem Inferior, or Sleep of the Dead on plays that break the race. + +- Turns 4-5 deviation: Cast Lórien Revealed or Deep Analysis for cards only when the board is stable or when refilling is better than holding interaction. If the opponent is threatening lethal or a decisive engine, mana should usually stay available for Counterspell, Spell Pierce, sideboard interaction, or tempo answers. + +- Late-game plan: Win by chaining large threats with permission rather than by drawing cards for its own sake. Prioritize Cryptic Serpent and Tolarian Terror that can attack or block immediately with protection nearby, and use Brainstorm, Ponder, Thought Scour, Mental Note, Lórien Revealed, and Deep Analysis to find the next decisive interaction or threat. + +- Late-game deviation: Preserve one protected attacker over flooding the board into public sweepers, edicts, or known answers. When both players are low on resources, a single Tolarian Terror or Cryptic Serpent plus Counterspell can be stronger than tapping out for extra spells that leave the stack unguarded. + +## Card Roles + +- Lórien Revealed: Treat Lórien Revealed as the deck’s flexible mana-development and late-game card-flow card, not as a spell that must always be cast. Early, use the legal land-search line when the hand needs Island count for Counterspell, multiple blue spells, or a future protected Cryptic Serpent or Tolarian Terror. Late, cast Lórien Revealed only when the opponent is not presenting a decisive stack or combat window, because spending a full turn on cards can lose the tempo advantage this deck is built to protect. It naturally fuels the graveyard for Cryptic Serpent and Tolarian Terror after cycling/searching or resolving, and it improves Brainstorm by reducing mana stress. The common mistake is holding a one-land hand as if Lórien Revealed were guaranteed to be a normal spell; when mana is missing, it is first a land plan. Against control, it is a reload tool after trades; against aggro, it is usually Island access before card advantage. + +- Cryptic Serpent: Use Cryptic Serpent as a large stabilizer or fast clock once Thought Scour, Mental Note, Ponder, Brainstorm, Lórien Revealed, Counterspell, Spell Pierce, Deem Inferior, and Sleep of the Dead have lowered its cost. Cast it when the body changes combat immediately or when you can still protect it with Spell Pierce or Counterspell. Holding Cryptic Serpent is correct when tapping out lets the opponent resolve a game-breaking spell or when a protected Tolarian Terror is the better threat. The common mistake is casting cantrips only to make Cryptic Serpent cheaper while ignoring the opponent’s current board; a cheap creature still needs the right turn cycle. Against red removal or edicts, prefer sequencing that leaves interaction available or creates multiple threats across turns. + +- Tolarian Terror: Use Tolarian Terror as the preferred resilient finisher when its ward text matters and the opponent’s removal is mana-constrained. Cast it earlier than Cryptic Serpent when legal cost reduction plus protection makes it difficult to answer, but do not assume ward makes it untouchable; public mana, edicts, sweepers, sacrifice effects, and combat math still matter. Tolarian Terror pairs especially well with Spell Pierce and Counterspell because the opponent often must spend extra mana answering it. The common mistake is exposing it to a window where the opponent can pay for interaction and then untap into pressure. Against creature decks, it is often both wall and finisher; against spell decks, it is the clock that makes soft permission lethal. + +- Brainstorm: Cast Brainstorm when it fixes a specific problem, protects important cards from known discard, supports Delver of Secrets setup, or pairs with a way to clear unwanted top cards such as a legal Lórien Revealed land-search line, Thought Scour, or Mental Note. Hold Brainstorm when the hand is functional and the main value is future information. The common mistake is firing Brainstorm on turn one with no shuffle or mill outlet, then locking two weak cards on top. Brainstorm synergizes with Delver of Secrets by arranging an instant or sorcery on top, with graveyard enablers by clearing bad cards, and with cheap threats by finding interaction after a creature resolves. Against discard, it can hide key cards; against fast aggro, use it to find concrete mana, blocker, or tempo action rather than abstract value. + +- Thought Scour: Use Thought Scour as instant-speed graveyard acceleration, top-card disruption for your own Brainstorm setup, and a way to keep mana open before deciding whether to act. Cast it on yourself when reducing Cryptic Serpent or Tolarian Terror is a priority or when clearing known weak top cards. Targeting the opponent should require a visible reason from legal action text, public top-card knowledge, or matchup context; do not mill the opponent blindly when their graveyard may help them. The common mistake is spending Thought Scour during the main phase before seeing whether Counterspell or Spell Pierce is needed. Against graveyard decks, be cautious with opponent-targeting lines; against control, end-step Thought Scour preserves permission posture. + +- Mental Note: Use Mental Note as the most direct self-mill enabler for cheap Cryptic Serpent and Tolarian Terror. It is best when the hand already has mana and needs graveyard count more than card selection quality. Cast it early when a fast serpent/terror line is the plan, but hold it when Spell Pierce or Counterspell may need to answer a decisive spell. Mental Note is weaker than Ponder for finding missing land and weaker than Brainstorm when you need card selection, so choose it for graveyard velocity. The common mistake is milling without a payoff in hand while a legal Ponder could find mana or interaction. Against pressure, Mental Note is good if it enables a blocker; against attrition, it is acceptable fuel but not a substitute for card advantage. + +- Ponder: Prioritize Ponder as the cleanest turn-one setup spell when the hand needs Island, Delver of Secrets, Counterspell, or a graveyard enabler. Use it before Brainstorm when you need to decide whether the hand has enough mana or pressure. Keep stacked cards only when the next turns are concretely mapped; shuffle or equivalent legal action decisions should follow visible quality, not optimism. Ponder supports Delver of Secrets, finds cheap interaction, and assembles the graveyard-threat sequence. The common mistake is using Ponder to chase perfect value while ignoring that the deck needs a threat plus protection. Against combo or control, find pressure and permission; against aggro, find mana, blocker, Deem Inferior, Sleep of the Dead, or relevant sideboard cards. + +- Sleep of the Dead: Use Sleep of the Dead as a tempo card when tapping a visible creature changes the race, opens an attack, protects life total, or buys the turn needed for Cryptic Serpent or Tolarian Terror. Card text check required for exact current Oracle details and escape handling; make runtime decisions from legal action labels and visible costs. It synergizes with self-mill because graveyard resources may make later legal recasts possible, but do not spend graveyard cards if doing so prevents a critical cheap threat unless the board demands it. The common mistake is using it on a low-impact creature before the opponent commits the creature that actually matters. Against go-wide decks it is limited; against single large blockers or attackers it can swing the tempo exchange. + +- Deem Inferior: Use Deem Inferior as conditional tempo interaction only when the legal action text shows it can answer a relevant spell or permanent and the resulting tempo is worth the card. Card text check required for exact current Oracle details, including timing, target class, and destination. Treat it as part of the interaction suite that protects a Delver of Secrets, Cryptic Serpent, or Tolarian Terror attack plan, not as generic removal to spend immediately. The common mistake is selecting it because it is legal without checking whether Counterspell, Spell Pierce, or waiting covers a more important window. Against creature tempo, it may reset or delay a blocker or attacker; against combo/control, use only if the legal target is strategically central. + +- Counterspell: Preserve Counterspell for spells that beat your current role: removal on a protected threat, a payoff that outraces you, a sweeper, a combo piece, or an engine the deck cannot easily race. Cast Counterspell over Spell Pierce when the opponent has enough mana to pay for Spell Pierce or when the target must not resolve. Holding up two Island can be better than adding a second threat if one creature already wins the race. The common mistake is countering the first legal spell instead of the spell that matters. Against aggro, counter high-impact threats or burn that changes lethal math; against control/combo, save it for card advantage, win conditions, or protected turns. + +- Delver of Secrets: Deploy Delver of Secrets early when legal and when the hand can support it with selection or protection. Delver of Secrets is the deck’s cheapest way to force the opponent to act, making Spell Pierce and Counterspell better. Brainstorm and Ponder can improve transformation chances, but do not overcommit selection solely for Delver if mana or survival is at risk. The common mistake is playing Delver into a board where it cannot attack or where protecting it costs the entire development plan. Against slow decks, turn-one Delver is premium pressure; against fast creature decks, it may become a blocker or bait while Cryptic Serpent and Tolarian Terror stabilize. + +- Spell Pierce: Use Spell Pierce to punish early noncreature spells, protect threats during mana-tight windows, and force through the tempo plan before the opponent can pay. It is strongest with Delver of Secrets pressure or a newly cast Cryptic Serpent or Tolarian Terror. Hold Spell Pierce when the opponent is about to tap low; spend it before it becomes dead if the target meaningfully affects the game. The common mistake is keeping a reactive hand where Spell Pierce has no pressure behind it. Against combo, control, burn, and artifact/enchantment setup, it can trade up; against creature-heavy decks, sideboarding or de-emphasizing it may be correct. + +- Deep Analysis: Treat Deep Analysis as the one-card attrition valve, not an automatic early play. Cast it when the board is stable, when both players have traded resources, or when self-mill places it in the graveyard and the legal flashback line is worth the life and mana. Card text check required for exact current Oracle details if life payment or flashback options appear in runtime labels. The common mistake is tapping out for Deep Analysis while the opponent is threatening lethal, a decisive engine, or a removal window on your only threat. Against control, it is a strong way to recover; against aggro and burn, life cost and tempo loss must be justified. + +- Island: Sequence Island to preserve double-blue interaction and multiple-spell turns. The deck appears simple because it is mono-blue, but the real mana pressure is timing: Counterspell requires two untapped Island, while cantrip plus Spell Pierce or threat plus protection often determines whether the turn is safe. Do not spend all Islands on main-phase card flow when the opponent’s next spell is more important than graveyard velocity. Against red and combo decks, untapped Island often represents survival; against slower decks, extra Islands let Lórien Revealed and Deep Analysis convert into a protected late game. + +## Interaction Priorities + +- Counter decisive spells first with Counterspell when the opposing spell changes the race, removes your only protected threat, creates a board you cannot block, resolves a combo engine, or produces card advantage that invalidates your tempo. Counterspell is the hard-stop card, so prefer it over Spell Pierce when the opponent has spare mana or when letting the spell resolve would force multiple future answers. + +- Spend Spell Pierce early on noncreature spells that matter before the opponent can pay. Prioritize opposing removal aimed at Delver of Secrets, Cryptic Serpent, or Tolarian Terror; early draw or tutor engines; artifact/enchantment setup spells after sideboard when Annul or Steel Sabotage is not available; and burn or pump spells that change combat or lethal math. Ignore low-impact setup if you already have a faster protected clock and the opponent is not constrained on mana. + +- Use Deem Inferior only on legal targets whose delay changes the next combat step, stack fight, or lethal race. Card text check required for exact target class and destination. Bounce or reset the creature, spell, or permanent that blocks Cryptic Serpent or Tolarian Terror, threatens immediate lethal, or protects an opposing engine; do not spend it on a small creature that your large threat can brick-wall. + +- Use Sleep of the Dead as tempo interaction, not removal. Card text check required for exact current Oracle details and escape handling. Tap the creature that prevents a lethal or race-changing attack, buys one turn against the largest attacker, or lets Delver of Secrets, Cryptic Serpent, or Tolarian Terror keep attacking. Ignore creatures that are not attacking, blocking, or enabling a decisive ability this turn. + +- Use sideboard interaction by matchup role, not by availability. Hydroblast and Blue Elemental Blast should answer red removal, burn, or red threats that swing lethal or protect a clock. Annul should cover artifacts and enchantments that are engines or hate pieces. Steel Sabotage should prioritize artifact threats, mana engines, or a tempo bounce that opens a lethal attack. Envelop should answer sorcery-speed payoffs, sweepers, discard, or combo setup. Dispel should protect threats and win counter wars over instants. Gut Shot should remove one-toughness creatures when the life payment or mana cost is worth the tempo. + +- Bait with redundant card flow or secondary threats when the hand contains a better follow-up. A Delver of Secrets can bait removal if Cryptic Serpent or Tolarian Terror is near ready; a Ponder, Mental Note, or Thought Scour can bait permission when the real goal is resolving a threat or holding Counterspell. Do not bait with the only threat, only Counterspell, or only graveyard enabler unless the visible state demands immediate action. + +- Discard and exile actions are not part of the registered main-deck interaction package. If a temporary or opponent-created legal action offers discard or exile choices, choose only from the rules-engine action text and visible information; do not assume hidden cards or off-plan effects. + +## Combat And Trading Rules + +- Attack when the creature advances a protected clock or forces the opponent to answer on your terms. Delver of Secrets should pressure slow decks early, while Cryptic Serpent and Tolarian Terror should attack once they either survive blocks, trade for a major threat, or are backed by Counterspell, Spell Pierce, Deem Inferior, Sleep of the Dead, Hydroblast, Blue Elemental Blast, or Dispel as applicable. + +- Preserve Cryptic Serpent and Tolarian Terror unless the trade prevents lethal, kills a more important opposing threat, or wins the race immediately. These creatures are the deck’s main stabilizers and finishers, so do not trade one for a small attacker if you can absorb damage, tap it with Sleep of the Dead, bounce it with Deem Inferior, or race through the air with Delver of Secrets. + +- Block aggressively once life total makes burn, haste, pump, or a second attacker dangerous. Against red or go-wide pressure, treat single-digit life as a warning zone and 5 or less as a survival check unless visible information proves otherwise. Against low-burn control, you can take more damage to keep a fast clock alive, especially when Counterspell protects the next turn cycle. + +- Use Delver of Secrets as pressure first and as a blocker only when the race has flipped. Against slow decks, attacking is usually the reason to keep Delver of Secrets alive. Against fast creature decks, blocking a key one-toughness or evasive attacker can be correct if Cryptic Serpent or Tolarian Terror will take over afterward. + +- Protect the first large threat more highly than the second small tempo gain. Holding up Counterspell, Spell Pierce, Hydroblast, Blue Elemental Blast, or Dispel can be stronger than casting another cantrip if the opponent’s visible mana and archetype suggest removal, bounce, edict, or a race-changing spell. When you already have two large threats, shift protection toward stopping lethal, sweepers, or effects that answer both. + +- Avoid attacks that expose the only blocker against a faster board. If Cryptic Serpent or Tolarian Terror is holding back multiple attackers, attack only when Sleep of the Dead, Deem Inferior, Gut Shot, or a counterspell covers the crack-back, or when the attack creates lethal pressure before the opponent can punish you. + +- Change combat posture by archetype. Against aggro and red decks, stabilize first, then turn the corner with one protected large attacker. Against control and combo, pressure early with Delver of Secrets and force action while holding Spell Pierce or Counterspell. Against graveyard or artifact decks, keep attacking while reserving interaction for the engine card that beats your clock rather than for every creature. + +## Selection And Tutor Rules + +- Use Ponder as the cleanest selection spell before committing to a land-light or threat-light line. Keep a pile when it supplies the next missing resource, such as Island, Delver of Secrets, Counterspell, Cryptic Serpent, Tolarian Terror, or the exact cheap spell count needed to reduce a large threat; shuffle when the visible top cards do not improve the next two turns. + +- Use Brainstorm best when there is a follow-up shuffle, mill, or known top-card need. Lórien Revealed islandcycling can clear bad Brainstorm cards, while Thought Scour and Mental Note can turn weak put-backs into graveyard fuel. Without a way to change the top of the library, Brainstorm is still legal card flow but should be saved when the current hand already has land drops and a plan. + +- Use Lórien Revealed islandcycling when mana development is the bottleneck. Find Island when the hand lacks stable blue mana, needs Counterspell on turn two, needs to cast multiple one-mana spells, or must hit the next land to hold interaction while deploying Cryptic Serpent or Tolarian Terror later. Cast Lórien Revealed for cards only when mana is already secure and the game is slowing. + +- Use Thought Scour and Mental Note to convert library cards into graveyard count and a replacement card. Target self with Thought Scour when the plan needs instant or sorcery cards in the graveyard for Cryptic Serpent or Tolarian Terror, when Brainstorm placed expendable cards on top, or when Deep Analysis in the graveyard is useful. Target opponent with Thought Scour only when legal action text and visible information make milling the opponent tactically relevant; do not assume hidden top cards. + +- Use Mental Note as a self-mill enabler first and a cantrip second. It is strongest when it makes Cryptic Serpent or Tolarian Terror cheaper this turn or next turn, fuels Sleep of the Dead escape if legal, or puts Deep Analysis into the graveyard. Avoid firing it before a critical Ponder decision if you need to preserve known top-card selection. + +- Use Deep Analysis as a reload, not an early tempo play. Cast or flash it back when life total, mana, and board pressure allow a slower draw-two line; delay it when holding up Counterspell or Spell Pierce is more important than raw cards. Card text check required for exact flashback cost and life payment if the rules engine exposes multiple payment choices. + +- Bottom, shuffle, or mill cards by role, not by name alone. Early hands want Island, Delver of Secrets, Ponder, Brainstorm with a reset, Mental Note, Thought Scour, and cheap interaction. Midgame piles want Cryptic Serpent, Tolarian Terror, Counterspell, and tempo answers. Late games value Lórien Revealed and Deep Analysis more when life and board are stable. + +- Time land drops after selection when legal sequencing allows it. Cast Ponder before playing Island when the land drop is uncertain; cycle Lórien Revealed before land drop when Island is needed; preserve an untapped Island when Spell Pierce, Counterspell, Hydroblast, Blue Elemental Blast, Dispel, or Gut Shot timing matters. + +## Priority And Stack Rules + +- Hold priority resources for the opponent’s decisive window rather than spending every legal instant. Counterspell and Spell Pierce are strongest when they stop removal on Delver of Secrets, Cryptic Serpent, or Tolarian Terror, counter a payoff, or protect a combat step that determines the race. + +- Let low-impact spells resolve when the opponent is baiting permission or when their spell does not change the next turn cycle. Passing is correct when Counterspell must cover a larger threat, when Spell Pierce will become ineffective only after the opponent has already spent mana, or when the visible board favors your clock. + +- Use Brainstorm, Thought Scour, and Mental Note at instant speed when timing improves information or mana use. End-step cantrips are preferred when holding Counterspell or Spell Pierce matters during the opponent’s turn. Main-phase cantrips are preferred when you need to find Island, Delver of Secrets, Cryptic Serpent, Tolarian Terror, or a specific answer before making a land drop or attack. + +- Respond to removal with protection only when the threatened creature matters to the current plan. Counter or pierce removal pointed at the first active Cryptic Serpent, Tolarian Terror, or transformed Delver of Secrets when that creature is your clock or stabilizer. Let removal resolve on redundant or low-impact creatures if saving interaction stops lethal, a sweeper, or a stronger payoff. + +- Use Sleep of the Dead before combat when tapping a blocker creates damage or lethal pressure, and use it before the opponent’s combat when tapping an attacker prevents a race-changing hit. Card text check required for exact timing, target restriction, untap clause, and escape handling. Do not spend it during a stack fight unless the legal target and resulting combat state are visible. + +- Use Deem Inferior as stack or battlefield tempo only when the rules engine exposes a legal target that changes the next exchange. Card text check required for exact target classes and destination. Prioritize targets that answer a spell about to resolve, remove a blocker for a lethal attack, reset a high-investment permanent, or stop immediate lethal pressure. + +- Respect graveyard timing before casting Cryptic Serpent or Tolarian Terror. If a cheap instant or sorcery can legally resolve first and reduce the cost without exposing you to a worse counter-window, cast the enabler first. If the opponent has open interaction and your threat is already affordable, consider deploying while holding Spell Pierce, Counterspell, Hydroblast, Blue Elemental Blast, or Dispel. + +- Treat optional payments and alternate costs as tactical commitments. Pay Deep Analysis flashback life only when survival math permits it. Pay Sleep of the Dead escape costs only when exiling graveyard cards does not strand Cryptic Serpent or Tolarian Terror from being cast on schedule. If Forge exposes optional costs, choose from visible legal outcomes only. + +## Sideboard Map + +- Hydroblast is the primary anti-red role card against Burn, Kuldotha Red, Red Rally, red removal shells, and red combo-adjacent decks. Bring it in when the opponent’s red spells either race your life total, kill Delver of Secrets, Cryptic Serpent, or Tolarian Terror, or create a wide board before your large creatures stabilize. It is weakest when the opponent shows only a light red splash, when the visible threats are artifacts or nonred creatures, or when holding one blue mana does not answer the spell that matters. Its role changes from protection in threat-led games to hard interaction in survival games. + +- Blue Elemental Blast is the fifth anti-red effect and should follow Hydroblast in matchups where red cards are central. Treat it as a narrow but high-impact answer to a red spell or red permanent when the legal action text supports that use. It is bad against nonred decks, artifact-heavy Affinity hands that do not rely on red payoffs, and slow blue mirrors where Dispel, Envelop, or Annul cover more relevant stack fights. + +- Gut Shot is for one-toughness creatures, early tempo, and mana-light interaction. Add it against Faeries, Elves, Kuldotha Red, aggressive token openings, small utility creatures, and Delver mirrors where killing a creature without tapping Island preserves Counterspell, Spell Pierce, Ponder, or Brainstorm sequencing. It is bad against large-creature decks, removal-light control mirrors, and board states where paying life changes the race more than the one damage changes combat. Card text check required for exact alternate payment and target legality if Forge exposes multiple payment actions. + +- Annul is the enchantment and artifact-spell answer for Affinity, Bogles, Gates lists with enchantment engines, and artifact-combo shells. It is strongest on the stack before the permanent generates value, especially when the opponent’s plan depends on one artifact, enchantment, or payoff. It is bad after the opponent has already resolved the key permanent, against creature-heavy decks with few noncreature permanents, and against sorcery-based combo where Envelop is the cleaner answer. + +- Steel Sabotage is the flexible artifact role card against Affinity, artifact lands plus payoff decks, Blood Fountain-style recursion decks, and artifact combo. Use the counter mode when the artifact spell is about to resolve and matters immediately; use the bounce mode only when tempo, lethal pressure, or a stack-protection window makes returning a visible artifact better than saving interaction. It is bad against decks with only incidental artifacts or when bouncing an artifact does not change the next combat or spell window. Card text check required for exact mode text and target restrictions. + +- Envelop is for sorcery-heavy decks, cascade-like payoff turns when legal text shows a sorcery, graveyard combo spells, and control mirrors where decisive card-advantage sorceries matter. It is strongest when the opponent must resolve one sorcery to pull ahead or win. It is bad against creature swarms, instant-heavy mirrors, artifact starts, and red decks where Hydroblast and Blue Elemental Blast interact across more action types. + +- Dispel is the narrow stack-fight card for blue mirrors, removal-heavy black decks with instant removal, protection fights, and opposing counterspell windows. It is best when your threat is already on the battlefield or about to resolve and the opponent’s most relevant interaction is instant-speed. It is bad against sorcery threats, permanent-heavy decks, and early games where you still need cards that develop graveyard count or board presence. + +Red Aggro / Burn / Kuldotha Red +Side in: 4 Hydroblast, 1 Blue Elemental Blast, 3 Gut Shot +Cut: 1 Deep Analysis, 2 Sleep of the Dead, 2 Deem Inferior, 3 Spell Pierce + +- Role after sideboarding: become a survival-tempo deck that wins after one large creature stabilizes. Hydroblast and Blue Elemental Blast protect life total and creatures; Gut Shot buys early turns without spending Island. Reduce main-deck emphasis on slow reloads and narrow tempo cards when the opponent’s first three turns decide the game. + +Affinity / Artifact-Centric Midrange +Side in: 2 Annul, 2 Steel Sabotage, 1 Dispel +Cut: 2 Sleep of the Dead, 2 Spell Pierce, 1 Deep Analysis + +- Role after sideboarding: stop the artifact payoff that invalidates racing, then pressure with Cryptic Serpent or Tolarian Terror. Annul and Steel Sabotage should be saved for artifacts or enchantments that change combat, mana, cards, or lethal math. Dispel enters when the opponent also presents instant-speed removal or stack fights; reduce main-deck emphasis on Sleep of the Dead if tapping one creature does not answer artifact value. + +Faeries / Delver / Small-Creature Blue Tempo +Side in: 3 Gut Shot, 1 Dispel, 2 Envelop +Cut: 2 Sleep of the Dead, 2 Deem Inferior, 1 Deep Analysis, 1 Lórien Revealed + +- Role after sideboarding: contest the early board while preserving cheap stack interaction. Gut Shot is the cleanest tempo bridge when it kills a visible one-toughness creature; Dispel protects your threat or wins a counter fight; Envelop matters when the opponent shows sorcery-speed draw, monarch setup, or other pivotal sorceries. Reduce main-deck emphasis on expensive reloads when the game is about early mana and threat protection. + +Bogles / Auras / Enchantment-Centric Decks +Side in: 2 Annul, 1 Dispel +Cut: 2 Spell Pierce, 1 Deep Analysis + +- Role after sideboarding: answer the aura or protection spell on the stack before the creature becomes too large for tempo. Annul is the key card when the opponent’s permanent spell is visible and legal to counter. Dispel is for instant protection or interaction windows. Reduce main-deck emphasis on slow draw when the opponent’s single threat can outgrow racing quickly. + +Sorcery Combo / Graveyard Combo / Big-Mana Sorcery Control +Side in: 2 Envelop, 1 Dispel +Cut: 2 Sleep of the Dead, 1 Deem Inferior + +- Role after sideboarding: keep pressure while holding the one-mana answer to the payoff. Envelop is for visible sorcery payoffs, tutors, sweepers, or card-advantage spells that decide the game. Dispel supports fights around instants. Reduce main-deck emphasis on creature-tap tempo when the opponent’s decisive action is not combat. + +Blue Control / Counterspell Mirrors +Side in: 1 Dispel, 2 Envelop +Cut: 2 Sleep of the Dead, 1 Deem Inferior + +- Role after sideboarding: protect a resolved Delver of Secrets, Cryptic Serpent, or Tolarian Terror and avoid losing to a single large draw or reset sorcery. Dispel should be held for interaction over a meaningful threat or card-flow spell, not spent on a low-impact instant. Envelop covers sorcery-speed engines and sweepers. Add role cards only when the opponent’s revealed cards confirm those stack fights matter. + +- Archetype rule: add Hydroblast and Blue Elemental Blast only when red cards are central enough that drawing the blast changes the game. Do not dilute the graveyard engine against decks where red cards are incidental. + +- Archetype rule: add Annul and Steel Sabotage when artifacts or enchantments are must-answer spells, not merely present. Mono-U Terror still needs enough Brainstorm, Ponder, Thought Scour, Mental Note, Lórien Revealed, Cryptic Serpent, and Tolarian Terror density to function. + +- Archetype rule: add Gut Shot when one damage trades for a card, a mana advantage, a protected attack, or a preserved Counterspell window. Avoid it when the life payment or card slot only produces minor damage without changing combat. + +- Archetype rule: add Envelop and Dispel for stack-defined matchups, then play more patiently. These cards reward passing with mana open after establishing a clock and punish tapping out for Deep Analysis or unnecessary cantrips into obvious interaction. + +## Matchup Guidance + +- Aggro: Become the deck that survives the first wave, then turns the corner with Cryptic Serpent or Tolarian Terror. Prioritize Delver of Secrets only when it blocks, races, or forces the opponent to spend damage away from life total; otherwise prioritize Island development, Thought Scour, Mental Note, Ponder, and cheap interaction that makes a fast large creature legal. Add role cards: Hydroblast, Blue Elemental Blast, and Gut Shot against red or one-toughness pressure. Reduce main-deck emphasis: Deep Analysis, slow Sleep of the Dead lines, and Spell Pierce when the opponent empties its hand before Pierce stays live. + +- Burn: Treat life total as the main resource and mana efficiency as the second resource. Counterspell should answer the spell that changes lethal math, not the first legal spell automatically; Spell Pierce is strongest while the opponent is constrained on mana and weakest after they can pay. Hydroblast and Blue Elemental Blast should be conserved for red spells that threaten life total, remove a key creature, or win a stack fight. Avoid Deep Analysis unless life total and board state show enough time to convert cards into a win. + +- Go-wide decks: Preserve blockers until a large creature can halt multiple attacks or threaten a two-turn race. Gut Shot is valuable when it removes an early attacker, protects Delver of Secrets from combat math, or keeps Counterspell mana open. Sleep of the Dead is a tempo tool for one key combat step, not a permanent solution to several bodies; use it when tapping a visible creature changes lethal, stabilizes a race, or opens a decisive attack. Deem Inferior is best when returning one large or suited-up attacker breaks the opponent’s combat plan. + +- Single-threat decks: Focus interaction on the threat or the spell that makes the threat unbeatable. Against Auras, Bogles, reanimation, or tall creature decks, Annul, Counterspell, Spell Pierce, Deem Inferior, and Sleep of the Dead should be judged by whether they prevent one visible permanent from dominating combat. Do not spend Gut Shot unless one damage meaningfully changes the target creature, support creature, or race. When the opponent has one major creature and little pressure elsewhere, racing with Tolarian Terror may be better than spending a card on temporary tap effects. + +- Tempo mirrors: Fight for mana advantage and threat protection, not raw card count. Delver of Secrets is important when it starts pressure before Counterspell shields are up; Cryptic Serpent and Tolarian Terror are important when the graveyard is stocked and the opponent cannot answer them cleanly. Dispel matters in stack fights around removal, counters, and protection; Envelop matters only when the opponent’s revealed plan includes decisive sorceries. Gut Shot should answer visible one-toughness creatures when doing so wins tempo without forcing a tapped-out turn. + +- Control decks: Establish one threat, then make the opponent act into open mana. Brainstorm, Ponder, Thought Scour, Mental Note, and Lórien Revealed should be sequenced to hit land drops and fill the graveyard without wasting Counterspell windows. Deep Analysis becomes stronger when life total is safe and the opponent is trying to trade one-for-one. Dispel and Envelop are high-value role cards when the opponent relies on instant interaction or sorcery-speed card advantage. Avoid committing every Cryptic Serpent and Tolarian Terror into visible sweepers or edict pressure unless waiting lets the opponent take over. + +- Removal-heavy decks: Force removal to answer threats under pressure while preserving a reload path. Delver of Secrets is acceptable bait when the hand contains cantrips and a later Cryptic Serpent or Tolarian Terror; a large creature is worth protecting when it represents a fast clock or stabilizes combat. Dispel should be saved for instant-speed removal or counter fights that decide whether a threat stays on board. Deep Analysis is a recovery card when the opponent trades removal for creatures, but it should not be prioritized over survival against fast starts. + +- Midrange decks: Trade time for graveyard density, then pressure before their card quality overtakes yours. Counterspell should answer cards that create multiple bodies, recurring value, or removal plus pressure, while Spell Pierce should be used early before the opponent has spare mana. Deem Inferior is strongest when returning a costly permanent undoes a full turn. Sleep of the Dead is strongest when one blocker or attacker is the obstacle to a profitable race. Keep enough cantrip density that Cryptic Serpent and Tolarian Terror become cheap before midrange stabilizes. + +- Big mana decks: Deploy a clock before holding answers, because pure permission without pressure gives them too many draw steps. Counterspell and Spell Pierce should target ramp payoff, sweepers, and card-advantage spells that invalidate one large creature. Envelop is important when the decisive spell is a visible sorcery; Annul or Steel Sabotage only matter when the big-mana engine uses artifacts or enchantments that the legal action text can answer. Lórien Revealed is good for land development, but cycling or tapping out must be weighed against the next payoff window. + +- Combo decks: Identify whether the combo is spell-based, graveyard-based, artifact-based, or creature-based before spending interaction. Against spell combo, prioritize a fast clock plus Counterspell, Spell Pierce, Envelop, and Dispel for the decisive stack window. Against creature combo, Deem Inferior and Sleep of the Dead matter only if the visible creature is part of the actual kill or setup. Against artifact combo, Annul and Steel Sabotage become role cards. Do not assume hidden combo pieces; choose from legal actions using visible mana, public graveyards, known revealed cards, and matchup context. + +- Graveyard decks: Race while countering the payoff rather than spending cards on low-impact setup. This registered sideboard has no dedicated graveyard hate, so the practical plan is pressure, Counterspell, Spell Pierce, Envelop for sorcery payoffs, Dispel for instant fights, and Deem Inferior or Sleep of the Dead against visible creature payoffs. Thought Scour and Mental Note should still advance your own Cryptic Serpent and Tolarian Terror plan, but avoid targeting the opponent with self-mill effects unless the legal text and visible context clearly make that correct. Card text check required for any line relying on exact graveyard timing from an opposing card. + +- Artifact decks: Stop the artifact that produces mana, cards, lethal pressure, or recursion, then attack before the board snowballs. Annul is for artifact or enchantment spells on the stack; Steel Sabotage is for artifact stack or bounce windows when legal text offers the relevant mode. Counterspell remains the universal answer to nonartifact payoffs, and Spell Pierce is best early. Do not use Steel Sabotage bounce on a permanent merely because it is legal; choose it when the returned artifact changes combat, lethal math, mana availability, or a critical stack sequence. + +- Enchantment decks: Counter the enchantment before it creates a board state that tempo cannot undo. Annul is the clean role card when a visible enchantment spell matters; Spell Pierce can cover early expensive enchantments while the opponent is tapped down. Deem Inferior and Sleep of the Dead do not answer most enchantment engines directly, so preserve them for the creature or combat state those enchantments create. If the opponent’s enchantments are incidental, avoid diluting the main graveyard-threat engine too heavily. + +- Red creature decks: Use Hydroblast, Blue Elemental Blast, Gut Shot, Counterspell, and cheap cantrips to reach the first stabilizing large creature. Gut Shot should remove a visible one-toughness creature when that prevents damage, protects a Delver of Secrets, or preserves mana for Counterspell. Hydroblast and Blue Elemental Blast should answer the red spell or permanent that most affects survival or threat protection. Reduce main-deck emphasis on slow card draw and temporary tap effects when red pressure is wide and immediate. + +- Unknown opponents: Keep the first game plan honest and information-rich. Prioritize Island, Ponder, Brainstorm with a shuffle or mill plan when available, Thought Scour, Mental Note, and an early threat path over narrow reactive guesses. Spell Pierce is a good early hedge when the opponent’s mana is constrained; Counterspell should be reserved for the first clearly important spell if your life total permits. After public information reveals the opponent’s axis, shift into the matching plan above rather than following generic tempo habits. + +## Specific Matchup Notes + +- General/archetype-only: Treat all matchup notes as assumptions until public cards, revealed cards, graveyards, and legal action text identify the opponent’s real axis. Revealed cards override archetype labels, and Veles must choose only supplied legal actions. + +- Red aggro or burn: Prioritize survival until Cryptic Serpent or Tolarian Terror can stabilize combat or end the race. Likely sideboarding emphasizes Hydroblast, Blue Elemental Blast, and Gut Shot; priority targets are red spells or permanents that threaten lethal, remove a protected closer, or create a damage burst before Counterspell is online. Reduce reliance on Deep Analysis and slow Sleep of the Dead lines when life is under immediate pressure. + +- Blue tempo, Faeries, or Terror mirrors: Win the counter window around a cheap closer rather than spending every cantrip immediately. Likely sideboarding emphasizes Dispel, Envelop if key sorceries are visible, and Gut Shot against one-toughness creatures; priority targets are opposing Tolarian Terror, Cryptic Serpent, Ninja-style card advantage if visible, and counterspells that decide a threat fight. Do not target the opponent with Thought Scour or Mental Note unless legal text and visible state make that line explicitly beneficial. + +- Artifact pressure or Affinity-style decks: Stop the card that converts artifacts into mana, cards, lethal damage, or recursion. Likely sideboarding emphasizes Annul, Steel Sabotage, Hydroblast or Blue Elemental Blast when red artifact payoffs are visible, and sometimes Gut Shot for one-toughness support creatures; priority targets are artifact engines, large threats that outsize Delver of Secrets, and spells that make multiple bodies. Preserve Counterspell for nonartifact payoffs that Annul or Steel Sabotage cannot answer. + +- Big mana or Tron-style decks: Present a fast Delver of Secrets, Cryptic Serpent, or Tolarian Terror clock before becoming purely reactive. Likely sideboarding emphasizes Envelop for decisive sorceries, Annul or Steel Sabotage only when artifacts or enchantments are visible, and Dispel for instant-speed fights; priority targets are payoff spells, sweepers, lock pieces, and card-advantage engines. Lórien Revealed should fix land drops, but do not tap out for card flow if the next visible window requires Counterspell. + +- Creature midrange or sacrifice decks: Protect one meaningful closer and counter the engine card, not every body. Likely sideboarding can include Gut Shot for one-toughness creatures, Dispel for instant removal, Envelop for sorcery edicts or card advantage, and Hydroblast only if red cards are central. Priority targets are repeatable value engines, edicts when only one closer is present, and removal that breaks a lethal or stabilizing attack. + +- Combo or graveyard decks: Race while holding interaction for the payoff window. Likely sideboarding emphasizes Envelop, Dispel, Annul, or Steel Sabotage according to the visible combo type; this sideboard has no dedicated graveyard hate, so priority targets are payoff spells, enablers that are clearly required by public information, and protection spells on the stack. Card text check required for any opposing combo line whose exact timing is uncertain. + +## Risk Summary + +- Mana risk: One-land hands can look functional because Brainstorm, Ponder, Thought Scour, Mental Note, and Lórien Revealed see cards, but missing the second Island delays Counterspell and cheap closers. Mulligan or sequence cantrips toward land stability before sculpting luxury hands. + +- Matchup risk: Mono-U Terror can mis-role by acting like pure control against decks that go over the top or like pure aggro against decks with faster damage. Reassess role whenever a public card reveals burn reach, artifact scaling, graveyard payoff, sweepers, or a faster clock. + +- Draw risk: Brainstorm without a shuffle, mill, or land-cycling plan can trap weak cards. Use Ponder, Thought Scour, Mental Note, and Lórien Revealed to turn selection into actual card quality when legal sequencing allows it. + +- Over-sideboarding risk: Removing too much cantrip density or too many threats makes Cryptic Serpent and Tolarian Terror slower and leaves Counterspell without pressure. Bring in Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, and Dispel only when their targets are likely or visible. + +- Graveyard risk: The deck needs its own graveyard for Cryptic Serpent and Tolarian Terror, so self-mill is a resource, not filler. Opposing graveyard hate, exile effects, or bounce on a discounted closer can reset tempo; avoid assuming the graveyard discount will remain available. + +- Sweeper/removal risk: A single large creature is efficient but exposes the pilot to edicts, bounce, exile, or sweepers. Protect a decisive threat with Counterspell, Spell Pierce, or Dispel when it represents the clock, and avoid overcommitting multiple closers into visible mass answers. + +- Closer risk: Delver of Secrets may apply early pressure but may also become low-impact if unsupported. Cryptic Serpent and Tolarian Terror are the main closers; do not spend Deem Inferior or Sleep of the Dead on minor tempo if saving them opens lethal attacks or prevents a lethal swing. + +- Interaction risk: Spell Pierce loses value as opponents develop spare mana, while Counterspell remains broad but mana-intensive. Use Spell Pierce early on noncreature spells that matter, and preserve Counterspell for high-impact threats, sweepers, combo payoffs, or removal that decides a race. + +- Sequencing risk: Tapping out for Deep Analysis, Lórien Revealed, or multiple cantrips can concede the only important stack window. Before every priority pass or main-phase action, check visible mana, opponent role, graveyards, life totals, and whether holding up Counterspell, Spell Pierce, Hydroblast, Blue Elemental Blast, Dispel, Annul, Steel Sabotage, or Envelop changes the next turn cycle. + +## Test Feedback Checklist + +- Deciding factor: Identify the turn cycle that most changed win probability, then tie it to a concrete visible event such as Delver of Secrets connecting, Cryptic Serpent or Tolarian Terror resolving, Counterspell stopping a payoff, Spell Pierce losing relevance, or a tap-out window for Deep Analysis. + +- Mulligans: Record whether the opening hand had Island access, a second-land path through Lórien Revealed, Ponder, Brainstorm, Thought Scour, or Mental Note, and an actual plan for the first two turns. Flag keeps where cantrips found cards but did not create velocity toward mana, pressure, or interaction. + +- Mana: Check whether the pilot missed Counterspell mana, spent blue mana before a critical stack window, or used Lórien Revealed correctly as land development rather than slow card flow. Note any game where one Island plus cantrips was functionally worse than a mulligan. + +- Velocity: Compare the number of early graveyard-filling spells cast to the turn when Cryptic Serpent or Tolarian Terror became castable. Flag games where Brainstorm, Ponder, Thought Scour, or Mental Note were sequenced for card volume but failed to enable a cheap closer or protection. + +- Engine pressure: Record whether Delver of Secrets mattered as an early clock or became a low-impact body. Track whether the deck won by protecting one closer, chaining multiple closers, or using Sleep of the Dead and Deem Inferior to force final attacks. + +- Interaction: List every Counterspell, Spell Pierce, Deem Inferior, Sleep of the Dead, Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, and Dispel use, then judge whether the target changed the next turn cycle. Mark interaction spent on low-impact cards when a known or likely payoff followed. + +- Sideboard impact: Record whether the post-board configuration increased the number of live legal actions in the matchup. Note any Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, or Dispel stranded in hand because the opponent’s visible cards did not match the expected axis. + +- Closing: Ask whether the pilot converted a stable board into lethal quickly enough. Flag turns where attacking with Cryptic Serpent, Tolarian Terror, or Delver of Secrets was delayed without a visible defensive reason, and turns where Sleep of the Dead or Deem Inferior could have opened a lethal or near-lethal attack. + +- Role: Decide whether the deck correctly played tempo, control, or race in the actual game state. Mark role mistakes where the pilot held interaction without pressure against a bigger deck, tapped low against a fast deck, or overprotected a threat that was not the current win condition. + +- Mistakes: Identify any legal action chosen from habit rather than visible board state. Pay special attention to passing with relevant interaction available, using Spell Pierce after the opponent could pay, casting Brainstorm without a way to clear weak cards, or self-milling when graveyard discount no longer mattered. + +- Stranded cards: Track cards repeatedly stuck in hand, including Deep Analysis against pressure, extra Cryptic Serpent or Tolarian Terror without graveyard count, Spell Pierce in long games, and narrow sideboard cards without targets. A stranded card is a tuning signal only if the game state gave enough time or mana to use it. + +- Overperformers and underperformers: Name the exact cards that decided wins and losses, not only packages. Separate cards that were tactically weak from cards that were strong but unsupported by mana, graveyard count, or protection. + +## First Tuning Questions + +- Card quantities: Should Deep Analysis remain a one-of if life pressure and tap-out risk repeatedly make it uncastable, or does it win enough slow games to justify the slot? Should Sleep of the Dead or Deem Inferior change quantity if closing attacks are failing or creature-heavy boards are common? + +- Mana: Are 15 Island plus 4 Lórien Revealed enough for consistent Counterspell and early cantrip sequencing, or are one-land keeps producing too many lost games? Does Lórien Revealed function more often as land development, late card flow, or a stranded expensive spell? + +- Aggro plan: Are Hydroblast, Blue Elemental Blast, and Gut Shot enough against red pressure and one-toughness starts, or does the deck still fall behind before Cryptic Serpent and Tolarian Terror stabilize? Does Deep Analysis become a liability often enough that post-board plans should reduce main-deck emphasis on slow card advantage in fast matchups? + +- Control plan: Are Spell Pierce and Counterspell enough to protect a single closer through removal, sweepers, and opposing permission, or does the list need more resilient card advantage or stack interaction? Is Dispel too narrow as a single sideboard slot, or does it decide enough counter and removal fights? + +- Closer density: Do 4 Cryptic Serpent, 4 Tolarian Terror, and 4 Delver of Secrets provide the right pressure mix, or are games lost because threats arrive late, die alone, or conflict with holding interaction? Are self-mill cards enabling closers quickly enough without sacrificing card quality? + +- Sideboard slots: Are Annul and Steel Sabotage both needed for artifact and enchantment pressure, or is one effect consistently stronger in real logs? Are Envelop targets common enough, or should those slots answer broader stack or creature problems? + +- Role conflicts: Does the deck lose more by tapping out for velocity or by holding up interaction and failing to advance? Tune toward the failure pattern shown by logs, especially whether Brainstorm, Ponder, Thought Scour, Mental Note, and Lórien Revealed are enabling tempo wins or encouraging low-impact turns. + +## Veles Tactical Policy + +### Policy: Opening Keep Gate +Priority: High +Decision families: mulligan +Cards: Island, Lórien Revealed, Delver of Secrets, Ponder, Brainstorm, Thought Scour, Mental Note, Counterspell, Spell Pierce, Cryptic Serpent, Tolarian Terror +Phase windows: opening hand, London mulligan, pregame +Runtime cues: opening-hand, mulligan-choice, keep-choice +Use when: deciding whether a hand has blue mana access, a first-two-turn action, and a route to pressure or interaction. +Avoid when: the hand cannot cast spells before turn two or depends on drawing an unknown Island without Ponder, Brainstorm, or Lórien Revealed. +Instructions: Keep hands with Island plus Delver of Secrets or cantrip velocity, or Lórien Revealed as a second-land plan with early blue access. Mulligan hands that only contain expensive closers without graveyard setup or interaction. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Early Setup Threat +Priority: Medium +Decision families: mana, priority +Cards: Delver of Secrets, Ponder, Brainstorm, Thought Scour, Mental Note, Lórien Revealed +Phase windows: turns 1-2 main phase, early upkeep +Runtime cues: action:cast Delver of Secrets, action:cast Ponder, action:cast Brainstorm, action:cycle Lórien Revealed +Use when: choosing the first proactive spell while mana and graveyard are still undeveloped. +Avoid when: holding Spell Pierce or Counterspell is required against a visible high-impact stack window. +Instructions: Lead on Delver of Secrets when it creates immediate pressure and does not strand mana development. Use Ponder or Lórien Revealed first when the hand needs land stability; use Thought Scour or Mental Note when graveyard discount is the missing resource. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Lórien Revealed Land Development +Priority: Medium +Decision families: mana, selection +Cards: Lórien Revealed, Island, Counterspell, Cryptic Serpent, Tolarian Terror +Phase windows: early main phase, end step when legal +Runtime cues: action:cycle Lórien Revealed +Use when: the visible hand needs Island access or an additional blue source to cast Counterspell or deploy a discounted closer. +Avoid when: current mana already supports the next two turns and casting a spell now changes the board or stack more than land fixing. +Instructions: Treat Lórien Revealed primarily as mana development until blue sources are stable. Preserve later hard-cast card flow only in slower games where missing land drops is not the bottleneck. +Pilot skill floor: low +No-API allowed: no +Light-model allowed: yes + +### Policy: Self-Mill Execution +Priority: Low +Decision families: selection +Cards: Thought Scour +Phase windows: main phase, opponent end step, response windows with no urgent stack target +Runtime cues: action:target self Thought Scour +Use when: a legal Thought Scour target action names self and the selected line is to fill your graveyard and draw a card. +Avoid when: the current commitment requires targeting opponent from visible legal text or when a higher-priority stack decision is pending. +Instructions: Choose the self-target action for Thought Scour after the pilot has selected self-mill as the line. This policy executes the target only; it does not decide whether casting Thought Scour is correct. +Pilot skill floor: low +No-API allowed: yes +Light-model allowed: yes + +### Policy: Graveyard Discount Gate +Priority: High +Decision families: mana, priority +Cards: Cryptic Serpent, Tolarian Terror, Thought Scour, Mental Note, Ponder, Brainstorm, Lórien Revealed +Phase windows: main phase before deploying threats +Runtime cues: action:cast Cryptic Serpent, action:cast Tolarian Terror, graveyard-count, available-mana +Use when: deciding whether to commit the first large threat or spend a turn increasing graveyard count and card quality. +Avoid when: opponent has visible pressure that requires interaction before a threat race can matter. +Instructions: Cast Cryptic Serpent or Tolarian Terror when the cost is low enough to leave relevant protection or when waiting risks losing tempo. Delay when one cantrip converts the threat into a protected next-turn play. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Permission Spending Gate +Priority: High +Decision families: priority, interaction +Cards: Counterspell, Spell Pierce, Hydroblast, Blue Elemental Blast, Envelop, Dispel, Annul, Steel Sabotage +Phase windows: any stack window +Runtime cues: action:cast Counterspell, action:cast Spell Pierce, action:cast Hydroblast, action:cast Blue Elemental Blast, action:cast Envelop, action:cast Dispel, action:cast Annul, action:cast Steel Sabotage +Use when: an opposing spell or ability is on the stack and a legal counter or blast action is available. +Avoid when: the target is low impact, can be answered on board, or paying for Spell Pierce is visible from available mana. +Instructions: Spend permission on cards that break your clock, invalidate a closer, create lethal pressure, or resolve a decisive engine. Prefer Counterspell for must-stop spells and Spell Pierce for early windows before the opponent can pay. +Pilot skill floor: high +No-API allowed: no +Light-model allowed: yes + +### Policy: Tap-Out Commitment Gate +Priority: High +Decision families: mana, priority +Cards: Deep Analysis, Cryptic Serpent, Tolarian Terror, Lórien Revealed +Phase windows: main phase, flashback windows when legal +Runtime cues: action:cast Deep Analysis, action:flashback Deep Analysis, action:cast Cryptic Serpent, action:cast Tolarian Terror, action:cast Lórien Revealed +Use when: a legal action spends most or all blue mana and may leave no Counterspell, Spell Pierce, Dispel, Hydroblast, Blue Elemental Blast, Annul, Steel Sabotage, or Envelop window. +Avoid when: opponent has a visible or strongly signaled payoff and passing with interaction changes the next turn cycle. +Instructions: Tap out only when the board needs a closer, cards are exhausted, or waiting gives the opponent a better window. Prefer holding mana when your current clock already pressures them. +Pilot skill floor: high +No-API allowed: no +Light-model allowed: yes + +### Policy: Cantrip Selection Discipline +Priority: Medium +Decision families: selection, mana +Cards: Ponder, Brainstorm, Thought Scour, Mental Note, Lórien Revealed, Delver of Secrets +Phase windows: upkeep, main phase, end step +Runtime cues: action:cast Ponder, action:cast Brainstorm, action:cast Thought Scour, action:cast Mental Note +Use when: choosing among legal card-flow actions or resolving visible selection choices. +Avoid when: immediate interaction or combat survival has priority over card quality. +Instructions: Use Ponder to find missing land, threat, or protection. Use Brainstorm when it improves hand quality now or pairs with a shuffle/mill effect. Sequence self-mill after top-card manipulation only when milling those cards is acceptable. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Delver Upkeep Reveal +Priority: Low +Decision families: selection +Cards: Delver of Secrets +Phase windows: upkeep trigger +Runtime cues: action:reveal, Delver of Secrets, upkeep +Use when: a legal Delver of Secrets trigger asks whether to reveal a visible instant or sorcery card from the top of the library. +Avoid when: the visible top card is not an instant or sorcery according to the rules engine prompt. +Instructions: Reveal only when the legal prompt indicates the card can transform Delver of Secrets. Do not infer unknown top cards; rely on Forge-visible trigger text. +Pilot skill floor: low +No-API allowed: no +Light-model allowed: yes + +### Policy: Tempo Bounce And Tap Choice +Priority: Medium +Decision families: interaction, combat, priority +Cards: Sleep of the Dead, Deem Inferior +Phase windows: precombat main, declare attackers, declare blockers, end step, stack windows +Runtime cues: action:cast Sleep of the Dead, action:cast Deem Inferior, action:target +Use when: choosing whether to remove a blocker, delay an attacker, answer a stack spell, or clear a permanent for a damage push. +Avoid when: the target does not affect combat, lethal survival, or a protected closer race. +Instructions: Use Sleep of the Dead to open attacks or prevent meaningful damage. Use Deem Inferior on spells or nonland permanents whose temporary removal changes the next turn cycle, especially when countering is unavailable or less efficient. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Attack Commitment +Priority: Medium +Decision families: combat +Cards: Delver of Secrets, Cryptic Serpent, Tolarian Terror, Sleep of the Dead, Deem Inferior +Phase windows: declare attackers, precombat main +Runtime cues: action:attack, legal-attackers, visible-blockers +Use when: deciding attacks with one or more legal attackers and visible blockers. +Avoid when: attacking exposes the only stabilizing blocker to a bad trade or gives up survival against a visible crackback. +Instructions: Attack when damage advances a clock, forces unfavorable blocks, or pairs with Sleep of the Dead or Deem Inferior. Keep Cryptic Serpent or Tolarian Terror back when life total and opposing attackers make blocking the current job. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Blocking Survival Gate +Priority: High +Decision families: combat +Cards: Delver of Secrets, Cryptic Serpent, Tolarian Terror +Phase windows: declare blockers, combat damage setup +Runtime cues: action:block, lethal-damage-visible, short-clock +Use when: opponent attacks and blocks are legal. +Avoid when: blocking sacrifices a needed closer without improving survival or the race. +Instructions: Block to prevent lethal, preserve a two-turn clock, or trade a stalled creature for a larger tempo gain. Do not chump with Delver of Secrets unless the visible damage race requires it. +Pilot skill floor: high +No-API allowed: no +Light-model allowed: yes + +### Policy: Red Interaction Sideboard Use +Priority: Medium +Decision families: interaction, sideboard +Cards: Hydroblast, Blue Elemental Blast, Gut Shot +Phase windows: stack windows, main phase, combat, sideboard +Runtime cues: action:cast Hydroblast, action:cast Blue Elemental Blast, action:cast Gut Shot, sideboard-red-matchup +Use when: red spells, red permanents, or one-toughness creatures are visible or matchup context identifies red pressure. +Avoid when: no red target or one-toughness target is visible in the legal action text. +Instructions: Prioritize Hydroblast and Blue Elemental Blast for red threats or burn that changes the race. Use Gut Shot on visible one-toughness creatures when killing them protects life, Delver of Secrets, or the next attack. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Artifact And Enchantment Sideboard Use +Priority: Medium +Decision families: interaction, sideboard +Cards: Annul, Steel Sabotage +Phase windows: stack windows, main phase, sideboard +Runtime cues: action:cast Annul, action:cast Steel Sabotage, sideboard-artifact, sideboard-enchantment +Use when: artifact or enchantment cards are visible on stack or battlefield, or matchup context indicates that axis. +Avoid when: the legal target is incidental and holding the answer covers a more decisive visible artifact or enchantment line. +Instructions: Use Annul on artifacts or enchantments that create engines, locks, or lethal pressure. Use Steel Sabotage when countering or bouncing an artifact changes tempo more than holding generic permission. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Narrow Stack Sideboard Use +Priority: Medium +Decision families: interaction, sideboard +Cards: Envelop, Dispel, Counterspell, Spell Pierce +Phase windows: stack windows, sideboard +Runtime cues: action:cast Envelop, action:cast Dispel, action:cast Counterspell, action:cast Spell Pierce +Use when: visible spell type and legal action text identify a valid instant or sorcery fight. +Avoid when: the opposing spell is low impact or the narrow answer should be preserved for removal, counterwars, or payoff spells shown by public information. +Instructions: Use Envelop on sorcery-speed payoff or card-advantage spells. Use Dispel in fights over removal, permission, or instant-speed tempo swings. Backstop with Counterspell when the narrow card cannot answer the spell. +Pilot skill floor: medium +No-API allowed: no +Light-model allowed: yes + +### Policy: Sideboard Plan Selection +Priority: High +Decision families: sideboard, pregame +Cards: Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, Dispel, Deep Analysis, Spell Pierce, Sleep of the Dead, Deem Inferior +Phase windows: between games +Runtime cues: sideboard-choice, matchup-label, revealed-cards +Use when: selecting a legal post-board configuration from available plans or generated validated swaps. +Avoid when: requested sideboard action violates the registered 75 or adds a card not in the sideboard. +Instructions: Add narrow answers only when opponent archetype or revealed cards make them live. Reduce main-deck emphasis on slow card advantage, soft permission, or creature tempo according to matchup speed and target availability. +Pilot skill floor: high +No-API allowed: no +Light-model allowed: yes diff --git a/strategies/pauper/mono_u_terror/1/metadata.json b/strategies/pauper/mono_u_terror/1/metadata.json new file mode 100644 index 0000000..6e083e3 --- /dev/null +++ b/strategies/pauper/mono_u_terror/1/metadata.json @@ -0,0 +1,45 @@ +{ + "archetype_tags": [ + "tempo", + "control" + ], + "colors": [ + "U" + ], + "concept_text": "mono-blue cantrip tempo with cheap serpents and dense permission", + "created_at": 1780472391, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "graveyard", + "spells" + ], + "source_metadata": { + "base_choice": "mono_u_terror:v1", + "generated_at": "2026-06-14T16:06:20.669149+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "mono_u_terror", + "strategy_label": "Mono-U Terror", + "tags": [ + "tempo", + "control", + "graveyard", + "spells" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/mono_u_terror/1/reflection.md b/strategies/pauper/mono_u_terror/1/reflection.md new file mode 100644 index 0000000..a284925 --- /dev/null +++ b/strategies/pauper/mono_u_terror/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Mono-U Terror + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Identify the turn cycle that most changed win probability, then tie it to a concrete visible event such as Delver of Secrets connecting, Cryptic Serpent or Tolarian Terror resolving, Counterspell stopping a payoff, Spell Pierce losing relevance, or a tap-out window for Deep Analysis. + +- Mulligans: Record whether the opening hand had Island access, a second-land path through Lórien Revealed, Ponder, Brainstorm, Thought Scour, or Mental Note, and an actual plan for the first two turns. Flag keeps where cantrips found cards but did not create velocity toward mana, pressure, or interaction. + +- Mana: Check whether the pilot missed Counterspell mana, spent blue mana before a critical stack window, or used Lórien Revealed correctly as land development rather than slow card flow. Note any game where one Island plus cantrips was functionally worse than a mulligan. + +- Velocity: Compare the number of early graveyard-filling spells cast to the turn when Cryptic Serpent or Tolarian Terror became castable. Flag games where Brainstorm, Ponder, Thought Scour, or Mental Note were sequenced for card volume but failed to enable a cheap closer or protection. + +- Engine pressure: Record whether Delver of Secrets mattered as an early clock or became a low-impact body. Track whether the deck won by protecting one closer, chaining multiple closers, or using Sleep of the Dead and Deem Inferior to force final attacks. + +- Interaction: List every Counterspell, Spell Pierce, Deem Inferior, Sleep of the Dead, Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, and Dispel use, then judge whether the target changed the next turn cycle. Mark interaction spent on low-impact cards when a known or likely payoff followed. + +- Sideboard impact: Record whether the post-board configuration increased the number of live legal actions in the matchup. Note any Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, or Dispel stranded in hand because the opponent’s visible cards did not match the expected axis. + +- Closing: Ask whether the pilot converted a stable board into lethal quickly enough. Flag turns where attacking with Cryptic Serpent, Tolarian Terror, or Delver of Secrets was delayed without a visible defensive reason, and turns where Sleep of the Dead or Deem Inferior could have opened a lethal or near-lethal attack. + +- Role: Decide whether the deck correctly played tempo, control, or race in the actual game state. Mark role mistakes where the pilot held interaction without pressure against a bigger deck, tapped low against a fast deck, or overprotected a threat that was not the current win condition. + +- Mistakes: Identify any legal action chosen from habit rather than visible board state. Pay special attention to passing with relevant interaction available, using Spell Pierce after the opponent could pay, casting Brainstorm without a way to clear weak cards, or self-milling when graveyard discount no longer mattered. + +- Stranded cards: Track cards repeatedly stuck in hand, including Deep Analysis against pressure, extra Cryptic Serpent or Tolarian Terror without graveyard count, Spell Pierce in long games, and narrow sideboard cards without targets. A stranded card is a tuning signal only if the game state gave enough time or mana to use it. + +- Overperformers and underperformers: Name the exact cards that decided wins and losses, not only packages. Separate cards that were tactically weak from cards that were strong but unsupported by mana, graveyard count, or protection. diff --git a/strategies/pauper/rakdos_madness/1/decklist.txt b/strategies/pauper/rakdos_madness/1/decklist.txt new file mode 100644 index 0000000..ebd6cad --- /dev/null +++ b/strategies/pauper/rakdos_madness/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +4 Sneaky Snacker +1 Tectonic Hazard +8 Mountain +4 Swamp +4 Highway Robbery +4 Faithless Looting +4 Lightning Bolt +4 Grab the Prize +4 Alms of the Vein +4 Jagged Barrens +4 Kitchen Imp +4 Vampire's Kiss +3 Razortrap Gorge +4 Voldaren Epicure +4 Fiery Temper + +Sideboard (15) +2 Duress +3 Nihil Spellbomb +3 Cast into the Fire +3 Extract a Confession +2 Dark Withering +2 Breath Weapon diff --git a/strategies/pauper/rakdos_madness/1/first_principles.md b/strategies/pauper/rakdos_madness/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/rakdos_madness/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/rakdos_madness/1/guide.md b/strategies/pauper/rakdos_madness/1/guide.md new file mode 100644 index 0000000..3ff54d2 --- /dev/null +++ b/strategies/pauper/rakdos_madness/1/guide.md @@ -0,0 +1,637 @@ +# Strategy Specifications +## Deck Name And Archetype +- Deck identity: Rakdos Madness is a Pauper black-red aggressive midrange deck built around discard outlets, madness payoffs, burn reach, and graveyard-enabled pressure. +- Format validation: Pauper is the target format, and the registered maindeck validates to 60 cards with a 15-card sideboard. +- Count validation: the maindeck contains 19 lands and 41 nonlands; the land package is 8 Mountain, 4 Swamp, 4 Jagged Barrens, and 3 Razortrap Gorge. +- Sideboard validation: the sideboard contains 2 Duress, 3 Nihil Spellbomb, 3 Cast into the Fire, 3 Extract a Confession, 2 Dark Withering, and 2 Breath Weapon. +- Tag validation: normalize the supplied repeated tags to aggro, midrange, madness, and graveyard. +- Stock status: treat this as a hybrid-stock Rakdos Madness shell, because the core plan uses familiar Pauper Rakdos pressure and burn cards while the exact mix with Highway Robbery, Grab the Prize, Sneaky Snacker, Tectonic Hazard, Jagged Barrens, and Razortrap Gorge should be tested as this registered build rather than assumed to match a stock list. +- Legality concern: none of the registered card names appear on the current official Wizards Pauper banned list checked on June 14, 2026, but final legality should still be enforced by Veles and the rules/card database at runtime; source: https://magic.wizards.com/en/banned-restricted-list. +- Card-text caution: Card text check required for Highway Robbery, Grab the Prize, Sneaky Snacker, Razortrap Gorge, Jagged Barrens, Cast into the Fire, Extract a Confession, Dark Withering, and Breath Weapon before writing deterministic execution rules that depend on exact wording. +- Role concern: start from the beatdown role against slower opponents, but shift into burn-control or attrition when the visible battlefield shows a faster clock, large blockers, or life-total pressure that makes racing unsafe. +- Mana concern: keep decisions sensitive to the 19-land count, because low-resource hands can function only when the legal actions and visible hand actually show early mana, discard outlets, and castable threats or burn. +- Color concern: red appears to be the heavier maindeck color because Mountain, Faithless Looting, Lightning Bolt, Grab the Prize, Voldaren Epicure, Fiery Temper, and several sideboard cards demand red access, while black access remains essential for Alms of the Vein, Kitchen Imp, Vampire's Kiss, and black sideboard interaction. +- Runtime information rule: the pilot must respect only legal Veles actions, public zones, revealed cards, current visible board state, and engine prompts; do not infer hidden opponent cards as certain even when an archetype makes them likely. +- Opponent info status: no specific opponent deck, matchup, play/draw status, or post-sideboard configuration is supplied in this batch, so later matchup guidance must be conditional on public matchup labels, revealed cards, known decklists from the test manifest, or cards seen in the current match. +- Pilot objective: convert discard costs and loot effects into tempo-positive damage, evasive pressure, card flow, and reach while avoiding hands or lines that spend resources without producing pressure or stabilizing the board. + +## Thesis +- Core assembly: Rakdos Madness assembles discard outlets, madness cards, cheap burn, evasive pressure, and small life-drain swings into a low-curve damage engine that turns looting or discard costs into tempo instead of card loss. +- Primary win pattern: win by sticking early pressure from Voldaren Epicure, Kitchen Imp, and Sneaky Snacker, then converting Faithless Looting, Grab the Prize, Highway Robbery, Vampire's Kiss, Alms of the Vein, Lightning Bolt, and Fiery Temper into enough reach to end the game before the opponent's larger plan stabilizes. +- Role priority: begin most unknown Game 1s as the proactive deck, but become burn-control when the opponent presents a faster visible clock, must-kill utility creatures, or blockers that make creature combat inefficient. +- Resource priority: value every discard outlet by what it enables this turn and next turn; discard a madness card only when the rules engine offers the madness action or when graveyard placement is still part of a visible, legal plan. +- Damage priority: count life-total swings, not only damage; Alms of the Vein, Vampire's Kiss, Jagged Barrens, and possible lifegain or drain text from other cards can change races, but exact use remains conditional on engine actions and verified card text. +- Velocity priority: use Faithless Looting, Grab the Prize, and Highway Robbery to find lands, pressure, and burn, but avoid spending a turn only filtering when the visible board demands removal, blockers, or immediate lethal setup. +- Interaction priority: treat Lightning Bolt and Fiery Temper as both removal and reach; aim them at creatures when that preserves pressure or survival, and aim them at the opponent when the visible clock or legal lethal line justifies it. +- What this deck is not: do not pilot this as a pure control deck that hoards all burn for perfect targets, a pure combo deck that waits for an ideal discard chain, or a graveyard deck that ignores board damage and life totals. +- Runtime discipline: choose only legal Veles actions, use only visible and revealed information, and never assume a madness trigger, graveyard return, token, Treasure, drain, or damage mode exists unless the rules engine exposes that action. +- Text caution: Card text check required for Highway Robbery, Grab the Prize, Sneaky Snacker, Tectonic Hazard, Razortrap Gorge, Jagged Barrens, Cast into the Fire, Extract a Confession, Dark Withering, and Breath Weapon before relying on exact wording beyond legal engine prompts. + +## Role Package +- Threats: Voldaren Epicure is the preferred early board presence when legal because it starts damage while supporting later discard or resource conversion if the engine exposes that functionality; Kitchen Imp is the main evasive pressure card when castable or madness-enabled; Sneaky Snacker is a recurring or graveyard-adjacent pressure card only if the card database and legal actions confirm that role. +- Payoffs: Alms of the Vein and Fiery Temper are the central madness payoffs because they convert discard into immediate life-total pressure or removal; prioritize lines where Faithless Looting, Grab the Prize, Highway Robbery, or any visible discard action turns these cards into legal tempo-positive actions. +- Engines: Faithless Looting is the cleanest velocity engine because it improves hand quality and can set up madness or graveyard plans; Grab the Prize and Highway Robbery are additional engine pieces, but their exact tactical role requires card text confirmation and should be inferred from legal prompts rather than memory. +- Velocity: Faithless Looting, Grab the Prize, Highway Robbery, and Vampire's Kiss keep the deck moving through low land counts, redundant lands, and extra burn; use them to assemble pressure plus reach, not to churn cards while falling behind on board. +- Interaction: Lightning Bolt is the most flexible maindeck answer and reach card; Fiery Temper is interaction when a discard outlet makes it efficient or when hard-casting is the best legal tempo play; Tectonic Hazard is a singleton tactical tool whose exact role requires card text confirmation. +- Protection: the maindeck has little true protection, so protect wins by sequencing threats before discard velocity, holding burn when it stops a race-breaking blocker, and using sideboard Duress to clear known or likely interaction when public information supports that plan. +- Recursion: treat Faithless Looting flashback and any Sneaky Snacker graveyard functionality as the deck's grind layer only when Veles exposes legal actions; do not discard key cards merely because a future graveyard line seems plausible. +- Mana: Mountain is the most important basic because the red core includes Faithless Looting, Lightning Bolt, Grab the Prize, Voldaren Epicure, and Fiery Temper; Swamp is still required for Alms of the Vein, Kitchen Imp, Vampire's Kiss, and black sideboard cards; Jagged Barrens and Razortrap Gorge provide Rakdos fixing, with tapped-land or damage implications handled from runtime legal state. +- Sideboard modules: Duress is the disruption module for spell-heavy or control-combo opponents; Nihil Spellbomb is the graveyard module; Cast into the Fire is the artifact/small-permanent or damage module pending exact text; Extract a Confession and Dark Withering are black removal modules pending exact text; Breath Weapon is the sweeper module pending exact text. +- Strategic package rule: assemble at least one pressure source, one velocity or discard outlet, and one payoff or interaction spell before spending resources on low-impact filtering, because this deck wins by compressing the opponent's decision window, not by maximizing raw card count. + +## Primary Win Conditions +- Pressure-plus-madness is the default win path: set up with Mountain or Rakdos fixing, an early Voldaren Epicure or castable Kitchen Imp, and at least one discard outlet from Faithless Looting, Grab the Prize, Highway Robbery, or Vampire's Kiss; execute by turning Alms of the Vein and Fiery Temper into legal madness actions while attacking in the air or on the ground. Prioritize this path when the opponent is still developing, when your hand contains both outlet and payoff, or when a tapped-land turn would otherwise waste tempo. +- Burn-reach conversion is the cleanest closing path: set up by tracking visible life totals, available red mana, and known burn in hand or graveyard; execute with Lightning Bolt, Fiery Temper, Alms of the Vein, Vampire's Kiss, and any legally exposed damage or drain from Grab the Prize or Highway Robbery. Prioritize opponent-target burn when it produces lethal this turn, sets up an unavoidable next-turn lethal through visible blockers, or wins a race better than killing a creature. +- Evasive creature damage is the resilient midgame path: set up with Kitchen Imp and any legal Sneaky Snacker recursion or cast action, then use Lightning Bolt and Fiery Temper to clear blockers only when the blocked damage over the next turn cycle exceeds the value of saving burn for face. Prioritize this path against decks with slow removal, expensive blockers, or graveyard pressure that makes relying on recursive or flashback resources unsafe. +- Velocity into redundant threats is the grind path: set up by using Faithless Looting, Grab the Prize, Highway Robbery, and Blood or discard actions from Vampire's Kiss or Voldaren Epicure only when the legal action improves hand quality without surrendering the board. Execute by discarding excess lands, redundant late threats, or madness cards when the engine offers the madness action; do not discard Lightning Bolt, Fiery Temper, or Alms of the Vein merely because they are in the way unless the current legal line converts them into damage, removal, or a necessary draw. +- Disruption to the win path comes mainly from graveyard hate, lifegain, large blockers, sweepers, counterspells, and faster creature pressure; answer by shifting from recursion assumptions to hard-cast threats, from face burn to removal, or from filtering to immediate board stabilization. Card text check required for Sneaky Snacker, Grab the Prize, Highway Robbery, and Tectonic Hazard before treating any exact graveyard, draw-count, damage, or sweep effect as guaranteed. + +## Secondary Win Conditions +- Incremental drain can win stalled races: use Alms of the Vein, Vampire's Kiss, Jagged Barrens life changes if exposed by the engine, and any verified drain mode from Highway Robbery to stretch life totals while preserving enough burn to close. Favor this line when attacks are poor, the opponent is pressuring your life total, or your hand contains multiple small life-swing effects rather than a single large threat. +- Hard-cast madness cards become a backup plan when discard outlets are missing: cast Kitchen Imp, Fiery Temper, and Alms of the Vein for their normal legal costs if waiting for a discard outlet would lose tempo, miss lethal, or let a critical creature survive. Do not hold a playable Fiery Temper for ideal madness value when it must kill a blocker, utility creature, or lethal attacker now. +- Blood and loot smoothing are fallback pressure engines when the first wave is answered: use legal Blood, Faithless Looting flashback, Grab the Prize, or Highway Robbery actions to convert excess lands into more burn and evasive bodies. Keep at least one future red source available when possible so the cards drawn can become immediate Lightning Bolt, Fiery Temper, or Faithless Looting lines. +- Tectonic Hazard is a singleton tactical finisher or stabilizer only if its legal action text confirms the needed effect; use it as a backup win condition when it visibly damages the opponent or clears small blockers and creatures without harming your higher-value plan. Card text check required before relying on it as a sweeper, face damage, or combat modifier. +- Post-board creature-control wins are secondary but real: after sideboarding, Extract a Confession, Dark Withering, Breath Weapon, and Cast into the Fire can create enough time for small threats and burn to finish. Treat these as support for the same pressure plan rather than as permission to become a slow control deck. + +## Emergency Lines +- Behind on life: become burn-control immediately, aim Lightning Bolt and Fiery Temper at creatures that represent the most visible damage, and prefer Alms of the Vein or Vampire's Kiss lines that both affect life totals and keep cards moving. Attack only when the damage meaningfully shortens the race or the creature cannot profitably block. +- Behind on board: stabilize before filtering, especially against multiple attackers or a short clock; use Kitchen Imp as a blocker if legal and necessary, spend burn on attackers before they deal another turn of damage, and use Tectonic Hazard or sideboard sweepers only when the exposed action actually improves combat math. +- Behind on cards: prioritize Faithless Looting, Grab the Prize, Highway Robbery, Blood actions, and flashback only when the current board can survive the mana and tempo cost. Discard lands first if mana is sufficient, then redundant threats, and only discard burn or madness cards when their legal follow-up is visible. +- Behind on mana: keep two-color access over speculative value, play Jagged Barrens or Razortrap Gorge when fixing is required, and use cheap legal plays over expensive discard chains. Mulligan or sequence future games to avoid hands that need both black madness cards and red outlets without a credible second color. +- Graveyard recursion disrupted: stop planning around Faithless Looting flashback or Sneaky Snacker recursion until Veles exposes legal actions again, and shift to hard-casting Kitchen Imp, using Lightning Bolt and Fiery Temper efficiently, and draining with Alms of the Vein or Vampire's Kiss. +- Opponent combo or engine ahead: race with the fastest visible damage line unless a legal Lightning Bolt, Fiery Temper, Duress, Nihil Spellbomb, Cast into the Fire, or removal action attacks the exact public engine piece. Do not spend a turn on low-impact looting if the opponent's next public step threatens a decisive payoff. +- Win conditions removed: rebuild with velocity rather than panic-burn, using Faithless Looting and Blood-style actions to find remaining Kitchen Imp, Sneaky Snacker, Lightning Bolt, Fiery Temper, Alms of the Vein, and Vampire's Kiss. Preserve the last burn spells for either lethal or survival, not chip damage that leaves no route to finish. + +## Resource Model +- Life is a racing resource: spend life only through normal damage exposure when the exchange keeps pressure moving, and favor Alms of the Vein, Vampire's Kiss, and Jagged Barrens life swings when they change a race or buy one more attack step. Do not take a slower loot line over a stabilizing burn or drain line when the visible board presents a short clock. +- Hand size is fuel for discard conversion: use Faithless Looting, Grab the Prize, Highway Robbery, Blood actions from Vampire's Kiss or Voldaren Epicure, and any legal discard outlet to turn excess lands or redundant cards into damage, threats, or selection. Discard madness cards only when Veles exposes the matching madness action or when hard evidence says the hand cannot function otherwise. +- Mana is the deck's main bottleneck: red enables Faithless Looting, Lightning Bolt, Grab the Prize, Voldaren Epicure, Fiery Temper, and most velocity; black enables Alms of the Vein, Vampire's Kiss, Kitchen Imp, Sneaky Snacker, and sideboard disruption. Prioritize stable access to both colors before maximizing untapped damage tempo. +- Board presence is light but meaningful: use Voldaren Epicure, Kitchen Imp, and Sneaky Snacker to create pressure, block when racing fails, and force the opponent to answer creatures so burn can finish. Do not throw away evasive pressure for minor chip damage if that creature is the only route around blockers. +- Graveyard value is conditional, not guaranteed: Faithless Looting flashback, Sneaky Snacker recursion, madness timing, and post-discard value matter only when the engine exposes legal actions. Treat opponent graveyard hate as a reason to hard-cast threats and use burn cleanly rather than banking on future graveyard access. +- Exile is mostly a warning zone: once a card is exiled by flashback, graveyard hate, or opponent effects, stop counting it as future fuel. Use Nihil Spellbomb from the sideboard to convert the opponent's graveyard into a managed public resource when their deck visibly relies on it. +- Lands are functional resources after the first three to four: keep early lands to cast spells, then convert extras through Faithless Looting, Blood actions, Grab the Prize, or Highway Robbery when legal. Avoid discarding the only source of a color unless the current action wins, stabilizes, or Veles shows another source already available. +- Sacrifice fodder mainly comes from Blood tokens if legal actions exist: spend Blood to fix clunky hands, enable madness, or find lethal burn, but preserve it when the hand already has a strong line and a future discard trigger may matter more. Card text check required for any non-Blood sacrifice interaction in this list. +- Tempo is damage plus mana efficiency: prefer one-mana plays and madness discounts when they keep pressure and use otherwise wasted cards, but switch to removal tempo when a visible creature threatens more damage than a face-burn line creates. Passing with mana open is acceptable only when legal instant-speed interaction or a stronger future line is visible. +- Information is gained through public zones and sideboard cards: use Duress only when the matchup rewards knowing and disrupting a key noncreature spell, and do not infer exact hidden cards beyond revealed information. Use decision history and graveyards to estimate risk, not to pretend certainty. +- Sideboard bullets are role tools: Duress fights spell-based interaction or combo, Nihil Spellbomb fights graveyard engines, Cast into the Fire fights artifact-heavy boards or small permanents only if action text confirms, Extract a Confession and Dark Withering fight creatures, and Breath Weapon fights small-creature boards. Card text check required for exact modes on Cast into the Fire, Extract a Confession, Dark Withering, and Breath Weapon before relying on a specific effect. + +## Mana Guide +- Two-color access is the default keep rule: keep hands with red plus black access, or red plus Faithless Looting/Grab the Prize-style smoothing and a realistic path to black. Mulligan hands that cannot cast early red spells and cannot reach black before Alms of the Vein, Vampire's Kiss, Kitchen Imp, or Sneaky Snacker matter. +- Red is the first operational color: prioritize Mountain, Razortrap Gorge, or Jagged Barrens lines that unlock Faithless Looting, Lightning Bolt, Voldaren Epicure, Grab the Prize, and Fiery Temper. A hand with only Swamp should be very strong and have legal black plays before it is acceptable. +- Black is the pressure-support color: sequence Swamp, Jagged Barrens, or Razortrap Gorge to enable Alms of the Vein, Vampire's Kiss, Kitchen Imp, Sneaky Snacker, and post-board Duress, Nihil Spellbomb activations if black is required by action text, Extract a Confession, and Dark Withering. Do not delay black access if the hand contains multiple black cards and no discard outlet yet. +- Tapped lands buy fixing at tempo cost: play Jagged Barrens early when the hand already has a one-mana play covered or when both colors are not yet secured. Avoid playing a tapped land on a turn where Lightning Bolt, Faithless Looting, Voldaren Epicure, or a madness sequence must happen to survive or maintain pressure. +- Razortrap Gorge should be treated as conditional fixing until Veles confirms its current mana action: use it to cover whichever color is missing when legal, but do not assume future untapped or damage behavior beyond exposed rules output. Card text check required for exact land conditions. +- Play-land-before-draw when the needed action depends on available mana now: make the land drop before Faithless Looting, Blood sacrifice, Grab the Prize, or Highway Robbery if the extra mana or missing color enables a visible follow-up this turn. This is especially important when a drawn Lightning Bolt, Fiery Temper, Alms of the Vein, or madness action could immediately affect the board or lethal math. +- Draw-before-land when land choice depends on new information: use Faithless Looting, Blood, Grab the Prize, or Highway Robbery before land drop if you already have enough mana for the draw action and need to decide between Mountain, Swamp, Jagged Barrens, or Razortrap Gorge. Preserve the land drop to fix the cards actually drawn. +- Discard-land policy depends on thresholds: keep the second land almost always, keep the third land when the hand contains Kitchen Imp, flashback Faithless Looting, Highway Robbery, or multiple spells in one turn, and start discarding extra lands after both colors and the next meaningful turn are covered. Do not discard a colored source that is the only path to a sideboard bullet. +- Madness sequencing must reserve mana: before discarding Fiery Temper, Alms of the Vein, Kitchen Imp, or any card with an exposed madness prompt, check whether the current mana can pay the legal madness action. Prefer a different discard if the madness spell would be stranded and the card is still useful later. +- Sideboard mana stays conservative: after adding Duress, Extract a Confession, Dark Withering, Nihil Spellbomb, Cast into the Fire, or Breath Weapon, keep hands that can cast the boarded interaction on the turn it matters. Do not board into a reactive plan and keep a hand whose lands only cast the wrong half of the deck. + +## Mulligan Guide +- Strong keep: keep two or three lands with red and black access, one early red action, and at least one pressure or value card such as Voldaren Epicure, Faithless Looting, Grab the Prize, Kitchen Imp, Sneaky Snacker, Fiery Temper, or Alms of the Vein. The best openers convert discard into damage or board presence instead of merely cycling cards. +- Strong keep: keep Mountain plus Jagged Barrens or Razortrap Gorge with Faithless Looting and any two of Lightning Bolt, Fiery Temper, Kitchen Imp, Alms of the Vein, Sneaky Snacker, or Voldaren Epicure. This hand has red velocity, black access, and multiple ways to turn filtering into pressure. +- Medium keep: keep two lands with only red, Faithless Looting or Grab the Prize, and castable red cards if the hand can find black before black cards clog the line. This is better on the draw and worse when the hand already contains multiple Alms of the Vein, Vampire's Kiss, Kitchen Imp, or Sneaky Snacker. +- Medium keep: keep three lands with Vampire's Kiss, Highway Robbery, Lightning Bolt, and a madness card when both colors are covered. This hand is slower, but it has reach, stabilization, and a discard/draw path to recover tempo. +- Risky keep: keep one-land Mountain only when the hand has Faithless Looting plus multiple one-mana or madness-adjacent plays and the matchup is not punishing early stumbles. Ship most one-land hands without Faithless Looting, Voldaren Epicure, or immediate legal smoothing. +- Risky keep: keep Jagged Barrens-heavy hands only when the tapped tempo loss still leaves a turn-one or turn-two play. A hand that spends the first two turns only playing tapped lands is acceptable only against slow opponents and only if the spells are very high impact. +- Automatic ship: mulligan zero-land, one-land no-filter, five-plus-land no-engine, no-red-source, or all-black-spell hands. The deck needs early red to function, and a hand that cannot cast Faithless Looting, Lightning Bolt, Voldaren Epicure, Grab the Prize, or Fiery Temper on schedule is usually not a real opener. +- Automatic ship: mulligan hands with only burn and no creature, draw, discard, or Blood-producing action unless visible matchup context says racing from hand is enough. Rakdos Madness wins by combining pressure with reach, not by hoping four spells alone are lethal. +- Matchup-dependent keep: keep removal-heavy hands with Lightning Bolt and Fiery Temper against small-creature aggro even if the threat count is light. Against control or combo, the same hand may fail to apply pressure and should lean toward Faithless Looting, Sneaky Snacker, Kitchen Imp, or post-board Duress. +- Matchup-dependent keep: keep Nihil Spellbomb or Duress hands post-board only when the opponent's known plan makes that card matter and the rest of the hand still casts pressure. Do not keep a weak hand because it contains a sideboard card with no immediate visible target or matchup purpose. +- Play/draw rule: on the play, favor Voldaren Epicure, Faithless Looting, Lightning Bolt, and untapped red because tempo matters more than perfect card quality. On the draw, accept slightly slower Jagged Barrens or Highway Robbery hands if they have both colors and can answer the opponent's first threat. +- Trap hand: Mountain, Mountain, Lightning Bolt, Fiery Temper, Alms of the Vein, Kitchen Imp, Sneaky Snacker looks powerful but is suspect without a discard outlet or black source. Keep only if matchup pressure and draw position justify gambling on the top of the deck. +- Trap hand: Swamp, Jagged Barrens, Vampire's Kiss, Alms of the Vein, Sneaky Snacker, Kitchen Imp, Highway Robbery can cast spells eventually but may concede the first two turns. Keep only on the draw or against slow decks; ship against fast creature starts. + +## Turn Arc +- Turn 1 priority: play an untapped red source when possible and cast Voldaren Epicure or Faithless Looting if legal and useful. Voldaren Epicure is preferred when board pressure and Blood setup matter; Faithless Looting is preferred when the hand needs lands, colors, or a madness setup. +- Turn 1 deviation: hold Lightning Bolt unless killing a visible must-answer creature prevents more damage than a face-burn plan creates. Do not spend Lightning Bolt on the opponent by default unless the hand already has pressure and a clear race plan. +- Turn 1 land sequencing: play Jagged Barrens early when no untapped one-mana action is available or when fixing both colors is more important than tempo. Avoid tapped-land starts when the hand contains Voldaren Epicure, Faithless Looting, or Lightning Bolt that must be used immediately. +- Turn 2 priority: deploy Kitchen Imp, Sneaky Snacker, Vampire's Kiss, Grab the Prize, or a madness-enabled Fiery Temper/Alms of the Vein line according to legal prompts and available mana. Prefer the line that leaves a creature or converts discard into damage rather than only drawing cards. +- Turn 2 deviation: use Lightning Bolt or Fiery Temper as creature removal when the opponent's visible threat will race your evasive damage or punish a tapped-out draw turn. Preserve burn to face only when your board is already pressuring and the opposing creature is not changing the clock. +- Turn 2 setup rule: spend Blood or cast Faithless Looting when the hand has a stranded madness card, extra land, or missing color. Preserve Blood if the hand already curves cleanly and a later discard can enable a stronger Fiery Temper, Alms of the Vein, Kitchen Imp, or Sneaky Snacker turn. +- Turn 3 priority: combine pressure plus reach, such as casting a creature and holding or using Lightning Bolt, resolving Grab the Prize with madness follow-up, or using Vampire's Kiss/Highway Robbery to maintain cards and life swing. Make the land drop before draw/discard when extra mana enables a visible same-turn madness action. +- Turn 3 deviation: switch from development to stabilization when the opponent has a faster board. A removal turn with Lightning Bolt, Fiery Temper, Extract a Confession, Dark Withering, Cast into the Fire, or Breath Weapon post-board is correct if it preserves life and lets evasive threats win later; Card text check required for exact sideboard effects before relying on a mode. +- Turns 4-5 priority: count visible damage from creatures, Lightning Bolt, Fiery Temper, Alms of the Vein, Vampire's Kiss, Grab the Prize, and Highway Robbery before choosing draw versus burn. If a two-turn lethal line is visible, preserve the cards and mana that make it happen rather than filtering for abstract value. +- Turns 4-5 pressure rule: keep attacking with Kitchen Imp, Sneaky Snacker, and other evasive or expendable pressure when trades are not required for survival. Do not trade away the only evasive clock for minor ground damage prevention unless the life total demands it. +- Turns 4-5 resource rule: flashback or repeat draw/filter actions only when they improve the current race, find lethal, or reload after interaction. Do not spend a whole turn on Faithless Looting flashback or Highway Robbery if the opponent can use that window to establish a lethal board. +- Late-game priority: turn extra lands into action through Faithless Looting, Blood, Grab the Prize, or Highway Robbery when legal. Preserve colored sources until both current interaction and potential madness payments are covered. +- Late-game reach rule: aim burn at the opponent when visible life totals, stack state, and likely next attacks create a lethal or near-lethal clock. Aim burn at creatures when failing to answer them loses before your reach matters. +- Late-game graveyard rule: treat Sneaky Snacker recursion, Faithless Looting flashback, and madness value as bonuses exposed by legal actions, not assumptions. If the opponent has public graveyard hate or Nihil Spellbomb-like effects, prioritize hard-cast threats and immediate burn over delayed graveyard plans. + +## Card Roles +- Sneaky Snacker: treat Sneaky Snacker as recurring evasive pressure that rewards draw/discard turns rather than as a normal three-mana creature. Prefer enabling it from the graveyard with Faithless Looting, Grab the Prize, Highway Robbery, Blood tokens from Voldaren Epicure, or other legal draw sequences when the engine shows the relevant trigger or action. Do not discard Sneaky Snacker casually if graveyard hate is public, if the opponent can exile it before the draw trigger matters, or if hard-casting it is the only pressure line. Against removal-heavy decks, Sneaky Snacker is one of the best threats to trade into removal because it can return; against fast aggro, its tapped return and low blocking value mean it is pressure first, stabilization second. + +- Voldaren Epicure: use Voldaren Epicure as the cleanest turn-one setup card because it creates early damage, a body, and a Blood artifact that converts madness cards or excess lands into action. Cast it early when legal unless holding it meaningfully improves a discard turn or a sacrifice/artifact requirement from another visible card. Preserve the Blood token when the hand contains Fiery Temper, Alms of the Vein, Kitchen Imp, Sneaky Snacker, or dead lands that can become a stronger later turn. Do not spend Blood just to cycle if the next turn needs a guaranteed discard outlet for a madness spell. + +- Faithless Looting: use Faithless Looting to fix bad hands, load Sneaky Snacker, and turn madness cards into discounted spells when legal prompts allow the discarded card to be cast. Cast it early when missing land, missing color, holding multiple madness cards, or needing a graveyard threat. Hold it when the hand already curves well and later Looting can convert extra lands into lethal reach. Do not flash it back for abstract value if the opponent can punish a low-tempo turn or if discarding two real spells would reduce your immediate clock. + +- Grab the Prize: treat Grab the Prize as a midgame discard outlet and reach card, but verify legal modes and prompt text before assuming exact damage or discard timing. Use it when the discarded card creates an immediate madness spell, Sneaky Snacker setup, or lethal math. Avoid casting it into open pressure merely to see more cards if removal or board development is required first. Against control, it is a way to keep spell density high; against aggro, its best turns are those that also remove a creature or drain with Alms of the Vein. + +- Highway Robbery: use Highway Robbery as a card-flow engine and discard outlet when the turn can absorb sorcery-speed setup. Card text check required for exact alternate timing and costs, so rely on the rules engine prompts rather than assuming plot or sacrifice details. Prefer it when discarding a madness card, extra land, or Sneaky Snacker creates immediate value. Do not spend a whole early turn on Highway Robbery against a threatening board unless the drawn cards or madness follow-up can stabilize before the next attack. + +- Vampire's Kiss: use Vampire's Kiss as life-buffering reach plus Blood setup, especially when the Blood token will later enable Fiery Temper, Alms of the Vein, Kitchen Imp, Sneaky Snacker, or Faithless Looting cleanup. Cast it proactively when racing or when you need a discard outlet banked for later. Hold it if the immediate life swing is low impact and the mana is needed for removal or a creature. Against burn and red aggro, its life swing matters; against slow decks, value the Blood token as delayed pressure. + +- Kitchen Imp: treat Kitchen Imp as a madness threat first and a hard-cast backup only when the engine offers no better tempo line. Discard it to Faithless Looting, Blood, Grab the Prize, or Highway Robbery when paying the madness cost lets you add evasive pressure while still advancing cards or damage. Do not throw it into trades unless survival requires it, because evasive damage is one of the deck's cleanest ways to make burn lethal. Against decks with many ground blockers, Kitchen Imp is a primary clock; against removal-heavy decks, sequence it so losing it does not strand your whole pressure plan. + +- Fiery Temper: use Fiery Temper as premium flexible burn, with madness lines preferred when they save mana or combine with draw/discard. Point it at creatures when that prevents a faster clock, protects your evasive race, or removes a must-answer engine. Point it at the opponent when visible life totals and attacks create a lethal or near-lethal line. Do not spend Fiery Temper on a small creature by habit if Lightning Bolt, Tectonic Hazard, or combat can handle it and face damage is the path to winning. + +- Lightning Bolt: use Lightning Bolt as the most efficient instant-speed interaction and reach card. Hold it through priority when the opponent may present a more important creature, combat trick window, or lethal race decision. Cast it at the opponent only when the damage meaningfully advances a counted clock or forces the opponent into defensive play. Against small-creature aggro, Lightning Bolt is often removal first; against control and combo, it is often reach unless a visible permanent must die. + +- Alms of the Vein: use Alms of the Vein as a race-swing spell that is strongest through madness and weaker as a slow hard-cast drain. Discard it when the legal prompt allows the madness cast and the life swing changes the race, punishes burn, or builds lethal reach. Avoid discarding it with no mana or no legal madness follow-up unless graveyard placement is still better than the card in hand. Against burn or creature races, it can be one of the highest-priority payoff cards; against decks where life total is not pressured, use it as reach rather than stabilization. + +- Tectonic Hazard: use Tectonic Hazard as a one-copy sweeper/reach tool for opposing small creatures and go-wide boards. Card text check required for exact affected objects, so follow visible legal action text before relying on it to clear specific creatures. Preserve it if the opponent's deck is likely to present multiple one-toughness creatures; cash it in when delaying lets the opponent grow, sacrifice, or protect the board. Be careful with sequencing if your own creatures or damage race could be affected by the exact rules text. + +- Jagged Barrens: treat Jagged Barrens as fixing plus incidental life, not as a free tapped land. Play it early when no one-mana red action is required or when both colors are needed for Alms of the Vein, Highway Robbery, Kitchen Imp, or sideboard cards. Avoid keeping hands where Jagged Barrens is the only functional early land against fast starts unless the rest of the hand contains cheap interaction. + +- Razortrap Gorge: use Razortrap Gorge as a red-black source whose tactical value depends on the engine's visible land rules and current hand. Card text check required for exact entry conditions or restrictions. Prioritize it when it unlocks both Lightning Bolt/Fiery Temper and black madness or draw spells. Do not sequence it after a tapped land if doing so prevents turn-one Voldaren Epicure, Faithless Looting, or Lightning Bolt without a strong reason. + +- Mountain and Swamp: value Mountain higher in most openers because the deck's cheapest setup and interaction are red. Value Swamp when the hand already has red and needs to cast Alms of the Vein, Kitchen Imp, Highway Robbery, Sneaky Snacker, or post-board black interaction. Do not discard the last black source to Faithless Looting or Blood unless the legal line wins quickly or the hand no longer needs black mana. + +## Interaction Priorities + +- Remove the creature that changes the next combat step first, not the creature with the highest theoretical value. Use Lightning Bolt, Fiery Temper, Dark Withering, Extract a Confession, Cast into the Fire, Breath Weapon, or Tectonic Hazard only when the legal action text and visible board show the target or effect actually solves a clock, blocker, engine, or lethal race problem. + +- Preserve Fiery Temper when face damage is part of a counted kill, but spend it on a creature when that creature will deal more than three damage before your next safe window. Madness Fiery Temper is often the best tempo removal because the discard outlet also advances Faithless Looting, Grab the Prize, Highway Robbery, Blood, Alms of the Vein, Kitchen Imp, or Sneaky Snacker pressure. + +- Spend Lightning Bolt before Fiery Temper when both kill the same small creature and no madness discount or discard payoff is attached. Hold Lightning Bolt over sorcery-speed options when the opponent can add an aura, sacrifice a creature, attack with a fragile threat, or expose a must-kill creature during combat. + +- Use Tectonic Hazard and Breath Weapon on clustered small creatures, tokens, and go-wide starts; do not fire them at a single low-impact creature unless the race or life total demands it. Card text check required for exact affected objects, so verify whether your own Voldaren Epicure, Sneaky Snacker, or Kitchen Imp is exposed before choosing the action. + +- Use Cast into the Fire primarily for artifact engines, artifact creatures, and small-creature cleanup when the visible mode and target text line up. Against Affinity-style boards, preserve it for artifact threats or enabling artifacts unless a small creature is about to decide combat or lethal. + +- Use Extract a Confession and Dark Withering on creatures that dodge Lightning Bolt, dominate combat, or threaten a fast kill. Card text check required for exact targeting, sacrifice, bargain, or madness conditions, so route through the rules engine and choose only legal targets or modes shown. + +- Use Duress to take the noncreature card that invalidates your current plan: sweeper before overextending, removal before committing Kitchen Imp or Sneaky Snacker pressure, counterspell before a key madness or draw turn, and combo piece before clock math. Do not take a card because it is expensive if another visible card affects the next two turns more. + +- Use Nihil Spellbomb when the opponent's graveyard is about to become a resource, not merely because cards are present. Exile graveyards before flashback, reanimation, delve, threshold-like payoffs, or recursive threats matter; hold it if the opponent has not yet committed the graveyard card that makes the activation valuable. + +- Ignore creatures that cannot profitably attack, cannot block flyers, or are already blanked by your race plan unless they enable sacrifice, convoke, lifegain, or combo. Small blockers are often less important than preserving burn for face if Kitchen Imp and Sneaky Snacker can keep attacking over them. + +- Bait interaction with lower-stakes spells when the hand contains redundant discard outlets or reach. Lead with Vampire's Kiss, Voldaren Epicure, Faithless Looting, or a hard-cast setup spell when the opponent's open mana suggests counterspell or removal and the important follow-up is Kitchen Imp, Fiery Temper, Alms of the Vein, or a lethal burn spell. + +## Combat And Trading Rules + +- Attack with Kitchen Imp and Sneaky Snacker when evasive damage advances a two-turn or three-turn burn clock and the visible crackback is survivable. Preserve them over ground trades because flying pressure converts Lightning Bolt, Fiery Temper, Alms of the Vein, Grab the Prize, Highway Robbery, and Vampire's Kiss into lethal reach. + +- Treat Voldaren Epicure as expendable after its enter-the-battlefield value and Blood token have mattered. Trade it with an attacker when life total is under pressure, sacrifice or discard through Blood when the engine offers a madness payoff, and do not hold it back as a precious threat if it can buy a full draw step. + +- Protect the discard engine by sequencing Blood, Faithless Looting, Grab the Prize, and Highway Robbery before committing fragile threats only when the opponent's removal would otherwise strand madness cards. If the opponent is tapped low or under a short clock, commit the threat first when the legal line adds immediate evasive pressure. + +- Trade life for tempo against slow control and combo, but defend life aggressively against burn and creature aggro. Above roughly 12 life, prioritize clock and card flow unless the opponent has visible lethal setup; between 8 and 12, count the next attack plus known burn-style public information; below 8, removal and life swings from Alms of the Vein or Vampire's Kiss become survival tools. + +- Block with Kitchen Imp only when the block prevents lethal, preserves a winning race, or trades with a creature that otherwise invalidates future attacks. Do not trade an evasive threat for a ground creature that can be raced or burned later. + +- Block with Sneaky Snacker more freely if the graveyard and draw pattern can recur it, but do not assume recursion unless the rules engine shows the exact trigger or legal sequence. Use it as a renewable resource only when Faithless Looting, Highway Robbery, Grab the Prize, or other visible card-draw lines can realistically turn it back on. + +- Race ground blockers by attacking in the air and pointing burn at the opponent when the opponent's board cannot produce lethal first. Remove blockers only when they also attack profitably, carry equipment or auras, enable lifegain, or force your flyers to stay home. + +- Against go-wide aggro, shift from pure racing to attrition until the first wave is contained. Preserve Tectonic Hazard, Breath Weapon, Lightning Bolt, and Fiery Temper for board stabilization, and use Alms of the Vein or Vampire's Kiss to reverse damage races. + +- Against large-creature midrange, avoid spending burn inefficiently unless combined damage or sideboard removal cleanly answers the threat. Keep attacking with evasive creatures while using Extract a Confession, Dark Withering, or edict-like legal actions for the creature that blocks the game plan. + +- Against control, force damage through early and make removal awkward by diversifying threats, graveyard pressure, Blood tokens, and burn. Do not overextend into known sweepers from Duress or public information; keep a discard outlet or burn spell in reserve when the current board already demands an answer. + +## Selection And Tutor Rules + +- Selection: Treat this deck as having pseudo-selection rather than true tutoring; Faithless Looting, Grab the Prize, Highway Robbery, and Blood tokens from Voldaren Epicure or Vampire's Kiss convert excess lands, dead removal, duplicate discard outlets, and madness cards into velocity, but they do not guarantee a specific card. + +- First filter: Use Faithless Looting early when the hand needs land, a discard outlet, or a threat, especially when discarding Alms of the Vein, Fiery Temper, Kitchen Imp, or Sneaky Snacker is legal and productive. Do not cast Faithless Looting just to spend mana if the hand already has a strong curve and discarding would reduce pressure or interaction. + +- Discard priority: Prefer discarding madness cards when the engine offers a legal madness cast and the current mana supports it. If madness is not legal or mana is constrained, discard extra lands after the third or fourth land, duplicate Jagged Barrens-style tapped lands, matchup-dead removal, or recursive Sneaky Snacker only when future draw patterns can reasonably bring it back. + +- Draw spell timing: Sequence Grab the Prize and Highway Robbery when the hand can use the cards immediately, enable Sneaky Snacker recursion, or turn a stranded madness card into tempo. Card text check required for exact additional costs, damage, plot, or discard clauses, so follow the rules-engine prompt rather than assuming every draw mode is available. + +- Blood token timing: Use Blood tokens after deciding whether the current turn needs a land drop, madness mana, or instant-speed Lightning Bolt. Activate Blood when the discarded card has value in the graveyard or as a madness spell, and delay Blood when holding it threatens future Fiery Temper, Alms of the Vein, Kitchen Imp, or Sneaky Snacker lines. + +- Land-drop timing: Usually play an untapped black or red source before filtering if it unlocks legal madness or Lightning Bolt decisions this turn. Delay the land drop only when Faithless Looting, Grab the Prize, Highway Robbery, or Blood may reveal which color is needed, or when a visible legal action rewards sacrificing or discarding a land. + +- Land selection: Keep enough red for Lightning Bolt, Faithless Looting, Grab the Prize, Highway Robbery, Fiery Temper, Tectonic Hazard, Cast into the Fire, and Breath Weapon; keep enough black for Alms of the Vein, Kitchen Imp, Sneaky Snacker, Vampire's Kiss, Duress, Nihil Spellbomb draw activations if shown, Extract a Confession, and Dark Withering. Do not discard the only source of a color unless the current hand has no near-term use for that color. + +- Graveyard awareness: Count Sneaky Snacker, Faithless Looting flashback if legal, and madness cards as resources only when the engine exposes the relevant legal actions. Do not assume recursion, flashback, or madness timing from memory if the current prompt does not show it. + +- Bottom or selection prompts: When a scry, surveil, top-bottom, or card-set prompt appears from an opponent effect or sideboard card, keep lands when stuck below three mana, keep discard outlets when holding madness cards, keep burn when the opponent is within reach, and keep removal only for threats that matter in the next turn cycle. Bottom redundant tapped lands, slow setup, or low-impact removal when pressure and reach are already covered. + +## Priority And Stack Rules + +- Priority: Pass with intention when no legal instant-speed action changes combat, protects a threat, enables madness profitably, or changes a lethal clock. Explain what is being held, such as Lightning Bolt for a creature, Blood for a madness turn, or burn for opponent end step. + +- Instant burn: Use Lightning Bolt at instant speed when killing a creature before damage, before an aura or pump effect resolves, before a sacrifice payoff can use it, or at opponent end step to preserve main-phase mana. Send Lightning Bolt to the opponent only when it advances a realistic lethal clock or no visible creature matters. + +- Madness windows: When discarding Alms of the Vein, Fiery Temper, or Kitchen Imp creates a legal madness prompt, decide based on mana, clock, and target value rather than automatically casting. Cast the madness spell when it converts a discard cost into damage, board control, life swing, or evasive pressure; decline only when mana must be preserved for a higher-priority visible action. + +- Stack patience: Let opponent spells resolve when the visible outcome does not affect the current race, your evasive attackers, your life-total safety, or a future lethal turn. Respond only when the stack item will remove a key threat, gain enough life to break your burn math, create a must-answer board, or deny your selected line. + +- End-step usage: Prefer opponent end step for Blood activations, Lightning Bolt to face, and noncombat instant-speed choices when waiting preserves information and does not waste mana. Main-phase the same effects when they unlock Sneaky Snacker, madness casting, a land-drop decision, or lethal before the opponent untaps. + +- Optional payments: Pay optional costs such as madness, flashback-like prompts, or other engine-exposed payments only when the resulting spell or ability improves the current turn cycle. Do not consume the last red or black mana on a low-impact option if that mana is needed for Lightning Bolt, Fiery Temper, Alms of the Vein, Kitchen Imp, or sideboard interaction. + +- Trigger handling: Put damage, life-drain, draw, recursion, and Blood-related triggers on the stack in the order the rules engine allows, choosing the order that preserves lethal lines and legal target clarity. Card text check required for exact Sneaky Snacker recursion and any draw-count trigger, so rely on visible prompts. + +- Graveyard timing: Use Nihil Spellbomb only before the opponent can legally use the graveyard card that matters, or in response to a stack item that targets or counts graveyard resources when the engine exposes that timing. Do not exile a graveyard merely because it is large if holding the activation can catch a higher-value flashback, recursion, or delve-style window. + +- Combat windows: Hold Lightning Bolt, Fiery Temper, Dark Withering, Extract a Confession, Cast into the Fire, Tectonic Hazard, or Breath Weapon through declare attackers and declare blockers when the opponent may expose a better target. Card text check required for exact timing and affected creatures on Tectonic Hazard and Breath Weapon, so verify your own Voldaren Epicure, Kitchen Imp, and Sneaky Snacker before firing sweep effects. + +- Lethal stack math: Before targeting the opponent with Lightning Bolt, Fiery Temper, Alms of the Vein, Vampire's Kiss, Grab the Prize damage if shown, or Voldaren Epicure triggers, count visible life gain, blockers, open mana, and pending stack items. Choose immediate lethal when the legal action text and current stack show enough damage or drain without relying on hidden cards. + +## Sideboard Map + +- Sideboard principle: Add narrow cards only when their text interacts with the opponent's main axis, because Rakdos Madness loses equity when it removes too many discard outlets, madness payoffs, or burn spells. Keep the core of Faithless Looting, Grab the Prize, Highway Robbery, Alms of the Vein, Fiery Temper, Kitchen Imp, Sneaky Snacker, Vampire's Kiss, Voldaren Epicure, and Lightning Bolt intact unless a matchup makes one role clearly low impact. + +- Duress role: Add Duress against spell-heavy control, combo, fog, sweepers, countermagic, expensive removal, and decks where the critical card is not a creature on the battlefield. Duress is weak against creature-dense aggro, low-hand topdeck races, and board states where the opponent's visible threats already require removal or racing; after sideboarding, treat Duress as pre-commitment protection for a madness burst, not as a reason to slow every aggressive start. + +- Nihil Spellbomb role: Add Nihil Spellbomb against graveyard recursion, reanimation, flashback, delve, threshold-style pressure, graveyard combo, and value engines that repeatedly reuse the graveyard. Nihil Spellbomb is weak against linear creature damage, artifact aggro with little graveyard reliance, and matchups where spending mana or a card on graveyard pressure delays lethal burn; after sideboarding, hold it for a meaningful graveyard window unless the rules engine shows a legal draw or cantrip line that does not damage tempo. + +- Cast into the Fire role: Add Cast into the Fire against artifact decks, small-creature boards, artifact lands, Blood/Food/Clue-style material, and decks whose best permanent class is an artifact. Card text check required for exact modes, damage split, and artifact handling; it is weak against nonartifact midrange, big creatures outside damage range, and spell combo. After sideboarding, treat it as flexible interaction that can protect the race without spending Lightning Bolt on low-value artifacts. + +- Extract a Confession role: Add Extract a Confession against large creatures, hexproof-like threat profiles if the engine exposes legal sacrifice or target modes, single-threat midrange, Bogles-style boards, and creatures that dodge damage removal. Card text check required for exact targeting, sacrifice, bargain, or evidence text; it is weak against token floods, disposable creature boards, and opponents with many low-value permanents. After sideboarding, preserve it for threats that Lightning Bolt or Fiery Temper cannot cleanly answer. + +- Dark Withering role: Add Dark Withering against creature decks where a madness-speed removal spell can turn Faithless Looting, Grab the Prize, Highway Robbery, or Blood tokens into tempo. Card text check required for exact cost, target restriction, and madness timing; it is weak against black-creature-heavy decks if targeting restrictions apply, creature-light control, and combo where removal does not disrupt the engine. After sideboarding, value discard outlets more highly when Dark Withering is in hand and a legal target is visible. + +- Breath Weapon role: Add Breath Weapon against token swarms, one-toughness creature decks, Faeries, Elves, go-wide aggro, and boards where clearing small blockers creates immediate damage. Card text check required for exact damage, timing, and creature classes affected; it is weak when your own Voldaren Epicure, Kitchen Imp, Sneaky Snacker, or Blood-enabled pressure would be damaged more than the opponent's board. After sideboarding, delay Breath Weapon until it changes combat or survival, not merely because several creatures are visible. + +Balanced anti-graveyard plan +Side in: 3 Nihil Spellbomb, 2 Duress +Cut: 1 Tectonic Hazard, 2 Highway Robbery, 1 Vampire's Kiss, 1 Grab the Prize + +- Anti-graveyard plan rule: Use this plan against reanimation, delve, flashback, recursive threats, or graveyard combo where Nihil Spellbomb has repeated tactical relevance. Reduce main-deck emphasis on slower damage setup and one low-impact sweeper, while keeping enough draw-discard density to enable Alms of the Vein, Fiery Temper, Kitchen Imp, and Sneaky Snacker. + +Balanced anti-artifact plan +Side in: 3 Cast into the Fire, 2 Duress +Cut: 1 Tectonic Hazard, 2 Highway Robbery, 1 Vampire's Kiss, 1 Sneaky Snacker + +- Anti-artifact plan rule: Use this plan against artifact aggro, Affinity-style shells, artifact mana, and decks where artifact removal changes both board control and racing math. Duress enters when the opponent also has payoff spells or sweepers; if the opponent is almost entirely permanents, prefer role cards that affect the battlefield and reduce Duress priority. + +Balanced anti-creature plan +Side in: 3 Extract a Confession, 2 Dark Withering, 2 Breath Weapon +Cut: 1 Tectonic Hazard, 2 Highway Robbery, 2 Vampire's Kiss, 1 Grab the Prize, 1 Sneaky Snacker + +- Anti-creature plan rule: Use this plan against creature decks where survival and blocker removal matter more than raw card flow. Keep Lightning Bolt and Fiery Temper as premium interaction, keep enough discard outlets for madness, and reduce main-deck emphasis on slower drain or draw actions when board presence is the immediate problem. + +- Against fast red or burn: Add role cards: 2 Duress when noncreature burn density is high, 2 Dark Withering only when creatures are central, and Breath Weapon only when the opposing board has many small creatures. Reduce main-deck emphasis: slow Highway Robbery turns, Tectonic Hazard when it misses key creatures, and excess self-slowing tapped-land hands. Role change: Alms of the Vein and Vampire's Kiss become stabilization tools, not merely reach. + +- Against blue control or counterspell decks: Add role cards: 2 Duress and sometimes 3 Nihil Spellbomb if their graveyard is a resource. Reduce main-deck emphasis: creature removal with no visible targets and Tectonic Hazard. Role change: sequence Duress before a key Faithless Looting flashback if legal, madness burst, or double-spell turn; avoid walking a single Kitchen Imp or Sneaky Snacker into open interaction when burn reach can be held. + +- Against go-wide small creatures: Add role cards: 2 Breath Weapon, 3 Cast into the Fire if artifacts matter, and 3 Extract a Confession only if they also present large individual threats. Reduce main-deck emphasis: slower Highway Robbery lines and low-impact face-only damage when blockers or lethal pressure are visible. Role change: Lightning Bolt and Fiery Temper become board-control tools until the race stabilizes. + +- Against large-creature midrange: Add role cards: 3 Extract a Confession and 2 Dark Withering when target restrictions allow useful kills. Reduce main-deck emphasis: Tectonic Hazard, Breath Weapon unless small support creatures matter, and some slow draw when under pressure. Role change: burn can finish damaged opponents, but removal must first prevent the large threat from invalidating Kitchen Imp attacks or forcing bad blocks. + +- Against graveyard-light aggro: Add role cards: only creature interaction that answers visible threats. Reduce main-deck emphasis: Nihil Spellbomb and Duress unless public information shows graveyard or noncreature dependence. Role change: stay proactive, because diluting burn and madness density for narrow answers makes the deck less explosive without improving survival. + +- Against combo: Add role cards: 2 Duress, 3 Nihil Spellbomb if the combo uses the graveyard, and 3 Extract a Confession only if a creature payoff must be answered. Reduce main-deck emphasis: Tectonic Hazard, Breath Weapon, and damage removal that cannot affect the combo's required permanent. Role change: choose discard and graveyard timing around the opponent's visible setup turn, then close quickly with Alms of the Vein, Fiery Temper, Kitchen Imp, and Lightning Bolt. + +## Matchup Guidance + +- Aggro: Take the control seat until the board is stable, then turn every madness spell into a race-ending burst. Lightning Bolt, Fiery Temper, and Tectonic Hazard should answer creatures when the opponent's visible attackers shorten your clock, while Alms of the Vein and Vampire's Kiss protect life total swings. Add role cards: Dark Withering against creature-centered pressure, Breath Weapon against small boards, and Extract a Confession against oversized threats. Reduce main-deck emphasis: slower Highway Robbery lines when spending the turn drawing does not affect combat. + +- Burn: Preserve life total first and convert drain into a two-way race. Alms of the Vein is especially important when a legal discard outlet lets it gain life without losing tempo, and Vampire's Kiss is often better as stabilization than as setup. Add role cards: Duress against spell-heavy burn, Dark Withering only when creatures are a meaningful part of the damage, and Breath Weapon only against many small attackers. Reduce main-deck emphasis: tapped-land-heavy keeps, slow Highway Robbery turns, and Tectonic Hazard when it does not hit the opponent's relevant threats. + +- Go-wide decks: Clear clusters before pushing damage, because Kitchen Imp and Sneaky Snacker race poorly into wide blocks unless burn changes combat. Breath Weapon is the primary role card when it affects the visible board favorably; Tectonic Hazard can matter if the engine shows legal damage to small creatures or the opponent. Cast into the Fire matters when the go-wide deck is artifact-based. Reduce main-deck emphasis: face-only burn while the opponent's board threatens lethal or blocks all attacks. + +- Tempo decks: Fight over mana efficiency and threat windows, not raw card count. Voldaren Epicure, Vampire's Kiss, Faithless Looting, Grab the Prize, and Highway Robbery are strongest when they enable Alms of the Vein, Fiery Temper, Kitchen Imp, or Sneaky Snacker while still leaving mana for interaction. Add role cards: Duress against counterspells or bounce-heavy plans, Dark Withering when their threats are legal targets, and Extract a Confession for single protected creatures if the visible board makes it effective. Reduce main-deck emphasis: slow draw sequences into open tempo pressure. + +- Control decks: Become a recursive burn deck and avoid presenting only one fragile threat at a time. Faithless Looting flashback, Highway Robbery, Grab the Prize, Blood tokens from Voldaren Epicure and Vampire's Kiss, Sneaky Snacker recursion, and madness costs help compress multiple threats into one turn. Add role cards: Duress for sweepers, counterspells, removal, and card draw; Nihil Spellbomb if their graveyard is a visible resource. Reduce main-deck emphasis: Tectonic Hazard and creature removal without targets. Hold Lightning Bolt and Fiery Temper when they represent reach through removal-heavy board states. + +- Removal-heavy decks: Do not overvalue any single creature; make removal trade down against recursive or incidental threats. Sneaky Snacker is valuable when discard actions naturally return or enable it, Kitchen Imp is valuable when madness creates tempo, and Voldaren Epicure is valuable because it leaves a Blood token after removal. Add role cards: Duress to clear removal or sweepers before a burst turn, and Nihil Spellbomb only when graveyard recursion or flashback is public. Reduce main-deck emphasis: removal spells with few targets and low-impact Tectonic Hazard. + +- Midrange decks: Trade resources early, then finish with evasive creatures and burn reach. Lightning Bolt and Fiery Temper should answer creatures that dominate combat, while Kitchen Imp and Sneaky Snacker pressure life totals over stalled ground boards. Add role cards: Extract a Confession for large or resilient creatures, Dark Withering when target restrictions and visible colors permit, and Duress against planes, removal, or expensive payoff spells. Card text check required for Extract a Confession and Dark Withering restrictions. Reduce main-deck emphasis: Breath Weapon unless small support creatures matter. + +- Single-threat decks: Preserve hard answers for the threat that actually wins the game. Extract a Confession is a key role card if the engine exposes a legal way to answer the solitary threat; Dark Withering matters when its target restrictions allow the kill; Lightning Bolt and Fiery Temper are best when damage is enough or can combine cleanly. Add role cards: Duress against protection, auras, pump, or permission. Reduce main-deck emphasis: Breath Weapon and Tectonic Hazard unless they affect the visible threat or its support. + +- Big mana decks: Race before inevitability, then use discard or narrow interaction to break the payoff turn. Keep proactive hands with Faithless Looting, Grab the Prize, Highway Robbery, Kitchen Imp, Sneaky Snacker, Alms of the Vein, and burn reach rather than slow hands that only interact with small creatures. Add role cards: Duress for sweepers, big payoff spells, and stabilizers; Extract a Confession if they rely on large creatures; Cast into the Fire when artifacts or mana rocks are central. Reduce main-deck emphasis: Tectonic Hazard and Breath Weapon unless the visible battlefield rewards them. + +- Combo decks: Identify whether the combo is spell-based, graveyard-based, creature-based, or artifact-based before choosing interaction. Duress is the default role card against noncreature combo setup, Nihil Spellbomb is essential when public zones show graveyard dependence, Extract a Confession or Dark Withering matter only when a creature is the necessary payoff, and Cast into the Fire matters only when artifacts or enchantments are part of the engine. Reduce main-deck emphasis: creature sweepers and damage removal that do not affect the combo path. Close quickly after disruption with Fiery Temper, Alms of the Vein, Kitchen Imp, Sneaky Snacker, and Lightning Bolt. + +- Graveyard decks: Use Nihil Spellbomb around the opponent's commitment point, not merely because cards are in a graveyard. If the opponent is building toward a flashback, delve, reanimation, or recursive payoff, hold Nihil Spellbomb until it denies the payoff unless waiting risks losing the window. Add role cards: Duress for enablers or protection and Extract a Confession for creature payoffs. Reduce main-deck emphasis: slow damage setup when the opponent can win from the graveyard faster than you can race. + +- Artifact/enchantment decks: Treat Cast into the Fire as flexible role interaction when public permanents make it relevant, with card text check required for exact artifact, enchantment, exile, damage, or mode details. Against Affinity-style artifact boards, interaction should either slow mana, remove a key payoff, or open attacks for Kitchen Imp and Sneaky Snacker. Add role cards: Duress when noncreature payoffs or sweepers matter, Extract a Confession for large creatures, and Breath Weapon only against small creature clusters. Reduce main-deck emphasis: narrow burn pointed at the opponent while artifact permanents are determining combat or mana. + +- Creature-light decks: Maximize discard-draw pressure and burn reach. Faithless Looting, Grab the Prize, Highway Robbery, Voldaren Epicure Blood, and Vampire's Kiss Blood should turn extra lands or redundant cards into madness spells and recurring pressure. Add role cards: Duress first, Nihil Spellbomb only for graveyard dependence, and Cast into the Fire only for important artifacts or enchantments. Reduce main-deck emphasis: Dark Withering, Breath Weapon, Extract a Confession, Tectonic Hazard, and creature-only removal when no legal targets matter. + +- Creature-dense decks: Survive first, then use evasion and drain to finish. Lightning Bolt and Fiery Temper should remove blockers or attackers that change the clock, and Kitchen Imp should attack when flying damage is not needed back on defense. Add role cards: Breath Weapon for small boards, Dark Withering for legal high-impact targets, Extract a Confession for large threats, and Cast into the Fire against artifact creatures. Reduce main-deck emphasis: slow Highway Robbery turns when the opponent's visible board threatens lethal. + +- Mirror or madness-adjacent decks: Respect burst damage from discard outlets and count visible mana, cards in hand, graveyards, Blood tokens, and flashback access before passing priority. Nihil Spellbomb can interrupt Sneaky Snacker-style recursion or graveyard value if public information supports it, while Duress can clear a key draw-discard or burn spell before a race swing. Reduce main-deck emphasis: Breath Weapon unless many small creatures are visible and Tectonic Hazard unless it changes the battlefield or lethal math. + +## Specific Matchup Notes + +- General/archetype-only scope: Use these notes only until the opponent's revealed cards, public zones, and rules-engine legal actions identify the real matchup. Revealed cards override assumptions, and sideboard choices should follow visible engines, threats, and interaction rather than deck-name guesses. + +- Fast red or creature-aggro: Protect life total first, then pivot to burn reach once Alms of the Vein, Vampire's Kiss, Lightning Bolt, and Fiery Temper can close the race. Priority targets are haste creatures, repeatable damage sources, and creatures that make Kitchen Imp unable to race. Add role cards: Breath Weapon for small-creature boards and Dark Withering for legal larger attackers. Card text check required for Breath Weapon and Dark Withering. Reduce main-deck emphasis: slow Highway Robbery turns when the board threatens lethal. + +- Blue tempo, Faeries, or permission: Force them to answer cheap pressure before leaning on expensive discard-draw turns. Voldaren Epicure and Kitchen Imp are important because they create board pressure without committing every resource; Sneaky Snacker is strongest when discard actions make removal inefficient. Add role cards: Duress to clear Counterspell-style interaction or sweepers, and Extract a Confession only if a protected creature or large finisher is public. Card text check required for Extract a Confession. Priority targets are Spellstutter Sprite-style blockers, Ninja-style card-advantage attackers, and any revealed permission that stops a madness burst. + +- Black midrange or removal-heavy decks: Trade resources willingly and make the opponent answer recursive or incidental threats. Sneaky Snacker, Voldaren Epicure Blood tokens, Faithless Looting, Grab the Prize, and Highway Robbery help convert removal attrition into velocity. Add role cards: Duress for removal, sweepers, and card-advantage spells; Nihil Spellbomb only if graveyard recursion or flashback is public. Priority targets are lifegain engines, monarch/initiative-style advantage, and creatures too large for clean burn. + +- Big mana or control: Race before inevitability, but do not spend burn into life totals if a visible stabilizer must die first. Keep pressure hands that combine discard outlets with madness payoffs, especially Faithless Looting or Grab the Prize plus Fiery Temper, Alms of the Vein, Kitchen Imp, or Sneaky Snacker. Add role cards: Duress for sweepers and payoffs, Cast into the Fire when artifacts or mana pieces are public, and Extract a Confession for large creature finishers. Card text check required for Cast into the Fire. + +- Artifact-heavy decks: Treat Cast into the Fire as a role card only when visible artifacts or enchantments matter to mana, combat, or inevitability. Lightning Bolt and Fiery Temper should remove payoff creatures when damage is enough; Extract a Confession or Dark Withering matter when a large legal target dominates combat. Priority targets are artifact mana that enables explosive turns, large blockers that stop Kitchen Imp and Sneaky Snacker, and lifegain artifacts that erase burn reach. + +- Graveyard or combo decks: Disrupt the enabling zone or commitment window, then close quickly. Nihil Spellbomb should be saved for a public flashback, delve, reanimation, recursion, or threshold-like payoff unless waiting loses the window. Duress is the default role card against spell combo; Extract a Confession and Dark Withering matter only if a creature is the visible necessary piece. Priority targets are graveyard payoffs, discard outlets that enable a faster combo than yours, and protection spells revealed by Duress. + +## Risk Summary + +- Mana risk: The deck can stumble when Jagged Barrens, Razortrap Gorge, Mountain, and Swamp do not line up with black drains, red burn, and discard outlets. Do not keep speculative one-color hands unless Faithless Looting, Voldaren Epicure Blood, or other visible actions provide a realistic path to both colors. + +- Draw risk: Hands with only payoffs or only outlets fail differently. Alms of the Vein, Fiery Temper, Kitchen Imp, and Sneaky Snacker are strongest with Faithless Looting, Grab the Prize, Highway Robbery, Voldaren Epicure, or Vampire's Kiss available; outlet-heavy hands need enough pressure or interaction to avoid spinning wheels. + +- Matchup risk: Rakdos Madness can become the wrong role if it races when it must stabilize or stabilizes when it must force lethal. Reassess after every public threat, life-total swing, and graveyard reveal, especially against aggro, graveyard combo, and big mana. + +- Over-sideboarding risk: Do not dilute the discard-madness core for narrow answers. Duress, Nihil Spellbomb, Cast into the Fire, Extract a Confession, Dark Withering, and Breath Weapon must answer a visible or strongly inferred axis; removing too many threats or outlets makes Sneaky Snacker, Kitchen Imp, Alms of the Vein, and Fiery Temper worse. + +- Graveyard risk: Sneaky Snacker and Faithless Looting reward graveyard use, but opposing Nihil Spellbomb-style effects can punish careless sequencing. If graveyard hate is visible, prefer extracting value immediately from madness, Blood, and burn rather than banking on future recursion. + +- Sweeper/removal risk: Kitchen Imp and Sneaky Snacker can pressure through spot removal, but broad removal can erase a creature-heavy push. Use Duress when available before committing multiple creatures into a suspected sweeper, and keep Lightning Bolt, Fiery Temper, Alms of the Vein, or Highway Robbery as post-sweeper reach when possible. + +- Closer risk: Burn pointed at creatures can leave no way to finish, while burn pointed at the opponent can lose to a creature that changes the clock. Count visible life totals, known drains, Blood tokens, flashback access, and likely next attacks before spending Lightning Bolt or Fiery Temper. + +- Interaction risk: Sideboard answers have restrictions and timing details that must come from rules-engine legal actions. Card text check required for Cast into the Fire, Extract a Confession, Dark Withering, and Breath Weapon before relying on exact modes, target restrictions, or damage patterns. + +- Sequencing risk: Discarding the wrong card can strand madness payoffs, shrink future decisions, or miss Sneaky Snacker timing. Use the legal action text and visible mana to confirm whether a discard creates immediate value before choosing between lands, duplicate outlets, burn, and creatures. + +## Test Feedback Checklist + +- Deciding factor: Record whether wins came from early Voldaren Epicure, Kitchen Imp, and Sneaky Snacker pressure, burn reach from Lightning Bolt and Fiery Temper, drain from Alms of the Vein and Vampire's Kiss, or attrition from Faithless Looting, Grab the Prize, and Highway Robbery. For losses, identify whether the decisive failure was mana, outlet/payoff mismatch, removal timing, lifegain, graveyard hate, racing error, or sideboard-role mismatch. + +- Mulligans: Check whether each keep had a credible first-three-turn plan rather than just powerful isolated cards. Note hands that lacked red for Faithless Looting, Grab the Prize, Lightning Bolt, or Fiery Temper, lacked black for Alms of the Vein, Vampire's Kiss, Sneaky Snacker, or Kitchen Imp, or kept madness cards without a visible discard outlet. + +- Mana: Track how often Jagged Barrens entering tapped changed the turn sequence, how often Razortrap Gorge enabled or failed to enable the needed color, and how often Mountain-heavy or Swamp-heavy draws stranded spells. Flag games where a tapped land delayed a discard outlet, madness creature, or removal spell at a decisive combat or lethal window. + +- Velocity: Review whether Faithless Looting, Grab the Prize, Highway Robbery, Vampire's Kiss, and Voldaren Epicure Blood tokens converted weak cards into pressure or merely spent mana without affecting the race. Mark decisions where discarding Alms of the Vein, Fiery Temper, Kitchen Imp, or Sneaky Snacker created immediate value, and decisions where discarding a land or duplicate outlet would have preserved more future damage. + +- Engine function: Record how often Sneaky Snacker returned or threatened to return from legal discard and life-gain patterns, and whether the pilot sequenced Vampire's Kiss, Alms of the Vein, and Blood tokens to support that plan. Note whether Kitchen Imp arrived early enough to matter or sat stranded as a normal-cost creature. + +- Removal and reach: Check every Lightning Bolt, Fiery Temper, Tectonic Hazard, Extract a Confession, Dark Withering, Cast into the Fire, and Breath Weapon use against the visible clock. Mark whether the spell removed a necessary blocker/threat, preserved survival, opened attacks, or should have been saved for opponent life total; card text check required for sideboard removal details. + +- Sideboard impact: After each post-board game, identify which sideboard cards were drawn, cast, stranded, or irrelevant. Track Duress against interaction/combo, Nihil Spellbomb against public graveyard reliance, Cast into the Fire against artifacts, Extract a Confession and Dark Withering against larger creatures, and Breath Weapon against small-creature boards. + +- Closing discipline: Count missed lethal or near-lethal turns involving Lightning Bolt, Fiery Temper, Alms of the Vein, Highway Robbery, Vampire's Kiss, and combat damage. Also count premature burn-to-face decisions that lost to a visible creature, lifegain source, or board swing. + +- Role accuracy: Ask whether Rakdos Madness correctly chose beatdown, stabilizer, or attrition role after each major public change. Flag games where the pilot raced into lethal pressure, over-controlled when burn reach was enough, or spent velocity turns while the opponent’s board demanded action. + +- Stranded and standout cards: List main-deck cards that were repeatedly uncast, low-impact, or excellent. Separate mana-stranded cards from tactically wrong cards, and separate sideboard cards that lacked legal targets from cards that were available but misused. + +## First Tuning Questions + +- Card quantity question: If Sneaky Snacker is underperforming, is the issue card quantity, insufficient life-gain/discard sequencing, opposing graveyard hate, or games ending before recursion matters? Do not reduce graveyard-engine emphasis without checking whether Faithless Looting, Vampire's Kiss, Blood tokens, and Alms of the Vein were used to enable it. + +- Outlet/payoff balance question: If Alms of the Vein, Fiery Temper, Kitchen Imp, or Sneaky Snacker are stranded, does the deck need more reliable discard access, different sequencing guidance for Faithless Looting and Grab the Prize, or fewer payoff-heavy keeps? If Faithless Looting, Grab the Prize, and Highway Robbery are low-impact, does the deck need more threats, more burn, or stricter mulligans. + +- Mana question: If color screw or tapped-land tempo losses recur, should the Mountain, Swamp, Jagged Barrens, and Razortrap Gorge balance change, or is the pilot keeping hands that fail the deck’s two-color velocity requirements? Track whether black was missing for drain/creatures or red was missing for outlets/removal before changing land counts. + +- Aggro-plan question: If fast decks win races, does Rakdos Madness need more early removal emphasis, more Breath Weapon or Dark Withering sideboard reliance, or tighter rules for spending Lightning Bolt and Fiery Temper on creatures. Confirm whether losses came from failing to block, failing to remove, or drawing too many slow Highway Robbery turns. + +- Control-plan question: If control stabilizes, does the deck need more Duress pressure, more resilient threat sequencing with Sneaky Snacker and Kitchen Imp, or more discipline preserving burn reach. Check whether the pilot overextended into sweepers, missed flashback value from Faithless Looting, or spent damage into nonlethal windows. + +- Closer question: If opponents survive at low life, examine whether Lightning Bolt, Fiery Temper, Alms of the Vein, Vampire's Kiss, and Highway Robbery counts are sufficient or whether creature attacks are being traded too freely. Distinguish life-gain matchups from ordinary missed sequencing before changing closers. + +- Sideboard-slot question: If Duress, Nihil Spellbomb, Cast into the Fire, Extract a Confession, Dark Withering, or Breath Weapon remain unused across expected matchups, ask whether the metagame axis is misread or the sideboard card has too narrow a legal target profile. Card text check required before judging Extract a Confession, Dark Withering, Cast into the Fire, and Breath Weapon. + +- Role-conflict question: If post-board games feel slower but not stronger, ask whether too many role cards reduced the core madness engine. Preserve enough Faithless Looting, Grab the Prize, Voldaren Epicure, Vampire's Kiss, Sneaky Snacker, Kitchen Imp, Alms of the Vein, and Fiery Temper functionality for the deck to still close games. + +## Veles Tactical Policy + +### Policy: Opening Keep Gate +- Priority: High +- Decision families: mulligan, pregame +- Cards: Faithless Looting, Grab the Prize, Highway Robbery, Vampire's Kiss, Voldaren Epicure, Alms of the Vein, Fiery Temper, Kitchen Imp, Sneaky Snacker, Lightning Bolt +- Phase windows: opening hand, mulligan, post-mulligan bottom +- Runtime cues: prompt:mulligan; visible hand; land count; color access +- Use when: deciding whether the hand can produce an honest first-three-turn plan with lands, red outlet access, and at least one pressure, burn, drain, or filtering payoff. +- Avoid when: keeping only because the hand has several powerful madness cards but no legal discard outlet, no red source, or no black source for its black-heavy spells. +- Instructions: Keep hands with two or three lands, at least one red source or clear access to one, and a way to convert cards into pressure. Mulligan one-land hands unless Faithless Looting plus red mana creates a credible recovery line. Value hands that pair Faithless Looting, Grab the Prize, Highway Robbery, Vampire's Kiss, or Voldaren Epicure with Alms of the Vein, Fiery Temper, Kitchen Imp, or Sneaky Snacker. +- Pilot skill floor: compare color access and discard access before evaluating raw card power. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: London Bottom Selection +- Priority: Medium +- Decision families: mulligan, selection +- Cards: Mountain, Swamp, Jagged Barrens, Razortrap Gorge, Faithless Looting, Grab the Prize, Highway Robbery, Alms of the Vein, Fiery Temper, Kitchen Imp, Sneaky Snacker +- Phase windows: post-mulligan bottom decisions +- Runtime cues: prompt:bottom; visible hand; chosen keep size +- Use when: selecting which cards to put on the bottom after a legal mulligan keep. +- Avoid when: the rules engine offers only one legal bottom set. +- Instructions: Bottom surplus tapped lands after preserving two functional mana sources. Bottom expensive or timing-dependent cards before bottoming the only outlet. Preserve one discard outlet plus one payoff when possible. Bottom duplicate Kitchen Imp, duplicate Highway Robbery, or redundant lands before losing the only red source or only black source. +- Pilot skill floor: preserve a castable curve and a discard-payoff pair. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Enabler Setup +- Priority: Medium +- Decision families: mana, priority, selection +- Cards: Voldaren Epicure, Faithless Looting, Vampire's Kiss, Grab the Prize, Highway Robbery +- Phase windows: turns 1-3 main phases, early priority windows +- Runtime cues: action:cast; action:play; visible hand with discard outlet or Blood source +- Use when: choosing the first permanent, spell, or resource that enables later madness, graveyard, or burn sequencing. +- Avoid when: a visible opposing threat must be answered immediately by Lightning Bolt, Fiery Temper, Tectonic Hazard, Extract a Confession, Dark Withering, Cast into the Fire, or Breath Weapon. +- Instructions: Lead with Voldaren Epicure when its body and Blood token advance both pressure and future discard. Cast Faithless Looting early when the hand needs color smoothing or has madness/payoff cards. Cast Vampire's Kiss when life swing, Blood access, and black mana use matter. Use Grab the Prize or Highway Robbery when the turn can spend mana without falling behind on board. +- Pilot skill floor: create future discard access before holding multiple madness cards. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Land Sequencing And Color Discipline +- Priority: Medium +- Decision families: mana +- Cards: Mountain, Swamp, Jagged Barrens, Razortrap Gorge +- Phase windows: land play decisions, early main phases, pre-combat main phases +- Runtime cues: action:play; visible hand colors; tapped land status +- Use when: choosing which land to play for the turn. +- Avoid when: exactly one land is legally playable. +- Instructions: Prioritize untapped red when Faithless Looting, Lightning Bolt, Grab the Prize, Fiery Temper, or Tectonic Hazard must be available. Prioritize black when Alms of the Vein, Vampire's Kiss, Sneaky Snacker, Kitchen Imp, Extract a Confession, Dark Withering, Duress, or Nihil Spellbomb activation requirements are relevant. Play Jagged Barrens on turns where tapped mana does not block a needed outlet, removal spell, or madness line. Treat Razortrap Gorge as a tempo source whose sequencing depends on current legal untapped access. +- Pilot skill floor: choose the land that keeps the next two turns castable. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Madness Commitment Gate +- Priority: High +- Decision families: priority, selection, mana +- Cards: Faithless Looting, Grab the Prize, Highway Robbery, Voldaren Epicure, Alms of the Vein, Fiery Temper, Kitchen Imp, Sneaky Snacker +- Phase windows: main phases, discard prompts, Blood token activation windows, stack follow-up prompts +- Runtime cues: action:discard; action:madness; visible hand; visible mana; visible opponent pressure +- Use when: deciding whether to start a discard sequence that may require immediate mana payments, target choices, or madness casts. +- Avoid when: the discard would strand a madness card without mana, expose the pilot to lethal pressure, or spend the only answer before the opponent's next combat. +- Instructions: Commit when the sequence converts a card into damage, board presence, life swing, or needed filtering this turn. Wait when the hand can preserve Fiery Temper, Alms of the Vein, or Kitchen Imp for a stronger window and the board is not forcing action. Consider visible open interaction, the opponent clock, and whether waiting loses damage or mana efficiency. +- Pilot skill floor: confirm available mana before discarding a madness payoff. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Cast Madness Spell Already Offered +- Priority: Medium +- Decision families: priority, mana +- Cards: Alms of the Vein, Fiery Temper, Kitchen Imp +- Phase windows: madness replacement prompts, stack payment prompts +- Runtime cues: action:cast Alms of the Vein; action:cast Fiery Temper; action:cast Kitchen Imp +- Use when: a legal action explicitly offers casting the named card through its current madness or discard-triggered permission and the prior discard line has already been selected. +- Avoid when: the legal actions include multiple incompatible madness spells and available mana cannot pay for all desired follow-up choices. +- Instructions: Cast the offered madness spell when it was the reason for the discard sequence. Decline only if visible mana, target legality, or a higher-priority survival action changed after the discard. +- Pilot skill floor: execute the selected madness line instead of losing the payoff. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Target Opponent With Drain Spell +- Priority: Low +- Decision families: interaction +- Cards: Alms of the Vein, Vampire's Kiss +- Phase windows: target-selection prompts for cast spells +- Runtime cues: action:target opponent Alms of the Vein; action:target opponent Vampire's Kiss +- Use when: the legal action text explicitly offers targeting opponent for Alms of the Vein or Vampire's Kiss in a two-player game. +- Avoid when: the legal target list does not include opponent text or more than one opponent is legally targetable. +- Instructions: Select the opponent target for the drain spell because the deck's normal plan is to reduce the opponent's life total while gaining life or resources. Do not infer target legality beyond the action text. +- Pilot skill floor: choose the explicit opponent target when the drain spell asks. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Burn Target Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Lightning Bolt, Fiery Temper, Tectonic Hazard, Cast into the Fire, Breath Weapon, Dark Withering, Extract a Confession +- Phase windows: main phases, combat trick windows, end steps, stack windows +- Runtime cues: action:target; visible opposing creatures; opponent life total; lethal math +- Use when: choosing whether burn or removal targets a creature, planeswalker-like object if legal, or the opponent. +- Avoid when: a no-target pass is forced or the spell text is uncertain; card text check required for sideboard removal details. +- Instructions: Aim Lightning Bolt and Fiery Temper at opponent life when it creates lethal, near-lethal with known follow-up damage, or prevents stabilization by racing. Aim removal at creatures when the visible threat changes survival, blocks critical attacks, or will outpace burn reach. Use Tectonic Hazard, Breath Weapon, Extract a Confession, Dark Withering, and Cast into the Fire only according to legal targets and verified card text. +- Pilot skill floor: count life totals and next combat before spending burn. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Lethal Burn Execution +- Priority: High +- Decision families: interaction, priority +- Cards: Lightning Bolt, Fiery Temper, Alms of the Vein, Vampire's Kiss, Highway Robbery +- Phase windows: any legal cast or target window +- Runtime cues: action:target opponent Lightning Bolt; action:target opponent Fiery Temper; action:target opponent Alms of the Vein; action:target opponent Vampire's Kiss +- Use when: visible opponent life is less than or equal to the legal spell's visible damage or life-loss amount and no required additional target choice is unresolved. +- Avoid when: the legal action text does not identify opponent as the target or visible prevention, tax, ward, or counter-like stack object requires additional reasoning. +- Instructions: Choose the explicit opponent-targeting lethal action. If more than one lethal action is legal, prefer the one that spends the least constrained mana and preserves the most future legal burn. +- Pilot skill floor: execute visible lethal without delaying for extra value. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Priority Pass With Held Interaction +- Priority: Medium +- Decision families: priority, interaction +- Cards: Lightning Bolt, Fiery Temper, Tectonic Hazard, Cast into the Fire, Extract a Confession, Dark Withering, Breath Weapon, Duress, Nihil Spellbomb +- Phase windows: opponent main phases, combat steps, end steps, stack windows +- Runtime cues: action:pass; visible open mana; legal interaction actions +- Use when: deciding whether to pass despite having a legal spell or activation. +- Avoid when: the opponent has visible lethal pressure, a must-answer permanent, or a stack object that must be answered now. +- Instructions: Pass when interaction gains more by waiting for combat, a target declaration, a graveyard action, or an end-step window. Act now when mana will be lost, the opponent can deny the target, or the visible threat will deal decisive damage before the next priority window. +- Pilot skill floor: explain what action is being declined when passing. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Pressure Gate +- Priority: Medium +- Decision families: combat +- Cards: Voldaren Epicure, Kitchen Imp, Sneaky Snacker +- Phase windows: declare attackers, declare blockers, combat trick windows +- Runtime cues: prompt:attackers; prompt:blockers; visible power/toughness; visible life totals +- Use when: deciding attacks or blocks with the deck's creatures. +- Avoid when: exactly one legal combat action exists and it has no strategic alternatives. +- Instructions: Attack when damage advances the race without sacrificing needed blockers into a bad visible trade. Keep back creatures when the opponent's next attack threatens lethal or when a creature is needed to trade with a larger clock. Treat Kitchen Imp evasion as pressure when it can connect; treat Voldaren Epicure and Sneaky Snacker as expendable only when the exchange advances life total, board, or lethal setup. +- Pilot skill floor: identify whether Rakdos Madness is racing or stabilizing. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Single Forced Combat Action +- Priority: Low +- Decision families: combat +- Cards: none +- Phase windows: declare attackers, declare blockers +- Runtime cues: action:attack with; action:block with +- Use when: exactly one attack or block action is legal and all alternative legal actions are pass/decline actions from the same prompt. +- Avoid when: multiple creature subsets, multiple blockers, or target-like assignments are legal. +- Instructions: Select the only concrete combat action only if it is the sole non-pass legal action shown by the engine. Use light-model reasoning whenever combat contains multiple legal creature choices. +- Pilot skill floor: recognize deterministic engine prompts. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Blood And Loot Filtering +- Priority: Medium +- Decision families: selection, priority +- Cards: Voldaren Epicure, Faithless Looting, Highway Robbery, Grab the Prize, Alms of the Vein, Fiery Temper, Kitchen Imp, Sneaky Snacker +- Phase windows: main phases, end steps, discard prompts, draw/discard resolution +- Runtime cues: action:discard; action:draw; action:activate; visible hand +- Use when: choosing whether and what to discard to Blood, Faithless Looting, Grab the Prize, or Highway Robbery. +- Avoid when: discarding removes the only needed land, only answer, or only castable threat under pressure. +- Instructions: Discard cards that unlock immediate madness, graveyard recursion, or card-quality improvement. Prefer discarding excess lands after land drops are secured, duplicate slow spells, or madness cards with mana available. Preserve Lightning Bolt or Fiery Temper when they are needed for visible survival or lethal reach. +- Pilot skill floor: discard for a concrete current-turn or next-turn payoff. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Graveyard Engine Awareness +- Priority: Medium +- Decision families: selection, priority +- Cards: Sneaky Snacker, Faithless Looting, Vampire's Kiss, Alms of the Vein, Nihil Spellbomb +- Phase windows: discard prompts, life-gain windows, graveyard interaction windows +- Runtime cues: visible graveyard; action:discard Sneaky Snacker; action:activate Nihil Spellbomb +- Use when: graveyard contents or public graveyard hate affects whether to discard, recur, or protect a graveyard plan. +- Avoid when: the rules engine has not exposed graveyard contents or the card text interaction is unclear. +- Instructions: Treat Sneaky Snacker as a resource when discard and life-gain patterns make recursion possible, but do not assume recursion unless Forge exposes the trigger or legal action. Use Nihil Spellbomb only against visible opposing graveyard reliance or a graveyard action window; preserve it if the opponent's graveyard is not currently relevant. +- Pilot skill floor: separate public graveyard facts from inferred future triggers. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Duress Timing +- Priority: Medium +- Decision families: interaction, selection +- Cards: Duress +- Phase windows: early main phases, pre-combo turns, pre-removal or pre-threat turns +- Runtime cues: action:cast Duress; revealed hand prompt +- Use when: Duress is legal and the opponent's archetype or visible play pattern suggests noncreature interaction, combo pieces, sweepers, or removal may matter. +- Avoid when: immediate board survival requires removal or blocking instead. +- Instructions: Cast Duress before committing a fragile pressure or madness chain when disruption matters. From revealed legal choices, take the card that most directly stops the current plan or wins the opponent's next turn; do not name hidden cards not shown by the engine. +- Pilot skill floor: use revealed hand information only after it is legally exposed. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: High +- Decision families: sideboard, pregame +- Cards: Duress, Nihil Spellbomb, Cast into the Fire, Extract a Confession, Dark Withering, Breath Weapon, Tectonic Hazard, Highway Robbery, Vampire's Kiss, Voldaren Epicure, Faithless Looting, Grab the Prize, Alms of the Vein, Fiery Temper, Kitchen Imp, Sneaky Snacker, Lightning Bolt +- Phase windows: sideboarding after game 1, sideboarding after game 2 +- Runtime cues: prompt:sideboard; matchup label; previous public game evidence +- Use when: choosing a legal sideboard plan for the next game. +- Avoid when: no registered sideboard swap is legal or the plan would reduce the main deck below 60 or alter the registered 75. +- Instructions: Add Duress against control, combo, and spell-heavy decks. Add Nihil Spellbomb against graveyard engines. Add Cast into the Fire against artifact pressure or artifact engines; card text check required. Add Extract a Confession and Dark Withering against creature decks where their legal target profiles matter; card text check required. Add Breath Weapon against small-creature boards; card text check required. Reduce slower or lower-impact main-deck emphasis without cutting so many outlets or payoffs that madness stops functioning. +- Pilot skill floor: preserve the core outlet-payoff engine while adding matchup cards. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Artifact And Graveyard Hate Activation +- Priority: Medium +- Decision families: interaction, priority +- Cards: Nihil Spellbomb, Cast into the Fire +- Phase windows: opponent graveyard-action windows, main phases, end steps, stack windows +- Runtime cues: action:activate Nihil Spellbomb; action:cast Cast into the Fire; visible artifact; visible graveyard +- Use when: a visible graveyard or artifact permanent is central to the opponent's current line. +- Avoid when: the action has no visible target, the graveyard is empty or low-impact, or card text check is required for an unclear mode. +- Instructions: Fire Nihil Spellbomb when it interrupts a visible recursion, delve, flashback, threshold, or graveyard-combo window, or when delaying risks losing the chance. Use Cast into the Fire only on legal targets that matter to the opponent's board or engine. Do not spend hate only because mana is available. +- Pilot skill floor: time hate for the opponent's dependency window. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Survival Override +- Priority: High +- Decision families: interaction, combat, priority +- Cards: Lightning Bolt, Fiery Temper, Tectonic Hazard, Extract a Confession, Dark Withering, Breath Weapon, Cast into the Fire, Kitchen Imp, Sneaky Snacker, Voldaren Epicure +- Phase windows: combat, opponent main phase, end step before lethal attack, removal windows +- Runtime cues: visible lethal attack; visible short clock; legal removal or block actions +- Use when: the opponent's visible board threatens lethal or a short clock before Rakdos Madness can close with burn. +- Avoid when: visible lethal for Rakdos is already available this turn and does not require surviving another combat. +- Instructions: Spend removal, blockers, or sweep effects to survive when the opponent's next combat beats available burn reach. Trade creatures when preserving life total matters more than chip damage. Use reach to end the game only after confirming survival is not required first. +- Pilot skill floor: survival beats engine value when the clock is immediate. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: End-Step Reach Setup +- Priority: Low +- Decision families: priority, interaction, selection +- Cards: Lightning Bolt, Fiery Temper, Vampire's Kiss, Highway Robbery, Faithless Looting, Grab the Prize, Voldaren Epicure +- Phase windows: opponent end step, own end step with unused mana, late main phase +- Runtime cues: action:cast; action:activate; opponent life total; available mana +- Use when: unused mana can be converted into burn, drain, filtering, or a Blood-driven setup without weakening survival. +- Avoid when: holding mana for interaction is better against visible threats or stack risks. +- Instructions: Use end-step windows to filter dead cards, prepare madness, or reduce the opponent into next-turn lethal range. Preserve instant-speed interaction when the opponent can still present a meaningful threat. Do not cast sorcery-speed velocity into no payoff when the next draw step could improve discard choices. +- Pilot skill floor: convert mana only when it improves the next turn cycle. +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/rakdos_madness/1/metadata.json b/strategies/pauper/rakdos_madness/1/metadata.json new file mode 100644 index 0000000..c8d57b5 --- /dev/null +++ b/strategies/pauper/rakdos_madness/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "black-red discard and madness shell that mixes burn reach with recursive threats", + "created_at": 1781240803, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "madness", + "graveyard" + ], + "source_metadata": { + "base_choice": "rakdos_madness:v1", + "generated_at": "2026-06-14T16:21:34.229268+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "rakdos_madness", + "strategy_label": "Rakdos Madness", + "tags": [ + "aggro", + "midrange", + "madness", + "graveyard" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/rakdos_madness/1/reflection.md b/strategies/pauper/rakdos_madness/1/reflection.md new file mode 100644 index 0000000..ebdf33d --- /dev/null +++ b/strategies/pauper/rakdos_madness/1/reflection.md @@ -0,0 +1,26 @@ +# Reflection Template For Rakdos Madness + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Record whether wins came from early Voldaren Epicure, Kitchen Imp, and Sneaky Snacker pressure, burn reach from Lightning Bolt and Fiery Temper, drain from Alms of the Vein and Vampire's Kiss, or attrition from Faithless Looting, Grab the Prize, and Highway Robbery. For losses, identify whether the decisive failure was mana, outlet/payoff mismatch, removal timing, lifegain, graveyard hate, racing error, or sideboard-role mismatch. + +- Mulligans: Check whether each keep had a credible first-three-turn plan rather than just powerful isolated cards. Note hands that lacked red for Faithless Looting, Grab the Prize, Lightning Bolt, or Fiery Temper, lacked black for Alms of the Vein, Vampire's Kiss, Sneaky Snacker, or Kitchen Imp, or kept madness cards without a visible discard outlet. + +- Mana: Track how often Jagged Barrens entering tapped changed the turn sequence, how often Razortrap Gorge enabled or failed to enable the needed color, and how often Mountain-heavy or Swamp-heavy draws stranded spells. Flag games where a tapped land delayed a discard outlet, madness creature, or removal spell at a decisive combat or lethal window. + +- Velocity: Review whether Faithless Looting, Grab the Prize, Highway Robbery, Vampire's Kiss, and Voldaren Epicure Blood tokens converted weak cards into pressure or merely spent mana without affecting the race. Mark decisions where discarding Alms of the Vein, Fiery Temper, Kitchen Imp, or Sneaky Snacker created immediate value, and decisions where discarding a land or duplicate outlet would have preserved more future damage. + +- Engine function: Record how often Sneaky Snacker returned or threatened to return from legal discard and life-gain patterns, and whether the pilot sequenced Vampire's Kiss, Alms of the Vein, and Blood tokens to support that plan. Note whether Kitchen Imp arrived early enough to matter or sat stranded as a normal-cost creature. + +- Removal and reach: Check every Lightning Bolt, Fiery Temper, Tectonic Hazard, Extract a Confession, Dark Withering, Cast into the Fire, and Breath Weapon use against the visible clock. Mark whether the spell removed a necessary blocker/threat, preserved survival, opened attacks, or should have been saved for opponent life total; card text check required for sideboard removal details. + +- Sideboard impact: After each post-board game, identify which sideboard cards were drawn, cast, stranded, or irrelevant. Track Duress against interaction/combo, Nihil Spellbomb against public graveyard reliance, Cast into the Fire against artifacts, Extract a Confession and Dark Withering against larger creatures, and Breath Weapon against small-creature boards. + +- Closing discipline: Count missed lethal or near-lethal turns involving Lightning Bolt, Fiery Temper, Alms of the Vein, Highway Robbery, Vampire's Kiss, and combat damage. Also count premature burn-to-face decisions that lost to a visible creature, lifegain source, or board swing. + +- Role accuracy: Ask whether Rakdos Madness correctly chose beatdown, stabilizer, or attrition role after each major public change. Flag games where the pilot raced into lethal pressure, over-controlled when burn reach was enough, or spent velocity turns while the opponent’s board demanded action. + +- Stranded and standout cards: List main-deck cards that were repeatedly uncast, low-impact, or excellent. Separate mana-stranded cards from tactically wrong cards, and separate sideboard cards that lacked legal targets from cards that were available but misused. diff --git a/strategies/pauper/red_rally/1/decklist.txt b/strategies/pauper/red_rally/1/decklist.txt new file mode 100644 index 0000000..e6c112a --- /dev/null +++ b/strategies/pauper/red_rally/1/decklist.txt @@ -0,0 +1,22 @@ +Main (60) +4 Goblin Bushwhacker +4 Clockwork Percussionist +4 Inventor's Axe +4 Great Furnace +4 Gingerbrute +2 Manamorphose +4 Rally at the Hornburg +4 Voldaren Epicure +4 Burning-Tree Emissary +4 Galvanic Blast +4 Goblin Tomb Raider +4 Lightning Bolt +14 Mountain + +Sideboard (15) +2 Cast into the Fire +2 End the Festivities +3 Experimental Synthesizer +2 Searing Blaze +2 Reckless Impulse +4 Red Elemental Blast diff --git a/strategies/pauper/red_rally/1/first_principles.md b/strategies/pauper/red_rally/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/red_rally/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/red_rally/1/guide.md b/strategies/pauper/red_rally/1/guide.md new file mode 100644 index 0000000..9d22537 --- /dev/null +++ b/strategies/pauper/red_rally/1/guide.md @@ -0,0 +1,629 @@ +# Strategy Specifications +## Deck Name And Archetype + +- Strategy name: Red Rally. +- Format: Pauper. +- Deck count validation: The registered main deck has exactly 60 cards and the sideboard has exactly 15 cards. The main deck is 18 lands and 42 nonlands: 14 Mountain, 4 Great Furnace, 4 Goblin Bushwhacker, 4 Clockwork Percussionist, 4 Inventor's Axe, 4 Gingerbrute, 2 Manamorphose, 4 Rally at the Hornburg, 4 Voldaren Epicure, 4 Burning-Tree Emissary, 4 Galvanic Blast, 4 Goblin Tomb Raider, and 4 Lightning Bolt. The sideboard is 2 Cast into the Fire, 2 End the Festivities, 3 Experimental Synthesizer, 2 Searing Blaze, 2 Reckless Impulse, and 4 Red Elemental Blast. + +- Archetype tags: Treat the deck as aggro, burn, tokens, artifact aggro, burst combat, and red tempo. The duplicate supplied tag string `aggro,burn, tokens, aggro,burn,tokens` should normalize to the same core identity: a low-curve red deck that converts cheap permanents into early combat damage and finishes with direct damage. + +- Stock / rogue / hybrid status: Classify Red Rally as a hybrid deck with stock Pauper red artifact-aggro components and a deck-specific go-wide burst package. Great Furnace, Gingerbrute, Voldaren Epicure, Goblin Tomb Raider, Galvanic Blast, and Lightning Bolt support the familiar red artifact pressure plan, while Goblin Bushwhacker, Rally at the Hornburg, Burning-Tree Emissary, Clockwork Percussionist, Inventor's Axe, and Manamorphose push toward explosive multi-spell turns. Do not assume that generic Kuldotha Red heuristics always apply, because this list has no Kuldotha Rebirth and must win through its registered engines. + +- Legality discipline: Use only legal actions exposed by the rules engine and do not infer that a play is available because it is strategically desirable. If the engine does not expose an attack, cast, equip, target, kicker/payment, trigger, or damage action, the pilot must choose among the currently listed legal alternatives. If exact card text matters and is not present in the state or action label, write `Card text check required` in reasoning and keep the tactical claim conditional. + +- Mana identity and color concerns: Treat the deck as mono-red for normal play, with Manamorphose and Burning-Tree Emissary creating burst sequencing but not justifying loose keeps without red mana. Great Furnace is both a red source and an artifact permanent for synergy, so it should be valued above a generic land when artifact count matters, while still respecting visible artifact hate or land destruction. The deck rarely wants to spend early turns passing with unused mana; most keeps should produce a turn-one play and a turn-two pressure or burn line. + +- Role concerns: Start most games as the proactive pressure deck, but reassess when the visible board makes racing impossible. The primary runtime question is whether the next legal action increases damage this turn, increases likely damage next turn, or preserves burn for lethal reach. Do not play as pure burn by default; creature damage and token/burst turns are the main way the deck turns one-mana cards into enough total pressure. + +- Opponent information status: No opponent deck, matchup label, revealed hand, or sideboard plan is supplied in this batch. Use only public battlefield, graveyard, exile, stack, life totals, revealed cards, previous game logs, and any matchup metadata supplied at runtime. It is acceptable to account for archetype-likely interaction after the opponent has revealed colors or cards, but the pilot must not pretend to know hidden Counterspell, removal, sweepers, blockers, or life-gain unless that information is visible or legally revealed. + +## Thesis + +Red Rally assembles cheap red pressure, artifact density, and burst-combat turns rather than a long resource engine. The deck wants an early permanent on turn one, a second wave or damage spell on turn two, and a turn-three or turn-four conversion point where Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast turns prior chip damage into lethal pressure. Treat every opening sequence as a race to make the opponent's first stabilizing play arrive one turn too late. + +Prioritize board presence before burn unless burn creates immediate lethal, removes a blocker that unlocks more combat damage, or prevents the opponent from winning the race. Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, and Burning-Tree Emissary are not just small bodies; they are the damage base that lets Lightning Bolt and Galvanic Blast finish the game instead of functioning as the whole game plan. + +Use Goblin Bushwhacker and Rally at the Hornburg as damage multipliers, not as default curve fillers. If the legal actions offer a kicked Goblin Bushwhacker or a Rally at the Hornburg line, compare current attack damage, next-turn damage, visible blockers, and open interaction before committing. Card text check required for exact Rally at the Hornburg and Clockwork Percussionist handling if the runtime state does not show the relevant action text, trigger text, or token details. + +Do not play Red Rally as a control deck, a pure burn deck, or a midrange value deck. Experimental Synthesizer and Reckless Impulse after sideboarding can improve grind, but the main deck still wins by making the opponent answer too many early damage sources. Avoid speculative passes, low-impact equips, or holding creatures in hand unless a visible sweeper, blocker, counterplay, or lethal setup makes restraint materially better. + +Value Great Furnace as both mana and artifact infrastructure, but do not overprotect it at the cost of tempo. Artifact count can matter for Goblin Tomb Raider, Galvanic Blast, and sideboard texture, yet the deck's baseline priority is still to spend mana and present damage. If artifact hate is visible, reassess whether Great Furnace should be exposed before another land only when a real choice exists. + +## Role Package + +- Threats: Gingerbrute, Goblin Tomb Raider, Clockwork Percussionist, Voldaren Epicure, Burning-Tree Emissary, and Goblin Bushwhacker are the primary creature pressure package. Lead with the threat that produces the most reliable near-term damage from the visible board; prefer evasive or haste pressure when blockers are present, and prefer artifact-enabling threats when Galvanic Blast or Goblin Tomb Raider depends on artifact count. + +- Payoffs: Goblin Bushwhacker, Rally at the Hornburg, Galvanic Blast, Lightning Bolt, Goblin Tomb Raider, and Inventor's Axe are the main payoff cards. Use Goblin Bushwhacker and Rally at the Hornburg to convert a wide board into burst damage; use Galvanic Blast and Lightning Bolt as reach or blocker removal; use Inventor's Axe only when the equip or attachment line is legal and the damage increase matters before the opponent's next stabilizing turn. Card text check required for Inventor's Axe if the legal action does not reveal equip, auto-attach, or stat-modifying details. + +- Engines: Voldaren Epicure plus artifact permanents, Great Furnace as artifact mana, Clockwork Percussionist as a possible material or card-flow piece, and Rally at the Hornburg as a board-building burst card form the deck's practical engine shell. This is not a repeatable value engine; it is an engine of density, artifact count, and immediate damage. Card text check required for Clockwork Percussionist and Rally at the Hornburg if trigger timing, exile access, token creation, or haste matters. + +- Velocity: Burning-Tree Emissary and Manamorphose enable multi-spell turns that turn one mana window into several board or damage actions. Use these cards to unlock same-turn Goblin Bushwhacker, extra one-drops, Galvanic Blast, Lightning Bolt, or Rally at the Hornburg when the generated mana and legal actions support the line; do not cast Manamorphose only to spend mana unless the replacement card or color fixing is tactically relevant. + +- Interaction: Lightning Bolt and Galvanic Blast are the main-deck interaction, with Cast into the Fire, End the Festivities, Searing Blaze, and Red Elemental Blast adding sideboard interaction. Point damage at the opponent when it closes the game or sets up a forced lethal next turn; point damage at creatures when removing a blocker or threat gains more damage, prevents a race loss, or protects a critical burst turn. + +- Protection: The registered main deck has no dedicated protection spell. Protect the plan through sequencing: force the opponent to answer cheap threats one at a time, avoid overcommitting into visible sweepers when already ahead, and preserve burn for reach when creature combat is likely to stall. Red Elemental Blast functions as sideboard protection or interaction only against legal blue targets. + +- Recursion: The registered list has no true recursion package. Treat dead creatures and spent burn as gone unless the rules engine exposes a specific legal action from another card. Do not plan around recovering a removed Goblin Bushwhacker, Galvanic Blast, or Rally at the Hornburg. + +- Mana: Mountain and Great Furnace are the core mana base, while Burning-Tree Emissary and Manamorphose provide burst mana. Prioritize hands and lines that produce red mana early, cast multiple cheap spells, and leave the cleanest path to a decisive Goblin Bushwhacker or burn finish. + +- Sideboard modules: Red Elemental Blast is for blue interaction and blue threats; End the Festivities is for small-creature boards; Searing Blaze is for creature decks where landfall and damage tempo matter; Cast into the Fire is for artifact or small-permanent pressure where its legal modes matter; Experimental Synthesizer and Reckless Impulse are for grindier games where extra cards are worth slowing slightly. Sideboard choices must follow exact legal plans later in the guide, not improvised hidden-information assumptions. + +## Primary Win Conditions + +- Wide-board burst is the default win path: develop Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, Burning-Tree Emissary, artifact permanents, and any Rally at the Hornburg bodies, then convert the board with Goblin Bushwhacker. Prioritize this line when at least two attackers can connect or when a kicked Goblin Bushwhacker creates lethal or forces blocks that leave burn lethal; delay it when visible blockers, prevention, or removal make the same board better with one more threat first. + +- Rally at the Hornburg is a burst setup or conversion card: use it when the legal action adds immediate attackers, increases Goblin Bushwhacker damage, or creates enough bodies to pressure around one-for-one removal. Card text check required if the runtime prompt does not show the exact token, haste, timing, or combat-relevant text; do not assume token count or attack legality beyond the engine output. + +- Artifact-pressure kills come from Great Furnace, Voldaren Epicure material, Gingerbrute, Clockwork Percussionist, Inventor's Axe, Goblin Tomb Raider, and Galvanic Blast. Prioritize this line when artifact count turns Goblin Tomb Raider into efficient early damage or makes Galvanic Blast a larger finisher; preserve artifacts when their presence changes lethal math, but do not hold Great Furnace or cheap artifact creatures if spending mana now is the only way to keep tempo. + +- Burn reach is the cleanest finisher after combat damage: use Lightning Bolt and Galvanic Blast on the opponent when the visible total damage ends the game this turn or sets up a forced lethal next turn through likely blocks. Use burn on creatures instead when removing one blocker unlocks more total combat damage than pointing the spell upstairs, or when killing a threat prevents losing the race before your next attack. + +- Velocity turns are the highest-ceiling starts: Burning-Tree Emissary and Manamorphose enable multiple spells, surprise Goblin Bushwhacker turns, and same-turn burn plus pressure. Prioritize this line when legal mana actions let the deck spend the extra mana immediately; avoid empty Manamorphose sequencing if the only payoff is cycling without improving current or next-turn lethal math. + +## Secondary Win Conditions + +- Evasive chip damage is the main backup when the board stalls: Gingerbrute and any legally evasive Goblin Tomb Raider attacks should keep life totals moving while Lightning Bolt and Galvanic Blast accumulate reach. Prioritize single-source attacks when they are safe from visible blockers or when the creature would not be needed as a blocker before the next turn. + +- Equipment pressure is a fallback combat plan: Inventor's Axe can turn a small creature into a relevant attacker when the legal equip or attachment action increases damage enough to change the race. Card text check required if the engine does not expose the attachment, equip cost, or stat change; do not spend a turn equipping when casting another threat or holding burn creates a clearer lethal line. + +- Post-sideboard card-flow wins are slower but real: Experimental Synthesizer and Reckless Impulse support grindy games where the opponent trades one-for-one, removes early creatures, or blanks small attackers. Use these as pressure reloads, not as permission to stop attacking; every exiled or drawn card must be judged by whether it rebuilds board, finds burn, or enables a future Goblin Bushwhacker turn. + +- Small-removal tempo wins matter against creature decks: End the Festivities, Searing Blaze, Cast into the Fire, Lightning Bolt, and Galvanic Blast can clear blockers while keeping damage pointed forward. Prioritize removal that both improves combat and preserves the race, especially when the opponent's creatures would otherwise trade up into Goblin Tomb Raider, stop Gingerbrute pressure, or threaten lethal first. + +- Blue-matchup protection wins can happen through Red Elemental Blast: use it only against legal blue targets where countering interaction, removing a blue blocker, or forcing a key Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast line materially changes the game. Do not hold Red Elemental Blast forever if the engine offers no relevant target and board pressure must advance. + +## Emergency Lines + +- Behind on life: become a race deck with discipline, not a blocker deck by default. Use Lightning Bolt, Galvanic Blast, Searing Blaze, or End the Festivities on creatures when that prevents lethal or unlocks a winning crack-back; otherwise preserve burn for the shortest visible route to lethal. + +- Behind on board: rebuild width before spending multipliers unless Goblin Bushwhacker or Rally at the Hornburg is already lethal. Prefer cheap bodies from Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, Burning-Tree Emissary, and legal Rally at the Hornburg actions over low-impact equipment turns. + +- Behind on cards: shift toward maximum damage per card and use Experimental Synthesizer, Reckless Impulse, Manamorphose, or Clockwork Percussionist only when the legal action can convert into pressure soon. Card text check required for Clockwork Percussionist if its card-flow timing or playable-zone text is not visible. + +- Behind on mana: cast the highest-tempo legal one-mana threats and avoid stranded two-card sequences that require an extra land. Great Furnace and Mountain should prioritize casting spells now; Burning-Tree Emissary and Manamorphose are emergency accelerants only when their generated mana has a visible use. + +- Removed win conditions: if Goblin Bushwhacker or Rally at the Hornburg is gone, win through normal attacks plus Lightning Bolt and Galvanic Blast; if burn is exhausted, win through artifact-enabled attackers and equipment-sized combat. Do not wait for unavailable recursion, because the registered main deck has no reliable recovery engine. + +- Facing graveyard recursion, combo, lock, or prison pressure: race first unless sideboard interaction has a legal high-impact target. Cast into the Fire, Red Elemental Blast, End the Festivities, Searing Blaze, Lightning Bolt, and Galvanic Blast should answer only the visible permanent, spell, or creature that changes the clock, prevents attacks, or stops lethal. + +## Resource Model + +- Life total is a clock, not a cushion: spend life only by accepting attacks when the return attack plus Lightning Bolt, Galvanic Blast, Goblin Bushwhacker, or Rally at the Hornburg creates a shorter visible route to lethal. Switch from pure racing to creature removal when the opponent can present lethal before your next combat. + +- Hand cards are burst fuel: prioritize sequences that deploy multiple cheap threats before a multiplier turn, especially Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, Burning-Tree Emissary, Inventor's Axe, and Rally at the Hornburg. Do not conserve cards for abstract value when the current board can convert them into immediate damage or force bad blocks. + +- Mana is tempo and spell count: one red source plus cheap action is often better than a slower hand with more theoretical resources, but hands without a functional early red plan should be treated as mulligan candidates. Burning-Tree Emissary and Manamorphose are strongest when their mana is spent in the same turn on visible legal actions, not when they merely cycle or float without pressure. + +- Board material is the deck's main multiplier resource: each extra creature increases the value of Goblin Bushwhacker, Rally at the Hornburg, and blocker-clearing burn. Preserve wide boards when a future burst attack is realistic, but trade small creatures when the trade protects lethal, clears a key blocker, or prevents the opponent from winning the race. + +- Artifacts are both pressure and reach: Great Furnace, Gingerbrute, Voldaren Epicure material, Clockwork Percussionist, Inventor's Axe, and other visible artifacts can matter for Goblin Tomb Raider and Galvanic Blast. Do not sacrifice artifact count casually if it reduces current or next-turn lethal math; do spend artifacts or artifact creatures if the rules engine shows a legal line that wins or prevents losing. + +- Graveyard is mostly a spent-resource record: the main deck has no reliable recursion plan, so do not value the graveyard as future fuel unless a legal runtime action explicitly uses it. Use graveyards as information for counting spent Lightning Bolt, Galvanic Blast, Goblin Bushwhacker, Rally at the Hornburg, removal, and blockers. + +- Exile is temporary card access only when a legal card says so: Experimental Synthesizer and Reckless Impulse can convert exile into more threats, burn, or lands after sideboarding. Card text check required for the exact play window; prioritize exiled cards that can be used before the window closes and that improve board, mana, or lethal reach. + +- Lands are both mana and artifacts: Mountain is stable red mana, while Great Furnace is red mana plus artifact count with vulnerability to artifact hate. Count land drops by whether they enable double-spell turns; excess lands after three mana are low value unless needed to cast sideboard cards, pay equip or optional costs, or support burn plus threat sequencing. + +- Sacrifice fodder is incidental, not a central engine: do not create or preserve fodder for nonexistent main-deck sacrifice payoffs. After sideboarding, respect legal actions from Experimental Synthesizer or other shown effects only if the engine exposes them; Card text check required before treating any permanent as planned sacrifice material. + +- Tempo is the default exchange rate: a play that adds two power, clears a blocker, or enables a kicked Goblin Bushwhacker this turn is usually worth more than a slower card-flow action. Use Experimental Synthesizer and Reckless Impulse when games become attrition fights or when the current hand lacks enough pressure. + +- Information converts into burn discipline: use visible blockers, open mana, known revealed cards, graveyards, and public sideboard cards to decide whether Lightning Bolt, Galvanic Blast, Searing Blaze, End the Festivities, Cast into the Fire, or Red Elemental Blast should answer a permanent, protect a key turn, or go to face. + +- Sideboard bullets convert narrow windows into tempo: End the Festivities attacks small boards, Searing Blaze can pair removal with damage when legally enabled, Cast into the Fire handles eligible artifacts or small threats if the engine offers targets, Red Elemental Blast answers legal blue targets, and Experimental Synthesizer plus Reckless Impulse rebuild after removal. + +## Mana Guide + +- Keep hands that cast spells early: a strong opener normally has at least one red source, at least one one-mana play, and a path to spend mana on turns one and two. Mulligan hands with no land, no red source, only Great Furnace plus visible artifact-hate risk and no backup when that risk matters, or multiple two-mana cards without early pressure. + +- Treat all colored requirements as red unless the engine says otherwise: Mountain and Great Furnace cast the deck's core spells, and sideboard cards are also red. Burning-Tree Emissary and Manamorphose may expose color-choice prompts; choose red mana when a no-API visible action needs red, and use other colors only if a legal action explicitly requires or benefits from them. + +- Sequence Great Furnace for artifact count when it improves current legal actions: play it early to enable Goblin Tomb Raider pressure or Galvanic Blast reach, especially when no visible opposing artifact interaction punishes it. Prefer Mountain first when Great Furnace is strategically valuable later and the current turn does not need artifact count. + +- Play lands before draw or exile effects when mana is needed this turn: if Manamorphose, Experimental Synthesizer, Reckless Impulse, or Clockwork Percussionist can reveal or access a playable spell that needs mana, make the land drop first only when it increases immediate casting capacity. Hold the land until after the draw-like action when land-drop information matters and current mana is already sufficient. + +- Build double-spell turns before multiplier turns: use early Mountain or Great Furnace to cast Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, or Inventor's Axe, then use Burning-Tree Emissary and Manamorphose to bridge into Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast. Avoid spending the only red mana on a line that strands a better same-turn red spell. + +- Respect tapped and utility status from the engine: the registered lands are Mountain and Great Furnace, but runtime effects may tap, restrict, destroy, or otherwise modify them. Choose mana actions from the legal prompts; do not assume a land can produce mana, count as an artifact, or remain available after costs unless the visible state supports it. + +- Use Burning-Tree Emissary as acceleration only with a destination: cast it before other spells when the generated mana has a visible legal use, such as another creature, Manamorphose, Goblin Bushwhacker, Rally at the Hornburg, or burn. Delay it when casting it now empties the hand into weak pressure and a later burst turn would be stronger. + +- Use Manamorphose to fix spell count and sequencing, not as automatic cycling: cast it when it unlocks a same-turn red spell, enables Goblin Bushwhacker or Rally at the Hornburg math, digs for lethal with enough mana remaining, or converts awkward Burning-Tree Emissary mana. Do not cast it before deciding land sequencing if the draw could change which land should be played. + +## Mulligan Guide + +- Strong keep: keep one or two red sources plus at least two turn-one plays from Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, or Inventor's Axe, with Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast as follow-through. This hand can spend mana immediately, grow artifact count, and threaten a burst turn before the opponent stabilizes. + +- Strong keep: keep Great Furnace, Mountain, Goblin Tomb Raider, Gingerbrute, Burning-Tree Emissary, Goblin Bushwhacker, and any burn spell unless visible matchup context makes Great Furnace unusually exposed. This hand has artifact count, bodies, acceleration, and a clear turn-three damage plan. + +- Medium keep: keep two lands, Voldaren Epicure, Clockwork Percussionist, Lightning Bolt, Galvanic Blast, and Rally at the Hornburg when the matchup is not faster than you. This hand is less explosive but has board, reach, and removal flexibility. + +- Risky keep: keep one-land Great Furnace hands only when the hand has multiple one-mana plays and does not require immediate second mana for Burning-Tree Emissary, Rally at the Hornburg, or double-spelling. Ship if the hand folds to missing the second land or to visible artifact-land punishment. + +- Matchup-dependent keep: keep removal-heavy hands with Lightning Bolt, Galvanic Blast, Searing Blaze, End the Festivities, or Cast into the Fire only when the opponent's visible archetype or known sideboard plan rewards killing early creatures or artifacts. Against slow decks, prefer pressure over reactive density. + +- Play/draw adjustment: on the play, favor hands with a turn-one creature and a turn-two pressure increase; on the draw, accept slightly slower hands with two lands and burn if they answer the opponent's first threat. Do not keep a draw-hand that only reacts and never presents a clock. + +- Automatic ship: mulligan no-land hands, hands with no red source, hands with only burn and no early creature against unknown opponents, and hands with three-plus lands plus no Goblin Bushwhacker, Rally at the Hornburg, or card-flow sideboard spell. This deck cannot afford to start as a slow burn-control deck. + +- Trap hand: do not keep Mountain, Mountain, Manamorphose, Manamorphose, Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt unless the draw already has a legal early creature path. Manamorphose is not a body, and Goblin Bushwhacker or Rally at the Hornburg need material to multiply. + +- Trap hand: do not overvalue Inventor's Axe without creatures or artifact-count payoff. Keep it with Gingerbrute, Clockwork Percussionist, Goblin Tomb Raider, or Great Furnace; ship or question it when it is just equipment beside reactive spells. + +## Turn Arc + +- Turn 1: prefer Great Furnace or Mountain into Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, or Inventor's Axe according to legal actions and artifact needs. Lead Great Furnace when it enables Goblin Tomb Raider or Galvanic Blast; lead Mountain when preserving Great Furnace from visible artifact interaction matters. + +- Turn 1 deviation: cast Lightning Bolt or Galvanic Blast only when killing a visible creature prevents a faster clock, protects future attacks, or denies an engine that will outscale you. Face burn on turn one is usually weaker than adding a permanent unless it sets up exact lethal. + +- Turn 2: prioritize adding two pieces of pressure over one modest play. Burning-Tree Emissary is best when its mana immediately becomes Gingerbrute, Goblin Tomb Raider, Inventor's Axe, Manamorphose, Goblin Bushwhacker, or burn; do not cast it into no useful follow-up just to spend cards. + +- Turn 2 deviation: use Manamorphose when it unlocks a same-turn spell, converts Burning-Tree Emissary mana, or digs with enough mana left to cast what is found. Avoid cycling it before deciding attacks, land drop, and visible lethal math. + +- Turn 3: check lethal before developing. Count current attackers, possible Goblin Bushwhacker actions, Rally at the Hornburg actions, Lightning Bolt, Galvanic Blast, Gingerbrute evasion actions, Inventor's Axe equip actions, and blocker removal; if the engine exposes a legal burst line, compare it against playing around open interaction. + +- Turn 3 deviation: hold Goblin Bushwhacker or Rally at the Hornburg when the board is too small, the opponent has obvious sweepers or prevention mana, or a post-combat burn line is safer. Card text check required for exact Rally at the Hornburg effects; use only the legal actions shown. + +- Turns 4-5: shift from maximum deployment to closing discipline. Preserve Lightning Bolt and Galvanic Blast for face when visible life totals make them reach, but spend them on blockers or lifegain creatures when that creates more combat damage than the burn would deal directly. + +- Turns 4-5 deviation: after sideboarding, use Experimental Synthesizer or Reckless Impulse when the first wave stalled and the hand lacks lethal pressure. Card text check required for exact exile/play timing; prioritize playable threats, lands that enable double-spell turns, and burn that changes the current race. + +- Late game: treat every draw as a lethal-math input. Prioritize haste, evasion, burn, and any legal Goblin Bushwhacker or Rally at the Hornburg multiplier over slow equipment setup unless Inventor's Axe creates a visible lethal attacker. + +- Late game emergency: when behind on board, race only if the visible clock plus burn math kills before the opponent's next attack. Otherwise use Lightning Bolt, Galvanic Blast, Searing Blaze, End the Festivities, or Cast into the Fire on legal targets that reduce damage, clear blockers, or buy one decisive attack step. + +## Card Roles + +- **Goblin Bushwhacker:** Treat **Goblin Bushwhacker** as a burst-combat payoff first and a one-mana creature only when the hand or board forces that role. Cast it with the engine-confirmed enhanced/kicked action when two or more attackers, fresh tokens, or **Burning-Tree Emissary** mana make the attack meaningfully larger. Hold it through early turns if another cheap permanent can build a better turn-three swing. Do not spend it into one blocker for minor damage unless the opponent is already in burn range, the hand lacks other plays, or waiting risks losing the only attack window. Against removal-heavy decks, let expendable creatures draw interaction before committing **Goblin Bushwhacker**. + +- **Clockwork Percussionist:** Use **Clockwork Percussionist** as early artifact pressure, haste damage if confirmed, and a body that can make trades less painful. Card text check required for exact death-trigger timing, but if the rules engine shows card access when it dies, attack it into trades more willingly when the exchanged body would otherwise block future damage. Cast it early to support **Goblin Tomb Raider**, **Galvanic Blast**, **Goblin Bushwhacker**, and **Rally at the Hornburg** math. Avoid trading it away before a lethal pump turn if one extra attacker is the difference between lethal and nonlethal. + +- **Inventor's Axe:** Use **Inventor's Axe** as an artifact-count piece and damage amplifier, not as a reason to keep creature-light hands. Card text check required for exact attach/equip behavior; if the engine offers an immediate attachment, prefer the attacker most likely to connect this combat, often **Gingerbrute** or an enabled **Goblin Tomb Raider**. Cast it early when it enables artifact synergies or makes a current attacker attack profitably. Delay equip-style mana spending when adding another creature or holding burn creates more damage before the opponent's next turn. Against removal decks, avoid investing all tempo into one creature unless the damage is immediate. + +- **Gingerbrute:** Prioritize **Gingerbrute** when the game may stall behind blockers, because haste, artifact status, and engine-confirmed evasion make it one of the deck's cleanest reach creatures. Cast it on turn one when it supports artifact count or immediate pressure. Pair it with **Inventor's Axe**, **Goblin Bushwhacker**, and burn that clears the few blockers allowed by its evasion action. Use evasion only when it changes damage, lethal math, or post-combat burn range; preserve mana when the opponent has no relevant blocker or when that mana casts **Lightning Bolt**, **Galvanic Blast**, or another threat. + +- **Manamorphose:** Use **Manamorphose** as a same-turn sequencing tool, not as a substitute for a functional opener. Cast it when it converts awkward **Burning-Tree Emissary** mana, enables a current legal spell chain, finds a card while leaving enough mana to cast it, or improves lethal math before committing a payoff. Avoid firing it before attacks or land sequencing if the current hand already has a strong permanent play. Against counters or discard, do not assume hidden interaction, but consider whether cycling now exposes a key payoff or whether holding it keeps a future burst turn alive. + +- **Rally at the Hornburg:** Treat **Rally at the Hornburg** as a pressure and burst card whose exact value depends on confirmed text. Card text check required for token types, pump scope, haste, and timing; do not assume it buffs every creature unless the rules engine shows that outcome. Cast it before combat when its created bodies or bonuses can attack this turn. Hold it when existing pressure is already enough and the opponent signals sweepers or instant-speed punishment. Pair it with **Goblin Bushwhacker** when legal sequencing makes new bodies plus team pump lethal or near-lethal. + +- **Voldaren Epicure:** Lead with **Voldaren Epicure** when you need guaranteed early damage, a creature body, and an artifact resource for later turns. Its battlefield role is modest, but its immediate damage and Blood/artifact contribution support **Goblin Tomb Raider**, **Galvanic Blast**, **Goblin Bushwhacker**, and stalled-board burn math. Use the Blood only when digging matters more than artifact count, such as flooded hands, lethal searches, or post-sweeper rebuilds. Do not sacrifice the artifact before checking whether **Galvanic Blast** needs metalcraft or **Goblin Tomb Raider** needs artifact support. + +- **Burning-Tree Emissary:** Use **Burning-Tree Emissary** to create multi-spell tempo turns rather than as a routine isolated two-drop. Cast it when the mana immediately becomes **Goblin Bushwhacker**, **Manamorphose**, **Inventor's Axe**, another cheap creature, burn, or a setup that changes combat this turn. Sequence it before payoff spells when it adds a body and produces the mana needed for the payoff. If there is no productive follow-up, compare the 2/2 body against other plays that preserve cards or build artifact count. Against blue decks, it can bait interaction before the true payoff, but do not waste a lethal window only to play around unproven hidden cards. + +- **Galvanic Blast:** Preserve **Galvanic Blast** as premium flexible damage, with current artifact count deciding whether it is removal, reach, or both. Use it on a blocker when removing that blocker creates more combat damage than sending damage upstairs. Use it on the opponent when it is lethal, sets up unavoidable lethal, or the board cannot profitably attack. Track **Great Furnace**, **Clockwork Percussionist**, **Inventor's Axe**, **Gingerbrute**, and **Voldaren Epicure** artifacts before sacrificing, trading, or exposing them. Do not assume the higher-damage mode unless the engine confirms the artifact condition at the relevant window. + +- **Goblin Tomb Raider:** Treat **Goblin Tomb Raider** as a high-priority one-drop only when artifact support is present or imminent. Card text check required for exact bonus, but its best starts usually involve **Great Furnace**, **Gingerbrute**, **Clockwork Percussionist**, **Inventor's Axe**, or **Voldaren Epicure** resources enabling stronger attacks. Cast it early to pressure control and tempo decks before they stabilize. If no artifact is available, it can still provide width for **Goblin Bushwhacker**, but do not overvalue it over a confirmed hasty or artifact-producing play. Against artifact hate, diversify threats so one artifact removal spell does not collapse both mana and attacker quality. + +- **Lightning Bolt:** Use **Lightning Bolt** as the cleanest burn spell and the benchmark for every damage decision. Early, aim it at creatures only when the target blocks multiple future damage, threatens a faster race, enables lifegain, or protects the opponent's engine. Midgame, hold it for face damage unless killing a blocker immediately unlocks a larger attack. Late, count it as a topdeck win condition and avoid spending it on low-impact targets. Against aggro, it often preserves life and tempo; against control, it is usually reach after early creatures force the opponent low. + +- **Great Furnace:** Value **Great Furnace** as both red mana and artifact infrastructure. Lead with it when artifact count immediately improves **Goblin Tomb Raider**, **Galvanic Blast**, or multi-artifact pressure. Prefer **Mountain** first when artifact count is not needed and public information suggests artifact-land punishment. Losing **Great Furnace** can remove both mana and metalcraft, so do not expose it casually in post-board games where **Cast into the Fire**-style effects, artifact hate, or land destruction have been shown. + +- **Mountain:** Use **Mountain** as the stable red source that lets the deck function through artifact hate. It does not increase artifact count, but it reliably casts **Goblin Bushwhacker**, **Lightning Bolt**, **Galvanic Blast**, **Voldaren Epicure**, **Rally at the Hornburg**, and sideboard red spells. Choose **Mountain** over **Great Furnace** when the turn does not need artifact count and preserving a future artifact land is worth more than enabling a marginal attack. + +- **Cross-card role check:** Before each main-phase commitment, classify the hand as pressure, payoff, burn, or reload. Pressure hands need bodies from **Clockwork Percussionist**, **Gingerbrute**, **Voldaren Epicure**, **Goblin Tomb Raider**, and **Burning-Tree Emissary**. Payoff hands need a board before **Goblin Bushwhacker** or **Rally at the Hornburg** matter. Burn hands need early combat to make **Lightning Bolt** and **Galvanic Blast** lethal instead of merely reactive. Reload or awkward hands should use **Manamorphose** and Blood only when the legal action can change this turn or the next turn cycle. + +## Interaction Priorities + +- **Priority:** Use **Lightning Bolt** and **Galvanic Blast** first on creatures that stop multiple attackers, enable lifegain, produce a faster opposing clock, or protect an engine that will outscale your burn. Do not spend burn on a creature just because it is legal; compare the damage gained by clearing the blocker against sending burn to the opponent. + +- **Priority:** Aim burn at the opponent when it is lethal, creates a two-spell lethal setup, or the board is already unlikely to attack profitably. Count visible **Lightning Bolt**, **Galvanic Blast**, current artifact count, and possible **Goblin Bushwhacker** or **Rally at the Hornburg** combat damage before removing a medium blocker. + +- **Priority:** Preserve **Galvanic Blast** when artifact count makes it the largest reach spell or best answer. Keep **Great Furnace**, **Clockwork Percussionist**, **Inventor's Axe**, **Gingerbrute**, and **Voldaren Epicure** artifact resources in mind before sacrificing, trading, or sequencing them away; do not assume metalcraft or higher damage unless the engine action text confirms it. + +- **Priority:** Remove lifegain creatures, repeat blockers, pingers, sweep-enabling creatures, and must-answer combo pieces before ordinary attackers. Against aggro, kill the creature that changes the race most. Against control, kill only blockers or engines that prevent lethal pressure. Against big mana, prioritize creatures or permanents that buy them multiple turns over low-impact ramp pieces unless the visible clock says otherwise. + +- **Priority:** Ignore low-impact blockers when **Gingerbrute**, go-wide tokens, **Goblin Bushwhacker**, **Rally at the Hornburg**, or burn reach can make them irrelevant. Ignore slow value permanents when the opponent is within burn range and tapping mana for interaction would reduce your lethal setup. + +- **Priority:** Use **Burning-Tree Emissary**, **Clockwork Percussionist**, spare one-drops, or an unenhanced **Goblin Tomb Raider** as bait when the opponent has visible counter/removal pressure and your real payoff is **Goblin Bushwhacker**, **Rally at the Hornburg**, **Lightning Bolt**, or **Galvanic Blast**. Do not bait if the current legal line already presents lethal or if waiting gives the opponent a better stabilization window. + +- **Priority:** Treat counter, discard, exile, and bounce decisions as sideboard- or opponent-dependent, because the main deck has no dedicated counterspell, discard spell, or bounce spell. When **Red Elemental Blast** is sideboarded, counter or destroy the blue spell/permanent that stops lethal, sweeps pressure, or creates a dominant blocker/engine; Card text check required for exact legal modes. When **Cast into the Fire**, **End the Festivities**, or **Searing Blaze** is sideboarded, follow engine text and use them on artifacts, small creatures, or landfall-relevant targets only when the visible mode advances the race, clears multiple bodies, or prevents a faster kill. + +## Combat And Trading Rules + +- **Attack priority:** Attack whenever the damage meaningfully shortens the clock and does not sacrifice a future **Goblin Bushwhacker** or **Rally at the Hornburg** lethal setup. This deck is usually the beatdown, but it should not throw away artifact bodies or equipped attackers when burn plus one more wide attack wins next turn. + +- **Attack priority:** Sequence precombat creatures and payoffs only when the legal action increases current combat damage, adds haste, enables **Inventor's Axe**, turns on **Goblin Tomb Raider**, or improves **Galvanic Blast**. If a payoff’s exact combat effect is not visible, Card text check required; choose only from engine-confirmed attack and pump actions. + +- **Attack priority:** Value **Gingerbrute** as a damage carrier and evasive pressure piece when the board stalls. Preserve it through trades unless blocking is required to survive or unless sacrificing/trading it keeps lethal burn alive. Use its legal evasion action when that produces more reliable damage than adding another small body. + +- **Trade priority:** Trade small creatures for blockers when the trade unlocks larger attacks, preserves life against a faster aggro deck, or turns a future burn spell into lethal. Avoid trading **Burning-Tree Emissary** or artifact creatures merely for parity if they are needed as width for **Goblin Bushwhacker**, artifact count for **Galvanic Blast**, or equipment carriers for **Inventor's Axe**. + +- **Block priority:** Block aggressively at low life totals when visible opposing damage threatens lethal before your next attack. At 10 or more life, prefer racing unless the opponent’s board clearly outpaces yours. At 7 or less life, recheck every attack-back and burn possibility before declining blocks. At 4 or less life, preserve survival over marginal extra damage unless your current line is lethal. + +- **Protection priority:** Protect the engine by preserving board width, artifact count, and payoff timing rather than by holding nonexistent protection spells. Do not sacrifice **Voldaren Epicure** Blood or expose **Great Furnace** to known artifact punishment unless the immediate legal line improves lethal odds or prevents dying. + +- **Archetype adjustment:** Against creature aggro, become a tempo deck: burn attackers or key blockers, trade when life total demands it, and use **Goblin Bushwhacker** to swing races. Against control or blue tempo, keep pressure distributed, bait with lesser spells, and force them to answer both board and burn. Against artifact decks, conserve **Cast into the Fire** post-board for artifact targets that block, race, or disable your own lethal path. Against combo or big mana, reduce blocking concern and maximize the fastest clock unless a visible creature or permanent must be removed to stop an immediate win. + +## Selection And Tutor Rules + +- **Selection priority:** Treat this main deck as having no true tutor package, so selection means sequencing cantrips, Blood, exile/draw triggers, and land drops to preserve the fastest lethal line. Do not search for a card unless the rules engine presents an explicit search or selection action from a sideboard card or unusual game effect. + +- **Manamorphose priority:** Cast **Manamorphose** when the mana conversion and card draw can change the current turn, unlock a multi-spell turn, or find burn/lethal after mana is already floating or committed. Avoid spending it early only to cycle when the hand already has clean mana and a clear creature-curve line, because the unknown draw is more valuable once you know whether you need **Goblin Bushwhacker**, **Rally at the Hornburg**, **Lightning Bolt**, or **Galvanic Blast**. + +- **Blood priority:** Use the Blood token from **Voldaren Epicure** when you need to convert a dead land, duplicate low-impact card, or late one-drop into a chance at burn, a payoff, or a required land. Preserve Blood when artifact count matters for **Galvanic Blast**, **Goblin Tomb Raider**, or board representation; Card text check required for exact artifact-count-dependent effects shown by the engine. + +- **Exile/draw priority:** Use **Clockwork Percussionist**-related card access only under the exact legal action text shown by Forge. Card text check required for its trigger and play-duration details; if it offers temporary access, play the exiled card before optional nonessential actions when the card will otherwise expire. + +- **Land-drop timing:** Make the land drop before spells when the extra mana may enable **Burning-Tree Emissary**, kicked **Goblin Bushwhacker**, **Rally at the Hornburg**, burn plus creature, or a Blood activation. Delay the land drop only when a legal draw/filter action can reveal whether **Mountain** or **Great Furnace** sequencing matters for artifact count, landfall sideboard cards, or bluffing, and only if delaying does not block a current legal spell. + +- **Great Furnace priority:** Prefer **Great Furnace** over **Mountain** when artifact count is tactically relevant and no visible artifact punishment makes it costly. Prefer **Mountain** first when the opponent has shown artifact-land interaction or when losing **Great Furnace** would strand the hand. + +- **Cantrip and impulse sideboard priority:** With **Experimental Synthesizer** or **Reckless Impulse** sideboarded, use them when mana remains to cast likely hits or when a stalled board needs reload more than another small attacker. Card text check required for exact exile duration and cast permissions; do not exile cards before making required land/mana decisions if that sequence would make the revealed legal actions unusable. + +- **Bottom/discard choices:** When forced to discard, bottom, or select between cards, keep the card that creates the shortest real clock from the visible state. Against stable blockers, prioritize **Goblin Bushwhacker**, **Rally at the Hornburg**, **Gingerbrute**, **Lightning Bolt**, and **Galvanic Blast** over redundant small bodies; against fast aggro, prioritize cheap burn and bodies that trade. + +## Priority And Stack Rules + +- **Priority rule:** Pass priority when no legal instant-speed action improves damage, survival, or the next turn’s lethal setup. Do not cast **Lightning Bolt** or **Galvanic Blast** merely because priority is available; preserve them for lethal, key blockers, lifegain, engine pieces, or stack windows that matter. + +- **Lethal stack rule:** Fire burn at the opponent during the latest safe window when it is lethal or when waiting risks discard, lifegain, prevention, counterplay, or losing mana. If the opponent is tapped out and no visible prevention or lifegain trigger is pending, main-phase or end-step lethal burn is acceptable when the legal action text confirms the target. + +- **Combat timing rule:** Use precombat **Goblin Bushwhacker**, **Rally at the Hornburg**, **Burning-Tree Emissary**, **Inventor's Axe**, and creature deployment only when the engine-confirmed effects increase this combat or create a necessary body/equipment state. Card text check required for exact **Inventor's Axe**, **Rally at the Hornburg**, and **Goblin Bushwhacker** prompts; choose only engine-listed kicker, target, attach, and attack actions. + +- **Response rule:** Respond to removal or sweepers only with legal burn, Blood, or sideboard actions that preserve lethal, deny lifegain, or convert a resource that is about to be lost. If the creature will die and **Clockwork Percussionist** or another visible object offers a death/exit trigger, let the rules engine present that trigger rather than assuming value. + +- **Optional cost rule:** Pay optional costs such as kicked **Goblin Bushwhacker** only when the visible board makes the cost meaningfully increase damage, enable haste, or threaten lethal. Decline optional payments when the current board is too small, the mana is needed for **Lightning Bolt**/**Galvanic Blast**, or the action text does not confirm the payoff. + +- **Activated ability rule:** Activate **Gingerbrute** evasion, Blood, or equipment abilities only when the activation changes combat damage, selection quality, or survival this turn. Avoid using mana on low-impact activations before checking whether **Goblin Bushwhacker**, **Rally at the Hornburg**, burn, or a second creature spell is legal. + +- **Sideboard stack rule:** With **Red Elemental Blast**, use the legal counter/destroy mode on blue spells or permanents that stop lethal, remove multiple attackers, create an unbeatable blocker, or win the race. With **Cast into the Fire**, **End the Festivities**, or **Searing Blaze**, follow visible mode and target text; Card text check required, especially for damage, artifact, landfall, and multi-target details. + +- **Resolution rule:** Let opposing spells resolve when they do not affect the clock, blockers, lifegain, sweepers, combo speed, or your current lethal setup. Spend interaction only on stack objects or permanents whose visible outcome changes the race before your next meaningful attack or burn window. + +## Sideboard Map + +- **Sideboard principle:** Preserve the deck's one-mana density, artifact count, and burst-combat ceiling unless the opposing archetype forces a different role. Sideboarding should not turn **Red Rally** into slow midrange; it should either clear blockers, answer a narrow hate card, protect threats from blue interaction, or add reload when the first wave is likely to be contained. + +- **Red Elemental Blast role:** Bring **Red Elemental Blast** against blue decks where the engine shows legal blue spell or blue permanent targets that affect the race, especially Counterspell-style permission, **Tolarian Terror**-style blockers, Faeries threats, blue card-advantage engines, and blue combo protection. It is bad against nonblue decks, against mostly red/green creature piles, and when the opponent's blue cards are low-impact compared with racing. Role change: after adding it, you may hold one red mana more often instead of spending every mana precombat, but do not pass up a lethal **Goblin Bushwhacker**, **Rally at the Hornburg**, **Lightning Bolt**, or **Galvanic Blast** line merely to represent interaction. + +- **End the Festivities role:** Bring **End the Festivities** against one-toughness swarms, Faeries, token boards, Elves-style starts, **Spellstutter Sprite** boards, and creature decks where clearing several small bodies opens attacks. It is bad against large-creature decks, removal-heavy control with few creatures, and matchups where your own speed matters more than a small sweeper. Role change: after adding it, value timing; casting it before combat can unlock attacks, while holding it may punish a wider follow-up if your life total allows waiting. Card text check required for exact damage and affected objects; follow only the rules-engine targets and resolution. + +- **Cast into the Fire role:** Bring **Cast into the Fire** against artifact lands, Affinity, artifact creatures, Bridges, equipment, and small-creature boards where its legal modes line up with visible permanents. It is bad when the opponent has few artifacts and few one-toughness creatures, or when spending two mana on interaction delays a lethal board. Role change: after adding it, treat it as tempo interaction first; remove the artifact or creature state that blocks lethal, enables the opponent's mana, or threatens a stabilizing turn. Card text check required for exact modes, targeting, damage, and exile wording. + +- **Searing Blaze role:** Bring **Searing Blaze** against creature decks where land drops can turn it into removal plus face damage, especially red mirrors, Stompy-style pressure, Faeries with early creatures, and decks relying on a key blocker. It is bad against creature-light control, combo, and games where you expect to miss land drops or cannot reliably produce the required red mana. Role change: after adding it, sequence land drops carefully; if the engine shows landfall-enhanced legal text, prioritize using it on a creature that also advances the opponent-damage clock. Card text check required for exact landfall text, target requirements, and damage distribution. + +- **Experimental Synthesizer role:** Bring **Experimental Synthesizer** against removal-heavy decks, attrition decks, black midrange, blue control, and any opponent likely to trade one-for-one until the first attack wave is empty. It is bad against very fast combo or racing matchups where spending mana on delayed cards loses tempo. Role change: after adding it, the deck becomes slightly more resilient and less all-in; cast it when you can use the exiled card or when a stalled board needs material more than immediate damage. Card text check required for exact exile duration and sacrifice/leave-battlefield interactions. + +- **Reckless Impulse role:** Bring **Reckless Impulse** against control, heavy removal, and grindy post-board games where additional cards matter more than another fragile one-drop. It is bad against fast aggro when board presence and burn timing are urgent, and bad in mana-light hands that cannot cast the exiled cards. Role change: after adding it, make land drops and mana sequencing before impulse-draw decisions when doing so increases the number of legal cards you can cast from exile. Card text check required for exact play duration and permission. + +Creature-swarm matchup plan +Side in: 2 End the Festivities, 2 Searing Blaze +Cut: 2 Manamorphose, 2 Inventor's Axe + +- **Plan rule:** Use this balanced plan against decks presenting many small creatures where clearing blockers or attackers matters more than pure velocity. **Manamorphose** is lower priority when the matchup is about board control instead of chaining a perfect burst turn, and **Inventor's Axe** is less reliable when the opponent can blank one suited attacker with a wider board. Keep **Goblin Bushwhacker**, **Rally at the Hornburg**, **Goblin Tomb Raider**, **Gingerbrute**, **Lightning Bolt**, and **Galvanic Blast** because they still define the race. + +Blue tempo/control plan +Side in: 4 Red Elemental Blast, 3 Experimental Synthesizer, 2 Reckless Impulse +Cut: 4 Inventor's Axe, 2 Manamorphose, 1 Clockwork Percussionist, 2 Voldaren Epicure + +- **Plan rule:** Use this balanced plan against blue decks that combine counterspells, bounce, card draw, and blockers. **Red Elemental Blast** protects critical turns or answers blue permanents, while **Experimental Synthesizer** and **Reckless Impulse** keep cards flowing after removal. The reduced main-deck emphasis is on low-impact setup pieces that are weakest into bounce, permission, or long games; preserve enough cheap creatures to make **Goblin Bushwhacker** and **Rally at the Hornburg** lethal when the blue deck stumbles. + +Artifact matchup plan +Side in: 2 Cast into the Fire, 2 Searing Blaze, 3 Experimental Synthesizer +Cut: 2 Manamorphose, 2 Inventor's Axe, 1 Clockwork Percussionist, 2 Voldaren Epicure + +- **Plan rule:** Use this balanced plan against Affinity-style artifact decks or artifact-land engines where specific artifact removal can buy the attack step needed to finish. **Cast into the Fire** should answer the visible artifact that most affects mana, blocking, lethal prevention, or clock speed. **Searing Blaze** stays only if the opponent also has creatures worth targeting; if the visible build is creature-light, prefer the blue/control reload plan only when blue targets justify **Red Elemental Blast**. + +Burn or red mirror plan +Side in: 2 Searing Blaze, 2 End the Festivities, 2 Reckless Impulse +Cut: 2 Manamorphose, 2 Inventor's Axe, 2 Clockwork Percussionist + +- **Plan rule:** Use this balanced plan when both players are racing with small creatures and burn. **Searing Blaze** is strongest when it removes a creature while damaging the opponent, **End the Festivities** punishes one-toughness boards, and **Reckless Impulse** helps after both sides trade resources. Do not become too slow; keep the main burn suite and the haste/token burst package because the mirror is often decided by the first player to convert board into lethal. + +- **Archetype rule, combo:** Add role cards only if they interact with the combo's visible colors or permanents; **Red Elemental Blast** is for blue combo protection or blue combo pieces, while **Cast into the Fire** is for artifact-dependent combo permanents. Reduce main-deck emphasis on grind cards only when the opponent is faster than your normal goldfish. Against noninteractive combo, prioritize maximum damage over speculative sideboard cards. + +- **Archetype rule, big creatures:** Add role cards that remove blockers only when the sideboard card's legal text actually answers the visible creature or enables lethal around it. Reduce main-deck emphasis on narrow one-body enhancement if the opponent blocks profitably with large creatures. Keep burn reach because large-creature decks often stabilize the board before they stabilize life total. + +- **Archetype rule, unknown opponent:** Make minimal changes before seeing enough cards. Add role cards only after public information identifies blue targets, artifact targets, one-toughness swarms, landfall-removal value, or attrition pressure. When uncertain, preserve the pre-board proactive shell because this deck punishes slow or speculative opposing starts. + +## Matchup Guidance + +- **Aggro:** Race by making the first wide board that forces bad blocks, not by trading every resource one-for-one. Prioritize **Goblin Tomb Raider**, **Gingerbrute**, **Voldaren Epicure**, **Clockwork Percussionist**, and **Burning-Tree Emissary** as early bodies, then use **Goblin Bushwhacker** or **Rally at the Hornburg** to turn small creatures into a damage spike. Preserve **Lightning Bolt** and **Galvanic Blast** for creatures that change combat math or for final reach; do not spend burn on a low-impact attacker if the same card can end the game next turn. Add role cards: **Searing Blaze** when the opponent has creatures worth targeting, **End the Festivities** against one-toughness boards, and **Reckless Impulse** when both decks trade down quickly. Reduce main-deck emphasis: **Manamorphose** and some **Inventor's Axe** reliance when board control matters more than one explosive chain. + +- **Control:** Commit enough pressure to demand answers, then avoid placing every damage source into the same sweeper or removal window. Lead with cheap threats and artifacts, but value a second wave from **Experimental Synthesizer**, **Reckless Impulse**, **Rally at the Hornburg**, or held burn when the opponent represents mass removal or repeated spot removal. **Goblin Bushwhacker** is a finisher, not just a curve play, unless the visible hand/board says the opponent will stabilize if you wait. Add role cards: **Experimental Synthesizer**, **Reckless Impulse**, and **Red Elemental Blast** against blue interaction. Reduce main-deck emphasis: **Inventor's Axe**, **Manamorphose**, and the lowest-impact one-drops when bounce, removal, or blockers make a single suited attacker unreliable. + +- **Combo:** Maximize clock first unless a sideboard card clearly interacts with a visible combo permanent, blue spell, or artifact engine. A turn that adds two creatures plus threatens **Goblin Bushwhacker** or **Rally at the Hornburg** is often better than holding burn without a target. Use **Lightning Bolt** and **Galvanic Blast** as face damage when the opponent is not presenting creatures that matter to survival or lethal timing. Add role cards: **Red Elemental Blast** only for blue combo cards or protection, and **Cast into the Fire** only for artifact-dependent combo permanents. Reduce main-deck emphasis: slower reload cards when the opponent is faster than your normal attack-burn clock. Card text check required for exact combo hate modes and target legality. + +- **Tempo:** Sequence threats so the opponent's bounce or counterspell trades with the least important part of the turn. Start with cheap bodies, use **Burning-Tree Emissary** and **Manamorphose** to create multi-spell turns, and save **Goblin Bushwhacker** for a window where the opponent has tapped low or already spent interaction. **Gingerbrute** is valuable when its legal evasion action can bypass blockers, but do not assume unblockability without engine text. Add role cards: **Red Elemental Blast** against blue tempo, **Searing Blaze** against creature-heavy tempo, and **Experimental Synthesizer** when games become resource exchanges. Reduce main-deck emphasis: single-body equipment pressure from **Inventor's Axe** if bounce makes the attachment tempo-negative. + +- **Midrange:** Force midrange to answer both board width and burn reach. Trade creatures only when the trade protects a larger damage push or stops a lifelink, blocker, or engine creature from taking over. **Goblin Tomb Raider** and **Gingerbrute** should pressure around blockers when possible, while **Lightning Bolt** and **Galvanic Blast** should remove stabilizing creatures or finish the opponent after combat. Add role cards: **Experimental Synthesizer** and **Reckless Impulse** for attrition, **Searing Blaze** for creature-plus-face pressure, and **Cast into the Fire** if artifacts are central. Reduce main-deck emphasis: **Manamorphose** when the game is about sustained material rather than one burst turn. + +- **Big mana:** Kill before the payoff turn or use burn to make the payoff irrelevant. Keep hands that deploy multiple early permanents and threaten a turn-three or turn-four burst; a hand with only reactive cards is rarely good unless visible opposing cards make a specific answer decisive. **Great Furnace** enables artifact count for **Galvanic Blast** and artifact-aggressive starts, but respect visible artifact hate if the opponent can punish it. Add role cards: **Cast into the Fire** if artifact mana, artifact lands, or key artifacts are visible; **Red Elemental Blast** only when blue payoffs or blue interaction matter. Reduce main-deck emphasis: grind cards if the big-mana deck's late game is stronger than yours. + +- **Graveyard decks:** Treat graveyard interaction as a race supplement, not the whole plan. This list has no dedicated graveyard hate, so pressure life total while using **Lightning Bolt**, **Galvanic Blast**, or **Searing Blaze** on creatures that enable sacrifice, recursion, or lethal attacks. Add role cards: **Red Elemental Blast** only against blue graveyard engines or protection, **Cast into the Fire** only for artifact graveyard enablers, and **End the Festivities** only against token or one-toughness graveyard boards. Reduce main-deck emphasis: none by default unless public information shows that a sideboard card has a legal target that changes the race. Card text check required for recursion timing and exile effects. + +- **Artifact/enchantment decks:** Attack artifact mana, artifact blockers, and artifact payoff permanents only when the action directly preserves lethal pressure or stops a faster clock. **Cast into the Fire** is the key role card for artifact boards, but do not assume it answers enchantments unless the legal action text shows that mode. **Galvanic Blast** remains a reach card and creature answer; keep track of artifact count from **Great Furnace**, **Inventor's Axe**, **Gingerbrute**, **Voldaren Epicure** tokens if represented by the engine, **Clockwork Percussionist** if applicable, and any **Experimental Synthesizer**. Add role cards: **Cast into the Fire**, **Searing Blaze** when creature targets matter, and **Experimental Synthesizer** if the artifact deck has removal. Reduce main-deck emphasis: **Manamorphose** and low-impact equipment pressure when the board becomes about specific permanents. + +- **Go-wide decks:** Control the first swarm turn, then rebuild faster with haste and burn. **End the Festivities** is strongest when it clears multiple one-toughness creatures or turns a losing combat into a winning attack; do not fire it into a board where it changes no blocks or clock. **Goblin Bushwhacker** and **Rally at the Hornburg** are still critical because the best answer to another swarm can be killing first. Add role cards: **End the Festivities** and **Searing Blaze**. Reduce main-deck emphasis: **Inventor's Axe** when one large attacker is easily absorbed by tokens, and **Manamorphose** when each mana must affect board or damage. + +- **Single-threat decks:** Decide whether the threat must die or whether the opponent dies through it. Use **Lightning Bolt**, **Galvanic Blast**, and **Searing Blaze** on a single creature when it blocks lethal, races faster than your board, has lifelink, or enables a lock; otherwise preserve burn for the opponent. **Gingerbrute** and a wide **Goblin Bushwhacker** turn can ignore one blocker if legal evasion or enough bodies are available. Add role cards: **Searing Blaze** for creature plus face pressure, **Cast into the Fire** for artifact threats, and **Red Elemental Blast** for blue threats. Reduce main-deck emphasis: none automatically; the main deck is already built to punish one blocker. + +- **Burn:** Treat life total as the main resource and make the opponent answer your board before you spend burn inefficiently. Avoid shockland-style or unnecessary damage if any appears from legal actions; this deck's lands do not normally cost life, so preserve life through combat choices. **Searing Blaze** and **End the Festivities** can create tempo by removing creatures while maintaining damage output, and **Reckless Impulse** helps after both players exhaust hands. Add role cards: **Searing Blaze**, **End the Festivities**, and **Reckless Impulse**. Reduce main-deck emphasis: **Inventor's Axe**, **Manamorphose**, and fragile low-impact bodies when they do not change the race. + +- **Removal-heavy decks:** Present staggered threats and convert every surviving creature into immediate damage. Do not wait forever for the perfect **Goblin Bushwhacker**; if removal-heavy play makes a large board unlikely, use smaller haste windows and burn reach. **Experimental Synthesizer** and **Reckless Impulse** are premium because they turn mana into post-removal material. Add role cards: **Experimental Synthesizer**, **Reckless Impulse**, and **Red Elemental Blast** against blue removal/control. Reduce main-deck emphasis: **Inventor's Axe** and **Manamorphose** when the opponent's plan makes single-turn velocity less reliable than repeated threats. + +## Specific Matchup Notes + +- **General/archetype-only:** Use these notes as matchup priors, not hidden knowledge. Revealed cards, public zones, legal action text, and the rules engine override every assumption below; do not choose around a card that has not been shown unless the risk is archetype-supported and the cost is low. + +- **Orzhov attrition, Gates, or Extort:** Prioritize early damage before discard, removal, lifegain, or Gate mana makes the race harder. Aim burn at creatures that stabilize life total or block multiple turns, but preserve **Lightning Bolt** and **Galvanic Blast** for lethal when the opponent is already low. Add role cards: **Experimental Synthesizer** and **Reckless Impulse** for post-removal resources, **Searing Blaze** for creature-plus-face tempo. Reduce main-deck emphasis: **Manamorphose** and slow **Inventor's Axe** lines when removal makes a single equipped attacker fragile. + +- **Dimir Faeries / Terror or blue tempo-control:** Force action on their turn cycle by deploying cheap threats early, then punish shields-down windows with **Goblin Bushwhacker** or **Rally at the Hornburg**. Priority targets are evasive blockers, tempo creatures, and large blockers that invalidate attacks. Add role cards: **Red Elemental Blast**, **Experimental Synthesizer**, and **Reckless Impulse**. Reduce main-deck emphasis: **Inventor's Axe** when bounce or removal makes equip tempo poor. + +- **Tron / big-mana control:** Race before large mana converts into sweepers, fogs, or oversized permanents. Keep hands that produce multiple threats by turn two and threaten a burst turn; avoid reactive hands unless public cards show a specific artifact or blue target for **Cast into the Fire** or **Red Elemental Blast**. Add role cards: **Cast into the Fire** against artifact mana or artifact lands, **Red Elemental Blast** against blue interaction or payoffs, and resource cards only when games visibly slow down. Reduce main-deck emphasis: low-impact one-for-one burn against noncreature big-mana plans. + +- **Grixis Affinity or artifact aggro:** Count artifacts carefully because **Galvanic Blast**, **Goblin Tomb Raider**, and opposing artifact payoffs can change damage math quickly. Priority targets are lifelink, large blockers, sacrifice engines, and artifact mana that blocks a lethal race. Add role cards: **Cast into the Fire**, **Searing Blaze**, and **End the Festivities** when it kills multiple one-toughness creatures. Reduce main-deck emphasis: **Manamorphose** when every card must affect board, damage, or a key artifact. + +- **Food Gardens or creature-value midrange:** Kill engine creatures only when they create life, blockers, or material faster than your damage. Preserve haste bursts for turns where blockers are tapped, removed, or too few to absorb the attack. Add role cards: **Searing Blaze**, **Experimental Synthesizer**, **Reckless Impulse**, and **End the Festivities** if one-toughness boards appear. Reduce main-deck emphasis: fragile **Inventor's Axe** pressure when sacrifice, tokens, or removal makes equipment inefficient. + +- **Spy or graveyard-combo:** Treat the matchup as a race unless public information gives a legal interaction point. This list has no dedicated graveyard hate, so priority targets are visible setup creatures, mana creatures, or artifacts that enable the combo. Add role cards: **Red Elemental Blast** only if blue spells matter, **Cast into the Fire** only for visible artifact enablers, and **End the Festivities** only if it kills multiple setup creatures. Reduce main-deck emphasis: none by default; speed is the main plan. + +## Risk Summary + +- **Mana risk:** Keep red-source discipline because the deck needs early **Mountain** or **Great Furnace** to cast threats and burn. One-land hands are strongest with multiple one-mana plays and weakest when they require **Burning-Tree Emissary**, **Manamorphose**, or a second land to function. + +- **Artifact-land risk:** Treat **Great Furnace** as both synergy and liability. It improves artifact counts for **Galvanic Blast** and **Goblin Tomb Raider**, but visible artifact hate can turn land sequencing into a real cost. + +- **Matchup risk:** Avoid becoming a slow midrange deck after sideboarding. **Experimental Synthesizer** and **Reckless Impulse** help attrition, but the deck still wins by converting cheap cards into damage quickly. + +- **Draw risk:** Do not overvalue cantrips or exile-draw when the board is empty under pressure. **Manamorphose**, **Experimental Synthesizer**, and **Reckless Impulse** are best when the mana and timing allow the revealed or drawn card to matter before the opponent stabilizes. + +- **Over-sideboarding risk:** Add role cards only for visible or matchup-supported jobs. Too many **Red Elemental Blast**, **Cast into the Fire**, **End the Festivities**, **Searing Blaze**, **Experimental Synthesizer**, or **Reckless Impulse** can dilute the core **Goblin Bushwhacker** plus **Rally at the Hornburg** pressure plan. + +- **Graveyard risk:** Do not pretend to have graveyard hate. Against graveyard decks, use pressure and legal burn targets; card text check required for any claimed exile, recursion, or replacement interaction. + +- **Sweeper/removal risk:** Do not commit every creature into a likely sweeper when smaller damage plus burn creates the same clock. Conversely, do not hold **Goblin Bushwhacker** forever if removal means a large board is unlikely. + +- **Closer risk:** Track lethal with combat plus **Lightning Bolt** and **Galvanic Blast** every decision. Spending burn on creatures is correct when it opens attacks or prevents lifegain; it is costly when it removes a low-impact blocker and loses reach. + +- **Interaction risk:** Respect open blue or red interaction only to the extent public information supports it. **Red Elemental Blast** should answer blue spells or permanents that materially change the race, not any legal target automatically. + +- **Sequencing risk:** Front-load board development before burst effects. **Goblin Bushwhacker** and **Rally at the Hornburg** are closers or pressure multipliers, so casting them into a tiny board needs a clear damage, tempo, or lethal reason. + +## Test Feedback Checklist + +- **Deciding factor:** Record whether the game was decided by early creature velocity, a **Goblin Bushwhacker** burst turn, **Rally at the Hornburg** pressure, direct burn reach, opposing lifegain, a sweeper, blocker density, mana stumble, or failure to convert a wide board into lethal. + +- **Mulligans:** Check whether the opener had a red source, at least one early threat, and a credible turn-two or turn-three damage plan. Flag keeps that depended on drawing a second land, on **Manamorphose** fixing the hand, or on **Burning-Tree Emissary** without enough follow-up pressure. + +- **Mana:** Note every game where **Great Furnace** enabled artifact count for **Galvanic Blast** or **Goblin Tomb Raider**, and every game where artifact-land exposure or missing red mana changed the line. Track whether 18 lands felt short, sufficient, or flood-prone across pre-board and post-board games. + +- **Velocity:** Ask whether **Clockwork Percussionist**, **Gingerbrute**, **Voldaren Epicure**, **Goblin Tomb Raider**, and **Burning-Tree Emissary** produced enough early damage before the opponent stabilized. Flag turns where casting a cantrip or resource card delayed board pressure without changing the race. + +- **Burst turns:** Review whether **Goblin Bushwhacker** and **Rally at the Hornburg** were held for a meaningful board or fired too early into low damage. Count missed lethal or near-lethal turns involving combat plus **Lightning Bolt** or **Galvanic Blast**. + +- **Removal and reach:** Separate burn used as removal from burn held for lethal. Ask whether **Lightning Bolt**, **Galvanic Blast**, **Searing Blaze**, **Cast into the Fire**, or **End the Festivities** answered blockers or engines that actually mattered, and flag burn spent on low-impact targets when opponent life total was already under pressure. + +- **Sideboard:** Evaluate whether **Experimental Synthesizer** and **Reckless Impulse** improved attrition games without making the deck too slow. Check whether **Red Elemental Blast** had real blue targets, whether **Cast into the Fire** had artifact targets worth the card, and whether **End the Festivities** or **Searing Blaze** changed creature races. + +- **Closing:** Identify games where the deck dealt 12-16 early damage but failed to finish. For those games, record whether the cause was missing burn, weak topdecks, lifegain, blockers, bad **Goblin Bushwhacker** timing, or sideboard cards reducing threat density. + +- **Role:** Confirm whether the pilot stayed aggressive when the matchup demanded racing and slowed down only when visible removal, blockers, or interaction made resource cards necessary. Flag games where the pilot became a low-pressure midrange deck without a clear reason. + +- **Mistakes and stranded cards:** Record stranded **Inventor's Axe**, **Manamorphose**, **Rally at the Hornburg**, **Goblin Bushwhacker**, **Red Elemental Blast**, **Cast into the Fire**, **End the Festivities**, **Searing Blaze**, **Experimental Synthesizer**, and **Reckless Impulse**. For each stranded card, mark whether the issue was mana, timing, target availability, board state, or sideboard configuration. + +- **Overperformers and underperformers:** Track which cards produced damage, mana, cards, or interaction at the moment they were needed. Judge cards by game-state impact, not by whether they were cast. + +## First Tuning Questions + +- **Threat density:** If games repeatedly stall after early damage, should the main deck increase emphasis on cheap threats or reduce emphasis on cards that do not immediately attack, trigger damage, or add to a **Goblin Bushwhacker** board? + +- **Land count:** If one-land keeps fail often or two-spell turns are delayed, should the mana base move above 18 lands despite flood risk? If flood is common, should the deck preserve 18 lands and rely on more velocity instead of more mana? + +- **Artifact count:** If **Galvanic Blast** often lacks metalcraft or **Goblin Tomb Raider** often attacks below rate, should **Great Furnace**, **Voldaren Epicure**, **Gingerbrute**, **Clockwork Percussionist**, and **Inventor's Axe** quantities be protected more aggressively during tuning? + +- **Equipment role:** If **Inventor's Axe** is frequently stranded, tempo-negative, or punished by removal, should its quantity decrease, or is it still needed to push small attackers through blockers and support artifact count? + +- **Cantrip role:** If **Manamorphose** creates smooth burst turns with **Burning-Tree Emissary**, should it remain as velocity glue? If it often cycles without improving damage or board presence, should its quantity be questioned first? + +- **Closer balance:** If **Goblin Bushwhacker** and **Rally at the Hornburg** are excellent only when already ahead, does the deck need more independent pressure, or are pilots committing too few early bodies before burst turns? + +- **Burn allocation:** If losses come from blockers and lifegain, should **Searing Blaze** or other creature-plus-damage effects gain emphasis? If losses come from missing final points, should pilots preserve **Lightning Bolt** and **Galvanic Blast** more often for face damage? + +- **Attrition plan:** If removal-heavy decks beat the main plan, do **Experimental Synthesizer** and **Reckless Impulse** provide enough reload without slowing the deck below its required clock? + +- **Small-creature answers:** If opposing token, Faerie, or artifact-creature boards dominate combat, are 2 **End the Festivities** enough, or should the sideboard devote more space to one-toughness sweep effects? + +- **Artifact answers:** If Affinity, artifact mana, or artifact lands are common deciding factors, are 2 **Cast into the Fire** enough, and are pilots using them only when the target changes the race? + +- **Blue interaction:** If blue decks stop the burst turn, are 4 **Red Elemental Blast** correct, or do some games show too many reactive cards and too little pressure? + +- **Role conflict:** If post-board games feel slower but not stronger, should tuning favor a clearer aggro plan, a clearer burn-reach plan, or a clearer attrition plan rather than mixing all three at once? + +## Veles Tactical Policy + +### Policy: Opening Hand Pressure Gate +- Priority: High +- Decision families: mulligan +- Cards: Mountain, Great Furnace, Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Burning-Tree Emissary, Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, Galvanic Blast +- Phase windows: pregame +- Runtime cues: opening hand, mulligan choice, keep choice +- Use when: deciding whether the opener can present red mana plus early damage before turn three. +- Avoid when: the hand lacks a red source, lacks a one-mana threat, or needs multiple draw steps before affecting the board. +- Instructions: Keep hands with red mana, at least one early body, and either artifact pressure, burn reach, or a burst follow-up. Treat one-land hands as risky unless they have multiple one-mana plays and legal pressure without relying on Manamorphose. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Threat And Artifact Setup +- Priority: Medium +- Decision families: priority, mana +- Cards: Great Furnace, Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Inventor's Axe +- Phase windows: turns 1-2 main phases +- Runtime cues: legal cast actions for one-mana threats, legal land play actions, artifact count visible +- Use when: choosing the first permanent that establishes pressure or enables artifact synergies. +- Avoid when: a visible opposing effect punishes artifact lands or one-toughness creatures immediately and another legal pressure line exists. +- Instructions: Prefer a red source first, then deploy a threat that attacks soon and supports Galvanic Blast metalcraft or Goblin Tomb Raider sizing. Great Furnace is a land and artifact; use it early when artifact count matters, but respect visible artifact hate. +- Pilot skill floor: low +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Mountain Play +- Priority: Low +- Decision families: mana +- Cards: Mountain +- Phase windows: main phases +- Runtime cues: action:play Mountain +- Use when: the hand contains Mountain, no land has been played this turn, and the legal action text contains play Mountain. +- Avoid when: another land action has already been selected by a current policy. +- Instructions: Play Mountain when the current line requires a red source and the rules engine offers the Mountain land-play action. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Great Furnace Artifact Land Choice +- Priority: Medium +- Decision families: mana +- Cards: Great Furnace, Galvanic Blast, Goblin Tomb Raider, Inventor's Axe +- Phase windows: main phases +- Runtime cues: legal action contains Great Furnace; visible artifact count; visible artifact interaction +- Use when: choosing between land plays or evaluating metalcraft and artifact-count pressure. +- Avoid when: visible artifact-land punishment makes Great Furnace materially worse than Mountain for the current turn. +- Instructions: Favor Great Furnace when it turns on metalcraft, improves Goblin Tomb Raider, supports Inventor's Axe sequencing, or lets Galvanic Blast represent four damage. Favor Mountain when artifact exposure is the relevant visible risk. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Burning-Tree Burst Sequencing +- Priority: Medium +- Decision families: mana, priority +- Cards: Burning-Tree Emissary, Goblin Bushwhacker, Rally at the Hornburg, Manamorphose, Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist +- Phase windows: precombat main phase, burst turns +- Runtime cues: legal cast Burning-Tree Emissary; floating mana; multiple legal follow-up casts +- Use when: Burning-Tree Emissary can convert one spell into additional board or a same-turn pump line. +- Avoid when: casting it spends the turn without a meaningful follow-up and holding it preserves a stronger burst turn. +- Instructions: Sequence Burning-Tree Emissary before follow-up threats or Goblin Bushwhacker when the mana will be used immediately. Do not treat it as a free spell if the resulting mana cannot be spent on pressure. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Pump Commitment Gate +- Priority: High +- Decision families: combat, priority, mana +- Cards: Goblin Bushwhacker, Rally at the Hornburg, Burning-Tree Emissary, Gingerbrute, Goblin Tomb Raider, Voldaren Epicure, Clockwork Percussionist +- Phase windows: precombat main phase, beginning of combat, declare attackers +- Runtime cues: legal cast Goblin Bushwhacker; legal cast Rally at the Hornburg; visible attackers; opponent life total; open blockers +- Use when: deciding whether to spend a burst card before combat. +- Avoid when: the board has too few attackers, the opponent can block profitably, or waiting one turn adds multiple bodies without risking lethal against you. +- Instructions: Commit Goblin Bushwhacker or Rally at the Hornburg when the visible attack converts into lethal, near-lethal with burn follow-up, or a race swing the opponent cannot ignore. Preserve pump when it only adds minor damage into blockers. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Single Legal Kick Or Pump Action +- Priority: Medium +- Decision families: priority, mana +- Cards: Goblin Bushwhacker +- Phase windows: precombat main phase +- Runtime cues: action:kick Goblin Bushwhacker +- Use when: a current light-model policy selected Goblin Bushwhacker as the burst spell and the legal action text contains kick Goblin Bushwhacker. +- Avoid when: no current policy selected Goblin Bushwhacker. +- Instructions: Choose the kicked Goblin Bushwhacker action only as execution for an already selected burst line. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Burn Allocation Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Lightning Bolt, Galvanic Blast, Searing Blaze +- Phase windows: main phases, combat, end step, opponent priority windows +- Runtime cues: legal burn actions; visible blocker or threat; opponent life total; metalcraft visible +- Use when: choosing between damage to opponent and damage to a creature or planeswalker-equivalent target shown by the engine. +- Avoid when: the target does not change combat, survival, or lethal math. +- Instructions: Preserve Lightning Bolt and Galvanic Blast for opponent life total when they represent lethal reach. Spend burn on creatures when the target blocks a lethal attack, threatens a faster clock, or must die before damage. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Exact Lightning Bolt Opponent Target +- Priority: High +- Decision families: interaction +- Cards: Lightning Bolt +- Phase windows: any legal target prompt +- Runtime cues: action:target opponent Lightning Bolt +- Use when: a current policy selected Lightning Bolt to target the opponent and the target prompt includes a legal action whose text contains target opponent Lightning Bolt. +- Avoid when: the current policy did not select opponent as the target. +- Instructions: Select the opponent-target action for Lightning Bolt only after the burn-to-opponent line has already been chosen. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Exact Galvanic Blast Opponent Target +- Priority: High +- Decision families: interaction +- Cards: Galvanic Blast +- Phase windows: any legal target prompt +- Runtime cues: action:target opponent Galvanic Blast +- Use when: a current policy selected Galvanic Blast to target the opponent and the target prompt includes a legal action whose text contains target opponent Galvanic Blast. +- Avoid when: the current policy did not select opponent as the target. +- Instructions: Select the opponent-target action for Galvanic Blast only after the burn-to-opponent line has already been chosen. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Gingerbrute Evasion Gate +- Priority: Medium +- Decision families: combat, mana, priority +- Cards: Gingerbrute, Inventor's Axe, Goblin Bushwhacker, Rally at the Hornburg +- Phase windows: precombat main phase, beginning of combat, declare attackers +- Runtime cues: legal Gingerbrute activated ability; visible blockers; pump effects available +- Use when: deciding whether to spend mana on evasion before attacking. +- Avoid when: mana is needed for a higher-impact legal burn or pump action this turn. +- Instructions: Use Gingerbrute evasion when it converts a pump turn or equipment boost into damage that blockers cannot absorb. Do not spend the mana when the same damage is already getting through. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Attack Choice +- Priority: High +- Decision families: combat +- Cards: Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Burning-Tree Emissary, Goblin Bushwhacker +- Phase windows: declare attackers +- Runtime cues: legal attack sets; visible blockers; opponent life total; available burn +- Use when: choosing attackers or whether to attack. +- Avoid when: an attacker is needed to block lethal damage next turn and the attack does not create lethal or near-lethal pressure. +- Instructions: Attack aggressively when damage advances lethal math or forces unfavorable blocks. Hold back only when racing math or a visible crack-back makes defense more important than chip damage. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Single Legal All-Attack Execution +- Priority: Medium +- Decision families: combat +- Cards: none +- Phase windows: declare attackers +- Runtime cues: action:attack with all creatures +- Use when: a current light-model policy selected attacking with all legal creatures and the legal action text contains attack with all creatures. +- Avoid when: no current policy selected all-creature attack. +- Instructions: Submit the all-attack action only as execution for the selected combat line. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Sideboard Role Selection +- Priority: High +- Decision families: sideboard +- Cards: Cast into the Fire, End the Festivities, Experimental Synthesizer, Searing Blaze, Reckless Impulse, Red Elemental Blast, Goblin Bushwhacker, Inventor's Axe, Manamorphose, Rally at the Hornburg, Galvanic Blast, Lightning Bolt +- Phase windows: between games +- Runtime cues: sideboard prompt; matchup label; cards seen in prior games; opponent colors and permanent types +- Use when: submitting a post-game sideboard plan. +- Avoid when: the plan adds reactive cards without visible targets or removes too much early pressure. +- Instructions: Add Red Elemental Blast against blue interaction, Cast into the Fire against important artifacts, End the Festivities against one-toughness boards, Searing Blaze against creature races, and Experimental Synthesizer or Reckless Impulse when attrition matters. Keep enough cheap threats for Goblin Bushwhacker and Rally at the Hornburg. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Priority Pass Discipline +- Priority: Medium +- Decision families: priority, interaction +- Cards: Lightning Bolt, Galvanic Blast, Cast into the Fire, End the Festivities, Searing Blaze, Red Elemental Blast +- Phase windows: all priority windows +- Runtime cues: legal pass action; legal instant or activated actions; visible stack; visible lethal math +- Use when: deciding whether to pass with available actions. +- Avoid when: a legal instant-speed action prevents lethal, creates lethal, counters a relevant blue spell, or removes a blocker before damage. +- Instructions: Pass when spending the action now does not improve combat, survival, or reach. Act before damage or end step when the timing changes the result; otherwise keep burn hidden until it must be used. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/red_rally/1/metadata.json b/strategies/pauper/red_rally/1/metadata.json new file mode 100644 index 0000000..440b609 --- /dev/null +++ b/strategies/pauper/red_rally/1/metadata.json @@ -0,0 +1,43 @@ +{ + "archetype_tags": [ + "aggro", + "burn" + ], + "colors": [ + "R" + ], + "concept_text": "curve out, maximize early damage, and finish with burn or Rally at the Hornburg", + "created_at": 1780472390, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "tokens" + ], + "source_metadata": { + "base_choice": "red_rally:v1", + "generated_at": "2026-06-14T16:35:41.558246+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "red_rally", + "strategy_label": "Red Rally", + "tags": [ + "aggro", + "burn", + "tokens" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/red_rally/1/reflection.md b/strategies/pauper/red_rally/1/reflection.md new file mode 100644 index 0000000..4c21d30 --- /dev/null +++ b/strategies/pauper/red_rally/1/reflection.md @@ -0,0 +1,28 @@ +# Reflection Template For Red Rally + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- **Deciding factor:** Record whether the game was decided by early creature velocity, a **Goblin Bushwhacker** burst turn, **Rally at the Hornburg** pressure, direct burn reach, opposing lifegain, a sweeper, blocker density, mana stumble, or failure to convert a wide board into lethal. + +- **Mulligans:** Check whether the opener had a red source, at least one early threat, and a credible turn-two or turn-three damage plan. Flag keeps that depended on drawing a second land, on **Manamorphose** fixing the hand, or on **Burning-Tree Emissary** without enough follow-up pressure. + +- **Mana:** Note every game where **Great Furnace** enabled artifact count for **Galvanic Blast** or **Goblin Tomb Raider**, and every game where artifact-land exposure or missing red mana changed the line. Track whether 18 lands felt short, sufficient, or flood-prone across pre-board and post-board games. + +- **Velocity:** Ask whether **Clockwork Percussionist**, **Gingerbrute**, **Voldaren Epicure**, **Goblin Tomb Raider**, and **Burning-Tree Emissary** produced enough early damage before the opponent stabilized. Flag turns where casting a cantrip or resource card delayed board pressure without changing the race. + +- **Burst turns:** Review whether **Goblin Bushwhacker** and **Rally at the Hornburg** were held for a meaningful board or fired too early into low damage. Count missed lethal or near-lethal turns involving combat plus **Lightning Bolt** or **Galvanic Blast**. + +- **Removal and reach:** Separate burn used as removal from burn held for lethal. Ask whether **Lightning Bolt**, **Galvanic Blast**, **Searing Blaze**, **Cast into the Fire**, or **End the Festivities** answered blockers or engines that actually mattered, and flag burn spent on low-impact targets when opponent life total was already under pressure. + +- **Sideboard:** Evaluate whether **Experimental Synthesizer** and **Reckless Impulse** improved attrition games without making the deck too slow. Check whether **Red Elemental Blast** had real blue targets, whether **Cast into the Fire** had artifact targets worth the card, and whether **End the Festivities** or **Searing Blaze** changed creature races. + +- **Closing:** Identify games where the deck dealt 12-16 early damage but failed to finish. For those games, record whether the cause was missing burn, weak topdecks, lifegain, blockers, bad **Goblin Bushwhacker** timing, or sideboard cards reducing threat density. + +- **Role:** Confirm whether the pilot stayed aggressive when the matchup demanded racing and slowed down only when visible removal, blockers, or interaction made resource cards necessary. Flag games where the pilot became a low-pressure midrange deck without a clear reason. + +- **Mistakes and stranded cards:** Record stranded **Inventor's Axe**, **Manamorphose**, **Rally at the Hornburg**, **Goblin Bushwhacker**, **Red Elemental Blast**, **Cast into the Fire**, **End the Festivities**, **Searing Blaze**, **Experimental Synthesizer**, and **Reckless Impulse**. For each stranded card, mark whether the issue was mana, timing, target availability, board state, or sideboard configuration. + +- **Overperformers and underperformers:** Track which cards produced damage, mana, cards, or interaction at the moment they were needed. Judge cards by game-state impact, not by whether they were cast. diff --git a/strategies/pauper/spy_combo/1/decklist.txt b/strategies/pauper/spy_combo/1/decklist.txt new file mode 100644 index 0000000..4fb5c8f --- /dev/null +++ b/strategies/pauper/spy_combo/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Balustrade Spy +2 Mesmeric Fiend +3 Wall of Roots +4 Overgrown Battlement +3 Saruli Caretaker +4 Masked Vandal +2 Nyxborn Hydra +2 Quirion Ranger +4 Sagu Wildling +4 Generous Ent +3 Gatecreeper Vine +4 Land Grant +4 Lead the Stampede +3 Forest +2 Swamp +2 Lotleth Giant +2 Dread Return +4 Winding Way +4 Troll of Khazad-dûm + +Sideboard (15) +2 Nyxborn Hydra +3 Cast Down +2 Mesmeric Fiend +1 Flaring Pain +1 Jack-o'-Lantern +3 Healer of the Glade +2 Pilfer +1 Voracious Varmint diff --git a/strategies/pauper/spy_combo/1/first_principles.md b/strategies/pauper/spy_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/spy_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/spy_combo/1/guide.md b/strategies/pauper/spy_combo/1/guide.md new file mode 100644 index 0000000..c663ed7 --- /dev/null +++ b/strategies/pauper/spy_combo/1/guide.md @@ -0,0 +1,667 @@ +# Strategy Specifications +## Deck Name And Archetype + +Deck: Spy Combo. Format: Pauper. Registered archetype tags: combo, graveyard, reanimator. Treat repeated source tags as one consolidated identity: this is a graveyard-centric combo deck that uses creature-based mana and self-mill to set up a Dread Return kill, not a fair midrange deck that happens to contain graveyard cards. + +Registration check: the main deck contains exactly 60 cards, and the sideboard contains exactly 15 cards. The main deck count is validated from the supplied list: 4 Balustrade Spy, 2 Mesmeric Fiend, 3 Wall of Roots, 4 Overgrown Battlement, 3 Saruli Caretaker, 4 Masked Vandal, 2 Nyxborn Hydra, 2 Quirion Ranger, 4 Sagu Wildling, 4 Generous Ent, 3 Gatecreeper Vine, 4 Land Grant, 4 Lead the Stampede, 3 Forest, 2 Swamp, 2 Lotleth Giant, 2 Dread Return, 4 Winding Way, and 4 Troll of Khazad-dûm. The sideboard count is validated from the supplied list: 2 Nyxborn Hydra, 3 Cast Down, 2 Mesmeric Fiend, 1 Flaring Pain, 1 Jack-o'-Lantern, 3 Healer of the Glade, 2 Pilfer, and 1 Voracious Varmint. + +Stock status: classify this list as a deck-specific hybrid of Pauper Spy Combo and creature-engine graveyard combo, not as a generic stock list. The registered configuration has the recognizable Balustrade Spy, Dread Return, and Lotleth Giant finish, but it also commits heavily to defender and creature-selection infrastructure through Overgrown Battlement, Wall of Roots, Saruli Caretaker, Gatecreeper Vine, Lead the Stampede, Winding Way, Generous Ent, Troll of Khazad-dûm, Masked Vandal, Sagu Wildling, Quirion Ranger, and Nyxborn Hydra. Runtime decisions should use this guide’s registered-card assumptions instead of importing plans from unrelated Spy shells. + +Legality concern: treat the deck as a supplied Pauper registration for Veles testing, but do not infer legality or card text beyond rules-engine output. If the engine says an action is illegal, unavailable, or differently worded than expected, obey the engine. If a tactical line depends on exact wording of Balustrade Spy, Dread Return, Lotleth Giant, Land Grant, Lead the Stampede, Winding Way, Generous Ent, Troll of Khazad-dûm, or any sideboard card and the text is not visible, mark the line conditional rather than claiming certainty. + +Mana concern: this deck’s mana is intentionally unusual and must be evaluated from visible sources, legal actions, and payment prompts. The registered lands are only 3 Forest and 2 Swamp, so Land Grant, Generous Ent, Troll of Khazad-dûm, Gatecreeper Vine, Wall of Roots, Overgrown Battlement, Saruli Caretaker, and Quirion Ranger are part of the functional mana system. Do not assume the deck can cast black spells on time unless a legal black source or search line is actually visible. + +Role concern: the default role is proactive combo setup, but the decision agent must shift roles when visible pressure, graveyard hate, removal, discard, or counterplay changes the race. Balustrade Spy and Dread Return lines are the primary identity; Mesmeric Fiend, Masked Vandal, Cast Down, Pilfer, Jack-o'-Lantern, Healer of the Glade, Voracious Varmint, Flaring Pain, and extra Nyxborn Hydra sideboard plans support protection, disruption, stabilization, or alternate pressure only when legal and tactically justified. + +Opponent information status: opponent details are unknown unless supplied by the match context, revealed by legal game actions, shown in public zones, or learned from previous games in the same match. Use archetype-level inference only as probability, never as hidden-hand knowledge. Runtime choices must respect Veles legal actions, visible board state, public information, revealed information windows, and rules-engine prompts over any matchup assumption in this specification. + +## Thesis + +Spy Combo assembles creature-based mana, card-density selection, and graveyard mass before converting a legal Balustrade Spy or Dread Return line into a Lotleth Giant finish. Prioritize early mana bodies, enough creatures on battlefield to pay costs or survive pressure, and enough velocity to find Balustrade Spy, Dread Return, or Lotleth Giant without relying on hidden information or assumed library order. + +The primary plan is to build green mana with Overgrown Battlement, Wall of Roots, Saruli Caretaker, Gatecreeper Vine, Quirion Ranger, Land Grant, Generous Ent, Troll of Khazad-dûm, Forest, and Swamp, then use Lead the Stampede and Winding Way to either find combo pieces or stock creatures for later graveyard payoff. Treat Balustrade Spy as the main self-mill engine only when the visible and rules-engine state make the line productive; because this registered list contains Forest and Swamp, do not assume Balustrade Spy mills the entire library unless lands have been removed or the engine confirms the outcome. + +The kill condition is usually Dread Return returning Lotleth Giant after enough creatures are in the graveyard for its rules text to matter. Do not assume Lotleth Giant is lethal from name or archetype alone; count visible graveyard creatures, visible opponent life, replacement/prevention effects, stack interaction, and all legal targets or mandatory choices from the engine. If Dread Return requires sacrificing creatures, preserve expendable bodies and avoid unnecessary attacks or blocks that make the flashback line impossible. + +This deck is not trying to win a long fair creature-combat game as Plan A. Nyxborn Hydra, Sagu Wildling, Generous Ent, Troll of Khazad-dûm, and sideboard Nyxborn Hydra can pressure, stabilize, or punish stalled boards, but their main job is to support a combo race unless the opponent has disrupted the graveyard plan or the legal actions present a clear combat win. + +Prioritize actions that increase the next-turn combo branch over actions that merely spend mana. A turn that casts Overgrown Battlement or Lead the Stampede may be better than a low-impact body if it increases access to Balustrade Spy, Dread Return, Lotleth Giant, or enough creatures to make those cards decisive. + +## Role Package + +- Threats: Balustrade Spy is the registered main threat because it can transform library position into graveyard position. Lotleth Giant is the decisive payoff body when Dread Return or hard-cast lines are legal. Nyxborn Hydra, Sagu Wildling, Generous Ent, and Troll of Khazad-dûm are secondary battlefield threats when combo timing is blocked, pressure is needed, or their alternate mana/search functions have already done their job. + +- Payoffs: Lotleth Giant is the primary graveyard payoff and should be protected from discard, exile, or premature use when a larger graveyard is required. Dread Return is the recursion payoff that turns spare creatures into a reanimated kill or stabilizer; preserve three suitable bodies when the engine exposes a flashback line. Balustrade Spy is both setup and payoff because a resolved Spy can be the bridge from development to lethal. + +- Engines: Overgrown Battlement is the highest-priority mana engine when multiple defenders are visible or likely to follow. Wall of Roots is a mana body and blocker that can bridge early turns without consuming land drops. Saruli Caretaker turns creatures into acceleration, so value cheap bodies more highly when it is present. Quirion Ranger can create extra mana or untap value with Forest-dependent lines when the engine presents legal activations. + +- Velocity: Lead the Stampede is the cleanest creature-density refill and should usually be favored when the hand needs bodies, payoffs, or post-disruption rebuild material. Winding Way is a flexible selection/graveyard card; choose modes only from legal prompts and prefer the mode that advances the current role. Land Grant, Generous Ent, Troll of Khazad-dûm, and Gatecreeper Vine are mana-velocity tools that find functional resources before combo turns. + +- Interaction: Mesmeric Fiend is main-deck hand interaction and protection when legal; use it to clear the card most likely to stop Balustrade Spy, Dread Return, or Lotleth Giant rather than the most expensive card. Masked Vandal is artifact/enchantment interaction if its text and costs are satisfied; Card text check required for exact graveyard/exile cost handling, so obey engine prompts. Sideboard Cast Down, Pilfer, Jack-o'-Lantern, Voracious Varmint, and Flaring Pain expand interaction after Game 1. + +- Protection: Mesmeric Fiend and Pilfer protect combo windows by attacking known hand resources. Healer of the Glade protects life total against racing decks. Flaring Pain is a conditional anti-prevention tool; Card text check required, and use only when visible prevention or damage-lock concerns make it relevant. Extra Nyxborn Hydra protects against overboarding by giving a credible non-graveyard pressure plan. + +- Recursion: Dread Return is the only registered main recursion spell and should be treated as a scarce payoff, not a casual value card. Jack-o'-Lantern may affect graveyards or mana depending on engine text; Card text check required, so use it only from visible legal actions. + +- Mana: Forest, Swamp, Land Grant, Gatecreeper Vine, Generous Ent, Troll of Khazad-dûm, Wall of Roots, Overgrown Battlement, Saruli Caretaker, and Quirion Ranger form one combined mana module. Sequence for green development first unless black is required now for Mesmeric Fiend, Balustrade Spy, Dread Return, Pilfer, or Cast Down. + +- Sideboard modules: Cast Down and Voracious Varmint answer permanents, Mesmeric Fiend and Pilfer fight hands, Healer of the Glade buys turns, Flaring Pain contests prevention, Jack-o'-Lantern contests graveyards or utility lines, and sideboard Nyxborn Hydra improves alternate pressure. + +## Primary Win Conditions + +- Spy-to-Giant kill: Prioritize Balustrade Spy when the visible setup can convert its self-mill into a Dread Return line for Lotleth Giant. Build toward black mana, at least three expendable creatures for Dread Return flashback, and a graveyard with enough creatures for Lotleth Giant to threaten the opponent's visible life total; because Forest and Swamp are registered, never assume Balustrade Spy mills the full library unless the rules engine shows that outcome. + +- Setup for the main kill: Use Overgrown Battlement, Wall of Roots, Saruli Caretaker, Gatecreeper Vine, Quirion Ranger, Land Grant, Generous Ent, and Troll of Khazad-dûm to create the mana and land access needed to cast Balustrade Spy or hard-cast payoff cards. Prefer development that leaves creatures on battlefield over lines that trade them away, because Dread Return flashback needs sacrificial bodies and Lotleth Giant needs graveyard creature count. + +- Execution discipline: Cast Balustrade Spy only when resolving it advances the current turn or next turn toward Dread Return, Lotleth Giant, or a decisive graveyard state. After Spy resolves, count visible graveyard creatures, available sacrifice bodies, black mana, opponent life, stack objects, graveyard hate, prevention effects, and legal target prompts before selecting Dread Return or Lotleth Giant actions. + +- Protection path: Use Mesmeric Fiend before the combo turn when it can remove the known card most likely to stop Balustrade Spy, Dread Return, or Lotleth Giant. Do not take a merely powerful card if visible mana, board state, or previous revealed information points to a removal spell, counterspell, graveyard hate, or prevention effect as the card that actually breaks the kill. + +- Prioritization rule: Choose the combo kill over value or combat when the engine shows enough mana, bodies, graveyard material, and legal actions to either win now or force the opponent to answer immediately. Delay the kill when a missing sacrifice body, insufficient creature count, visible graveyard hate, or open interaction makes the line likely to fail and a Lead the Stampede or Winding Way action can improve the next attempt. + +## Secondary Win Conditions + +- Big-creature pressure: Use Nyxborn Hydra, Sagu Wildling, Generous Ent, and Troll of Khazad-dûm as a real fallback plan when graveyard access is disrupted or the opponent is spending resources on hate instead of board development. Favor this line when a legal large threat stabilizes combat, creates a two-turn clock, or forces removal away from Balustrade Spy and Lotleth Giant. + +- Defender board conversion: Treat Overgrown Battlement, Wall of Roots, Gatecreeper Vine, Saruli Caretaker, and Quirion Ranger as more than mana when the combo is delayed; they can block, preserve life, and maintain the creature count needed for later Dread Return. Attack with utility creatures only when damage matters more than keeping blockers, convoke-like bodies, or sacrifice material for an exposed future line. + +- Selection rebuild: Use Lead the Stampede as the preferred recovery tool when the hand needs multiple creatures, another Balustrade Spy, or enough bodies to support Dread Return. Use Winding Way when the legal mode advances the current role; creature mode usually rebuilds hand density, while land-related choices are only correct when mana development is the bottleneck shown by the visible state. + +- Hard-cast payoff line: Hard-cast Lotleth Giant only when mana is available and the visible graveyard count makes it a meaningful stabilizer or finisher. Do not spend Lotleth Giant early as a low-impact creature if waiting one turn can add several graveyard creatures or if Dread Return is likely to create a stronger immediate result. + +- Interaction-pressure line: Use Masked Vandal conditionally as artifact or enchantment interaction when the engine confirms legal costs and targets; Card text check required for exact cost handling. Removing a hate permanent can be better than adding pressure if it reopens Balustrade Spy, Dread Return, or Lotleth Giant as a future kill. + +## Emergency Lines + +- Behind on life: Preserve blockers first, then look for the fastest legal path to either Lotleth Giant lethal or a stabilizing large creature. Wall of Roots, Overgrown Battlement, Gatecreeper Vine, Saruli Caretaker, Sagu Wildling, Generous Ent, and Troll of Khazad-dûm should block when the damage prevented buys a real combo turn; avoid speculative attacks that expose lethal crack-back. + +- Behind on board: Prioritize stabilizing bodies and removal of blocking constraints over pure hand sculpting. If the opponent has lethal or near-lethal pressure, a legal creature cast, large Nyxborn Hydra, or relevant Masked Vandal target can be better than Lead the Stampede, unless the selection spell is the only line that finds enough bodies or a direct Lotleth Giant kill. + +- Behind on cards: Use Lead the Stampede and Winding Way to rebuild density, but choose the line that answers the immediate bottleneck. If hand is empty but mana is abundant, prioritize creature refill; if hand contains payoff without mana, prioritize Land Grant, Gatecreeper Vine, Generous Ent, Troll of Khazad-dûm, or legal mana development. + +- Behind on mana: Search and develop before attempting fragile payoff actions. Land Grant, Gatecreeper Vine, Generous Ent, Troll of Khazad-dûm, Wall of Roots, Overgrown Battlement, Saruli Caretaker, and Quirion Ranger should be sequenced to unlock black for Balustrade Spy, Mesmeric Fiend, Dread Return, and Lotleth Giant while preserving green for the creature engine. + +- Engine disrupted: If Balustrade Spy is removed, countered, discarded, or unavailable, pivot to Lead the Stampede and Winding Way to find another copy or build a hard-cast Lotleth Giant plan. If Dread Return is exiled or unusable, keep graveyard count relevant for hard-cast Lotleth Giant and shift pressure toward Nyxborn Hydra, Sagu Wildling, Generous Ent, and Troll of Khazad-dûm. + +- Graveyard shut down: Do not feed more resources into graveyard-dependent lines while a visible hate permanent or effect makes them ineffective. Use Masked Vandal if legal, pressure with battlefield creatures, and keep selection spells aimed at hand and mana development until the engine shows graveyard recursion is available again. + +## Resource Model + +- Life is a combo resource until the visible clock makes it a survival resource. Spend early life to keep hands that develop Overgrown Battlement, Wall of Roots, Saruli Caretaker, Gatecreeper Vine, Land Grant, Generous Ent, or Troll of Khazad-dum toward Balustrade Spy, but preserve blockers once the opponent can present lethal or force a failed combo turn. + +- Hand size matters as engine density, not raw card advantage. Keep hands that contain mana plus a path to Balustrade Spy, Lead the Stampede, Winding Way, or multiple defenders; avoid slow hands where the only action is a payoff without green development, black access, or a selection spell. + +- Mana is the primary bottleneck and should be converted into permanent sources before speculative pressure. Overgrown Battlement scales with defender count, Wall of Roots can create burst turns, Saruli Caretaker can fix colors with another creature, and Quirion Ranger can create extra mana only when the rules engine exposes legal untap or land-return actions. + +- Board presence is both defense and combo material. Protect creatures that add mana or count toward Dread Return flashback, and trade them only when the prevented damage buys a real turn or when a creature is no longer needed for mana, sacrifice fodder, or blocking. + +- Graveyard count becomes a win-condition resource after Balustrade Spy, Winding Way, combat trades, cycling, or discard puts creatures there. Before choosing Dread Return or Lotleth Giant lines, count visible graveyard creatures, sacrifice bodies, target legality, opponent life, and any public graveyard hate instead of assuming the kill works. + +- Exile is usually a cost, hate, or failed-resource zone. Do not exile a creature to Masked Vandal unless the engine confirms the cost and target and the permanent removed is more important than that creature as Lotleth Giant count, Dread Return fuel, or future hand density; Card text check required for exact Masked Vandal cost handling. + +- Lands are scarce and must be treated as colored access, not just mana count. Forest supports the green engine, Swamp supports Balustrade Spy, Mesmeric Fiend, Dread Return, Lotleth Giant, Pilfer, and Cast Down, and land-search or cycling actions should be aimed at the color that unlocks the next known legal line. + +- Sacrifice fodder is a protected resource once Dread Return is visible or likely. Preserve low-impact creatures such as extra Gatecreeper Vine, Saruli Caretaker, Mesmeric Fiend after its job is done, or spent blockers when their battlefield body matters more than small attacks. + +- Tempo is gained by compressing setup turns into one decisive combo turn. Prefer lines that add mana and bodies together, such as defender development plus color fixing, over lines that spend a turn on a standalone threat unless Nyxborn Hydra, Sagu Wildling, Generous Ent, or Troll of Khazad-dum stabilizes the visible board. + +- Information is a resource gained through Mesmeric Fiend, revealed cards, public zones, and previous legal game actions. Use known cards to decide whether to race, protect with discard, remove a hate piece, or wait; do not play as if an unrevealed Counterspell, removal spell, graveyard hate card, or sweeper is certain. + +- Sideboard bullets convert narrow mana and deck slots into matchup-specific time. Cast Down answers creatures, Mesmeric Fiend and Pilfer protect combo turns, Healer of the Glade buys life, Flaring Pain pressures prevention effects, Jack-o'-Lantern contests graveyards or filters conditionally, Voracious Varmint answers specific permanents conditionally, and extra Nyxborn Hydra improves fair pressure when graveyard plans are contested. + +## Mana Guide + +- Prioritize green on turns one and two because the deck’s engine begins with Forest, Land Grant, Wall of Roots, Overgrown Battlement, Saruli Caretaker, Gatecreeper Vine, Quirion Ranger, Lead the Stampede, and Winding Way. A hand with black cards but no reliable green development is usually worse than a green hand that can find Swamp later. + +- Secure black before the combo turn when Balustrade Spy, Mesmeric Fiend, Dread Return, Lotleth Giant, Cast Down, or Pilfer is the next important action. Use Swamp, Gatecreeper Vine, Land Grant if it can legally find the needed land type, Troll of Khazad-dum if the engine exposes swampcycling, and Saruli Caretaker fixing when available; Card text check required for exact cycling/search restrictions. + +- Sequence land-search before selection when color is the bottleneck. If the hand cannot cast a key spell without Swamp or Forest, prefer legal Land Grant, Gatecreeper Vine, Generous Ent, or Troll of Khazad-dum setup before Lead the Stampede or Winding Way unless the selection spell is the only legal way to find action. + +- Sequence selection before land commitment when the current land drop is flexible and the spell may reveal the needed plan. If the rules engine offers Lead the Stampede or Winding Way before a land play and both Forest and Swamp are possible follow-ups, consider waiting to play the land until after selection; if casting the selection spell requires the land, play the required land first. + +- Preserve colored sources when paying generic costs. Spend surplus green from Overgrown Battlement or Wall of Roots before consuming black if the hand contains Balustrade Spy, Dread Return, Lotleth Giant, Mesmeric Fiend, Pilfer, or Cast Down; preserve green if the next likely turn needs Lead the Stampede, Winding Way, Masked Vandal, Nyxborn Hydra, Sagu Wildling, Generous Ent, or more defenders. + +- Use Wall of Roots as burst mana when the current turn creates a major threshold. Prefer it for Balustrade Spy, Lead the Stampede into follow-up creatures, or sideboard interaction that prevents lethal; avoid shrinking it casually when its toughness as a blocker matters against visible attackers. + +- Use Overgrown Battlement after adding defenders when the order is legal and mana-positive. Casting Gatecreeper Vine, Wall of Roots, or Saruli Caretaker first can increase Battlement output or fixing options, but do not delay a critical spell if waiting exposes the line to lethal combat or known interaction. + +- Use Saruli Caretaker as color fixing when another untapped creature is expendable for mana. Tap a creature that is least likely to block, attack profitably, or be needed as Dread Return fodder this turn; avoid tapping the only blocker against a visible lethal attack unless the mana produces a winning or stabilizing action. + +- Use Quirion Ranger only when the visible legal action improves mana, color, or combat. Returning Forest can enable an extra mana activation or protect a land-drop sequence, but do not bounce the only land needed for black access or reduce next-turn mana unless the current action is decisive. + +- Mulligan mana rule: keep hands with green access, at least one early mana creature or land-finder, and a credible route to black or card selection. Mulligan hands that cannot act before turn three, hands with only payoff cards and no setup, or hands that need both a specific land and a specific creature draw to function. + +- Utility-land rule: Forest and Swamp are the only registered lands, so treat tapped or utility-land concerns as rules-engine state from effects, not deck construction. If a land enters tapped or is constrained by an effect, follow the engine output and sequence around the actual available mana shown. + +## Mulligan Guide + +- Strong keep: keep green access plus an early engine creature and a route to cards or black mana, such as Forest, Land Grant, Wall of Roots, Overgrown Battlement, Lead the Stampede, Winding Way, and Balustrade Spy. This hand has turn-one or turn-two development, selection to find more creatures, and a visible plan to reach the Balustrade Spy plus Dread Return endgame without needing perfect draws. + +- Strong keep: keep Forest or Land Grant with Saruli Caretaker, Overgrown Battlement, Gatecreeper Vine, Lead the Stampede, and any payoff if the engine shows legal sequencing. The first priority is building mana and bodies; Balustrade Spy, Lotleth Giant, and Dread Return can arrive later if the hand already develops. + +- Medium keep: keep one-land green hands with Land Grant, Wall of Roots or Gatecreeper Vine, and Winding Way or Lead the Stampede when the legal first action fixes mana. This hand is acceptable on the draw or against slower decks, but it becomes risky on the play if losing the first creature strands the hand. + +- Medium keep: keep Swamp plus Land Grant or Forest plus Mesmeric Fiend when the matchup rewards protection before combo. Mesmeric Fiend is strongest when the opponent is likely to have counterspells, removal, or graveyard hate; do not keep it as the only early action against fast creature pressure unless the rest of the hand stabilizes. + +- Risky keep: treat Balustrade Spy, Dread Return, Lotleth Giant, Nyxborn Hydra, and Troll of Khazad-dûm-heavy hands as risky without green development. Payoffs are not a plan until visible mana, bodies, and graveyard count make them legal and useful. + +- Automatic ship: mulligan hands with no green source, no Land Grant, no Gatecreeper Vine, no Generous Ent or Troll of Khazad-dûm land-search action exposed by the engine, and no castable early creature. The deck cannot rely on drawing out of a nonfunctional opener before fast decks or interaction punish it. + +- Automatic ship: mulligan hands that only contain expensive threats and graveyard payoffs, such as Balustrade Spy, Lotleth Giant, Dread Return, Nyxborn Hydra, Sagu Wildling, Generous Ent, and Troll of Khazad-dûm, with no early mana creature or selection. A hand that starts on turn three or four without disruption is usually too slow. + +- Matchup-dependent keep: keep Healer of the Glade, Cast Down, or extra Mesmeric Fiend postboard only when the opponent’s visible archetype makes that card buy a real turn or protect the combo. Do not keep a sideboard-card hand that lacks the main mana engine. + +- Play/draw rule: keep faster, lower-land hands on the play only when they produce turn-one or turn-two development; on the draw, accept slightly slower hands with Winding Way or Lead the Stampede because the extra card improves engine density. Against fast aggro, prioritize Wall of Roots, Saruli Caretaker, Gatecreeper Vine, and Healer of the Glade postboard over speculative combo speed. + +- Trap hand: avoid hands that look powerful because they contain Balustrade Spy plus Dread Return but have too few creatures to sacrifice or too little mana to cast Spy. Before keeping, ask whether the hand can make bodies, find black, and survive to the combo turn using only legal visible actions. + +## Turn Arc + +- Turn 1: prioritize Forest, Land Grant, or any legal land-search action that enables green development. If Saruli Caretaker or Quirion Ranger is the only legal proactive creature, deploy it when it improves turn-two mana; otherwise prefer fixing with Land Grant, Generous Ent, or Troll of Khazad-dûm if the engine exposes that action and the color is needed. + +- Turn 1 deviation: use Swamp into Mesmeric Fiend only when the matchup and hand say protection is worth delaying green setup. This line is best against likely counterspell, removal, or graveyard-hate decks and weak against fast boards unless it removes the card that would stop stabilization. + +- Turn 2: prioritize Wall of Roots, Overgrown Battlement, Gatecreeper Vine, or Saruli Caretaker to build mana and creature count. If both Overgrown Battlement and another defender are legal, choose the line that creates the most turn-three mana while preserving colored access. + +- Turn 2 deviation: cast Winding Way or Lead the Stampede when the hand lacks enough creatures, lands, or black access and the engine presents no better development line. Choose the selection mode or action based on the current shortage; Card text check required for exact Winding Way mode handling. + +- Turn 3: aim to convert setup into either a large mana turn or a protected setup turn. Preferred plays are Lead the Stampede or Winding Way to refill, Balustrade Spy if legal and likely decisive, or Mesmeric Fiend before a combo attempt when known or likely interaction matters. + +- Turn 3 deviation: play Masked Vandal, Cast Down, Pilfer, Jack-o'-Lantern, or Voracious Varmint postboard only when the target or disruption changes the next turn cycle more than advancing mana. Card text check required for exact Masked Vandal, Jack-o'-Lantern, and Voracious Varmint tactical text; follow engine legality and visible targets. + +- Turns 4-5: prioritize the combo turn when Balustrade Spy can legally resolve and the graveyard, sacrifice bodies, Dread Return, and Lotleth Giant path are visible enough to matter. Count creatures in graveyard and battlefield before choosing Dread Return, and do not assume Lotleth Giant is lethal unless opponent life and trigger outcome are supported by visible information. + +- Turns 4-5 deviation: pivot to fair pressure with Nyxborn Hydra, Sagu Wildling, Generous Ent, or Troll of Khazad-dûm when graveyard hate, missing black, or missing sacrifice bodies blocks the primary line. Keep defenders back as mana and blockers unless attacking changes the race or enables lethal pressure. + +- Late game: use selection to rebuild after disruption and protect any renewed combo attempt with Mesmeric Fiend or Pilfer when legal. Preserve creatures as Dread Return fuel, preserve black for Balustrade Spy or interaction, and spend removal only on threats or hate permanents that actually stop survival or the kill. + +- Late-game emergency: stabilize first when the opponent presents lethal or a short clock. Wall of Roots, Overgrown Battlement, Gatecreeper Vine, Saruli Caretaker, Healer of the Glade, and Cast Down are life-buying tools; choose the line that keeps the most future combo equity after preventing the immediate loss. + +## Card Roles + +- Balustrade Spy: treat Balustrade Spy as the primary graveyard-conversion spell, not a generic four-mana flyer. Cast it when black mana, creature count, sacrifice bodies, and the follow-up Dread Return path make the self-mill trigger useful; if lands remain in the library, do not assume it mills the entire deck. Target yourself only when the graveyard gain advances a visible combo plan, and target the opponent only if the engine presents that as a tactical library-pressure line with no better combo use. Against counterspell or graveyard-hate decks, prefer Mesmeric Fiend or Pilfer protection first when legal and not too slow. + +- Dread Return: use Dread Return as the bridge from stocked graveyard to Lotleth Giant, usually through flashback after Balustrade Spy, Winding Way, or combat attrition has put enough creatures in the graveyard. Before choosing it, verify the engine exposes legal sacrifice costs, a legal graveyard target, and enough battlefield creatures to pay the cost without losing survival unnecessarily. Do not spend Dread Return on a fair creature unless the primary kill is blocked and the reanimated body changes the race or stabilizes immediately. + +- Lotleth Giant: treat Lotleth Giant as the normal kill target, with lethal dependent on the visible creature-card count in your graveyard and the legal target/output shown by Forge. Do not assume lethal from deck identity alone; count graveyard creatures, opponent life, prevention effects, and any public replacement or damage modification cues. Hard-casting Lotleth Giant is an emergency plan when defender mana is abundant and graveyard count makes the trigger meaningful. + +- Overgrown Battlement: prioritize Overgrown Battlement as the best mana-engine permanent because it scales with defenders and accelerates Balustrade Spy, Lead the Stampede turns, and hard-cast backup threats. Cast it before lower-impact creatures when it increases next-turn mana, especially with Wall of Roots, Gatecreeper Vine, Saruli Caretaker, or additional Overgrown Battlement. Avoid attacking or sacrificing defenders casually; their mana value often exceeds their combat value until the combo turn. + +- Wall of Roots: deploy Wall of Roots early as acceleration, blocker, and future Dread Return material. Use its mana ability when it advances the current line or preserves lands/colored sources for black spells, but respect any visible toughness, damage, or counter restrictions the engine reports. Against aggro, Wall of Roots is a stabilizer first and combo fuel second; preserve it if blocking buys more time than sacrificing it this turn. + +- Saruli Caretaker: use Saruli Caretaker as a cheap mana enabler whose value depends on having another creature to tap. Cast it early when it improves turn-two or turn-three mana, but do not overvalue it in creature-light hands where it cannot function. In combo turns, compare tapping creatures for mana against keeping three expendable bodies for Dread Return flashback. + +- Gatecreeper Vine: cast Gatecreeper Vine when the hand needs land access, a defender, or another body for Overgrown Battlement math. Its role is to smooth green/black development while increasing creature density; choose the land-search option that fixes the next two turns, not merely the current spell. Against removal-heavy decks, Gatecreeper Vine is a low-risk body that helps rebuild after disruption. + +- Land Grant: use Land Grant as early fixing and as a way to reduce land bottlenecks before committing to Balustrade Spy lines, while following the exact alternate-cost legality shown by Forge. If casting Land Grant would reveal information, accept that cost only when the mana gain matters more than concealing the hand. Fetch Forest when green development is missing; value Swamp access when Balustrade Spy, Mesmeric Fiend, Pilfer, or Cast Down lines are constrained by black mana. + +- Generous Ent: use Generous Ent primarily as land access or a large backup body depending on the legal actions exposed by the engine. Early, prefer its land-finding mode when the hand needs stable mana; late, hard-cast or recur it only when the fair-combat plan is more realistic than an immediate combo. Card text check required for exact land-search and body details; keep tactical use conditional on Forge prompts. + +- Troll of Khazad-dûm: use Troll of Khazad-dûm as black fixing, graveyard density, and a late-game threat when the primary line is slowed. Early, choose the land-search action when it enables Balustrade Spy or disruption; late, treat it as a fair finisher only if defender mana can support it and the opponent cannot easily race. Card text check required for exact land-search and combat text; obey engine legality. + +- Lead the Stampede: use Lead the Stampede to reload creature density and find missing engine pieces after the first setup wave. Cast it when the hand lacks bodies, a payoff, or Dread Return fuel; delay it when deploying Overgrown Battlement or Wall of Roots creates a much stronger next turn. Its misses still shape public graveyard information, so reevaluate Dread Return and Lotleth Giant counts after resolution. + +- Winding Way: use Winding Way as flexible selection that can fill hand and graveyard while finding creatures or lands. Choose the mode that addresses the visible shortage: creatures for engine/payoff density, lands when black or green access blocks the line. Card text check required for exact mode and reveal handling; after it resolves, update graveyard count before assuming Dread Return or Lotleth Giant is ready. + +- Masked Vandal: treat Masked Vandal as main-deck utility and creature density, with its disruptive value dependent on visible legal targets. Cast it as a body when development matters and no target is relevant; hold it when the opponent is likely to present artifact, enchantment, or graveyard-hate permanents that stop the combo. Card text check required for exact exile/additional-cost requirement; do not choose it unless Forge shows the cost and target as legal. + +- Mesmeric Fiend: use Mesmeric Fiend as protection before committing Balustrade Spy or Dread Return, especially against counterspells, removal, sweepers, and graveyard hate. Cast it when seeing and taking a relevant card changes the next turn cycle; avoid spending it as a random two-drop if the matchup is about racing creature pressure and your hand needs mana first. Follow revealed-hand information exactly and do not infer unseen cards as known. + +- Sagu Wildling: use Sagu Wildling as creature density, mana development, or backup pressure only according to the exact legal actions Forge exposes. Card text check required; do not assume specific abilities beyond what the engine presents. In practice, value it most when it increases creature count for Lead the Stampede, Dread Return, and fair stabilization without delaying higher-impact engine pieces. + +- Nyxborn Hydra: treat Nyxborn Hydra as a scalable backup threat and pressure pivot when the graveyard plan is disrupted or too slow. Cast it when mana is abundant and a large creature changes combat; hold it when it would consume resources needed for Balustrade Spy, Dread Return, or protection. Card text check required for exact bestow/modified-cost/combat implications; use only visible legal modes. + +- Quirion Ranger: use Quirion Ranger as a mana-tactical card that can reuse creatures or lands only when the engine presents legal actions. It is strongest with mana creatures and defender engines, but it can also expose sequencing traps if bouncing a land delays black access. Card text check required for exact activation constraints; do not activate merely because it is available unless it increases current mana, preserves a blocker, or enables a decisive follow-up. + +- Forest: treat Forest as the default early land because green starts the deck. Keep green untapped for Wall of Roots, Overgrown Battlement, Saruli Caretaker, Gatecreeper Vine, Land Grant follow-ups, Winding Way, and Lead the Stampede unless black is the immediate bottleneck. + +- Swamp: treat Swamp as the black-access land for Balustrade Spy, Mesmeric Fiend, and postboard black interaction. Preserve Swamp or black-producing choices when the next meaningful play is protection or the combo payoff, even if green spending is tempting. + +## Interaction Priorities + +- Discard first: use Mesmeric Fiend and postboard Pilfer on the card that stops the next combo turn, not on the most expensive card. Highest-value discard targets are visible graveyard hate, instant-speed removal for Balustrade Spy or a required sacrifice body, counterspells, sweepers, and fast lethal pressure that invalidates a setup turn. + +- Discard timing: cast Mesmeric Fiend before committing Balustrade Spy, Dread Return, or a three-creature sacrifice setup when the opponent has mana or cards that plausibly interact. Against low-interaction aggro, develop Overgrown Battlement, Wall of Roots, Saruli Caretaker, or Gatecreeper Vine first unless Mesmeric Fiend can take a clearly lethal burn spell or pump effect. + +- Removal first: use Cast Down on the creature that changes the race or blocks the combo turn, especially a fast clock, evasive attacker, hate creature, or creature carrying visible lethal pressure. Do not spend Cast Down on a minor blocker if the current line is to mill and Dread Return Lotleth Giant rather than win through combat. + +- Exile first: use Jack-o'-Lantern on the opposing graveyard card that is about to matter, such as a flashback spell, recursion target, dredge-style engine card, or graveyard payoff visible in public zones. Do not fire Jack-o'-Lantern merely to shrink a graveyard if the opponent has no legal graveyard action, and preserve it when its mana or card-flow mode is more important by visible state. + +- Artifact/enchantment hate first: use Masked Vandal or Voracious Varmint on visible hate permanents that stop graveyard use, prevent Dread Return, tax key spells, or create an immediate lethal clock. Card text check required for exact Masked Vandal and Voracious Varmint costs and target restrictions; choose these actions only when Forge exposes a legal target and the cost does not break the combo setup. + +- Prevention answer: use Flaring Pain only when damage prevention is the visible reason Lotleth Giant, combat damage, or another legal damage line would fail. Do not spend Flaring Pain as a generic spell; hold it until the engine shows a prevention-relevant window or the matchup has demonstrated prevention effects. + +- Bait cards: bait counters or removal with Lead the Stampede, Winding Way, Gatecreeper Vine, Masked Vandal, Nyxborn Hydra, or a nonessential creature before exposing Balustrade Spy when the hand can still execute later. Against blue tempo or black removal decks, make the opponent answer reload spells and setup bodies before the one spell that converts the library into a graveyard. + +- Ignore first: ignore small ground creatures, incidental life gain, and low-impact artifacts if your current legal line threatens Balustrade Spy into Dread Return. Switch from ignoring them only when life total, clock math, graveyard hate, or a visible activated ability makes them relevant before your next turn. + +- Archetype shift: against aggro, interaction buys turns and protects life; against control, interaction protects the combo; against graveyard decks, Jack-o'-Lantern and discard should hit recursion and payoff windows; against artifact or enchantment decks, preserve Masked Vandal and Voracious Varmint for hate or engines instead of casting them as filler. + +- Counter/bounce note: the registered list has no normal counterspell or bounce package, so do not pass priority expecting one unless Forge offers a legal action from Flaring Pain, Jack-o'-Lantern, Cast Down, Masked Vandal, Voracious Varmint, or another registered card already on board. + +## Combat And Trading Rules + +- Preserve engine bodies: avoid attacking with Overgrown Battlement, Wall of Roots, Saruli Caretaker, Gatecreeper Vine, Quirion Ranger, Masked Vandal, or Mesmeric Fiend when that creature is needed for mana, Dread Return flashback, or blocking the next attack. A point or two of damage is rarely worth losing a body that unlocks Balustrade Spy or Lotleth Giant. + +- Block to buy combo turns: block early against aggro when the block preserves a life-total threshold for one more draw, Lead the Stampede, Winding Way, or Balustrade Spy turn. Prefer trading expendable bodies over losing Overgrown Battlement or a creature needed for three-body Dread Return unless the life swing is decisive. + +- Trade by role: trade Mesmeric Fiend only when its exiled card is no longer important or the opponent’s creature is more dangerous than the returned card. Trade Masked Vandal or Gatecreeper Vine more readily if their enter-the-battlefield role is complete and you still have enough creatures for mana and flashback. + +- Protect mana math: keep Overgrown Battlement and Wall of Roots alive when their mana enables a larger next turn than any block or attack available now. Against burn or fast attackers, reassess this rule when life is low enough that preserving the wall but taking damage loses before the combo turn. + +- Attack only with a plan: attack with Nyxborn Hydra, Generous Ent, Troll of Khazad-dûm, Sagu Wildling, or spare creatures when the damage creates a real backup clock or forces blocks that make Dread Return or Lotleth Giant safer. Do not attack just because a creature is untapped if it is better as mana, sacrifice material, or a blocker. + +- Backup threat pivot: use Nyxborn Hydra, Generous Ent, and Troll of Khazad-dûm as fair-combat pressure when graveyard hate, discard, or repeated removal makes the direct combo unreliable. Card text check required for exact combat text and casting modes; rely on Forge-visible power, toughness, counters, attachments, and legal attacks. + +- Life thresholds: above a comfortable life total, take damage to preserve engine bodies and set up a decisive turn; near lethal or under a two-turn clock, block more aggressively and value Healer of the Glade or Cast Down lines that extend the game. Do not assume exact opposing pump or burn unless revealed, but respect open mana and known archetype pressure. + +- Combat tricks: leave enough bodies and mana for post-combat or instant-speed legal actions when Forge shows a relevant window. If the opponent attacks into obvious blocks with mana up, choose blocks that survive common visible outcomes rather than maximizing theoretical value. + +- Archetype differences: against creature aggro, become a wall-and-life deck until Balustrade Spy is safe; against control, avoid unnecessary combat trades that reduce Dread Return material; against combo, attack only when pressure changes their clock and does not slow your own; against graveyard hate decks, fair attacks from large creatures matter more after the graveyard plan is visibly constrained. + +## Selection And Tutor Rules + +- Find mana before payoff: use Land Grant, Gatecreeper Vine, Generous Ent, and Troll of Khazad-dûm to assemble the land or color that lets the next two turns function, not merely the land that spends mana now. Card text check required for exact alternate search modes and costs on Generous Ent and Troll of Khazad-dûm; choose them only through Forge-visible legal actions. + +- Sequence Land Grant before blind selection when the hand lacks stable mana, because seeing whether the mana plan is solved changes how Lead the Stampede and Winding Way should be valued. If Land Grant requires revealing the hand, accept that information leak when the alternative is missing the black or green source needed for Balustrade Spy, Mesmeric Fiend, Dread Return, or the defender engine. + +- Delay the land drop when legal selection may change the best land, especially before Land Grant, Gatecreeper Vine, Generous Ent, or Troll of Khazad-dûm actions. Make the land drop first only when a current spell or ability needs that mana immediately, when holding the land exposes no advantage, or when Quirion Ranger-style sequencing requires a visible land state. + +- Treat Lead the Stampede as creature-density selection, not generic card draw. Prioritize lines that cast it when the hand needs bodies for Overgrown Battlement mana, Dread Return flashback material, Balustrade Spy access, or a backup creature plan; avoid casting it before a necessary land-search action if the missing resource is mana rather than creatures. + +- Treat Winding Way as role-based pseudo-selection. If Forge asks for a card type or mode, choose the option that fixes the current bottleneck: choose creature density when building mana, sacrifice bodies, or Balustrade Spy access; choose land only when the current hand cannot cast its functional spells or needs a specific next land more than extra creatures. Card text check required for exact mode wording. + +- Prefer engine creatures over fair threats when selecting from visible candidates before the combo is assembled. Overgrown Battlement, Wall of Roots, Saruli Caretaker, Gatecreeper Vine, Quirion Ranger, and Masked Vandal usually improve the next-turn branch more than Nyxborn Hydra, Sagu Wildling, Generous Ent, or Troll of Khazad-dûm unless combat pressure is already the backup plan. + +- Select Balustrade Spy only when mana, board bodies, and graveyard payoff timing make it likely to matter before the opponent’s next decisive action. If the graveyard plan is blocked by visible hate or missing Dread Return/Lotleth Giant access, prefer Lead the Stampede or Winding Way lines that rebuild instead of rushing an exposed payoff. + +- Use Mesmeric Fiend and Pilfer selection to take the card that stops the current line, not the card with the highest abstract power. Prefer visible graveyard hate, counterspells, removal for Balustrade Spy, fast lethal pressure, or sweepers over medium threats when your hand can already combo. + +## Priority And Stack Rules + +- Pass priority when no legal instant-speed action changes the next meaningful event. This deck usually wins by sorcery-speed setup, so do not hold priority hoping for hidden interaction that is not represented by Forge legal actions. + +- Respond to hate, lethal damage, or a protected combo window with the exact legal tool Forge offers. Cast Down answers visible creatures, Jack-o'-Lantern answers graveyard cards or may cycle when that is legal and low risk, Flaring Pain matters only against prevention windows, and Masked Vandal or Voracious Varmint matter only when Forge exposes legal artifact/enchantment targets and costs. + +- Let low-impact spells resolve when the current hand threatens Balustrade Spy into Dread Return faster than the opposing play changes the clock. Save scarce interaction for cards that alter graveyard access, remove the key mana engine, create lethal pressure, or stop Lotleth Giant damage. + +- Use activated mana abilities conservatively around priority prompts. Preserve Overgrown Battlement, Wall of Roots, Saruli Caretaker, Quirion Ranger, lands, and any visible mana abilities for the spell or tax that matters most this turn; do not spend a flexible source on optional value if it strands Balustrade Spy, Dread Return, Cast Down, or a sideboard answer. + +- Treat Dread Return timing as a resource check. Flash it back only when sacrificing the required creatures is legal, the target is legal, the graveyard line is not visibly stopped, and Lotleth Giant or another target advances the win more than preserving the board. Card text check required for exact Dread Return flashback cost and Lotleth Giant trigger details; follow Forge target and trigger prompts exactly. + +- Respect stack interaction around Balustrade Spy. If the opponent has visible open mana and a known counter/removal archetype, use available discard first when legal; once Balustrade Spy is on the stack, respond only with actions that protect the line or answer a visible stop, not with unrelated card flow. + +- Use combat priority windows to preserve the combo before chasing tricks. After attackers, after blockers, and before damage, prefer Cast Down or other legal interaction only when it saves enough life, protects a crucial defender, or removes a blocker for a real backup threat. Otherwise keep creatures available for mana and Dread Return. + +- Make optional payments only when they advance the active plan. Decline optional costs or value actions that consume mana, creatures, graveyard cards, or cards in hand needed for the combo turn; accept them when Forge shows that the payment converts directly into lethal pressure, protection, or survival. + +- Handle graveyard timing with public information discipline. Use Jack-o'-Lantern before the opponent can legally use the target card, before a recursion spell resolves if Forge permits, or before your own graveyard becomes irrelevant; do not exile randomly when waiting could reveal a higher-value target. + +## Sideboard Map + +- Sideboard with a role first: preserve the Balustrade Spy plus Dread Return plan unless the opponent presents visible pressure, graveyard hate, prevention, counterplay, or creature permanents that demand a slower configuration. Do not add narrow cards merely because they are legal; add them when their role changes the next decisive turn. + +- Keep creature density high after sideboarding: Overgrown Battlement, Wall of Roots, Saruli Caretaker, Gatecreeper Vine, Masked Vandal, Generous Ent, Troll of Khazad-dûm, Sagu Wildling, Nyxborn Hydra, and Balustrade Spy are part of the mana, selection, body-count, or backup-pressure system. Noncreature sideboard cards should enter only when their interaction role is worth lowering Lead the Stampede and Winding Way hit quality. + +- Protect black access when adding disruption: Mesmeric Fiend, Pilfer, Cast Down, Balustrade Spy, Dread Return, and Lotleth Giant all increase the importance of Swamp, Land Grant, Gatecreeper Vine, Generous Ent, and Troll of Khazad-dûm sequencing. A hand with sideboard black cards but no realistic black source is not improved merely because it has interaction. + +- Cast Down is for creature decks where one threat changes the race, blocks the backup creature plan, or removes a key combo turn by forcing bad blocks. Add role cards: Cast Down against Terror threats, large affinity creatures, fast red attackers, important utility creatures, and creature-based combo pieces. Reduce main-deck emphasis: slower fair threats or excess setup pieces when survival is the bottleneck. Cast Down is bad when the opponent’s relevant cards are graveyard hate, counterspells, prevention, or noncreature engines. + +- Mesmeric Fiend is for protecting the combo before committing Balustrade Spy or Dread Return. Add role cards: Mesmeric Fiend against counterspell decks, graveyard-hate decks, removal-heavy midrange, and combo decks where one visible card matters more than board size. Reduce main-deck emphasis: slower backup pressure when the matchup is about a protected window. Mesmeric Fiend is bad when the opponent empties their hand quickly, has many redundant cheap threats, or can easily remove it before the exiled card stops mattering. + +- Pilfer is for discard density when the game turns on a hidden answer or opposing combo card. Add role cards: Pilfer against control, combo, graveyard hate, and hands where taking one card clears the path for Balustrade Spy. Reduce main-deck emphasis: high-mana backup creatures when tempo is less important than information and protection. Pilfer is bad against fast creature starts when spending mana without adding a blocker risks falling behind. + +- Healer of the Glade is for life-total stabilization against red pressure, go-wide attacks, and any matchup where one extra turn is likely to convert into Overgrown Battlement mana or Balustrade Spy. Add role cards: Healer of the Glade against burn, fast red creatures, evasive chip damage, and aggressive starts. Reduce main-deck emphasis: slow selection or expensive backup threats when the first turns are about not dying. Healer of the Glade is bad against control, slow combo, and decks that win through graveyard hate rather than damage. + +- Jack-o'-Lantern is for graveyard interaction and low-cost utility when the opponent’s graveyard is a real resource. Add role cards: Jack-o'-Lantern against Terror, Dread Return mirrors, recursion decks, flashback-heavy plans, and graveyard loops. Reduce main-deck emphasis: narrow fair-pressure cards when graveyard timing decides the game. Jack-o'-Lantern is bad when the opponent’s graveyard is irrelevant and your own plan needs maximum creature density. + +- Flaring Pain is for prevention effects that would stop lethal Lotleth Giant damage or a backup combat kill. Card text check required for exact timing and flashback details; use it only when Forge shows a legal action and visible prevention is relevant. Add role cards: Flaring Pain against Prismatic Strands-style prevention, fog effects, damage prevention shields, and decks that can survive the combo through prevention. Reduce main-deck emphasis: creature interaction when prevention, not creatures, is the obstacle. Flaring Pain is bad when no prevention card or archetype signal is visible. + +- Voracious Varmint is for artifact or enchantment hate that must be answered while keeping creature count. Card text check required for exact modes, target restrictions, and costs; choose it only through Forge-visible legal actions. Add role cards: Voracious Varmint against graveyard hate permanents, artifact engines, enchantment locks, and equipment-like pressure when it has a legal target. Reduce main-deck emphasis: less targeted artifact/enchantment pressure when the opponent has few permanents worth answering. Voracious Varmint is bad when it has no visible or likely target and only functions as an undersized body. + +- Nyxborn Hydra is the sideboard’s pressure and scaling threat when the opponent attacks the graveyard plan or forces a fair game. Card text check required for exact bestow, counter, or alternate casting modes; use the legal mode that best preserves mana and board pressure. Add role cards: Nyxborn Hydra against control, graveyard hate, low-removal decks, and matchups where Overgrown Battlement mana can convert into a standalone threat. Reduce main-deck emphasis: fragile combo-only cards when the opponent is overloaded on graveyard answers. Nyxborn Hydra is bad when the matchup is too fast for a scaling threat or when removal trades up cleanly. + +- Explicit plan against fast red or low-curve creature aggression: prioritize life and removal while keeping the combo engine intact. +Side in: 3 Healer of the Glade, 3 Cast Down +Cut: 2 Mesmeric Fiend, 2 Nyxborn Hydra, 1 Lead the Stampede, 1 Sagu Wildling + +- Explicit plan against blue-black Terror or graveyard-reliant tempo: contest the graveyard, remove major threats, and increase disruption before committing Balustrade Spy. +Side in: 3 Cast Down, 1 Jack-o'-Lantern, 2 Pilfer, 2 Mesmeric Fiend +Cut: 2 Nyxborn Hydra, 2 Sagu Wildling, 1 Lead the Stampede, 1 Winding Way, 1 Masked Vandal, 1 Gatecreeper Vine + +- Explicit plan against artifact-heavy Affinity or permanent-based hate: preserve creature count while adding direct answers and enough removal for high-impact attackers. +Side in: 3 Cast Down, 1 Voracious Varmint, 2 Pilfer +Cut: 2 Nyxborn Hydra, 1 Lead the Stampede, 1 Winding Way, 1 Gatecreeper Vine, 1 Sagu Wildling + +- Explicit plan against prevention-heavy white decks: protect the combo window and answer prevention rather than overloading on creature removal. +Side in: 1 Flaring Pain, 2 Mesmeric Fiend, 2 Pilfer +Cut: 2 Nyxborn Hydra, 1 Sagu Wildling, 1 Lead the Stampede, 1 Masked Vandal + +- Explicit plan against slow control or counterspell decks: add discard and resilient pressure while keeping enough selection to find the combo repeatedly. +Side in: 2 Mesmeric Fiend, 2 Pilfer, 2 Nyxborn Hydra +Cut: 3 Masked Vandal, 1 Gatecreeper Vine, 1 Sagu Wildling, 1 Winding Way + +- Explicit plan against graveyard-hate decks with artifacts or enchantments: keep Masked Vandal valuable, add Voracious Varmint and discard, and avoid relying on a single Dread Return turn. +Side in: 1 Voracious Varmint, 2 Pilfer, 2 Mesmeric Fiend, 2 Nyxborn Hydra +Cut: 3 Sagu Wildling, 1 Lead the Stampede, 1 Winding Way, 1 Gatecreeper Vine, 1 Wall of Roots + +- Use no-change sideboarding when the opponent shows no relevant hate, no fast clock, and no prevention. The main deck is built to maximize creature density, selection, and Balustrade Spy speed; adding narrow answers without a target can make the deck less reliable. + +- Reassess after Game 2 with only public evidence: if the opponent revealed graveyard hate, Add role cards: Mesmeric Fiend, Pilfer, Jack-o'-Lantern, Voracious Varmint, and Nyxborn Hydra according to the hate type. If the opponent revealed mostly speed, Add role cards: Healer of the Glade and Cast Down. If the opponent revealed prevention, Add role cards: Flaring Pain and discard effects. + +## Matchup Guidance + +- Aggro: stabilize first, then combo once the battlefield is contained. Prioritize Wall of Roots, Overgrown Battlement, Saruli Caretaker, Gatecreeper Vine, and Healer of the Glade as early blockers or life buffers; do not spend early turns on Lead the Stampede or Winding Way when a visible attack would make Balustrade Spy too slow. Add role cards: Healer of the Glade and Cast Down. Reduce main-deck emphasis: Mesmeric Fiend against emptying hands, slow Nyxborn Hydra lines, and selection spells when the legal play needs a blocker now. + +- Burn: treat life total as the bottleneck, not card count. Keep hands that create blockers plus green mana quickly, value Healer of the Glade highly, and use Mesmeric Fiend or Pilfer only when the opponent still has enough cards that taking one burn spell changes the next turn cycle. Add role cards: Healer of the Glade, Pilfer, and Mesmeric Fiend when hand disruption is timely. Reduce main-deck emphasis: expensive backup threats and slow selection when visible pressure suggests the game ends before Lotleth Giant can resolve. + +- Control: force the opponent to answer multiple axes instead of committing everything into one counterspell or removal window. Develop defender mana, use Lead the Stampede and Winding Way to reload after removal, and cast Balustrade Spy when discard, mana density, or opponent shields make the legal window credible. Add role cards: Pilfer, Mesmeric Fiend, and Nyxborn Hydra. Reduce main-deck emphasis: Masked Vandal when there are no visible artifact or enchantment targets, and excess low-impact blockers once the game is about resilient pressure. + +- Removal-heavy decks: make every removal spell awkward by sequencing redundant mana creatures before the single critical payoff. Favor Overgrown Battlement backed by another defender over relying on one Saruli Caretaker, and avoid exposing Balustrade Spy until the resulting Dread Return line is legal or the hand needs a body. Add role cards: Nyxborn Hydra, Mesmeric Fiend, and Pilfer. Reduce main-deck emphasis: fragile all-in timing and low-impact creatures when selection can rebuild. + +- Tempo: respect the clock and the interaction window together. Against evasive threats, Terror-style creatures, or counterspell pressure, use Cast Down on the threat that shortens the clock most, then use Mesmeric Fiend or Pilfer to clear the path before Balustrade Spy. Add role cards: Cast Down, Jack-o'-Lantern, Mesmeric Fiend, and Pilfer. Reduce main-deck emphasis: slow Nyxborn Hydra pressure if the opponent can race it, and some selection when mana plus protection is already present. + +- Midrange: trade only when it preserves the combo clock or denies a high-impact attacker. Let Wall of Roots, Overgrown Battlement, Gatecreeper Vine, Sagu Wildling, and Generous Ent absorb pressure while Lead the Stampede and Winding Way restore density; do not attack with essential mana creatures unless the damage materially changes a race. Add role cards: Cast Down and Nyxborn Hydra when games become attrition. Reduce main-deck emphasis: Mesmeric Fiend if the opponent’s threats are redundant and board presence matters more than one card. + +- Big mana: race the setup, disrupt the payoff, and avoid spending turns on fair combat unless the combo is blocked. Prioritize hands with Land Grant, Generous Ent, Overgrown Battlement, Wall of Roots, and Balustrade Spy access; use Mesmeric Fiend or Pilfer on the visible or revealed payoff that beats the combo clock. Add role cards: Pilfer, Mesmeric Fiend, and Nyxborn Hydra if the opponent has strong graveyard hate. Reduce main-deck emphasis: Cast Down unless a single creature is the actual engine or lethal threat. + +- Combo: identify whether the matchup is faster combo, graveyard combo, or protection-heavy combo before choosing the axis. Against faster combo, use Mesmeric Fiend and Pilfer to break the key turn and keep hands that race with Balustrade Spy; against slower combo, build mana and force them to answer Dread Return. Add role cards: Mesmeric Fiend, Pilfer, Jack-o'-Lantern for graveyard lines, and Flaring Pain only when prevention is visibly relevant. Reduce main-deck emphasis: Cast Down and Healer of the Glade unless damage or a creature engine is the opponent’s route. + +- Graveyard decks: protect your own graveyard plan while attacking only the opposing graveyard resource that matters. Use Jack-o'-Lantern when Forge presents a legal graveyard action that breaks recursion, Terror costs, flashback, Dread Return, or a loop; do not spend it merely because a graveyard has cards. Add role cards: Jack-o'-Lantern, Pilfer, Mesmeric Fiend, Cast Down for large graveyard threats, and Nyxborn Hydra as a fair backup. Reduce main-deck emphasis: narrow fair bodies when timing graveyard interaction decides the game. + +- Artifact/enchantment decks: keep creature count high while answering the permanent that actually blocks the kill or dominates combat. Masked Vandal is already a main-deck tool for visible artifact or enchantment pressure; Voracious Varmint adds another answer, but card text check required for exact modes and restrictions. Add role cards: Voracious Varmint, Pilfer, Cast Down, and Nyxborn Hydra when graveyard hate forces fair pressure. Reduce main-deck emphasis: slow selection or extra backup bodies when a visible hate permanent must be answered before Balustrade Spy. + +- Go-wide decks: survive the widest attack before planning the graveyard kill. Value early blockers, Healer of the Glade, and Cast Down on the creature that most changes combat math; do not sacrifice multiple bodies to Dread Return unless Forge shows the kill is available or the alternative loses on board. Add role cards: Healer of the Glade and Cast Down. Reduce main-deck emphasis: Mesmeric Fiend and Pilfer when the opponent has already converted hand cards into battlefield pressure. + +- Single-threat decks: answer or race the one threat according to the visible clock. Cast Down is high priority when one creature represents most damage, Jack-o'-Lantern is high priority when the threat depends on graveyard size, and Mesmeric Fiend or Pilfer is high priority before the threat resolves. Add role cards: Cast Down, Pilfer, Mesmeric Fiend, and Jack-o'-Lantern by threat type. Reduce main-deck emphasis: Healer of the Glade unless life padding changes the exact clock. + +- Prevention-heavy decks: do not assume Lotleth Giant damage will finish the game if visible prevention or archetype context says it may fail. Use Mesmeric Fiend and Pilfer to remove prevention before committing, and use Flaring Pain only when Forge shows a legal action and the prevention issue is real; card text check required for exact timing. Add role cards: Flaring Pain, Mesmeric Fiend, and Pilfer. Reduce main-deck emphasis: Cast Down when creatures are not the obstacle. + +- Post-board graveyard-hate games: pivot sooner when the opponent reveals artifacts, enchantments, exile effects, or discard aimed at Dread Return. Preserve Masked Vandal, consider Voracious Varmint for hate permanents, use Pilfer or Mesmeric Fiend before the combo turn, and let Nyxborn Hydra punish opponents who keep low-pressure hate hands. Add role cards: Voracious Varmint, Pilfer, Mesmeric Fiend, Nyxborn Hydra, and Jack-o'-Lantern when opposing graveyard use also matters. Reduce main-deck emphasis: all-in Balustrade Spy timing until the hate piece is answered or the fair plan is better. + +## Specific Matchup Notes + +- Scope: These notes are archetype-only unless Veles supplies an exact opposing strategy; revealed cards, public zones, and legal actions override every assumption. Use Mesmeric Fiend, Pilfer, Cast Down, Jack-o'-Lantern, Flaring Pain, Healer of the Glade, Voracious Varmint, and extra Nyxborn Hydra only when their visible role is better than preserving the Balustrade Spy plus Dread Return plan. + +- Red Rally / fast red: Stabilize the first attack steps before spending turns on slow selection. Prioritize Overgrown Battlement, Wall of Roots, Sagu Wildling, Gatecreeper Vine, Healer of the Glade, and Cast Down on the creature or pump-enabled attacker that changes the clock most. Add role cards: Healer of the Glade, Cast Down, Nyxborn Hydra if a fair blocker/closer matters, and Flaring Pain only when prevention is visibly relevant. Reduce main-deck emphasis: Mesmeric Fiend and Pilfer when the opponent has already converted hand cards into battlefield damage. + +- Dimir Faeries / Terror: Protect the combo turn from counters, discard, and graveyard-size threats. Prioritize Mesmeric Fiend or Pilfer before Balustrade Spy when the opponent has open interaction, Cast Down for the largest clock, and Jack-o'-Lantern only when a graveyard action materially weakens a Terror-style threat or recursion line. Add role cards: Cast Down, Mesmeric Fiend, Pilfer, Jack-o'-Lantern, and Nyxborn Hydra as a post-hate threat. Reduce main-deck emphasis: slow all-in lines that expose Dread Return without protection. + +- Tron / big-mana control: Race setup and disrupt the first decisive payoff rather than fighting every resource card. Prioritize Land Grant, Generous Ent, Overgrown Battlement, Wall of Roots, Lead the Stampede, Winding Way, and Balustrade Spy access; use Mesmeric Fiend or Pilfer on sweepers, graveyard hate, or the payoff that beats the combo clock. Add role cards: Pilfer, Mesmeric Fiend, Nyxborn Hydra, and Flaring Pain only if prevention has appeared. Reduce main-deck emphasis: Cast Down unless one creature is the real engine or lethal threat. + +- Grixis Affinity / artifact pressure: Respect both the fast board and artifact/enchantment hate permanents. Prioritize Masked Vandal or Voracious Varmint for visible artifact or enchantment pieces that stop the graveyard kill or dominate combat; use Cast Down on the threat that compresses the clock. Add role cards: Cast Down, Voracious Varmint, Pilfer, Mesmeric Fiend, and Nyxborn Hydra. Reduce main-deck emphasis: purely fair selection when a hate permanent must be answered first. + +- Food Gardens / creature midrange: Use defenders to absorb pressure while selection rebuilds toward the combo. Prioritize Cast Down for the creature that changes attacks most, preserve Overgrown Battlement where possible, and let Nyxborn Hydra become the fair closer when graveyard interaction slows Dread Return. Add role cards: Cast Down, Nyxborn Hydra, Healer of the Glade if life changes the clock, and Voracious Varmint for visible artifact or enchantment problems. Reduce main-deck emphasis: hand disruption when battlefield size is the main threat. + +- Spy mirror or graveyard combo: Identify whether speed, graveyard denial, or discard matters more in the current visible state. Prioritize Mesmeric Fiend and Pilfer for the opposing payoff or bridge card, Jack-o'-Lantern for a graveyard action that breaks Dread Return or recursion, and Balustrade Spy speed when disruption is absent. Add role cards: Mesmeric Fiend, Pilfer, Jack-o'-Lantern, and Nyxborn Hydra for post-hate games. Reduce main-deck emphasis: Cast Down and Healer of the Glade unless a creature clock is visible. + +## Risk Summary + +- Mana risk: The deck can have green bodies without black access for Balustrade Spy, Mesmeric Fiend, Dread Return, Pilfer, or Cast Down. Preserve Land Grant, Generous Ent, Swamp access, and black-producing lines when the next two turns need disruption or the kill card. + +- Matchup risk: Fast creature decks punish selection-heavy starts, while control and tempo punish unprotected Balustrade Spy. Re-evaluate role every decision frame instead of following the goldfish plan after the opponent reveals pressure, counters, discard, or hate. + +- Draw risk: Lead the Stampede and Winding Way can miss the exact missing piece even when they are legal and efficient. Prefer guaranteed mana or protection when the visible hand already contains a combo path. + +- Over-sideboarding risk: Too many role cards can reduce creature density for Lead the Stampede, Winding Way, Dread Return sacrifice material, and Lotleth Giant damage. Add role cards only for visible or highly likely problems, and reduce main-deck emphasis on the least relevant package rather than weakening the whole engine. + +- Graveyard risk: Balustrade Spy and Dread Return expose the deck to exile effects and graveyard timing. Do not commit to self-mill until Forge shows a legal path, protection is available, or waiting loses to the visible board. + +- Sweeper/removal risk: Losing Overgrown Battlement, Wall of Roots, or Saruli Caretaker can collapse a planned turn. Sequence redundant mana first against removal-heavy decks, and avoid spending Quirion Ranger value before it changes the current or next-turn mana branch. + +- Closer risk: Lotleth Giant is the primary reanimation kill, but prevention, life gain, exile, or insufficient graveyard count can make the line fail. If uncertain about lethal, use the legal-action labels and visible state rather than assuming the damage outcome. + +- Interaction risk: Mesmeric Fiend and Pilfer are strongest before the opponent deploys the relevant card, while Cast Down is strongest on the threat that changes the clock. Do not spend interaction just because a target exists. + +- Sequencing risk: Land Grant, Generous Ent, Gatecreeper Vine, Quirion Ranger, and defender mana create branches that are easy to close accidentally. Choose the action that preserves black access, defender count, and a protected Balustrade Spy turn over the action that merely spends the most mana now. + +## Test Feedback Checklist + +- Deciding factor: Record whether the game was decided by Balustrade Spy resolving, Dread Return being available, Lotleth Giant closing, fair combat with Nyxborn Hydra, opponent graveyard hate, or the deck failing to assemble mana and payoff in time. + +- Mulligans: Note whether the opening hand had functional green mana, black access, a first creature, and either velocity or payoff. Flag keeps that had Lead the Stampede or Winding Way but no stable way to cast early creatures. + +- Mana: Track whether Forest, Swamp, Land Grant, Generous Ent, Gatecreeper Vine, Wall of Roots, Overgrown Battlement, Saruli Caretaker, and Quirion Ranger produced the needed colors and timing. Call out games where black access delayed Balustrade Spy, Mesmeric Fiend, Dread Return, Cast Down, or Pilfer. + +- Velocity: Ask whether Lead the Stampede, Winding Way, Land Grant, and Generous Ent found the missing resource fast enough, or whether they consumed turns while the opponent’s visible clock became decisive. + +- Engine: Check whether Overgrown Battlement and Wall of Roots lived long enough to make a meaningful mana jump. Note whether Saruli Caretaker required too much board material, or whether Quirion Ranger created an important extra-mana branch. + +- Interaction: Record whether Mesmeric Fiend, Pilfer, Cast Down, Masked Vandal, Voracious Varmint, Jack-o'-Lantern, or Flaring Pain changed the actual deciding window. Separate interaction that protected the combo from interaction that only spent mana. + +- Sideboard: Ask whether added role cards solved the matchup problem without lowering creature density too far for Lead the Stampede, Winding Way, Dread Return sacrifice material, and Lotleth Giant damage. + +- Closing: Verify whether Lotleth Giant was lethal when chosen, whether Dread Return had legal sacrifice material, and whether prevention, graveyard exile, life total, or insufficient graveyard count made the kill uncertain. + +- Role: Identify whether the pilot correctly chose race, stabilize, disrupt, rebuild, or fair beatdown. Flag decisions where the deck kept goldfishing after visible pressure, open interaction, or hate changed the role. + +- Mistakes: Mark visible sequencing errors such as exposing Balustrade Spy before protection, spending Cast Down on a low-impact target, using Masked Vandal without a relevant artifact or enchantment, or tapping mana sources that blocked the next required action. + +- Stranded cards: List cards stuck in hand and why: no black mana, no green mana, no legal target, insufficient creatures, graveyard hate, too much mana cost, or opponent pressure forcing a different line. + +- Overperformers and underperformers: Compare repeated impact from Balustrade Spy, Overgrown Battlement, Wall of Roots, Lead the Stampede, Winding Way, Mesmeric Fiend, Masked Vandal, Nyxborn Hydra, Cast Down, Healer of the Glade, Pilfer, and Jack-o'-Lantern against the matchup role they were meant to fill. + +## First Tuning Questions + +- Balustrade Spy quantity: Is four Balustrade Spy still correct, or did games show too many hands with payoff but not enough mana, protection, or time to cast it? + +- Dread Return and Lotleth Giant package: Did two Dread Return and two Lotleth Giant produce enough closing reliability, or did exile, draw order, or insufficient graveyard size make the kill too fragile? + +- Black access: Did three Forest, two Swamp, Land Grant, Generous Ent, and Gatecreeper Vine support black spells on time, or should the mana package be changed to reduce stranded Balustrade Spy, Mesmeric Fiend, Dread Return, Cast Down, and Pilfer? + +- Defender density: Did four Overgrown Battlement, three Wall of Roots, three Saruli Caretaker, and three Gatecreeper Vine generate enough early mana, or did removal and slow starts expose a need for more reliable first creatures? + +- Velocity mix: Did four Lead the Stampede and four Winding Way improve assembly, or did selection become low-impact when under fast pressure or when the hand already had a combo path? + +- Fair-plan tension: Did Nyxborn Hydra and Sagu Wildling win stalled games often enough, or did they conflict with the all-in graveyard plan by occupying turns needed for setup and protection? + +- Main-deck disruption: Did two Mesmeric Fiend matter before combo turns, or were more discard effects needed against control, Faeries, Tron, mirror, and graveyard hate? + +- Artifact/enchantment answers: Did four Masked Vandal plus one Voracious Varmint handle visible hate and Affinity pressure, or were there too many answer cards without relevant targets? + +- Aggro plan: Did Healer of the Glade, Cast Down, Wall of Roots, Overgrown Battlement, Sagu Wildling, and Nyxborn Hydra stabilize against fast red and creature decks, or did the deck need more life gain, removal, or cheaper blockers? + +- Control plan: Did Mesmeric Fiend, Pilfer, Lead the Stampede, Winding Way, and extra Nyxborn Hydra create enough resilience against counters, discard, and removal, or did the deck need a stronger protected-combo plan? + +- Graveyard-hate plan: Did Jack-o'-Lantern and fair threats cover opposing graveyard lines and hate mirrors, or did games require additional graveyard interaction or more non-graveyard closing power? + +- Sideboard slot pressure: Did Flaring Pain, Jack-o'-Lantern, Voracious Varmint, Healer of the Glade, Cast Down, Pilfer, Mesmeric Fiend, and extra Nyxborn Hydra each have a clear matchup job, or are any slots too narrow for the expected field? + +- Role conflict: Did post-board plans preserve enough creature count and mana density for the core engine, or did adding interaction make Balustrade Spy, Dread Return, and Lotleth Giant less reliable than the fair plan they were meant to protect? + +## Veles Tactical Policy + +### Policy: Opening Hand Functional Keep +- Priority: Highest for game starts; keep only hands with a visible path to green development and black access or velocity toward it. +- Decision families: mulligan, pregame +- Cards: Forest, Swamp, Land Grant, Generous Ent, Troll of Khazad-dûm, Wall of Roots, Overgrown Battlement, Saruli Caretaker, Gatecreeper Vine, Lead the Stampede, Winding Way, Balustrade Spy +- Phase windows: opening hand, London mulligan decisions, bottom choices +- Runtime cues: opening hand contains mana source plus early creature or selection spell. +- Use when: hand can cast a first green creature by turn two and has either Balustrade Spy, Lead the Stampede, Winding Way, or a route to black mana. +- Avoid when: hand has payoff only, no castable early creature, no green source, or black cards stranded with no route to Swamp. +- Instructions: Bottom expensive duplicates before cutting the first green source, first defender, or only black access; preserve one payoff when the hand already develops mana. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Enabling Permanent +- Priority: Develop the first mana creature before spending turns on selection unless the hand lacks any future action. +- Decision families: mana, priority +- Cards: Wall of Roots, Overgrown Battlement, Saruli Caretaker, Gatecreeper Vine, Quirion Ranger, Forest, Land Grant +- Phase windows: turns one to three main phases +- Runtime cues: action:cast Wall of Roots; action:cast Overgrown Battlement; action:cast Saruli Caretaker; action:cast Gatecreeper Vine +- Use when: a legal creature action creates mana, blocks visible attackers, or fixes black access for a later Balustrade Spy. +- Avoid when: casting selection first is the only visible way to find any land or castable creature. +- Instructions: Prefer Overgrown Battlement or Wall of Roots when both are legal; use Gatecreeper Vine when black access is missing; use Saruli Caretaker when enough creatures will support tapping. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Black Access Preservation +- Priority: Preserve or fetch black mana before committing to a Balustrade Spy or disruption line. +- Decision families: mana, selection +- Cards: Swamp, Land Grant, Gatecreeper Vine, Generous Ent, Troll of Khazad-dûm, Balustrade Spy, Mesmeric Fiend, Dread Return, Cast Down, Pilfer +- Phase windows: early main phases, tutor choices, mana payments +- Runtime cues: black spell in hand or legal black spell action appears. +- Use when: Balustrade Spy, Mesmeric Fiend, Dread Return, Cast Down, or Pilfer is visible in hand or legal actions. +- Avoid when: spending black source now prevents a higher-impact legal black action in the same turn cycle. +- Instructions: Fetch or protect Swamp when black is the bottleneck; keep green mana only if it unlocks multiple defenders or selection spells immediately. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Selection Before Payoff +- Priority: Use Lead the Stampede or Winding Way to assemble missing mana, creatures, or payoff, not to delay a complete lethal path. +- Decision families: selection, priority +- Cards: Lead the Stampede, Winding Way, Balustrade Spy, Dread Return, Lotleth Giant, Overgrown Battlement, Wall of Roots +- Phase windows: main phases before combo commitment +- Runtime cues: action:cast Lead the Stampede; action:cast Winding Way +- Use when: visible hand lacks payoff, lacks enough creatures, or lacks mana to reach Balustrade Spy next turn. +- Avoid when: legal Balustrade Spy plus follow-up Dread Return/Lotleth Giant line appears already available and opponent has no visible disruptive pressure. +- Instructions: Choose the selection action that most likely fills the missing resource; do not spend a turn filtering when board pressure makes the next turn lethal against you. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Balustrade Spy Commitment Gate +- Priority: 89 +- Decision families: priority, selection +- Cards: Balustrade Spy, Dread Return, Lotleth Giant, Mesmeric Fiend, Pilfer, Overgrown Battlement, Wall of Roots +- Phase windows: main phase with priority and sufficient mana +- Runtime cues: action:cast Balustrade Spy +- Use when: black mana is available, graveyard payoff is plausible, sacrifice material is visible or expected after resolution, and either opponent shields are down, visible pressure forces action, or redundancy can beat one interaction piece. +- Avoid when: visible graveyard hate, open interaction without discard/protection/redundancy, missing sacrifice bodies, or no Dread Return/Lotleth Giant route makes Spy only a low-impact flyer. +- Instructions: Treat casting Balustrade Spy as the combo commitment gate, not a deterministic value play. Use Mesmeric Fiend or Pilfer first when legal and likely to clear a critical answer; commit through interaction only when waiting is worse or the visible hand/board can rebuild or force a second Dread Return/Lotleth Giant line. +- Pilot skill floor: casual +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Balustrade Spy Targets Self +- Priority: 100 +- Decision families: interaction, priority +- Cards: Balustrade Spy, Dread Return, Lotleth Giant +- Phase windows: Balustrade Spy triggered target prompt +- Runtime cues: action:target self Balustrade Spy +- Use when: Balustrade Spy's target prompt is legal and the current plan is self-mill into Dread Return or Lotleth Giant. +- Avoid when: the only winning line is intentionally milling the opponent, or the engine/legal action label proves the target is not Balustrade Spy's library trigger. +- Instructions: Target yourself with Balustrade Spy when using it as the combo mill engine; never target the opponent merely because the effect looks like a curse or mill spell. +- Pilot skill floor: casual +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Dread Return Kill Check +- Priority: 99 +- Decision families: priority, selection +- Cards: Dread Return, Lotleth Giant, Balustrade Spy, Masked Vandal, Wall of Roots, Overgrown Battlement, Saruli Caretaker, Gatecreeper Vine, Sagu Wildling +- Phase windows: graveyard casting prompts, main phase, post-Spy resolution +- Runtime cues: action:target Lotleth Giant Dread Return +- Use when: Lotleth Giant is a legal target and visible graveyard/card counts suggest lethal or a decisive swing. +- Avoid when: sacrificing creatures collapses survival, target is absent, graveyard hate is on stack, or lethal damage is not supported by visible information. +- Instructions: When Dread Return and Lotleth Giant are both legal in the same action label, choose the Lotleth Giant target before value creatures, extra Balustrade Spy copies, or discard creatures. If Lotleth Giant is not legal, compare reanimating Balustrade Spy or stabilizing bodies only if legal actions expose that line; never assume hidden graveyard contents beyond logged state. +- Pilot skill floor: casual +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Disruption Before Combo +- Priority: Use Mesmeric Fiend or Pilfer to clear interaction, hate, or a faster kill before committing the combo. +- Decision families: interaction, priority +- Cards: Mesmeric Fiend, Pilfer, Balustrade Spy, Dread Return, Lotleth Giant +- Phase windows: pre-combo main phases, post-board setup turns +- Runtime cues: action:cast Mesmeric Fiend; action:cast Pilfer +- Use when: opponent has cards in hand, open mana, known hate, or archetype pressure that can stop Balustrade Spy or Dread Return. +- Avoid when: the opponent is empty-handed, the combo is already lethal now, or spending mana prevents the only winning line this turn. +- Instructions: Take the card that most directly stops the current plan; if revealed cards are uncertain, prefer graveyard hate, counter/removal for Balustrade Spy, or lethal pressure enablers. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Hate Permanent Answer +- Priority: Use Masked Vandal or Voracious Varmint only on artifacts/enchantments that block the combo, stabilize the opponent, or threaten immediate loss. +- Decision families: interaction, priority +- Cards: Masked Vandal, Voracious Varmint, Jack-o'-Lantern, Balustrade Spy, Dread Return +- Phase windows: main phase, response windows when legal +- Runtime cues: action:cast Masked Vandal; action:cast Voracious Varmint +- Use when: visible artifact or enchantment hate interferes with graveyard, reanimation, mana, or combat survival. +- Avoid when: no relevant legal target exists or the permanent does not affect the next two turn cycles. +- Instructions: Prioritize graveyard hate and lock pieces over minor value artifacts; do not spend the answer just to use mana. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Creature Removal Triage +- Priority: Use Cast Down on threats that shorten the clock below your combo setup or remove a key blocker for a fair Nyxborn Hydra line. +- Decision families: interaction, combat, priority +- Cards: Cast Down, Nyxborn Hydra, Sagu Wildling, Healer of the Glade +- Phase windows: opponent combat, end step, your main phase when clearing blockers +- Runtime cues: action:cast Cast Down +- Use when: a visible creature creates lethal pressure, disrupts the combo, or blocks a decisive attack. +- Avoid when: the creature is low-impact and the removal must be saved for a faster clock or hate creature. +- Instructions: Prefer using Cast Down at the last safe window unless main-phase removal unlocks a winning attack or prevents a known trigger. +- Pilot skill floor: medium +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Fair Beatdown Pivot +- Priority: Pivot to creature combat when graveyard hate, missing payoff, or disruption makes immediate combo unreliable. +- Decision families: combat, mana, priority +- Cards: Nyxborn Hydra, Sagu Wildling, Generous Ent, Troll of Khazad-dûm, Overgrown Battlement, Wall of Roots, Healer of the Glade +- Phase windows: main phases, combat steps, post-board games +- Runtime cues: legal attack or cast action involving Nyxborn Hydra, Sagu Wildling, Generous Ent, or Troll of Khazad-dûm. +- Use when: opponent is low on removal, board is stalled, or graveyard plan is visibly blocked. +- Avoid when: attacking sacrifices needed defenders or exposes lethal crack-back. +- Instructions: Keep enough blockers against fast decks; grow or deploy threats only when they improve the next combat more than preserving combo mana. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Block To Survive, Not To Trade Engine +- Priority: Block with expendable creatures before sacrificing key mana engines unless life total demands it. +- Decision families: combat +- Cards: Wall of Roots, Overgrown Battlement, Saruli Caretaker, Gatecreeper Vine, Masked Vandal, Sagu Wildling, Healer of the Glade +- Phase windows: declare blockers, combat damage prevention decisions +- Runtime cues: action:block +- Use when: visible attackers create a short clock or lethal damage this turn. +- Avoid when: preserving the blocker enables a guaranteed combo or stabilizing spell next turn and damage is survivable. +- Instructions: Protect Overgrown Battlement and Wall of Roots when they are the only route to Balustrade Spy; trade lesser bodies to buy the turn that wins. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Priority Pass Discipline +- Priority: Pass only when all legal actions are lower impact than preserving mana, hidden timing, or board material. +- Decision families: priority, interaction +- Cards: Cast Down, Mesmeric Fiend, Pilfer, Balustrade Spy, Dread Return, Lead the Stampede, Winding Way +- Phase windows: all priority windows +- Runtime cues: action:pass +- Use when: no legal action improves survival, setup, disruption, or lethal prospects before the next decision. +- Avoid when: legal selection, discard, removal, or combo actions address a visible bottleneck or imminent threat. +- Instructions: Explain what is being declined; pass with open Cast Down only if the current threat is not worth the removal or a better target/window is likely from visible state. +- Pilot skill floor: medium +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Sideboard Against Fast Creature Pressure +- Priority: Add life gain and removal while preserving enough creatures and combo density to end the game. +- Decision families: sideboard +- Cards: Healer of the Glade, Cast Down, Nyxborn Hydra, Mesmeric Fiend, Pilfer, Flaring Pain, Jack-o'-Lantern, Voracious Varmint +- Phase windows: sideboarding after game one or game two +- Runtime cues: sideboard prompt with opponent archetype showing fast red, go-wide, or creature pressure. +- Use when: losses or visible matchup identity show short clocks, burn reach, or attackers that outpace setup. +- Avoid when: opponent is slow control or combo where life gain does not interact. +- Instructions: Add Healer of the Glade and Cast Down first; reduce slower fair threats or narrow disruption only through exact legal sideboard plans from Sideboard Map. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Against Control, Combo, And Hate +- Priority: Add discard and targeted answers before adding fair threats unless the opponent proves the graveyard plan is heavily taxed. +- Decision families: sideboard +- Cards: Mesmeric Fiend, Pilfer, Jack-o'-Lantern, Voracious Varmint, Masked Vandal, Nyxborn Hydra, Flaring Pain, Cast Down +- Phase windows: sideboarding after game one or game two +- Runtime cues: sideboard prompt with opponent archetype showing counters, hand disruption, graveyard reliance, or artifact/enchantment hate. +- Use when: opponent can stop Balustrade Spy, exile graveyards, race with their own graveyard, or rely on prevention effects. +- Avoid when: adding too many non-engine cards would leave no reliable mana-plus-payoff path. +- Instructions: Add Mesmeric Fiend and Pilfer against interactive hands; add Jack-o'-Lantern for graveyard mirrors; add Voracious Varmint for visible permanent hate; add Flaring Pain only when prevention effects are relevant or confirmed. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/spy_combo/1/metadata.json b/strategies/pauper/spy_combo/1/metadata.json new file mode 100644 index 0000000..24e4ca1 --- /dev/null +++ b/strategies/pauper/spy_combo/1/metadata.json @@ -0,0 +1,41 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "Balustrade Spy self-mill combo using defender mana and Dread Return into Lotleth Giant", + "created_at": 1780472391, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "graveyard", + "reanimator" + ], + "source_metadata": { + "generator": "codex-exec-policy-compiled-guide", + "promoted_from": "spy_combo:v3", + "template": "policy-compiled-guide-v6" + }, + "strategy_id": "spy_combo", + "strategy_label": "Spy Combo", + "tags": [ + "combo", + "graveyard", + "reanimator" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/spy_combo/1/reflection.md b/strategies/pauper/spy_combo/1/reflection.md new file mode 100644 index 0000000..83ac726 --- /dev/null +++ b/strategies/pauper/spy_combo/1/reflection.md @@ -0,0 +1,30 @@ +# Reflection Template For Spy Combo + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Record whether the game was decided by Balustrade Spy resolving, Dread Return being available, Lotleth Giant closing, fair combat with Nyxborn Hydra, opponent graveyard hate, or the deck failing to assemble mana and payoff in time. + +- Mulligans: Note whether the opening hand had functional green mana, black access, a first creature, and either velocity or payoff. Flag keeps that had Lead the Stampede or Winding Way but no stable way to cast early creatures. + +- Mana: Track whether Forest, Swamp, Land Grant, Generous Ent, Gatecreeper Vine, Wall of Roots, Overgrown Battlement, Saruli Caretaker, and Quirion Ranger produced the needed colors and timing. Call out games where black access delayed Balustrade Spy, Mesmeric Fiend, Dread Return, Cast Down, or Pilfer. + +- Velocity: Ask whether Lead the Stampede, Winding Way, Land Grant, and Generous Ent found the missing resource fast enough, or whether they consumed turns while the opponent’s visible clock became decisive. + +- Engine: Check whether Overgrown Battlement and Wall of Roots lived long enough to make a meaningful mana jump. Note whether Saruli Caretaker required too much board material, or whether Quirion Ranger created an important extra-mana branch. + +- Interaction: Record whether Mesmeric Fiend, Pilfer, Cast Down, Masked Vandal, Voracious Varmint, Jack-o'-Lantern, or Flaring Pain changed the actual deciding window. Separate interaction that protected the combo from interaction that only spent mana. + +- Sideboard: Ask whether added role cards solved the matchup problem without lowering creature density too far for Lead the Stampede, Winding Way, Dread Return sacrifice material, and Lotleth Giant damage. + +- Closing: Verify whether Lotleth Giant was lethal when chosen, whether Dread Return had legal sacrifice material, and whether prevention, graveyard exile, life total, or insufficient graveyard count made the kill uncertain. + +- Role: Identify whether the pilot correctly chose race, stabilize, disrupt, rebuild, or fair beatdown. Flag decisions where the deck kept goldfishing after visible pressure, open interaction, or hate changed the role. + +- Mistakes: Mark visible sequencing errors such as exposing Balustrade Spy before protection, spending Cast Down on a low-impact target, using Masked Vandal without a relevant artifact or enchantment, or tapping mana sources that blocked the next required action. + +- Stranded cards: List cards stuck in hand and why: no black mana, no green mana, no legal target, insufficient creatures, graveyard hate, too much mana cost, or opponent pressure forcing a different line. + +- Overperformers and underperformers: Compare repeated impact from Balustrade Spy, Overgrown Battlement, Wall of Roots, Lead the Stampede, Winding Way, Mesmeric Fiend, Masked Vandal, Nyxborn Hydra, Cast Down, Healer of the Glade, Pilfer, and Jack-o'-Lantern against the matchup role they were meant to fill. diff --git a/strategies/pauper/turbo_fog/1/decklist.txt b/strategies/pauper/turbo_fog/1/decklist.txt new file mode 100644 index 0000000..3c05e71 --- /dev/null +++ b/strategies/pauper/turbo_fog/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +6 Island +1 Tangled Islet +2 Heritage Reclamation +2 Ash Barrens +1 Fog +2 Stream of Thought +4 Growth Spiral +4 Weather the Storm +3 Tangle +2 Forest +4 Arcane Denial +1 Dimir Aqueduct +4 Simic Growth Chamber +4 Brainstorm +4 Behold the Multiverse +2 Foreboding Landscape +3 Embrace the Paradox +4 Moment's Peace +1 Muddle the Mixture +4 Lorien Revealed +2 Bojuka Bog + +Sideboard (15) +3 Dispel +4 Hydroblast +4 Faerie Macabre +3 Blue Elemental Blast +1 Stream of Thought diff --git a/strategies/pauper/turbo_fog/1/first_principles.md b/strategies/pauper/turbo_fog/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/turbo_fog/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/turbo_fog/1/guide.md b/strategies/pauper/turbo_fog/1/guide.md new file mode 100644 index 0000000..3c0b21a --- /dev/null +++ b/strategies/pauper/turbo_fog/1/guide.md @@ -0,0 +1,717 @@ +# Strategy Specifications +## Deck Name And Archetype +Turbo Fog is a Pauper blue-green control/mill deck registered as exactly 60 main-deck cards and 15 sideboard cards. The main deck validates as 20 lands plus 40 nonlands: 6 Island, 1 Tangled Islet, 2 Ash Barrens, 2 Forest, 1 Dimir Aqueduct, 4 Simic Growth Chamber, 2 Foreboding Landscape, 2 Bojuka Bog, 2 Heritage Reclamation, 1 Fog, 2 Stream of Thought, 4 Growth Spiral, 4 Weather the Storm, 3 Tangle, 4 Arcane Denial, 4 Brainstorm, 4 Behold the Multiverse, 3 Embrace the Paradox, 4 Moment's Peace, 1 Muddle the Mixture, and 4 Lorien Revealed. The sideboard validates as 15 cards: 3 Dispel, 4 Hydroblast, 4 Faerie Macabre, 3 Blue Elemental Blast, and 1 Stream of Thought. + +- Format: Treat this as a Pauper deck, with all legality decisions subordinate to the rules engine, deck importer, and current card-legality data. A current Pauper banned-list spot-check against Wizards' banned and restricted page did not identify any registered card name as a Pauper-banned card, but Veles must still reject or flag the deck if Forge, Scryfall-style legality data, or the configured import path says a card is not legal. + +- Tags: Resolve the supplied tags `control`, `mill`, and `control,mill` into two runtime identities: combat-prevention control and library-exhaustion mill. Do not add creature-combo, tempo, burn, or prison tags unless future playtest evidence or registered card text supports them. + +- Stock status: Classify the list as hybrid and tuning-sensitive rather than stock. The shell is recognizably Turbo Fog because it uses Fog, Tangle, Moment's Peace, Weather the Storm, Stream of Thought, Growth Spiral, Brainstorm, Behold the Multiverse, Lorien Revealed, Arcane Denial, and bounce-land mana to survive and win long games, but the exact configuration with Heritage Reclamation, Embrace the Paradox, Foreboding Landscape, Bojuka Bog, Dimir Aqueduct, and the blast-heavy sideboard should be treated as a specific tested build. + +- Mana identity: Treat the deck as base Simic with utility black-producing lands, not as a black-spell deck. Island and other blue access support Brainstorm, Arcane Denial, Behold the Multiverse, Embrace the Paradox, Lorien Revealed, Muddle the Mixture, Stream of Thought, Dispel, Hydroblast, and Blue Elemental Blast; Forest, Tangled Islet, Simic Growth Chamber, Ash Barrens, and Foreboding Landscape support green prevention and development; Bojuka Bog and Dimir Aqueduct provide utility and mana texture without adding black main-deck spells. + +- Mana concern: Tapped lands and bounce lands are a structural risk. Simic Growth Chamber, Dimir Aqueduct, Bojuka Bog, Tangled Islet, and Foreboding Landscape can create turns where the deck cannot hold Fog, Tangle, Moment's Peace, Weather the Storm, Arcane Denial, Muddle the Mixture, Dispel, Hydroblast, or Blue Elemental Blast, so opening-hand and land-sequencing decisions must value live interaction windows over theoretical late mana. + +- Role concern: The registered main deck has no creature battlefield plan. The pilot should not seek attacks, trades, damage races, or creature-based pressure unless a legal rules-engine action from the current game state explicitly creates that possibility. + +- Card-text concern: Card text check required for Heritage Reclamation before assigning it a deterministic role. Card text check required for Embrace the Paradox if the engine exposes unusual casting, exile, recursion, or future-play prompts; follow visible legal actions over any strategic shorthand in this guide. + +- Opponent information status: No specific opponent decklist is supplied for this batch. Use only public zones, revealed information, previous-game match data, matchup labels provided by Veles, and legal actions from the rules engine; infer likely archetype pressure cautiously and never act as though hidden cards are known. + +## Thesis +Turbo Fog assembles repeated combat prevention, high land density, blue card flow, and library-exhaustion inevitability. The deck's normal game is to make land drops, keep green mana live for Fog, Tangle, Moment's Peace, and Weather the Storm, use blue spells to find the next prevention or counterspell, and eventually win by resolving and recycling Stream of Thought rather than by attacking. + +The deck wins by making combat irrelevant for more turns than the opponent can meaningfully pressure. Stream of Thought is the primary kill because it can mill the opponent and, when legal text and targets support it, recycle key cards into the library for a long-game loop; the sideboard Stream of Thought increases that density when games are expected to go very long or opposing graveyard pressure is low. + +Prioritize survival windows over spending mana efficiently. A turn that passes with Fog, Tangle, Moment's Peace, Weather the Storm, Arcane Denial, or Muddle the Mixture available can be stronger than tapping out for Behold the Multiverse, Embrace the Paradox, or Lorien Revealed when the opponent has a lethal attack, a key noncombat threat, or a known disruptive window. + +The deck is not trying to race, trade creatures, or pressure planeswalkers through combat. With no main-deck creatures, legal attack and block decisions should be rare and must come from rules-engine output rather than assumptions; the pilot should treat life total, library size, graveyards, and open mana as the real battlefield. + +The deck is not a hard permission deck. Arcane Denial and Muddle the Mixture should defend against cards that beat fogs, remove inevitability, compress the clock outside combat, counter Stream of Thought, or punish the tapped-land mana base; they should not be spent merely to stop ordinary creatures that can be blanked by prevention. + +## Role Package +- Threats: Treat Stream of Thought as the deck's main proactive threat because it converts time into an opponent-library kill. Treat the sideboard Stream of Thought as a matchup tool for attrition mirrors and slow decks where an extra win-condition copy matters more than a narrower defensive card. + +- Payoffs: Treat Weather the Storm as a survival payoff for spell-dense turns, especially when the opponent is pressuring life through combat or burn-like reach. Treat Moment's Peace as both a prevention spell and a delayed payoff because its graveyard use can buy a later turn without spending a card from hand, subject to legal flashback actions exposed by the engine. + +- Engines: Treat Growth Spiral plus Simic Growth Chamber, Dimir Aqueduct, Ash Barrens, Foreboding Landscape, Tangled Islet, Island, Forest, and Bojuka Bog as the mana-development engine. The deck becomes much stronger when it reaches enough mana to draw cards while still holding prevention or interaction. + +- Engines: Treat Brainstorm plus shuffle or library-touch effects from Ash Barrens, Foreboding Landscape, Lorien Revealed, and Stream of Thought as a card-quality engine only when the relevant legal action exists. Do not assume a shuffle or search timing that the rules engine has not presented. + +- Velocity: Use Brainstorm, Behold the Multiverse, Lorien Revealed, Growth Spiral, and conditional Embrace the Paradox lines to locate prevention, land drops, counters, and Stream of Thought. Card text check required for Embrace the Paradox; when its legal actions involve exile, future casting, or unusual timing, prefer the rules-engine action text over any shortcut in this guide. + +- Interaction: Use Arcane Denial and Muddle the Mixture to contest noncombat engines, lethal stack threats, opposing counterspells at important win-condition windows, graveyard hate aimed at Moment's Peace or Stream of Thought plans, and cards that make combat prevention insufficient. Use Bojuka Bog as public-zone graveyard interaction when the land entry timing and target are legal. + +- Protection: Use Fog, Tangle, Moment's Peace, and Weather the Storm as the main protective shell. Tangle should be valued more highly when preventing one attack also changes the opponent's next untap or next combat texture according to visible card text and engine output; do not overclaim that effect if the legal prompt does not expose it. + +- Recursion: Use Stream of Thought and Moment's Peace as the known recursion-like long-game pieces, with Stream of Thought supporting library recycling when legal targets and modes permit, and Moment's Peace providing a graveyard prevention action when available. Card text check required for Heritage Reclamation before treating it as recursion, graveyard control, permanent recovery, or any deterministic role. + +- Mana: Treat Island access as necessary for Brainstorm, Arcane Denial, Behold the Multiverse, Embrace the Paradox, Lorien Revealed, Muddle the Mixture, Stream of Thought, Dispel, Hydroblast, and Blue Elemental Blast. Treat green access as mandatory for Fog, Tangle, Moment's Peace, Weather the Storm, Growth Spiral, and likely core survival turns. + +- Sideboard modules: Use Dispel for stack fights and cheap instant protection, Hydroblast and Blue Elemental Blast for red threats or red stack fights, Faerie Macabre for graveyard decks where free interaction matters, and the sideboard Stream of Thought for extra inevitability. Sideboard use must follow exact plans in Sideboard Map and current matchup evidence. + +## Primary Win Conditions +- Stream of Thought is the primary kill because it converts a stabilized board into opponent-library pressure. Set up by making land drops with Growth Spiral, Lorien Revealed, Ash Barrens, Foreboding Landscape, Simic Growth Chamber, Dimir Aqueduct, Tangled Islet, Island, and Forest while preserving enough green mana for Fog, Tangle, Moment's Peace, or Weather the Storm. + +- Execute Stream of Thought only through legal targets and modes shown by Veles. When the engine offers target player choices, target opponent for the mill plan; when it offers graveyard-card targets for recycling, prioritize spent Moment's Peace, Stream of Thought, Fog, Tangle, Weather the Storm, Arcane Denial, Muddle the Mixture, and card-flow spells according to the immediate matchup pressure. + +- Prioritize Stream of Thought when the opponent's combat damage is already contained for the next turn cycle. A clean window is a turn with prevention in hand or graveyard, enough mana to protect the stack with Arcane Denial or Muddle the Mixture, and no visible permanent or stack threat that makes decking too slow. + +- Delay Stream of Thought when tapping blue or green mana would expose a lethal attack, burn-like stack threat, known graveyard interaction, or counterspell fight. The deck wins by surviving first; milling four cards while dying on the return attack is a failed line. + +- Use replicate, extra copies, or repeated casts only when legal action text exposes those choices. Large Stream of Thought turns are strongest after the deck has reached surplus mana from bounce lands and Growth Spiral, because they can pressure the opponent's library while recycling the defensive cards that keep the loop alive. + +- Protect the win condition with Arcane Denial, Muddle the Mixture, and after sideboarding Dispel when the visible stack fight is about Stream of Thought resolving, preserving the graveyard loop, or stopping a card that defeats combat prevention. Do not spend counters on ordinary creatures merely because they are large if Fog, Tangle, or Moment's Peace can answer the next combat. + +## Secondary Win Conditions +- Win by exhaustion when Stream of Thought is delayed or unavailable. Keep preventing combat damage, keep drawing and selecting with Brainstorm, Behold the Multiverse, Lorien Revealed, Growth Spiral, and legal Embrace the Paradox actions, and let opponent draw steps and their own card use reduce their library while you preserve yours. + +- Use Moment's Peace as a delayed-lock piece when the graveyard action is legal. Its graveyard use can buy a turn without spending a hand card, which lets Brainstorm, Behold the Multiverse, Lorien Revealed, or Stream of Thought find the next prevention layer. + +- Use Weather the Storm as a life-total reset rather than a kill. Prioritize it on spell-dense turns, after the opponent has cast multiple spells, or before a known noncombat reach window; do not treat high life as permission to ignore a future lethal board if prevention is running out. + +- Use Arcane Denial as tempo and protection, not as a default mill spell. Counter cards that threaten the fog plan, graveyard, mana base, or Stream of Thought window; accept that Arcane Denial may change card counts only when the rules engine resolves it that way. + +- Use Bojuka Bog as a secondary plan against graveyard-based inevitability when the land entry and target are legal. It can buy time against recursion or flashback-style pressure, but it is still a tapped-resource decision in a deck that must keep colored mana available. + +- Do not pursue combat, burn, or creature-land pressure unless Veles exposes an unexpected legal action from the current board. The registered main deck has no normal creature beatdown plan and no burn finisher, so tactical energy should stay on prevention, card flow, counters, graveyard management, and library pressure. + +## Emergency Lines +- When behind on life, spend prevention before value. Fog, Tangle, Moment's Peace, and Weather the Storm take priority over Behold the Multiverse, Embrace the Paradox, Lorien Revealed draw modes, or speculative Stream of Thought unless the legal value spell is the only route to immediate survival. + +- When behind on board, ignore creature size unless it changes the next legal combat outcome. The deck has no blockers to preserve; the key question is whether the current hand, graveyard, and mana can cover the next attack step and whether Tangle creates a larger visible tempo swing than Fog or Moment's Peace. + +- When behind on cards, use Brainstorm with a real shuffle or library-touch action when available, otherwise avoid locking weak cards on top if the next draw step matters. Behold the Multiverse and Lorien Revealed are preferred when there is enough mana left for prevention or Arcane Denial. + +- When behind on mana, prioritize land development that does not die to the next attack. Growth Spiral and Lorien Revealed can fix future turns, but a tapped Simic Growth Chamber, Dimir Aqueduct, Bojuka Bog, or Tangled Islet can lose the game if it consumes the only green prevention window. + +- When graveyard recursion is threatened, shift from graveyard dependence to hand-based fogs and counters. Protect Moment's Peace and Stream of Thought loops only if the visible stack or permanent threat is worth Arcane Denial, Muddle the Mixture, Dispel, Hydroblast, or Blue Elemental Blast after sideboarding. + +- When Stream of Thought is countered, exiled, unavailable, or too slow, return to exhaustion mode. Preserve library size, recycle only through legal actions, counter noncombat inevitability, and force the opponent to keep presenting meaningful threats through repeated Fog, Tangle, Moment's Peace, and Weather the Storm turns. + +- Card text check required for Heritage Reclamation and Embrace the Paradox. Use any legal actions they expose only after comparing the visible immediate survival risk against the card advantage, recursion, exile, or future-cast benefit shown by the engine. + +## Resource Model +- Life is a spendable buffer only while a future prevention layer is visible. Use early life total to develop lands, cycle Lorien Revealed, cast Brainstorm, Growth Spiral, or Behold the Multiverse, but stop spending life casually once a visible attack plus possible noncombat reach can force Fog, Tangle, Moment's Peace, or Weather the Storm this turn cycle. + +- Hand size is the deck's real battlefield. A keepable hand needs mana plus at least one path to either prevention or card flow; a strong hand has green prevention, blue selection, and land development. Preserve redundant fog effects against creature decks, preserve Arcane Denial or Muddle the Mixture against noncombat engines, and avoid converting the last protection spell into speculative value. + +- Mana converts directly into inevitability. Extra land drops from Growth Spiral, bounce-land mana from Simic Growth Chamber and Dimir Aqueduct, and land-finding through Lorien Revealed, Ash Barrens, and Foreboding Landscape let the deck hold prevention while drawing, countering, or casting Stream of Thought in the same turn. + +- Board material is mostly the opponent's pressure, not your creatures. With no normal creature plan in the registered main deck, evaluate board state by visible attack size, combat step timing, tapped attackers after Tangle, graveyard threats for Bojuka Bog or Faerie Macabre after sideboarding, and permanents that make combat prevention insufficient. + +- Graveyard is a renewable defensive bank when legal actions expose it. Moment's Peace in graveyard can become a future fog; Stream of Thought can recycle important cards when the engine offers legal graveyard targets; Bojuka Bog and sideboard Faerie Macabre can attack opposing graveyards but may also change timing and mana priorities. + +- Exile is a temporary-resource zone only when Veles exposes legal actions from it. Card text check required for Embrace the Paradox and Heritage Reclamation; use any exile, recursion, or future-cast actions they expose only when the visible rules-engine action advances survival or a protected Stream of Thought plan. + +- Lands are both resources and liabilities. Simic Growth Chamber and Dimir Aqueduct generate long-game mana but create tempo risk on entry; Bojuka Bog provides graveyard pressure but enters tapped; Tangled Islet and Foreboding Landscape are fixing or utility pieces whose exact use should follow legal action text. + +- Sacrifice fodder is effectively absent in normal play. Do not choose lines that require sacrificing permanents for value unless the rules engine exposes a legal action from Foreboding Landscape or another visible permanent and the loss of that land does not break the next prevention or counterspell window. + +- Tempo is bought by prevention, not racing. Fog and Moment's Peace buy one combat, Tangle may buy a larger window if its extra attacker-tapping text is confirmed by the engine, and Weather the Storm can reset life after spell-heavy turns without answering the next attack by itself. + +- Information is worth mana when it improves the next survival decision. Brainstorm, Behold the Multiverse, Lorien Revealed, Growth Spiral, and legal Embrace the Paradox actions should find lands, fogs, counters, or Stream of Thought windows; do not overvalue card flow when the current visible attack already demands protection. + +- Sideboard bullets convert narrow resources into matchup-specific time. Dispel protects stack fights, Hydroblast and Blue Elemental Blast answer red pressure or red stack threats when legal, Faerie Macabre provides graveyard interaction without relying on normal mana if Veles exposes that action, and the sideboard Stream of Thought increases kill density for long games. + +## Mana Guide +- Prioritize blue plus green by turn two. Blue casts Brainstorm, Arcane Denial, Behold the Multiverse, Muddle the Mixture, Lorien Revealed actions, Embrace the Paradox if legal, and Stream of Thought; green casts Fog, Growth Spiral, Weather the Storm, Tangle, Moment's Peace, and Heritage Reclamation if legal. + +- Keep hands that can make both colors or find both colors quickly. A hand with Island plus Lorien Revealed or Ash Barrens can be keepable if it finds green before combat matters; a hand with only Forest and no blue selection is risky unless it already contains multiple green survival spells and a clear second land path. + +- Sequence tapped lands before shields are needed. Play Tangled Islet, Bojuka Bog, Simic Growth Chamber, Dimir Aqueduct, or utility Foreboding Landscape early when the opponent cannot punish the tapped turn; delay them when passing with Fog, Moment's Peace, Tangle, Weather the Storm, Arcane Denial, Muddle the Mixture, Dispel, Hydroblast, or Blue Elemental Blast matters more. + +- Use bounce lands to build surplus mana without skipping critical colors. Simic Growth Chamber is the best long-game land because it provides both primary colors; Dimir Aqueduct supplies blue but not green, so pair it with Forest, Tangled Islet, Ash Barrens access, Foreboding Landscape access, or another green source before relying on it for fog turns. + +- Choose land drops around Growth Spiral. When Growth Spiral is legal and safe, hold an extra land if playing it first can put that land onto the battlefield; when survival depends on untapped green or blue now, make the land drop first if waiting would leave no legal protection or counter action. + +- Cast Brainstorm before a land-search action when card quality matters and no immediate shield is at risk. Brainstorm plus Ash Barrens, Lorien Revealed, Foreboding Landscape, or a bounce-land replay can clear weak cards; if the next combat or stack fight is urgent, preserve the mana instead of forcing a shuffle setup. + +- Cycle or search with Lorien Revealed and Ash Barrens when missing a critical color. Prefer finding Island when blue interaction or card flow is absent; prefer finding Forest when the next combat requires Fog, Tangle, Moment's Peace, Weather the Storm, or Growth Spiral access. + +- Treat Bojuka Bog as a spell-land. Play it for graveyard disruption only when the target graveyard matters now or the tapped black source will not cost a needed green or blue window; otherwise sequence colored untapped sources first. + +- Hold up green in combat-heavy matchups. If the visible board threatens lethal or a large swing, leave mana for Fog, Tangle, Moment's Peace, or Weather the Storm before spending blue mana on Behold the Multiverse, Embrace the Paradox, Stream of Thought, or nonessential Arcane Denial fights. + +- Hold up blue in stack-heavy matchups. If the opponent's likely path is a spell, graveyard payoff, burn-like finish, or counter fight, keep Island or blue-producing lands open for Arcane Denial, Muddle the Mixture, Dispel, Hydroblast, or Blue Elemental Blast as applicable. + +- Play lands before draw spells when you need immediate mana or Growth Spiral land count. Draw first with Brainstorm or Behold the Multiverse when the land choice is uncertain and you can still make a legal land drop afterward; play first when a bounce land, tapped land, or known color requirement must be locked in before passing. + +## Mulligan Guide +- Strong keep: keep hands with two or three lands, both blue and green access, and at least one early survival or setup spell such as Brainstorm, Growth Spiral, Moment's Peace, Tangle, Fog, Weather the Storm, Arcane Denial, or Behold the Multiverse. Prioritize Island plus Forest, Island plus Ash Barrens, Island plus Lorien Revealed land access, or Simic Growth Chamber with an untapped land and a playable turn-two line. + +- Medium keep: keep one-lander hands only when the land is Island and the hand has Brainstorm plus Lorien Revealed, Ash Barrens, or another legal color-fixing action. Keep tapped-land-heavy hands only when they contain multiple fog effects or Growth Spiral and the opponent is not presenting immediate visible pressure. + +- Risky keep: treat hands with Simic Growth Chamber or Dimir Aqueduct as the only meaningful mana as fragile. Keep them on the draw more often than on the play only if another land can be replayed after the bounce and the hand already has a cheap defensive spell or Brainstorm to find one. + +- Automatic ship: ship hands with no blue source, no Lorien Revealed or Ash Barrens access to blue, and no Brainstorm or Behold the Multiverse path. Ship hands with no green access and no credible way to find it before combat matters unless the matchup is visibly spell-combo or control and the hand has Arcane Denial plus card flow. + +- Automatic ship: ship hands that contain only late card flow and no survival window, such as multiple Behold the Multiverse or Embrace the Paradox with no Fog, Moment's Peace, Tangle, Weather the Storm, Arcane Denial, or early fixing. Card text check required for Embrace the Paradox; do not keep a hand because of it unless the rules engine exposes useful legal actions in time. + +- Matchup-dependent keep: keep Arcane Denial-heavy hands against spell-centric decks, graveyard payoff decks, or slow engines when the mana supports blue early. Against creature pressure, downgrade hands without Fog, Moment's Peace, Tangle, Weather the Storm, or enough draw to find them before the first lethal attack. + +- Play/draw adjustment: on the play, value untapped color access and Brainstorm more because missing land two is punishing. On the draw, accept a slower Growth Spiral or Behold the Multiverse hand if it has clear color access and at least one fog or Weather the Storm buffer. + +- Trap hand: do not keep a beautiful long-game hand of Stream of Thought, Behold the Multiverse, Embrace the Paradox, Heritage Reclamation, and bounce lands if it cannot survive the first combat cycles. Stream of Thought wins later; it is not a mulligan substitute for mana and prevention. + +- Trap hand: do not keep multiple Weather the Storm as the only defense against creature decks unless the hand can also draw or find Fog, Moment's Peace, or Tangle. Life gain buys time, but it does not stop the next large attack when the opponent can rebuild pressure. + +## Turn Arc +- Turn 1: establish blue or fixing first. Prefer Island for Brainstorm, Ash Barrens or Lorien Revealed land access when color is missing, or a tapped land such as Tangled Islet or Bojuka Bog only when it will not delay a needed turn-two green or blue action. + +- Turn 1 deviation: cast Brainstorm early when the hand needs a land immediately or has a shuffle/search action ready. Delay Brainstorm when the hand already curves and you can pair it later with Ash Barrens, Lorien Revealed, Foreboding Landscape, or a bounce-land replay. + +- Turn 2: prioritize Growth Spiral when it advances mana and leaves the next defensive turn intact. If the opponent can present a dangerous spell, hold Arcane Denial or Muddle the Mixture instead; if combat damage is already threatening, preserve green for Fog or Moment's Peace rather than tapping out for card flow. + +- Turn 2 deviation: play Simic Growth Chamber when returning a land does not expose you to a lethal or tempo-losing combat. Avoid bounce-land sequencing that leaves no untapped green against visible attackers or no blue against a likely stack threat. + +- Turn 3: stabilize before expanding. Hold Moment's Peace, Tangle, Fog, or Weather the Storm when the visible board makes combat the opponent's best plan; otherwise cast Behold the Multiverse, legal Embrace the Paradox actions, or Growth Spiral to increase card and mana velocity. + +- Turn 3 deviation: use Arcane Denial on a threat that invalidates fogs, accelerates a noncombat kill, or disrupts the Stream of Thought endgame. Do not counter harmless creatures merely because they are legal targets if a fog will answer their damage more efficiently. + +- Turns 4-5: build the lock by combining surplus mana, repeated draw, and preserved prevention. Sequence Behold the Multiverse, Brainstorm, Lorien Revealed actions, Growth Spiral, and Card text check required Heritage Reclamation only when you can still answer the next combat or critical spell. + +- Turns 4-5 deviation: begin Stream of Thought only when survival is covered or the opponent is low on library pressure and cannot punish the mana. Prefer passing with Arcane Denial, Muddle the Mixture, Moment's Peace flashback if legal, Tangle, or Weather the Storm when the opponent's next turn is more dangerous than your mill progress. + +- Late game: convert excess mana into inevitability with Stream of Thought and recurring defensive resources when legal action text allows it. Protect the library plan with Arcane Denial or Muddle the Mixture, and use Bojuka Bog only when the opposing graveyard is a real public resource or the tapped land will not break shields. + +- Late-game deviation: fire multiple fogs only when the current combat, lethal math, or engine prompt requires it. If one Fog, Moment's Peace, or Tangle covers the attack, keep the rest for future combat steps unless the rules engine shows an additional prevention or timing requirement. + +## Card Roles +- Brainstorm: use Brainstorm as the primary early hand-repair spell, not as casual card draw. Cast it early when you need land, blue/green access, a fog, or a counter before the next turn cycle; hold it when your hand already functions and a shuffle effect from Ash Barrens, Lorien Revealed, or Foreboding Landscape can clear weak cards later. Avoid putting back cards you must cast before the next combat unless a shuffle action is already legal. + +- Growth Spiral: use Growth Spiral to turn extra lands and bounce lands into a mana advantage while replacing itself. Prioritize it on turn two or three when it can put Simic Growth Chamber, Dimir Aqueduct, Bojuka Bog, Tangled Islet, or a basic land into play without exposing you to lethal pressure. Do not tap out for Growth Spiral when holding up Fog, Moment's Peace, Tangle, Weather the Storm, Arcane Denial, or Muddle the Mixture is what keeps the next opponent turn under control. + +- Weather the Storm: treat Weather the Storm as a life-buffer engine, especially after either player has cast multiple spells in a turn. Cast it before damage or end step only when the rules engine offers the legal window and the life gain changes survival, race math, burn range, or the ability to spend future turns drawing instead of fogging. Do not substitute Weather the Storm for combat prevention when the visible attack will still create an immediate lethal follow-up. + +- Moment's Peace: preserve Moment's Peace as the best repeatable combat shield because flashback can cover a later attack from the graveyard if the rules engine exposes it. Use the first cast when combat damage matters now, and plan the flashback as a separate future resource rather than spending other fogs carelessly. Against graveyard hate, exile effects, or graveyard-pressure decks, value the front half more and do not assume the flashback will remain available. + +- Tangle: use Tangle for the highest-impact creature-combat turns because it can buy more than one combat step when attacking creatures fail to untap. Prioritize Tangle against wide boards, large attackers, haste pressure, or turns where locking attackers down lets you safely cast Behold the Multiverse, Embrace the Paradox, Lorien Revealed, or Stream of Thought on your next turn. Avoid wasting Tangle on a tiny attack if Fog or Moment's Peace handles the same damage and future untap denial is not relevant. + +- Fog: use Fog as the clean one-shot emergency prevention spell. Because there is only one copy, spend it when it preserves life, protects a setup turn, or saves stronger fogs with additional value for later. Do not hold Fog out of fear when the current legal combat is lethal or forces a future sequence where you cannot both survive and advance. + +- Arcane Denial: use Arcane Denial on spells that fogs and life gain do not answer cleanly, such as noncombat win conditions, discard or counter pressure against your lock, graveyard hate aimed at Moment's Peace or Stream of Thought, engines that produce overwhelming resources, or threats that make combat prevention insufficient. Be cautious countering ordinary creatures, because giving the opponent future cards is often worse than fogging combat. Use Arcane Denial more aggressively when the matchup is spell-combo, burn, control, or a deck with key noncreature payoffs. + +- Muddle the Mixture: use Muddle the Mixture as a narrow protection and disruption spell first, and as a tutor-like effect only if the rules engine exposes a legal transmute or selection action. Card text check required for exact current transmute legality and available targets; if legal, consider whether finding a key two-mana card is worth giving up instant interaction. Hold Muddle the Mixture for stack fights over Stream of Thought, Moment's Peace flashback windows, critical draw spells, or opponent spells that bypass combat. + +- Behold the Multiverse: use Behold the Multiverse as the main midgame reload when survival is already covered. Scry decisions should prioritize the next required resource in order: immediate prevention or life gain, blue/green mana, counterspell for noncombat threats, then Stream of Thought or deeper card flow. Foretell or alternate casting modes should be used only when legal action text confirms them and the mana curve benefits; do not spend turn-three or turn-four mana on Behold if the opponent's visible board demands a fog. + +- Embrace the Paradox: treat Embrace the Paradox as a powerful but text-sensitive card-advantage spell. Card text check required; choose legal actions from it only when the engine shows the exact playable cards, timing permissions, and costs. Use it when you have enough mana and shields to convert temporary access into real progress, and avoid it when you cannot act on the cards before the allowed window expires or when tapping out removes essential prevention. + +- Lorien Revealed: use Lorien Revealed primarily as a blue land-access and late-game reload card. In opening hands, Islandcycling or any engine-exposed land-search action should usually fix blue before treating it as a draw spell. In the late game, casting Lorien Revealed for cards is strongest after a fog has secured the current combat cycle or when the opponent is not pressuring life. Do not keep or sequence hands as if five-mana draw is early interaction. + +- Stream of Thought: use Stream of Thought as the primary win condition and recursion-adjacent inevitability tool only after survival is stable. Card text check required for exact replicate, shuffle, and target details; if legal action text offers a target player, target opponent for mill when advancing the win, and target self only when the visible action text and game plan require recycling resources. Do not cast Stream of Thought early for low-impact mill if the same mana is needed for fogs, draw, or Arcane Denial. + +- Heritage Reclamation: treat Heritage Reclamation as a deck-specific resource card whose exact tactical use depends on confirmed rules text. Card text check required; use it only when the legal action clearly advances survival, recursion, milling inevitability, graveyard interaction, or mana efficiency. Do not assume it recurs a specific card, removes a graveyard card, or creates a lock unless the runtime action text and visible zones confirm that line. + +- Ash Barrens: use Ash Barrens as early color fixing and as a shuffle partner for Brainstorm. Prioritize finding the missing basic color before playing it as a colorless land, especially in hands that need green for Moment's Peace, Fog, Tangle, Weather the Storm, or Growth Spiral. Save it for Brainstorm cleanup only when your colors and land drops are already stable. + +- Simic Growth Chamber: use Simic Growth Chamber as a mana engine that supports expensive draw, Stream of Thought turns, and repeated defensive spells. Sequence it when returning a land does not cost a needed untapped source for the opponent's next turn. It pairs well with Growth Spiral and landfall-free value from replaying Bojuka Bog or utility lands, but it is dangerous as the only real land in slow hands. + +- Dimir Aqueduct: use Dimir Aqueduct mostly as extra bounce-land mana and black-adjacent utility only if the deck's legal actions care about it. Because the deck is blue-green at its core, do not let Dimir Aqueduct replace reliable green access in early sequencing. Returning Bojuka Bog can matter when graveyard control is important, but tapped timing must not break combat shields. + +- Bojuka Bog: use Bojuka Bog as graveyard interaction when the opponent's graveyard is a public resource, especially against flashback, recursion, dredge-like engines, or graveyard combo. Do not fire it only because it is available if the tapped land would delay a necessary fog, counter, or draw spell. Bounce-land replay can create repeated graveyard pressure when timing is safe. + +- Tangled Islet, Foreboding Landscape, Island, and Forest: use these lands to protect early color stability. Island enables Brainstorm, Arcane Denial, Behold the Multiverse, Lorien Revealed casting lines, Muddle the Mixture, and Stream of Thought; Forest enables the prevention suite and Growth Spiral. Foreboding Landscape is a slower fixing or utility land whose exact activated role should follow legal engine output; Card text check required for current text if the action matters. + +## Interaction Priorities + +- Counter first: spend Arcane Denial or Muddle the Mixture on spells that bypass the fog plan, not on ordinary attackers. Highest priority targets are noncombat win conditions, burn chains that make Weather the Storm insufficient, discard or counterspells aimed at Stream of Thought or key draw, graveyard hate that strands Moment's Peace flashback or recursion lines, and engines that generate inevitability faster than your mill plan. + +- Preserve counters: let creature spells resolve when Moment's Peace, Tangle, Fog, or Weather the Storm can cover the next combat cycle. Turbo Fog wins by making opposing attackers irrelevant, so countering a normal creature often trades Arcane Denial plus future opponent cards for a threat you were built to ignore. + +- Exile first: use Bojuka Bog on graveyards that are actively part of the opponent's public plan, especially flashback, recursion, reanimation, delve-like cost pressure, or graveyard combo. Do not play Bojuka Bog merely for value if entering tapped prevents holding green fog mana, blue counter mana, or a needed draw spell before combat. + +- Post-board exile: use Faerie Macabre only when the legal action text and public graveyard show specific cards that matter now. Prioritize cards the opponent can immediately reuse, combo pieces that enable a deterministic line, or recursive threats that make repeated fogging insufficient; avoid spending Faerie Macabre on low-impact graveyard filler. + +- Red interaction: use Hydroblast and Blue Elemental Blast aggressively against red spells that attack life total outside combat, destroy the fog engine, or force through lethal pressure. When legal action text offers multiple red targets, prefer stack-based burn or engine threats over creatures that combat prevention already handles. + +- Cheap stack fights: use Dispel after sideboarding to protect Moment's Peace, Stream of Thought, Weather the Storm, Arcane Denial, or a major draw spell in the exact counter window shown by the engine. Do not fire Dispel at a minor instant if passing keeps it available for the spell that decides survival or inevitability. + +- Bait cards: use Brainstorm, Growth Spiral, Behold the Multiverse, Lorien Revealed, or Embrace the Paradox as counter bait only when losing that spell still leaves survival covered. Do not bait with Stream of Thought if it is the current win-condition access, and do not bait with Moment's Peace when the visible combat step can punish you immediately. + +- Ignore first: ignore spot removal, edicts, and combat tricks when you control no relevant creatures and the legal action does not affect your mana, hand, graveyard, or win condition. Ignore large vanilla attackers until they create a lethal or short-clock combat that requires sequencing fogs, Weather the Storm, or a counter for support spells. + +- Archetype shift: against aggro, prioritize life total, fog density, and Weather the Storm timing over card advantage. Against control, protect Stream of Thought, preserve Arcane Denial and Muddle the Mixture for stack fights, and use draw spells at end-step windows. Against combo, counter the enabling spell or payoff rather than spending mana on low-impact draw. Against graveyard decks, treat Bojuka Bog and Faerie Macabre as interaction pieces, not lands or free cycling resources. + +## Combat And Trading Rules + +- Combat default: do not plan to attack, block, or trade because this registered main deck has no creature package. If the rules engine exposes a creature through an opponent effect or unusual game state, choose combat actions only from legal visible options and evaluate whether that object is more valuable as a blocker, sacrifice target, or irrelevant body than as damage. + +- Fog threshold: prevent combat damage whenever the current attack is lethal, puts you into realistic burn range, removes the ability to spend the next turn developing, or forces multiple future fogs from one avoidable hit. Taking small early damage is acceptable when it lets you cast Growth Spiral, fix mana with Ash Barrens or Lorien Revealed, hold Arcane Denial, or reload with Behold the Multiverse. + +- Life-total discipline: treat life above 12 as a setup buffer against creature decks, life from 7 to 12 as a planning zone where one fog may buy a full turn cycle, and life at 6 or lower as emergency mode against any deck with burn or haste-like pressure. These thresholds are heuristics, not rules; visible board power and known public cards matter more than a fixed number. + +- Prevention sequencing: prefer Moment's Peace when flashback or future graveyard access creates another shield, prefer Tangle when the opponent's untap step restriction matters, and save the lone Fog for clean emergency coverage when no extra value is required. Use Weather the Storm when spell count and life swing matter more than preventing this specific combat. + +- Engine preservation: protect mana development and card flow before preserving life points that do not change the clock. A turn that takes three damage but enables Simic Growth Chamber, Growth Spiral, or a protected draw spell can be correct; a turn that saves three life but misses green or blue interaction can lose the next combat cycle. + +- Protection priority: protect Stream of Thought, Moment's Peace graveyard access, and sufficient colored mana more highly than incidental card draw once the fog loop is assembled. Against control or combo, protect Arcane Denial and Muddle the Mixture windows as part of combat survival because the dangerous spell may happen outside combat. + +- Archetype differences: against swarm aggro, count total visible attack power and fog before blocks or damage prevention alternatives. Against tall threats, one fog often answers many mana worth of attackers, so spend counters elsewhere. Against burn, life gain from Weather the Storm can be stronger than a fog if combat damage is not the only lethal vector. Against graveyard recursion, Bojuka Bog timing can function like combat prevention by removing the next wave before it attacks. + +## Selection And Tutor Rules + +- Selection priority: use Brainstorm, Behold the Multiverse, Lorien Revealed, Growth Spiral, Ash Barrens, Foreboding Landscape, and Embrace the Paradox to find land drops, fog density, and the first Stream of Thought without spending protection mana at the wrong window. This deck has no conventional creature tutor, so selection is about converting time into specific resources while fogs preserve that time. + +- Early land search: use Ash Barrens and Lorien Revealed as fixing before using them as spells when the hand lacks stable blue or green. Prioritize blue for Brainstorm, Arcane Denial, Behold the Multiverse, Muddle the Mixture, Stream of Thought, and Lorien Revealed; prioritize green when Moment's Peace, Tangle, Fog, Weather the Storm, Growth Spiral, or Heritage Reclamation are required before the next combat cycle. + +- Bounce-land timing: sequence Simic Growth Chamber and Dimir Aqueduct only when the returned land does not block a required defensive window. Returning Bojuka Bog is valuable when a second graveyard exile matters later, returning Ash Barrens can preserve fixing flexibility if legal, and returning a basic can protect future land drops for Brainstorm recovery. + +- Brainstorm discipline: cast Brainstorm when it fixes a current problem, protects key cards from discard, or pairs with a shuffle/search effect from Ash Barrens, Lorien Revealed, Foreboding Landscape, or a rules-engine-exposed shuffle. Do not cast Brainstorm merely to spend mana if it will trap unusable cards on top and you lack a shuffle, scry, or immediate draw plan. + +- Scry policy: use Behold the Multiverse to bottom cards that do not solve the next two turn cycles. Against creature pressure, keep Moment's Peace, Tangle, Fog, Weather the Storm, green sources, and land drops; against control or combo, keep Arcane Denial, Muddle the Mixture, Stream of Thought, blue sources, and end-step card draw. + +- Growth Spiral timing: use Growth Spiral when the extra land drop changes the next defensive or draw window, especially enabling a bounce land without losing tempo. If the opponent is threatening lethal combat, keep mana for Moment's Peace, Tangle, Fog, Weather the Storm, or Arcane Denial before using Growth Spiral for marginal ramp. + +- Embrace the Paradox handling: Card text check required. Use Embrace the Paradox only when the rules engine exposes legal playable cards or clear selection outcomes, and prefer it in windows where temporary access can be converted before the opponent's next decisive action. + +- Heritage Reclamation handling: Card text check required. Treat Heritage Reclamation as conditional utility until exact legal action text appears, and choose it only when the visible target or mode directly improves survival, engine continuity, graveyard access, or inevitability. + +- Muddle the Mixture use: treat Muddle the Mixture primarily as stack interaction unless the rules engine exposes a legal tutor-like or selection action. If a transmute or search action is visible, select it only when spending sorcery-speed mana is safer than holding protection and the target clearly advances fog density, Stream of Thought access, or a matchup-specific answer. + +## Priority And Stack Rules + +- Priority default: pass priority when the stack is empty, survival is covered, and spending mana now would weaken the next combat or counter window. Turbo Fog wins by making the opponent commit first, then answering the relevant axis with fogs, Weather the Storm, Arcane Denial, Muddle the Mixture, or post-board blasts. + +- End-step draw: cast Behold the Multiverse, Brainstorm, Lorien Revealed, or Embrace the Paradox at the opponent's end step when possible, especially against control and combo. Main-phase draw is correct when it finds a land drop, fog, or counter needed before combat, or when Growth Spiral can immediately deploy the extra land. + +- Combat window: hold Moment's Peace, Tangle, Fog, and Weather the Storm until the rules engine presents the combat or lethal-pressure window that matters. Prefer not to fog before attackers unless the legal action text or card effect requires that timing; after attackers are known, the visible attack clarifies whether life total can be spent. + +- Stack triage: use Arcane Denial and Muddle the Mixture on spells that beat prevention, attack hand or graveyard access, stop Stream of Thought, create noncombat lethal, or invalidate your mana engine. Let ordinary creature spells resolve when the current hand and graveyard can cover combat. + +- Weather the Storm timing: cast Weather the Storm when the visible storm count and life swing meaningfully change survival against burn, swarm pressure, or a large stack turn. Do not treat it as a fog replacement when combat damage is lethal and a legal Moment's Peace, Tangle, or Fog action cleanly prevents that damage. + +- Stream of Thought timing: protect Stream of Thought as the mill engine and as a late-game library-management tool when legal action text supports that role. Against open interaction, prefer casting it when Arcane Denial, Muddle the Mixture, Dispel, Hydroblast, or Blue Elemental Blast can defend the stack, or when the opponent is tapped low and waiting risks decking or losing inevitability. + +- Graveyard timing: play Bojuka Bog or use Faerie Macabre when the public graveyard shows an immediate recursive, flashback, delve-like, or combo use. Avoid graveyard actions in low-pressure windows if they consume a land drop, tapped mana source, or hidden-resource answer needed for the next stack fight. + +- Post-board stack fights: use Dispel for instant-speed fights over fogs, draw, Stream of Thought, or opposing lethal instants; use Hydroblast and Blue Elemental Blast for red spells or red permanents only when the legal target text confirms the color and timing. Let low-impact targets resolve if the same mana protects the decisive spell later. + +- Optional choices: decline optional payments or actions that spend mana without improving survival, selection, or inevitability in the current visible state. Accept optional lines only when the rules-engine output shows the target, timing, and payoff are legal and the resulting mana use does not expose you to combat, burn, or a key counter window. + +## Sideboard Map + +- Sideboard identity: keep Turbo Fog's main plan intact while changing the answer mix for the opponent's actual kill axis. Add sideboard cards when they improve a decisive stack fight, stop red pressure, answer graveyard dependency, or increase Stream of Thought inevitability; reduce main-deck emphasis from slow draw, redundant fog density, graveyard cards, or conditional utility only when the matchup makes that role less important. + +- Dispel role: bring in Dispel against blue control, spell-combo, burn with important instants, and any deck that fights over Moment's Peace, Tangle, Weather the Storm, Stream of Thought, Behold the Multiverse, or Arcane Denial on the stack. Dispel is at its best when the opponent's relevant cards are instants or counterspells and your plan depends on resolving one protected defensive or mill spell. + +- Dispel when bad: leave Dispel lower priority against creature-heavy decks whose threats are mostly permanents, sorcery-speed hand disruption, or combat damage already answered by fogs. Do not overload on Dispel if the rules engine shows few legal instant targets across Game 1 and Game 2. + +- Hydroblast role: bring in Hydroblast against red aggro, red burn, red artifact shells, red combo payoffs, and red permanents that bypass or pressure the fog plan. Use it as both early survival interaction and late protection for Weather the Storm, Moment's Peace, Tangle, Stream of Thought, or Behold the Multiverse when the legal target is confirmed red. + +- Blue Elemental Blast role: bring in Blue Elemental Blast in the same red matchups as Hydroblast, especially when the opponent presents many red spells or permanents and seven total blast effects are desirable. Treat Hydroblast and Blue Elemental Blast as the cleanest upgrades when preventing one red spell or destroying one red permanent saves more life or mana than drawing extra cards. + +- Blast when bad: reduce blast priority against nonred decks, multicolor decks where the decisive cards are not red, or games where the opponent's red cards are low-impact creatures already blanked by Moment's Peace, Tangle, Fog, and flashback Moment's Peace. Choose blast-heavy plans only when the legal target text and public colors justify them. + +- Faerie Macabre role: bring in Faerie Macabre against graveyard combo, recursion engines, flashback-heavy decks, delve-like pressure, reanimation plans, and decks where Bojuka Bog alone is too slow or too visible. Preserve Faerie Macabre for the graveyard window that matters, not the first incidental graveyard card, unless the rules engine shows an immediate winning or stabilizing graveyard action. + +- Faerie Macabre when bad: leave Faerie Macabre lower priority against fair creature aggro, burn, and control decks that do not use graveyards as a decisive resource. Do not dilute fog, draw, or counter density for Faerie Macabre when Bojuka Bog and normal prevention already cover the visible plan. + +- Stream of Thought sideboard role: bring in the extra Stream of Thought against slow control, removal-heavy decks, prevention mirrors, grindy blue matchups, or any opponent likely to answer the first copy. The third Stream of Thought increases inevitability and gives the pilot more legal windows to recycle resources or start the mill plan without risking the only engine copy. + +- Stream of Thought when bad: leave the extra Stream of Thought lower priority against fast red, swarm aggro, and combo games where the first priority is surviving the next two turn cycles. Add it only when the matchup is slow enough that an additional mill engine is better than another fog, counter, life burst, or selection spell. + +Red Aggro / Burn +Side in: 4 Hydroblast, 3 Blue Elemental Blast, 3 Dispel +Cut: 3 Embrace the Paradox, 2 Heritage Reclamation, 1 Muddle the Mixture, 2 Stream of Thought, 2 Behold the Multiverse + +- Red Aggro / Burn plan: maximize cheap stack interaction and red answers while keeping enough fogs and Weather the Storm to survive combat plus burn. Arcane Denial remains important for nonred or protected threats, but avoid giving cards for low-impact red spells when Hydroblast or Blue Elemental Blast can answer the same decisive object cleanly. + +Graveyard Combo / Reanimator / Delve Pressure +Side in: 4 Faerie Macabre, 1 Stream of Thought, 3 Dispel +Cut: 1 Fog, 2 Tangle, 2 Heritage Reclamation, 1 Behold the Multiverse, 2 Embrace the Paradox + +- Graveyard plan: add free graveyard interaction and extra inevitability while keeping Moment's Peace, Weather the Storm, Arcane Denial, and enough draw to find them. Use Faerie Macabre at the opponent's commitment point when public graveyard contents and legal actions show recursion, flashback, delve, or combo reliance. + +Blue Control / Counterspell Midrange +Side in: 3 Dispel, 1 Stream of Thought +Cut: 1 Fog, 1 Tangle, 2 Weather the Storm + +- Blue Control plan: increase protection for Stream of Thought and end-step draw while reducing anti-combat and life-gain emphasis only when the opponent's battlefield pressure is low. Keep some fog effects because control decks can still win with creatures after exhausting counters. + +Red Artifact / Kuldotha-Style Pressure +Side in: 4 Hydroblast, 3 Blue Elemental Blast, 2 Dispel +Cut: 3 Embrace the Paradox, 2 Heritage Reclamation, 1 Muddle the Mixture, 1 Stream of Thought, 2 Behold the Multiverse + +- Red Artifact plan: treat blasts as tempo and survival cards, not only counterspells. Use them on legal red permanents or red stack objects that increase damage before the next fog window, while saving Dispel for burn, protection, or instant-speed stack fights. + +Creature Swarm Without Red +Side in: 1 Stream of Thought +Cut: 1 Muddle the Mixture + +- Creature Swarm plan: preserve the core fog density because Moment's Peace, Tangle, Fog, and Weather the Storm are the matchup. Add role cards only if public information shows graveyard dependency or instant-speed stack fights; otherwise avoid weakening the prevention shell for narrow answers. + +Nonred Combo +Side in: 3 Dispel, 1 Stream of Thought +Cut: 1 Fog, 2 Tangle, 1 Weather the Storm + +- Nonred Combo plan: move toward stack control and faster inevitability when combat damage is not the primary threat. Keep Arcane Denial and Muddle the Mixture high-value, use Dispel only on decisive instants, and rely on Stream of Thought to finish once the combo turn is stopped. + +- Archetype rule for red decks: add Hydroblast and Blue Elemental Blast before adding narrow graveyard cards unless the red deck also shows a graveyard engine. Reduce main-deck emphasis from slow sorcery-speed or temporary-card-access effects first because red matchups punish tapped mana and delayed conversion. + +- Archetype rule for graveyard decks: add Faerie Macabre before extra blasts or generic counters unless the opponent's graveyard plan is backed by red or instant-heavy protection. Reduce main-deck emphasis from conditional utility and surplus fogs only when the opponent's combat clock is not the main kill. + +- Archetype rule for control decks: add Dispel and the third Stream of Thought when games revolve around resolving or protecting one engine spell. Reduce main-deck emphasis from Weather the Storm and excess fogs only after confirming the opponent is not presenting fast creature pressure. + +- Role-change rule after sideboarding: become more reactive against red and combo, more inevitable against control, and more graveyard-timed against recursion decks. Do not sideboard into a midrange deck; the registered cards still win by surviving, drawing, countering decisive spells, and resolving Stream of Thought over a long game. + +## Matchup Guidance + +- Aggro: Prioritize survival over velocity when the opponent's visible plan is multiple creatures and combat damage. Keep hands that produce early blue/green mana, cast Growth Spiral or Brainstorm without missing land drops, and have Moment's Peace, Tangle, Fog, Weather the Storm, or Behold the Multiverse to find them. Add role cards: Hydroblast and Blue Elemental Blast only against red aggro; Faerie Macabre only when public graveyards matter. Reduce main-deck emphasis: slow Embrace the Paradox turns and Heritage Reclamation lines when tapping mana does not affect the next combat step. + +- Go-wide decks: Treat Moment's Peace, Tangle, and Weather the Storm as the real battlefield interaction because one-for-one answers are not the plan. Use Tangle before Moment's Peace flashback when the tap-down effect visibly buys an extra attack step; use Weather the Storm after the opponent has added to storm or after your own cheap setup if life matters now. Arcane Denial should stop anthem-like, haste-like, or refill effects only when the legal stack object is more dangerous than saving the counter for a noncombat finisher. + +- Burn: Raise life total and cheap stack interaction above long-game greed. Add role cards: Hydroblast, Blue Elemental Blast, and Dispel. Use Weather the Storm as a stabilizer, not a trophy; if a legal line gains enough life to move out of immediate burn range, take it unless it strands a required fog against lethal combat. Avoid Arcane Denial on low-impact burn when it gives the opponent more cards and Hydroblast, Blue Elemental Blast, Dispel, or Weather the Storm covers the same turn more cleanly. + +- Tempo: Respect open mana, pressure plus counters, and forced end-step decisions. Use Brainstorm and Lorien Revealed to hit land drops, then fight over the spell that changes the clock: a threat when life is high, a counter on Stream of Thought when the clock is stable, or a protection spell when Moment's Peace must resolve. Add role cards: Dispel against blue tempo or instant-heavy tempo; Hydroblast and Blue Elemental Blast against red tempo. Do not jam Embrace the Paradox into open pressure unless the visible board says waiting loses more. + +- Midrange: Trade time for inevitability and make their removal-heavy cards matter as little as possible. Most creature removal is weak against Turbo Fog, so let opponent mana point at empty targets while you develop Simic Growth Chamber, Dimir Aqueduct, Tangled Islet, Ash Barrens, and Foreboding Landscape into repeated draw and fog turns. Bojuka Bog should be timed for public graveyard value, especially flashback, recursion, or threshold-like pressure. Add role cards: Faerie Macabre for graveyard midrange, Dispel for instant-heavy black or blue fights, extra Stream of Thought for slow attrition. + +- Removal-heavy decks: Assume the opponent may have dead cards and use that structural advantage to protect the actual win condition. Stream of Thought matters more than creature combat, and Arcane Denial or Dispel should be saved for discard follow-ups, counter wars, graveyard recursion, or threats that bypass fogs. Reduce main-deck emphasis: Weather the Storm and excess fogs only when the visible pressure is low; do not weaken prevention just because the opponent has removal if their battlefield still kills through normal combat. + +- Control: Become patient, land-rich, and selective. Add role cards: Dispel and the extra Stream of Thought. Protect Stream of Thought and important draw spells, but do not counter every cantrip, removal spell, or low-pressure creature. Use Behold the Multiverse, Brainstorm, Lorien Revealed, and Embrace the Paradox to keep resource flow high while preserving enough mana for Dispel or Arcane Denial on decisive stack objects. Muddle the Mixture is valuable when its legal modes or tutor-like text are relevant; Card text check required for exact tactical mode selection. + +- Big mana: Pressure their payoff timing with counters while building your own long game. Arcane Denial should usually be held for the first legal payoff that creates a noncombat kill, overwhelming battlefield, or resource loop; fogs can cover ordinary creatures but not every engine. Stream of Thought is the closing plan once you survive their high-impact turns. Add role cards: Dispel if their decisive spells or protection are instants; Faerie Macabre if graveyard recursion is public; extra Stream of Thought for inevitability. Reduce main-deck emphasis: narrow life gain when the kill is not damage-based. + +- Combo: Identify whether the combo uses the stack, graveyard, battlefield permanents, or combat, then allocate the correct interaction. Against stack combo, Arcane Denial, Muddle the Mixture, and Dispel are premium, and fogs are secondary unless the combo kills by attacking. Against graveyard combo, Faerie Macabre and Bojuka Bog must wait for the public commitment point when the target cards, recursion spell, or delve-like payment is visible. Against creature-combat combo, Moment's Peace, Tangle, Fog, and Weather the Storm remain live, but counter the enabler if one fog does not break the chain. + +- Graveyard decks: Use Bojuka Bog and Faerie Macabre as timed disruption, not automatic cleanup. Add role cards: Faerie Macabre and extra Stream of Thought; Dispel if the opponent protects the graveyard plan with instants. Hold Faerie Macabre for visible recursion targets, flashback payoffs, reanimation targets, or graveyard-count thresholds shown by the rules engine. Use Stream of Thought defensively only when its legal text can recycle key resources or disrupt decking pressure; Card text check required for exact shuffle and target details. + +- Artifact/enchantment decks: Separate red artifact pressure from nonred permanent engines. Against red artifact pressure, Hydroblast and Blue Elemental Blast are survival tools for red stack objects and red permanents shown legal by the engine. Against nonred artifact or enchantment engines, the main deck may have limited direct removal, so Arcane Denial must answer the permanent before resolution when the object is a lock, payoff, or clock that fogs cannot beat. Heritage Reclamation may matter only if its exact card text applies to artifacts or enchantments; Card text check required. + +- Single-threat decks: Do not spend fogs casually when one attacker is the whole clock. Use Tangle or Moment's Peace on turns where the threat would meaningfully change the race, and prefer draw or mana development when life total can absorb one attack. Arcane Denial should stop the threat if it has evasion, noncombat damage, protection from prevention, or snowball text visible from the legal stack object. If the single threat is red, Hydroblast and Blue Elemental Blast can be higher-value than a fog because they may remove the clock instead of postponing it. + +- Fast creature plus burn decks: Treat life total as the bridge between fog turns and burn range. Weather the Storm is strongest when it covers both a combat step and likely follow-up burn; Moment's Peace flashback should be preserved when the next attack is still lethal. Hydroblast, Blue Elemental Blast, and Dispel should answer the spell that changes survival math before the next untap, not the first legal target. + +- Mirror or prevention-heavy decks: Expect long games where library size, Stream of Thought access, and counter timing decide the result. Add role cards: Dispel and the extra Stream of Thought. Reduce main-deck emphasis: creature-combat-only prevention only if the opponent's actual battlefield pressure is low. Use Arcane Denial carefully because extra cards may help the opponent find their own mill engine, but countering the decisive Stream of Thought, draw burst, or protected recursion window is still correct when visible. + +- Unknown opponent: Keep the game-one plan broad until public information assigns a threat axis. Prioritize land drops, blue access, green access, Brainstorm quality, Growth Spiral acceleration, and at least one survival or interaction piece. Do not over-sideboard after partial information; add Hydroblast and Blue Elemental Blast only for red, Faerie Macabre only for graveyard reliance, Dispel for instant or counter fights, and extra Stream of Thought for slow games where inevitability matters more than immediate survival. + +## Specific Matchup Notes + +- General/archetype-only note: Use these matchup notes as probability guides, and let revealed cards, public zones, legal actions, and current board state override assumptions. Turbo Fog wins by surviving combat and burn windows, developing lands with Growth Spiral and bounce lands, converting Brainstorm, Behold the Multiverse, Lorien Revealed, and Embrace the Paradox into continued fog access, then closing with Stream of Thought when survival is stable. + +- Red aggro and burn: Preserve life total above direct-damage range, not merely above combat lethal. Add role cards: Hydroblast, Blue Elemental Blast, and Dispel when the opponent shows red stack pressure or instant-speed burn. Priority targets are burn spells that change the next-turn survival count, haste or snowball creatures that demand repeated fogs, and red permanents the rules engine allows Hydroblast or Blue Elemental Blast to answer. Reduce main-deck emphasis: slow graveyard tools when no graveyard engine is public. + +- Wide creature aggro: Treat Moment's Peace, Tangle, Fog, and Weather the Storm as the core lock pieces, and spend draw spells to maintain one prevention spell per combat cycle. Add role cards: Hydroblast and Blue Elemental Blast only when red cards are actually shown; otherwise keep the main plan dense. Priority targets for Arcane Denial are anthem-like effects, haste threats, card-advantage engines, or anything visible that makes one fog insufficient. + +- Blue tempo or control: Protect the closer and the draw engine rather than fighting every small spell. Add role cards: Dispel and the extra Stream of Thought. Priority targets are opposing counters aimed at Stream of Thought, Behold the Multiverse, Embrace the Paradox, or a critical fog, plus threats that attack from a noncombat axis. Reduce main-deck emphasis: excess life gain only if visible damage pressure is low. + +- Graveyard recursion or reanimator: Time Bojuka Bog and Faerie Macabre for visible commitment points. Add role cards: Faerie Macabre, Dispel if protection is instant-speed, and extra Stream of Thought for attrition. Priority targets are public flashback cards, recursion targets, reanimation spells, and graveyard-count payoffs shown by the engine. Do not fire graveyard hate just because the graveyard has cards if the opponent has not exposed the card that matters. + +- Big mana and ramp: Counter payoff quality, not mana quantity, unless the mana source visibly creates an immediate lock or kill. Add role cards: Dispel for instant-speed payoff fights and extra Stream of Thought for inevitability. Priority targets are noncombat finishers, repeated draw engines, prison permanents, and threats that ignore combat prevention. Moment's Peace and Tangle can cover creature payoffs, but Arcane Denial must handle engines that make fogs irrelevant. + +- Combo: Identify the axis before spending the narrow card. Add role cards: Dispel for stack combo, Faerie Macabre for graveyard combo, Hydroblast and Blue Elemental Blast for red combo pieces, and extra Stream of Thought when the game slows after disruption. Priority targets are the visible enabler, payoff, or protection spell, not filler cantrips unless the legal stack and known resources make the cantrip the last bridge to the combo. + +- Mirror or slow control: Manage library size, Stream of Thought access, and counter timing as the real battlefield. Add role cards: Dispel and the extra Stream of Thought. Priority targets are opposing mill engines, decisive draw bursts, or recursion windows. Arcane Denial is risky because it grants cards, so use it only when the object would otherwise decide inevitability. + +## Risk Summary + +- Mana risk: Bounce-land hands with Simic Growth Chamber or Dimir Aqueduct can be punished by missed early untapped mana, so prioritize Island, Forest, Ash Barrens, Tangled Islet, Foreboding Landscape, and Growth Spiral sequencing that keeps blue and green available before the first lethal combat step. + +- Matchup risk: Turbo Fog is strongest against combat damage and weaker against noncombat kills, discard chains, prison engines, and protected combo, so shift Arcane Denial, Muddle the Mixture, Dispel, Hydroblast, Blue Elemental Blast, Bojuka Bog, and Faerie Macabre toward the axis that actually beats prevention. + +- Draw risk: Brainstorm without shuffle or selection support can trap redundant lands or wrong-speed answers, so pair it with Ash Barrens, Lorien Revealed landcycling if legal, Foreboding Landscape, or fresh draw when possible. Card text check required for exact Foreboding Landscape and Heritage Reclamation utility. + +- Over-sideboarding risk: Adding every attractive sideboard card can dilute the fog density that makes the deck function, so keep Moment's Peace, Tangle, Fog, Weather the Storm, and enough draw unless public information proves combat pressure is minimal. + +- Graveyard risk: Moment's Peace and Stream of Thought may rely on graveyard or library-resource details depending on legal text, so watch opposing Bojuka Bog-like effects, graveyard exile, and your own Faerie Macabre timing. Card text check required for exact Stream of Thought shuffle and targeting details. + +- Sweeper/removal risk: Opposing creature removal is often structurally weak, but sweepers or removal that also pressures life, hand, graveyard, or mana may still matter. Do not counter ordinary dead removal; do counter cards that convert their removal package into a noncombat clock or resource lock. + +- Closer risk: The deck can survive for many turns without actually winning, so identify when Stream of Thought becomes the priority and protect it from counters, discard follow-ups, graveyard exile, or decking pressure. + +- Interaction risk: Arcane Denial answers many dangerous objects but gives the opponent cards, so reserve it for threats that fogs, life gain, and future draw cannot absorb. Dispel, Hydroblast, and Blue Elemental Blast should be used only when the legal target text and color/type constraints are confirmed by the rules engine. + +- Sequencing risk: Casting Embrace the Paradox, Behold the Multiverse, or Lorien Revealed into an exposed lethal attack can lose despite card advantage, so pass with fog mana when the next combat step is the only question that matters. + +## Test Feedback Checklist + +- Deciding factor: Identify whether the game was won or lost by fog density, mana development, stack interaction, library pressure, sideboard hate, or a noncombat axis that Moment's Peace, Tangle, Fog, and Weather the Storm could not answer. + +- Mulligans: Record whether the opener had early blue mana, early green mana, at least one draw or selection spell, and a survival plan before the first lethal combat; flag keeps that relied on Simic Growth Chamber or Dimir Aqueduct without an untapped land. + +- Mana: Check whether Growth Spiral, Ash Barrens, Tangled Islet, Foreboding Landscape, and Lorien Revealed helped fix the right colors on time, and note every turn where Arcane Denial or Moment's Peace was stranded by sequencing. + +- Velocity: Track whether Brainstorm, Behold the Multiverse, Lorien Revealed, and Embrace the Paradox found new fogs, counters, or Stream of Thought quickly enough, or whether they were cast while lethal combat required holding mana. + +- Engine access: Record when Stream of Thought became the win condition, whether it was protected by Arcane Denial, Muddle the Mixture, or Dispel after sideboard, and whether waiting would have improved safety. + +- Prevention timing: Audit each Moment's Peace, Tangle, Fog, and Weather the Storm for necessity; mark whether it prevented lethal, preserved a key life buffer, or was spent before the opponent committed enough public pressure. + +- Interaction use: Review each Arcane Denial target and ask whether the countered object actually beat fogs, life gain, draw, or decking, since giving the opponent cards is only acceptable against decisive threats. + +- Graveyard handling: Note whether Bojuka Bog or Faerie Macabre hit a visible graveyard payoff, recursion target, flashback card, or reanimation window, and flag any use that happened only because cards were present. + +- Sideboard impact: After sideboarding, measure whether Dispel, Hydroblast, Blue Elemental Blast, Faerie Macabre, or the extra Stream of Thought had legal, relevant targets; identify any sideboard card that diluted fog density without changing the matchup. + +- Closing: Record how many turns elapsed after survival was stable before Stream of Thought or decking pressure began; flag games where the pilot kept drawing without moving toward a win. + +- Role accuracy: Ask whether the pilot correctly stayed as hard control, shifted into inevitability, or mistakenly played like a tempo deck by spending mana on low-impact draw during required defense turns. + +- Mistakes and stranded cards: List every stranded card by exact name, including Arcane Denial without blue mana, Weather the Storm without meaningful storm/life pressure, Embrace the Paradox with unsafe timing, or sideboard blasts without legal red targets. + +- Overperformers and underperformers: Name the cards that changed the game state most often, then separate true performance from matchup texture, draw order, and whether the rules engine offered legal actions at the expected windows. + +- Card text verification: Mark any line involving Heritage Reclamation, Foreboding Landscape, or exact Stream of Thought recursion if the pilot's reasoning depended on text not confirmed by the rules engine; write Card text check required in the run notes. + +## First Tuning Questions + +- Fog count: If losses came from running out of combat prevention, should Fog or the sideboard Stream of Thought change roles, or are Brainstorm and Behold the Multiverse failing to find Moment's Peace and Tangle soon enough? + +- Life-gain package: If Weather the Storm was often stranded or low-impact, is four copies correct, or does the deck need different interaction against noncombat kills while preserving aggro equity? + +- Counter package: If Arcane Denial repeatedly gave opponents enough cards to break through, should the main deck increase Muddle the Mixture-like precision, or is the issue target discipline rather than quantity? + +- Closer density: If games stabilized but did not end, should the main deck or sideboard use more Stream of Thought, or did the pilot delay the existing copies too long? + +- Draw mix: If Embrace the Paradox was powerful but unsafe, should its count drop, or should the pilot reserve it for turns with Moment's Peace flashback, Tangle, Fog, or Weather the Storm already covering combat? + +- Mana base: If bounce lands caused tempo losses, should Simic Growth Chamber or Dimir Aqueduct counts change, or should mulligan and Growth Spiral sequencing be stricter with Island, Forest, Ash Barrens, Tangled Islet, and Foreboding Landscape? + +- Graveyard plan: If graveyard matchups remained bad through Bojuka Bog and Faerie Macabre, are more graveyard cards needed, or were existing hate pieces fired before the opponent exposed the decisive card? + +- Red matchup plan: If burn or red tempo beat the deck, should Hydroblast and Blue Elemental Blast remain seven total sideboard copies, or is Dispel better against the actual stack threats shown? + +- Control matchup plan: If blue control beat Stream of Thought, should the extra Stream of Thought and Dispel plan expand, or does the deck need a different protected inevitability angle? + +- Role conflict: If sideboard games lost because too many non-fog cards entered, define the minimum retained density of Moment's Peace, Tangle, Fog, Weather the Storm, Brainstorm, and Behold the Multiverse before changing plans. + +- Unknown-text slots: If Heritage Reclamation or Foreboding Landscape mattered in close games, perform a card text check before changing quantities, because tuning from assumed utility can corrupt the pilot guide. + +## Veles Tactical Policy + +### Policy: Opening Hand Survival And Colors +- Priority: High +- Decision families: mulligan, pregame +- Cards: Island, Forest, Ash Barrens, Tangled Islet, Foreboding Landscape, Growth Spiral, Brainstorm, Moment's Peace, Tangle, Fog, Weather the Storm, Arcane Denial +- Phase windows: opening hand, mulligan, London bottom +- Runtime cues: prompt:mulligan; prompt:bottom +- Use when: evaluating an opener or bottoming after a mulligan. +- Avoid when: none; every game begins by proving early mana and survival. +- Instructions: Keep hands with blue access, green access or a clear fixer, and at least one velocity or prevention path before the first lethal combat. Reject hands that depend on only Simic Growth Chamber or Dimir Aqueduct without an untapped land. Bottom late-game redundancy before cutting required colors, first fog, or first draw spell. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Mana Base Setup +- Priority: Medium +- Decision families: mana, priority +- Cards: Island, Forest, Ash Barrens, Tangled Islet, Foreboding Landscape, Simic Growth Chamber, Dimir Aqueduct, Growth Spiral, Lorien Revealed +- Phase windows: turns 1-3 main phases, opponent end step with Growth Spiral +- Runtime cues: action:play land; action:cast Growth Spiral; action:cycle Lorien Revealed +- Use when: choosing early land drops, fixing, or Growth Spiral timing. +- Avoid when: immediate combat prevention or Arcane Denial mana must remain available. +- Instructions: Establish untapped blue early, then green for fogs and Growth Spiral. Use Ash Barrens and Lorien Revealed to correct colors before bounce lands lock a slow line. Favor Growth Spiral when the extra land drop increases next-turn fog plus draw capacity. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Bounce Land Commitment Gate +- Priority: Medium +- Decision families: mana, priority +- Cards: Simic Growth Chamber, Dimir Aqueduct +- Phase windows: main phases +- Runtime cues: action:play Simic Growth Chamber; action:play Dimir Aqueduct +- Use when: a bounce land play is legal and another land must be returned. +- Avoid when: returning the only untapped source prevents a required fog, counter, or draw setup before the opponent's combat. +- Instructions: Treat bounce lands as mana-engine commitments, not free land drops. Play them when the tempo loss is covered by current life, fog access, and next-turn mana payoff. Do not expose a turn where lethal combat arrives and prevention cannot be paid. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Prevention Survival Gate +- Priority: High +- Decision families: combat, priority +- Cards: Moment's Peace, Tangle, Fog, Weather the Storm +- Phase windows: declare attackers, declare blockers, combat damage, end step before lethal burn only when life-gain is legal +- Runtime cues: action:cast Moment's Peace; action:cast Tangle; action:cast Fog; action:cast Weather the Storm +- Use when: visible attackers, stack damage, or life total pressure can make the next turn cycle unsafe. +- Avoid when: the opponent has not presented meaningful damage and passing preserves the same prevention for a later combat. +- Instructions: Spend the cheapest legal prevention that preserves future turns. Prefer Moment's Peace when flashback will matter, Tangle when tapping attackers changes the next combat, Fog for narrow one-turn coverage, and Weather the Storm when life gain changes multiple turn cycles or noncombat red pressure. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Flashback Moment's Peace Execution +- Priority: Medium +- Decision families: combat, priority +- Cards: Moment's Peace +- Phase windows: combat prevention windows +- Runtime cues: action:cast Moment's Peace from graveyard +- Use when: legal action text offers casting Moment's Peace from graveyard and visible combat damage this turn is prevented by that spell. +- Avoid when: no attackers are dealing combat damage this turn. +- Instructions: Use the graveyard copy when the current combat must be covered and preserving hand cards matters. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Arcane Denial Commitment Gate +- Priority: High +- Decision families: interaction, priority +- Cards: Arcane Denial +- Phase windows: stack windows +- Runtime cues: action:cast Arcane Denial; stack:spell +- Use when: a stack object threatens a noncombat kill, removes inevitability, defeats fog coverage, or creates pressure that current resources cannot absorb. +- Avoid when: the object is merely efficient and giving the opponent cards is more dangerous than resolving it. +- Instructions: Counter decisive threats, not ordinary creatures that fogs can blank. Consider opponent draw from Arcane Denial as part of the cost. Preserve blue mana when the opponent can present a must-counter spell before combat. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Permission Gate +- Priority: Medium +- Decision families: interaction, priority +- Cards: Dispel, Hydroblast, Blue Elemental Blast +- Phase windows: stack windows, red permanent interaction windows when legal +- Runtime cues: action:cast Dispel; action:cast Hydroblast; action:cast Blue Elemental Blast +- Use when: the rules engine exposes a legal target and the target is part of the opponent's route through fogs, life gain, or Stream of Thought. +- Avoid when: the legal target is low-impact or the card text/color constraint is uncertain from visible action labels. +- Instructions: Use Dispel for stack fights over burn, counters, or protected win conditions. Use Hydroblast and Blue Elemental Blast only against legal red targets shown by the engine, prioritizing red threats that beat prevention or end the game quickly. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Draw Spell Tap-Out Gate +- Priority: Medium +- Decision families: priority, selection +- Cards: Brainstorm, Behold the Multiverse, Embrace the Paradox, Lorien Revealed, Growth Spiral +- Phase windows: main phases, opponent end step, upkeep/draw when legal +- Runtime cues: action:cast Brainstorm; action:cast Behold the Multiverse; action:cast Embrace the Paradox; action:cast Lorien Revealed; action:cast Growth Spiral +- Use when: selecting card velocity or holding mana. +- Avoid when: tapping out removes required prevention, Arcane Denial, or sideboard permission before the opponent's next decisive window. +- Instructions: Draw at end step when possible, main-phase only when land drops or immediate answers are needed. Embrace the Paradox requires extra caution because spending mana for future cards can lose to the current board. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Brainstorm With Shuffle Or Land Pressure +- Priority: Medium +- Decision families: selection, mana +- Cards: Brainstorm, Ash Barrens, Foreboding Landscape, Lorien Revealed +- Phase windows: main phases, instant-speed windows +- Runtime cues: action:cast Brainstorm +- Use when: Brainstorm is legal and the hand needs specific colors, fogs, permission, or a shuffle effect is available or likely from visible actions. +- Avoid when: holding Brainstorm preserves a response window and current hand already covers the next turn cycle. +- Instructions: Use Brainstorm to find missing survival pieces, then place excess lands or late engines back when a shuffle or search effect can clear them. Without a shuffle, treat Brainstorm as short-term card ordering rather than true card advantage. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Stream Of Thought Commitment Gate +- Priority: High +- Decision families: priority, interaction +- Cards: Stream of Thought, Arcane Denial, Muddle the Mixture, Dispel +- Phase windows: main phases, protected stack windows +- Runtime cues: action:cast Stream of Thought +- Use when: deciding whether to begin or continue the mill/recycle endgame. +- Avoid when: casting Stream of Thought exposes the pilot to lethal combat, loses a required counter window, or mills without improving inevitability. +- Instructions: Commit to Stream of Thought when survival is stable enough to spend mana on closing. Protect it in control mirrors and against stack interaction when available. Do not delay indefinitely after fog density and library pressure already favor the long game. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Target Opponent With Stream Of Thought +- Priority: Medium +- Decision families: selection, priority +- Cards: Stream of Thought +- Phase windows: Stream of Thought target prompt +- Runtime cues: action:target opponent Stream of Thought +- Use when: legal target options for Stream of Thought include opponent and the current prompt is choosing the player to mill. +- Avoid when: the visible legal action text is not a Stream of Thought target choice. +- Instructions: Choose target opponent when executing the deck's mill plan from a Stream of Thought target prompt. +- Pilot skill floor: no-api +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Self-Target Stream Emergency +- Priority: Low +- Decision families: selection, priority +- Cards: Stream of Thought +- Phase windows: Stream of Thought target prompt +- Runtime cues: action:target self Stream of Thought +- Use when: legal target options for Stream of Thought include self and visible library count shows self-decking before opponent-decking if no recycle line is taken. +- Avoid when: opponent target is advancing a live win and self library is not under immediate deck-loss pressure. +- Instructions: Target self only for an emergency recycle or library-preservation line confirmed by visible counts and legal action text. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Muddle The Mixture Use Gate +- Priority: Medium +- Decision families: interaction, selection, priority +- Cards: Muddle the Mixture, Stream of Thought, Moment's Peace, Tangle, Weather the Storm +- Phase windows: stack windows, transmute/search windows if exposed by engine +- Runtime cues: action:cast Muddle the Mixture; action:transmute Muddle the Mixture +- Use when: Muddle the Mixture can counter a decisive instant/sorcery or legally search for a missing engine or survival card. +- Avoid when: the target is low-impact or transmuting leaves no mana for required prevention. +- Instructions: Treat Muddle the Mixture as flexible glue. Counter spells that beat the lock; search only when the selected card changes the next turn cycle or secures Stream of Thought inevitability. Card text check required for exact search constraints if the engine action labels are ambiguous. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Graveyard Hate Timing +- Priority: Medium +- Decision families: interaction, mana, priority +- Cards: Bojuka Bog, Faerie Macabre +- Phase windows: land play windows, instant-speed graveyard prompts +- Runtime cues: action:play Bojuka Bog; action:activate Faerie Macabre; action:discard Faerie Macabre +- Use when: public graveyard cards enable recursion, flashback, reanimation, threshold-like pressure, or combo progress. +- Avoid when: graveyard cards are not connected to a visible payoff and using hate weakens fog density or mana timing. +- Instructions: Hold Faerie Macabre for the decisive graveyard window when possible. Play Bojuka Bog when the exile trigger matters or mana development requires it; do not spend the graveyard effect merely because a graveyard has cards. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Weather The Storm Life Buffer +- Priority: Medium +- Decision families: priority, interaction +- Cards: Weather the Storm +- Phase windows: opponent end step, stack windows after multiple spells, precombat when legal and necessary +- Runtime cues: action:cast Weather the Storm +- Use when: visible life pressure, storm count, or burn risk makes life total a real resource for surviving multiple turns. +- Avoid when: one fog already covers combat and life gain does not change the opponent's next meaningful route. +- Instructions: Use Weather the Storm to buy turn cycles, not to pad life in stable positions. Against red decks, respect stack timing and preserve green mana when several spells can raise storm count. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Tangle Next-Combat Leverage +- Priority: Medium +- Decision families: combat, priority +- Cards: Tangle +- Phase windows: combat prevention windows +- Runtime cues: action:cast Tangle +- Use when: current attackers are visible and keeping them from untapping changes the next combat step. +- Avoid when: Moment's Peace or Fog covers the same turn while Tangle's tap clause has no visible future impact. +- Instructions: Prefer Tangle when the opponent's board is creature-heavy and the extra tapped turn lets you resolve draw, Stream of Thought, or bounce-land development safely. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Actions Without Creatures +- Priority: Low +- Decision families: combat +- Cards: none +- Phase windows: declare attackers, declare blockers +- Runtime cues: action:attack; action:block +- Use when: the rules engine presents combat choices despite the deck having no meaningful creature battlefield. +- Avoid when: any creature, token, or stolen permanent is visible and combat judgment is required. +- Instructions: With no controlled creatures, choose the legal no-attack or no-block continuation. If a controlled creature exists, route through light-model because preserving resources and lethal math require board reasoning. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: High +- Decision families: sideboard +- Cards: Dispel, Hydroblast, Faerie Macabre, Blue Elemental Blast, Stream of Thought, Fog, Weather the Storm, Arcane Denial, Embrace the Paradox, Heritage Reclamation +- Phase windows: between games +- Runtime cues: prompt:sideboard +- Use when: choosing a legal sideboard plan for games two or three. +- Avoid when: the submitted plan exceeds registered counts or cuts the deck below required fog, mana, and velocity density. +- Instructions: Add red blasts for red stack/permanent pressure, Dispel for counter/burn/control stack fights, Faerie Macabre for graveyard engines, and the extra Stream of Thought for slow matchups. Reduce narrow or slow main-deck emphasis only after preserving core prevention, mana, and card flow. +- Pilot skill floor: light-model +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/turbo_fog/1/metadata.json b/strategies/pauper/turbo_fog/1/metadata.json new file mode 100644 index 0000000..c2d280b --- /dev/null +++ b/strategies/pauper/turbo_fog/1/metadata.json @@ -0,0 +1,42 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "fog-lock control deck that prevents combat damage while decking or locking opponents", + "created_at": 1781240803, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "mill" + ], + "source_metadata": { + "base_choice": "turbo_fog:v1", + "generated_at": "2026-06-14T17:02:15.549245+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "turbo_fog", + "strategy_label": "Turbo Fog", + "tags": [ + "control", + "mill" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/turbo_fog/1/reflection.md b/strategies/pauper/turbo_fog/1/reflection.md new file mode 100644 index 0000000..da82ba3 --- /dev/null +++ b/strategies/pauper/turbo_fog/1/reflection.md @@ -0,0 +1,34 @@ +# Reflection Template For Turbo Fog + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Identify whether the game was won or lost by fog density, mana development, stack interaction, library pressure, sideboard hate, or a noncombat axis that Moment's Peace, Tangle, Fog, and Weather the Storm could not answer. + +- Mulligans: Record whether the opener had early blue mana, early green mana, at least one draw or selection spell, and a survival plan before the first lethal combat; flag keeps that relied on Simic Growth Chamber or Dimir Aqueduct without an untapped land. + +- Mana: Check whether Growth Spiral, Ash Barrens, Tangled Islet, Foreboding Landscape, and Lorien Revealed helped fix the right colors on time, and note every turn where Arcane Denial or Moment's Peace was stranded by sequencing. + +- Velocity: Track whether Brainstorm, Behold the Multiverse, Lorien Revealed, and Embrace the Paradox found new fogs, counters, or Stream of Thought quickly enough, or whether they were cast while lethal combat required holding mana. + +- Engine access: Record when Stream of Thought became the win condition, whether it was protected by Arcane Denial, Muddle the Mixture, or Dispel after sideboard, and whether waiting would have improved safety. + +- Prevention timing: Audit each Moment's Peace, Tangle, Fog, and Weather the Storm for necessity; mark whether it prevented lethal, preserved a key life buffer, or was spent before the opponent committed enough public pressure. + +- Interaction use: Review each Arcane Denial target and ask whether the countered object actually beat fogs, life gain, draw, or decking, since giving the opponent cards is only acceptable against decisive threats. + +- Graveyard handling: Note whether Bojuka Bog or Faerie Macabre hit a visible graveyard payoff, recursion target, flashback card, or reanimation window, and flag any use that happened only because cards were present. + +- Sideboard impact: After sideboarding, measure whether Dispel, Hydroblast, Blue Elemental Blast, Faerie Macabre, or the extra Stream of Thought had legal, relevant targets; identify any sideboard card that diluted fog density without changing the matchup. + +- Closing: Record how many turns elapsed after survival was stable before Stream of Thought or decking pressure began; flag games where the pilot kept drawing without moving toward a win. + +- Role accuracy: Ask whether the pilot correctly stayed as hard control, shifted into inevitability, or mistakenly played like a tempo deck by spending mana on low-impact draw during required defense turns. + +- Mistakes and stranded cards: List every stranded card by exact name, including Arcane Denial without blue mana, Weather the Storm without meaningful storm/life pressure, Embrace the Paradox with unsafe timing, or sideboard blasts without legal red targets. + +- Overperformers and underperformers: Name the cards that changed the game state most often, then separate true performance from matchup texture, draw order, and whether the rules engine offered legal actions at the expected windows. + +- Card text verification: Mark any line involving Heritage Reclamation, Foreboding Landscape, or exact Stream of Thought recursion if the pilot's reasoning depended on text not confirmed by the rules engine; write Card text check required in the run notes. diff --git a/strategies/pauper/walls_combo/1/decklist.txt b/strategies/pauper/walls_combo/1/decklist.txt new file mode 100644 index 0000000..f7caa21 --- /dev/null +++ b/strategies/pauper/walls_combo/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Saruli Caretaker +4 Overgrown Battlement +12 Forest +4 Axebane Guardian +1 Freed from the Real +1 Galvanic Alchemist +2 Beastrider Vanguard +1 Secret Door +1 Reaping the Graves +1 Tuktuk Rubblefort +1 Valakut Invoker +4 Drift of Phantasms +2 Orochi Leafcaller +3 Shield-Wall Sentinel +3 Lead the Stampede +2 Tinder Wall +2 Wall of Roots +3 Winding Way +3 Generous Ent +2 Sagu Wildling +4 Quirion Ranger + +Sideboard (15) +3 Masked Vandal +3 Trufflesnout +1 Spore Frog +4 Crown of Awe +2 Tamiyo's Safekeeping +2 Faerie Macabre diff --git a/strategies/pauper/walls_combo/1/first_principles.md b/strategies/pauper/walls_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/walls_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/walls_combo/1/guide.md b/strategies/pauper/walls_combo/1/guide.md new file mode 100644 index 0000000..429a57d --- /dev/null +++ b/strategies/pauper/walls_combo/1/guide.md @@ -0,0 +1,664 @@ +# Strategy Specifications +## Deck Name And Archetype +Walls Combo is a Pauper combo-ramp deck built around creature-based mana acceleration, defender count scaling, and compact payoff access from a mostly green shell. The registered list is 60 main-deck cards and 15 sideboard cards by provided counts, so Veles should treat the registration as structurally valid before any external card-legality or ban-list validation. + +- Format: Pauper. +- Strategy name: Walls Combo. +- Current tags: combo, ramp. +- Registration status: Main deck 60 cards; sideboard 15 cards. +- Stock/rogue/hybrid status: hybrid-stock Walls Combo shell, because `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Quirion Ranger`, `Drift of Phantasms`, `Lead the Stampede`, and `Winding Way` are recognizable archetype infrastructure, while singletons such as `Freed from the Real`, `Galvanic Alchemist`, `Secret Door`, `Reaping the Graves`, `Tuktuk Rubblefort`, and `Valakut Invoker` make the exact kill package and tutor priorities deck-specific. +- Opponent info status: no matchup opponent is specified in this batch, so the guide must reason from visible state, revealed/public cards, and broad archetype inference only. + +Legality policy: the agent must not assume Pauper legality, current ban status, or exact Oracle text solely from this guide. Use the rules engine, deck registry, or card database output as authority; if a legal action is absent, the line is unavailable no matter how central it is to the deck plan. + +Mana identity concern: the deck is primarily green but contains important non-green requirements and conversion points. `Freed from the Real` asks for blue access, `Valakut Invoker` asks for red access and large mana, `Reaping the Graves` asks for black access, `Secret Door` asks for blue access, and `Tuktuk Rubblefort` asks for red access; `Orochi Leafcaller`, `Axebane Guardian`, and sometimes rules-engine-reported mana abilities are therefore strategic glue, not filler. + +Role concern: the deck is not a normal creature-combat ramp deck in most games. The default role is to assemble enough creatures and mana conversion to produce an overwhelming turn, then win through an engine payoff, recursion, haste-enabled pressure, unblockable or dungeon-style pressure if legally available, or large-mana activated ability lines that the rules engine exposes. + +Runtime discipline: Veles must choose only supplied legal `action_id` values and must never infer that `Overgrown Battlement`, `Axebane Guardian`, `Quirion Ranger`, `Freed from the Real`, `Galvanic Alchemist`, `Valakut Invoker`, or `Secret Door` can make a loop unless the current legal actions expose each required tap, untap, mana, target, or activation step. If a loop is selected, each micro-decision still belongs to Forge/Veles legal-action output. + +Card text caution: exact tactical text checks are required for `Beastrider Vanguard`, `Sagu Wildling`, `Secret Door`, `Galvanic Alchemist`, `Crown of Awe`, and any modal or activated sideboard use unless the engine exposes the relevant legal action text clearly at runtime. Treat those cards conditionally when their exact printed behavior is not visible. + +Deck construction concern: the list has only `12 Forest` as registered lands, so opening hands are judged by functional mana, not land count alone. Creature mana sources, land-search or landcycling actions from `Generous Ent` if exposed, and early one-mana creatures matter more than conventional land-heavy keeps. + +Information concern: because this is a fragile engine deck, the pilot should respect visible removal mana, known sweepers, graveyard hate, counterspell windows, and exile effects, but it must not pretend to know hidden interaction. When deciding whether to commit `Freed from the Real`, `Galvanic Alchemist`, `Valakut Invoker`, `Reaping the Graves`, or a high-value `Lead the Stampede`, the agent should name the visible reason to commit now or wait. + +## Thesis +Walls Combo assembles a defender mana engine, a color-conversion layer, and a compact payoff package that turns creature density into a decisive mana turn. The core board is `Overgrown Battlement` or `Axebane Guardian` plus multiple defenders, supported by `Saruli Caretaker`, `Quirion Ranger`, `Orochi Leafcaller`, `Tinder Wall`, `Wall of Roots`, and `Generous Ent` as functional mana infrastructure. + +The default win is to create overwhelming mana, then convert it through a legal payoff action from `Valakut Invoker`, `Secret Door`, haste-enabled creature deployment with `Tuktuk Rubblefort`, recursion from `Reaping the Graves`, or an untap engine involving `Freed from the Real` or `Galvanic Alchemist`. Veles must not assume a loop is active until the rules engine exposes the required tap, untap, mana, target, and activation actions in sequence. + +The deck is not trying to trade creatures fairly, curve out as beatdown, or spend cards on low-impact combat unless the engine plan is unavailable or survival requires it. Treat most creatures as mana, defender count, combo material, tutor targets, or payoff access before treating them as attackers. + +The highest priority is to preserve and expand the mana engine while selecting the narrow piece that changes the next turn cycle. Keep hands and lines that produce early green mana, a defender scaler, and either velocity or payoff access; be suspicious of hands with lands but no engine, or engines but no credible first mana action. + +The main tactical tension is commitment timing. `Freed from the Real`, `Galvanic Alchemist`, `Valakut Invoker`, `Reaping the Graves`, and large `Lead the Stampede` turns are high-leverage resources, so commit them when the board, mana, and visible interaction make waiting worse, not merely because they are castable. + +## Role Package +- Threats: `Valakut Invoker`, `Tuktuk Rubblefort`, `Beastrider Vanguard`, `Sagu Wildling`, and creature swarms are the deck's visible pressure pieces, but most attacks are secondary to engine development. Card text check required for `Beastrider Vanguard` and `Sagu Wildling`; use them tactically only through legal action text and visible board role. + +- Payoffs: `Valakut Invoker` is the clearest large-mana kill outlet when Forge exposes its activation and legal targets. `Secret Door` can be a mana sink if its legal activation appears; Card text check required, so do not assume dungeon or win sequencing beyond engine output. `Tuktuk Rubblefort` can turn newly cast creatures into immediate mana contributors if the rules engine reflects haste-relevant actions. + +- Engines: `Overgrown Battlement` and `Axebane Guardian` are the defining scalable mana cards, and protecting or untapping them is usually better than exposing them to needless combat. `Freed from the Real` and `Galvanic Alchemist` are commitment pieces for repeated untap lines; Card text check required for `Galvanic Alchemist`, and every target/untap step must be chosen from legal actions. + +- Velocity: `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, `Shield-Wall Sentinel`, and `Generous Ent` keep the deck from running out of material or missing specific pieces. Prioritize selection that finds a missing engine class: mana scaler first when short on mana, payoff or untap piece when mana is already large, recursion when graveyard resources matter. + +- Interaction: The main deck has limited direct interaction, so interaction often means racing, blocking, forcing the opponent to answer mana, or choosing whether to commit into visible disruption. `Reaping the Graves` functions as recovery against removal-heavy games when legal actions expose usable graveyard targets. + +- Protection: The main deck protects itself mostly through redundancy, sequencing, and not overcommitting fragile singletons too early. Post-board, `Tamiyo's Safekeeping` and `Crown of Awe` are explicit protection modules when legal actions support protecting the relevant permanent or creature; Card text check required for `Crown of Awe`. + +- Recursion: `Reaping the Graves` is the primary main-deck rebuild card and can convert a disrupted board or high-storm turn into renewed engine density. Use it for engine creatures, payoff creatures, or mana creatures according to visible graveyard contents and immediate future mana. + +- Mana: `Forest`, `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Orochi Leafcaller`, `Tinder Wall`, `Wall of Roots`, `Quirion Ranger`, and `Generous Ent` form the real mana base. `Orochi Leafcaller` is especially important for blue, black, or red requirements when the rules engine exposes conversion actions. + +- Sideboard modules: `Masked Vandal` is artifact/enchantment pressure when legal targets exist; `Trufflesnout` and `Spore Frog` are anti-aggression stabilizers; `Crown of Awe` and `Tamiyo's Safekeeping` are protection tools; `Faerie Macabre` is graveyard interaction. Sideboard cards should enter only through explicit sideboard plans and visible matchup needs. + +## Primary Win Conditions +- `Valakut Invoker` mana-sink kill is the cleanest deterministic payoff once the engine produces very large mana and the activation appears as a legal action. Set up with `Overgrown Battlement` or `Axebane Guardian` plus several defenders, use `Orochi Leafcaller` when color conversion is required, then repeatedly choose legal `Valakut Invoker` activations at the opponent or lethal targets until the rules engine shows the game is over. Prioritize this line when the opponent is pressuring life total, when combat is clogged, when removal windows are limited, or when waiting exposes `Valakut Invoker` or the mana creature to visible interaction. + +- `Freed from the Real` untap engine is the highest-upside combo commitment, but it must be chosen only after legal target, mana, and untap actions are visible. Set up by making `Axebane Guardian` or `Overgrown Battlement` produce enough mana to pay for repeated untaps, with `Orochi Leafcaller` helping convert green into blue if the engine exposes that conversion. Execute by enchanting the correct mana creature, producing mana, untapping through legal actions, and converting the resulting mana into `Valakut Invoker`, `Secret Door`, more creatures, `Lead the Stampede`, or `Reaping the Graves`. Prioritize this line when the board already has defender density and waiting risks losing the scaler, but delay it when visible open interaction makes the single aura target too fragile and another development play is available. + +- `Galvanic Alchemist` untap engine is a backup repeated-mana line when its pairing or untap actions are exposed by the rules engine. Card text check required for exact soulbond and untap wording, so treat it as conditional: pair or target only when the legal prompt identifies the intended mana creature and the follow-up untap sequence is available. Prioritize it when `Freed from the Real` is unavailable, when blue mana is easier than drawing another payoff, or when the opponent has already spent removal on earlier engine pieces. + +- Creature-density overwhelm wins games where the combo is disrupted but the deck keeps mana. Use `Tuktuk Rubblefort` when legal haste-relevant actions let new creatures contribute immediately, chain `Lead the Stampede`, `Winding Way`, `Shield-Wall Sentinel`, and `Drift of Phantasms` to rebuild material, then cast enough defenders and large creatures that the opponent cannot keep up. `Beastrider Vanguard` and `Sagu Wildling` can become pressure or stabilizers only according to visible legal actions; Card text check required for both. + +## Secondary Win Conditions +- `Secret Door` is a secondary large-mana sink if the engine exposes a relevant activation. Card text check required, so do not assume a dungeon, venture, or alternate progress line unless legal action text shows it. Use it when `Valakut Invoker` is unavailable, removed, or unsafe to commit, and when repeated mana-sink actions visibly advance toward a win or stabilize the game. + +- `Reaping the Graves` is a recovery-to-combo payoff rather than a pure win card. Use it after removal, sweepers, sacrifices, or long exchanges to return `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, `Orochi Leafcaller`, `Tuktuk Rubblefort`, `Valakut Invoker`, or other visible graveyard pieces according to the legal target list. Prioritize it when behind on cards but not dead on board, when storm count or mana makes multiple returns available, or when the opponent has traded resources to break the first engine. + +- `Lead the Stampede` and `Winding Way` are material engines that become win paths when the first hand lacks the missing class of piece. Cast them to find defender density when mana is short, `Valakut Invoker` or `Tuktuk Rubblefort` when mana is abundant, and replacement creatures after interaction. Avoid spending the turn on velocity when lethal pressure requires a blocker, a combo activation, or a known payoff already exists in hand. + +- `Drift of Phantasms` and `Shield-Wall Sentinel` are selection paths into the correct engine piece rather than generic value. Use legal tutor or search actions to assemble the missing class: scaler, defender count, payoff, color converter, or recursion. Do not choose a flashy target over the piece that changes the next turn cycle. + +- Combat damage is a fallback, not the default plan. Attack with `Valakut Invoker`, `Tuktuk Rubblefort`, `Beastrider Vanguard`, `Sagu Wildling`, or spare creatures only when losing them will not collapse mana, blocking is not required for survival, and the damage meaningfully shortens the clock. + +## Emergency Lines +- When behind on life, preserve blockers and mana creatures before chasing a slow selection spell. Deploy `Wall of Roots`, `Overgrown Battlement`, `Axebane Guardian`, `Secret Door`, `Drift of Phantasms`, `Shield-Wall Sentinel`, `Generous Ent`, or any legal large blocker that reduces incoming damage, then look for a one-turn mana explosion into `Valakut Invoker` or recovery. + +- When behind on board, stabilize first and combo second. Treat most creatures as blockers unless the legal action immediately produces lethal mana or a decisive payoff. Avoid attacking with defenders, mana creatures, or rare payoff bodies if that opens a lethal crack-back. + +- When behind on cards, use `Lead the Stampede`, `Winding Way`, and `Reaping the Graves` to rebuild creature count and engine redundancy. Prefer lines that return or find multiple functional pieces over a single fragile payoff unless that payoff is immediately lethal. + +- When behind on mana, prioritize first green source, `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, `Quirion Ranger`, `Orochi Leafcaller`, `Overgrown Battlement`, and `Axebane Guardian` actions that create mana next turn. Do not spend scarce mana on `Freed from the Real`, `Galvanic Alchemist`, or `Valakut Invoker` unless the rules engine shows the follow-through is available. + +- When engine pieces are removed, rebuild through redundancy and graveyard access. `Reaping the Graves` should recover the highest-impact visible pieces; selection should find a new scaler before a payoff if mana is no longer large. + +- When `Valakut Invoker`, `Freed from the Real`, or `Galvanic Alchemist` is removed or unavailable, pivot to creature-density advantage, `Secret Door` if legal, and repeated selection until another payoff appears. Do not concede strategic agency just because the first combo path failed; Walls Combo wins many disrupted games by rebuilding faster than fair decks can answer every mana creature. + +## Resource Model +- Resource priority is board mana first, card flow second, life total third until survival is threatened. `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Wall of Roots`, `Tinder Wall`, `Quirion Ranger`, and `Orochi Leafcaller` convert small creature presence into explosive turns, so protect the board engine over marginal attacks or low-impact selection. + +- Life is a buffer for building one decisive mana turn, not a resource to spend casually. Take damage when it preserves `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, or a defender needed for lethal setup, but block aggressively when the opponent can shorten the clock below the time needed to assemble `Valakut Invoker`, `Freed from the Real`, `Galvanic Alchemist`, `Secret Door`, or a refill spell. + +- Hand quality is measured by functional categories rather than raw card count. A strong hand has green mana, early acceleration, defender density, a scaler such as `Overgrown Battlement` or `Axebane Guardian`, and either selection or payoff access. Extra copies of small creatures matter because each body can increase mana, enable `Saruli Caretaker`, or turn `Lead the Stampede` and `Winding Way` into rebuild tools. + +- Mana is the deck's main win condition because excess mana becomes selection, recursion, haste, and damage. Count current and next-turn mana from visible permanents before choosing a spell; one more defender can be stronger than a draw spell if it adds multiple mana through `Overgrown Battlement` or `Axebane Guardian`. + +- Board material is both engine and defense, so do not trade creatures as if they are replaceable attackers. Keep defenders and support creatures untapped when they protect life or enable mana; commit `Tuktuk Rubblefort`, `Valakut Invoker`, `Freed from the Real`, or `Galvanic Alchemist` when the visible board supports immediate payoff or waiting is worse. + +- Graveyard is a recovery resource through `Reaping the Graves`, especially after removal-heavy turns. Use it to recover the missing engine class from visible targets: scaler, color converter, haste piece, payoff, or blocker. Do not rely on graveyard recursion through known graveyard hate unless `Faerie Macabre`-style effects are already accounted for by visible public information. + +- Exile is mostly a loss zone for this deck unless a visible legal action says otherwise. Treat exiled combo pieces as unavailable, then rebuild around remaining `Axebane Guardian`, `Overgrown Battlement`, `Valakut Invoker`, `Secret Door`, selection, or combat fallback. + +- Lands are scarce and simple, with `Forest` as the registered land base and `Generous Ent` potentially affecting land access only if legal text or action prompts show that mode. Card text check required for exact `Generous Ent` land-search timing; use it conditionally when the engine presents a legal land-finding action and mana development is more important than casting it as a creature. + +- Sacrifice fodder is limited, so do not assume disposable bodies. `Tinder Wall` may create burst mana if legal actions expose it; Card text check required for exact sacrifice and mana wording. Use creature sacrifice only when the resulting mana or effect creates a decisive turn, prevents death, or rebuilds through `Reaping the Graves`. + +- Tempo is gained by making the opponent answer mana infrastructure before the payoff appears. Spend early turns on creatures that increase next-turn mana, then use `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, and `Shield-Wall Sentinel` when the board can survive the tempo cost. + +- Information is a real resource because tutor and selection choices reveal intentions. Use public graveyards, revealed cards, legal action labels, and known matchup context to decide whether to commit an aura, hold protection after sideboarding, or force a combo turn; never act as though hidden removal or counterspells are confirmed unless revealed. + +- Sideboard bullets change resource valuation after sideboarding. `Tamiyo's Safekeeping` raises the value of committing a fragile engine, `Faerie Macabre` creates graveyard interaction without spending board mana, `Crown of Awe` is conditional protection or combat technology with Card text check required, `Masked Vandal` answers artifacts/enchantments if legal, `Spore Frog` buys time, and `Trufflesnout` supports life or board stabilization with Card text check required. + +## Mana Guide +- Keep hands that can produce early green and cast a mana creature or defender on schedule. A hand with no `Forest`, no visible green source, or no route to `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, `Overgrown Battlement`, `Axebane Guardian`, `Quirion Ranger`, or `Orochi Leafcaller` should be treated as a mulligan candidate unless the rules-engine state already supplies mana. + +- Sequence green development before blue combo commitments. `Freed from the Real` and `Galvanic Alchemist` require blue access or legal conversion support, but the deck normally reaches blue through `Axebane Guardian`, `Saruli Caretaker`, `Orochi Leafcaller`, or other visible mana actions rather than lands. Do not strand a blue card in hand when a green creature spell advances the engine. + +- Cast scaler creatures before payoffs when mana is not yet abundant. `Overgrown Battlement` and `Axebane Guardian` should usually precede `Valakut Invoker`, `Secret Door`, `Lead the Stampede`, or expensive bodies because each added defender can multiply future mana. + +- Use `Quirion Ranger` as a mana amplifier only through visible legal actions. Card text check required for exact bounce and activation limits; when legal, returning a `Forest` can reset a mana creature, protect land-light sequencing, or increase same-turn output, but do not bounce a land if it prevents required spell casting or land replay. + +- Play lands before draw or selection when the current turn needs mana certainty. Hold a land until after `Lead the Stampede` or `Winding Way` only when no current legal line needs the extra mana and hidden information from the selection could change the land decision. With `Quirion Ranger`, consider whether the `Forest` must remain available for a legal bounce or replay line. + +- Convert colors deliberately with `Orochi Leafcaller` and multi-color mana creatures. Prioritize green for development, blue for `Freed from the Real`, `Galvanic Alchemist`, `Drift of Phantasms` actions, or untap loops, red for `Valakut Invoker` or `Tuktuk Rubblefort` when required, and black for `Reaping the Graves` only when the legal action and timing justify the recovery turn. + +- Count defender-based mana after each creature resolves. Re-evaluate `Overgrown Battlement` and `Axebane Guardian` output whenever `Drift of Phantasms`, `Shield-Wall Sentinel`, `Secret Door`, `Wall of Roots`, or another defender enters, leaves, taps, or becomes unavailable. + +- Spend burst mana from `Tinder Wall` only for a clear payoff. Card text check required for exact mana ability, but tactically reserve burst resources for a combo turn, a necessary stabilizer, or a refill that immediately changes the game. + +## Mulligan Guide +- Strong keep: keep `Forest`, `Saruli Caretaker` or `Tinder Wall`, `Overgrown Battlement` or `Axebane Guardian`, plus any second creature or selection spell. This hand develops mana on turn 1, scales on turn 2, and can convert turn 3 into `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, `Shield-Wall Sentinel`, or a combo setup. + +- Strong keep: keep two `Forest`, `Overgrown Battlement`, `Axebane Guardian`, `Quirion Ranger`, and either `Lead the Stampede` or `Winding Way`. This hand has redundant engine pieces and a refill plan; prioritize creature sequencing before spending mana on selection unless the visible matchup demands digging for a specific card. + +- Medium keep: keep `Forest`, `Wall of Roots`, `Overgrown Battlement`, `Drift of Phantasms`, and any creature-heavy remainder. This hand is slower but stable; it becomes better on the draw, against creature decks where blockers matter, or when `Drift of Phantasms` can later find a missing engine card through a legal tutor action. + +- Medium keep: keep `Forest`, `Orochi Leafcaller`, `Quirion Ranger`, `Axebane Guardian`, and one payoff such as `Freed from the Real`, `Galvanic Alchemist`, `Valakut Invoker`, or `Secret Door` only if the hand also casts early green spells. Do not keep payoff-heavy hands that lack a credible route to multiple mana creatures. + +- Risky keep: keep one-`Forest` hands only when they contain multiple one-mana accelerants or a visible land-finding line such as `Generous Ent` if the rules engine exposes it. Card text check required for `Generous Ent`; treat land access from it as conditional on legal action text, not assumed. + +- Automatic ship: mulligan hands with no `Forest` or no legal early green development. A hand full of `Freed from the Real`, `Galvanic Alchemist`, `Reaping the Graves`, `Valakut Invoker`, `Tuktuk Rubblefort`, `Lead the Stampede`, and `Winding Way` is not a keep if it cannot cast an engine creature before falling behind. + +- Automatic ship: mulligan hands with only payoffs and no scaler. `Valakut Invoker`, `Secret Door`, `Tuktuk Rubblefort`, `Reaping the Graves`, and expensive creatures do not replace `Overgrown Battlement`, `Axebane Guardian`, `Saruli Caretaker`, `Wall of Roots`, `Tinder Wall`, or `Quirion Ranger` in an opener. + +- Matchup-dependent keep: keep slower selection hands with `Lead the Stampede`, `Winding Way`, or `Drift of Phantasms` against removal-heavy opponents when they also have early mana. Ship the same hand against fast pressure if it cannot block or ramp before turn 3. + +- Play/draw rule: on the play, prefer a hand that casts `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, or `Overgrown Battlement` immediately. On the draw, a two-land hand with `Drift of Phantasms` or `Shield-Wall Sentinel` becomes more acceptable because the extra card improves the chance of hitting the missing engine piece. + +- Trap hand: do not keep a hand because it contains `Freed from the Real` or `Galvanic Alchemist` if the only creature is not a visible mana engine. The untap card is powerful after `Axebane Guardian` or a large mana creature is active; before that, it can be dead cardboard. + +- Trap hand: do not keep a creature pile that lacks `Overgrown Battlement`, `Axebane Guardian`, selection, or a plan to find them. `Beastrider Vanguard` and `Sagu Wildling` need card text checks for exact role; keep them as support only when the rest of the hand already advances mana or defense. + +## Turn Arc +- Turn 1: cast `Saruli Caretaker`, `Tinder Wall`, `Quirion Ranger`, or `Orochi Leafcaller` when legal and useful. Prefer the play that increases turn-2 mana or enables `Overgrown Battlement`/`Axebane Guardian`; hold `Quirion Ranger` only when exposing it gains nothing and a later untap line is more valuable. + +- Turn 1 deviation: use a legal `Generous Ent` land-access action only when missing land drops would otherwise strand the hand. Card text check required; if the engine does not expose a land-search action, treat `Generous Ent` as a future creature, not guaranteed fixing. + +- Turn 2: cast `Overgrown Battlement` before routine selection when possible. If `Overgrown Battlement` is absent, cast `Wall of Roots`, `Axebane Guardian` if legal, or another creature that increases defender count or mana conversion. + +- Turn 2 deviation: cast `Winding Way` or `Lead the Stampede` only when the hand lacks a second engine piece and the battlefield can tolerate the tempo loss. Against pressure, a blocker or scaler usually matters more than speculative card volume. + +- Turn 3: prioritize `Axebane Guardian`, a second defender, or a tutor/selection action that finds the missing class: scaler, color converter, untap piece, haste piece, or payoff. If `Drift of Phantasms` has a legal tutor action, use it when the current board clearly needs a specific card more than another blocker. + +- Turn 3 combo setup: commit `Freed from the Real` or `Galvanic Alchemist` only when the enchanted or paired creature can immediately generate meaningful mana, protection is available, or waiting risks losing the window. Do not tap out for an aura onto a vulnerable low-output creature merely because the action is legal. + +- Turns 4-5: convert a developed board into a decisive engine turn. Use `Lead the Stampede`, `Winding Way`, `Shield-Wall Sentinel`, and `Drift of Phantasms` to assemble redundancy, then resolve `Tuktuk Rubblefort`, `Valakut Invoker`, `Secret Door`, `Freed from the Real`, or `Galvanic Alchemist` when the visible mana supports payoff. + +- Turns 4-5 deviation: rebuild instead of forcing combo after removal or sweepers. Use `Reaping the Graves` when legal and valuable to recover specific missing creatures; prioritize returning `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, `Tuktuk Rubblefort`, or payoff creatures according to the visible board. + +- Late game: count lethal or lock-ending mana before every priority pass. If `Valakut Invoker` has a legal damaging activation and mana is sufficient, evaluate whether it ends the game or removes a necessary blocker; if `Secret Door` offers a legal mana sink, use it only when it advances a win or prevents decking/race failure according to visible rules text. + +- Late game fallback: attack only when defenders and support creatures are no longer needed for mana or survival. `Tuktuk Rubblefort`, `Beastrider Vanguard`, `Sagu Wildling`, and large creatures can matter in combat, but Card text check required for exact combat abilities on uncertain cards; preserve engine bodies unless damage changes the clock decisively. + +## Card Roles +- `Saruli Caretaker`: Use `Saruli Caretaker` as the safest turn-1 acceleration piece when another creature can be tapped without losing an urgent block. It fixes colors for blue combo pieces, red payoff pieces, and black `Reaping the Graves`, but it consumes board bodies, so do not tap the only relevant blocker against immediate pressure unless the mana converts into a stronger play before combat. + +- `Overgrown Battlement`: Treat `Overgrown Battlement` as the premier early scaler and a protected bridge from fair development to combo mana. Cast it before routine selection when legal, grow it with cheap defenders, and preserve it from unnecessary combat; it is often better than a speculative `Winding Way` because it makes every later `Axebane Guardian`, `Shield-Wall Sentinel`, and defender draw more explosive. + +- `Axebane Guardian`: Treat `Axebane Guardian` as the core combo creature because it can turn defender count into multiple colors. Prioritize casting it once at least one defender is already present, then protect or untap it with `Freed from the Real`, `Galvanic Alchemist`, and `Quirion Ranger`; do not expose an untap aura or pairing onto `Axebane Guardian` unless the current mana output, opponent interaction, or pressure makes the commitment worthwhile. + +- `Freed from the Real`: Use `Freed from the Real` as a fragile combo commitment, not as routine development. It is strongest on `Axebane Guardian` when the legal mana output includes blue and nets mana after untapping; it can also create repeated mana with other legal tap abilities only if the rules engine exposes the necessary mana loop. Do not enchant a low-output creature simply to spend mana. + +- `Galvanic Alchemist`: Use `Galvanic Alchemist` as the backup untap engine after confirming the legal pairing/untap text from Forge. Card text check required for exact soulbond and activation cost; tactically, pair it with `Axebane Guardian` or another high-output mana creature only when the visible mana can pay the untap ability and still advance the combo. + +- `Beastrider Vanguard`: Use `Beastrider Vanguard` as support pressure or board material only after engine priorities are handled. Card text check required for exact combat and mana relevance; do not keep or sequence hands around it as if it were an engine card unless the legal action text proves it helps mana, defense, or lethal. + +- `Secret Door`: Use `Secret Door` as a defender and late mana sink, not as the primary early plan. Card text check required for exact activated ability, but if Forge exposes a dungeon/selection-style sink, use it after mana is abundant or when digging/winning through a stalled board matters more than adding another creature. + +- `Reaping the Graves`: Hold `Reaping the Graves` for rebuild turns, storm-like recovery turns, or post-removal pivots rather than firing it for one mediocre creature. Card text check required for exact storm handling; prioritize recovering `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, `Tuktuk Rubblefort`, `Valakut Invoker`, or missing combo bodies based on what the visible board lacks. + +- `Tuktuk Rubblefort`: Treat `Tuktuk Rubblefort` as the haste enabler that turns freshly cast mana creatures or payoffs into same-turn wins. Cast it when you can immediately benefit from haste or when removal pressure makes delayed combo turns unsafe; avoid spending early colored mana on it before the board has creatures worth hasting. + +- `Valakut Invoker`: Use `Valakut Invoker` as the clean mana payoff once the deck produces very large mana. Card text check required for exact activation cost and damage target, but tactically hold it until it can threaten lethal, remove a decisive threat, or force the opponent to answer it; do not run it out early into removal when it is your visible win outlet. + +- `Drift of Phantasms`: Use `Drift of Phantasms` as both a durable flying defender and a tutor when its legal transmute action finds the missing class of card. Card text check required for exact transmute targets at runtime; in practice, prioritize tutoring for `Freed from the Real`, `Tuktuk Rubblefort`, `Valakut Invoker`, `Lead the Stampede`, `Axebane Guardian`, or matchup-specific sideboard cards only when the visible hand and board already explain the need. + +- `Orochi Leafcaller`: Use `Orochi Leafcaller` as color conversion for green-heavy mana turns and combo execution. It is not a defender, so do not overvalue it as early board material; cast it when it unlocks blue for `Freed from the Real`/`Drift of Phantasms`, red for `Tuktuk Rubblefort`/`Valakut Invoker`, black for `Reaping the Graves`, or sideboard colors. + +- `Shield-Wall Sentinel`: Use `Shield-Wall Sentinel` as a defender tutor and redundancy engine when four mana is available. Card text check required for exact search restriction, but if Forge exposes legal defender search choices, prioritize `Axebane Guardian` when mana is missing, `Tuktuk Rubblefort` when haste is missing, `Secret Door` when a sink is needed, or another defender when scaling `Overgrown Battlement` matters. + +- `Lead the Stampede`: Use `Lead the Stampede` to refill creature density after early development or removal, not before establishing survival. It is strongest when the battlefield already has mana and the hand needs bodies; do not cast it over `Overgrown Battlement` or `Axebane Guardian` when those creatures are legal and the board is not yet stable. + +- `Tinder Wall`: Use `Tinder Wall` as early acceleration, emergency defense, and burst mana. Card text check required for exact sacrifice/damage abilities; spend it only when the mana immediately creates a stronger board, enables combo, or prevents a loss, because sacrificing a defender can reduce `Overgrown Battlement` and `Axebane Guardian` output. + +- `Wall of Roots`: Use `Wall of Roots` as a resilient early mana creature that also blocks. Card text check required for exact counter timing, but generally prefer it in pressure matchups because it develops mana without tapping and can hold the ground; avoid shrinking it carelessly if toughness matters for the next combat. + +- `Winding Way`: Use `Winding Way` as selection for creature density or land access only after deciding what the current hand lacks. Card text check required for exact choice modes; name or select the mode that matches the visible bottleneck, and avoid spending turn-2 on it when a mana creature would prevent falling behind. + +- `Generous Ent`: Use `Generous Ent` primarily as land access or a late body only when Forge exposes the relevant legal action. Card text check required for exact landcycling/body text; in opening hands, count it as conditional fixing, not as a guaranteed `Forest`, unless the rules engine shows the land-search action and the mana can pay it. + +- `Sagu Wildling`: Use `Sagu Wildling` as secondary board material after the engine plan is underway. Card text check required for exact stats and abilities; do not prioritize it over defender scaling, color conversion, selection, or combo pieces unless visible combat pressure makes an additional body the safest legal play. + +- `Quirion Ranger`: Use `Quirion Ranger` as an untap and land-reuse tool for explosive turns with `Axebane Guardian`, `Overgrown Battlement`, `Saruli Caretaker`, or `Orochi Leafcaller`. Card text check required for exact activation limits, but tactically preserve its once-per-turn untap for a mana creature that changes the turn; do not return a `Forest` if it prevents casting the current or next required spell. + +## Interaction Priorities +- Priority: Treat opposing removal, sweepers, edicts, graveyard hate, and counterspells as the interaction that matters most because `Walls Combo` wins by assembling fragile mana permanents. Preserve `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, `Tuktuk Rubblefort`, `Freed from the Real`, and `Valakut Invoker` over interchangeable setup bodies when a legal protection, recovery, or sequencing choice exists. + +- Priority: Bait single-target removal with redundant defenders before committing the true engine when time allows. A legal line that exposes `Saruli Caretaker`, `Wall of Roots`, `Tinder Wall`, `Sagu Wildling`, `Beastrider Vanguard`, `Secret Door`, or a spare `Drift of Phantasms` can be better than immediately presenting `Axebane Guardian` plus `Freed from the Real` into open mana. + +- Priority: Commit `Freed from the Real` or `Galvanic Alchemist` only when the enchanted or paired mana creature can matter immediately, when the opponent is tapped low, when waiting risks lethal pressure, or when redundancy/recovery is visible. Card text check required for exact `Galvanic Alchemist` rules; do not assume the pairing is safe unless Forge exposes the legal action and the visible board supports it. + +- Priority: Use `Tamiyo's Safekeeping` as protection for the engine piece whose loss breaks the current turn, not as generic value. Protect `Axebane Guardian`, `Overgrown Battlement`, `Valakut Invoker`, `Tuktuk Rubblefort`, or the creature carrying `Freed from the Real` before protecting a normal blocker, unless survival that combat depends on the blocker. + +- Priority: Use `Reaping the Graves` as recovery after a meaningful exchange, not as a one-card rebuy unless the returned card immediately restores a combo line. Prefer recovering `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, `Tuktuk Rubblefort`, `Valakut Invoker`, or missing defenders over low-impact bodies. + +- Priority: Use `Faerie Macabre` only when the graveyard card or recursion window is visible and material. Exile combo pieces, flashback targets, reanimation targets, or graveyard payoffs before incidental creatures; ignore graveyards that are not currently enabling a legal or near-term threat. + +- Priority: Use `Masked Vandal` against visible artifact/enchantment lock pieces, graveyard hate, removal engines, or blockers that stop the combo kill if Forge exposes the legal target. Card text check required for exact cost and target restrictions; do not fire it at a low-impact permanent while mana development or a win line is available. + +- Priority: Use `Crown of Awe` and `Spore Frog` as survival or forced-combat tools, not as default shields. Card text check required for exact prevention/protection behavior; prioritize them when the visible attack would create lethal, remove critical blockers, or force a bad race. + +- Priority: Ignore small opposing ground creatures when your defenders already absorb combat and the opponent is not presenting lethal. Spend turns adding `Overgrown Battlement`, `Axebane Guardian`, `Quirion Ranger`, selection, or payoff access instead of interacting with creatures that do not stop the combo or kill you soon. + +- Archetype shift: Against removal-heavy black/red decks, slow down enough to sequence redundant defenders, hold `Lead the Stampede` or `Reaping the Graves` for rebuilds, and avoid one-threat combo exposure. Against fast creature decks, value `Wall of Roots`, `Tinder Wall`, `Trufflesnout`, `Spore Frog`, and high-toughness blockers more than speculative selection. Against blue decks, make them answer mana and tutor bodies before committing the aura/payoff. + +## Combat And Trading Rules +- Blocking: Block early and often with expendable defenders when the block preserves life without losing the only active engine. `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, `Secret Door`, `Drift of Phantasms`, `Shield-Wall Sentinel`, and spare defenders can buy the turns needed for `Axebane Guardian` or `Overgrown Battlement` to dominate mana. + +- Engine preservation: Do not trade `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, `Orochi Leafcaller`, `Tuktuk Rubblefort`, or `Valakut Invoker` in combat unless the alternative is losing the game or the piece is redundant and no longer needed. A defender that looks like a blocker may be worth much more as a mana multiplier. + +- Life thresholds: Above a safe life cushion, take small damage to keep critical mana creatures untapped, alive, or available for a same-turn setup. At low life or under a two-turn clock, prioritize survival blocks and sideboard prevention even if they delay combo development. + +- Attacking: Attack only when the damage is relevant and does not expose a needed blocker or engine piece. `Beastrider Vanguard`, `Sagu Wildling`, `Generous Ent`, and a nonessential creature may pressure planeswalkers or life totals, but the default plan is not to win by ordinary combat unless combo access is blocked. + +- Trading: Trade nonessential bodies for opposing creatures that shorten the clock, carry combat tricks, or threaten evasion. Decline trades that shrink `Overgrown Battlement`/`Axebane Guardian` mana count below the next required spell or make `Lead the Stampede` recovery worse than simply keeping the board. + +- Protection: Use `Tamiyo's Safekeeping`, `Crown of Awe`, or `Spore Frog` in combat only when the protected/prevented exchange changes survival, preserves a critical engine, or forces through a deterministic win. Card text check required for exact `Crown of Awe` and `Spore Frog` handling; follow Forge legal actions and visible prompts. + +- Aggro matchups: Prefer blockers and life-preserving lines over slow tutor turns when facing go-wide or burn-backed pressure. `Trufflesnout` is a stabilizing sideboard body if its legal text supports life or board gain; card text check required, but tactically treat it as a bridge to the combo rather than a new win plan. + +- Control matchups: Avoid unnecessary attacks that expose creatures to removal before they generate mana. Make control spend answers on redundant bodies, then use `Lead the Stampede`, `Winding Way`, `Shield-Wall Sentinel`, `Drift of Phantasms`, or `Reaping the Graves` to rebuild into a protected commitment. + +- Evasion: Respect flyers and unblockable or hard-to-block threats more than stalled ground creatures. `Drift of Phantasms` can matter as an aerial blocker; do not transmute it away when visible evasive damage is the main reason you may lose. + +- Combo turn: Once a legal lethal or near-lethal `Valakut Invoker`, `Secret Door`, or other payoff line is visible, combat becomes secondary. Preserve creatures needed for mana, haste, color conversion, untap loops, and payoff activation rather than seeking marginal attacks or trades. + +## Selection And Tutor Rules +- Priority: Use `Lead the Stampede` as creature-density refill when the current board already has enough mana to spend a turn on selection or after removal has thinned the engine. Select legal creature cards over speculative noncreature value, and prioritize `Axebane Guardian`, `Overgrown Battlement`, `Quirion Ranger`, `Tuktuk Rubblefort`, `Valakut Invoker`, and missing defenders when Forge exposes candidates. + +- Priority: Use `Winding Way` to rebuild or dig for the resource class the hand lacks, not automatically as the first main-phase play. Name or choose creatures when missing defenders, untap pieces, or payoffs; choose lands only when the visible hand cannot keep making land drops or the next turn requires raw mana more than bodies. Card text check required for exact choice and reveal handling; follow Forge candidate output. + +- Priority: Use `Drift of Phantasms` as a tutor body only when the chosen legal line is stronger than keeping an aerial blocker or defender count. If Forge exposes transmute or a similar selection action, use it to find the exact missing three-mana engine or payoff piece that advances the current plan; otherwise keep `Drift of Phantasms` on board against flyers or pressure. + +- Priority: Use `Shield-Wall Sentinel` to find the defender that converts the current board into mana, protection, or payoff access. Prefer `Axebane Guardian` when colors or explosive mana are missing, `Overgrown Battlement` when green mana and defender count are the bottleneck, `Secret Door` or other payoff access only when mana is already abundant, and a stabilizing defender when survival is the bottleneck. + +- Priority: Use land-search or cycling actions from `Generous Ent` and `Sagu Wildling` only when a land drop, color, or next-turn mana threshold matters more than casting the body. Card text check required for exact search/cycling text; if Forge shows a land-selection prompt, choose the land that makes the next planned legal spell or activation possible rather than the land with abstract long-term value. + +- Priority: Delay selection until after the land drop only when the land drop is already known and spending mana cannot change it. When `Winding Way`, `Lead the Stampede`, `Generous Ent`, or `Sagu Wildling` might reveal or find the land needed this turn, use selection before committing a weaker land play if legal and tactically safe. + +- Priority: Preserve `Orochi Leafcaller`, `Quirion Ranger`, `Tinder Wall`, and `Wall of Roots` when selection has already found enough action but the combo still needs color fixing, untap access, or immediate mana. Do not turn selection into overextension if the visible board already produces a near-lethal `Valakut Invoker` or `Secret Door` line. + +## Priority And Stack Rules +- Priority: Commit `Freed from the Real` only when the enchanted mana creature can generate meaningful mana immediately, when the opponent is tapped low or must answer now, or when waiting loses to visible pressure. Treat aura commitment as a high-risk stack decision because removal on the target can collapse the turn. + +- Priority: Commit `Galvanic Alchemist` only when Forge exposes a legal pairing or equivalent action and the paired creature can matter right away. Card text check required for exact pairing and untap rules; do not assume the stack or pair survives open interaction without visible reason. + +- Priority: Activate `Valakut Invoker` as soon as a legal activation advances lethal, removes a game-ending threat, or converts temporary mana before it disappears. Do not pass priority with excess mana and a visible legal payoff activation unless preserving mana for protection, tax payments, or another known stack decision is better. + +- Priority: Use `Secret Door` activations only when the legal action advances a real win line, digs through a stalled board, or converts surplus mana that cannot be used on `Valakut Invoker`. Card text check required for exact venture/dungeon or payoff behavior; never assume a specific dungeon outcome unless Forge shows it. + +- Priority: Use `Quirion Ranger` timing to untap the mana creature that changes this turn, usually `Axebane Guardian`, `Overgrown Battlement`, or a creature carrying `Freed from the Real`. Card text check required for exact activation limits and land-return requirement; if the legal action returns a land, ensure the current or next land drop still supports the turn plan. + +- Priority: Use `Tinder Wall` and `Wall of Roots` mana abilities before passing only when the mana has a legal use in the current window or is required for a visible tax, protection, or combo step. Card text check required for exact activation restrictions; avoid sacrificing or shrinking resources for floating mana that will empty unused. + +- Priority: Let opposing spells resolve when they do not change the clock, stop the combo, remove a critical engine piece, or create a graveyard/stack threat that `Faerie Macabre`, `Tamiyo's Safekeeping`, `Crown of Awe`, or another legal response can meaningfully answer. Passing must explain the specific response declined. + +- Priority: Use `Tamiyo's Safekeeping` only in response to visible removal, damage, or combat outcomes that would kill the current engine, payoff, or survival blocker. Card text check required for exact protection and life behavior; do not spend it into an uncertain stack unless Forge shows the target and effect clearly enough. + +- Priority: Cast `Reaping the Graves` after relevant spells and exchanges have made the graveyard worth recovering, especially after removal, combat, or a disrupted combo turn. Card text check required for exact storm or timing behavior; if Forge exposes multiple return targets, prioritize engine pieces and payoff access over low-impact bodies. + +- Priority: Use `Faerie Macabre` at the last safe visible graveyard window before the opponent can use the target card. Exile reanimation targets, flashback cards, graveyard combo pieces, or recursion anchors; do not fire it at incidental graveyard cards when the opponent has no visible graveyard payoff. + +- Priority: In combat priority windows, spend protection, prevention, or instant-speed utility only when the exchange changes survival or preserves the combo. `Spore Frog` and `Crown of Awe` require card text checks; use them conditionally from Forge legal actions rather than assuming exact prevention or protection outcomes. + +## Sideboard Map +- Sideboard rule: sideboard only for a problem the visible matchup actually presents, because Walls Combo loses more games by diluting its defender-mana density than by lacking narrow answers. Preserve the core of `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Quirion Ranger`, `Drift of Phantasms`, and enough draw/search to assemble mana plus payoff. + +- Sideboard rule: keep exact plans balanced and legal, then adapt only when the opponent's revealed cards prove a different pressure point. If a sideboard card is added for a narrow role, the reduced main-deck card should be a slower redundant body, a fragile single-copy payoff, or a selection spell whose speed is poor in that matchup. + +Artifact/enchantment pressure plan +Side in: 3 Masked Vandal, 2 Tamiyo's Safekeeping +Cut: 2 Beastrider Vanguard, 1 Sagu Wildling, 1 Winding Way, 1 Lead the Stampede + +Graveyard combo/recursion plan +Side in: 2 Faerie Macabre, 1 Spore Frog, 2 Tamiyo's Safekeeping +Cut: 2 Beastrider Vanguard, 1 Sagu Wildling, 1 Winding Way, 1 Lead the Stampede + +Creature-race survival plan +Side in: 3 Trufflesnout, 1 Spore Frog, 2 Tamiyo's Safekeeping +Cut: 2 Beastrider Vanguard, 1 Sagu Wildling, 1 Winding Way, 1 Lead the Stampede, 1 Reaping the Graves + +Protection-heavy combat/removal plan +Side in: 4 Crown of Awe, 2 Tamiyo's Safekeeping +Cut: 2 Beastrider Vanguard, 2 Sagu Wildling, 1 Winding Way, 1 Lead the Stampede + +- Masked Vandal role: add `Masked Vandal` against artifact decks, enchantment-based engines, hate permanents, and Affinity-style boards where removing one permanent buys a combo turn. Card text check required for exact graveyard payment and target restriction; choose it only when Forge shows a legal target or the matchup reliably exposes artifacts/enchantments. + +- Masked Vandal timing: use `Masked Vandal` as interaction first and creature count second. Because it is not a defender, avoid adding all three merely as bodies; its job is to answer a permanent that blocks combo progress, shrinks lethal pressure, or breaks an opposing engine. + +- Masked Vandal bad case: keep `Masked Vandal` low priority when the opponent shows few artifacts/enchantments, when your graveyard cannot support the required cost, or when speed matters more than a one-for-one permanent answer. Against creature-only aggro, `Trufflesnout`, `Spore Frog`, and `Tamiyo's Safekeeping` usually address the actual failure mode more directly. + +- Trufflesnout role: add `Trufflesnout` against fast creature decks, burn-pressure decks, and races where life padding or board material changes the next turn cycle. Card text check required for exact mode, counter, Food, or life details; treat the legal Forge options as survival tools rather than combo pieces. + +- Trufflesnout role change: after adding `Trufflesnout`, the deck plays slightly more like a stabilizing ramp deck for the first three turns. It can buy time for `Overgrown Battlement`, `Axebane Guardian`, and `Shield-Wall Sentinel`, but it should not displace the need to assemble a real mana engine. + +- Trufflesnout bad case: reduce emphasis on `Trufflesnout` against noncombat combo, slow control with sweepers, and graveyard decks where a small stabilizer does not interact with the decisive axis. If the opponent is not attacking life total, prefer `Faerie Macabre`, `Masked Vandal`, `Crown of Awe`, or protection according to the visible threat. + +- Spore Frog role: add `Spore Frog` when one combat step is likely to decide the game, especially against wide creature decks, large single attackers, or pump-heavy turns. Card text check required for exact prevention timing; use it as a bridge to a combo turn, not as a long-term plan. + +- Spore Frog timing: preserve `Spore Frog` until the prevention window changes lethal math, protects the mana engine indirectly, or forces the opponent to spend a turn without meaningful damage. Do not cash it in for a small life cushion unless the rules engine shows the next attack is otherwise game-ending. + +- Spore Frog bad case: avoid relying on `Spore Frog` against removal-heavy control, graveyard combo, or spell-based wins where combat prevention does not answer the decisive threat. In those games its main value is creature count for selection, which is usually too low-impact for a sideboard slot. + +- Crown of Awe role: add `Crown of Awe` when protection from a color, combat protection, or removal insulation is likely to matter. Card text check required for exact protection, flashback, target, and color behavior; only use it when Forge legal actions identify the target and the protection choice clearly. + +- Crown of Awe role change: after adding `Crown of Awe`, value critical permanents more highly because a protected `Axebane Guardian`, `Overgrown Battlement`, `Valakut Invoker`, or combo-enchanted creature may be the whole game. It also changes combat math if legal protection can blank a key attacker or blocker. + +- Crown of Awe bad case: keep `Crown of Awe` low priority when the opponent's threats are colorless, edict-based, sacrifice-based, graveyard-based, or non-targeting sweep effects. Protection that does not line up with the actual visible action should not displace mana, draw, or tutor density. + +- Tamiyo's Safekeeping role: add `Tamiyo's Safekeeping` against removal, burn, targeted disruption, and combat spots where preserving one permanent unlocks the combo. Card text check required for exact hexproof, indestructible, life gain, and target rules; use it mainly to protect `Axebane Guardian`, `Overgrown Battlement`, `Valakut Invoker`, or a creature carrying `Freed from the Real`. + +- Tamiyo's Safekeeping timing: hold `Tamiyo's Safekeeping` for visible stack or combat decisions that would otherwise kill the engine or stop a committed combo turn. Do not spend it on a replaceable creature when the hand still needs protection for a future `Freed from the Real` or `Galvanic Alchemist` setup. + +- Tamiyo's Safekeeping bad case: avoid adding it heavily against decks whose interaction is discard, exile-from-graveyard, sacrifice, counterspells, or lock pieces that do not target your permanents. In those matchups, protection may still save a blocker, but it should not become the primary plan. + +- Faerie Macabre role: add `Faerie Macabre` against graveyard recursion, reanimation, flashback engines, graveyard combo, and decks that rely on specific graveyard cards for inevitability. Card text check required for exact discard/exile and target count; use it at the last safe window before the opponent can use the graveyard card. + +- Faerie Macabre role change: with `Faerie Macabre`, keep more hands that already have mana plus pressure toward combo because the graveyard interaction can be held while developing. Do not spend mana or tempo on it unless Forge makes the action require it; its value is surprise timing and targeted disruption. + +- Faerie Macabre bad case: keep `Faerie Macabre` low priority when the opponent's graveyard is incidental, when exile targets are replaceable, or when the matchup is decided by battlefield speed. It is not a generic creature plan and should not reduce the deck's ability to create defender mana. + +- Archetype rule: against Affinity, artifact lands, enchantment hate, or permanent-based lock pieces, add role cards: `Masked Vandal` and `Tamiyo's Safekeeping`. Reduce main-deck emphasis: slower attackers and one copy of a draw spell when the matchup demands immediate interaction. + +- Archetype rule: against Burn, Kuldotha-style aggression, Stompy, and other fast combat decks, add role cards: `Trufflesnout`, `Spore Frog`, and `Tamiyo's Safekeeping`. Reduce main-deck emphasis: slow recursive value and redundant nondefender bodies while keeping enough selection to find the engine. + +- Archetype rule: against black removal, red removal, and decks with many targeted answers, add role cards: `Tamiyo's Safekeeping` and sometimes `Crown of Awe`. Reduce main-deck emphasis: expensive backup bodies, while keeping `Reaping the Graves` if the game is likely to trade resources. + +- Archetype rule: against Bogles, Heroic, protection-based combat decks, or aura strategies, add role cards: `Masked Vandal`, `Crown of Awe`, and `Spore Frog` according to Forge-visible threats. Reduce main-deck emphasis: slow draw that does not affect the battlefield before the opponent's next attack. + +- Archetype rule: against graveyard combo, Tortured Existence-style recursion, flashback-heavy control, or reanimation, add role cards: `Faerie Macabre` and protection if they also attack the engine. Reduce main-deck emphasis: creature-race tools unless the opponent is also presenting lethal combat pressure. + +- Archetype rule: against slow control, keep the combo compact and add only protection or graveyard interaction that answers revealed cards. Over-sideboarding into narrow creatures makes `Lead the Stampede` and `Winding Way` worse at finding the exact engine turn. + +## Matchup Guidance + +- Aggro: prioritize early defender density over speculative combo pieces because the first job is surviving to an `Axebane Guardian` or `Overgrown Battlement` turn. Keep hands with `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Wall of Roots`, `Tinder Wall`, or `Quirion Ranger` plus lands before hands that only contain `Lead the Stampede` and expensive bodies. Add role cards: `Trufflesnout`, `Spore Frog`, and `Tamiyo's Safekeeping`. Reduce main-deck emphasis: slow backup attackers such as `Sagu Wildling` and slower recursive value when the opponent is forcing immediate blocks. + +- Burn: treat life total as a combo resource but not an infinite one; a hand that combos one turn later may be worse than a hand that adds blockers and preserves life immediately. `Trufflesnout` is a stabilizer when its legal mode affects life or board presence, but card text check required for exact mode text. `Tamiyo's Safekeeping` can matter when a visible burn spell or removal spell targets the creature that unlocks mana; card text check required for exact protection and life-gain behavior. Add role cards: `Trufflesnout`, `Tamiyo's Safekeeping`, and sometimes `Crown of Awe` if Forge-visible colors and targets make protection relevant. Reduce main-deck emphasis: `Reaping the Graves` when the game is unlikely to last long enough for graveyard value. + +- Go-wide creature decks: preserve blockers until the combo is ready because small damage races rarely favor Walls Combo before `Valakut Invoker` or infinite mana is assembled. `Spore Frog` is strongest when one combat step decides the game; card text check required for exact prevention timing. `Tuktuk Rubblefort` can shift from haste enabler to blocker only when the visible combat math says survival matters more than enabling a same-turn combo. Add role cards: `Spore Frog`, `Trufflesnout`, and `Crown of Awe` when color-based combat protection is legally relevant. Reduce main-deck emphasis: slow nondefender threats that do not improve the next combat step. + +- Single-threat decks: identify whether the threat is racing, evasive, protected, or removable by sideboard roles before spending a tutor or selection spell. `Crown of Awe` can protect a key blocker or blank a color-dependent combat exchange only if Forge exposes a legal target and protection choice; card text check required. `Masked Vandal` matters when the single threat is an artifact, enchantment, Aura, or equipment-like permanent; card text check required for exact exile and cost conditions. Add role cards: `Crown of Awe`, `Spore Frog`, or `Masked Vandal` according to the visible threat type. Reduce main-deck emphasis: excess draw that does not find a timely answer or combo kill. + +- Tempo: value mana redundancy over fragile acceleration because the opponent's best games disrupt one key permanent while applying a clock. Lead with low-cost defenders and avoid exposing `Freed from the Real` into open interaction unless the same turn can produce a decisive mana loop or waiting is worse. `Quirion Ranger` is important for land-light development and untap lines, but do not assume an untap target is safe if removal is visible on the stack. Add role cards: `Tamiyo's Safekeeping` and sometimes `Crown of Awe`. Reduce main-deck emphasis: slower backup bodies when the opponent punishes tapped-out turns. + +- Control: force the opponent to answer repeated mana engines rather than one all-in enchantment whenever the clock is low. Develop `Overgrown Battlement`, `Axebane Guardian`, and `Shield-Wall Sentinel` before committing `Freed from the Real` or `Galvanic Alchemist` unless the legal actions show a protected or immediately decisive turn. `Reaping the Graves` becomes more valuable after trades and removal because it can reload creature density; card text check required only if exact storm/timing matters in a decision. Add role cards: `Tamiyo's Safekeeping`, `Crown of Awe`, and `Faerie Macabre` only when graveyard control cards or flashback are visible. Reduce main-deck emphasis: anti-combat cards unless the control deck wins through creatures. + +- Removal-heavy decks: assume `Axebane Guardian`, `Overgrown Battlement`, and any creature carrying `Freed from the Real` are priority targets, but do not play as if hidden removal is certain. Sequence redundant defenders first, hold `Tamiyo's Safekeeping` for a stack event that would break the engine, and use `Reaping the Graves` to recover only when the legal timing and graveyard contents make it meaningful. `Crown of Awe` is useful only when its protection mode matches a visible color or target pattern; card text check required. Add role cards: `Tamiyo's Safekeeping` and `Crown of Awe`. Reduce main-deck emphasis: expensive creatures that do not replace the lost engine piece. + +- Midrange: build mana faster than their attrition plan while refusing unnecessary trades with core defenders. `Lead the Stampede` and `Winding Way` are important because midrange games often become about rebuilding after removal and blockers. Use `Drift of Phantasms` as a tutor only when the missing piece is clear from visible state, such as finding `Freed from the Real`, `Axebane Guardian`, `Tuktuk Rubblefort`, `Valakut Invoker`, or another relevant converted-cost target if Forge offers it. Add role cards: `Tamiyo's Safekeeping`, `Trufflesnout`, or `Masked Vandal` depending on whether the opponent pressures life, removal, or permanents. Reduce main-deck emphasis: narrow speed pieces when attrition is the main axis. + +- Big mana: race their payoff rather than trying to trade small resources indefinitely. Keep hands that can assemble `Overgrown Battlement` or `Axebane Guardian` plus selection, and consider `Drift of Phantasms` lines that find the missing combo piece before their larger threats dominate. `Valakut Invoker` is often the cleanest payoff once mana is abundant, but card text check required if exact activation cost or target wording is not visible. Add role cards: `Masked Vandal` if big mana depends on artifacts or enchantments, and `Faerie Macabre` if graveyard recursion is part of the payoff. Reduce main-deck emphasis: anti-aggro bodies with no pressure or combo contribution. + +- Combo: identify whether we are faster, whether we have relevant disruption, and whether a partial combo exposes us to losing on the next turn. Against faster combo, mulligan more aggressively for `Overgrown Battlement`, `Axebane Guardian`, `Quirion Ranger`, `Tinder Wall`, and selection. `Faerie Macabre` is the main sideboard card when the opposing combo uses graveyard cards; card text check required for exact exile targeting. `Masked Vandal` matters only against artifact or enchantment engines. Add role cards: `Faerie Macabre`, `Masked Vandal`, or `Tamiyo's Safekeeping` if protecting our combo is the interaction. Reduce main-deck emphasis: combat-only stabilizers. + +- Graveyard decks: hold `Faerie Macabre` until the last safe visible window before the opponent can use the graveyard card that matters. Do not spend it on the first legal target if the graveyard contains a more decisive recursion, reanimation, flashback, or combo piece. `Reaping the Graves` is still part of our recovery plan, but be aware that opposing graveyard hate or graveyard races can change its value. Add role cards: `Faerie Macabre` and sometimes `Tamiyo's Safekeeping` if they also target our engine. Reduce main-deck emphasis: slow combat cards unless the graveyard deck is also attacking quickly. + +- Artifact/enchantment decks: use `Masked Vandal` for visible permanents that stop the combo, accelerate the opponent, or create a lethal clock; card text check required for exact exile cost and eligible targets. Do not use artifact/enchantment interaction on a low-impact permanent if a lock piece, Aura threat, affinity engine, or mana engine is visible or likely from public information. `Generous Ent`, `Shield-Wall Sentinel`, `Lead the Stampede`, and `Winding Way` should continue supporting the creature engine rather than becoming a slow fair plan. Add role cards: `Masked Vandal` and `Tamiyo's Safekeeping`. Reduce main-deck emphasis: slow attackers or one draw effect when immediate permanent interaction is required. + +- Mirror or defender-ramp decks: prioritize the first decisive mana loop or `Valakut Invoker` activation over small attacks. `Secret Door`, `Beastrider Vanguard`, `Sagu Wildling`, and incidental bodies matter mainly as combo support, blockers, or alternate pressure when both players stall. Use `Drift of Phantasms` and `Shield-Wall Sentinel` to find missing structure rather than overfilling the battlefield with redundant defenders if a payoff is already needed. Add role cards: `Masked Vandal` only for visible artifacts/enchantments, and `Tamiyo's Safekeeping` if removal or protection fights are present. Reduce main-deck emphasis: narrow anti-aggro cards. + +## Specific Matchup Notes + +- General/archetype-only: revealed cards, legal actions, and Forge-visible text override every matchup assumption here. Treat these notes as priority targets and role-card cues, not proof of hidden cards or guaranteed card text. + +- Fast red or go-wide aggro: prioritize survival until `Overgrown Battlement`, `Axebane Guardian`, or multiple defenders let the deck jump past combat. Keep `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, `Secret Door`, and `Quirion Ranger` when they create early mana or blocks. Add role cards: `Trufflesnout`, `Spore Frog`, `Crown of Awe`, and sometimes `Tamiyo's Safekeeping`. Priority targets: haste threats, pump windows, burn pointed at the enchanted combo creature, and attacks that make `Valakut Invoker` too slow. + +- Blue control or removal-heavy tempo: develop redundant mana creatures before committing `Freed from the Real` or `Galvanic Alchemist` unless a same-turn loop is visible and legal. `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, and `Shield-Wall Sentinel` are key for forcing repeated must-answer permanents. Add role cards: `Tamiyo's Safekeeping` and `Crown of Awe`. Priority targets: counterspell windows, removal on `Axebane Guardian`, removal on `Overgrown Battlement`, and stack events that would break a committed combo line. + +- Graveyard combo or recursion: hold `Faerie Macabre` for the last visible safe window before the graveyard card matters. Do not spend it on low-impact cards when a reanimation, flashback, or recursion payoff is present. `Reaping the Graves` remains a reload tool after creature trades or removal, but opposing graveyard pressure can make timing fragile. Add role cards: `Faerie Macabre` and sometimes `Tamiyo's Safekeeping`. Priority targets: graveyard payoff cards, sacrifice loops, flashback spells, and graveyard-based mana or kill pieces. + +- Artifact/enchantment engines: use `Masked Vandal` on visible permanents that accelerate the opponent, block the combo, or create a lethal clock; card text check required for exact cost and eligible targets. Continue building the creature engine with `Generous Ent`, `Sagu Wildling`, `Beastrider Vanguard`, and defenders rather than becoming a slow fair deck. Add role cards: `Masked Vandal` and `Tamiyo's Safekeeping`. Priority targets: lock pieces, Aura threats, artifact mana, affinity engines, and permanents that disable activated abilities. + +- Big mana and creature midrange: race their payoff while preserving enough blockers to survive the next turn cycle. `Drift of Phantasms` should find the missing structural card when legal tutor options show `Freed from the Real`, `Axebane Guardian`, `Tuktuk Rubblefort`, or `Valakut Invoker`. Add role cards: `Trufflesnout`, `Tamiyo's Safekeeping`, or `Masked Vandal` according to visible threats. Priority targets: sweepers, edicts, large tramplers, and any permanent that beats a stalled defender board. + +## Risk Summary + +- Mana risk: the deck can produce explosive mana but also has hands where `Forest`, `Generous Ent`, `Quirion Ranger`, and one-mana creatures do not become real acceleration. Avoid keeping hands with only selection and no early creature mana unless the legal mulligan context makes a lower-card hand worse. + +- Combo risk: `Freed from the Real` and `Galvanic Alchemist` are fragile commitment cards when the enchanted or paired mana creature can be removed. Commit only when the visible board, stack, mana, and known interaction make going now better than waiting. + +- Draw risk: `Lead the Stampede` and `Winding Way` can miss the exact missing piece or fill the graveyard in ways that do not immediately stabilize. Choose them when the current role is rebuild, find defenders, or dig toward combo, not when a visible lethal threat requires a concrete blocker or payoff now. + +- Over-sideboarding risk: adding too many `Masked Vandal`, `Trufflesnout`, `Spore Frog`, `Crown of Awe`, `Tamiyo's Safekeeping`, or `Faerie Macabre` can reduce defender density and make `Overgrown Battlement` or `Axebane Guardian` weaker. Preserve the mana engine unless the opposing axis clearly demands role cards. + +- Graveyard risk: `Reaping the Graves` can be powerful after removal, but graveyard hate or timing restrictions can make it unreliable; card text check required if exact storm or timing details decide the play. + +- Sweeper/removal risk: board-wide removal and repeated spot removal punish flooding the battlefield with only mana creatures and no payoff. Stagger threats when possible and value `Tamiyo's Safekeeping` most when it protects a decisive engine piece from a visible stack event. + +- Closer risk: abundant mana does not win by itself. Track whether the actual closer is `Valakut Invoker`, haste via `Tuktuk Rubblefort`, combat through `Beastrider Vanguard` or `Sagu Wildling`, or a tutor chain, and stop spending actions on redundant setup once a legal kill path exists. + +- Sequencing risk: tapping `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Orochi Leafcaller`, `Tinder Wall`, `Wall of Roots`, or `Quirion Ranger` in the wrong order can lose mana, colors, or untap options. Follow Forge legal actions exactly and prefer lines that preserve green mana, untapped defenders, and the required combo creature until the payoff is chosen. + +## Test Feedback Checklist + +- Deciding factor: identify whether the game turned on engine assembly, survival, protection, selection quality, sideboard cards, opponent disruption, or failure to find a closer. Record the first turn where `Overgrown Battlement`, `Axebane Guardian`, `Freed from the Real`, `Galvanic Alchemist`, `Tuktuk Rubblefort`, or `Valakut Invoker` could have changed the outcome. + +- Mulligans: record whether each kept hand had a legal early plan involving `Forest`, `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, `Quirion Ranger`, `Overgrown Battlement`, or `Axebane Guardian`. Flag keeps that had selection but no early creature mana, and flag mulligans that shipped functional defender-plus-selection hands. + +- Mana: check whether the pilot sequenced `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Orochi Leafcaller`, `Tinder Wall`, `Wall of Roots`, and `Quirion Ranger` to preserve green mana, color conversion, untap potential, and defender count. Note any turn where a different legal tap order would have enabled `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, `Shield-Wall Sentinel`, or a combo commitment. + +- Velocity: evaluate whether `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, `Shield-Wall Sentinel`, `Generous Ent`, and `Sagu Wildling` found the missing resource quickly enough. Separate misses caused by deck construction from misses caused by choosing selection when a blocker, payoff, or protection action was required. + +- Engine commitment: review every `Freed from the Real` or `Galvanic Alchemist` line for timing. Mark whether the pilot waited too long, walked into visible interaction, lacked enough mana to continue after the legal action resolved, or had a same-turn payoff line available through `Valakut Invoker`, `Tuktuk Rubblefort`, `Beastrider Vanguard`, or combat. + +- Removal and protection: record whether `Tamiyo's Safekeeping`, `Crown of Awe`, `Masked Vandal`, `Faerie Macabre`, `Spore Frog`, and `Trufflesnout` were used at decisive windows or spent on low-impact exchanges. Use card text check required whenever exact protection, prevention, exile, or creature-type text affected the conclusion. + +- Sideboarding: confirm whether role cards improved the matchup without reducing defender density too far. Track games where `Masked Vandal`, `Trufflesnout`, `Spore Frog`, `Crown of Awe`, `Tamiyo's Safekeeping`, or `Faerie Macabre` were stranded, irrelevant, or drawn instead of engine pieces. + +- Closing: record whether abundant mana converted into an actual win. Flag games where `Valakut Invoker` was missing, `Tuktuk Rubblefort` haste was unavailable, `Beastrider Vanguard` or `Sagu Wildling` combat was too slow, or selection kept finding setup after the deck needed a payoff. + +- Role and mistakes: state whether the pilot's correct role was race, stabilize, rebuild, protect combo, or force through interaction. Identify passes under pressure, attacks that lost needed blockers, blocks that exposed engine creatures, and selection choices that ignored visible lethal or survival constraints. + +- Overperformers and underperformers: list which exact cards won material turns and which exact cards were stranded. Pay special attention to `Secret Door`, `Reaping the Graves`, `Valakut Invoker`, `Beastrider Vanguard`, `Sagu Wildling`, `Generous Ent`, and the one-copy combo pieces. + +## First Tuning Questions + +- Engine density: does the deck lose because it cannot find `Overgrown Battlement` or `Axebane Guardian` often enough, or because it finds them but cannot protect or convert them? If the failure is discovery, consider whether `Drift of Phantasms`, `Shield-Wall Sentinel`, `Lead the Stampede`, `Winding Way`, `Generous Ent`, or `Sagu Wildling` quantities need adjustment. + +- Combo access: is one `Freed from the Real` plus one `Galvanic Alchemist` enough, or do games repeatedly stall with mana creatures and no untap payoff? If the pilot frequently has large mana but no deterministic win, test whether the combo-piece count or tutor structure is too thin. + +- Closer package: is `Valakut Invoker` available and fast enough when the deck makes huge mana, or are wins depending too often on fragile combat through `Tuktuk Rubblefort`, `Beastrider Vanguard`, and `Sagu Wildling`? If closing is slow, test whether the payoff slot distribution is the bottleneck. + +- Early mana: do hands with `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, and `Quirion Ranger` produce consistent setup, or are they creating awkward partial acceleration without enough defenders? If early turns stumble, reassess the split between one-mana support, two-mana defenders, and high-cost creatures. + +- Selection mix: does `Winding Way` fill the graveyard without solving the current problem, or does `Lead the Stampede` miss too often under pressure? If velocity cards underperform, separate card-type composition problems from pilot timing mistakes. + +- Aggro plan: are `Trufflesnout`, `Spore Frog`, and `Crown of Awe` enough to survive fast red, go-wide combat, and pump windows without over-sideboarding? If aggro losses come from tempo rather than card access, test whether sideboard slots should become cheaper stabilization or protection. + +- Control plan: does `Tamiyo's Safekeeping` sufficiently protect `Overgrown Battlement`, `Axebane Guardian`, `Freed from the Real`, and `Galvanic Alchemist` against removal-heavy decks? If control wins by answering the first engine piece and ignoring the rest, reassess protection count versus reload count. + +- Hate slots: does `Masked Vandal` answer the artifact/enchantment matchups that matter, and does `Faerie Macabre` arrive at the correct graveyard windows? If either card is frequently boarded but unused, confirm the metagame need and perform card text check required before changing slot counts. + +- Role conflict: do sideboard plans pull the deck toward fair creature defense while reducing combo consistency too much? If post-board games contain more `Crown of Awe`, `Trufflesnout`, `Masked Vandal`, or `Faerie Macabre` than mana engine, tune plans to preserve `Overgrown Battlement`, `Axebane Guardian`, and selection density. + +- One-copy utility: are `Secret Door`, `Reaping the Graves`, `Tuktuk Rubblefort`, and `Valakut Invoker` producing distinct wins or clogging decisions? If a singleton is repeatedly stranded, determine whether the issue is card role, tutor access, or pilot failure to recognize the right window. + +## Veles Tactical Policy + +### Policy: Mulligan For Engine Access +- Priority: High +- Decision families: mulligan, pregame +- Cards: Forest, Saruli Caretaker, Tinder Wall, Wall of Roots, Overgrown Battlement, Axebane Guardian, Quirion Ranger, Lead the Stampede, Winding Way, Drift of Phantasms +- Phase windows: opening hand, mulligan, London bottom +- Runtime cues: opening hand contains lands, early mana, defenders, selection, or no functional green source +- Use when: deciding whether the hand can cast an early mana creature and progress toward Overgrown Battlement or Axebane Guardian by turn three. +- Avoid when: hand has no green source, no early creature mana, and no selection that can be cast on time. +- Instructions: Keep hands with Forest plus early creature mana and at least one engine or selection route; ship hands that only contain expensive creatures, one-copy payoffs, or off-plan protection without acceleration. Bottom redundant late cards before bottoming the first engine piece. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Permanent Setup +- Priority: Medium +- Decision families: mana, priority +- Cards: Forest, Saruli Caretaker, Tinder Wall, Wall of Roots, Quirion Ranger, Overgrown Battlement, Axebane Guardian +- Phase windows: main phase turns one to three +- Runtime cues: legal cast actions for Saruli Caretaker, Tinder Wall, Wall of Roots, Quirion Ranger, Overgrown Battlement, or Axebane Guardian +- Use when: selecting the first creature or defender that enables future mana. +- Avoid when: visible lethal pressure or a required protection/action window changes the turn objective. +- Instructions: Prioritize a castable mana creature before card selection; establish defender count for Overgrown Battlement and Axebane Guardian before spending mana on slower setup. Use Quirion Ranger as acceleration only when returning Forest does not strand required green mana. +- Pilot skill floor: medium +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Cast Exact First Forest Source +- Priority: Low +- Decision families: mana +- Cards: Forest +- Phase windows: precombat main, postcombat main +- Runtime cues: action:play Forest +- Use when: no land has been played this turn and Forest is the only legal land-play action visible. +- Avoid when: no Forest play action is legal. +- Instructions: Play Forest to unlock green creature deployment and Quirion Ranger return lines. +- Pilot skill floor: low +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Defender Mana Ordering +- Priority: Medium +- Decision families: mana, priority +- Cards: Saruli Caretaker, Overgrown Battlement, Axebane Guardian, Orochi Leafcaller, Tinder Wall, Wall of Roots, Quirion Ranger, Forest +- Phase windows: main phase, priority before casting spells or abilities +- Runtime cues: legal mana-source choices, tap choices, untap choices, color-conversion actions +- Use when: multiple legal mana payments or source taps can cast the same spell. +- Avoid when: rules engine offers only one payment or hidden restrictions are not visible. +- Instructions: Preserve Overgrown Battlement and Axebane Guardian untapped until their larger mana output matters; use Forest, Wall of Roots, Tinder Wall, or Saruli Caretaker first when that still leaves the highest-output defender available. Convert with Orochi Leafcaller only for actual off-color costs, not cosmetic floating mana. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combo Commitment Gate +- Priority: High +- Decision families: priority, mana, interaction +- Cards: Freed from the Real, Galvanic Alchemist, Overgrown Battlement, Axebane Guardian, Orochi Leafcaller, Valakut Invoker, Tuktuk Rubblefort, Tamiyo's Safekeeping +- Phase windows: own main phase, protected priority windows +- Runtime cues: legal cast or activate actions for Freed from the Real or Galvanic Alchemist with engine creatures visible +- Use when: deciding whether to attach or pair an untap engine and start converting mana this turn. +- Avoid when: open visible interaction, insufficient blue or conversion, no payoff path, or waiting preserves a stronger protected line. +- Instructions: Commit when the engine can produce repeated net mana or immediate decisive progress after resolution; count defender output, color conversion, remaining mana, and whether Valakut Invoker, haste, combat, or selection can convert the mana. Do not expose the only engine creature merely to spend mana. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Freed Target +- Priority: Medium +- Decision families: selection, mana +- Cards: Freed from the Real, Overgrown Battlement, Axebane Guardian +- Phase windows: own main phase +- Runtime cues: action:target Overgrown Battlement Freed from the Real; action:target Axebane Guardian Freed from the Real +- Use when: a Freed from the Real target action is legal for an untapped Overgrown Battlement or Axebane Guardian that is already the selected combo creature. +- Avoid when: multiple target actions are legal and the selected combo creature has not been established by a prior decision. +- Instructions: Target the chosen mana engine creature with Freed from the Real; prefer the visible target already selected by the commitment gate. +- Pilot skill floor: medium +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Galvanic Alchemist Pair Gate +- Priority: Medium +- Decision families: selection, mana +- Cards: Galvanic Alchemist, Overgrown Battlement, Axebane Guardian, Orochi Leafcaller +- Phase windows: own main phase, soulbond or pairing prompt +- Runtime cues: legal pair or target choices involving Galvanic Alchemist +- Use when: choosing whether and how to pair Galvanic Alchemist for an untap engine. +- Avoid when: pairing does not create net mana, lacks blue access, or consumes the only creature needed for another legal line. +- Instructions: Pair with the highest-output mana defender only if visible mana and color conversion can pay the untap cost repeatedly. Card text check required for exact Galvanic Alchemist prompt wording and pair legality. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Payoff Conversion Gate +- Priority: High +- Decision families: priority, mana, combat +- Cards: Valakut Invoker, Tuktuk Rubblefort, Beastrider Vanguard, Sagu Wildling, Secret Door +- Phase windows: own main phase, combat, endgame priority windows +- Runtime cues: abundant mana, legal payoff activation, legal haste/combat line, legal Secret Door activation +- Use when: deciding how to convert large or infinite-adjacent mana into a win or locked advantage. +- Avoid when: payoff text is uncertain or the action does not affect lethal, survival, or the opponent's next turn. +- Instructions: Prefer deterministic lethal or near-lethal Valakut Invoker lines when legal; use Tuktuk Rubblefort only when haste changes combat this turn. Card text check required for Beastrider Vanguard, Sagu Wildling, and Secret Door before treating them as deterministic payoffs. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Activate Valakut Invoker At Opponent +- Priority: High +- Decision families: priority, interaction +- Cards: Valakut Invoker +- Phase windows: main phase, end step, priority with sufficient mana +- Runtime cues: action:target opponent Valakut Invoker +- Use when: a legal Valakut Invoker action targets the opponent and visible damage from that action is at least the opponent's life total. +- Avoid when: damage amount, prevention, target legality, or opponent life total is not visible in the action/state text. +- Instructions: Choose the opponent-targeting Valakut Invoker action that presents lethal from visible legal text. +- Pilot skill floor: medium +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Selection Spell Timing +- Priority: Medium +- Decision families: selection, priority +- Cards: Lead the Stampede, Winding Way, Drift of Phantasms, Shield-Wall Sentinel, Generous Ent, Sagu Wildling +- Phase windows: own main phase, tutor/search prompts +- Runtime cues: legal cast, transmute, search, landcycling, or reveal-selection actions +- Use when: the deck is missing engine, land, protection, or payoff and has time to spend mana on selection. +- Avoid when: immediate board survival, combo commitment, or lethal conversion is available and selection would pass the window. +- Instructions: Use Lead the Stampede and Winding Way to rebuild creature density; use Drift of Phantasms and Shield-Wall Sentinel to find the exact missing engine or utility creature only after identifying the missing role. Card text check required for Generous Ent and Sagu Wildling search modes before deterministic selection. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Search Target Judgment +- Priority: Medium +- Decision families: selection +- Cards: Drift of Phantasms, Shield-Wall Sentinel, Generous Ent, Sagu Wildling, Overgrown Battlement, Axebane Guardian, Tuktuk Rubblefort, Valakut Invoker, Secret Door +- Phase windows: search, tutor, transmute, landcycling prompts +- Runtime cues: visible candidate list from a search or selection prompt +- Use when: choosing a card from a public or private search candidate set. +- Avoid when: the action text names only one legal candidate and no strategic choice remains. +- Instructions: Find Overgrown Battlement or Axebane Guardian when mana engine is missing; find Tuktuk Rubblefort or Valakut Invoker when mana is already abundant and closing is missing; find land only when mana failure blocks the next turn cycle. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Reaping Recovery Gate +- Priority: Medium +- Decision families: priority, selection +- Cards: Reaping the Graves, Overgrown Battlement, Axebane Guardian, Valakut Invoker, Tuktuk Rubblefort, Saruli Caretaker, Quirion Ranger +- Phase windows: own main phase, end step, post-removal recovery windows +- Runtime cues: legal cast Reaping the Graves; graveyard contains creatures +- Use when: graveyard creatures can rebuild engine or recover a payoff after disruption. +- Avoid when: graveyard targets are low-impact, mana should be spent on a live combo/payoff, or card text/storm count is unclear. +- Instructions: Return engine creatures before fair bodies; prioritize Axebane Guardian, Overgrown Battlement, Valakut Invoker, and Tuktuk Rubblefort over redundant small setup unless survival requires blockers. Card text check required for exact storm and target rules. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat With Engine Creatures +- Priority: Medium +- Decision families: combat +- Cards: Saruli Caretaker, Overgrown Battlement, Axebane Guardian, Wall of Roots, Quirion Ranger, Tuktuk Rubblefort, Beastrider Vanguard, Sagu Wildling, Trufflesnout, Spore Frog +- Phase windows: declare attackers, declare blockers, combat trick windows +- Runtime cues: legal attack or block sets with engine creatures and defenders visible +- Use when: deciding whether to attack, block, or preserve creatures. +- Avoid when: exactly one legal no-damage block is forced by survival and rules text is explicit. +- Instructions: Preserve Overgrown Battlement and Axebane Guardian unless blocking prevents lethal or buys the turn needed to combo. Attack only with nonessential creatures when damage matters and losing them will not reduce defender mana below the next planned threshold. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Protection Commitment +- Priority: High +- Decision families: interaction, priority +- Cards: Tamiyo's Safekeeping, Crown of Awe, Spore Frog +- Phase windows: opponent interaction windows, combat, removal on stack +- Runtime cues: legal protection, prevention, or sacrifice action while engine or lethal combat is threatened +- Use when: a protected engine creature, combo aura, payoff, or survival turn determines whether the deck can win next cycle. +- Avoid when: the threatened permanent is redundant, the spell does not stop the visible effect, or card text check is required and unclear. +- Instructions: Protect Axebane Guardian, Overgrown Battlement, Freed from the Real, Galvanic Alchemist, or lethal payoff before protecting replaceable setup. Card text check required for exact Crown of Awe, Tamiyo's Safekeeping, and Spore Frog effects. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Sideboard Role Selection +- Priority: Medium +- Decision families: sideboard, pregame +- Cards: Masked Vandal, Trufflesnout, Spore Frog, Crown of Awe, Tamiyo's Safekeeping, Faerie Macabre, Lead the Stampede, Winding Way, Secret Door, Reaping the Graves, Beastrider Vanguard, Sagu Wildling +- Phase windows: sideboarding after game one or game two +- Runtime cues: sideboard decision prompt with matchup label and previous-game information +- Use when: choosing a legal sideboard plan or generated swaps. +- Avoid when: plan reduces engine density below functional levels without solving a matchup-specific problem. +- Instructions: Add Masked Vandal against artifacts/enchantments, Faerie Macabre against graveyard engines, Tamiyo's Safekeeping against removal, and Trufflesnout, Spore Frog, or Crown of Awe against combat pressure. Reduce slow singleton or redundant selection emphasis before cutting core defenders. +- Pilot skill floor: high +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/walls_combo/1/metadata.json b/strategies/pauper/walls_combo/1/metadata.json new file mode 100644 index 0000000..eaedba0 --- /dev/null +++ b/strategies/pauper/walls_combo/1/metadata.json @@ -0,0 +1,43 @@ +{ + "archetype_tags": [ + "combo", + "ramp" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "defender mana combo deck that converts creatures into explosive mana and finishers", + "created_at": 1781240804, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [], + "source_metadata": { + "base_choice": "walls_combo:v1", + "generated_at": "2026-06-14T17:15:06.891658+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "walls_combo", + "strategy_label": "Walls Combo", + "tags": [ + "combo", + "ramp" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/walls_combo/1/reflection.md b/strategies/pauper/walls_combo/1/reflection.md new file mode 100644 index 0000000..f2de94a --- /dev/null +++ b/strategies/pauper/walls_combo/1/reflection.md @@ -0,0 +1,26 @@ +# Reflection Template For Walls Combo + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: identify whether the game turned on engine assembly, survival, protection, selection quality, sideboard cards, opponent disruption, or failure to find a closer. Record the first turn where `Overgrown Battlement`, `Axebane Guardian`, `Freed from the Real`, `Galvanic Alchemist`, `Tuktuk Rubblefort`, or `Valakut Invoker` could have changed the outcome. + +- Mulligans: record whether each kept hand had a legal early plan involving `Forest`, `Saruli Caretaker`, `Tinder Wall`, `Wall of Roots`, `Quirion Ranger`, `Overgrown Battlement`, or `Axebane Guardian`. Flag keeps that had selection but no early creature mana, and flag mulligans that shipped functional defender-plus-selection hands. + +- Mana: check whether the pilot sequenced `Saruli Caretaker`, `Overgrown Battlement`, `Axebane Guardian`, `Orochi Leafcaller`, `Tinder Wall`, `Wall of Roots`, and `Quirion Ranger` to preserve green mana, color conversion, untap potential, and defender count. Note any turn where a different legal tap order would have enabled `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, `Shield-Wall Sentinel`, or a combo commitment. + +- Velocity: evaluate whether `Lead the Stampede`, `Winding Way`, `Drift of Phantasms`, `Shield-Wall Sentinel`, `Generous Ent`, and `Sagu Wildling` found the missing resource quickly enough. Separate misses caused by deck construction from misses caused by choosing selection when a blocker, payoff, or protection action was required. + +- Engine commitment: review every `Freed from the Real` or `Galvanic Alchemist` line for timing. Mark whether the pilot waited too long, walked into visible interaction, lacked enough mana to continue after the legal action resolved, or had a same-turn payoff line available through `Valakut Invoker`, `Tuktuk Rubblefort`, `Beastrider Vanguard`, or combat. + +- Removal and protection: record whether `Tamiyo's Safekeeping`, `Crown of Awe`, `Masked Vandal`, `Faerie Macabre`, `Spore Frog`, and `Trufflesnout` were used at decisive windows or spent on low-impact exchanges. Use card text check required whenever exact protection, prevention, exile, or creature-type text affected the conclusion. + +- Sideboarding: confirm whether role cards improved the matchup without reducing defender density too far. Track games where `Masked Vandal`, `Trufflesnout`, `Spore Frog`, `Crown of Awe`, `Tamiyo's Safekeeping`, or `Faerie Macabre` were stranded, irrelevant, or drawn instead of engine pieces. + +- Closing: record whether abundant mana converted into an actual win. Flag games where `Valakut Invoker` was missing, `Tuktuk Rubblefort` haste was unavailable, `Beastrider Vanguard` or `Sagu Wildling` combat was too slow, or selection kept finding setup after the deck needed a payoff. + +- Role and mistakes: state whether the pilot's correct role was race, stabilize, rebuild, protect combo, or force through interaction. Identify passes under pressure, attacks that lost needed blockers, blocks that exposed engine creatures, and selection choices that ignored visible lethal or survival constraints. + +- Overperformers and underperformers: list which exact cards won material turns and which exact cards were stranded. Pay special attention to `Secret Door`, `Reaping the Graves`, `Valakut Invoker`, `Beastrider Vanguard`, `Sagu Wildling`, `Generous Ent`, and the one-copy combo pieces. diff --git a/strategies/pauper/white_aggro/1/decklist.txt b/strategies/pauper/white_aggro/1/decklist.txt new file mode 100644 index 0000000..ce0775e --- /dev/null +++ b/strategies/pauper/white_aggro/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +4 Battle Screech +1 Eagles of the North +1 Elite Interceptor +2 Guardians' Pledge +2 Idyllic Grange +1 Journey to Nowhere +4 Kor Skyfisher +3 Leonardo, Big Brother +3 Lunarch Veteran +2 Militia Bugler +4 Novice Inspector +17 Plains +3 Prismatic Strands +4 Raffine's Informant +1 Ramosian Rally +4 Thraben Charm +4 Thraben Inspector + +Sideboard (15) +3 Dust to Dust +1 Hallow +1 Holy Light +2 Journey to Nowhere +3 Martyr of Sands +1 Palace Sentinels +1 Revoke Existence +2 Standard Bearer +1 Crimson Acolyte diff --git a/strategies/pauper/white_aggro/1/first_principles.md b/strategies/pauper/white_aggro/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pauper/white_aggro/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pauper/white_aggro/1/guide.md b/strategies/pauper/white_aggro/1/guide.md new file mode 100644 index 0000000..ee6b974 --- /dev/null +++ b/strategies/pauper/white_aggro/1/guide.md @@ -0,0 +1,693 @@ +# Strategy Specifications +## Deck Name And Archetype +White Aggro is a Pauper white creature-tempo deck built around cheap bodies, evasive pressure, token density, and instant-speed combat leverage. Registered list validation from the provided decklist: Main (60) and Sideboard (15) are internally count-correct. The mana base is mono-white with 17 Plains and 2 Idyllic Grange, so color access is simple, but the deck is land-light enough that opening hands must be judged by early white mana, curve shape, and whether tapland timing from Idyllic Grange interferes with one-drop pressure. + +- Format: Pauper. +- Strategy name: White Aggro. +- Tags: aggro, tempo, tokens, equipment. The supplied tags mention equipment, but the registered decklist contains no explicit Equipment card names; treat this as a go-wide combat-pump/token white aggro shell unless runtime card text or future list changes reveal an Equipment package. +- Registration status: Main deck and sideboard counts validate from the text provided; no registered-75 sideboard plan may add cards outside `Dust to Dust`, `Hallow`, `Holy Light`, `Journey to Nowhere`, `Martyr of Sands`, `Palace Sentinels`, `Revoke Existence`, `Standard Bearer`, and `Crimson Acolyte`. +- Legality status: Pauper legality is not independently verified here; defer to deck registration tooling and the rules engine if any card is rejected. Pay special attention to `Leonardo, Big Brother`, `Elite Interceptor`, `Eagles of the North`, and other newer or supplemental-printing cards if legality validation reports uncertainty. +- Stock/rogue/hybrid status: This is a hybrid white aggro shell rather than a pure stock list. It resembles Pauper white go-wide/Boros-free tempo patterns through `Thraben Inspector`, `Novice Inspector`, `Kor Skyfisher`, `Battle Screech`, `Guardians' Pledge`, and `Prismatic Strands`, but `Leonardo, Big Brother`, `Elite Interceptor`, and the exact sideboard mix make it deck-specific and should not be piloted as generic White Weenie. +- Primary tactical identity: Develop early permanents, reuse or compound value from `Thraben Inspector`, `Novice Inspector`, `Raffine's Informant`, `Militia Bugler`, and `Kor Skyfisher`, then convert a wide board into lethal pressure with `Battle Screech`, `Guardians' Pledge`, `Ramosian Rally`, and combat discipline. +- Role concern: The deck is proactive by default, but it must switch to tempo-control when an opposing creature, artifact engine, graveyard line, or red damage plan races faster than the current board. In those games, `Journey to Nowhere`, `Thraben Charm`, `Prismatic Strands`, and sideboard bullets matter more than maximizing damage every turn. +- Mana concern: Most hands need at least one untapped white source and a realistic first two turns. One-land hands are keepable only with multiple one-mana plays and a clear draw/filter path; hands with only `Idyllic Grange` as early mana must respect tapped-land timing if the engine says it enters tapped. +- Card text discipline: Use exact runtime action labels for `Leonardo, Big Brother`, `Elite Interceptor`, `Eagles of the North`, `Thraben Charm`, `Ramosian Rally`, `Crimson Acolyte`, and `Holy Light` when choosing modes, costs, targets, or timing. If the rules engine exposes an unexpected mode or restriction, follow the legal action and mark the tactical assumption as conditional. +- Opponent information status: No opponent decklist, matchup label, revealed cards, or public game context is supplied for this batch. Runtime decisions must rely on visible battlefield, stack, graveyards, exile, known revealed cards, match history, and the legal actions Veles provides; do not infer hidden cards beyond archetype-level risk once a matchup is known. + +## Thesis +White Aggro assembles a low-curve white battlefield, then turns small creatures and Bird tokens into lethal pressure through evasive attacks, bounce value, pump effects, and prevention-backed combat. The default plan is to curve `Thraben Inspector`, `Novice Inspector`, `Lunarch Veteran`, or `Raffine's Informant` into `Kor Skyfisher`, `Militia Bugler`, `Leonardo, Big Brother`, and `Battle Screech`, then force the opponent to answer both individual attackers and a wide board before `Guardians' Pledge` or `Ramosian Rally` ends the race. + +Prioritize board presence before hand sculpting unless the hand lacks mana or a required curve piece. A Clue from `Thraben Inspector` or `Novice Inspector` is a real resource, but spending early turns drawing instead of adding attackers is correct only when the legal board is stalled, the hand needs land, or the opponent is clearly preparing a sweeper or larger blocker plan. + +Win by making combat awkward, not by playing a long pure control game. `Prismatic Strands`, `Thraben Charm`, `Journey to Nowhere`, `Guardians' Pledge`, and `Ramosian Rally` should be used to preserve tempo, force damage, blank a race turn, or remove a blocker that matters; do not drift into holding all interaction while the opponent stabilizes behind larger permanents. + +This deck is not trying to trade one-for-one forever, hard-lock the opponent, or wait for perfect pump turns. It can recover some material through `Kor Skyfisher`, Clues, `Militia Bugler`, and `Battle Screech`, but it is still a proactive deck that wants each turn cycle to either add material, increase pressure, protect a race advantage, or set up a near-term lethal attack. + +Respect runtime legality and visible information over matchup assumptions. When the engine presents modes, targets, alternate costs, flashback, prevention choices, or combat declarations for `Battle Screech`, `Prismatic Strands`, `Thraben Charm`, `Ramosian Rally`, `Leonardo, Big Brother`, `Elite Interceptor`, `Eagles of the North`, `Hallow`, `Holy Light`, `Crimson Acolyte`, or `Standard Bearer`, choose only from exposed legal actions and treat uncertain text as conditional. Card text check required for `Leonardo, Big Brother`, `Elite Interceptor`, `Eagles of the North`, `Ramosian Rally`, `Hallow`, `Holy Light`, and `Crimson Acolyte` before relying on exact tactical text beyond visible legal prompts. + +## Role Package +- Threats: `Thraben Inspector`, `Novice Inspector`, `Lunarch Veteran`, `Raffine's Informant`, `Kor Skyfisher`, `Militia Bugler`, `Leonardo, Big Brother`, `Elite Interceptor`, `Eagles of the North`, and `Battle Screech` supply the bodies that make pump and prevention meaningful. Prefer early threats that leave material behind or improve future draws when the damage output is similar. + +- Payoffs: `Battle Screech`, `Guardians' Pledge`, `Ramosian Rally`, and conditionally `Idyllic Grange` convert many small creatures into a fast clock. Use these cards after building enough bodies that the effect changes the race, creates lethal pressure, or punishes an opponent who tapped low; avoid firing a board-wide pump into a trivial exchange unless survival or a key kill is at stake. + +- Engines: `Kor Skyfisher` with `Thraben Inspector` or `Novice Inspector` is the cleanest value loop, while `Raffine's Informant` and `Militia Bugler` help turn low land counts and medium hands into functional pressure. Do not bounce a land with `Kor Skyfisher` if it strands important same-turn plays unless the alternative bounce is worse or the engine requires it. + +- Velocity: `Thraben Inspector`, `Novice Inspector`, `Raffine's Informant`, `Militia Bugler`, and `Eagles of the North` are the cards most likely to smooth draws or find action. Use velocity to keep attacking while hitting land drops, not as an excuse to take turns off when a legal attacker or token-maker would pressure the opponent more. + +- Interaction: `Thraben Charm`, `Journey to Nowhere`, and sideboard `Journey to Nowhere` answer creatures or other exposed problems according to legal mode text. Spend interaction on blockers, engines, combo pieces, or race threats that materially change the next turn cycle; do not remove a low-impact creature merely because it is targetable. + +- Protection: `Prismatic Strands`, `Hallow`, `Standard Bearer`, `Crimson Acolyte`, and sometimes pump effects protect attacks, blocks, or life total. Treat protection as tempo when it preserves a lethal board or blanks a decisive opposing turn; treat it as survival when the opponent is ahead on damage. + +- Recursion and reuse: `Battle Screech` may expose flashback or graveyard-based continuation through the rules engine, and `Kor Skyfisher` reuses enters-the-battlefield value by returning eligible permanents. Choose recursion or reuse when it adds more pressure than a fresh spell or when it rebuilds after removal without losing too much tempo. + +- Mana: `Plains` is the core source, and `Idyllic Grange` is a tapped-land or late-board enhancement depending on engine text and battlefield conditions. Sequence untapped white mana first when holding one-drops, interaction, or pump; delay `Idyllic Grange` only when the tempo loss is smaller than the later payoff. + +- Sideboard modules: `Dust to Dust` and `Revoke Existence` fight artifacts and enchantments; `Martyr of Sands`, `Hallow`, and `Crimson Acolyte` fight red or damage races; `Holy Light` pressures small opposing boards if legal text supports that role; `Standard Bearer` redirects or constrains targeted plans if runtime text confirms; `Palace Sentinels` supports grindy games; extra `Journey to Nowhere` increases clean creature interaction. + +## Primary Win Conditions +- Wide-board lethal: Build a board with `Thraben Inspector`, `Novice Inspector`, `Lunarch Veteran`, `Raffine's Informant`, `Kor Skyfisher`, `Militia Bugler`, `Leonardo, Big Brother`, and `Battle Screech`, then convert multiple attackers into lethal or near-lethal damage with `Guardians' Pledge`, `Ramosian Rally`, and sometimes `Idyllic Grange`. Prioritize this path when you have three or more bodies, especially evasive or expendable bodies, and the opponent is low on blockers, tapped mana, or visible sweepers. + +- Token pressure: Use `Battle Screech` as the main army-in-a-card when the legal line adds immediate evasive pressure or rebuilds after removal. Execute by casting it when Bird tokens will survive to attack, then use any visible flashback action only if the cost and tapped-creature requirement do not break a stronger attack, block, or protection line; if graveyard hate or exile pressure is visible, prefer getting value before the opponent can remove the graveyard copy. + +- Pump finish: Hold `Guardians' Pledge` until it changes combat math decisively, creates lethal, preserves key attackers through blocks, or forces damage through a board stall. Use `Ramosian Rally` only according to visible legal text; Card text check required before relying on alternate-cost or exact pump details. Do not spend a pump spell for minor chip damage if the opponent can untap into a better block or sweeper unless waiting risks losing the board. + +- Tempo evasive race: Use `Kor Skyfisher`, Bird tokens from `Battle Screech`, and conditional evasive threats such as `Elite Interceptor` or `Eagles of the North` to attack over stalled ground boards. Prioritize this path when the opponent has larger ground blockers but limited flyers, and spend `Thraben Charm` or `Journey to Nowhere` on the blocker or reach/flying threat that most changes the next attack. + +- Protected combat: Use `Prismatic Strands` to turn a close race or contested combat step into a decisive swing when the rules engine exposes a legal prevention line. Prioritize it when preventing a key color of damage preserves lethal attackers, blanks a counterattack, or allows blocks that keep your wide board intact; do not assume exact prevention coverage beyond legal prompts and visible source colors. + +## Secondary Win Conditions +- Inspector value pressure: Use `Thraben Inspector` and `Novice Inspector` as both early attackers and delayed card resources. Crack Clues when mana would otherwise go unused, when you need land or interaction, or when the board is stalled; avoid spending a whole early turn on Clues if deploying `Battle Screech`, `Kor Skyfisher`, or another body increases the clock. + +- Skyfisher reuse: Use `Kor Skyfisher` to rebuy `Thraben Inspector`, `Novice Inspector`, `Raffine's Informant`, or other visible eligible permanents when the tempo loss is acceptable. Favor this line when it adds material and keeps pressure flowing; avoid bouncing `Plains` or `Idyllic Grange` if doing so prevents same-turn interaction, pump, or a needed second spell. + +- Selection into pressure: Use `Raffine's Informant` and `Militia Bugler` to turn medium hands into action when you need threats, lands, or a rebuild path. Prefer selection over raw attacking only when the current attack is poor, the hand lacks follow-up, or a specific visible battlefield problem makes finding `Thraben Charm`, `Journey to Nowhere`, `Battle Screech`, or bodies more valuable than immediate damage. + +- Incremental life buffer: Use `Lunarch Veteran` as a race stabilizer and pressure enabler when its visible triggers or legal actions support that role. Prioritize it against aggressive starts or when multiple creatures will enter soon; treat it as support, not a reason to stop attacking unless life total survival demands a defensive posture. + +- Conditional single-card threats: Use `Leonardo, Big Brother`, `Elite Interceptor`, and `Eagles of the North` according to legal prompts and visible text. Card text check required for exact tactical commitments; until confirmed, treat them as bodies or smoothing tools only when the engine presents legal actions whose immediate board impact is clear. + +## Emergency Lines +- Behind on life: Shift from pure damage to survival by keeping blockers, using `Prismatic Strands` at the first turn cycle where prevention changes lethal or near-lethal math, and using `Thraben Charm` or `Journey to Nowhere` on the threat that most affects the race. `Lunarch Veteran` becomes higher priority when it can generate multiple visible life-gain events before the next opposing attack. + +- Behind on board: Rebuild with `Battle Screech`, `Militia Bugler`, `Raffine's Informant`, and Inspector Clues before spending pump effects. Use `Guardians' Pledge` defensively only if it saves enough creatures or wins combat so the next turn is stable; otherwise preserve pump for the recovery attack after bodies are rebuilt. + +- Behind on cards: Convert Clues, `Raffine's Informant`, `Militia Bugler`, and `Kor Skyfisher` reuse into material while still presenting blockers or attackers. Do not chase card advantage so hard that you skip a legal removal spell on an opposing engine, combo piece, or lethal attacker. + +- Behind on mana: Prioritize untapped `Plains`, land-finding or smoothing actions from `Eagles of the North` only if legally exposed, and cheap bodies that keep the game alive. Avoid `Kor Skyfisher` land-bounce lines unless the hand can still operate after the bounce. + +- Behind against engines, graveyard recursion, or combo: Race only if the visible clock is faster than the opposing engine; otherwise spend `Thraben Charm`, `Journey to Nowhere`, or sideboard interaction when available on the visible piece that enables the next decisive turn. Do not invent hidden combo contents; act on revealed cards, public zones, and legal targets. + +- Win conditions removed: If `Battle Screech` or pump effects are answered, pivot to evasive chip damage, Inspector-Clue reloads, `Kor Skyfisher` value, and clean removal for blockers. Keep each turn focused on either adding a body, drawing toward a payoff, or preventing the opponent from converting their advantage into an irreversible board. + +## Resource Model +- Life: Spend life as a race resource only while your battlefield clock is ahead or `Prismatic Strands` can visibly cover the next attack. Preserve life more aggressively against fast red, go-wide combat, or large single attackers because this deck wins by keeping enough bodies alive to turn `Guardians' Pledge`, `Ramosian Rally`, `Battle Screech`, and `Idyllic Grange` into a lethal swing. + +- Hand: Treat cards in hand as pressure plus recovery, not as a control reserve. Deploy `Thraben Inspector`, `Novice Inspector`, `Raffine's Informant`, `Kor Skyfisher`, and `Battle Screech` to keep the board full; save `Thraben Charm`, `Journey to Nowhere`, `Prismatic Strands`, and pump effects for board states where they change the next combat, stop a key engine, or force lethal. + +- Mana: Convert mana into bodies first, then Clues or selection, then interaction held up. Early unused mana is a real cost because the deck needs creature count for `Battle Screech` flashback, `Guardians' Pledge`, `Ramosian Rally`, and `Idyllic Grange`; later unused mana is acceptable when holding `Thraben Charm`, `Prismatic Strands`, or a decisive pump spell. + +- Board: Board presence is the main resource, especially white creatures and evasive bodies. Protect wide boards from bad trades, avoid attacking needed blockers when behind, and value expendable Inspector bodies because they can attack, block, tap for `Battle Screech` flashback if legal, carry pump turns, and leave Clues for later cards. + +- Graveyard: The graveyard matters mostly for `Battle Screech`, `Prismatic Strands`, and any legal recursion or aftermath-like action the engine exposes. Use graveyard actions before visible graveyard hate can answer them when the board impact matters now; do not assume a graveyard card is usable unless Forge presents a legal action. + +- Exile: Exile is mostly a loss of future resources unless the rules engine exposes a temporary play or sideboard-bullet interaction. Track exiled `Battle Screech`, `Prismatic Strands`, or removed threats as public information when deciding whether you still have a rebuild, protection, or pump-finish path. + +- Lands: `Plains` is the stable resource and `Idyllic Grange` is both land and late combat value. Preserve land drops through turn four when possible because `Battle Screech`, double-spell turns, Clue cracking, `Thraben Charm`, and pump protection all compete for mana. + +- Sacrifice fodder: There is no primary sacrifice engine in the registered main deck, so do not spend creatures as fodder unless a legal action from `Thraben Charm`, combat, or an opposing effect makes the exchange explicit and beneficial. Inspector bodies and Bird tokens are expendable only after they have served the current combat, flashback, or pump-count plan. + +- Tempo: Tempo is won by adding threats while removing the blocker or threat that matters most. `Kor Skyfisher` bounce lines are strong only when the replayed permanent or extra card offsets the lost board speed; avoid cute reuse lines when simply casting `Battle Screech`, attacking, or holding interaction creates a faster clock. + +- Information: Use revealed hands, graveyards, battlefield, legal action text, and prior public game actions to decide when to commit pump or protection. Do not play around exact hidden removal unless archetype context and open mana make waiting better than forcing the opponent to answer. + +- Sideboard bullets: Sideboard cards are narrow resources that should answer a visible matchup axis, not dilute the creature count for no reason. `Dust to Dust`, `Hallow`, `Holy Light`, `Journey to Nowhere`, `Martyr of Sands`, `Palace Sentinels`, `Revoke Existence`, `Standard Bearer`, and `Crimson Acolyte` should be valued by whether their legal text addresses the opponent's public plan while keeping enough bodies to win. + +## Mana Guide +- Color requirements: Build every keep around reliable white mana because all registered nonlands are white or require white actions. One-land hands need multiple cheap plays or a legal `Eagles of the North` smoothing action; Card text check required before relying on any `Eagles of the North` land-search or cycling text beyond what Forge exposes. + +- Opening keeps: Keep most hands with two or three lands, at least one early creature among `Thraben Inspector`, `Novice Inspector`, `Lunarch Veteran`, `Raffine's Informant`, or `Kor Skyfisher`, and a path to either pressure or interaction. Mulligan mana-light hands that need perfect draws to cast `Battle Screech`, hands with only expensive cards and no smoothing, and hands where `Idyllic Grange` enters tapped and blocks the first real play. + +- Land sequencing: Lead on untapped `Plains` when you have a one-drop, two-drop, or held `Thraben Charm`; delay `Idyllic Grange` until its condition or tapped status will not cost tempo. Play `Idyllic Grange` for value only when the legal trigger improves combat or the mana is not needed untapped this turn. + +- Play-land timing: Play a land before casting known spells when you need exact mana for `Battle Screech`, `Kor Skyfisher`, `Thraben Charm`, `Journey to Nowhere`, or pump protection. Delay the land until after cracking a Clue, using `Raffine's Informant`, or resolving `Militia Bugler` only when the hand has multiple land choices or a possible `Idyllic Grange` timing decision that could change. + +- Double-spell turns: Prioritize mana lines that add two bodies or one body plus interaction over one expensive low-impact play. A turn of `Thraben Inspector` plus `Novice Inspector`, creature plus Clue, or creature plus `Thraben Charm` often advances the deck more than holding mana for a speculative trick. + +- `Kor Skyfisher` mana: Bounce a land with `Kor Skyfisher` only when replay timing keeps your next land drop intact or you need to save a land from a worse line. Prefer bouncing `Thraben Inspector`, `Novice Inspector`, or `Raffine's Informant` when legal and tempo-positive; avoid returning `Idyllic Grange` if it removes current white mana or delays a decisive pump turn. + +- Clue mana: Crack Clues from `Thraben Inspector` and `Novice Inspector` when you cannot add meaningful board, when digging for land is urgent, or when passing with interaction would waste mana. Do not crack Clues before combat if the mana might be needed for `Thraben Charm`, `Prismatic Strands`, `Guardians' Pledge`, `Ramosian Rally`, or a legal protection line. + +- Pump mana: Hold enough white mana for `Guardians' Pledge` or `Ramosian Rally` only when a pump action is likely to change combat this turn. Card text check required for `Ramosian Rally` alternate costs or exact mode details; follow Forge legal actions and do not assume free pump access. + +- Sideboard mana: Keep sideboarded hands only if they cast both pressure and the relevant bullet on time. `Dust to Dust`, extra `Journey to Nowhere`, `Revoke Existence`, `Standard Bearer`, `Martyr of Sands`, `Holy Light`, `Hallow`, `Palace Sentinels`, and `Crimson Acolyte` are useful only when the mana curve still lets the deck contest the board before the opponent's plan is online. + +## Mulligan Guide +- Strong keep: Keep two or three white lands with `Thraben Inspector` or `Novice Inspector`, another cheap creature, and either `Battle Screech`, `Thraben Charm`, or `Kor Skyfisher`. A hand like `Plains`, `Plains`, `Thraben Inspector`, `Novice Inspector`, `Kor Skyfisher`, `Battle Screech`, `Thraben Charm` has pressure, material, a flyer plan, and interaction. + +- Strong keep: Keep `Plains`, `Plains`, `Raffine's Informant`, `Lunarch Veteran`, `Battle Screech`, `Prismatic Strands`, `Guardians' Pledge` when the matchup is creature combat or racing. This hand develops bodies, fills the graveyard or filters if Forge exposes that text on `Raffine's Informant`, and converts a wide board into protection or lethal pressure. + +- Medium keep: Keep two-land hands with `Raffine's Informant`, `Kor Skyfisher`, `Militia Bugler`, and one interaction spell when the hand has no one-drop but a clear turn-two play. This is slower than the deck wants, so prefer it on the draw or against slower decks, and mulligan it against fast combo or heavy removal if it lacks `Thraben Charm` or `Journey to Nowhere`. + +- Risky keep: Keep one-`Plains` hands only with multiple one-mana plays and a real redraw or smoothing path, such as `Thraben Inspector`, `Novice Inspector`, and `Raffine's Informant`. Do not keep one land plus `Battle Screech`, `Guardians' Pledge`, `Prismatic Strands`, and multiple three-drops unless the rules engine exposes a reliable `Eagles of the North` mana-smoothing action; Card text check required. + +- Automatic ship: Mulligan zero-land hands, all-land hands, hands with only `Idyllic Grange` as the early land, and hands whose first legal spell is `Battle Screech`, `Militia Bugler`, `Leonardo, Big Brother`, or `Palace Sentinels` after sideboarding. The deck must affect the board before turn three unless the matchup is extremely slow and the hand has interaction. + +- Matchup-dependent keep: Keep removal-heavy hands with `Thraben Charm` and `Journey to Nowhere` against creature decks even if the pressure is medium. Against artifact-centric decks, post-board hands with `Dust to Dust` or `Revoke Existence` can be strong only if they also cast early creatures; do not keep a bullet-only hand that cannot race. + +- Play/draw rule: On the play, prioritize one-drop into two-drop pressure over speculative card selection. On the draw, accept slightly slower hands with `Raffine's Informant`, `Militia Bugler`, Clues, or `Prismatic Strands` because the extra card helps hit land drops and stabilize races. + +- Trap hand: Ship hands that look powerful but do nothing early, such as `Plains`, `Idyllic Grange`, `Battle Screech`, `Battle Screech`, `Guardians' Pledge`, `Prismatic Strands`, `Ramosian Rally`. Pump and prevention are weak without bodies, and `Battle Screech` needs the board and mana to support it. + +## Turn Arc +- Turn 1: Prefer `Thraben Inspector` or `Novice Inspector` off untapped `Plains`, because an Inspector creates both pressure and later mana sinks. Play `Lunarch Veteran` first when the visible matchup is racing and repeated creature entries matter; Card text check required for exact life-gain timing. + +- Turn 1 deviation: Play `Idyllic Grange` early only when no untapped one-drop is available or the tapped land will not cost a legal turn-two play. If `Eagles of the North` exposes a land-search or cycling action and the hand needs mana, use it only when spending the turn is better than deploying a creature; Card text check required. + +- Turn 2: Prefer `Raffine's Informant` or `Kor Skyfisher` when they add pressure and improve future turns. Use `Kor Skyfisher` to replay `Thraben Inspector` or `Novice Inspector` when legal and tempo-positive; avoid bouncing your only land if it delays `Battle Screech` or interaction. + +- Turn 2 deviation: Hold up or cast `Thraben Charm` or `Journey to Nowhere` when a visible opposing creature will dominate combat or threaten a faster clock than your development. Do not spend removal on a low-impact blocker if adding another body creates a stronger `Battle Screech` or pump turn. + +- Turn 3: Prefer building the widest board that can attack next turn: cast `Battle Screech` when legal and strong, add `Leonardo, Big Brother` when Forge text shows it improves the board, or use `Militia Bugler` when the hand needs more creatures. Card text check required for `Leonardo, Big Brother`, `Elite Interceptor`, and exact `Militia Bugler` selection constraints; follow legal actions. + +- Turn 3 deviation: Keep `Prismatic Strands` available when the opponent's next combat or burn sequence can swing the race. Cast `Guardians' Pledge` or `Ramosian Rally` only if the legal action wins combat, creates lethal pressure, or prevents a major loss of material; Card text check required for `Ramosian Rally` details. + +- Turns 4-5: Convert width into decisive damage with `Battle Screech` flashback if legal, `Guardians' Pledge`, `Ramosian Rally`, and clean attacks from Birds or other evasive bodies. Use `Thraben Charm`, `Journey to Nowhere`, or sideboard bullets to clear the one permanent that changes the race, not the first legal target. + +- Turns 4-5 deviation: Crack Clues from `Thraben Inspector` and `Novice Inspector` when the board is stable, mana would otherwise be unused, or you need land, pump, or interaction. Do not crack Clues before combat if that mana can represent `Thraben Charm`, `Prismatic Strands`, or a lethal pump line. + +- Late game: Rebuild with Clues, `Militia Bugler`, `Kor Skyfisher` value loops, additional `Battle Screech`, and any legal graveyard action from `Prismatic Strands`. Preserve enough creatures to make topdecked pump lethal, and avoid trading away flyers unless survival demands it. + +- Late-game deviation: Shift from racing to containment when the opponent has a larger board, monarchy, or a visible combo setup. In those games, hold `Thraben Charm`, `Journey to Nowhere`, `Prismatic Strands`, or relevant sideboard cards for the permanent or turn cycle that actually determines survival. + +## Card Roles +- `Battle Screech`: Treat `Battle Screech` as the deck's main board-width engine and most important setup for lethal pump turns. Cast it when the two Bird bodies will attack next turn, protect life total, or enable a near-term `Guardians' Pledge` / `Ramosian Rally`; hold it when a visible sweeper, edict pressure, or need for instant-speed `Prismatic Strands` makes tapping out worse. If Forge exposes flashback or other graveyard casting actions, use them after confirming the board can pay the cost and the extra Birds matter immediately. Avoid casting pump before producing `Battle Screech` bodies unless the current combat is lethal or survival-critical. + +- `Kor Skyfisher`: Use `Kor Skyfisher` as tempo plus value, not just a flying attacker. Its preferred bounce targets are `Thraben Inspector`, `Novice Inspector`, and sometimes `Idyllic Grange` when replaying the land will not cost a spell and the counter matters. Avoid bouncing your only untapped land before a turn that needs `Battle Screech`, `Prismatic Strands`, `Thraben Charm`, or a pump spell. Against removal decks, `Kor Skyfisher` is a resilient clock that also reloads Clues; against fast aggro, it is often a stabilizing flyer that should not be thrown into trades unless the race demands it. + +- `Thraben Inspector`: Lead with `Thraben Inspector` whenever possible because it creates an early body and a delayed card-resource sink. Preserve it as a cheap creature for `Battle Screech`, pump scaling, `Prismatic Strands` costs if legal, and convoke/flashback-like costs only when Forge offers those legal actions. Crack its Clue when mana would otherwise be unused, after combat decisions are clear, or when digging for land or interaction is more important than representing tricks. Do not spend turn two cracking a Clue over deploying another body unless the hand lacks a second land or the board requires a specific answer. + +- `Novice Inspector`: Use `Novice Inspector` as additional `Thraben Inspector` density with the same early-body and Clue role. It is especially valuable in hands with `Kor Skyfisher`, `Battle Screech`, and pump spells because it keeps card flow attached to board development. Treat the body as expendable in combat when trading preserves life or unlocks a stronger flyer race, but avoid losing too many small creatures before a planned `Guardians' Pledge` turn. When both Inspectors are available, sequence to maximize untapped mana and future bounce value rather than caring which Inspector entered first. + +- `Raffine's Informant`: Cast `Raffine's Informant` early when the hand needs pressure, filtering, or a body that can attack through small creatures. Card text check required for exact connive/filter text and counter timing; if Forge presents a discard or selection prompt, prefer discarding redundant lands, extra legends, or late pump without bodies, while keeping `Battle Screech`, live removal, and needed lands. It is one of the better turn-two plays against unknown opponents because it improves hand quality while adding material. Do not discard `Prismatic Strands` or `Battle Screech` merely because graveyard text may exist unless the legal action and board context make that graveyard value concrete. + +- `Leonardo, Big Brother`: Treat `Leonardo, Big Brother` as a high-impact three-drop only after checking the exact Forge card text and legal prompts. Card text check required. When the visible action text shows it improves artifact creature pressure, tokens, equipment, counters, or another board-wide function, cast it before pump turns if it increases the next combat more than another creature would. Because it is a three-copy named permanent, avoid keeping redundant copies over functional early plays during selection or discard prompts. Against removal, decide whether `Leonardo, Big Brother` is a bait spell or must be protected based on the current hand and visible pressure. + +- `Lunarch Veteran`: Use `Lunarch Veteran` when repeated creature entries and racing life matter more than immediate power. Card text check required for exact life-gain and graveyard-side text; if legal triggers or transformed/graveyard actions appear, follow the engine output and value them by survival and race math. It is strongest with `Battle Screech`, Inspectors, and `Kor Skyfisher` loops because multiple creatures entering can change burn and aggro races. Do not overvalue it against combo or control if another one-drop or interaction line produces faster pressure or disrupts the opponent more directly. + +- `Militia Bugler`: Cast `Militia Bugler` when the hand needs another creature, a grindy game is developing, or you can afford a three-mana play that may refuel. Card text check required for exact search constraints, but if Forge offers a legal selection from revealed cards, prioritize the creature that best fixes the next two turns: `Kor Skyfisher` for value/evasion, `Raffine's Informant` for filtering, an Inspector for cheap material, or a matchup-specific body if sideboarded. Do not cast it before developing cheaper bodies when the current plan is a fast `Battle Screech` plus pump kill. Against removal-heavy decks, `Militia Bugler` is a recovery tool; against fast decks, it may be too slow unless it finds a blocker. + +- `Prismatic Strands`: Treat `Prismatic Strands` as a race-breaking protection spell, not a routine damage prevention spell. Card text check required for exact color choice, flashback, and prevention scope; choose the color or line only from visible legal prompts and known threats. Hold it when the opponent's next combat, burn chain, or alpha strike can decide the game, especially when your board can crack back for lethal. Use it proactively only when preventing damage preserves enough creatures or life to create a winning attack. Avoid tapping or sacrificing critical creatures for any graveyard action unless the protected turn cycle is worth the material cost. + +- `Guardians' Pledge`: Use `Guardians' Pledge` as a finisher or combat-swing spell after building a wide white board. It is weak in hands without creatures, so do not preserve it over needed mana or interaction in discard/filter choices when the board is empty. Cast it in combat when it produces lethal, forces favorable trades, saves key attackers or blockers, or creates a two-turn clock the opponent cannot easily race. Hold it against open interaction if losing the board to removal would make the spell low impact, and prefer `Battle Screech` or creature deployment first when the pump can wait. + +- `Thraben Charm`: Treat `Thraben Charm` as flexible interaction whose correct mode depends on the visible threat. Card text check required for exact mode text, target limits, and damage formula. Use the creature-combat mode when it removes an attacker, blocker, or creature that prevents a decisive attack; use the enchantment mode only for an enchantment that materially changes the game; use the graveyard mode when a visible graveyard plan is active or about to become active. Do not fire it just to spend mana if the opponent has no meaningful target, because its flexibility is a major reason to keep mana open. + +- `Journey to Nowhere`: Use `Journey to Nowhere` as clean removal for creatures that outclass combat, threaten lethal, or invalidate your flyer/pump plan. Because the main deck has only one copy, do not spend it on a small creature that can be raced, blocked, or answered by `Thraben Charm`. Cast it before combat when removing the blocker creates a strong attack, and after combat when waiting may reveal a better target or preserve information. Against sacrifice, bounce, or enchantment-removal decks, remember that the removed creature may not be permanently gone if the rules engine later exposes a legal answer. + +- `Ramosian Rally`: Treat `Ramosian Rally` as a singleton burst or protection-adjacent pump spell only after checking its exact text. Card text check required. Use it when Forge shows a legal pump action that creates lethal, wins a key combat, or preserves enough creatures to keep pressure. Because it is only one copy, do not plan the whole game around drawing it, and do not choose lines that require it unless it is already in hand and legal. + +- `Eagles of the North`: Treat `Eagles of the North` primarily as a conditional mana-smoothing or late threat card until exact text is confirmed. Card text check required. If Forge exposes landcycling or search-like actions, use them when the hand needs a land more than another body; if castable as a creature, cast it only when the game has slowed enough that a large flyer matters more than multiple small spells. Do not keep otherwise poor openers solely because this card might fix mana unless the legal action is visible. + +- `Elite Interceptor`: Treat `Elite Interceptor` as a singleton tactical creature with text-dependent value. Card text check required. Cast it when the legal text and board state show that its body or ability improves combat, disrupts an attacker, or advances the clock better than holding interaction. Do not prioritize it over proven core cards unless the matchup or visible board makes its specific text relevant. + +- `Idyllic Grange`: Use `Idyllic Grange` as a tapped white source with possible late counter value, not as a free early land. Card text check required for exact condition and counter placement. Play it early only when it will not delay a one-drop or two-drop; hold it when a later counter on a flyer, lifegain body, or key attacker is likely and the mana curve allows. Avoid bounce loops with `Kor Skyfisher` unless replaying it is legal, tempo-positive, and does not shrink your ability to hold interaction. + +- `Plains`: Value `Plains` highly because the deck needs untapped white mana every turn. Prioritize hands with two white sources and early plays, and avoid speculative sequencing that leaves only tapped mana for `Thraben Charm`, `Prismatic Strands`, or pump. In longer games, extra `Plains` become acceptable Clue-cracking fuel, but early land drops matter more than bluffing or holding lands unless discard risk or `Raffine's Informant` selection changes the calculation. + +## Interaction Priorities + +- Priority: Use `Journey to Nowhere` on the visible creature that invalidates combat first: a large blocker that stops flyer attacks, a lifelink or race-reset threat, a combo creature, or a lethal attacker. Do not spend the main-deck `Journey to Nowhere` on a small creature that `Thraben Charm`, tokens, or racing can handle. + +- Priority: Use `Thraben Charm` only when one of its visible legal modes changes the next turn cycle. Card text check required for exact modes and target limits. Prefer killing or shrinking the creature that blocks a lethal `Guardians' Pledge` attack, removing an attacker that forces bad blocks, answering a decisive enchantment, or disrupting an active graveyard line over trading it for marginal damage. + +- Priority: Preserve `Prismatic Strands` for turns where prevention wins the race, protects a wide board, or stops lethal. Card text check required for exact color choice and flashback costs. Name or choose only from visible legal prompts; if multiple colors are plausible, choose the color that covers the currently lethal or largest visible damage source, not a guessed hidden card. + +- Priority: Treat `Guardians' Pledge` and `Ramosian Rally` as interaction during combat only when they create lethal, save multiple creatures, or convert blocks into a winning board. Card text check required for `Ramosian Rally`. Do not fire pump into open mana merely to add damage if a removal spell on one attacker would collapse the attack. + +- Priority: This deck has no normal counterspell or discard package, so do not search for counter/discard lines unless the rules engine presents a legal action from a temporary effect. If a legal non-deck counter, discard, exile, or prevention action appears, evaluate it by visible threat, survival, and whether spending it preserves the attack plan. + +- Bounce: Use `Kor Skyfisher` bounce as tempo and resource selection, not as removal. Prefer returning `Novice Inspector`, `Thraben Inspector`, `Raffine's Informant`, or a spare land when replaying the card is legal and useful; avoid bouncing a developed attacker, `Leonardo, Big Brother`, or a key blocker unless the board demands it. Card text check required for `Leonardo, Big Brother` before valuing any specific synergy. + +- Bait: Lead with expendable pressure before committing the card that matters most. `Novice Inspector`, `Thraben Inspector`, `Lunarch Veteran`, and a modest `Raffine's Informant` can draw removal before `Battle Screech`, `Kor Skyfisher`, `Leonardo, Big Brother`, or a lethal pump turn. Against sweepers or damage-based removal, keep `Prismatic Strands` mana and flashback requirements in mind before overcommitting. + +- Ignore: Race small ground creatures when your flyers, tokens, and pump can end the game first. Ignore nonlethal utility creatures if removing them costs the only answer to a larger blocker or combo piece. Ignore graveyards until a visible graveyard payoff, flashback, recursion, or threshold-like engine makes `Thraben Charm` graveyard interaction materially relevant. + +- Archetype changes: Against creature aggro, prioritize `Prismatic Strands`, `Martyr of Sands`, `Hallow`, `Holy Light`, `Crimson Acolyte`, and efficient blocking when legal. Against artifacts, artifact threats and mana engines become higher-value targets for `Dust to Dust` and `Revoke Existence`. Against control, protect pressure and do not overuse removal on creatures that do not block profitably. Against graveyard decks, hold `Thraben Charm` for the turn the graveyard action matters. + +## Combat And Trading Rules + +- Attack: Make attacks that advance a two-turn or one-turn clock while preserving enough material to survive the crack-back. The deck wins by stacking small bodies, flyers, `Battle Screech`, and pump, so chip damage matters, but a reckless attack that loses the board is worse than waiting for `Guardians' Pledge`, `Ramosian Rally`, or `Prismatic Strands`. + +- Attack: Prioritize evasive pressure from `Battle Screech` tokens, `Kor Skyfisher`, `Eagles of the North`, and any other legal flyer when ground combat is stalled. Card text check required for `Eagles of the North`; if it is only a late threat in the current game, do not slow early pressure to preserve it without a clear visible payoff. + +- Attack: Treat `Battle Screech` turns as commitment gates. Deploy or flash back only when the resulting bodies can pressure through removal, support pump, or stabilize against attackers; avoid tapping critical blockers or lifegain pieces for a line that leaves you dead to the visible board. + +- Blocks: Block aggressively when your life total is under a short clock, when `Prismatic Strands` is not available, or when trading a small Inspector body preserves the race. Prefer turning `Novice Inspector`, `Thraben Inspector`, or spare tokens into time over risking `Kor Skyfisher`, `Leonardo, Big Brother`, or a creature needed for a pump lethal. + +- Trades: Accept trades that keep your flyer count, token count, or pump-lethal math ahead. Decline trades that exchange a pumped or evasive threat for a creature that was not stopping your main plan. Trade `Lunarch Veteran` only when the life swing or blocker role is less important than preventing damage. + +- Protection: Use `Prismatic Strands` before damage when it prevents lethal, saves multiple creatures, or lets a wide attack survive a damage-based answer. Do not use it to save one replaceable creature unless that creature is the only path to lethal, the only blocker preserving survival, or the only engine piece visible. + +- Pump timing: Cast `Guardians' Pledge` in combat when blocks are known and the legal action produces lethal or a decisive board. Cast it before blocks only when the engine exposes that timing and the attack math demands it. Hold pump if the opponent can answer one creature and leave the rest of the spell low impact. + +- Engine preservation: Keep `Kor Skyfisher`, `Militia Bugler`, `Raffine's Informant`, `Novice Inspector`, and `Thraben Inspector` loops intact when the game is about cards and board depth. Break the loop for damage when the opponent is low enough that delay gives them time to stabilize. + +- Life thresholds: Above roughly 12 life, favor pressure and efficient development unless the opponent has a visible explosive board. Between 6 and 11 life, preserve blockers and prevention unless a lethal attack is available. At 5 or less, assume every visible attacker and burn-like effect matters; prioritize survival, `Prismatic Strands`, `Martyr of Sands`, and clean removal over incremental Clue or selection value. + +- Archetype differences: Against aggro, block earlier and use prevention to create a lethal return attack. Against control, attack with resilient spacing and avoid giving sweepers maximum value. Against combo, race with the fastest legal clock and use interaction only on visible enabling pieces. Against big blockers, remove the blocker or fly over it instead of feeding ground creatures into bad trades. + +## Selection And Tutor Rules + +- Selection: Treat this deck as pseudo-selection rather than true tutoring. `Militia Bugler`, `Raffine's Informant`, `Novice Inspector`, `Thraben Inspector`, `Kor Skyfisher`, and Clue-like artifacts improve card flow, but none should be assumed to find a specific hidden card unless the rules engine reveals legal candidates. + +- `Militia Bugler`: Choose the revealed creature that best fixes the current visible problem. Prefer `Kor Skyfisher` when you need evasion or replay value, `Lunarch Veteran` when life and body count matter, `Novice Inspector` or `Thraben Inspector` when you need another cheap body plus material, and `Raffine's Informant` when filtering or a larger attacker matters. Do not choose a creature only because it is highest raw value if the board requires immediate blockers, flyers, or lethal setup. + +- `Raffine's Informant`: Use connive-style filtering to keep lands until the next critical land drop is secured, then discard excess lands before spells. Discard redundant low-impact one-drops before `Battle Screech`, `Prismatic Strands`, `Guardians' Pledge`, `Journey to Nowhere`, or `Thraben Charm` when those cards answer the visible game. If the engine exposes a discard choice and the hand is mana-light, do not discard the only land unless the game is ending this turn. + +- Inspectors: Use `Novice Inspector` and `Thraben Inspector` to create early board presence before spending mana on card draw. Crack Clues or similar artifacts when you have unused mana, need to hit a land drop, or are playing through removal; delay cracking when spending mana would stop a stronger creature, `Battle Screech`, `Journey to Nowhere`, or a combat-protective instant. + +- `Kor Skyfisher`: Use bounce as a controlled selection loop. Prefer returning `Novice Inspector`, `Thraben Inspector`, `Raffine's Informant`, a spare Clue-like permanent if legal, or an untapped/low-value land when replaying it does not cost a needed spell this turn. Avoid returning `Journey to Nowhere` unless releasing the exiled creature is strategically acceptable from visible board state. + +- Lands: Make the land drop before one-mana development when the land is needed for sequencing, but delay land choice if `Raffine's Informant` or another legal filtering action can reveal whether a specific land is needed. Use `Idyllic Grange` counters only on a creature that is likely to attack, block, or survive; do not put the counter on a throwaway body when a flyer or key blocker is visible and legal. + +- `Eagles of the North`: Card text check required. If the rules engine presents a landcycling, search, or selection action for `Eagles of the North`, use it to fix missed land drops or enable double-spell turns; do not spend it as selection when you already have enough mana and need a late evasive body. + +- Graveyard selection: Preserve `Battle Screech` and `Prismatic Strands` graveyard value when choosing discards or graveyard-exile actions. Do not exile your own useful flashback card unless the legal action is mandatory or the visible survival benefit is greater than the lost flashback option. + +## Priority And Stack Rules + +- Priority: Pass routine priority when you have no profitable instant-speed action and the opponent has not presented lethal, a key blocker, a graveyard action, or a removal window. Explain the pass by naming the instant you are holding back, the mana you are preserving, or the reason no legal action improves the visible board. + +- Pump: Cast `Guardians' Pledge` after blocks when it creates lethal, saves multiple creatures in combat, or turns trades into a decisive board. Do not cast it into an empty stack for small damage if waiting preserves surprise and the opponent has open interaction. `Ramosian Rally` requires card text check; treat it as conditional pump only when the legal action text confirms the effect and timing. + +- Prevention: Use `Prismatic Strands` before damage when it prevents lethal, blanks a large attack, protects a wide board from damage, or enables a safe return attack. Choose the color from visible damage sources, stack objects, or attackers; if multiple colors are plausible, choose the color that covers the largest or lethal visible damage, not a guessed hidden card. + +- Flashback: Treat `Battle Screech` and `Prismatic Strands` flashback as resource commitments. Flash back `Battle Screech` when tapping white creatures still leaves survival or creates decisive pressure; flash back `Prismatic Strands` when the prevention swing is worth tapping the creature. Do not tap the only necessary blocker for a flashback line unless the line prevents more damage or ends the game. + +- Removal timing: Use `Journey to Nowhere` and `Thraben Charm` on visible blockers, lethal attackers, combo pieces, or engines that matter now. Card text check required for exact `Thraben Charm` modes; if a graveyard-exile mode is legal, fire it in response to a visible graveyard spell, flashback, recursion, or threshold-like action rather than on an inert graveyard. + +- Stack discipline: Let low-impact spells resolve when your instant would be better saved for combat, lethal math, or a known graveyard window. Respond to pump, removal, sacrifice, or graveyard spells only when the legal response changes survival, protects a key board, stops a payoff, or converts the stack into lethal. + +- Optional triggers and payments: Accept life-gain or value triggers from `Lunarch Veteran`, Inspectors, and similar permanents when the engine offers them and no cost is attached. Decline optional costs only when paying would consume mana, a creature tap, or another resource needed for `Prismatic Strands`, `Guardians' Pledge`, `Thraben Charm`, `Journey to Nowhere`, or a required block. + +- Sideboard instants: Use `Hallow`, `Holy Light`, `Crimson Acolyte`, `Revoke Existence`, `Dust to Dust`, and extra `Journey to Nowhere` only through legal engine prompts and visible targets. Card text check required for `Hallow`, `Holy Light`, and `Crimson Acolyte`; choose these responses for survival, protected attacks, or stopping artifact/enchantment engines, not for marginal tempo. + +## Sideboard Map + +- Sideboard rule: change roles only after identifying the opponent's visible pressure, removal profile, and engines. Keep the main plan of cheap white creatures, flyers, `Battle Screech`, `Prismatic Strands`, and pump unless the matchup demands specific hate or more removal. + +- `Dust to Dust`: Add against artifact decks, artifact lands, Affinity-style creature boards, and artifact engines where exiling multiple artifacts is stronger than racing. It is bad against low-artifact creature decks, spell combo without artifact permanents, and matchups where spending a full turn sorcery-speed does not affect lethal pressure. + +- `Revoke Existence`: Add against artifact or enchantment permanents that must be answered when `Dust to Dust` is too narrow or the target type includes enchantments. It is bad when the opponent's relevant cards are creatures, graveyard actions, or instants rather than durable artifacts/enchantments. + +- Extra `Journey to Nowhere`: Add against large creatures, single must-answer blockers, initiative or monarch threats, recursive creatures that still need temporary containment, and matchups where `Thraben Charm` is not enough removal. It is bad against decks with many sacrifice outlets, abundant enchantment removal, or very low creature counts. + +- `Martyr of Sands`: Add against red burn, fast aggro, damage races, and matchups where revealing white cards converts a stalled hand into several extra turns. It is bad against combo, hard control, artifact engines, and removal-light matchups where a one-mana non-attacking body does not advance pressure. + +- `Hallow`: Card text check required. Add only when the rules engine confirms a legal prevention or damage-related response to a visible spell that matters, especially against red burst damage or a large single damage spell. It is bad as a speculative sideboard card when the opponent wins through creatures, artifacts, graveyard loops, or non-damage effects. + +- `Holy Light`: Card text check required. Add against go-wide creature decks, token decks, one-toughness nonwhite boards, and combat boards where the legal effect visibly changes blocks or lethal math. It is bad against white creature mirrors, large creatures, artifact-only threats, or decks where your own board is more vulnerable than theirs. + +- `Standard Bearer`: Add against targeted removal, pump, auras, heroic-style plans, and decks that need to target their own creatures or your key attackers. It is bad against sweepers, edicts, combat-only creature decks, non-targeted sacrifice effects, and matchups where a defensive body dilutes the clock. + +- `Crimson Acolyte`: Card text check required. Add against red creature decks, red removal, and burn-heavy boards when legal activated protection or prevention changes combat and survival. It is bad against nonred decks, edicts, black removal, artifact threats, and matchups where holding activation mana prevents development. + +- `Palace Sentinels`: Add against slow removal-heavy decks, midrange mirrors, and stalled creature games where becoming the monarch can out-resource spot removal. It is bad against flyers, haste, wide boards, and fast decks that can immediately take the monarch back or punish a four-mana tap-out. + +Artifact-heavy Affinity / artifact engine plan +Side in: 3 Dust to Dust; 1 Revoke Existence; 2 Journey to Nowhere +Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler; 2 Guardians' Pledge + +- Artifact plan: Use `Dust to Dust` as the high-impact hate card, not as generic removal. Keep pressure on board first when possible, then cast `Dust to Dust` once it removes mana, blockers, or engine pieces that visibly change the race. Use `Revoke Existence` on the artifact or enchantment permanent that remains most dangerous after `Dust to Dust` lines are considered. + +Red burn / fast red plan +Side in: 3 Martyr of Sands; 1 Hallow; 1 Crimson Acolyte; 2 Journey to Nowhere +Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler; 1 Leonardo, Big Brother; 2 Guardians' Pledge + +- Red plan: Become the stabilizing white creature deck rather than a pure race deck. `Martyr of Sands`, `Lunarch Veteran`, `Prismatic Strands`, and `Crimson Acolyte` should buy the turns needed for flyers and tokens to finish. Keep `Thraben Charm` and extra `Journey to Nowhere` for visible attackers that shorten the clock. + +Go-wide tokens / one-toughness creature plan +Side in: 1 Holy Light; 2 Journey to Nowhere; 1 Palace Sentinels +Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler + +- Token plan: Use `Holy Light` only when the visible board makes its legal effect meaningful. Preserve your own wide pressure if the effect is symmetrical or uncertain; ask the light model to compare boards before committing. `Palace Sentinels` is acceptable when the board is stable enough to defend monarch with flyers and tokens. + +Targeted-removal / aura / pump plan +Side in: 2 Standard Bearer; 2 Journey to Nowhere +Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler + +- Targeting plan: Use `Standard Bearer` to distort the opponent's targeted spells and protect high-value pressure indirectly. Do not assume it stops untargeted sweepers, edicts, combat damage, or already-legal effects unless the engine's legal actions show that interaction. Pair it with extra `Journey to Nowhere` when the opponent also presents large individual creatures. + +Slow control / midrange grind plan +Side in: 1 Palace Sentinels; 2 Standard Bearer; 2 Journey to Nowhere +Cut: 1 Eagles of the North; 1 Elite Interceptor; 1 Ramosian Rally; 2 Guardians' Pledge + +- Grind plan: Use `Palace Sentinels` only when you can defend the monarch with flyers, `Battle Screech`, or removal. `Standard Bearer` is strongest when the opponent relies on targeted removal to break up your board. Extra `Journey to Nowhere` should answer the threat that would steal monarch or blank your air attack. + +- Against combo or low-board spell decks: Add role cards: `Standard Bearer` only if visible or known targeting matters, `Revoke Existence` only if artifacts/enchantments are part of the engine, and `Hallow` only for a confirmed damage-spell axis. Reduce main-deck emphasis: slow grind creatures and conditional combat pump when the game is decided before normal combat damage. + +- Against graveyard decks: Add role cards: extra `Journey to Nowhere` for creatures that must be contained and `Revoke Existence` only for artifact/enchantment enablers. Reduce main-deck emphasis: cards that do not interact with graveyard execution unless pressure is the only realistic plan. Keep `Thraben Charm` in mind as the main-deck graveyard interaction if the legal mode is exposed. + +- Against creature mirrors: Add role cards: extra `Journey to Nowhere`, `Holy Light` when its legal text favors your board, `Palace Sentinels` when monarch is defensible, and `Crimson Acolyte` only against red creatures or red damage. Reduce main-deck emphasis: expensive or low-impact cards that do not affect combat before the next attack step. + +- Against removal-heavy black decks: Add role cards: `Palace Sentinels` for resource pressure, `Standard Bearer` only when targeted removal is the main visible problem, and extra `Journey to Nowhere` for large threats. Reduce main-deck emphasis: all-in pump that can be punished by open removal unless it creates lethal or saves multiple creatures. + +- Against flyers or reach blockers: Add role cards: extra `Journey to Nowhere` to clear the blocker that stops `Battle Screech`, `Kor Skyfisher`, or `Leonardo, Big Brother`. Reduce main-deck emphasis: slow selection when the immediate issue is forcing through air damage or surviving the return attack. + +- Post-board role check: If hate cards are drawn without targets, continue attacking and developing instead of waiting. If the hate card has a visible target and casting it delays lethal pressure by a full turn, compare whether removing the target changes the next combat more than another creature, flashback, or pump spell. + +## Matchup Guidance + +- Aggro: Become the wider white deck when your opening hand contains early bodies, `Battle Screech`, `Prismatic Strands`, or a pump effect. Trade life for board only while the next combat still favors `Guardians' Pledge`, `Ramosian Rally`, or a flashed-back `Battle Screech`; otherwise block earlier and protect the race with `Lunarch Veteran` triggers and removal. Add role cards: `Martyr of Sands`, extra `Journey to Nowhere`, `Holy Light` when the visible legal effect favors your board, and `Crimson Acolyte` against red damage. Reduce main-deck emphasis: slow search or selection bodies that do not affect the next combat, especially `Eagles of the North`, `Elite Interceptor`, and excess `Militia Bugler` when the matchup is about the first four turns. + +- Control: Pressure first, then force them to answer multiple small permanents instead of one exposed attacker. Lead with `Novice Inspector`, `Thraben Inspector`, `Raffine's Informant`, `Lunarch Veteran`, and `Kor Skyfisher` so removal trades down while Clues, filtering, and bounce value keep material flowing. Hold `Battle Screech` when a sweeper is likely and current pressure is already sufficient; cast it when the opponent must answer flyers or when flashback is protected by spare creatures. Add role cards: `Palace Sentinels`, `Standard Bearer` against targeted removal, and extra `Journey to Nowhere` for finishers that invalidate combat. Reduce main-deck emphasis: all-in `Guardians' Pledge` or `Ramosian Rally` lines unless they create lethal or punish a tap-out. + +- Combo: Race with the fastest legal clock and use interaction only on visible engine pieces or deterministic payoff windows. Do not keep a hand that only draws cards and gains small life unless it also applies pressure or contains relevant disruption. `Thraben Charm` should be considered when the engine exposes a graveyard, token, or enchantment-like mode that actually matters; do not assume a mode is legal until the action list shows it. Add role cards: `Revoke Existence` against artifact or enchantment engines, `Dust to Dust` against artifact mana or artifact combo pieces, `Standard Bearer` against targeted combo lines, and `Hallow` only against confirmed damage-spell combo. Reduce main-deck emphasis: slow monarch plans and combat-only tricks when the combo does not fight through creature combat. + +- Tempo: Make land drops and deploy redundant threats before spending a turn on marginal selection. `Kor Skyfisher` is strongest when it reuses `Novice Inspector`, `Thraben Inspector`, `Idyllic Grange`, or another visible value permanent without walking into a tempo loss; avoid bouncing a land when the next turn needs three or four mana. Use `Journey to Nowhere` and `Thraben Charm` to clear the single blocker or attacker that changes the race, not the first legal target. Add role cards: extra `Journey to Nowhere` and `Standard Bearer` if their tempo is based on targeted interaction. Reduce main-deck emphasis: expensive or tap-out plays that do not immediately affect board parity. + +- Midrange: Build a board that makes one-for-one removal awkward, then pivot to flyers and monarch if the ground stalls. `Battle Screech` is the key breaker because two bodies plus flashback can overwhelm removal and turn pump spells into lethal pressure. `Militia Bugler` and Clue bodies are valuable when the matchup slows, but they should not replace early pressure if the opponent has a larger late game. Add role cards: `Palace Sentinels`, extra `Journey to Nowhere`, and `Standard Bearer` when their removal is targeted. Reduce main-deck emphasis: fragile pump-only plans when open mana and visible removal make combat blowouts likely. + +- Big mana: Treat the matchup as a clock test unless the rules engine exposes a specific permanent that your hate can answer. Commit early creatures, flash back `Battle Screech` quickly, and use `Guardians' Pledge` or `Ramosian Rally` to shorten the game before large stabilizers arrive. Do not overvalue Clue cracking or `Militia Bugler` if the legal alternative adds damage this turn. Add role cards: `Dust to Dust` only when artifacts are visible as mana or engine pieces, `Revoke Existence` only for artifact/enchantment stabilizers, and extra `Journey to Nowhere` for large creatures. Reduce main-deck emphasis: small life-gain and slow value when the opponent's late-game inevitability is stronger. + +- Graveyard: Keep pressure high while preserving `Thraben Charm` for a graveyard action that the engine confirms is legal and relevant. Use `Journey to Nowhere` on recursive or payoff creatures when exile or containment changes the next turns, but do not assume it stops every graveyard loop unless the resulting game state proves it. Add role cards: extra `Journey to Nowhere`; `Revoke Existence` only for visible artifact or enchantment enablers. Reduce main-deck emphasis: pump spells in hands that cannot present creatures, and slow search when the graveyard deck is already close to executing. + +- Artifact/enchantment: Identify whether the opposing permanent is mana, a blocker, a card-advantage engine, or a kill condition before spending hate. `Dust to Dust` should target artifact pairs that change both tempo and material when possible; if only one artifact matters, compare `Revoke Existence`, `Journey to Nowhere`, and pressure before committing. Add role cards: `Dust to Dust`, `Revoke Existence`, and extra `Journey to Nowhere` when creatures are part of the artifact/enchantment plan. Reduce main-deck emphasis: `Guardians' Pledge`, `Ramosian Rally`, or slow bodies when hate plus pressure is the clearer route. + +- Go-wide: Win by making your flyers matter while preventing their swarm from racing. `Battle Screech`, `Prismatic Strands`, `Guardians' Pledge`, and `Ramosian Rally` are the key cards, but the pump spells should be saved for lethal, survival, or a combat that preserves multiple creatures. Add role cards: `Holy Light` when the visible effect is favorable, extra `Journey to Nowhere`, and `Palace Sentinels` only if the board can defend monarch. Reduce main-deck emphasis: isolated large-attacker plans and expensive setup that does not block or create multiple bodies. + +- Single-threat: Use exile-style interaction and flyers to avoid losing to one oversized blocker or attacker. `Journey to Nowhere` is the clean answer when legal; `Thraben Charm` is conditional on the engine exposing a relevant mode and target. Attack around the threat if racing is better than answering it, especially when `Battle Screech` creates evasive pressure. Add role cards: extra `Journey to Nowhere`, `Standard Bearer` against aura or pump targeting, and `Revoke Existence` against aura/enchantment threats. Reduce main-deck emphasis: narrow pump if the single threat can force bad blocks or blank ground attacks. + +- Burn: Protect life total without forgetting that the deck still wins through pressure. `Lunarch Veteran`, `Martyr of Sands`, `Prismatic Strands`, and `Crimson Acolyte` are the stabilizing cards, while `Kor Skyfisher` can reuse life or Clue permanents only when the tempo cost is acceptable. Card text check required for `Hallow` and `Crimson Acolyte`; use them only when the visible legal action confirms they interact with the relevant red or damage spell. Add role cards: `Martyr of Sands`, `Hallow`, `Crimson Acolyte`, and extra `Journey to Nowhere` for fast creatures. Reduce main-deck emphasis: slow `Militia Bugler`, expensive top-end, and pump lines that leave you dead to known burn. + +- Removal-heavy: Diversify threats and make their removal inefficient. Prefer sequences that leave a Clue, a bounced value permanent, a flashback `Battle Screech`, or monarch pressure behind after removal resolves. `Standard Bearer` is valuable only when the opponent's removal or pump requires targets; it does not answer sweepers or edicts unless the rules engine shows a legal interaction. Add role cards: `Palace Sentinels`, `Standard Bearer`, and extra `Journey to Nowhere`. Reduce main-deck emphasis: single-combat all-in pump unless it wins immediately or forces a removal spell before damage in a way that still preserves enough board. + +## Specific Matchup Notes + +- General/archetype-only note: Exact opponent decklists are absent, so revealed cards, legal actions, and public game history override every matchup assumption here. Treat these notes as role selection and sideboarding cues, not hidden-information certainty. + +- Red aggression and burn: Prioritize life-stabilizing bodies and prevention while still attacking with flyers and token groups. Likely priority targets are fast creatures that keep damage flowing through `Prismatic Strands`, and likely role cards are `Martyr of Sands`, `Hallow`, `Crimson Acolyte`, and extra `Journey to Nowhere`; card text check required for `Hallow` and `Crimson Acolyte`, so use them only when the rules engine exposes a legal protective or prevention action. Reduce main-deck emphasis on slow `Militia Bugler` turns and pump lines that leave lethal damage available on the return turn. + +- Artifact decks: Pressure first, then use hate on permanents that change mana, blocking, or lethal math. Likely priority targets for `Dust to Dust` are artifact mana pairs, artifact creatures that halt attacks, or card-advantage artifacts; `Revoke Existence` is the flexible role card for a single confirmed artifact or enchantment. Avoid spending hate on low-impact objects when `Battle Screech`, `Kor Skyfisher`, or a pump spell creates a faster clock. + +- Creature mirrors and go-wide decks: Preserve board width and use flyers to break stalls. `Battle Screech`, `Prismatic Strands`, `Guardians' Pledge`, `Ramosian Rally`, and `Holy Light` are the swing cards, but `Holy Light` should be used only when visible toughness and legal effect text make the exchange favorable. Priority targets are anthem effects, evasive attackers, and creatures that force bad blocks. + +- Removal-heavy midrange: Make every removal spell trade down by leaving Clues, flashback value, or monarch pressure. `Novice Inspector`, `Thraben Inspector`, `Kor Skyfisher`, `Militia Bugler`, `Battle Screech`, and `Palace Sentinels` are the grind package. `Standard Bearer` is a role card only when targeted spells or abilities are visible or strongly implied by public play; it is not a generic answer to sweepers or edicts unless the engine shows legal interaction. + +- Big-mana control: Shorten the game before the opponent's larger stabilizers matter. Keep hands that curve threats into `Battle Screech` or pump pressure, and treat `Dust to Dust`, `Revoke Existence`, or extra `Journey to Nowhere` as role cards only when their visible targets slow mana, remove a blocker, or stop an engine. Do not over-invest in Clue cracking while the legal alternative increases damage. + +- Graveyard strategies: Race while holding `Thraben Charm` for graveyard interaction confirmed by the rules engine. Priority targets are recursive payoffs, graveyard enablers, or a stack/window where `Thraben Charm` visibly disrupts the next turn cycle. Extra `Journey to Nowhere` can help against creature payoffs, but do not assume exile or containment solves every graveyard line without visible proof. + +- Aura, pump, or single-threat decks: Answer the threat or invalidate targeting before racing. Likely role cards are extra `Journey to Nowhere`, `Standard Bearer`, and `Revoke Existence` against visible aura or enchantment threats. Preserve `Thraben Charm` for a mode and target that the engine confirms, and avoid all-in attacks if one protected blocker can reverse the race. + +## Risk Summary + +- Mana risk: The deck is mostly `Plains` plus `Idyllic Grange`, so one-land hands can fail to cast `Battle Screech`, `Militia Bugler`, `Prismatic Strands`, or multiple spells on time. Avoid bouncing a land with `Kor Skyfisher` when the next turn requires three or four mana, and treat `Eagles of the North` as conditional fixing or a spell only when legal actions confirm the available mode. + +- Matchup risk: The deck can be too fair against engines that ignore combat. Against big mana, combo, graveyard, or artifact engines, prioritize a real clock plus the narrow interaction that public information proves relevant. + +- Draw risk: Low-pressure hands with Clues, `Militia Bugler`, and no early attacker can fall behind before card advantage matters. Keep selection and Clue plans only when the visible matchup rewards time or the hand already has pressure. + +- Over-sideboarding risk: Bringing too many narrow cards can dilute the core white pressure plan. Add role cards only for confirmed opposing axes, and keep enough creatures, `Battle Screech`, and pump density to end games. + +- Graveyard risk: `Prismatic Strands` and `Battle Screech` use the graveyard, so opposing graveyard hate can reduce your swing turns. Do not assume flashback is available until the engine exposes the legal action. + +- Sweeper/removal risk: Pump spells and token commits can walk into removal or sweepers. Use `Guardians' Pledge` and `Ramosian Rally` for lethal, survival, or decisive combat, not merely because mana is open. + +- Closer risk: The deck may stall if `Battle Screech` is answered and ground creatures cannot attack. Preserve flyers, leverage `Idyllic Grange` counters when legal, and use `Palace Sentinels` only when the board can defend monarch. + +- Interaction risk: `Journey to Nowhere`, `Thraben Charm`, `Dust to Dust`, `Revoke Existence`, `Hallow`, and `Crimson Acolyte` are conditional on legal targets and exact rules text. Choose only actions supplied by Veles, and mark uncertain text as conditional during reasoning. + +- Sequencing risk: `Kor Skyfisher`, Clues, flashback, and pump turns are order-sensitive. Develop creatures before cracking Clues when racing, replay bounced permanents before passing when mana allows, and leave prevention or interaction mana open only when the visible board makes that window matter. + +## Test Feedback Checklist + +- Deciding factor: Record whether the game was decided by early creature velocity, `Battle Screech` flashback pressure, `Guardians' Pledge` or `Ramosian Rally` burst, `Prismatic Strands` prevention, `Thraben Charm` interaction, monarch from `Palace Sentinels`, or failure to close before the opponent stabilized. + +- Mulligans: Note whether keeps had a one-mana creature, enough `Plains` or `Idyllic Grange` to cast two- and three-mana spells, and a credible damage plan; flag any keep that relied on Clues without pressure or on a one-land hand without legal smoothing. + +- Mana: Track missed land drops, awkward `Kor Skyfisher` land bounces, delayed `Battle Screech`, stranded `Prismatic Strands`, and whether `Eagles of the North` was used as a legal mana-development action or sat uncastable. + +- Velocity: Count turns where the pilot cracked a Clue instead of adding `Novice Inspector`, `Thraben Inspector`, `Raffine's Informant`, `Leonardo, Big Brother`, `Militia Bugler`, or `Battle Screech` pressure, then judge whether that slower line improved the next turn cycle. + +- Engine value: Record whether `Kor Skyfisher` rebought a useful permanent, whether `Militia Bugler` found a creature on time, whether `Battle Screech` produced both waves, and whether `Idyllic Grange` counters affected combat or lethal math. + +- Removal and interaction: Log the highest-impact visible targets for `Journey to Nowhere`, `Thraben Charm`, `Dust to Dust`, `Revoke Existence`, and extra sideboard `Journey to Nowhere`; flag any use on a low-impact target while a faster clock or stronger target was visible. + +- Prevention and combat tricks: Record each `Prismatic Strands`, `Guardians' Pledge`, `Ramosian Rally`, `Hallow`, `Holy Light`, and `Crimson Acolyte` decision with the visible damage, blockers, lethal risk, and legal text shown by the engine; mark `Hallow` and `Crimson Acolyte` with Card text check required until verified. + +- Sideboard role cards: After each match, ask whether `Martyr of Sands`, `Standard Bearer`, `Palace Sentinels`, `Dust to Dust`, `Revoke Existence`, `Holy Light`, and extra `Journey to Nowhere` had clear public targets or whether the configuration diluted the white pressure plan. + +- Closing: Identify turns where lethal or a two-turn clock was available through flyers, tokens, pump, or `Prismatic Strands`, and note if the pilot instead chose card draw, defensive passing, or nonlethal interaction. + +- Role accuracy: Compare the chosen role against the revealed matchup state: racing red decks, pressuring artifacts and big mana, grinding removal-heavy decks, preserving board width in mirrors, and holding graveyard interaction only when `Thraben Charm` had visible relevance. + +- Mistakes: Flag attacks that lost needed blockers, blocks that gave up evasive pressure without survival gain, pump spells cast into poor exchanges, and passes with legal stabilizing actions under a short clock. + +- Stranded cards: Track hands where `Guardians' Pledge`, `Ramosian Rally`, `Prismatic Strands`, `Journey to Nowhere`, `Dust to Dust`, `Revoke Existence`, `Standard Bearer`, or `Palace Sentinels` lacked legal or strategically meaningful windows. + +- Overperformers and underperformers: Name exact cards whose logged actions repeatedly produced wins, stabilized losses, or remained irrelevant, with separate notes for pre-board and post-board games. + +## First Tuning Questions + +- Creature base: Should any copies among `Leonardo, Big Brother`, `Lunarch Veteran`, `Raffine's Informant`, `Novice Inspector`, `Thraben Inspector`, or `Militia Bugler` change if the deck either floods on small bodies without closing or lacks enough early board for `Battle Screech` and pump turns? + +- Pump density: Are `2 Guardians' Pledge` plus `1 Ramosian Rally` enough to finish stalled boards, or are pump cards stranded too often against removal, fog effects, or low-creature draws? + +- Token plan: Does `4 Battle Screech` remain the best central closer when opponents bring graveyard hate or sweepers, or does the deck need more independent threats that do not depend on flashback timing? + +- Mana count: Do `17 Plains`, `2 Idyllic Grange`, and `1 Eagles of the North` consistently support three- and four-mana turns, or do missed land drops justify more mana sources despite the risk of lowering pressure? + +- Bounce sequencing: Is `4 Kor Skyfisher` producing enough rebuy value from Inspectors, `Idyllic Grange`, or other permanents, or does it too often force tempo-negative land returns in games where curving forward matters? + +- Main-deck interaction: Is `1 Journey to Nowhere` plus `4 Thraben Charm` enough against large creatures and single-threat decks, or should the main deck carry more unconditional creature answers at the cost of threat density? + +- Protection package: Does `3 Prismatic Strands` win enough races and combat steps, or are copies stranded against noncombat engines where more proactive cards would shorten the game? + +- Grind plan: Does `Militia Bugler` and Clue material beat removal-heavy decks without slowing aggro matchups too much, or should grind tools move toward `Palace Sentinels`-style sideboard roles only? + +- Sideboard artifacts: Are `3 Dust to Dust` and `1 Revoke Existence` the correct artifact/enchantment allocation, or do logs show too many narrow cards with no visible targets against mixed-field opponents? + +- Red matchup tools: Do `3 Martyr of Sands`, `1 Hallow`, and `1 Crimson Acolyte` actually convert red games, and are their legal windows frequent enough after Card text check required verification? + +- Creature mirror tools: Does `1 Holy Light` create decisive exchanges against token or one-toughness boards, or is it too narrow compared with another extra `Journey to Nowhere` or broader stabilizer? + +- Targeted-spell defense: Does `2 Standard Bearer` protect the right threats against aura, pump, and removal decks, or does it conflict with racing when the opponent does not expose target-dependent lines? + +- Role conflict: Is the deck losing because it mixes aggro, tempo, prevention, and grind plans in the same draw, and should tuning make the default posture more aggressively closing or more resiliently controlling? + +## Veles Tactical Policy + +### Policy: Opening Hand Pressure Gate +- Priority: High +- Decision families: mulligan +- Cards: Novice Inspector; Thraben Inspector; Lunarch Veteran; Raffine's Informant; Kor Skyfisher; Battle Screech +- Phase windows: pregame +- Runtime cues: prompt:mulligan; action:keep; action:mulligan +- Use when: Mulligan decisions show an opening hand with legal lands and at least one early creature or a clear two-turn pressure curve. +- Avoid when: The hand cannot cast early spells, has only pump/prevention without bodies, or relies on Clues while presenting no pressure. +- Instructions: Keep hands that curve white creatures into `Battle Screech` or `Kor Skyfisher` value; mulligan hands that cannot contest the board by turn two unless the visible hand has a matchup-specific sideboard reason. +- Pilot skill floor: Light model should compare mana, first creature, follow-up body, and whether the hand can win before stabilizing decks take over. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: First Creature Setup +- Priority: Medium +- Decision families: priority +- Cards: Novice Inspector; Thraben Inspector; Lunarch Veteran; Raffine's Informant +- Phase windows: main phase one; main phase two +- Runtime cues: action:cast Novice Inspector; action:cast Thraben Inspector; action:cast Lunarch Veteran; action:cast Raffine's Informant +- Use when: Multiple early creature casts are legal and no immediate survival interaction is required. +- Avoid when: Holding mana for a visible interaction window prevents lethal or stops a decisive threat. +- Instructions: Lead with a one-mana body to enable attacks, `Battle Screech` flashback, `Guardians' Pledge`, and `Ramosian Rally`; choose `Raffine's Informant` when filtering is needed and the mana curve still develops. +- Pilot skill floor: Light model should value board width over slow Clue use in most early turns. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Plains And Idyllic Grange Sequencing +- Priority: Medium +- Decision families: mana +- Cards: Plains; Idyllic Grange; Eagles of the North +- Phase windows: precombat main; postcombat main +- Runtime cues: action:play Plains; action:play Idyllic Grange; action:cycle Eagles of the North +- Use when: Land choice or land-search choice is legal. +- Avoid when: A tapped land or cycling line prevents an immediate legal creature curve, removal spell, or lethal setup. +- Instructions: Preserve untapped white mana for early pressure; use `Idyllic Grange` timing for a visible counter only when it does not break the curve; use `Eagles of the North` as mana development when the legal action text supports it and the hand needs land stability. +- Pilot skill floor: Light model should count current and next-turn white sources before choosing a slower land line. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Kor Skyfisher Bounce Selection +- Priority: Medium +- Decision families: selection +- Cards: Kor Skyfisher; Novice Inspector; Thraben Inspector; Idyllic Grange; Militia Bugler +- Phase windows: main phase; resolution prompts +- Runtime cues: action:choose permanent; action:return permanent; action:target Kor Skyfisher +- Use when: `Kor Skyfisher` produces a visible return-permanent prompt or competes with other development. +- Avoid when: Returning the only land or key blocker prevents casting relevant legal spells or surviving the next attack. +- Instructions: Prefer rebuying an Inspector, `Militia Bugler`, or a land only when the visible tempo loss is acceptable; do not bounce a permanent merely because the action is legal. +- Pilot skill floor: Light model should compare replayable value against lost mana and board presence. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Battle Screech Commitment Gate +- Priority: High +- Decision families: priority +- Cards: Battle Screech; Prismatic Strands; Guardians' Pledge; Ramosian Rally +- Phase windows: main phase; graveyard flashback prompts +- Runtime cues: action:cast Battle Screech; action:flashback Battle Screech +- Use when: Casting or flashing back `Battle Screech` is legal and the board can support a token pressure turn. +- Avoid when: Tapping creatures for flashback exposes lethal, removes necessary blockers, or walks into known public sweepers without enough payoff. +- Instructions: Commit to `Battle Screech` when it creates a fast evasive clock or sets up pump lethal; delay when the same creatures are needed for blocking or `Prismatic Strands` protection. +- Pilot skill floor: Light model should reason about next attack damage, blockers, and whether waiting loses more than committing. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Battle Screech Flashback After Commitment +- Priority: Low +- Decision families: priority +- Cards: Battle Screech +- Phase windows: main phase +- Runtime cues: action:flashback Battle Screech +- Use when: The only legal action matching `flashback Battle Screech` is available after a prior selected line committed to producing the second token wave. +- Avoid when: More than one materially different payment or tap choice is offered. +- Instructions: Select the legal `flashback Battle Screech` action exactly when runtime action text identifies that spell and no unresolved target or tap-choice judgment remains. +- Pilot skill floor: No-API may execute only the exact action-text match. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Pump Lethal And Race Gate +- Priority: High +- Decision families: combat; priority +- Cards: Guardians' Pledge; Ramosian Rally; Battle Screech; Leonardo, Big Brother +- Phase windows: declare attackers; declare blockers; combat damage; end step +- Runtime cues: action:cast Guardians' Pledge; action:cast Ramosian Rally +- Use when: A pump spell is legal with attackers, blockers, or a visible lethal/race swing to evaluate. +- Avoid when: The board is too small, blockers erase the pump effect, or open interaction makes losing the pump catastrophic. +- Instructions: Use pump to kill, force decisive trades, or shorten the clock by a full turn; hold pump when adding bodies or preserving prevention gives a stronger next-turn line. +- Pilot skill floor: Light model should calculate visible damage before and after blockers. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Prismatic Strands Survival And Fog Gate +- Priority: High +- Decision families: interaction; combat +- Cards: Prismatic Strands +- Phase windows: combat; damage prevention; priority windows before damage +- Runtime cues: action:cast Prismatic Strands; action:flashback Prismatic Strands; action:choose color +- Use when: Combat or damage prevention choices are legal and a visible color source can define a prevention line. +- Avoid when: Damage is minor, the prevented color is unclear, or spending/tapping the creature weakens a better lethal crack-back. +- Instructions: Use `Prismatic Strands` to survive lethal, win a race, or protect a wide board from a decisive damage event; do not spend it as a comfort play against low damage. +- Pilot skill floor: Light model should identify damage color from visible engine output and explain the race impact. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Deterministic Prismatic Strands Color Choice +- Priority: Medium +- Decision families: interaction; selection +- Cards: Prismatic Strands +- Phase windows: damage prevention prompt +- Runtime cues: action:choose color White; action:choose color Red; action:choose color Black; action:choose color Blue; action:choose color Green +- Use when: The prior selected `Prismatic Strands` line requires choosing the single visible damage color named by the rules-engine prompt. +- Avoid when: Multiple colors are dealing relevant visible damage or the engine prompt does not identify the damage source color. +- Instructions: Choose the color that exactly matches the visible damage source named in the current prompt. +- Pilot skill floor: No-API may execute only one exact color action when the prompt exposes a single relevant color. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Thraben Charm Mode And Target Gate +- Priority: High +- Decision families: interaction; selection +- Cards: Thraben Charm +- Phase windows: priority windows; combat; opponent graveyard or enchantment windows when legal +- Runtime cues: action:cast Thraben Charm; action:choose mode; action:target Thraben Charm +- Use when: `Thraben Charm` is legal and the engine exposes a mode or target choice. +- Avoid when: The target is low-impact and a stronger visible threat, graveyard, or enchantment window is likely before the next turn cycle. +- Instructions: Treat `Thraben Charm` as flexible interaction; choose the mode that answers the most urgent visible problem, advances lethal, or blocks an opposing engine using only public information. +- Pilot skill floor: Light model must read the legal mode text because `Thraben Charm` can cover different tactical jobs. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Journey To Nowhere Removal Gate +- Priority: Medium +- Decision families: interaction +- Cards: Journey to Nowhere +- Phase windows: main phase; target selection +- Runtime cues: action:cast Journey to Nowhere; action:target Journey to Nowhere +- Use when: `Journey to Nowhere` is legal and one or more creature targets are visible. +- Avoid when: The target is not blocking the main clock, not threatening lethal, and not central to the opponent's engine. +- Instructions: Spend `Journey to Nowhere` on creatures that stop attacks, race flyers, or enable the opponent's plan; keep it for larger visible threats when small creatures can be raced. +- Pilot skill floor: Light model should compare removal now versus damage and board development. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Clue And Filtering Discipline +- Priority: Low +- Decision families: priority; selection +- Cards: Novice Inspector; Thraben Inspector; Raffine's Informant; Militia Bugler +- Phase windows: main phase; end step; selection prompts +- Runtime cues: action:activate Clue; action:connive; action:reveal; action:choose card +- Use when: Card draw, filtering, or selection is legal and mana is available. +- Avoid when: Spending mana on cards instead of bodies loses a pressure turn or leaves legal interaction unused against a decisive threat. +- Instructions: Crack Clues and take selection lines when pressure is already established, land drops are missing, or the next spell matters more than adding another small body. +- Pilot skill floor: Light model should prefer battlefield development until the hand needs refueling or selection unlocks a specific legal line. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Militia Bugler Creature Selection +- Priority: Low +- Decision families: selection +- Cards: Militia Bugler; Kor Skyfisher; Novice Inspector; Thraben Inspector; Lunarch Veteran; Raffine's Informant; Leonardo, Big Brother; Elite Interceptor +- Phase windows: resolution prompts +- Runtime cues: action:choose card Militia Bugler; action:put into hand +- Use when: `Militia Bugler` reveals legal candidate cards and the engine asks for a selection. +- Avoid when: The choice depends on hidden information or unverified card text not shown in the prompt. +- Instructions: Choose the revealed creature that best fits the next turn: pressure when racing, `Kor Skyfisher` for rebuy plans, or cheap bodies for `Battle Screech` and pump width. +- Pilot skill floor: Light model should use visible hand, mana, and board role. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Combat Attack Discipline +- Priority: Medium +- Decision families: combat +- Cards: Battle Screech; Guardians' Pledge; Ramosian Rally; Prismatic Strands; Kor Skyfisher +- Phase windows: declare attackers +- Runtime cues: action:attack; prompt:declare attackers +- Use when: Attack choices are legal and multiple attackers or hold-back options exist. +- Avoid when: Attacking removes necessary blockers against lethal or exposes key creatures for no clock improvement. +- Instructions: Attack to maintain a two- to three-turn clock, exploit flyers, or set up pump; keep bodies back when survival, flashback tapping, or `Prismatic Strands` flashback matters more. +- Pilot skill floor: Light model should compare damage with next-turn survival and pump outs. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Forced Single Attack Execution +- Priority: Low +- Decision families: combat +- Cards: none +- Phase windows: declare attackers +- Runtime cues: action:attack with +- Use when: Exactly one legal attack action is listed and choosing it has already been selected by a prior combat policy or cached instruction for the same combat step. +- Avoid when: Passing attacks is also legal or multiple attacker sets are listed. +- Instructions: Execute the single exact attack action only when runtime legal actions expose no alternative attacker configuration. +- Pilot skill floor: No-API may execute only the exact single action-text match. +- No-API allowed: yes +- Light-model allowed: yes + +### Policy: Sideboard Plan Selection +- Priority: High +- Decision families: sideboard +- Cards: Dust to Dust; Hallow; Holy Light; Journey to Nowhere; Martyr of Sands; Palace Sentinels; Revoke Existence; Standard Bearer; Crimson Acolyte +- Phase windows: between games +- Runtime cues: prompt:sideboard; action:submit sideboard +- Use when: Sideboarding is requested for Games 2 or 3. +- Avoid when: The plan cuts too many early creatures, violates registered counts, or adds narrow cards without visible matchup justification from public game information. +- Instructions: Add artifact/enchantment answers against artifact engines, life/protection tools against red damage, extra removal against creature bottlenecks, `Standard Bearer` against target-dependent decks, and `Palace Sentinels` for attrition games while preserving the aggressive white creature core. +- Pilot skill floor: Light model should validate exact registered counts and maintain a functional curve. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Red Sideboard Prevention Checks +- Priority: Medium +- Decision families: interaction; sideboard +- Cards: Hallow; Martyr of Sands; Crimson Acolyte +- Phase windows: sideboard; priority windows; prevention prompts +- Runtime cues: action:cast Hallow; action:activate Martyr of Sands; action:activate Crimson Acolyte +- Use when: Red damage, red creatures, or burn-heavy public information makes these sideboard cards legal or relevant. +- Avoid when: Card text check required prevents confident use, the damage source is not red, or pressure is more important than holding protection. +- Instructions: Card text check required for `Hallow` and `Crimson Acolyte`; use these only through legal engine text and visible prevention/protection prompts, while `Martyr of Sands` should be timed around survival and racing math. +- Pilot skill floor: Light model must not infer unshown prevention results. +- No-API allowed: no +- Light-model allowed: yes + +### Policy: Artifact And Enchantment Answer Gate +- Priority: Medium +- Decision families: interaction +- Cards: Dust to Dust; Revoke Existence; Thraben Charm +- Phase windows: main phase; priority windows; target selection +- Runtime cues: action:cast Dust to Dust; action:cast Revoke Existence; action:target artifact; action:target enchantment +- Use when: A legal artifact or enchantment answer is available and public permanents present targets. +- Avoid when: The target does not affect the current race, mana engine, combat, or opponent payoff. +- Instructions: Use sideboard answers on artifact mana, artifact threats, or enchantments that block the damage plan; keep pressure flowing when the visible target is incidental. +- Pilot skill floor: Light model should rank targets by clock impact and engine disruption. +- No-API allowed: no +- Light-model allowed: yes diff --git a/strategies/pauper/white_aggro/1/metadata.json b/strategies/pauper/white_aggro/1/metadata.json new file mode 100644 index 0000000..03926f3 --- /dev/null +++ b/strategies/pauper/white_aggro/1/metadata.json @@ -0,0 +1,45 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "W" + ], + "concept_text": "white creature pressure with combat tricks, protection, and board-wide pumps", + "created_at": 1781240802, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pauper" + ], + "mechanic_tags": [ + "tokens", + "equipment" + ], + "source_metadata": { + "base_choice": "white_aggro:v1", + "generated_at": "2026-06-14T17:47:03.629534+00:00", + "generator": "codex-exec-policy-compiled-guide", + "model": "gpt-5.5", + "reasoning": "xhigh", + "template": "policy-compiled-guide" + }, + "strategy_id": "white_aggro", + "strategy_label": "White Aggro", + "tags": [ + "aggro", + "tempo", + "tokens", + "equipment" + ], + "validation_warnings": [], + "version_id": "v1", + "version_label": "v1 - Policy-Compiled Guide 2026-06-14", + "version_note": "Policy-Compiled Guide 2026-06-14", + "version_number": 1 +} diff --git a/strategies/pauper/white_aggro/1/reflection.md b/strategies/pauper/white_aggro/1/reflection.md new file mode 100644 index 0000000..f8ab853 --- /dev/null +++ b/strategies/pauper/white_aggro/1/reflection.md @@ -0,0 +1,32 @@ +# Reflection Template For White Aggro + +For each loss, name one primary cause and one secondary cause. +For each win, name the card, package, or tactical policy that most contributed to the win. +Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. +Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed. + +- Deciding factor: Record whether the game was decided by early creature velocity, `Battle Screech` flashback pressure, `Guardians' Pledge` or `Ramosian Rally` burst, `Prismatic Strands` prevention, `Thraben Charm` interaction, monarch from `Palace Sentinels`, or failure to close before the opponent stabilized. + +- Mulligans: Note whether keeps had a one-mana creature, enough `Plains` or `Idyllic Grange` to cast two- and three-mana spells, and a credible damage plan; flag any keep that relied on Clues without pressure or on a one-land hand without legal smoothing. + +- Mana: Track missed land drops, awkward `Kor Skyfisher` land bounces, delayed `Battle Screech`, stranded `Prismatic Strands`, and whether `Eagles of the North` was used as a legal mana-development action or sat uncastable. + +- Velocity: Count turns where the pilot cracked a Clue instead of adding `Novice Inspector`, `Thraben Inspector`, `Raffine's Informant`, `Leonardo, Big Brother`, `Militia Bugler`, or `Battle Screech` pressure, then judge whether that slower line improved the next turn cycle. + +- Engine value: Record whether `Kor Skyfisher` rebought a useful permanent, whether `Militia Bugler` found a creature on time, whether `Battle Screech` produced both waves, and whether `Idyllic Grange` counters affected combat or lethal math. + +- Removal and interaction: Log the highest-impact visible targets for `Journey to Nowhere`, `Thraben Charm`, `Dust to Dust`, `Revoke Existence`, and extra sideboard `Journey to Nowhere`; flag any use on a low-impact target while a faster clock or stronger target was visible. + +- Prevention and combat tricks: Record each `Prismatic Strands`, `Guardians' Pledge`, `Ramosian Rally`, `Hallow`, `Holy Light`, and `Crimson Acolyte` decision with the visible damage, blockers, lethal risk, and legal text shown by the engine; mark `Hallow` and `Crimson Acolyte` with Card text check required until verified. + +- Sideboard role cards: After each match, ask whether `Martyr of Sands`, `Standard Bearer`, `Palace Sentinels`, `Dust to Dust`, `Revoke Existence`, `Holy Light`, and extra `Journey to Nowhere` had clear public targets or whether the configuration diluted the white pressure plan. + +- Closing: Identify turns where lethal or a two-turn clock was available through flyers, tokens, pump, or `Prismatic Strands`, and note if the pilot instead chose card draw, defensive passing, or nonlethal interaction. + +- Role accuracy: Compare the chosen role against the revealed matchup state: racing red decks, pressuring artifacts and big mana, grinding removal-heavy decks, preserving board width in mirrors, and holding graveyard interaction only when `Thraben Charm` had visible relevance. + +- Mistakes: Flag attacks that lost needed blockers, blocks that gave up evasive pressure without survival gain, pump spells cast into poor exchanges, and passes with legal stabilizing actions under a short clock. + +- Stranded cards: Track hands where `Guardians' Pledge`, `Ramosian Rally`, `Prismatic Strands`, `Journey to Nowhere`, `Dust to Dust`, `Revoke Existence`, `Standard Bearer`, or `Palace Sentinels` lacked legal or strategically meaningful windows. + +- Overperformers and underperformers: Name exact cards whose logged actions repeatedly produced wins, stabilized losses, or remained irrelevant, with separate notes for pre-board and post-board games. diff --git a/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/decklist.txt b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/decklist.txt new file mode 100644 index 0000000..7b46580 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/decklist.txt @@ -0,0 +1,43 @@ +Main (60) +1 Atraxa, Grand Unifier +1 Dream Trawler +1 Glasspool Mimic +2 Overlord of the Floodpits +4 Overlord of the Hauntwoods +1 Skyclave Apparition +1 Summon: Leviathan +1 Zur, Eternal Schemer +2 Pinnacle Starcage +1 Dovin's Veto +1 March of Otherworldly Light +4 Enigmatic Incarnation +2 High Noon +4 Leyline Binding +4 Seam Rip +4 Up the Beanstalk +1 Angel of Serenity +3 Breeding Pool +1 Floodfarm Verge +1 Fabled Passage +1 Forest +1 Hallowed Fountain +2 Hushwood Verge +1 Island +1 Plains +3 Raugrin Triome +4 Temple Garden +2 Willowrush Verge +2 Zagoth Triome +3 Spara's Headquarters + +Sideboard (15) +3 Dovin's Veto +1 Archon of Emeria +1 Clarion Conqueror +1 Elesh Norn, Mother of Machines +2 March of Otherworldly Light +2 Rest in Peace +1 Thought Distortion +2 Pinnacle Starcage +1 Ruric Thar, the Unbowed +1 Agent of Treachery diff --git a/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/first_principles.md b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/guide.md b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/guide.md new file mode 100644 index 0000000..981f3c3 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +5c Enigmatic Incarnation. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: midrange, blink. Guide status: pending manual import. + +## Thesis +enchantment toolbox engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/metadata.json b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/metadata.json new file mode 100644 index 0000000..2c508f7 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "enchantment toolbox engine", + "created_at": 1781240823, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "blink" + ], + "source_metadata": { + "coverage_reason": "pioneer 5c Enigmatic Incarnation distinct metagame coverage: enchantment toolbox engine", + "event_date": "May 9, 2026", + "event_name": "DeadCatCup; 29th Place, 4-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 19, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer 5c Enigmatic Incarnation distinct metagame coverage: enchantment toolbox engine", + "source_deck_id": "7775280", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-5c-enigmatic-incarnation" + }, + "strategy_id": "pioneer_5c_enigmatic_incarnation", + "strategy_label": "5c Enigmatic Incarnation", + "tags": [ + "midrange", + "blink" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/reflection.md b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_enigmatic_incarnation/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_5c_scapeshift/1/decklist.txt b/strategies/pioneer/pioneer_5c_scapeshift/1/decklist.txt new file mode 100644 index 0000000..44d9639 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_scapeshift/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +2 Aftermath Analyst +4 Underground Mortuary +1 Arid Archway +4 The Wandering Minstrel +2 Castle Garenbrig +4 Crumbling Vestige +1 Terror of the Peaks +4 Formidable Speaker +1 Glasspool Mimic +4 Scapeshift +1 Otawara, Soaring City +4 Lumra, Bellow of the Woods +4 Lotus Field +4 Port of Karfell +4 Hedge Maze +4 Spelunking +4 Starting Town +2 Forest +1 Boseiju, Who Endures +4 Arboreal Grazer +1 Morlun, Devourer of Spiders + +Sideboard (15) +1 Summon: Leviathan +1 Kaervek, the Spiteful +2 Emrakul, the Promised End +1 Pest Control +3 Culling Ritual +3 Clarion Conqueror +1 Boseiju, Who Endures +3 Abrupt Decay diff --git a/strategies/pioneer/pioneer_5c_scapeshift/1/first_principles.md b/strategies/pioneer/pioneer_5c_scapeshift/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_scapeshift/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_5c_scapeshift/1/guide.md b/strategies/pioneer/pioneer_5c_scapeshift/1/guide.md new file mode 100644 index 0000000..c9c9ea6 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_scapeshift/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +5c Scapeshift. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: combo, ramp. Guide status: pending manual import. + +## Thesis +land-combo finish + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_5c_scapeshift/1/metadata.json b/strategies/pioneer/pioneer_5c_scapeshift/1/metadata.json new file mode 100644 index 0000000..9e6d996 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_scapeshift/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "ramp" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "land-combo finish", + "created_at": 1781240821, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "pioneer 5c Scapeshift distinct metagame coverage: land-combo finish", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07 (1); 11th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer 5c Scapeshift distinct metagame coverage: land-combo finish", + "source_deck_id": "7826585", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-5c-scapeshift" + }, + "strategy_id": "pioneer_5c_scapeshift", + "strategy_label": "5c Scapeshift", + "tags": [ + "combo", + "ramp" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_5c_scapeshift/1/reflection.md b/strategies/pioneer/pioneer_5c_scapeshift/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_5c_scapeshift/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_azorius_control/1/decklist.txt b/strategies/pioneer/pioneer_azorius_control/1/decklist.txt new file mode 100644 index 0000000..ba008cd --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_control/1/decklist.txt @@ -0,0 +1,41 @@ +Main (60) +1 Beza, the Bounding Spring +1 Change the Equation +4 Consult the Star Charts +3 Deserted Beach +4 No More Lies +1 Eiganjo, Seat of the Empire +1 Elspeth, Storm Slayer +1 Emeritus of Ideation +1 Erode +1 Farewell +2 Get Lost +4 Floodfarm Verge +1 Hall of Storm Giants +4 Hallowed Fountain +2 Island +4 March of Otherworldly Light +2 Field of Ruin +1 Narset, Parter of Veils +1 Otawara, Soaring City +2 Petrified Hamlet +2 Plains +2 Restless Anchorage +1 Dovin's Veto +2 Teferi, Hero of Dominaria +3 The Wandering Emperor +3 Stock Up +2 Supreme Verdict +2 High Noon +2 Meticulous Archive + +Sideboard (15) +1 Dovin's Veto +1 Emeritus of Ideation +1 Hallowed Moonlight +4 Rest in Peace +2 Kutzil's Flanker +2 Mystical Dispute +1 Ultima +1 Elspeth, Storm Slayer +2 Beza, the Bounding Spring diff --git a/strategies/pioneer/pioneer_azorius_control/1/first_principles.md b/strategies/pioneer/pioneer_azorius_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_azorius_control/1/guide.md b/strategies/pioneer/pioneer_azorius_control/1/guide.md new file mode 100644 index 0000000..e60ef26 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Control. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +classic blue-white control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_azorius_control/1/metadata.json b/strategies/pioneer/pioneer_azorius_control/1/metadata.json new file mode 100644 index 0000000..d74cde4 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_control/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "classic blue-white control", + "created_at": 1781240819, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "pioneer Azorius Control distinct metagame coverage: classic blue-white control", + "event_date": "May 29, 2026", + "event_name": "Pioneer Challenge 32 2026-05-29 (1); 1st Place, 8-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Azorius Control distinct metagame coverage: classic blue-white control", + "source_deck_id": "7808037", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-azorius-control" + }, + "strategy_id": "pioneer_azorius_control", + "strategy_label": "Azorius Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_azorius_control/1/reflection.md b/strategies/pioneer/pioneer_azorius_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_azorius_spirits/1/decklist.txt b/strategies/pioneer/pioneer_azorius_spirits/1/decklist.txt new file mode 100644 index 0000000..3b60bfe --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_spirits/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +4 Seachrome Coast +1 Aang, Swift Savior +3 Seam Rip +3 Enduring Curiosity +3 Sheltered by Ghosts +4 No More Lies +1 Otawara, Soaring City +1 Eiganjo, Seat of the Empire +4 Hengegate Pathway +4 Skyclave Apparition +4 Spell Queller +4 Mausoleum Wanderer +4 Rattlechains +2 Spell Snare +3 Mutavault +4 Hallowed Fountain +4 Adarkar Wastes +2 Plains +4 Supreme Phantom +1 Island + +Sideboard (15) +1 Seam Rip +2 High Noon +1 Tishana's Tidebinder +1 Get Lost +2 The Wandering Emperor +1 Lofty Denial +1 Soul-Guide Lantern +2 Elspeth, Storm Slayer +2 Settle the Wreckage +2 Rest in Peace diff --git a/strategies/pioneer/pioneer_azorius_spirits/1/first_principles.md b/strategies/pioneer/pioneer_azorius_spirits/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_spirits/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_azorius_spirits/1/guide.md b/strategies/pioneer/pioneer_azorius_spirits/1/guide.md new file mode 100644 index 0000000..49de2d9 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_spirits/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Azorius Spirits. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: tempo, aggro, tribal. Guide status: pending manual import. + +## Thesis +flash/evasive tribal tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_azorius_spirits/1/metadata.json b/strategies/pioneer/pioneer_azorius_spirits/1/metadata.json new file mode 100644 index 0000000..8b0c157 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_spirits/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "tempo", + "aggro" + ], + "colors": [ + "W", + "U" + ], + "concept_text": "flash/evasive tribal tempo", + "created_at": 1781240822, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "coverage_reason": "pioneer Azorius Spirits distinct metagame coverage: flash/evasive tribal tempo", + "event_date": "Jun 6, 2026", + "event_name": "Pioneer Challenge 32 2026-06-06; 6th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 16, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Azorius Spirits distinct metagame coverage: flash/evasive tribal tempo", + "source_deck_id": "7825221", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-azorius-spirits" + }, + "strategy_id": "pioneer_azorius_spirits", + "strategy_label": "Azorius Spirits", + "tags": [ + "tempo", + "aggro", + "tribal" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_azorius_spirits/1/reflection.md b/strategies/pioneer/pioneer_azorius_spirits/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_azorius_spirits/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_dimir_aggro/1/decklist.txt b/strategies/pioneer/pioneer_dimir_aggro/1/decklist.txt new file mode 100644 index 0000000..1e8befc --- /dev/null +++ b/strategies/pioneer/pioneer_dimir_aggro/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Faerie Miscreant +4 Floodpits Drowner +3 Multiversal Passage +4 Moon-Circuit Hacker +4 Gloomlake Verge +1 Otawara, Soaring City +4 Mutavault +1 Takenuma, Abandoned Mire +4 Darkslick Shores +4 Watery Grave +4 Kaito, Bane of Nightmares +4 Fatal Push +2 Sheoldred, the Apocalypse +4 Thoughtseize +2 Island +1 Brazen Borrower +4 Mockingbird +2 Go for the Throat +1 Swamp +1 Enduring Curiosity +2 Nowhere to Run + +Sideboard (15) +1 Languish +2 Anoint with Affliction +2 Graveyard Trespasser +2 Duress +3 Leyline of the Void +2 Disdainful Stroke +1 Spell Pierce +2 Path of Peril diff --git a/strategies/pioneer/pioneer_dimir_aggro/1/first_principles.md b/strategies/pioneer/pioneer_dimir_aggro/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_dimir_aggro/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_dimir_aggro/1/guide.md b/strategies/pioneer/pioneer_dimir_aggro/1/guide.md new file mode 100644 index 0000000..5349291 --- /dev/null +++ b/strategies/pioneer/pioneer_dimir_aggro/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Aggro. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo. Guide status: pending manual import. + +## Thesis +blue-black disruptive creature pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_dimir_aggro/1/metadata.json b/strategies/pioneer/pioneer_dimir_aggro/1/metadata.json new file mode 100644 index 0000000..ce1bad4 --- /dev/null +++ b/strategies/pioneer/pioneer_dimir_aggro/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "blue-black disruptive creature pressure", + "created_at": 1781240819, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "pioneer Dimir Aggro distinct metagame coverage: blue-black disruptive creature pressure", + "event_date": "Jun 8, 2026", + "event_name": "Pioneer Challenge 32 2026-06-08; 2nd Place, 7-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Dimir Aggro distinct metagame coverage: blue-black disruptive creature pressure", + "source_deck_id": "7828034", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-dimir-aggro" + }, + "strategy_id": "pioneer_dimir_aggro", + "strategy_label": "Dimir Aggro", + "tags": [ + "aggro", + "tempo" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_dimir_aggro/1/reflection.md b/strategies/pioneer/pioneer_dimir_aggro/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_dimir_aggro/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_dredgeless_dredge/1/decklist.txt b/strategies/pioneer/pioneer_dredgeless_dredge/1/decklist.txt new file mode 100644 index 0000000..31c51c3 --- /dev/null +++ b/strategies/pioneer/pioneer_dredgeless_dredge/1/decklist.txt @@ -0,0 +1,27 @@ +Main (60) +4 Mana Confluence +2 Witherbloom Command +3 Blooming Marsh +2 Watery Grave +2 Overgrown Tomb +4 Prized Amalgam +4 Dredger's Insight +3 Souls of the Lost +4 Willow Geist +4 Timeline Culler +4 Silversmote Ghoul +4 Creeping Chill +4 Otherworldly Gaze +4 Stitcher's Supplier +2 Breeding Pool +3 Botanical Sanctum +3 Darkslick Shores +4 Bloodghast + +Sideboard (15) +4 Leyline of the Void +2 Damping Sphere +2 Fatal Push +4 Duress +1 Tear Asunder +2 Witherbloom Command diff --git a/strategies/pioneer/pioneer_dredgeless_dredge/1/first_principles.md b/strategies/pioneer/pioneer_dredgeless_dredge/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_dredgeless_dredge/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_dredgeless_dredge/1/guide.md b/strategies/pioneer/pioneer_dredgeless_dredge/1/guide.md new file mode 100644 index 0000000..e8e85ca --- /dev/null +++ b/strategies/pioneer/pioneer_dredgeless_dredge/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dredgeless Dredge. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, graveyard. Guide status: pending manual import. + +## Thesis +graveyard self-mill pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_dredgeless_dredge/1/metadata.json b/strategies/pioneer/pioneer_dredgeless_dredge/1/metadata.json new file mode 100644 index 0000000..5bbb8df --- /dev/null +++ b/strategies/pioneer/pioneer_dredgeless_dredge/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "graveyard self-mill pressure", + "created_at": 1781240822, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "pioneer Dredgeless Dredge distinct metagame coverage: graveyard self-mill pressure", + "event_date": "May 28, 2026", + "event_name": "Pioneer Challenge 32 2026-05-28; 15th Place, 3-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 18, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Dredgeless Dredge distinct metagame coverage: graveyard self-mill pressure", + "source_deck_id": "7806449", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/dredgeless-dredge" + }, + "strategy_id": "pioneer_dredgeless_dredge", + "strategy_label": "Dredgeless Dredge", + "tags": [ + "combo", + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_dredgeless_dredge/1/reflection.md b/strategies/pioneer/pioneer_dredgeless_dredge/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_dredgeless_dredge/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_golgari_midrange/1/decklist.txt b/strategies/pioneer/pioneer_golgari_midrange/1/decklist.txt new file mode 100644 index 0000000..49ec9b7 --- /dev/null +++ b/strategies/pioneer/pioneer_golgari_midrange/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +4 Blooming Marsh +4 Badgermole Cub +4 Professor Dellian Fel +1 Boseiju, Who Endures +4 Mutavault +4 Fatal Push +1 Emeritus of Abundance +4 Unholy Annex // Ritual Chamber +4 Thoughtseize +3 Sheoldred, the Apocalypse +1 Takenuma, Abandoned Mire +1 Urborg, Tomb of Yawgmoth +1 Wastewood Verge +4 Abrupt Decay +1 Culling Ritual +2 Sentinel of the Nameless City +3 Swamp +4 Llanowar Wastes +1 Forest +1 Tear Asunder +4 Overgrown Tomb +1 Restless Cottage +3 Graveyard Trespasser + +Sideboard (15) +2 Ray of Enfeeblement +1 Culling Ritual +3 Invoke Despair +2 Unlicensed Hearse +2 Withering Curse +2 Duress +2 Go Blank +1 Sheoldred's Edict diff --git a/strategies/pioneer/pioneer_golgari_midrange/1/first_principles.md b/strategies/pioneer/pioneer_golgari_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_golgari_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_golgari_midrange/1/guide.md b/strategies/pioneer/pioneer_golgari_midrange/1/guide.md new file mode 100644 index 0000000..ba3f179 --- /dev/null +++ b/strategies/pioneer/pioneer_golgari_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Golgari Midrange. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: midrange, graveyard. Guide status: pending manual import. + +## Thesis +black-green attrition baseline + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_golgari_midrange/1/metadata.json b/strategies/pioneer/pioneer_golgari_midrange/1/metadata.json new file mode 100644 index 0000000..ddcdd4d --- /dev/null +++ b/strategies/pioneer/pioneer_golgari_midrange/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "black-green attrition baseline", + "created_at": 1781240817, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "pioneer Golgari Midrange distinct metagame coverage: black-green attrition baseline", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07 (1); 1st Place, 8-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Golgari Midrange distinct metagame coverage: black-green attrition baseline", + "source_deck_id": "7826575", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-golgari-midrange" + }, + "strategy_id": "pioneer_golgari_midrange", + "strategy_label": "Golgari Midrange", + "tags": [ + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_golgari_midrange/1/reflection.md b/strategies/pioneer/pioneer_golgari_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_golgari_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_hidden_strings/1/decklist.txt b/strategies/pioneer/pioneer_hidden_strings/1/decklist.txt new file mode 100644 index 0000000..798653b --- /dev/null +++ b/strategies/pioneer/pioneer_hidden_strings/1/decklist.txt @@ -0,0 +1,37 @@ +Main (60) +4 Sleight of Hand +4 Thespian's Stage +4 Hidden Strings +1 Dig Through Time +4 Pore Over the Pages +4 Lotus Field +2 Flashback +3 Riverglide Pathway +1 Wish +4 Consider +1 Island +2 Otawara, Soaring City +4 Spirebluff Canal +4 Into the Flood Maw +4 Artist's Talent +1 Lindblum, Industrial Regency +4 Flow State +3 Steam Vents +2 Expedition Map +3 Divide by Zero +1 Lier, Disciple of the Drowned + +Sideboard (15) +1 Niv-Mizzet, Parun +2 Anger of the Gods +1 Vivi Ornitier +1 Divide by Zero +2 Spider-Sense +1 Sphinx of the Final Word +1 Improvisation Capstone +1 Firebending Lesson +1 Iroh's Demonstration +1 Accumulate Wisdom +1 Boomerang Basics +1 Lier, Disciple of the Drowned +1 Quantum Riddler diff --git a/strategies/pioneer/pioneer_hidden_strings/1/first_principles.md b/strategies/pioneer/pioneer_hidden_strings/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_hidden_strings/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_hidden_strings/1/guide.md b/strategies/pioneer/pioneer_hidden_strings/1/guide.md new file mode 100644 index 0000000..ed750ed --- /dev/null +++ b/strategies/pioneer/pioneer_hidden_strings/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Hidden Strings. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: combo, spells. Guide status: pending manual import. + +## Thesis +Lotus Field combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_hidden_strings/1/metadata.json b/strategies/pioneer/pioneer_hidden_strings/1/metadata.json new file mode 100644 index 0000000..10461dd --- /dev/null +++ b/strategies/pioneer/pioneer_hidden_strings/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Lotus Field combo", + "created_at": 1781240819, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "pioneer Hidden Strings distinct metagame coverage: Lotus Field combo", + "event_date": "May 31, 2026", + "event_name": "Pioneer Challenge 32 2026-05-31 (1); 6th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Hidden Strings distinct metagame coverage: Lotus Field combo", + "source_deck_id": "7813834", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-hidden-strings" + }, + "strategy_id": "pioneer_hidden_strings", + "strategy_label": "Hidden Strings", + "tags": [ + "combo", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_hidden_strings/1/reflection.md b/strategies/pioneer/pioneer_hidden_strings/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_hidden_strings/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/decklist.txt b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/decklist.txt new file mode 100644 index 0000000..4b31f73 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/decklist.txt @@ -0,0 +1,41 @@ +Main (60) +4 Fiery Impulse +1 Hall of Storm Giants +4 Indomitable Creativity +1 Sublime Epiphany +3 Divide by Zero +1 Otawara, Soaring City +2 Prismari Command +4 Riverglide Pathway +1 Sokenzan, Crucible of Defiance +2 Mountain +4 Stern Lesson +4 Stormcarved Coast +3 Prismari Charm +1 Island +4 Deduce +3 Shivan Reef +4 Magma Opus +4 Torrential Gearhulk +1 Spikefield Hazard +4 Steam Vents +1 Fountainport +1 Into the Flood Maw +1 Abrade +2 Thundering Falls + +Sideboard (15) +1 Aether Gust +1 Anger of the Gods +2 Mystical Dispute +1 Negate +1 Pyroclasm +1 Change the Equation +1 Abrade +1 Boomerang Basics +1 It'll Quench Ya! +1 Firebending Lesson +1 Iroh's Demonstration +1 Redirect Lightning +1 Improvisation Capstone +1 The Legend of Roku diff --git a/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/first_principles.md b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/guide.md b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/guide.md new file mode 100644 index 0000000..7e20b30 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Indomitable Creativity. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: combo, control, tokens. Guide status: pending manual import. + +## Thesis +Creativity combo-control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/metadata.json b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/metadata.json new file mode 100644 index 0000000..11afdff --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Creativity combo-control", + "created_at": 1781240822, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "tokens" + ], + "source_metadata": { + "coverage_reason": "pioneer Izzet Indomitable Creativity distinct metagame coverage: Creativity combo-control", + "event_date": "May 29, 2026", + "event_name": "Pioneer Challenge 32 2026-05-29 (1); 17th Place, 3-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 17, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Izzet Indomitable Creativity distinct metagame coverage: Creativity combo-control", + "source_deck_id": "7807656", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-izzet-indomitable-creativity" + }, + "strategy_id": "pioneer_izzet_indomitable_creativity", + "strategy_label": "Izzet Indomitable Creativity", + "tags": [ + "combo", + "control", + "tokens" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/reflection.md b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_indomitable_creativity/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_izzet_phoenix/1/decklist.txt b/strategies/pioneer/pioneer_izzet_phoenix/1/decklist.txt new file mode 100644 index 0000000..f006692 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_phoenix/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Arclight Phoenix +4 Artist's Talent +4 Consider +4 Fiery Impulse +2 Flashback +2 Into the Flood Maw +3 Lightning Axe +4 Island +4 Spirebluff Canal +1 Otawara, Soaring City +4 Picklock Prankster +1 Prismari Command +1 Proft's Eidetic Memory +4 Riverglide Pathway +1 Stormcarved Coast +4 Treasure Cruise +4 Opt +1 Prismari Charm +4 Sleight of Hand +4 Steam Vents + +Sideboard (15) +1 Abrade +1 Brazen Borrower +1 Flowstone Infusion +1 Into the Flood Maw +4 Ledger Shredder +3 Mystical Dispute +3 Redcap Melee +1 Rending Volley diff --git a/strategies/pioneer/pioneer_izzet_phoenix/1/first_principles.md b/strategies/pioneer/pioneer_izzet_phoenix/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_phoenix/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_izzet_phoenix/1/guide.md b/strategies/pioneer/pioneer_izzet_phoenix/1/guide.md new file mode 100644 index 0000000..0aecea8 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_phoenix/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Phoenix. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: tempo, midrange, graveyard, spells. Guide status: pending manual import. + +## Thesis +Arclight Phoenix spell recursion + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_izzet_phoenix/1/metadata.json b/strategies/pioneer/pioneer_izzet_phoenix/1/metadata.json new file mode 100644 index 0000000..c61f012 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_phoenix/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "tempo", + "midrange" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "Arclight Phoenix spell recursion", + "created_at": 1781240818, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "graveyard", + "spells" + ], + "source_metadata": { + "coverage_reason": "pioneer Izzet Phoenix distinct metagame coverage: Arclight Phoenix spell recursion", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07; 1st Place, 7-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Izzet Phoenix distinct metagame coverage: Arclight Phoenix spell recursion", + "source_deck_id": "7826007", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/izzet-phoenix-57eb17e3-2b71-4301-99a6-45002ffcfadb" + }, + "strategy_id": "pioneer_izzet_phoenix", + "strategy_label": "Izzet Phoenix", + "tags": [ + "tempo", + "midrange", + "graveyard", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_izzet_phoenix/1/reflection.md b/strategies/pioneer/pioneer_izzet_phoenix/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_izzet_phoenix/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_jund_sacrifice/1/decklist.txt b/strategies/pioneer/pioneer_jund_sacrifice/1/decklist.txt new file mode 100644 index 0000000..9a4f749 --- /dev/null +++ b/strategies/pioneer/pioneer_jund_sacrifice/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +3 Blazemire Verge +4 Blightstep Pathway +4 Bloodtithe Harvester +4 Cauldron Familiar +4 Deadly Dispute +1 Den of the Bugbear +4 Mayhem Devil +3 Overgrown Tomb +4 Scavenger's Talent +1 Sokenzan, Crucible of Defiance +4 Witch's Oven +2 Swamp +4 Blackcleave Cliffs +4 Eyetwitch +4 Blood Crypt +4 Fable of the Mirror-Breaker +4 Fatal Push +2 Ygra, Eater of All + +Sideboard (15) +2 The Legend of Roku +1 Ozai's Cruelty +1 Decorum Dissertation +1 Abandon Attachments +1 Origin of Metalbending +2 Unlicensed Hearse +1 Firebending Lesson +4 Thoughtseize +1 Ruinous Waterbending +1 Pest Summoning diff --git a/strategies/pioneer/pioneer_jund_sacrifice/1/first_principles.md b/strategies/pioneer/pioneer_jund_sacrifice/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_jund_sacrifice/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_jund_sacrifice/1/guide.md b/strategies/pioneer/pioneer_jund_sacrifice/1/guide.md new file mode 100644 index 0000000..37d913d --- /dev/null +++ b/strategies/pioneer/pioneer_jund_sacrifice/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jund Sacrifice. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: midrange, combo, sacrifice, artifact, food. Guide status: pending manual import. + +## Thesis +sacrifice engine and drain + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_jund_sacrifice/1/metadata.json b/strategies/pioneer/pioneer_jund_sacrifice/1/metadata.json new file mode 100644 index 0000000..ab02a4f --- /dev/null +++ b/strategies/pioneer/pioneer_jund_sacrifice/1/metadata.json @@ -0,0 +1,57 @@ +{ + "archetype_tags": [ + "midrange", + "combo" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "sacrifice engine and drain", + "created_at": 1781240820, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "sacrifice", + "artifact", + "food" + ], + "source_metadata": { + "coverage_reason": "pioneer Jund Sacrifice distinct metagame coverage: sacrifice engine and drain", + "event_date": "May 31, 2026", + "event_name": "Pioneer Challenge 32 2026-05-31; 4th Place, 5-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Jund Sacrifice distinct metagame coverage: sacrifice engine and drain", + "source_deck_id": "7813378", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-jund-sacrifice-a753541c-3269-45a7-beeb-d907ff98334d" + }, + "strategy_id": "pioneer_jund_sacrifice", + "strategy_label": "Jund Sacrifice", + "tags": [ + "midrange", + "combo", + "sacrifice", + "artifact", + "food" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_jund_sacrifice/1/reflection.md b/strategies/pioneer/pioneer_jund_sacrifice/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_jund_sacrifice/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_mono_red_prowess/1/decklist.txt b/strategies/pioneer/pioneer_mono_red_prowess/1/decklist.txt new file mode 100644 index 0000000..58d8be2 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_red_prowess/1/decklist.txt @@ -0,0 +1,24 @@ +Main (60) +1 Den of the Bugbear +4 Kumano Faces Kakkazan +4 Monastery Swiftspear +4 Monstrous Rage +15 Mountain +4 Emberheart Challenger +2 Ramunap Ruins +4 Reckless Rage +4 Screaming Nemesis +1 Sokenzan, Crucible of Defiance +4 Soul-Scar Mage +4 Sunspine Lynx +4 Burst Lightning +4 Mutavault +1 The Legend of Roku + +Sideboard (15) +3 Flowstone Infusion +1 Ghost Vacuum +3 Hexing Squelcher +4 Magebane Lizard +2 Scorching Shot +2 Weathered Runestone diff --git a/strategies/pioneer/pioneer_mono_red_prowess/1/first_principles.md b/strategies/pioneer/pioneer_mono_red_prowess/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_red_prowess/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_mono_red_prowess/1/guide.md b/strategies/pioneer/pioneer_mono_red_prowess/1/guide.md new file mode 100644 index 0000000..fd992a0 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_red_prowess/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-Red Prowess. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, prowess, spells. Guide status: pending manual import. + +## Thesis +red spell-aggro pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_mono_red_prowess/1/metadata.json b/strategies/pioneer/pioneer_mono_red_prowess/1/metadata.json new file mode 100644 index 0000000..14bc893 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_red_prowess/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "R" + ], + "concept_text": "red spell-aggro pressure", + "created_at": 1781240818, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "prowess", + "spells" + ], + "source_metadata": { + "coverage_reason": "pioneer Mono-Red Prowess distinct metagame coverage: red spell-aggro pressure", + "event_date": "Jun 6, 2026", + "event_name": "Pioneer Challenge 32 2026-06-06; 1st Place, 8-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Mono-Red Prowess distinct metagame coverage: red spell-aggro pressure", + "source_deck_id": "7825219", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-mono-red-prowess" + }, + "strategy_id": "pioneer_mono_red_prowess", + "strategy_label": "Mono-Red Prowess", + "tags": [ + "aggro", + "tempo", + "prowess", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_mono_red_prowess/1/reflection.md b/strategies/pioneer/pioneer_mono_red_prowess/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_red_prowess/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_mono_white_humans/1/decklist.txt b/strategies/pioneer/pioneer_mono_white_humans/1/decklist.txt new file mode 100644 index 0000000..47668f2 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_white_humans/1/decklist.txt @@ -0,0 +1,28 @@ +Main (60) +4 Eiganjo, Seat of the Empire +8 Plains +4 Mutavault +4 Cavern of Souls +3 Zack Fair +3 Kytheon, Hero of Akros +4 Recruitment Officer +1 Spider-Woman, Stunning Savior +1 Spectacular Spider-Man +4 Thalia, Guardian of Thraben +4 Thalia's Lieutenant +2 Arachne, Psionic Weaver +2 Cosmogrand Zenith +2 Haliya, Guided by Light +4 Adeline, Resplendent Cathar +4 Mox Amber +2 Declaration in Stone +4 Coppercoat Vanguard + +Sideboard (15) +1 Spider-Woman, Stunning Savior +1 Spectacular Spider-Man +1 Loran of the Third Path +2 Extraction Specialist +4 Seam Rip +4 Rest in Peace +2 Wedding Announcement diff --git a/strategies/pioneer/pioneer_mono_white_humans/1/first_principles.md b/strategies/pioneer/pioneer_mono_white_humans/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_white_humans/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_mono_white_humans/1/guide.md b/strategies/pioneer/pioneer_mono_white_humans/1/guide.md new file mode 100644 index 0000000..99091d4 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_white_humans/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-White Humans. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, tribal. Guide status: pending manual import. + +## Thesis +white disruptive creature curve + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_mono_white_humans/1/metadata.json b/strategies/pioneer/pioneer_mono_white_humans/1/metadata.json new file mode 100644 index 0000000..015e3e4 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_white_humans/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "W" + ], + "concept_text": "white disruptive creature curve", + "created_at": 1781240821, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "coverage_reason": "pioneer Mono-White Humans distinct metagame coverage: white disruptive creature curve", + "event_date": "May 31, 2026", + "event_name": "Pioneer Challenge 32 2026-05-31 (1); 13th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Mono-White Humans distinct metagame coverage: white disruptive creature curve", + "source_deck_id": "7813827", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-mono-white-humans" + }, + "strategy_id": "pioneer_mono_white_humans", + "strategy_label": "Mono-White Humans", + "tags": [ + "aggro", + "tempo", + "tribal" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_mono_white_humans/1/reflection.md b/strategies/pioneer/pioneer_mono_white_humans/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_mono_white_humans/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_niv_to_light/1/decklist.txt b/strategies/pioneer/pioneer_niv_to_light/1/decklist.txt new file mode 100644 index 0000000..3400c55 --- /dev/null +++ b/strategies/pioneer/pioneer_niv_to_light/1/decklist.txt @@ -0,0 +1,60 @@ +Main (80) +1 Watery Grave +2 Niv-Mizzet Reborn +1 Temple Garden +4 Sylvan Caryatid +1 Swamp +4 Bring to Light +1 Sunbillow Verge +1 Floodfarm Verge +1 Stomping Ground +1 Indatha Triome +1 Sacred Foundry +2 Jetmir's Garden +2 Ketria Triome +1 Kolaghan's Command +1 Plains +1 Overgrown Tomb +4 Lightning Helix +1 Niv-Mizzet, Supreme +2 Omnath, Locus of Creation +1 Mountain +1 Maelstrom Pulse +1 Overlord of the Hauntwoods +1 Raugrin Triome +1 Island +1 Spara's Headquarters +1 Forest +4 Fabled Passage +1 Blood Crypt +1 Bleachbone Verge +2 Hushwood Verge +4 Up the Beanstalk +1 Valki, God of Lies +1 Wastewood Verge +2 Xander's Lounge +2 Zagoth Triome +1 Ziatora's Proving Ground +1 Culling Ritual +2 Abrupt Decay +3 Vanishing Verse +1 Deafening Clarion +1 Ultima +4 Leyline Binding +2 Professor Dellian Fel +1 Beza, the Bounding Spring +1 Vibrant Outburst +4 Ancient Cornucopia +2 Breeding Pool + +Sideboard (15) +1 Erode +1 Unmoored Ego +1 Yorion, Sky Nomad +1 Surrak Dragonclaw +1 Ultima +1 Sphinx's Revelation +2 Kaervek, the Spiteful +4 Dovin's Veto +1 Tolsimir, Friend to Wolves +2 Rest in Peace diff --git a/strategies/pioneer/pioneer_niv_to_light/1/first_principles.md b/strategies/pioneer/pioneer_niv_to_light/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_niv_to_light/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_niv_to_light/1/guide.md b/strategies/pioneer/pioneer_niv_to_light/1/guide.md new file mode 100644 index 0000000..ff88c66 --- /dev/null +++ b/strategies/pioneer/pioneer_niv_to_light/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Niv to Light. Format: Pioneer. Main deck count: 80. Sideboard count: 15. Tags: midrange, control, toolbox. Guide status: pending manual import. + +## Thesis +Bring to Light five-color value + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_niv_to_light/1/metadata.json b/strategies/pioneer/pioneer_niv_to_light/1/metadata.json new file mode 100644 index 0000000..9b9fb68 --- /dev/null +++ b/strategies/pioneer/pioneer_niv_to_light/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "Bring to Light five-color value", + "created_at": 1781240820, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "toolbox" + ], + "source_metadata": { + "coverage_reason": "pioneer Niv to Light distinct metagame coverage: Bring to Light five-color value", + "event_date": "Jun 5, 2026", + "event_name": "Pioneer Challenge 32 2026-06-05; 9th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Niv to Light distinct metagame coverage: Bring to Light five-color value", + "source_deck_id": "7823007", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/niv-to-light" + }, + "strategy_id": "pioneer_niv_to_light", + "strategy_label": "Niv to Light", + "tags": [ + "midrange", + "control", + "toolbox" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_niv_to_light/1/reflection.md b/strategies/pioneer/pioneer_niv_to_light/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_niv_to_light/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_nykthos_ramp/1/decklist.txt b/strategies/pioneer/pioneer_nykthos_ramp/1/decklist.txt new file mode 100644 index 0000000..b1a92df --- /dev/null +++ b/strategies/pioneer/pioneer_nykthos_ramp/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +2 Llanowar Elves +2 Old-Growth Troll +2 Elvish Mystic +2 Polukranos Reborn +4 Voracious Hydra +4 Badgermole Cub +12 Forest +2 Nykthos, Shrine to Nyx +2 Castle Garenbrig +3 Lair of the Hydra +2 Boseiju, Who Endures +2 Cavalier of Thorns +2 Scavenging Ooze +3 Ba Sing Se +2 Kiora, Behemoth Beckoner +4 Scrapshooter +1 Cityscape Leveler +4 Spider Manifestation +1 Ugin, the Spirit Dragon +4 Meltstrider's Resolve + +Sideboard (15) +4 Shifting Ceratops +2 Sorcerous Spyglass +1 Scavenging Ooze +2 The Stone Brain +3 Soul-Guide Lantern +3 Damping Sphere diff --git a/strategies/pioneer/pioneer_nykthos_ramp/1/first_principles.md b/strategies/pioneer/pioneer_nykthos_ramp/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_nykthos_ramp/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_nykthos_ramp/1/guide.md b/strategies/pioneer/pioneer_nykthos_ramp/1/guide.md new file mode 100644 index 0000000..ad28000 --- /dev/null +++ b/strategies/pioneer/pioneer_nykthos_ramp/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Nykthos Ramp. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: ramp, combo, big-mana, devotion. Guide status: pending manual import. + +## Thesis +green devotion big-mana engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_nykthos_ramp/1/metadata.json b/strategies/pioneer/pioneer_nykthos_ramp/1/metadata.json new file mode 100644 index 0000000..87cf832 --- /dev/null +++ b/strategies/pioneer/pioneer_nykthos_ramp/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "ramp", + "combo" + ], + "colors": [ + "G" + ], + "concept_text": "green devotion big-mana engine", + "created_at": 1781240821, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "devotion" + ], + "source_metadata": { + "coverage_reason": "pioneer Nykthos Ramp distinct metagame coverage: green devotion big-mana engine", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07; 14th Place, 3-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Nykthos Ramp distinct metagame coverage: green devotion big-mana engine", + "source_deck_id": "7825996", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-nykthos-ramp" + }, + "strategy_id": "pioneer_nykthos_ramp", + "strategy_label": "Nykthos Ramp", + "tags": [ + "ramp", + "combo", + "big-mana", + "devotion" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_nykthos_ramp/1/reflection.md b/strategies/pioneer/pioneer_nykthos_ramp/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_nykthos_ramp/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_orzhov_greasefang/1/decklist.txt b/strategies/pioneer/pioneer_orzhov_greasefang/1/decklist.txt new file mode 100644 index 0000000..37046a2 --- /dev/null +++ b/strategies/pioneer/pioneer_orzhov_greasefang/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +1 Swamp +1 Plains +4 Concealed Courtyard +4 Thoughtseize +1 Urborg, Tomb of Yawgmoth +1 Geier Reach Sanitarium +4 Godless Shrine +4 Fatal Push +4 Parhelion II +2 Brightclimb Pathway +2 Vanishing Verse +4 Fleeting Spirit +4 Greasefang, Okiba Boss +1 Eiganjo, Seat of the Empire +1 Takenuma, Abandoned Mire +3 Guardian of New Benalia +4 The Mycosynth Gardens +2 Shadowy Backstreet +1 Lively Dirge +2 Sheltered by Ghosts +4 Monument to Endurance +2 Bleachbone Verge +4 Iron-Shield Elf + +Sideboard (15) +3 Duress +1 Damping Sphere +2 Soul-Guide Lantern +1 Vanishing Verse +2 Bitter Triumph +3 Doorkeeper Thrull +1 Seam Rip +2 Ral Zarek, Guest Lecturer diff --git a/strategies/pioneer/pioneer_orzhov_greasefang/1/first_principles.md b/strategies/pioneer/pioneer_orzhov_greasefang/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_orzhov_greasefang/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_orzhov_greasefang/1/guide.md b/strategies/pioneer/pioneer_orzhov_greasefang/1/guide.md new file mode 100644 index 0000000..2a81dc9 --- /dev/null +++ b/strategies/pioneer/pioneer_orzhov_greasefang/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Orzhov Greasefang. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, graveyard. Guide status: pending manual import. + +## Thesis +Greasefang vehicle combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_orzhov_greasefang/1/metadata.json b/strategies/pioneer/pioneer_orzhov_greasefang/1/metadata.json new file mode 100644 index 0000000..5b0cf7c --- /dev/null +++ b/strategies/pioneer/pioneer_orzhov_greasefang/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "W", + "B" + ], + "concept_text": "Greasefang vehicle combo", + "created_at": 1781240819, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "pioneer Orzhov Greasefang distinct metagame coverage: Greasefang vehicle combo", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07; 3rd Place, 6-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Orzhov Greasefang distinct metagame coverage: Greasefang vehicle combo", + "source_deck_id": "7825998", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-orzhov-greasefang" + }, + "strategy_id": "pioneer_orzhov_greasefang", + "strategy_label": "Orzhov Greasefang", + "tags": [ + "combo", + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_orzhov_greasefang/1/reflection.md b/strategies/pioneer/pioneer_orzhov_greasefang/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_orzhov_greasefang/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_rakdos_midrange/1/decklist.txt b/strategies/pioneer/pioneer_rakdos_midrange/1/decklist.txt new file mode 100644 index 0000000..3ba43e7 --- /dev/null +++ b/strategies/pioneer/pioneer_rakdos_midrange/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Blackcleave Cliffs +4 Mutavault +2 Go for the Throat +1 Urborg, Tomb of Yawgmoth +4 Blood Crypt +2 Swamp +2 Mountain +4 Fatal Push +4 Blightstep Pathway +3 Graveyard Trespasser +4 Bloodtithe Harvester +4 Fable of the Mirror-Breaker +1 Takenuma, Abandoned Mire +3 Sheoldred, the Apocalypse +2 Torch the Tower +4 Fear of Missing Out +3 Blazemire Verge +1 Liliana of the Veil +4 Thoughtseize +4 Unholy Annex // Ritual Chamber + +Sideboard (15) +1 Anger of the Gods +3 Duress +4 Leyline of the Void +2 Damping Sphere +1 Thought Distortion +1 Go Blank +1 Ray of Enfeeblement +1 Invoke Despair +1 Withering Torment diff --git a/strategies/pioneer/pioneer_rakdos_midrange/1/first_principles.md b/strategies/pioneer/pioneer_rakdos_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_rakdos_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_rakdos_midrange/1/guide.md b/strategies/pioneer/pioneer_rakdos_midrange/1/guide.md new file mode 100644 index 0000000..d689d55 --- /dev/null +++ b/strategies/pioneer/pioneer_rakdos_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Rakdos Midrange. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: midrange, discard. Guide status: pending manual import. + +## Thesis +red-black removal and threat efficiency + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_rakdos_midrange/1/metadata.json b/strategies/pioneer/pioneer_rakdos_midrange/1/metadata.json new file mode 100644 index 0000000..da717aa --- /dev/null +++ b/strategies/pioneer/pioneer_rakdos_midrange/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "R" + ], + "concept_text": "red-black removal and threat efficiency", + "created_at": 1781240820, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "discard" + ], + "source_metadata": { + "coverage_reason": "pioneer Rakdos Midrange distinct metagame coverage: red-black removal and threat efficiency", + "event_date": "Jun 1, 2026", + "event_name": "Pioneer Challenge 32 2026-06-01; 5th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Rakdos Midrange distinct metagame coverage: red-black removal and threat efficiency", + "source_deck_id": "7817423", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-rakdos-midrange" + }, + "strategy_id": "pioneer_rakdos_midrange", + "strategy_label": "Rakdos Midrange", + "tags": [ + "midrange", + "discard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_rakdos_midrange/1/reflection.md b/strategies/pioneer/pioneer_rakdos_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_rakdos_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_selesnya_angels/1/decklist.txt b/strategies/pioneer/pioneer_selesnya_angels/1/decklist.txt new file mode 100644 index 0000000..6332fb8 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_angels/1/decklist.txt @@ -0,0 +1,25 @@ +Main (60) +1 Abandoned Air Temple +4 Bishop of Wings +4 Collected Company +1 Eiganjo, Seat of the Empire +3 Elvish Mystic +1 Enduring Innocence +5 Plains +4 Hushwood Verge +2 Inspiring Overseer +4 Kayla's Reconstruction +3 Llanowar Elves +4 Multiversal Passage +4 Razorverge Thicket +4 Righteous Valkyrie +4 Skyclave Apparition +4 Giada, Font of Hope +4 Resplendent Angel +4 Temple Garden + +Sideboard (15) +4 Archon of Emeria +3 Enduring Innocence +4 Portable Hole +4 Unlicensed Hearse diff --git a/strategies/pioneer/pioneer_selesnya_angels/1/first_principles.md b/strategies/pioneer/pioneer_selesnya_angels/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_angels/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_selesnya_angels/1/guide.md b/strategies/pioneer/pioneer_selesnya_angels/1/guide.md new file mode 100644 index 0000000..3e86534 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_angels/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Angels. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, lifegain, tribal. Guide status: pending manual import. + +## Thesis +lifegain angel board snowball + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_selesnya_angels/1/metadata.json b/strategies/pioneer/pioneer_selesnya_angels/1/metadata.json new file mode 100644 index 0000000..9a224f0 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_angels/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "lifegain angel board snowball", + "created_at": 1781240821, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "lifegain", + "tribal" + ], + "source_metadata": { + "coverage_reason": "pioneer Selesnya Angels distinct metagame coverage: lifegain angel board snowball", + "event_date": "Jun 7, 2026", + "event_name": "Pioneer Challenge 32 2026-06-07 (1); 9th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Selesnya Angels distinct metagame coverage: lifegain angel board snowball", + "source_deck_id": "7826565", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-selesnya-angels" + }, + "strategy_id": "pioneer_selesnya_angels", + "strategy_label": "Selesnya Angels", + "tags": [ + "aggro", + "midrange", + "lifegain", + "tribal" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_selesnya_angels/1/reflection.md b/strategies/pioneer/pioneer_selesnya_angels/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_angels/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_selesnya_company/1/decklist.txt b/strategies/pioneer/pioneer_selesnya_company/1/decklist.txt new file mode 100644 index 0000000..49ac6dd --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_company/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Archon of Emeria +4 Razorverge Thicket +3 Thalia, Guardian of Thraben +1 Boseiju, Who Endures +2 Branchloft Pathway +4 Collected Company +1 Eiganjo, Seat of the Empire +4 Brushland +4 Enduring Innocence +4 Llanowar Elves +3 Ouroboroid +2 Abandoned Air Temple +4 Skyclave Apparition +2 Elspeth, Storm Slayer +2 Starting Town +4 Elvish Mystic +1 Aven Interrupter +1 The Wandering Emperor +4 Badgermole Cub +2 Plains +4 Temple Garden + +Sideboard (15) +3 Aven Interrupter +3 Rest in Peace +3 Seam Rip +1 Get Lost +1 Elesh Norn, Mother of Machines +2 High Noon +2 Beza, the Bounding Spring diff --git a/strategies/pioneer/pioneer_selesnya_company/1/first_principles.md b/strategies/pioneer/pioneer_selesnya_company/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_company/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_selesnya_company/1/guide.md b/strategies/pioneer/pioneer_selesnya_company/1/guide.md new file mode 100644 index 0000000..3d263e6 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_company/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Company. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange. Guide status: pending manual import. + +## Thesis +Collected Company creature toolbox + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_selesnya_company/1/metadata.json b/strategies/pioneer/pioneer_selesnya_company/1/metadata.json new file mode 100644 index 0000000..19af5ba --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_company/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "Collected Company creature toolbox", + "created_at": 1781240818, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "pioneer Selesnya Company distinct metagame coverage: Collected Company creature toolbox", + "event_date": "May 30, 2026", + "event_name": "Pioneer Challenge 32 2026-05-30; 11th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Selesnya Company distinct metagame coverage: Collected Company creature toolbox", + "source_deck_id": "7810848", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-selesnya-company" + }, + "strategy_id": "pioneer_selesnya_company", + "strategy_label": "Selesnya Company", + "tags": [ + "aggro", + "midrange" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_selesnya_company/1/reflection.md b/strategies/pioneer/pioneer_selesnya_company/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_selesnya_company/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_simic_merfolk/1/decklist.txt b/strategies/pioneer/pioneer_simic_merfolk/1/decklist.txt new file mode 100644 index 0000000..6d493b5 --- /dev/null +++ b/strategies/pioneer/pioneer_simic_merfolk/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +3 Agatha's Soul Cauldron +4 Deeproot Pilgrimage +4 Mutavault +4 Vodalian Hexcatcher +1 Otawara, Soaring City +4 Kumena, Tyrant of Orazca +4 Cenote Scout +4 Breeding Pool +3 Barkchannel Pathway +3 Cavern of Souls +4 Botanical Sanctum +1 Island +1 Boseiju, Who Endures +1 Champions of the Shoal +4 Floodpits Drowner +4 Tishana's Tidebinder +1 Mindspring Merfolk +1 Haywire Mite +4 Formidable Speaker +1 Disruptor of Currents +4 Harmonized Trio + +Sideboard (15) +2 Mystical Dispute +2 Haywire Mite +2 Change the Equation +1 Fading Hope +1 Damping Sphere +1 Spell Pierce +1 March of Swirling Mist +2 Stock Up +2 Spell Snare +1 Mistcaller diff --git a/strategies/pioneer/pioneer_simic_merfolk/1/first_principles.md b/strategies/pioneer/pioneer_simic_merfolk/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_simic_merfolk/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/pioneer/pioneer_simic_merfolk/1/guide.md b/strategies/pioneer/pioneer_simic_merfolk/1/guide.md new file mode 100644 index 0000000..82255b4 --- /dev/null +++ b/strategies/pioneer/pioneer_simic_merfolk/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Simic Merfolk. Format: Pioneer. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, tribal, counters. Guide status: pending manual import. + +## Thesis +Merfolk tribal tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/pioneer/pioneer_simic_merfolk/1/metadata.json b/strategies/pioneer/pioneer_simic_merfolk/1/metadata.json new file mode 100644 index 0000000..81f9bd5 --- /dev/null +++ b/strategies/pioneer/pioneer_simic_merfolk/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "Merfolk tribal tempo", + "created_at": 1781240823, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "pioneer" + ], + "mechanic_tags": [ + "tribal", + "counters" + ], + "source_metadata": { + "coverage_reason": "pioneer Simic Merfolk distinct metagame coverage: Merfolk tribal tempo", + "event_date": "May 25, 2026", + "event_name": "Pioneer Challenge 32 2026-05-25; 22nd Place, 3-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 20, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "pioneer Simic Merfolk distinct metagame coverage: Merfolk tribal tempo", + "source_deck_id": "7803061", + "source_format": "pioneer", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/pioneer-simic-merfolk" + }, + "strategy_id": "pioneer_simic_merfolk", + "strategy_label": "Simic Merfolk", + "tags": [ + "aggro", + "tempo", + "tribal", + "counters" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/pioneer/pioneer_simic_merfolk/1/reflection.md b/strategies/pioneer/pioneer_simic_merfolk/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/pioneer/pioneer_simic_merfolk/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_enchantress/1/decklist.txt b/strategies/premodern/premodern_enchantress/1/decklist.txt new file mode 100644 index 0000000..8ce627d --- /dev/null +++ b/strategies/premodern/premodern_enchantress/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +4 Brushland +7 Forest +2 Plains +4 Serra's Sanctum +1 Treva's Ruins +4 Windswept Heath +4 Argothian Enchantress +1 Replenish +4 Swords to Plowshares +1 Aura of Silence +4 Enchantress's Presence +4 Exploration +3 Mirri's Guile +3 Opalescence +2 Parallax Wave +2 Seal of Cleansing +1 Solitary Confinement +4 Sterling Grove +1 Sylvan Library +4 Wild Growth + +Sideboard (15) +2 Carpet of Flowers +1 City of Solitude +1 Elephant Grass +1 Gaea's Blessing +1 Karmic Justice +1 Replenish +2 Sacred Ground +2 Seal of Cleansing +1 Solitary Confinement +1 Tsabo's Web +2 Xantid Swarm diff --git a/strategies/premodern/premodern_enchantress/1/first_principles.md b/strategies/premodern/premodern_enchantress/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_enchantress/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_enchantress/1/guide.md b/strategies/premodern/premodern_enchantress/1/guide.md new file mode 100644 index 0000000..e84f7ac --- /dev/null +++ b/strategies/premodern/premodern_enchantress/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Enchantress. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: combo, control. Guide status: pending manual import. + +## Thesis +enchantment engine control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_enchantress/1/metadata.json b/strategies/premodern/premodern_enchantress/1/metadata.json new file mode 100644 index 0000000..034f159 --- /dev/null +++ b/strategies/premodern/premodern_enchantress/1/metadata.json @@ -0,0 +1,47 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "enchantment engine control", + "created_at": 1781240874, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "premodern Enchantress distinct metagame coverage: enchantment engine control", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Enchantress distinct metagame coverage: enchantment engine control", + "source_deck_id": "event?e=86562&d=857293&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86562&d=857293&f=PREM" + }, + "strategy_id": "premodern_enchantress", + "strategy_label": "Enchantress", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_enchantress/1/reflection.md b/strategies/premodern/premodern_enchantress/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_enchantress/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_goblins/1/decklist.txt b/strategies/premodern/premodern_goblins/1/decklist.txt new file mode 100644 index 0000000..39e4d5b --- /dev/null +++ b/strategies/premodern/premodern_goblins/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Karplusan Forest +4 Rishadan Port +1 Snow-Covered Forest +9 Snow-Covered Mountain +2 Wasteland +4 Wooded Foothills +1 Caller of the Claw +3 Gempalm Incinerator +1 Goblin King +4 Goblin Lackey +4 Goblin Matron +4 Goblin Piledriver +4 Goblin Ringleader +1 Goblin Sharpshooter +1 Goblin Tinkerer +4 Goblin Warchief +4 Mogg Fanatic +2 Siege-Gang Commander +1 Skirk Prospector +1 Sparksmith +1 Naturalize + +Sideboard (15) +1 Caller of the Claw +1 Hull Breach +2 Pyroblast +3 Pyrokinesis +2 Red Elemental Blast +1 Sparksmith +3 Tormod's Crypt +2 Tranquil Domain diff --git a/strategies/premodern/premodern_goblins/1/first_principles.md b/strategies/premodern/premodern_goblins/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_goblins/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_goblins/1/guide.md b/strategies/premodern/premodern_goblins/1/guide.md new file mode 100644 index 0000000..10698a9 --- /dev/null +++ b/strategies/premodern/premodern_goblins/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Goblins. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, tribal. Guide status: pending manual import. + +## Thesis +Goblin tribal pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_goblins/1/metadata.json b/strategies/premodern/premodern_goblins/1/metadata.json new file mode 100644 index 0000000..c0fe1bf --- /dev/null +++ b/strategies/premodern/premodern_goblins/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "R", + "G" + ], + "concept_text": "Goblin tribal pressure", + "created_at": 1781240871, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "coverage_reason": "premodern Goblins distinct metagame coverage: Goblin tribal pressure", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Goblins distinct metagame coverage: Goblin tribal pressure", + "source_deck_id": "event?e=86562&d=857298&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86562&d=857298&f=PREM" + }, + "strategy_id": "premodern_goblins", + "strategy_label": "Goblins", + "tags": [ + "aggro", + "midrange", + "tribal" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_goblins/1/reflection.md b/strategies/premodern/premodern_goblins/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_goblins/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_madness_threshold/1/decklist.txt b/strategies/premodern/premodern_madness_threshold/1/decklist.txt new file mode 100644 index 0000000..bf2cac3 --- /dev/null +++ b/strategies/premodern/premodern_madness_threshold/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Brushland +5 Forest +6 Plains +4 Treetop Village +1 Wasteland +4 Windswept Heath +4 Arrogant Wurm +4 Basking Rootwalla +1 Glory +1 Monk Realist +4 Patrol Hound +4 Savannah Lions +1 Squee, Goblin Nabob +1 Uktabi Orangutan +4 Wild Mongrel +3 Call of the Herd +1 Disenchant +4 Swords to Plowshares +4 Survival of the Fittest + +Sideboard (15) +2 Armadillo Cloak +1 Caller of the Claw +2 Compost +2 Disenchant +1 Genesis +1 Glowrider +2 Ray of Revelation +3 Tormod's Crypt +1 Warmth diff --git a/strategies/premodern/premodern_madness_threshold/1/first_principles.md b/strategies/premodern/premodern_madness_threshold/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_madness_threshold/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_madness_threshold/1/guide.md b/strategies/premodern/premodern_madness_threshold/1/guide.md new file mode 100644 index 0000000..c696492 --- /dev/null +++ b/strategies/premodern/premodern_madness_threshold/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Madness Threshold. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: tempo, midrange, graveyard. Guide status: pending manual import. + +## Thesis +blue-green madness/threshold tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_madness_threshold/1/metadata.json b/strategies/premodern/premodern_madness_threshold/1/metadata.json new file mode 100644 index 0000000..522d744 --- /dev/null +++ b/strategies/premodern/premodern_madness_threshold/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "tempo", + "midrange" + ], + "colors": [ + "W", + "R", + "G" + ], + "concept_text": "blue-green madness/threshold tempo", + "created_at": 1781240871, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "premodern Madness Threshold distinct metagame coverage: blue-green madness/threshold tempo", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Madness Threshold distinct metagame coverage: blue-green madness/threshold tempo", + "source_deck_id": "event?e=86390&d=855983&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86390&d=855983&f=PREM" + }, + "strategy_id": "premodern_madness_threshold", + "strategy_label": "Madness Threshold", + "tags": [ + "tempo", + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_madness_threshold/1/reflection.md b/strategies/premodern/premodern_madness_threshold/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_madness_threshold/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_oath_of_druids/1/decklist.txt b/strategies/premodern/premodern_oath_of_druids/1/decklist.txt new file mode 100644 index 0000000..4a22610 --- /dev/null +++ b/strategies/premodern/premodern_oath_of_druids/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +4 City of Brass +3 Forest +1 Gemstone Mine +1 Grand Coliseum +4 Mishra's Factory +1 Plains +3 Rishadan Port +4 Treetop Village +4 Wasteland +3 Windswept Heath +4 Terravore +3 Swords to Plowshares +3 Thermokarst +4 Vindicate +3 Winter's Grasp +4 Mox Diamond +4 Oath of Druids +4 Sphere of Resistance +3 Sylvan Library + +Sideboard (15) +1 Aura of Silence +1 Cataclysm +1 Chill +1 Circle of Protection: Red +1 Earthquake +1 Enlightened Tutor +2 Naturalize +1 Phantom Nishoba +1 Phyrexian Furnace +2 Pyroclasm +1 Seal of Cleansing +1 Swords to Plowshares +1 Tormod's Crypt diff --git a/strategies/premodern/premodern_oath_of_druids/1/first_principles.md b/strategies/premodern/premodern_oath_of_druids/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_oath_of_druids/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_oath_of_druids/1/guide.md b/strategies/premodern/premodern_oath_of_druids/1/guide.md new file mode 100644 index 0000000..5e7503b --- /dev/null +++ b/strategies/premodern/premodern_oath_of_druids/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Oath of Druids. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: combo, control, graveyard. Guide status: pending manual import. + +## Thesis +Oath cheat-threat control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_oath_of_druids/1/metadata.json b/strategies/premodern/premodern_oath_of_druids/1/metadata.json new file mode 100644 index 0000000..7006ce7 --- /dev/null +++ b/strategies/premodern/premodern_oath_of_druids/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "W", + "B", + "G" + ], + "concept_text": "Oath cheat-threat control", + "created_at": 1781240872, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "premodern Oath of Druids distinct metagame coverage: Oath cheat-threat control", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Oath of Druids distinct metagame coverage: Oath cheat-threat control", + "source_deck_id": "event?e=86414&d=856241&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86414&d=856241&f=PREM" + }, + "strategy_id": "premodern_oath_of_druids", + "strategy_label": "Oath of Druids", + "tags": [ + "combo", + "control", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_oath_of_druids/1/reflection.md b/strategies/premodern/premodern_oath_of_druids/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_oath_of_druids/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_reanimator/1/decklist.txt b/strategies/premodern/premodern_reanimator/1/decklist.txt new file mode 100644 index 0000000..16d46e4 --- /dev/null +++ b/strategies/premodern/premodern_reanimator/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +4 City of Brass +4 Gemstone Mine +2 Swamp +4 Underground River +2 Akroma, Angel of Wrath +1 Ihsan's Shade +1 Petradon +4 Phantom Nishoba +4 Putrid Imp +1 Rorix Bladewing +2 Symbiotic Wurm +1 Visara the Dreadful +4 Cabal Therapy +4 Careful Study +4 Dark Ritual +4 Exhume +1 Life / Death +4 Reanimate +1 Sickening Dreams +2 Unmask +2 Animate Dead +4 Lotus Petal + +Sideboard (15) +1 Ascendant Evincar +1 Duress +1 Llanowar Wastes +3 Multani, Maro-Sorcerer +3 Naturalize +4 Oath of Druids +1 Sickening Dreams +1 Tranquil Domain diff --git a/strategies/premodern/premodern_reanimator/1/first_principles.md b/strategies/premodern/premodern_reanimator/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_reanimator/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_reanimator/1/guide.md b/strategies/premodern/premodern_reanimator/1/guide.md new file mode 100644 index 0000000..be7d4ea --- /dev/null +++ b/strategies/premodern/premodern_reanimator/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Reanimator. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: combo, reanimator, graveyard. Guide status: pending manual import. + +## Thesis +fast reanimation combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_reanimator/1/metadata.json b/strategies/premodern/premodern_reanimator/1/metadata.json new file mode 100644 index 0000000..67a519d --- /dev/null +++ b/strategies/premodern/premodern_reanimator/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "fast reanimation combo", + "created_at": 1781240874, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [ + "reanimator", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "premodern Reanimator distinct metagame coverage: fast reanimation combo", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Reanimator distinct metagame coverage: fast reanimation combo", + "source_deck_id": "event?e=86503&d=856890&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86503&d=856890&f=PREM" + }, + "strategy_id": "premodern_reanimator", + "strategy_label": "Reanimator", + "tags": [ + "combo", + "reanimator", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_reanimator/1/reflection.md b/strategies/premodern/premodern_reanimator/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_reanimator/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_sligh/1/decklist.txt b/strategies/premodern/premodern_sligh/1/decklist.txt new file mode 100644 index 0000000..1653d2d --- /dev/null +++ b/strategies/premodern/premodern_sligh/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +3 Barbarian Ring +4 Bloodstained Mire +10 Mountain +4 Wooded Foothills +4 Ball Lightning +4 Grim Lavamancer +4 Jackal Pup +4 Mogg Fanatic +4 Fireblast +4 Incinerate +1 Lava Dart +4 Lightning Bolt +1 Price of Progress +2 Cursed Scroll +4 Seal of Fire +3 Sulfuric Vortex + +Sideboard (15) +2 Anarchy +2 Earthquake +4 Overload +2 Price of Progress +2 Pyroblast +1 Pyrostatic Pillar +2 Red Elemental Blast diff --git a/strategies/premodern/premodern_sligh/1/first_principles.md b/strategies/premodern/premodern_sligh/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_sligh/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_sligh/1/guide.md b/strategies/premodern/premodern_sligh/1/guide.md new file mode 100644 index 0000000..2b1cd19 --- /dev/null +++ b/strategies/premodern/premodern_sligh/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Sligh. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: aggro, burn, spells. Guide status: pending manual import. + +## Thesis +red deck wins baseline + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_sligh/1/metadata.json b/strategies/premodern/premodern_sligh/1/metadata.json new file mode 100644 index 0000000..140f462 --- /dev/null +++ b/strategies/premodern/premodern_sligh/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "aggro", + "burn" + ], + "colors": [ + "R" + ], + "concept_text": "red deck wins baseline", + "created_at": 1781240870, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "premodern Sligh distinct metagame coverage: red deck wins baseline", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Sligh distinct metagame coverage: red deck wins baseline", + "source_deck_id": "event?e=86557&d=857265&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86557&d=857265&f=PREM" + }, + "strategy_id": "premodern_sligh", + "strategy_label": "Sligh", + "tags": [ + "aggro", + "burn", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_sligh/1/reflection.md b/strategies/premodern/premodern_sligh/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_sligh/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_stiflenought/1/decklist.txt b/strategies/premodern/premodern_stiflenought/1/decklist.txt new file mode 100644 index 0000000..0e690c6 --- /dev/null +++ b/strategies/premodern/premodern_stiflenought/1/decklist.txt @@ -0,0 +1,23 @@ +Main (60) +17 Island +4 Phyrexian Dreadnought +4 Accumulated Knowledge +1 Brain Freeze +4 Counterspell +1 Flash of Insight +4 Foil +4 Gush +4 Impulse +4 Opt +4 Portent +4 Stifle +4 Vision Charm +1 Powder Keg + +Sideboard (15) +4 Annul +1 Brain Freeze +3 Essence Flare +4 Hydroblast +1 Powder Keg +2 Tsabo's Web diff --git a/strategies/premodern/premodern_stiflenought/1/first_principles.md b/strategies/premodern/premodern_stiflenought/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_stiflenought/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_stiflenought/1/guide.md b/strategies/premodern/premodern_stiflenought/1/guide.md new file mode 100644 index 0000000..dd5c386 --- /dev/null +++ b/strategies/premodern/premodern_stiflenought/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Stiflenought. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: tempo, combo. Guide status: pending manual import. + +## Thesis +Dreadnought tempo-combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_stiflenought/1/metadata.json b/strategies/premodern/premodern_stiflenought/1/metadata.json new file mode 100644 index 0000000..0d6df8c --- /dev/null +++ b/strategies/premodern/premodern_stiflenought/1/metadata.json @@ -0,0 +1,46 @@ +{ + "archetype_tags": [ + "tempo", + "combo" + ], + "colors": [ + "U" + ], + "concept_text": "Dreadnought tempo-combo", + "created_at": 1781240873, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "premodern Stiflenought distinct metagame coverage: Dreadnought tempo-combo", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Stiflenought distinct metagame coverage: Dreadnought tempo-combo", + "source_deck_id": "event?e=86563&d=857301&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86563&d=857301&f=PREM" + }, + "strategy_id": "premodern_stiflenought", + "strategy_label": "Stiflenought", + "tags": [ + "tempo", + "combo" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_stiflenought/1/reflection.md b/strategies/premodern/premodern_stiflenought/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_stiflenought/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_survival/1/decklist.txt b/strategies/premodern/premodern_survival/1/decklist.txt new file mode 100644 index 0000000..fcdac21 --- /dev/null +++ b/strategies/premodern/premodern_survival/1/decklist.txt @@ -0,0 +1,36 @@ +Main (60) +2 City of Brass +8 Forest +3 Gaea's Cradle +3 Island +4 Yavimaya Coast +1 Basking Rootwalla +4 Birds of Paradise +1 Deranged Hermit +2 Fyndhorn Elves +1 Genesis +3 Llanowar Elves +1 Nantuko Vigilante +1 Phantom Nishoba +2 Quirion Ranger +1 Ravenous Baloth +1 Squee, Goblin Nabob +1 Sylvan Safekeeper +2 Tradewind Rider +1 Verdant Force +2 Wall of Blossoms +4 Wall of Roots +2 Natural Order +3 Opposition +4 Survival of the Fittest +3 Winter Orb + +Sideboard (15) +2 Blue Elemental Blast +2 Chill +1 Gilded Drake +1 Hydroblast +1 Masticore +4 Naturalize +2 Tormod's Crypt +2 Xantid Swarm diff --git a/strategies/premodern/premodern_survival/1/first_principles.md b/strategies/premodern/premodern_survival/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_survival/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_survival/1/guide.md b/strategies/premodern/premodern_survival/1/guide.md new file mode 100644 index 0000000..dfb9124 --- /dev/null +++ b/strategies/premodern/premodern_survival/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Survival. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: midrange, combo, toolbox, graveyard. Guide status: pending manual import. + +## Thesis +Survival toolbox engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_survival/1/metadata.json b/strategies/premodern/premodern_survival/1/metadata.json new file mode 100644 index 0000000..f73aa17 --- /dev/null +++ b/strategies/premodern/premodern_survival/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange", + "combo" + ], + "colors": [ + "W", + "U", + "R", + "G" + ], + "concept_text": "Survival toolbox engine", + "created_at": 1781240873, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [ + "toolbox", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "premodern Survival distinct metagame coverage: Survival toolbox engine", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern Survival distinct metagame coverage: Survival toolbox engine", + "source_deck_id": "event?e=86562&d=857294&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86562&d=857294&f=PREM" + }, + "strategy_id": "premodern_survival", + "strategy_label": "Survival", + "tags": [ + "midrange", + "combo", + "toolbox", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_survival/1/reflection.md b/strategies/premodern/premodern_survival/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_survival/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_the_rock/1/decklist.txt b/strategies/premodern/premodern_the_rock/1/decklist.txt new file mode 100644 index 0000000..58c8f2d --- /dev/null +++ b/strategies/premodern/premodern_the_rock/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +1 Dust Bowl +8 Forest +4 Llanowar Wastes +7 Swamp +2 Treetop Village +4 Birds of Paradise +1 Deranged Hermit +1 Krosan Tusker +1 Nantuko Vigilante +4 Ravenous Baloth +2 Spiritmonger +2 Stampeding Wildebeests +4 Wall of Blossoms +2 Wall of Roots +1 Yavimaya Elder +3 Cabal Therapy +2 Call of the Herd +3 Duress +1 Naturalize +3 Smother +2 Pernicious Deed +2 Recurring Nightmare + +Sideboard (15) +1 Diabolic Edict +4 Engineered Plague +1 Genesis +2 Haunting Echoes +3 Naturalize +2 Pernicious Deed +2 Tormod's Crypt diff --git a/strategies/premodern/premodern_the_rock/1/first_principles.md b/strategies/premodern/premodern_the_rock/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_the_rock/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/premodern/premodern_the_rock/1/guide.md b/strategies/premodern/premodern_the_rock/1/guide.md new file mode 100644 index 0000000..9c6ef00 --- /dev/null +++ b/strategies/premodern/premodern_the_rock/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +The Rock. Format: Premodern. Main deck count: 60. Sideboard count: 15. Tags: midrange, discard. Guide status: pending manual import. + +## Thesis +black-green attrition + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/premodern/premodern_the_rock/1/metadata.json b/strategies/premodern/premodern_the_rock/1/metadata.json new file mode 100644 index 0000000..ae908ff --- /dev/null +++ b/strategies/premodern/premodern_the_rock/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "black-green attrition", + "created_at": 1781240872, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "premodern" + ], + "mechanic_tags": [ + "discard" + ], + "source_metadata": { + "coverage_reason": "premodern The Rock distinct metagame coverage: black-green attrition", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "premodern The Rock distinct metagame coverage: black-green attrition", + "source_deck_id": "event?e=86381&d=855917&f=PREM", + "source_format": "premodern", + "source_name": "MTGTop8 Premodern Metagame", + "source_url": "https://www.mtgtop8.com/event?e=86381&d=855917&f=PREM" + }, + "strategy_id": "premodern_the_rock", + "strategy_label": "The Rock", + "tags": [ + "midrange", + "discard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/premodern/premodern_the_rock/1/reflection.md b/strategies/premodern/premodern_the_rock/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/premodern/premodern_the_rock/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_4c_control/1/decklist.txt b/strategies/standard/standard_4c_control/1/decklist.txt new file mode 100644 index 0000000..23d26d1 --- /dev/null +++ b/strategies/standard/standard_4c_control/1/decklist.txt @@ -0,0 +1,45 @@ +Main (60) +2 Mistrise Village +1 Cori Mountain Monastery +1 Negate +1 Erode +1 Three Steps Ahead +2 Shattered Sanctum +3 Inevitable Defeat +1 Pyroclasm +1 Abrade +2 Stormcarved Coast +2 Flashback +3 Thunder Magic +4 Great Hall of the Biblioplex +3 Consult the Star Charts +1 Ill-Timed Explosion +1 Get Lost +3 Hallowed Fountain +4 Jeskai Revelation +1 Sundown Pass +1 Sear +1 Multiversal Passage +1 Day of Judgment +2 Sacred Foundry +4 Stock Up +1 Watery Grave +2 Riverpyre Verge +1 Plains +4 Tablet of Discovery +3 Steam Vents +1 Godless Shrine +1 Gloomlake Verge +1 Fire Magic + +Sideboard (15) +2 Disdainful Stroke +2 High Noon +1 Wan Shi Tong, Librarian +1 Get Lost +1 Pyroclasm +2 Emeritus of Ideation +1 Outrageous Robbery +2 Rest in Peace +2 Flashfreeze +1 Day of Judgment diff --git a/strategies/standard/standard_4c_control/1/first_principles.md b/strategies/standard/standard_4c_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_4c_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_4c_control/1/guide.md b/strategies/standard/standard_4c_control/1/guide.md new file mode 100644 index 0000000..70c4d01 --- /dev/null +++ b/strategies/standard/standard_4c_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +4c Control. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: control. Guide status: pending manual import. + +## Thesis +multicolor tap-out/control endgame + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_4c_control/1/metadata.json b/strategies/standard/standard_4c_control/1/metadata.json new file mode 100644 index 0000000..72f846a --- /dev/null +++ b/strategies/standard/standard_4c_control/1/metadata.json @@ -0,0 +1,49 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U", + "B", + "R" + ], + "concept_text": "multicolor tap-out/control endgame", + "created_at": 1781240810, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "standard 4c Control distinct metagame coverage: multicolor tap-out/control endgame", + "event_date": "May 16, 2026", + "event_name": "Regional Championship - SCG CON Cincinnati - Season 4 - Round 3 - Saturday - 9:00 am; 1st Place, 15-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard 4c Control distinct metagame coverage: multicolor tap-out/control endgame", + "source_deck_id": "7789549", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-4c-control-woe" + }, + "strategy_id": "standard_4c_control", + "strategy_label": "4c Control", + "tags": [ + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_4c_control/1/reflection.md b/strategies/standard/standard_4c_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_4c_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_4c_kona/1/decklist.txt b/strategies/standard/standard_4c_kona/1/decklist.txt new file mode 100644 index 0000000..7fdad10 --- /dev/null +++ b/strategies/standard/standard_4c_kona/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +3 Opt +2 Starting Town +2 Stormcarved Coast +1 Stomping Ground +1 Dreamroot Cascade +3 Winternight Stories +3 Lost in the Maze +2 Breeding Pool +1 Island +2 Multiversal Passage +4 Kona, Rescue Beastie +4 Ashling, Rekindled +4 Uthros, Titanic Godcore +4 Cavern of Souls +3 Marang River Regent +3 Stock Up +3 Prismari Charm +4 Omniscience +2 Steam Vents +4 Kavaron, Memorial World +3 Formidable Speaker +2 North Wind Avatar + +Sideboard (15) +2 Origin of Metalbending +1 Omni-Changeling +1 Marang River Regent +1 Stock Up +3 Spider-Sense +1 Dracogenesis +1 Terror of the Peaks +2 Voice of Victory +3 Fire Magic diff --git a/strategies/standard/standard_4c_kona/1/first_principles.md b/strategies/standard/standard_4c_kona/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_4c_kona/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_4c_kona/1/guide.md b/strategies/standard/standard_4c_kona/1/guide.md new file mode 100644 index 0000000..dc9de19 --- /dev/null +++ b/strategies/standard/standard_4c_kona/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +4c Kona. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: ramp, midrange. Guide status: pending manual import. + +## Thesis +multicolor ramp/value strategy + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_4c_kona/1/metadata.json b/strategies/standard/standard_4c_kona/1/metadata.json new file mode 100644 index 0000000..652841e --- /dev/null +++ b/strategies/standard/standard_4c_kona/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "ramp", + "midrange" + ], + "colors": [ + "U", + "R", + "G" + ], + "concept_text": "multicolor ramp/value strategy", + "created_at": 1781240811, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "standard 4c Kona distinct metagame coverage: multicolor ramp/value strategy", + "event_date": "May 16, 2026", + "event_name": "$5K RCQ - Standard - SCG CON Cincinnati - Saturday - 9:30 am; 1st Place, 8-1-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard 4c Kona distinct metagame coverage: multicolor ramp/value strategy", + "source_deck_id": "7786998", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-4c-kona-woe" + }, + "strategy_id": "standard_4c_kona", + "strategy_label": "4c Kona", + "tags": [ + "ramp", + "midrange" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_4c_kona/1/reflection.md b/strategies/standard/standard_4c_kona/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_4c_kona/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_bant_airbending_combo/1/decklist.txt b/strategies/standard/standard_bant_airbending_combo/1/decklist.txt new file mode 100644 index 0000000..49fb278 --- /dev/null +++ b/strategies/standard/standard_bant_airbending_combo/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +1 Airbender Ascension +4 Appa, Steadfast Guardian +4 Badgermole Cub +4 Bramble Familiar +4 Breeding Pool +2 Cavern of Souls +4 Doc Aurlock, Grizzled Genius +3 Floodfarm Verge +1 Forest +3 Hallowed Fountain +2 Hushwood Verge +4 Interdimensional Web Watch +1 Island +4 Llanowar Elves +2 Michelangelo's Technique +1 Multiversal Passage +1 Plains +2 Skycoach Conductor +3 Starting Town +4 Temple Garden +2 Aang, at the Crossroads +4 Aang, Swift Savior + +Sideboard (15) +2 Avatar's Wrath +1 Beza, the Bounding Spring +1 Bovine Intervention +1 Emeritus of Abundance +3 Erode +1 Kutzil's Flanker +1 Quantum Riddler +2 Rest in Peace +3 Seam Rip diff --git a/strategies/standard/standard_bant_airbending_combo/1/first_principles.md b/strategies/standard/standard_bant_airbending_combo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_bant_airbending_combo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_bant_airbending_combo/1/guide.md b/strategies/standard/standard_bant_airbending_combo/1/guide.md new file mode 100644 index 0000000..c7c9cab --- /dev/null +++ b/strategies/standard/standard_bant_airbending_combo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Bant Airbending Combo. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: combo, tempo, spells. Guide status: pending manual import. + +## Thesis +Bant spell-engine combo lane + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_bant_airbending_combo/1/metadata.json b/strategies/standard/standard_bant_airbending_combo/1/metadata.json new file mode 100644 index 0000000..a44cb2a --- /dev/null +++ b/strategies/standard/standard_bant_airbending_combo/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo", + "tempo" + ], + "colors": [ + "W", + "U", + "G" + ], + "concept_text": "Bant spell-engine combo lane", + "created_at": 1781240811, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "standard Bant Airbending Combo distinct metagame coverage: Bant spell-engine combo lane", + "event_date": "May 30, 2026", + "event_name": "$5K RCQ - Standard - SCG CON Washington DC - Saturday - 9:30 am; 5th Place, 6-1-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Bant Airbending Combo distinct metagame coverage: Bant spell-engine combo lane", + "source_deck_id": "7811974", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-bant-airbending-combo-woe" + }, + "strategy_id": "standard_bant_airbending_combo", + "strategy_label": "Bant Airbending Combo", + "tags": [ + "combo", + "tempo", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_bant_airbending_combo/1/reflection.md b/strategies/standard/standard_bant_airbending_combo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_bant_airbending_combo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_boros_dragons/1/decklist.txt b/strategies/standard/standard_boros_dragons/1/decklist.txt new file mode 100644 index 0000000..72a996f --- /dev/null +++ b/strategies/standard/standard_boros_dragons/1/decklist.txt @@ -0,0 +1,39 @@ +Main (60) +1 Lorehold, the Historian +1 Twinflame Tyrant +3 Momo, Friendly Flier +3 Maelstrom of the Spirit Dragon +1 Dalkovan Encampment +2 Dragonhawk, Fate's Tempest +3 Sarkhan, Dragon Ascendant +3 Inspiring Vantage +4 Burst Lightning +2 Get Lost +1 Sundown Pass +1 Practiced Offense +4 Mountain +1 Purging Stormbrood +1 Multiversal Passage +1 Daydream +2 Spectacular Tactics +3 Cavern of Souls +1 The Legend of Roku +4 Sacred Foundry +1 Boros Charm +3 Clarion Conqueror +4 Magmatic Hellkite +4 Nova Hellkite +2 Voice of Victory +4 Sunbillow Verge + +Sideboard (15) +1 Requisition Raid +2 High Noon +1 Get Lost +2 Slagstorm +1 Exorcise +2 Authority of the Consuls +2 Rest in Peace +2 Doorkeeper Thrull +1 Erode +1 Day of Judgment diff --git a/strategies/standard/standard_boros_dragons/1/first_principles.md b/strategies/standard/standard_boros_dragons/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_boros_dragons/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_boros_dragons/1/guide.md b/strategies/standard/standard_boros_dragons/1/guide.md new file mode 100644 index 0000000..aa08ed1 --- /dev/null +++ b/strategies/standard/standard_boros_dragons/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Boros Dragons. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: midrange, aggro, tribal. Guide status: pending manual import. + +## Thesis +red-white creature pressure with dragon top-end + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_boros_dragons/1/metadata.json b/strategies/standard/standard_boros_dragons/1/metadata.json new file mode 100644 index 0000000..bac802e --- /dev/null +++ b/strategies/standard/standard_boros_dragons/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange", + "aggro" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "red-white creature pressure with dragon top-end", + "created_at": 1781240811, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "tribal" + ], + "source_metadata": { + "coverage_reason": "standard Boros Dragons distinct metagame coverage: red-white creature pressure with dragon top-end", + "event_date": "May 23, 2026", + "event_name": "MTG SEA Championship Final 2025-26 Round 3; 8th Place, 6-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Boros Dragons distinct metagame coverage: red-white creature pressure with dragon top-end", + "source_deck_id": "7800260", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-boros-dragons-woe" + }, + "strategy_id": "standard_boros_dragons", + "strategy_label": "Boros Dragons", + "tags": [ + "midrange", + "aggro", + "tribal" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_boros_dragons/1/reflection.md b/strategies/standard/standard_boros_dragons/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_boros_dragons/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_boros_tokens/1/decklist.txt b/strategies/standard/standard_boros_tokens/1/decklist.txt new file mode 100644 index 0000000..61e7141 --- /dev/null +++ b/strategies/standard/standard_boros_tokens/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +4 Frontline Rush +8 Mountain +4 Warleader's Call +1 Erode +4 Song of Totentanz +4 Inspiring Vantage +3 Dalkovan Encampment +4 Hired Claw +2 Fountainport +2 Seam Rip +2 Howlsquad Heavy +2 Sundown Pass +2 Shocking Sharpshooter +4 Voice of Victory +2 Arabella, Abandoned Doll +4 Sacred Foundry +4 Stadium Headliner +3 Painter's Studio // Defaced Gallery +1 Ojer Axonil, Deepest Might + +Sideboard (15) +2 Erode +2 Requisition Raid +1 Goddric, Cloaked Reveler +3 Hexing Squelcher +3 Rest in Peace +2 Sunspine Lynx +1 Delney, Streetwise Lookout +1 Dawn's Truce diff --git a/strategies/standard/standard_boros_tokens/1/first_principles.md b/strategies/standard/standard_boros_tokens/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_boros_tokens/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_boros_tokens/1/guide.md b/strategies/standard/standard_boros_tokens/1/guide.md new file mode 100644 index 0000000..10db0a9 --- /dev/null +++ b/strategies/standard/standard_boros_tokens/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Boros Tokens. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, tokens. Guide status: pending manual import. + +## Thesis +go-wide token pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_boros_tokens/1/metadata.json b/strategies/standard/standard_boros_tokens/1/metadata.json new file mode 100644 index 0000000..d76ff0e --- /dev/null +++ b/strategies/standard/standard_boros_tokens/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "R" + ], + "concept_text": "go-wide token pressure", + "created_at": 1781240812, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "tokens" + ], + "source_metadata": { + "coverage_reason": "standard Boros Tokens distinct metagame coverage: go-wide token pressure", + "event_date": "May 23, 2026", + "event_name": "MTG SEA Championship Final 2025-26 Round 3; 12th Place, 6-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Boros Tokens distinct metagame coverage: go-wide token pressure", + "source_deck_id": "7800264", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-boros-tokens-woe" + }, + "strategy_id": "standard_boros_tokens", + "strategy_label": "Boros Tokens", + "tags": [ + "aggro", + "midrange", + "tokens" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_boros_tokens/1/reflection.md b/strategies/standard/standard_boros_tokens/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_boros_tokens/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_dimir_excruciator/1/decklist.txt b/strategies/standard/standard_dimir_excruciator/1/decklist.txt new file mode 100644 index 0000000..e238a43 --- /dev/null +++ b/strategies/standard/standard_dimir_excruciator/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +3 Doomsday Excruciator +4 Restless Reef +4 Deceit +3 Duress +9 Swamp +2 Winternight Stories +3 Bitter Triumph +4 Superior Spider-Man +2 Cavern of Souls +1 Multiversal Passage +3 Day of Black Sun +2 Undercity Sewers +1 Deadly Cover-Up +4 Requiting Hex +3 Stock Up +4 Watery Grave +1 Strategic Betrayal +4 Gloomlake Verge +1 Emeritus of Ideation +2 Insatiable Avarice + +Sideboard (15) +1 Strategic Betrayal +1 Decorum Dissertation +2 Qarsi Revenant +1 Ghost Vacuum +3 Oildeep Gearhulk +1 Duress +2 Quantum Riddler +2 Flashfreeze +2 Sunderflock diff --git a/strategies/standard/standard_dimir_excruciator/1/first_principles.md b/strategies/standard/standard_dimir_excruciator/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_dimir_excruciator/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_dimir_excruciator/1/guide.md b/strategies/standard/standard_dimir_excruciator/1/guide.md new file mode 100644 index 0000000..eca772a --- /dev/null +++ b/strategies/standard/standard_dimir_excruciator/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Excruciator. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: midrange, control, graveyard. Guide status: pending manual import. + +## Thesis +black-blue attrition and top-end pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_dimir_excruciator/1/metadata.json b/strategies/standard/standard_dimir_excruciator/1/metadata.json new file mode 100644 index 0000000..84d102d --- /dev/null +++ b/strategies/standard/standard_dimir_excruciator/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "black-blue attrition and top-end pressure", + "created_at": 1781240810, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "standard Dimir Excruciator distinct metagame coverage: black-blue attrition and top-end pressure", + "event_date": "May 16, 2026", + "event_name": "South America Regional Championship So Paulo 2026; 1st Place, 10-1-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Dimir Excruciator distinct metagame coverage: black-blue attrition and top-end pressure", + "source_deck_id": "7790800", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-dimir-excruciator-woe" + }, + "strategy_id": "standard_dimir_excruciator", + "strategy_label": "Dimir Excruciator", + "tags": [ + "midrange", + "control", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_dimir_excruciator/1/reflection.md b/strategies/standard/standard_dimir_excruciator/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_dimir_excruciator/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_dimir_reanimator/1/decklist.txt b/strategies/standard/standard_dimir_reanimator/1/decklist.txt new file mode 100644 index 0000000..fe9902c --- /dev/null +++ b/strategies/standard/standard_dimir_reanimator/1/decklist.txt @@ -0,0 +1,38 @@ +Main (60) +1 Swamp +1 Restless Reef +3 Winternight Stories +4 Deceit +2 Duress +4 Superior Spider-Man +4 Ashling, Rekindled +1 Nowhere to Run +3 Cavern of Souls +2 Shoot the Sheriff +3 Requiting Hex +3 Undercity Sewers +2 Day of Black Sun +4 Watery Grave +1 Quantum Riddler +4 Blazemire Verge +2 Elegy Acolyte +3 Steam Vents +2 Strategic Betrayal +4 Gloomlake Verge +2 Blood Crypt +2 Overlord of the Balemurk +3 Emeritus of Ideation + +Sideboard (15) +1 Disdainful Stroke +1 Harvester of Misery +1 Annul +2 Intimidation Tactics +1 Three Steps Ahead +1 Ghost Vacuum +2 Oildeep Gearhulk +1 Deadly Cover-Up +1 The End +1 The Legend of Kuruk +2 Flashfreeze +1 Petrified Hamlet diff --git a/strategies/standard/standard_dimir_reanimator/1/first_principles.md b/strategies/standard/standard_dimir_reanimator/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_dimir_reanimator/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_dimir_reanimator/1/guide.md b/strategies/standard/standard_dimir_reanimator/1/guide.md new file mode 100644 index 0000000..a8421c9 --- /dev/null +++ b/strategies/standard/standard_dimir_reanimator/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Reanimator. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, reanimator, graveyard. Guide status: pending manual import. + +## Thesis +graveyard setup into reanimated threats + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_dimir_reanimator/1/metadata.json b/strategies/standard/standard_dimir_reanimator/1/metadata.json new file mode 100644 index 0000000..1d650fd --- /dev/null +++ b/strategies/standard/standard_dimir_reanimator/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "graveyard setup into reanimated threats", + "created_at": 1781240811, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "reanimator", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "standard Dimir Reanimator distinct metagame coverage: graveyard setup into reanimated threats", + "event_date": "May 16, 2026", + "event_name": "MTG China Open S12 Regional Championship; 13th Place, 6-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Dimir Reanimator distinct metagame coverage: graveyard setup into reanimated threats", + "source_deck_id": "7787274", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-dimir-reanimator-woe" + }, + "strategy_id": "standard_dimir_reanimator", + "strategy_label": "Dimir Reanimator", + "tags": [ + "combo", + "midrange", + "reanimator", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_dimir_reanimator/1/reflection.md b/strategies/standard/standard_dimir_reanimator/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_dimir_reanimator/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_golgari_midrange/1/decklist.txt b/strategies/standard/standard_golgari_midrange/1/decklist.txt new file mode 100644 index 0000000..f69fa6c --- /dev/null +++ b/strategies/standard/standard_golgari_midrange/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +3 Sentinel of the Nameless City +2 Forest +3 Firdoch Core +3 Underground Mortuary +2 Qarsi Revenant +2 Intimidation Tactics +2 Keen-Eyed Curator +2 Overgrown Tomb +3 Duress +6 Swamp +3 Cruelclaw's Heist +3 Wastewood Verge +4 Blooming Marsh +2 Maelstrom Pulse +4 Professor Dellian Fel +1 Bitter Triumph +2 Shoot the Sheriff +3 Requiting Hex +1 Ba Sing Se +4 Unholy Annex // Ritual Chamber +2 Strategic Betrayal +2 Deathcap Glade +1 Scrapshooter + +Sideboard (15) +2 Scrapshooter +1 Intimidation Tactics +2 Ghost Vacuum +2 Nowhere to Run +1 Duress +3 Ancient Vendetta +2 Day of Black Sun +2 Heritage Reclamation diff --git a/strategies/standard/standard_golgari_midrange/1/first_principles.md b/strategies/standard/standard_golgari_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_golgari_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_golgari_midrange/1/guide.md b/strategies/standard/standard_golgari_midrange/1/guide.md new file mode 100644 index 0000000..2384c7c --- /dev/null +++ b/strategies/standard/standard_golgari_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Golgari Midrange. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: midrange, graveyard. Guide status: pending manual import. + +## Thesis +black-green efficient threats and attrition + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_golgari_midrange/1/metadata.json b/strategies/standard/standard_golgari_midrange/1/metadata.json new file mode 100644 index 0000000..fb2dc9f --- /dev/null +++ b/strategies/standard/standard_golgari_midrange/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "G" + ], + "concept_text": "black-green efficient threats and attrition", + "created_at": 1781240811, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "standard Golgari Midrange distinct metagame coverage: black-green efficient threats and attrition", + "event_date": "May 16, 2026", + "event_name": "South America Regional Championship So Paulo 2026; 12th Place, 7-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Golgari Midrange distinct metagame coverage: black-green efficient threats and attrition", + "source_deck_id": "7790812", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-golgari-midrange-woe" + }, + "strategy_id": "standard_golgari_midrange", + "strategy_label": "Golgari Midrange", + "tags": [ + "midrange", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_golgari_midrange/1/reflection.md b/strategies/standard/standard_golgari_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_golgari_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_izzet_prowess/1/decklist.txt b/strategies/standard/standard_izzet_prowess/1/decklist.txt new file mode 100644 index 0000000..6810773 --- /dev/null +++ b/strategies/standard/standard_izzet_prowess/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +7 Island +4 Opt +4 Stormchaser's Talent +4 Burst Lightning +4 Boomerang Basics +2 Colorstorm Stallion +3 Secret Identity +3 Flow State +1 Wild Ride +2 Multiversal Passage +1 Into the Flood Maw +3 Drake Hatcher +4 Riverpyre Verge +4 Steam Vents +4 Spirebluff Canal +4 Sleight of Hand +2 Vibrant Outburst +4 Slickshot Show-Off + +Sideboard (15) +1 Colorstorm Stallion +1 Slagstorm +2 Get Out +2 Roaring Furnace // Steaming Sauna +1 Into the Flood Maw +2 Spell Pierce +1 Drake Hatcher +1 Ral, Crackling Wit +2 Soul-Guide Lantern +2 Sunspine Lynx diff --git a/strategies/standard/standard_izzet_prowess/1/first_principles.md b/strategies/standard/standard_izzet_prowess/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_izzet_prowess/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_izzet_prowess/1/guide.md b/strategies/standard/standard_izzet_prowess/1/guide.md new file mode 100644 index 0000000..0ec8833 --- /dev/null +++ b/strategies/standard/standard_izzet_prowess/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Prowess. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: aggro, tempo, prowess, spells. Guide status: pending manual import. + +## Thesis +low-curve spell pressure and tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_izzet_prowess/1/metadata.json b/strategies/standard/standard_izzet_prowess/1/metadata.json new file mode 100644 index 0000000..490b84c --- /dev/null +++ b/strategies/standard/standard_izzet_prowess/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "aggro", + "tempo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "low-curve spell pressure and tempo", + "created_at": 1781240809, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "prowess", + "spells" + ], + "source_metadata": { + "coverage_reason": "standard Izzet Prowess distinct metagame coverage: low-curve spell pressure and tempo", + "event_date": "May 23, 2026", + "event_name": "MTG SEA Championship Final 2025-26 Round 3; 1st Place, 9-0-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Izzet Prowess distinct metagame coverage: low-curve spell pressure and tempo", + "source_deck_id": "7800253", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-izzet-prowess-woe" + }, + "strategy_id": "standard_izzet_prowess", + "strategy_label": "Izzet Prowess", + "tags": [ + "aggro", + "tempo", + "prowess", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_izzet_prowess/1/reflection.md b/strategies/standard/standard_izzet_prowess/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_izzet_prowess/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_izzet_self_bounce/1/decklist.txt b/strategies/standard/standard_izzet_self_bounce/1/decklist.txt new file mode 100644 index 0000000..23cf59f --- /dev/null +++ b/strategies/standard/standard_izzet_self_bounce/1/decklist.txt @@ -0,0 +1,34 @@ +Main (60) +7 Island +4 Eddymurk Crab +4 Opt +4 Stormchaser's Talent +4 Burst Lightning +4 Boomerang Basics +2 Get Out +2 Roaring Furnace // Steaming Sauna +4 Flow State +2 Multiversal Passage +3 Slickshot Show-Off +2 Spell Pierce +2 Prismari Charm +4 Riverpyre Verge +4 Steam Vents +4 Spirebluff Canal +4 Sleight of Hand + +Sideboard (15) +1 Disdainful Stroke +1 Return the Favor +1 Unsummon +1 Flashfreeze +2 Wan Shi Tong, Librarian +1 Annul +1 Slagstorm +1 Bounce Off +1 Sear +1 Ghost Vacuum +1 Stock Up +1 Ral, Crackling Wit +1 Spell Snare +1 Broadside Barrage diff --git a/strategies/standard/standard_izzet_self_bounce/1/first_principles.md b/strategies/standard/standard_izzet_self_bounce/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_izzet_self_bounce/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_izzet_self_bounce/1/guide.md b/strategies/standard/standard_izzet_self_bounce/1/guide.md new file mode 100644 index 0000000..de7aa35 --- /dev/null +++ b/strategies/standard/standard_izzet_self_bounce/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Self-Bounce. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: tempo, combo, spells. Guide status: pending manual import. + +## Thesis +self-bounce value/tempo engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_izzet_self_bounce/1/metadata.json b/strategies/standard/standard_izzet_self_bounce/1/metadata.json new file mode 100644 index 0000000..e427fe4 --- /dev/null +++ b/strategies/standard/standard_izzet_self_bounce/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "tempo", + "combo" + ], + "colors": [ + "U", + "R" + ], + "concept_text": "self-bounce value/tempo engine", + "created_at": 1781240810, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "standard Izzet Self-Bounce distinct metagame coverage: self-bounce value/tempo engine", + "event_date": "May 29, 2026", + "event_name": "Magic Spotlight: Secrets; 1st Place, 15-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Izzet Self-Bounce distinct metagame coverage: self-bounce value/tempo engine", + "source_deck_id": "7812216", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-izzet-self-bounce-woe" + }, + "strategy_id": "standard_izzet_self_bounce", + "strategy_label": "Izzet Self-Bounce", + "tags": [ + "tempo", + "combo", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_izzet_self_bounce/1/reflection.md b/strategies/standard/standard_izzet_self_bounce/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_izzet_self_bounce/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_jeskai_control/1/decklist.txt b/strategies/standard/standard_jeskai_control/1/decklist.txt new file mode 100644 index 0000000..c3f6670 --- /dev/null +++ b/strategies/standard/standard_jeskai_control/1/decklist.txt @@ -0,0 +1,43 @@ +Main (60) +1 Cori Mountain Monastery +2 Mistrise Village +1 Three Steps Ahead +2 Thunder Magic +1 Traumatic Critique +1 Abrade +2 Stormcarved Coast +2 Pyroclasm +2 Flashback +4 Great Hall of the Biblioplex +4 Consult the Star Charts +2 Hallowed Fountain +1 Ill-Timed Explosion +4 Jeskai Revelation +2 Sundown Pass +1 Mountain +2 Island +2 Sear +2 Firebending Lesson +1 Into the Flood Maw +4 Stock Up +4 Riverpyre Verge +4 Steam Vents +4 Tablet of Discovery +2 Broadside Barrage +1 Swallowed by Leviathan +2 Petrified Hamlet + +Sideboard (15) +1 Disdainful Stroke +1 Sphinx of the Final Word +1 Annul +1 Pyrrhic Strike +1 Slagstorm +1 Ghost Vacuum +2 The Unagi of Kyoshi Island +1 Abrade +2 Flashfreeze +1 Petrified Hamlet +1 Erode +1 Spell Pierce +1 Spell Snare diff --git a/strategies/standard/standard_jeskai_control/1/first_principles.md b/strategies/standard/standard_jeskai_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_jeskai_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_jeskai_control/1/guide.md b/strategies/standard/standard_jeskai_control/1/guide.md new file mode 100644 index 0000000..19bb3d2 --- /dev/null +++ b/strategies/standard/standard_jeskai_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jeskai Control. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: control, spells. Guide status: pending manual import. + +## Thesis +blue-white-red permission/removal control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_jeskai_control/1/metadata.json b/strategies/standard/standard_jeskai_control/1/metadata.json new file mode 100644 index 0000000..3aa22f3 --- /dev/null +++ b/strategies/standard/standard_jeskai_control/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "control" + ], + "colors": [ + "W", + "U", + "R" + ], + "concept_text": "blue-white-red permission/removal control", + "created_at": 1781240811, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "standard Jeskai Control distinct metagame coverage: blue-white-red permission/removal control", + "event_date": "May 16, 2026", + "event_name": "South America Regional Championship So Paulo 2026; 4th Place, 8-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Jeskai Control distinct metagame coverage: blue-white-red permission/removal control", + "source_deck_id": "7790803", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-jeskai-control-woe" + }, + "strategy_id": "standard_jeskai_control", + "strategy_label": "Jeskai Control", + "tags": [ + "control", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_jeskai_control/1/reflection.md b/strategies/standard/standard_jeskai_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_jeskai_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_mardu_discard/1/decklist.txt b/strategies/standard/standard_mardu_discard/1/decklist.txt new file mode 100644 index 0000000..ddebfc6 --- /dev/null +++ b/strategies/standard/standard_mardu_discard/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +1 Inti, Seneschal of the Sun +1 Erode +2 Concealed Courtyard +2 Burst Lightning +4 Iron-Shield Elf +2 Inspiring Vantage +1 Cecil, Dark Knight +4 Starting Town +4 Practiced Offense +2 Mountain +4 Moonshadow +4 Hardened Academic +4 Marauding Mako +3 Sacred Foundry +4 Cool but Rude +2 Requiting Hex +2 Blazemire Verge +4 Bloodghast +2 Tersa Lightshatter +1 Carnage, Crimson Chaos +4 Blood Crypt +3 Godless Shrine + +Sideboard (15) +1 Inti, Seneschal of the Sun +2 Sheltered by Ghosts +3 Strategic Betrayal +2 Seam Rip +1 Duel Tactics +1 Leyline of the Void +2 Case of the Crimson Pulse +3 Voice of Victory diff --git a/strategies/standard/standard_mardu_discard/1/first_principles.md b/strategies/standard/standard_mardu_discard/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_mardu_discard/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_mardu_discard/1/guide.md b/strategies/standard/standard_mardu_discard/1/guide.md new file mode 100644 index 0000000..3171204 --- /dev/null +++ b/strategies/standard/standard_mardu_discard/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mardu Discard. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: midrange, discard, graveyard. Guide status: pending manual import. + +## Thesis +hand pressure and recursive value + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_mardu_discard/1/metadata.json b/strategies/standard/standard_mardu_discard/1/metadata.json new file mode 100644 index 0000000..f124d6c --- /dev/null +++ b/strategies/standard/standard_mardu_discard/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "W", + "B", + "R" + ], + "concept_text": "hand pressure and recursive value", + "created_at": 1781240810, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "discard", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "standard Mardu Discard distinct metagame coverage: hand pressure and recursive value", + "event_date": "May 16, 2026", + "event_name": "Ottawa Round 12 Regional Championship; 1st Place, 13-3-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Mardu Discard distinct metagame coverage: hand pressure and recursive value", + "source_deck_id": "7790493", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-mardu-discard-woe" + }, + "strategy_id": "standard_mardu_discard", + "strategy_label": "Mardu Discard", + "tags": [ + "midrange", + "discard", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_mardu_discard/1/reflection.md b/strategies/standard/standard_mardu_discard/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_mardu_discard/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_mono_red_aggro/1/decklist.txt b/strategies/standard/standard_mono_red_aggro/1/decklist.txt new file mode 100644 index 0000000..d4090df --- /dev/null +++ b/strategies/standard/standard_mono_red_aggro/1/decklist.txt @@ -0,0 +1,22 @@ +Main (60) +4 Burst Lightning +16 Mountain +2 Shock +4 Hired Claw +3 Witchstalker Frenzy +4 Emberheart Challenger +4 Sunspine Lynx +4 Nova Hellkite +2 Lightning Strike +4 Burnout Bashtronaut +3 Rockface Village +4 Soulstone Sanctuary +2 Fire Nation Palace +4 Hexing Squelcher + +Sideboard (15) +3 The Legend of Roku +4 Magebane Lizard +4 Abrade +3 Soul-Guide Lantern +1 Ghost Vacuum diff --git a/strategies/standard/standard_mono_red_aggro/1/first_principles.md b/strategies/standard/standard_mono_red_aggro/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_mono_red_aggro/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_mono_red_aggro/1/guide.md b/strategies/standard/standard_mono_red_aggro/1/guide.md new file mode 100644 index 0000000..3d985bc --- /dev/null +++ b/strategies/standard/standard_mono_red_aggro/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-Red Aggro. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: aggro, burn, spells. Guide status: pending manual import. + +## Thesis +linear red aggro and reach + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_mono_red_aggro/1/metadata.json b/strategies/standard/standard_mono_red_aggro/1/metadata.json new file mode 100644 index 0000000..f313aed --- /dev/null +++ b/strategies/standard/standard_mono_red_aggro/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "aggro", + "burn" + ], + "colors": [ + "R" + ], + "concept_text": "linear red aggro and reach", + "created_at": 1781240812, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "standard Mono-Red Aggro distinct metagame coverage: linear red aggro and reach", + "event_date": "May 31, 2026", + "event_name": "$uper $unday RCQ - Standard - SCG CON Washington DC - Sunday - 9:30 am; 1-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Mono-Red Aggro distinct metagame coverage: linear red aggro and reach", + "source_deck_id": "7814969", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-mono-red-aggro-woe" + }, + "strategy_id": "standard_mono_red_aggro", + "strategy_label": "Mono-Red Aggro", + "tags": [ + "aggro", + "burn", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_mono_red_aggro/1/reflection.md b/strategies/standard/standard_mono_red_aggro/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_mono_red_aggro/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_selesnya_gearhulk/1/decklist.txt b/strategies/standard/standard_selesnya_gearhulk/1/decklist.txt new file mode 100644 index 0000000..4204ae4 --- /dev/null +++ b/strategies/standard/standard_selesnya_gearhulk/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +3 Surrak, Elusive Hunter +4 Starting Town +2 Keen-Eyed Curator +4 Temple Garden +5 Forest +2 Seam Rip +4 Llanowar Elves +4 Badgermole Cub +3 Gene Pollinator +4 Practiced Offense +4 Brightglass Gearhulk +1 Shardmage's Rescue +1 Multiversal Passage +4 Hushwood Verge +3 Leatherhead, Swamp Stalker +2 Meltstrider's Resolve +3 Abandoned Air Temple +4 Pawpatch Recruit +2 Plains +1 Nurturing Pixie + +Sideboard (15) +2 Erode +4 Sheltered by Ghosts +1 Rest in Peace +1 Goldvein Hydra +3 Restoration Magic +2 Balustrade Wurm +1 Soul-Guide Lantern +1 Zack Fair diff --git a/strategies/standard/standard_selesnya_gearhulk/1/first_principles.md b/strategies/standard/standard_selesnya_gearhulk/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_selesnya_gearhulk/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_selesnya_gearhulk/1/guide.md b/strategies/standard/standard_selesnya_gearhulk/1/guide.md new file mode 100644 index 0000000..6912cc3 --- /dev/null +++ b/strategies/standard/standard_selesnya_gearhulk/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Gearhulk. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: midrange, ramp, artifact, counters. Guide status: pending manual import. + +## Thesis +green-white board development into large threats + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_selesnya_gearhulk/1/metadata.json b/strategies/standard/standard_selesnya_gearhulk/1/metadata.json new file mode 100644 index 0000000..c85c40d --- /dev/null +++ b/strategies/standard/standard_selesnya_gearhulk/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "midrange", + "ramp" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "green-white board development into large threats", + "created_at": 1781240810, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "artifact", + "counters" + ], + "source_metadata": { + "coverage_reason": "standard Selesnya Gearhulk distinct metagame coverage: green-white board development into large threats", + "event_date": "May 30, 2026", + "event_name": "Regional Championship - SCG CON Washington DC - Season 4 - Round 3 - Saturday - 9:00 am; 3rd Place, 13-3-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Selesnya Gearhulk distinct metagame coverage: green-white board development into large threats", + "source_deck_id": "7815542", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-selesnya-gearhulk-woe" + }, + "strategy_id": "standard_selesnya_gearhulk", + "strategy_label": "Selesnya Gearhulk", + "tags": [ + "midrange", + "ramp", + "artifact", + "counters" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_selesnya_gearhulk/1/reflection.md b/strategies/standard/standard_selesnya_gearhulk/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_selesnya_gearhulk/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_selesnya_landfall/1/decklist.txt b/strategies/standard/standard_selesnya_landfall/1/decklist.txt new file mode 100644 index 0000000..c8f7b3a --- /dev/null +++ b/strategies/standard/standard_selesnya_landfall/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Erode +2 Surrak, Elusive Hunter +1 Lumbering Worldwagon +2 Bushwhack +4 Earthbender Ascension +7 Forest +4 Sazh's Chocobo +1 Temple Garden +2 Icetill Explorer +1 Keen-Eyed Curator +4 Llanowar Elves +4 Badgermole Cub +2 Dyadrine, Synthesis Amalgam +4 Fabled Passage +4 Hushwood Verge +4 Mightform Harmonizer +4 Escape Tunnel +2 Plains +3 Ba Sing Se +1 Mossborn Hydra + +Sideboard (15) +2 Surrak, Elusive Hunter +3 Sheltered by Ghosts +1 Kutzil, Malamet Exemplar +1 Ba Sing Se +2 Mossborn Hydra +3 Rest in Peace +2 Snakeskin Veil +1 Voice of Victory diff --git a/strategies/standard/standard_selesnya_landfall/1/first_principles.md b/strategies/standard/standard_selesnya_landfall/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_selesnya_landfall/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/standard/standard_selesnya_landfall/1/guide.md b/strategies/standard/standard_selesnya_landfall/1/guide.md new file mode 100644 index 0000000..9a74c24 --- /dev/null +++ b/strategies/standard/standard_selesnya_landfall/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Selesnya Landfall. Format: Standard. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, counters. Guide status: pending manual import. + +## Thesis +landfall creature pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/standard/standard_selesnya_landfall/1/metadata.json b/strategies/standard/standard_selesnya_landfall/1/metadata.json new file mode 100644 index 0000000..4e1d9ae --- /dev/null +++ b/strategies/standard/standard_selesnya_landfall/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "G" + ], + "concept_text": "landfall creature pressure", + "created_at": 1781240810, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "standard" + ], + "mechanic_tags": [ + "counters" + ], + "source_metadata": { + "coverage_reason": "standard Selesnya Landfall distinct metagame coverage: landfall creature pressure", + "event_date": "May 22, 2026", + "event_name": "ANZ Super Series Cycle 12 Regional Championships - Adelaide; 1st Place, 9-1-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "standard Selesnya Landfall distinct metagame coverage: landfall creature pressure", + "source_deck_id": "7800414", + "source_format": "standard", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/standard-selesnya-landfall-woe" + }, + "strategy_id": "standard_selesnya_landfall", + "strategy_label": "Selesnya Landfall", + "tags": [ + "aggro", + "midrange", + "counters" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/standard/standard_selesnya_landfall/1/reflection.md b/strategies/standard/standard_selesnya_landfall/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/standard/standard_selesnya_landfall/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_esper_tempo_lurrus/1/decklist.txt b/strategies/timeless/timeless_esper_tempo_lurrus/1/decklist.txt new file mode 100644 index 0000000..1437c4b --- /dev/null +++ b/strategies/timeless/timeless_esper_tempo_lurrus/1/decklist.txt @@ -0,0 +1,30 @@ +Main (60) +3 Flooded Strand +4 Force of Will +4 Swords to Plowshares +2 Misty Rainforest +3 Treasure Cruise +4 Tamiyo, Inquisitive Student +4 Ponder +3 Hallowed Fountain +3 Orcish Bowmasters +1 Island +4 Strip Mine +1 Undercity Sewers +3 Psychic Frog +4 Brainstorm +4 Polluted Delta +2 Prismatic Ending +2 Watery Grave +4 Hydroponics Architect +4 Daze +1 Godless Shrine + +Sideboard (15) +2 Toxic Deluge +3 Force of Negation +3 Fragment Reality +1 Prismatic Ending +2 Stern Scolding +3 Harbinger of the Seas +1 Lurrus of the Dream-Den diff --git a/strategies/timeless/timeless_esper_tempo_lurrus/1/first_principles.md b/strategies/timeless/timeless_esper_tempo_lurrus/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_esper_tempo_lurrus/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_esper_tempo_lurrus/1/guide.md b/strategies/timeless/timeless_esper_tempo_lurrus/1/guide.md new file mode 100644 index 0000000..c5a66e7 --- /dev/null +++ b/strategies/timeless/timeless_esper_tempo_lurrus/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Esper Tempo Lurrus. Format: Timeless. Main deck count: 60. Sideboard count: 15. Tags: tempo, midrange, discard. Guide status: pending manual import. + +## Thesis +Esper Lurrus tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/timeless/timeless_esper_tempo_lurrus/1/metadata.json b/strategies/timeless/timeless_esper_tempo_lurrus/1/metadata.json new file mode 100644 index 0000000..4497a6b --- /dev/null +++ b/strategies/timeless/timeless_esper_tempo_lurrus/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "tempo", + "midrange" + ], + "colors": [ + "W", + "U", + "B" + ], + "concept_text": "Esper Lurrus tempo", + "created_at": 1781240883, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "timeless" + ], + "mechanic_tags": [ + "discard" + ], + "source_metadata": { + "coverage_reason": "timeless Esper Tempo Lurrus distinct metagame coverage: Esper Lurrus tempo", + "event_date": "May 27, 2026", + "event_name": "Meta Confluence: Open #4; 14th Place, 2-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "timeless Esper Tempo Lurrus distinct metagame coverage: Esper Lurrus tempo", + "source_deck_id": "7805825", + "source_format": "timeless", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/timeless-esper-tempo-lurrus" + }, + "strategy_id": "timeless_esper_tempo_lurrus", + "strategy_label": "Esper Tempo Lurrus", + "tags": [ + "tempo", + "midrange", + "discard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/timeless/timeless_esper_tempo_lurrus/1/reflection.md b/strategies/timeless/timeless_esper_tempo_lurrus/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_esper_tempo_lurrus/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_izzet_sneak_and_show/1/decklist.txt b/strategies/timeless/timeless_izzet_sneak_and_show/1/decklist.txt new file mode 100644 index 0000000..6151b29 --- /dev/null +++ b/strategies/timeless/timeless_izzet_sneak_and_show/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +4 Ancient Tomb +4 Atraxa, Grand Unifier +4 Brainstorm +4 Chrome Mox +3 Emrakul, the Aeons Torn +2 Mystical Tutor +4 Force of Will +1 Island +1 Sink into Stupor +1 Polluted Delta +4 Ponder +4 Scalding Tarn +4 Show and Tell +4 Sneak Attack +3 Steam Vents +4 Stock Up +1 Thundering Falls +2 Vexing Bauble +2 Omniscience +1 Mountain +1 Misty Rainforest +1 Flooded Strand +1 Petrified Hamlet + +Sideboard (15) +2 Vexing Bauble +2 Ragavan, Nimble Pilferer +4 Consumed by History +2 Into the Flood Maw +3 Faerie Macabre +2 Hexing Squelcher diff --git a/strategies/timeless/timeless_izzet_sneak_and_show/1/first_principles.md b/strategies/timeless/timeless_izzet_sneak_and_show/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_izzet_sneak_and_show/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_izzet_sneak_and_show/1/guide.md b/strategies/timeless/timeless_izzet_sneak_and_show/1/guide.md new file mode 100644 index 0000000..3db785c --- /dev/null +++ b/strategies/timeless/timeless_izzet_sneak_and_show/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Izzet Sneak and Show. Format: Timeless. Main deck count: 60. Sideboard count: 15. Tags: combo, control. Guide status: pending manual import. + +## Thesis +Show and Tell combo-control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/timeless/timeless_izzet_sneak_and_show/1/metadata.json b/strategies/timeless/timeless_izzet_sneak_and_show/1/metadata.json new file mode 100644 index 0000000..5dc87e2 --- /dev/null +++ b/strategies/timeless/timeless_izzet_sneak_and_show/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "W", + "U", + "B", + "R", + "G" + ], + "concept_text": "Show and Tell combo-control", + "created_at": 1781240882, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "timeless" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "timeless Izzet Sneak and Show distinct metagame coverage: Show and Tell combo-control", + "event_date": "May 27, 2026", + "event_name": "Meta Confluence: Open #4; 3rd Place, 6-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "timeless Izzet Sneak and Show distinct metagame coverage: Show and Tell combo-control", + "source_deck_id": "7805814", + "source_format": "timeless", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/timeless-izzet-sneak-and-show" + }, + "strategy_id": "timeless_izzet_sneak_and_show", + "strategy_label": "Izzet Sneak and Show", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/timeless/timeless_izzet_sneak_and_show/1/reflection.md b/strategies/timeless/timeless_izzet_sneak_and_show/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_izzet_sneak_and_show/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_jund_midrange/1/decklist.txt b/strategies/timeless/timeless_jund_midrange/1/decklist.txt new file mode 100644 index 0000000..c406bce --- /dev/null +++ b/strategies/timeless/timeless_jund_midrange/1/decklist.txt @@ -0,0 +1,33 @@ +Main (60) +3 Jarsyl, Dark Age Scion +2 Minsc & Boo, Timeless Heroes +1 Swamp +1 Wrenn and Six +4 Questing Druid +4 Fatal Push +1 Forest +4 Lightning Bolt +3 Stomping Ground +2 Inquisition of Kozilek +2 Overgrown Tomb +2 Delighted Halfling +4 Orcish Bowmasters +3 Abrupt Decay +3 Wooded Foothills +4 Verdant Catacombs +4 Deathrite Shaman +4 Molten Impact +3 Blood Crypt +2 Bloodchief's Thirst +4 Bloodstained Mire + +Sideboard (15) +4 Thoughtseize +1 Wrenn and Six +1 Surgical Extraction +1 Mai, Scornful Striker +2 Culling Ritual +1 Abrupt Decay +2 Sheoldred's Edict +2 Magus of the Moon +1 Jegantha, the Wellspring diff --git a/strategies/timeless/timeless_jund_midrange/1/first_principles.md b/strategies/timeless/timeless_jund_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_jund_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_jund_midrange/1/guide.md b/strategies/timeless/timeless_jund_midrange/1/guide.md new file mode 100644 index 0000000..af615f8 --- /dev/null +++ b/strategies/timeless/timeless_jund_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jund Midrange. Format: Timeless. Main deck count: 60. Sideboard count: 15. Tags: midrange, discard. Guide status: pending manual import. + +## Thesis +Jund fair attrition + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/timeless/timeless_jund_midrange/1/metadata.json b/strategies/timeless/timeless_jund_midrange/1/metadata.json new file mode 100644 index 0000000..5027146 --- /dev/null +++ b/strategies/timeless/timeless_jund_midrange/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "midrange" + ], + "colors": [ + "B", + "R", + "G" + ], + "concept_text": "Jund fair attrition", + "created_at": 1781240884, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "timeless" + ], + "mechanic_tags": [ + "discard" + ], + "source_metadata": { + "coverage_reason": "timeless Jund Midrange distinct metagame coverage: Jund fair attrition", + "event_date": "May 17, 2026", + "event_name": "Timeless - May 17th Open - $50 Prize Pool; 32nd Place, 1-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "timeless Jund Midrange distinct metagame coverage: Jund fair attrition", + "source_deck_id": "7789165", + "source_format": "timeless", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/timeless-jund-midrange" + }, + "strategy_id": "timeless_jund_midrange", + "strategy_label": "Jund Midrange", + "tags": [ + "midrange", + "discard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/timeless/timeless_jund_midrange/1/reflection.md b/strategies/timeless/timeless_jund_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_jund_midrange/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_mardu_energy/1/decklist.txt b/strategies/timeless/timeless_mardu_energy/1/decklist.txt new file mode 100644 index 0000000..ef6648b --- /dev/null +++ b/strategies/timeless/timeless_mardu_energy/1/decklist.txt @@ -0,0 +1,35 @@ +Main (60) +1 Elegant Parlor +4 Ajani, Nacatl Pariah +1 Thoughtseize +1 Windswept Heath +2 Arid Mesa +2 Juggernaut Peddler +4 Swords to Plowshares +4 Seam Rip +2 Static Prison +4 Guide of Souls +4 Orcish Bowmasters +4 Strip Mine +1 Wooded Foothills +2 Goblin Bombardment +4 Ocelot Pride +4 Sacred Foundry +4 Amped Raptor +1 Plains +2 Deathrite Shaman +1 Marsh Flats +1 Blood Crypt +3 Godless Shrine +4 Bloodstained Mire + +Sideboard (15) +1 Surgical Extraction +2 Static Prison +1 Ghost Vacuum +3 Deafening Silence +2 Duress +1 Goblin Bombardment +3 Voice of Victory +1 Deathrite Shaman +1 Lurrus of the Dream-Den diff --git a/strategies/timeless/timeless_mardu_energy/1/first_principles.md b/strategies/timeless/timeless_mardu_energy/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_mardu_energy/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_mardu_energy/1/guide.md b/strategies/timeless/timeless_mardu_energy/1/guide.md new file mode 100644 index 0000000..4d4a7bc --- /dev/null +++ b/strategies/timeless/timeless_mardu_energy/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mardu Energy. Format: Timeless. Main deck count: 60. Sideboard count: 15. Tags: aggro, midrange, energy. Guide status: pending manual import. + +## Thesis +Mardu energy pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/timeless/timeless_mardu_energy/1/metadata.json b/strategies/timeless/timeless_mardu_energy/1/metadata.json new file mode 100644 index 0000000..ae5e4c7 --- /dev/null +++ b/strategies/timeless/timeless_mardu_energy/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "aggro", + "midrange" + ], + "colors": [ + "W", + "B", + "R" + ], + "concept_text": "Mardu energy pressure", + "created_at": 1781240883, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "timeless" + ], + "mechanic_tags": [ + "energy" + ], + "source_metadata": { + "coverage_reason": "timeless Mardu Energy distinct metagame coverage: Mardu energy pressure", + "event_date": "May 27, 2026", + "event_name": "Meta Confluence: Open #4; 17th Place, 2-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "timeless Mardu Energy distinct metagame coverage: Mardu energy pressure", + "source_deck_id": "7805828", + "source_format": "timeless", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/timeless-mardu-energy" + }, + "strategy_id": "timeless_mardu_energy", + "strategy_label": "Mardu Energy", + "tags": [ + "aggro", + "midrange", + "energy" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/timeless/timeless_mardu_energy/1/reflection.md b/strategies/timeless/timeless_mardu_energy/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_mardu_energy/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_mono_black_reanimator/1/decklist.txt b/strategies/timeless/timeless_mono_black_reanimator/1/decklist.txt new file mode 100644 index 0000000..fe10b4d --- /dev/null +++ b/strategies/timeless/timeless_mono_black_reanimator/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +4 Boggart Trawler +1 Necropotence +2 Darkbore Pathway +4 Necrodominance +4 Dark Ritual +4 Sorin, Imperious Bloodlord +4 Saint Elenda +1 Demonic Tutor +4 Reanimate +1 Fell the Profane +4 Grief +4 Chrome Mox +4 Blooming Marsh +4 Vault of Whispers +4 Vampiric Tutor +4 Entomb +1 Atraxa, Grand Unifier +1 Sacrifice +1 Tendrils of Agony +3 Beseech the Mirror +1 Swamp + +Sideboard (15) +2 Culling Ritual +2 Duress +2 March of Wretched Sorrow +4 Leyline of Sanctity +1 Tendrils of Agony +2 Vexing Bauble +2 Faerie Macabre diff --git a/strategies/timeless/timeless_mono_black_reanimator/1/first_principles.md b/strategies/timeless/timeless_mono_black_reanimator/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_reanimator/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_mono_black_reanimator/1/guide.md b/strategies/timeless/timeless_mono_black_reanimator/1/guide.md new file mode 100644 index 0000000..2b128e8 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_reanimator/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-Black Reanimator. Format: Timeless. Main deck count: 60. Sideboard count: 15. Tags: combo, midrange, reanimator, graveyard. Guide status: pending manual import. + +## Thesis +black reanimator + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/timeless/timeless_mono_black_reanimator/1/metadata.json b/strategies/timeless/timeless_mono_black_reanimator/1/metadata.json new file mode 100644 index 0000000..7593519 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_reanimator/1/metadata.json @@ -0,0 +1,56 @@ +{ + "archetype_tags": [ + "combo", + "midrange" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "black reanimator", + "created_at": 1781240886, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "timeless" + ], + "mechanic_tags": [ + "reanimator", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "timeless Mono-Black Reanimator distinct metagame coverage: black reanimator", + "event_date": "May 27, 2026", + "event_name": "Meta Confluence: Open #4; 5th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "timeless Mono-Black Reanimator distinct metagame coverage: black reanimator", + "source_deck_id": "7805816", + "source_format": "timeless", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/timeless-mono-black-reanimator" + }, + "strategy_id": "timeless_mono_black_reanimator", + "strategy_label": "Mono-Black Reanimator", + "tags": [ + "combo", + "midrange", + "reanimator", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/timeless/timeless_mono_black_reanimator/1/reflection.md b/strategies/timeless/timeless_mono_black_reanimator/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_reanimator/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_mono_black_scam/1/decklist.txt b/strategies/timeless/timeless_mono_black_scam/1/decklist.txt new file mode 100644 index 0000000..9903e94 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_scam/1/decklist.txt @@ -0,0 +1,31 @@ +Main (60) +1 Urborg, Tomb of Yawgmoth +1 Harvester of Misery +3 Sheoldred, the Apocalypse +4 Ancient Tomb +4 Reanimate +4 The One Ring +4 Orcish Bowmasters +4 Dark Ritual +4 Fatal Push +3 Library of Alexandria +3 Boggart Trawler +6 Snow-Covered Swamp +2 Fell the Profane +4 Barrowgoyf +3 Chrome Mox +4 Grief +2 Troll of Khazad-dum +1 Takenuma, Abandoned Mire +1 Karn's Sylex +2 Thoughtseize + +Sideboard (15) +2 Opposition Agent +1 The Meathook Massacre +1 Toxic Deluge +2 Sheoldred's Edict +3 Faerie Macabre +3 Chalice of the Void +1 Karn's Sylex +2 Long Goodbye diff --git a/strategies/timeless/timeless_mono_black_scam/1/first_principles.md b/strategies/timeless/timeless_mono_black_scam/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_scam/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_mono_black_scam/1/guide.md b/strategies/timeless/timeless_mono_black_scam/1/guide.md new file mode 100644 index 0000000..ad33281 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_scam/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-Black Scam. Format: Timeless. Main deck count: 60. Sideboard count: 15. Tags: tempo, midrange, discard, graveyard. Guide status: pending manual import. + +## Thesis +black discard/scam pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/timeless/timeless_mono_black_scam/1/metadata.json b/strategies/timeless/timeless_mono_black_scam/1/metadata.json new file mode 100644 index 0000000..6c9bf87 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_scam/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "tempo", + "midrange" + ], + "colors": [ + "B" + ], + "concept_text": "black discard/scam pressure", + "created_at": 1781240885, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "timeless" + ], + "mechanic_tags": [ + "discard", + "graveyard" + ], + "source_metadata": { + "coverage_reason": "timeless Mono-Black Scam distinct metagame coverage: black discard/scam pressure", + "event_date": "May 27, 2026", + "event_name": "Meta Confluence: Open #4; 7th Place, 3-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "timeless Mono-Black Scam distinct metagame coverage: black discard/scam pressure", + "source_deck_id": "7805818", + "source_format": "timeless", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/timeless-mono-black-scam" + }, + "strategy_id": "timeless_mono_black_scam", + "strategy_label": "Mono-Black Scam", + "tags": [ + "tempo", + "midrange", + "discard", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/timeless/timeless_mono_black_scam/1/reflection.md b/strategies/timeless/timeless_mono_black_scam/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_mono_black_scam/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_sultai_show_and_tell/1/decklist.txt b/strategies/timeless/timeless_sultai_show_and_tell/1/decklist.txt new file mode 100644 index 0000000..7238ef8 --- /dev/null +++ b/strategies/timeless/timeless_sultai_show_and_tell/1/decklist.txt @@ -0,0 +1,39 @@ +Main (60) +1 Island +4 Omniscience +2 Ponder +1 Emrakul, the Aeons Torn +4 Force of Will +4 Brainstorm +1 Demonic Tutor +3 Breeding Pool +2 Mystical Tutor +1 Flooded Strand +2 Polluted Delta +3 Vampiric Tutor +3 Watery Grave +4 Ancient Tomb +4 Show and Tell +1 Scalding Tarn +2 Misty Rainforest +1 Dig Through Time +4 Veil of Summer +1 Sublime Epiphany +1 Saiba Syphoner +3 Atraxa, Grand Unifier +1 Hedge Maze +1 Undercity Sewers +2 Waterlogged Teachings +3 Stock Up +1 Mistrise Village + +Sideboard (15) +1 Flusterstorm +1 Thoughtseize +3 Leyline of Sanctity +1 Krosan Grip +2 Surgical Extraction +3 Carpet of Flowers +2 Abrupt Decay +1 Culling Ritual +1 Mistrise Village diff --git a/strategies/timeless/timeless_sultai_show_and_tell/1/first_principles.md b/strategies/timeless/timeless_sultai_show_and_tell/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_sultai_show_and_tell/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/timeless/timeless_sultai_show_and_tell/1/guide.md b/strategies/timeless/timeless_sultai_show_and_tell/1/guide.md new file mode 100644 index 0000000..f8fb1ff --- /dev/null +++ b/strategies/timeless/timeless_sultai_show_and_tell/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Sultai Show and Tell. Format: Timeless. Main deck count: 60. Sideboard count: 15. Tags: combo, control. Guide status: pending manual import. + +## Thesis +Sultai Show and Tell + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/timeless/timeless_sultai_show_and_tell/1/metadata.json b/strategies/timeless/timeless_sultai_show_and_tell/1/metadata.json new file mode 100644 index 0000000..e5ec4d1 --- /dev/null +++ b/strategies/timeless/timeless_sultai_show_and_tell/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "Sultai Show and Tell", + "created_at": 1781240885, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "timeless" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "timeless Sultai Show and Tell distinct metagame coverage: Sultai Show and Tell", + "event_date": "May 27, 2026", + "event_name": "Meta Confluence: Open #4; 2nd Place, 6-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "timeless Sultai Show and Tell distinct metagame coverage: Sultai Show and Tell", + "source_deck_id": "7805813", + "source_format": "timeless", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/timeless-sultai-show-and-tell" + }, + "strategy_id": "timeless_sultai_show_and_tell", + "strategy_label": "Sultai Show and Tell", + "tags": [ + "combo", + "control" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/timeless/timeless_sultai_show_and_tell/1/reflection.md b/strategies/timeless/timeless_sultai_show_and_tell/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/timeless/timeless_sultai_show_and_tell/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_beseech_storm/1/decklist.txt b/strategies/vintage/vintage_beseech_storm/1/decklist.txt new file mode 100644 index 0000000..daf9d88 --- /dev/null +++ b/strategies/vintage/vintage_beseech_storm/1/decklist.txt @@ -0,0 +1,54 @@ +Main (60) +4 Stock Up +1 Necropotence +4 Underground Sea +1 Tinker +1 Yawgmoth's Will +1 Karn, the Great Creator +1 Bolas's Citadel +1 Time Walk +1 Ancestral Recall +1 Island +1 Undercity Sewers +1 Mox Sapphire +1 Mox Ruby +1 Mox Pearl +1 Mox Jet +1 Mox Emerald +1 Black Lotus +1 Sol Ring +1 Lorien Revealed +1 Mana Crypt +1 Mana Vault +1 Tendrils of Agony +2 Flusterstorm +1 Gitaxian Probe +1 Mental Misstep +3 Flow State +1 Chain of Vapor +1 Time Vault +1 Manifold Key +1 Tolarian Academy +1 Urza's Saga +4 Dark Ritual +1 Swamp +1 Flooded Strand +1 Demonic Tutor +4 Force of Will +1 Vampiric Tutor +2 Polluted Delta +2 Misty Rainforest +4 Beseech the Mirror + +Sideboard (15) +1 Virtue's Ruin +1 Opposition Agent +1 Portal to Phyrexia +1 Sphinx of the Steel Wind +1 Chain of Vapor +2 Snuff Out +2 Soul-Guide Lantern +1 Tormod's Crypt +1 Yixlid Jailer +2 Hurkyl's Recall +2 Mindbreak Trap diff --git a/strategies/vintage/vintage_beseech_storm/1/first_principles.md b/strategies/vintage/vintage_beseech_storm/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_beseech_storm/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_beseech_storm/1/guide.md b/strategies/vintage/vintage_beseech_storm/1/guide.md new file mode 100644 index 0000000..40c8f11 --- /dev/null +++ b/strategies/vintage/vintage_beseech_storm/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Beseech Storm. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: combo, storm, spells. Guide status: pending manual import. + +## Thesis +black ritual storm + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_beseech_storm/1/metadata.json b/strategies/vintage/vintage_beseech_storm/1/metadata.json new file mode 100644 index 0000000..7083471 --- /dev/null +++ b/strategies/vintage/vintage_beseech_storm/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "black ritual storm", + "created_at": 1781240861, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "storm", + "spells" + ], + "source_metadata": { + "coverage_reason": "vintage Beseech Storm distinct metagame coverage: black ritual storm", + "event_date": "May 30, 2026", + "event_name": "Vintage League 2026-05-30; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 12, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Beseech Storm distinct metagame coverage: black ritual storm", + "source_deck_id": "7808405", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-beseech-storm" + }, + "strategy_id": "vintage_beseech_storm", + "strategy_label": "Beseech Storm", + "tags": [ + "combo", + "storm", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_beseech_storm/1/reflection.md b/strategies/vintage/vintage_beseech_storm/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_beseech_storm/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_blue_tempo/1/decklist.txt b/strategies/vintage/vintage_blue_tempo/1/decklist.txt new file mode 100644 index 0000000..a7333ce --- /dev/null +++ b/strategies/vintage/vintage_blue_tempo/1/decklist.txt @@ -0,0 +1,41 @@ +Main (60) +1 Commandeer +4 Tamiyo, Inquisitive Student +1 Polluted Delta +1 Hedge Maze +4 Up the Beanstalk +4 Lorien Revealed +2 Force of Negation +3 Wasteland +2 Consider +4 Murktide Regent +3 Ethereal Forager +1 Mystic Sanctuary +1 Misdirection +4 Force of Will +2 Daze +2 Flooded Strand +1 Strip Mine +2 Island +1 Misty Rainforest +2 Scalding Tarn +1 Gitaxian Probe +1 Mental Misstep +2 Thought Scour +1 Ancestral Recall +1 Time Walk +1 Black Lotus +1 Mox Emerald +1 Mox Sapphire +1 Brainstorm +2 Flusterstorm +1 Gush +2 Tropical Island + +Sideboard (15) +4 Grafdigger's Cage +2 Echoing Truth +2 Collector Ouphe +1 Soul-Guide Lantern +3 Suspend +3 Consign to Memory diff --git a/strategies/vintage/vintage_blue_tempo/1/first_principles.md b/strategies/vintage/vintage_blue_tempo/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_blue_tempo/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_blue_tempo/1/guide.md b/strategies/vintage/vintage_blue_tempo/1/guide.md new file mode 100644 index 0000000..98d4b59 --- /dev/null +++ b/strategies/vintage/vintage_blue_tempo/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Blue Tempo. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: tempo, control, spells. Guide status: pending manual import. + +## Thesis +blue disruptive tempo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_blue_tempo/1/metadata.json b/strategies/vintage/vintage_blue_tempo/1/metadata.json new file mode 100644 index 0000000..dbea665 --- /dev/null +++ b/strategies/vintage/vintage_blue_tempo/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "tempo", + "control" + ], + "colors": [ + "U", + "G" + ], + "concept_text": "blue disruptive tempo", + "created_at": 1781240863, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "vintage Blue Tempo distinct metagame coverage: blue disruptive tempo", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 17th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 17, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Blue Tempo distinct metagame coverage: blue disruptive tempo", + "source_deck_id": "7827177", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-blue-tempo" + }, + "strategy_id": "vintage_blue_tempo", + "strategy_label": "Blue Tempo", + "tags": [ + "tempo", + "control", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_blue_tempo/1/reflection.md b/strategies/vintage/vintage_blue_tempo/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_blue_tempo/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_blue_tinker/1/decklist.txt b/strategies/vintage/vintage_blue_tinker/1/decklist.txt new file mode 100644 index 0000000..f6d7015 --- /dev/null +++ b/strategies/vintage/vintage_blue_tinker/1/decklist.txt @@ -0,0 +1,55 @@ +Main (60) +1 Mox Ruby +1 Thundering Falls +2 Volcanic Island +1 Mox Jet +1 Tinker +1 Ancestral Recall +1 Scalding Tarn +1 Mental Misstep +1 Vampiric Tutor +1 Mox Pearl +4 Flow State +2 Island +1 Gitaxian Probe +1 Time Vault +1 Demonic Tutor +1 Timetwister +1 Urza's Saga +1 Tolarian Academy +1 Sol Ring +1 Flooded Strand +1 Yawgmoth's Will +1 Mox Sapphire +4 Force of Will +2 Underground Sea +1 Hullbreacher +1 Mana Crypt +2 Flusterstorm +2 Force of Negation +1 Manifold Key +1 Mox Emerald +1 Time Walk +2 Polluted Delta +1 Brainstorm +4 Stock Up +1 Chain of Vapor +1 Vexing Bauble +1 Bolas's Citadel +1 Black Lotus +2 Hexing Squelcher +1 Mystical Tutor +4 Lorien Revealed + +Sideboard (15) +2 Pyroblast +1 Long Goodbye +1 Dismember +2 Hullbreacher +1 Sphinx of the Steel Wind +1 Mindbreak Trap +2 Abrade +1 Portal to Phyrexia +2 Hurkyl's Recall +1 Opposition Agent +1 Commandeer diff --git a/strategies/vintage/vintage_blue_tinker/1/first_principles.md b/strategies/vintage/vintage_blue_tinker/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_blue_tinker/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_blue_tinker/1/guide.md b/strategies/vintage/vintage_blue_tinker/1/guide.md new file mode 100644 index 0000000..2c42029 --- /dev/null +++ b/strategies/vintage/vintage_blue_tinker/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Blue Tinker. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: control, combo, artifact. Guide status: pending manual import. + +## Thesis +blue artifact/Tinker control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_blue_tinker/1/metadata.json b/strategies/vintage/vintage_blue_tinker/1/metadata.json new file mode 100644 index 0000000..55e1844 --- /dev/null +++ b/strategies/vintage/vintage_blue_tinker/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "control", + "combo" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "blue artifact/Tinker control", + "created_at": 1781240860, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "vintage Blue Tinker distinct metagame coverage: blue artifact/Tinker control", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 2nd Place, 7-1-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 9, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Blue Tinker distinct metagame coverage: blue artifact/Tinker control", + "source_deck_id": "7827162", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-blue-tinker" + }, + "strategy_id": "vintage_blue_tinker", + "strategy_label": "Blue Tinker", + "tags": [ + "control", + "combo", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_blue_tinker/1/reflection.md b/strategies/vintage/vintage_blue_tinker/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_blue_tinker/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_counter_vine/1/decklist.txt b/strategies/vintage/vintage_counter_vine/1/decklist.txt new file mode 100644 index 0000000..8387bc2 --- /dev/null +++ b/strategies/vintage/vintage_counter_vine/1/decklist.txt @@ -0,0 +1,29 @@ +Main (60) +4 Wasteland +4 Bazaar of Baghdad +4 Blazing Rootwalla +4 Vengevine +4 Squee, Goblin Nabob +4 Serum Powder +4 Noxious Revival +4 Hollow One +4 Master of Death +1 Mental Misstep +3 Mindbreak Trap +4 Force of Will +3 Force of Vigor +4 Force of Negation +1 Strip Mine +1 Chalice of the Void +4 Basking Rootwalla +3 Fury + +Sideboard (15) +2 Collector Ouphe +1 Fury +4 Leyline of the Void +1 Karakas +3 Ravenous Trap +2 Yavimaya, Cradle of Growth +1 Petrified Hamlet +1 Force of Vigor diff --git a/strategies/vintage/vintage_counter_vine/1/first_principles.md b/strategies/vintage/vintage_counter_vine/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_counter_vine/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_counter_vine/1/guide.md b/strategies/vintage/vintage_counter_vine/1/guide.md new file mode 100644 index 0000000..8b73d11 --- /dev/null +++ b/strategies/vintage/vintage_counter_vine/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Counter Vine. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: aggro, combo, graveyard. Guide status: pending manual import. + +## Thesis +Bazaar/Vengevine pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_counter_vine/1/metadata.json b/strategies/vintage/vintage_counter_vine/1/metadata.json new file mode 100644 index 0000000..64903b8 --- /dev/null +++ b/strategies/vintage/vintage_counter_vine/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "aggro", + "combo" + ], + "colors": [ + "U", + "B", + "R", + "G" + ], + "concept_text": "Bazaar/Vengevine pressure", + "created_at": 1781240862, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "vintage Counter Vine distinct metagame coverage: Bazaar/Vengevine pressure", + "event_date": "Jun 8, 2026", + "event_name": "Vintage League 2026-06-08; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 14, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Counter Vine distinct metagame coverage: Bazaar/Vengevine pressure", + "source_deck_id": "7827438", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-counter-vine" + }, + "strategy_id": "vintage_counter_vine", + "strategy_label": "Counter Vine", + "tags": [ + "aggro", + "combo", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_counter_vine/1/reflection.md b/strategies/vintage/vintage_counter_vine/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_counter_vine/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_dimir_lurrus_control/1/decklist.txt b/strategies/vintage/vintage_dimir_lurrus_control/1/decklist.txt new file mode 100644 index 0000000..bbe081d --- /dev/null +++ b/strategies/vintage/vintage_dimir_lurrus_control/1/decklist.txt @@ -0,0 +1,48 @@ +Main (60) +1 Swamp +1 Mox Sapphire +4 Force of Will +3 Fatal Push +4 Underground Sea +1 Mox Jet +1 Ancestral Recall +2 Misty Rainforest +4 Wasteland +1 Mental Misstep +1 Treasure Cruise +1 Mox Pearl +4 Orcish Bowmasters +1 Strip Mine +1 Island +3 Force of Negation +3 Spell Pierce +1 Gitaxian Probe +1 Time Walk +1 Undercity Sewers +4 Psychic Frog +1 Momentum Breaker +1 Mishra's Bauble +4 Polluted Delta +1 Dig Through Time +1 Brainstorm +1 Vexing Bauble +1 Demonic Tutor +1 Black Lotus +1 Snapcaster Mage +1 Lorien Revealed +1 Timetwister +1 Soul-Guide Lantern +1 Demonic Consultation +1 Urza's Saga + +Sideboard (15) +1 Pithing Needle +1 Feed the Swarm +1 Fatal Push +2 Mystical Dispute +2 Consign to Memory +1 Snuff Out +2 Null Rod +3 Grafdigger's Cage +1 Soul-Guide Lantern +1 Lurrus of the Dream-Den diff --git a/strategies/vintage/vintage_dimir_lurrus_control/1/first_principles.md b/strategies/vintage/vintage_dimir_lurrus_control/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_dimir_lurrus_control/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_dimir_lurrus_control/1/guide.md b/strategies/vintage/vintage_dimir_lurrus_control/1/guide.md new file mode 100644 index 0000000..47dd495 --- /dev/null +++ b/strategies/vintage/vintage_dimir_lurrus_control/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dimir Lurrus Control. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: control, midrange, artifact. Guide status: pending manual import. + +## Thesis +blue-black Lurrus control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_dimir_lurrus_control/1/metadata.json b/strategies/vintage/vintage_dimir_lurrus_control/1/metadata.json new file mode 100644 index 0000000..fa5a566 --- /dev/null +++ b/strategies/vintage/vintage_dimir_lurrus_control/1/metadata.json @@ -0,0 +1,52 @@ +{ + "archetype_tags": [ + "control", + "midrange" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "blue-black Lurrus control", + "created_at": 1781240858, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "vintage Dimir Lurrus Control distinct metagame coverage: blue-black Lurrus control", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 11th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 5, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Dimir Lurrus Control distinct metagame coverage: blue-black Lurrus control", + "source_deck_id": "7827171", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-dimir-lurrus-control" + }, + "strategy_id": "vintage_dimir_lurrus_control", + "strategy_label": "Dimir Lurrus Control", + "tags": [ + "control", + "midrange", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_dimir_lurrus_control/1/reflection.md b/strategies/vintage/vintage_dimir_lurrus_control/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_dimir_lurrus_control/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_doomsday/1/decklist.txt b/strategies/vintage/vintage_doomsday/1/decklist.txt new file mode 100644 index 0000000..3c7c509 --- /dev/null +++ b/strategies/vintage/vintage_doomsday/1/decklist.txt @@ -0,0 +1,47 @@ +Main (60) +4 Doomsday +2 Thassa's Oracle +1 Necropotence +1 Demonic Consultation +4 Force of Will +1 Mental Misstep +2 Flusterstorm +1 Misdirection +2 Consider +1 Gush +1 Brainstorm +1 Ancestral Recall +1 Dig Through Time +1 Treasure Cruise +3 Flow State +4 Ponder +1 Time Walk +1 Gitaxian Probe +4 Street Wraith +4 Dark Ritual +1 Black Lotus +1 Mox Sapphire +1 Mox Jet +1 Thoughtseize +1 Duress +1 Demonic Tutor +4 Underground Sea +1 Undercity Sewers +2 Flooded Strand +1 Island +2 Misty Rainforest +2 Polluted Delta +2 Scalding Tarn + +Sideboard (15) +4 Leyline of the Void +1 Consign to Memory +1 Force of Negation +1 Long Goodbye +1 Thoughtseize +1 Steel Sabotage +1 Hurkyl's Recall +2 Unable to Scream +1 Mindbreak Trap +1 Snap +1 Null Rod diff --git a/strategies/vintage/vintage_doomsday/1/first_principles.md b/strategies/vintage/vintage_doomsday/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_doomsday/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_doomsday/1/guide.md b/strategies/vintage/vintage_doomsday/1/guide.md new file mode 100644 index 0000000..79b3422 --- /dev/null +++ b/strategies/vintage/vintage_doomsday/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Doomsday. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: combo, spells. Guide status: pending manual import. + +## Thesis +blue-black Doomsday combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_doomsday/1/metadata.json b/strategies/vintage/vintage_doomsday/1/metadata.json new file mode 100644 index 0000000..cb6779b --- /dev/null +++ b/strategies/vintage/vintage_doomsday/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B" + ], + "concept_text": "blue-black Doomsday combo", + "created_at": 1781240859, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "spells" + ], + "source_metadata": { + "coverage_reason": "vintage Doomsday distinct metagame coverage: blue-black Doomsday combo", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 13th Place, 5-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 8, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Doomsday distinct metagame coverage: blue-black Doomsday combo", + "source_deck_id": "7827173", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-doomsday" + }, + "strategy_id": "vintage_doomsday", + "strategy_label": "Doomsday", + "tags": [ + "combo", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_doomsday/1/reflection.md b/strategies/vintage/vintage_doomsday/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_doomsday/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_dredge/1/decklist.txt b/strategies/vintage/vintage_dredge/1/decklist.txt new file mode 100644 index 0000000..5809117 --- /dev/null +++ b/strategies/vintage/vintage_dredge/1/decklist.txt @@ -0,0 +1,26 @@ +Main (60) +4 Prized Amalgam +4 Creeping Chill +4 Narcomoeba +4 Stinkweed Imp +1 Golgari Grave-Troll +4 Shambling Shell +4 Silversmote Ghoul +4 Ichorid +4 Noxious Revival +4 Golgari Thug +4 Grief +4 Hollow One +1 Chalice of the Void +1 Mental Misstep +4 Serum Powder +4 Force of Will +4 Bazaar of Baghdad +1 Force of Negation + +Sideboard (15) +4 Force of Vigor +4 Sickening Shoal +1 Strip Mine +3 Force of Negation +3 Wasteland diff --git a/strategies/vintage/vintage_dredge/1/first_principles.md b/strategies/vintage/vintage_dredge/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_dredge/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_dredge/1/guide.md b/strategies/vintage/vintage_dredge/1/guide.md new file mode 100644 index 0000000..53f8ef9 --- /dev/null +++ b/strategies/vintage/vintage_dredge/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Dredge. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: combo, graveyard. Guide status: pending manual import. + +## Thesis +Bazaar dredge engine + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_dredge/1/metadata.json b/strategies/vintage/vintage_dredge/1/metadata.json new file mode 100644 index 0000000..acf4339 --- /dev/null +++ b/strategies/vintage/vintage_dredge/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "Bazaar dredge engine", + "created_at": 1781240858, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "vintage Dredge distinct metagame coverage: Bazaar dredge engine", + "event_date": "Jun 6, 2026", + "event_name": "Vintage Challenge 32 2026-06-06; 1st Place, 9-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 4, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Dredge distinct metagame coverage: Bazaar dredge engine", + "source_deck_id": "7824861", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-dredge" + }, + "strategy_id": "vintage_dredge", + "strategy_label": "Dredge", + "tags": [ + "combo", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_dredge/1/reflection.md b/strategies/vintage/vintage_dredge/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_dredge/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_eldrazi/1/decklist.txt b/strategies/vintage/vintage_eldrazi/1/decklist.txt new file mode 100644 index 0000000..82f340c --- /dev/null +++ b/strategies/vintage/vintage_eldrazi/1/decklist.txt @@ -0,0 +1,47 @@ +Main (60) +1 Black Lotus +4 Cavern of Souls +4 Glaring Fleshraker +1 Mox Jet +1 Mox Sapphire +1 Manifold Key +1 Strip Mine +1 Time Vault +1 Mana Vault +4 Eldrazi Temple +1 Wasteland +4 Ancient Tomb +2 Eye of Ugin +1 Yavimaya, Cradle of Growth +4 Kozilek's Command +1 Mox Pearl +1 Urza's Saga +1 Sol Ring +1 Vexing Bauble +1 Mystic Forge +1 Mox Emerald +1 Mana Crypt +1 Karn, the Great Creator +4 Tezzeret, Cruel Captain +1 Talon Gates of Madara +1 Mox Opal +1 Gaea's Cradle +1 Tolarian Academy +4 Wastescape Battlemage +4 Sensei's Divining Top +1 Mox Ruby +4 Sowing Mycospawn + +Sideboard (15) +1 Tormod's Crypt +2 Dismember +1 Disruptor Flute +1 Trinisphere +1 Bojuka Bog +2 Mindbreak Trap +2 Grafdigger's Cage +1 Maze of Ith +1 Chalice of the Void +1 Mental Misstep +1 Pithing Needle +1 Mycosynth Lattice diff --git a/strategies/vintage/vintage_eldrazi/1/first_principles.md b/strategies/vintage/vintage_eldrazi/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_eldrazi/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_eldrazi/1/guide.md b/strategies/vintage/vintage_eldrazi/1/guide.md new file mode 100644 index 0000000..5204d62 --- /dev/null +++ b/strategies/vintage/vintage_eldrazi/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Eldrazi. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: stompy, prison. Guide status: pending manual import. + +## Thesis +Eldrazi prison pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_eldrazi/1/metadata.json b/strategies/vintage/vintage_eldrazi/1/metadata.json new file mode 100644 index 0000000..ad34564 --- /dev/null +++ b/strategies/vintage/vintage_eldrazi/1/metadata.json @@ -0,0 +1,48 @@ +{ + "archetype_tags": [ + "stompy", + "prison" + ], + "colors": [ + "G" + ], + "concept_text": "Eldrazi prison pressure", + "created_at": 1781240862, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "vintage Eldrazi distinct metagame coverage: Eldrazi prison pressure", + "event_date": "Jun 5, 2026", + "event_name": "Vintage Challenge 32 2026-06-05; 15th Place, 3-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 13, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Eldrazi distinct metagame coverage: Eldrazi prison pressure", + "source_deck_id": "7823657", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-eldrazi" + }, + "strategy_id": "vintage_eldrazi", + "strategy_label": "Eldrazi", + "tags": [ + "stompy", + "prison" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_eldrazi/1/reflection.md b/strategies/vintage/vintage_eldrazi/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_eldrazi/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_jewel_shops/1/decklist.txt b/strategies/vintage/vintage_jewel_shops/1/decklist.txt new file mode 100644 index 0000000..84b9aa7 --- /dev/null +++ b/strategies/vintage/vintage_jewel_shops/1/decklist.txt @@ -0,0 +1,43 @@ +Main (60) +1 Mox Ruby +1 Mox Sapphire +4 Force of Will +1 Paradoxical Outcome +1 Mox Jet +1 Tinker +1 Mana Vault +3 Relic of Sauron +1 Ancestral Recall +1 Paradox Engine +1 Mana Crypt +4 Coveted Jewel +1 Chaos Defiler +1 Mox Pearl +4 Phyrexian Metamorph +2 Island +1 Mox Emerald +1 Time Walk +4 Ancient Tomb +3 Grim Monolith +1 Karn, the Great Creator +4 The One Ring +4 Mishra's Workshop +2 Stock Up +1 Vexing Bauble +2 Sink into Stupor +1 Black Lotus +4 Transmute Artifact +1 Oboro, Palace in the Clouds +1 Urza's Saga +1 Tolarian Academy +1 Sol Ring + +Sideboard (15) +2 Talon Gates of Madara +1 Trinisphere +4 Defense Grid +1 Lodestone Golem +1 Void Mirror +2 Wurmcoil Engine +2 Hullbreacher +2 Argentum Masticore diff --git a/strategies/vintage/vintage_jewel_shops/1/first_principles.md b/strategies/vintage/vintage_jewel_shops/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_jewel_shops/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_jewel_shops/1/guide.md b/strategies/vintage/vintage_jewel_shops/1/guide.md new file mode 100644 index 0000000..792d73e --- /dev/null +++ b/strategies/vintage/vintage_jewel_shops/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Jewel Shops. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: combo, prison, artifact. Guide status: pending manual import. + +## Thesis +Jewel artifact explosive mana + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_jewel_shops/1/metadata.json b/strategies/vintage/vintage_jewel_shops/1/metadata.json new file mode 100644 index 0000000..373bdba --- /dev/null +++ b/strategies/vintage/vintage_jewel_shops/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo", + "prison" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "Jewel artifact explosive mana", + "created_at": 1781240859, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "vintage Jewel Shops distinct metagame coverage: Jewel artifact explosive mana", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 1st Place, 8-0-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 7, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Jewel Shops distinct metagame coverage: Jewel artifact explosive mana", + "source_deck_id": "7827161", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-jewel-shops" + }, + "strategy_id": "vintage_jewel_shops", + "strategy_label": "Jewel Shops", + "tags": [ + "combo", + "prison", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_jewel_shops/1/reflection.md b/strategies/vintage/vintage_jewel_shops/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_jewel_shops/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_lurrus_breach/1/decklist.txt b/strategies/vintage/vintage_lurrus_breach/1/decklist.txt new file mode 100644 index 0000000..6ff9162 --- /dev/null +++ b/strategies/vintage/vintage_lurrus_breach/1/decklist.txt @@ -0,0 +1,54 @@ +Main (60) +1 Mox Ruby +1 Underground Sea +1 Mox Jet +1 Ancestral Recall +1 Brain Freeze +2 Misty Rainforest +1 Scalding Tarn +1 Mental Misstep +1 Flusterstorm +1 Mox Pearl +1 Force of Negation +1 Gitaxian Probe +1 Polluted Delta +1 Mox Opal +1 Demonic Tutor +1 Hexing Squelcher +1 Urza's Saga +1 Tolarian Academy +1 Sol Ring +1 Flooded Strand +4 Paradoxical Outcome +2 Tundra +2 Flame of Anor +1 Merchant Scroll +1 Mox Sapphire +4 Force of Will +1 Mana Vault +1 Mana Crypt +1 Mox Emerald +4 Thundertrap Trainer +1 Time Walk +2 Underworld Breach +1 Spell Pierce +1 Meticulous Archive +1 Brainstorm +4 Stock Up +1 Chain of Vapor +1 Vexing Bauble +1 Black Lotus +2 Lorien Revealed +3 Volcanic Island + +Sideboard (15) +3 Swords to Plowshares +2 Pyroblast +1 Force of Negation +1 Steel Sabotage +1 Soul-Guide Lantern +1 Hexing Squelcher +3 Portable Hole +1 Mindbreak Trap +1 Overencumbered +1 Lurrus of the Dream-Den diff --git a/strategies/vintage/vintage_lurrus_breach/1/first_principles.md b/strategies/vintage/vintage_lurrus_breach/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_lurrus_breach/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_lurrus_breach/1/guide.md b/strategies/vintage/vintage_lurrus_breach/1/guide.md new file mode 100644 index 0000000..68a3fc9 --- /dev/null +++ b/strategies/vintage/vintage_lurrus_breach/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Lurrus Breach. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: combo, control, graveyard, artifact. Guide status: pending manual import. + +## Thesis +Underworld Breach/Lurrus combo-control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_lurrus_breach/1/metadata.json b/strategies/vintage/vintage_lurrus_breach/1/metadata.json new file mode 100644 index 0000000..01242a5 --- /dev/null +++ b/strategies/vintage/vintage_lurrus_breach/1/metadata.json @@ -0,0 +1,55 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "Underworld Breach/Lurrus combo-control", + "created_at": 1781240859, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "graveyard", + "artifact" + ], + "source_metadata": { + "coverage_reason": "vintage Lurrus Breach distinct metagame coverage: Underworld Breach/Lurrus combo-control", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 8th Place, 5-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 6, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Lurrus Breach distinct metagame coverage: Underworld Breach/Lurrus combo-control", + "source_deck_id": "7827168", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-lurrus-breach-9d1cc5d1-52c8-436c-8711-ee292b96e9d4" + }, + "strategy_id": "vintage_lurrus_breach", + "strategy_label": "Lurrus Breach", + "tags": [ + "combo", + "control", + "graveyard", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_lurrus_breach/1/reflection.md b/strategies/vintage/vintage_lurrus_breach/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_lurrus_breach/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_mono_white_initiative/1/decklist.txt b/strategies/vintage/vintage_mono_white_initiative/1/decklist.txt new file mode 100644 index 0000000..5d12646 --- /dev/null +++ b/strategies/vintage/vintage_mono_white_initiative/1/decklist.txt @@ -0,0 +1,32 @@ +Main (60) +1 Vexing Bauble +1 Strip Mine +4 Chancellor of the Annex +2 Plains +1 Mox Sapphire +1 Mox Ruby +1 Mox Pearl +1 Mox Jet +1 Mox Emerald +1 Mana Crypt +1 Karakas +4 Seasoned Dungeoneer +4 Chrome Mox +4 Cavern of Souls +1 Black Lotus +4 Archon of Emeria +4 Anointed Peacekeeper +4 Ancient Tomb +4 Clarion Conqueror +4 Wasteland +4 Witch Enchanter +4 Void Mirror +4 White Plume Adventurer + +Sideboard (15) +3 Swords to Plowshares +4 Containment Priest +4 Leyline of the Void +1 Archon of Absolution +2 Light of Day +1 Null Rod diff --git a/strategies/vintage/vintage_mono_white_initiative/1/first_principles.md b/strategies/vintage/vintage_mono_white_initiative/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_mono_white_initiative/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_mono_white_initiative/1/guide.md b/strategies/vintage/vintage_mono_white_initiative/1/guide.md new file mode 100644 index 0000000..0737107 --- /dev/null +++ b/strategies/vintage/vintage_mono_white_initiative/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Mono-White Initiative. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: stompy, prison, initiative. Guide status: pending manual import. + +## Thesis +white prison-initiative pressure + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_mono_white_initiative/1/metadata.json b/strategies/vintage/vintage_mono_white_initiative/1/metadata.json new file mode 100644 index 0000000..979eb51 --- /dev/null +++ b/strategies/vintage/vintage_mono_white_initiative/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "stompy", + "prison" + ], + "colors": [ + "W" + ], + "concept_text": "white prison-initiative pressure", + "created_at": 1781240857, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "initiative" + ], + "source_metadata": { + "coverage_reason": "vintage Mono-White Initiative distinct metagame coverage: white prison-initiative pressure", + "event_date": "May 30, 2026", + "event_name": "Vintage Challenge 32 2026-05-30; 1st Place, 7-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 3, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Mono-White Initiative distinct metagame coverage: white prison-initiative pressure", + "source_deck_id": "7810536", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-mono-white-initiative" + }, + "strategy_id": "vintage_mono_white_initiative", + "strategy_label": "Mono-White Initiative", + "tags": [ + "stompy", + "prison", + "initiative" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_mono_white_initiative/1/reflection.md b/strategies/vintage/vintage_mono_white_initiative/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_mono_white_initiative/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_oath_of_druids/1/decklist.txt b/strategies/vintage/vintage_oath_of_druids/1/decklist.txt new file mode 100644 index 0000000..c2cb942 --- /dev/null +++ b/strategies/vintage/vintage_oath_of_druids/1/decklist.txt @@ -0,0 +1,45 @@ +Main (60) +1 Mox Ruby +1 Flooded Strand +1 Flash +1 Mox Sapphire +4 Forbidden Orchard +4 Force of Will +1 Raph & Mikey, Troublemakers +1 Mox Jet +1 Ancestral Recall +1 Lotus Petal +1 Mana Crypt +1 Misty Rainforest +1 Hedge Maze +4 Oath of Druids +1 Gaea's Blessing +1 Scalding Tarn +1 Mental Misstep +1 Flusterstorm +1 Mox Pearl +1 Island +4 Tropical Island +3 Force of Negation +1 Mox Emerald +1 Ancient Tomb +4 Atraxa, Grand Unifier +1 Gitaxian Probe +1 Time Walk +1 Polluted Delta +4 Stock Up +2 Oko, Thief of Crowns +1 Vexing Bauble +4 Show and Tell +1 Black Lotus +2 Boseiju, Who Endures +1 Sol Ring + +Sideboard (15) +2 Serra's Emissary +1 Mindbreak Trap +4 Dismember +2 Flusterstorm +2 Null Rod +1 Veil of Summer +3 Ravenous Trap diff --git a/strategies/vintage/vintage_oath_of_druids/1/first_principles.md b/strategies/vintage/vintage_oath_of_druids/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_oath_of_druids/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_oath_of_druids/1/guide.md b/strategies/vintage/vintage_oath_of_druids/1/guide.md new file mode 100644 index 0000000..ee91301 --- /dev/null +++ b/strategies/vintage/vintage_oath_of_druids/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Oath of Druids. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: combo, control, graveyard. Guide status: pending manual import. + +## Thesis +Oath cheat-threat control + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_oath_of_druids/1/metadata.json b/strategies/vintage/vintage_oath_of_druids/1/metadata.json new file mode 100644 index 0000000..78ac897 --- /dev/null +++ b/strategies/vintage/vintage_oath_of_druids/1/metadata.json @@ -0,0 +1,54 @@ +{ + "archetype_tags": [ + "combo", + "control" + ], + "colors": [ + "W", + "U", + "B", + "G" + ], + "concept_text": "Oath cheat-threat control", + "created_at": 1781240857, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "vintage Oath of Druids distinct metagame coverage: Oath cheat-threat control", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 6th Place, 5-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 2, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Oath of Druids distinct metagame coverage: Oath cheat-threat control", + "source_deck_id": "7827166", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-oath-of-druids" + }, + "strategy_id": "vintage_oath_of_druids", + "strategy_label": "Oath of Druids", + "tags": [ + "combo", + "control", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_oath_of_druids/1/reflection.md b/strategies/vintage/vintage_oath_of_druids/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_oath_of_druids/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_oops_all_spells/1/decklist.txt b/strategies/vintage/vintage_oops_all_spells/1/decklist.txt new file mode 100644 index 0000000..85d4da4 --- /dev/null +++ b/strategies/vintage/vintage_oops_all_spells/1/decklist.txt @@ -0,0 +1,32 @@ +Main (61) +4 Agadeem's Awakening +4 Balustrade Spy +1 Black Lotus +4 Boggart Trawler +1 Bridge from Below +2 Cabal Therapy +4 Dark Ritual +1 Dread Return +4 Elvish Spirit Guide +4 Fell the Profane +4 Grief +1 Jack-o'-Lantern +1 Lotus Petal +1 Memory's Journey +1 Mental Misstep +1 Mox Emerald +1 Mox Jet +2 Narcomoeba +4 Pact of Negation +2 Poxwalkers +4 Summoner's Pact +1 Thassa's Oracle +4 Undercity Informer +4 Unmask +1 Wild Cantor + +Sideboard (15) +3 Chancellor of the Annex +4 Force of Vigor +4 Leyline of the Void +4 Sickening Shoal diff --git a/strategies/vintage/vintage_oops_all_spells/1/first_principles.md b/strategies/vintage/vintage_oops_all_spells/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_oops_all_spells/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_oops_all_spells/1/guide.md b/strategies/vintage/vintage_oops_all_spells/1/guide.md new file mode 100644 index 0000000..1592644 --- /dev/null +++ b/strategies/vintage/vintage_oops_all_spells/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Oops All Spells. Format: Vintage. Main deck count: 61. Sideboard count: 15. Tags: combo, graveyard. Guide status: pending manual import. + +## Thesis +all-in graveyard combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_oops_all_spells/1/metadata.json b/strategies/vintage/vintage_oops_all_spells/1/metadata.json new file mode 100644 index 0000000..2ac35d3 --- /dev/null +++ b/strategies/vintage/vintage_oops_all_spells/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "all-in graveyard combo", + "created_at": 1781240863, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "vintage Oops All Spells distinct metagame coverage: all-in graveyard combo", + "event_date": "May 17, 2026", + "event_name": "Vintage Cash Tournament Proxies are Allowed; 4th Place, 2-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 16, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Oops All Spells distinct metagame coverage: all-in graveyard combo", + "source_deck_id": "7789129", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-oops-all-spells" + }, + "strategy_id": "vintage_oops_all_spells", + "strategy_label": "Oops All Spells", + "tags": [ + "combo", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_oops_all_spells/1/reflection.md b/strategies/vintage/vintage_oops_all_spells/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_oops_all_spells/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_paradoxical_outcome/1/decklist.txt b/strategies/vintage/vintage_paradoxical_outcome/1/decklist.txt new file mode 100644 index 0000000..8011563 --- /dev/null +++ b/strategies/vintage/vintage_paradoxical_outcome/1/decklist.txt @@ -0,0 +1,66 @@ +Main (60) +1 Ancestral Recall +1 Time Walk +1 Demonic Tutor +4 Force of Will +1 Urza's Saga +1 Mental Misstep +1 Merchant Scroll +1 Mox Emerald +1 Mox Jet +1 Mox Pearl +1 Mox Ruby +1 Mox Sapphire +1 Black Lotus +1 Sol Ring +1 Mana Crypt +1 Tolarian Academy +1 Balance +1 Scalding Tarn +1 Tezzeret, Cruel Captain +1 Sensei's Divining Top +1 Stock Up +1 Snapcaster Mage +1 Mana Vault +2 Underground Sea +1 Brainstorm +1 Jace, the Mind Sculptor +1 Vexing Bauble +1 Strip Mine +1 Lotus Petal +1 Narset, Parter of Veils +1 Paradoxical Outcome +2 Flusterstorm +1 Gitaxian Probe +1 Polluted Delta +1 Flooded Strand +1 Force of Negation +2 Misty Rainforest +1 Teferi, Time Raveler +1 Time Vault +2 Tundra +1 Karn, the Great Creator +1 Mox Opal +1 Mystical Tutor +1 Vampiric Tutor +1 Pithing Needle +1 Manifold Key +2 Island +1 Timetwister +1 Yawgmoth's Will +1 Portable Hole +1 Otawara, Soaring City +1 Thundertrap Trainer + +Sideboard (15) +2 Consign to Memory +4 Leyline of the Void +1 Grafdigger's Cage +1 Tinker +1 The Tabernacle at Pendrell Vale +1 Swords to Plowshares +1 Mycosynth Lattice +1 Prismatic Ending +1 Portable Hole +1 Blightsteel Colossus +1 Soul-Guide Lantern diff --git a/strategies/vintage/vintage_paradoxical_outcome/1/first_principles.md b/strategies/vintage/vintage_paradoxical_outcome/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_paradoxical_outcome/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_paradoxical_outcome/1/guide.md b/strategies/vintage/vintage_paradoxical_outcome/1/guide.md new file mode 100644 index 0000000..f9a8d82 --- /dev/null +++ b/strategies/vintage/vintage_paradoxical_outcome/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Paradoxical Outcome. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: combo, artifact, spells. Guide status: pending manual import. + +## Thesis +artifact storm combo + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_paradoxical_outcome/1/metadata.json b/strategies/vintage/vintage_paradoxical_outcome/1/metadata.json new file mode 100644 index 0000000..c0cd1cf --- /dev/null +++ b/strategies/vintage/vintage_paradoxical_outcome/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "combo" + ], + "colors": [ + "W", + "U", + "B" + ], + "concept_text": "artifact storm combo", + "created_at": 1781240860, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "artifact", + "spells" + ], + "source_metadata": { + "coverage_reason": "vintage Paradoxical Outcome distinct metagame coverage: artifact storm combo", + "event_date": "Jun 10, 2026", + "event_name": "Vintage League 2026-06-10; 5-0", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 10, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Paradoxical Outcome distinct metagame coverage: artifact storm combo", + "source_deck_id": "7829021", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-paradoxical-outcome" + }, + "strategy_id": "vintage_paradoxical_outcome", + "strategy_label": "Paradoxical Outcome", + "tags": [ + "combo", + "artifact", + "spells" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_paradoxical_outcome/1/reflection.md b/strategies/vintage/vintage_paradoxical_outcome/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_paradoxical_outcome/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_red_prison/1/decklist.txt b/strategies/vintage/vintage_red_prison/1/decklist.txt new file mode 100644 index 0000000..f168f8e --- /dev/null +++ b/strategies/vintage/vintage_red_prison/1/decklist.txt @@ -0,0 +1,50 @@ +Main (60) +1 Magus of the Moon +1 Mox Ruby +4 Reanimate +1 Sheoldred's Edict +3 Swamp +2 Thoughtseize +3 Badlands +2 Dauthi Voidwalker +1 Meltdown +1 Mox Jet +2 Fatal Push +1 Mana Crypt +1 Mental Misstep +4 Wasteland +1 Orcish Bowmasters +3 Troll of Khazad-dum +1 Strip Mine +1 Null Rod +2 Barrowgoyf +4 Dark Ritual +4 Grief +2 Verdant Catacombs +1 Karn, the Great Creator +1 Cabal Therapy +2 Mai, Scornful Striker +3 Polluted Delta +1 Raucous Theater +1 Vexing Bauble +1 Demonic Tutor +1 Opposition Agent +1 Black Lotus +1 Demonic Consultation +1 Sol Ring +1 Tourach, Dread Cantor + +Sideboard (15) +2 Red Elemental Blast +1 Mindbreak Trap +1 Pithing Needle +1 Snuff Out +1 Barrowgoyf +1 Long Goodbye +1 The Tabernacle at Pendrell Vale +1 Engineered Explosives +1 Tormod's Crypt +2 Meltdown +1 Opposition Agent +1 Stillmoon Cavalier +1 Magus of the Moon diff --git a/strategies/vintage/vintage_red_prison/1/first_principles.md b/strategies/vintage/vintage_red_prison/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_red_prison/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_red_prison/1/guide.md b/strategies/vintage/vintage_red_prison/1/guide.md new file mode 100644 index 0000000..c2fb851 --- /dev/null +++ b/strategies/vintage/vintage_red_prison/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Red Prison. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: prison, stompy. Guide status: pending manual import. + +## Thesis +red fast-mana prison + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_red_prison/1/metadata.json b/strategies/vintage/vintage_red_prison/1/metadata.json new file mode 100644 index 0000000..abef47c --- /dev/null +++ b/strategies/vintage/vintage_red_prison/1/metadata.json @@ -0,0 +1,50 @@ +{ + "archetype_tags": [ + "prison", + "stompy" + ], + "colors": [ + "U", + "B", + "R" + ], + "concept_text": "red fast-mana prison", + "created_at": 1781240862, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [], + "source_metadata": { + "coverage_reason": "vintage Red Prison distinct metagame coverage: red fast-mana prison", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 24th Place, 4-3", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 15, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Red Prison distinct metagame coverage: red fast-mana prison", + "source_deck_id": "7827184", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-red-prison" + }, + "strategy_id": "vintage_red_prison", + "strategy_label": "Red Prison", + "tags": [ + "prison", + "stompy" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_red_prison/1/reflection.md b/strategies/vintage/vintage_red_prison/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_red_prison/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_sphere_shops/1/decklist.txt b/strategies/vintage/vintage_sphere_shops/1/decklist.txt new file mode 100644 index 0000000..5fe3eef --- /dev/null +++ b/strategies/vintage/vintage_sphere_shops/1/decklist.txt @@ -0,0 +1,44 @@ +Main (60) +1 Inventors' Fair +1 Talon Gates of Madara +1 Mox Ruby +4 Sphere of Resistance +2 Smokestack +1 Mox Sapphire +1 Mox Jet +4 Scrawling Crawler +1 Mana Vault +1 Mana Crypt +1 Chalice of the Void +1 Karakas +4 Patchwork Automaton +1 Lodestone Golem +1 Trinisphere +2 Nettlecyst +4 Wasteland +1 Mox Pearl +2 Ghost Quarter +1 Strip Mine +1 Mox Emerald +1 Thorn of Amethyst +4 Ancient Tomb +3 Null Rod +3 Golos, Tireless Pilgrim +1 Karn, the Great Creator +3 Crucible of Worlds +4 Mishra's Workshop +1 Vexing Bauble +1 Black Lotus +1 Urza's Saga +1 Tolarian Academy +1 Sol Ring + +Sideboard (15) +2 Mindbreak Trap +1 Disruptor Flute +2 Dismember +1 Null Rod +1 The Tabernacle at Pendrell Vale +3 Grafdigger's Cage +2 Wurmcoil Engine +3 Leyline of the Void diff --git a/strategies/vintage/vintage_sphere_shops/1/first_principles.md b/strategies/vintage/vintage_sphere_shops/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_sphere_shops/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_sphere_shops/1/guide.md b/strategies/vintage/vintage_sphere_shops/1/guide.md new file mode 100644 index 0000000..917f00e --- /dev/null +++ b/strategies/vintage/vintage_sphere_shops/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Sphere Shops. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: prison, aggro, artifact. Guide status: pending manual import. + +## Thesis +Mishra Workshop sphere prison + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_sphere_shops/1/metadata.json b/strategies/vintage/vintage_sphere_shops/1/metadata.json new file mode 100644 index 0000000..ec71185 --- /dev/null +++ b/strategies/vintage/vintage_sphere_shops/1/metadata.json @@ -0,0 +1,51 @@ +{ + "archetype_tags": [ + "prison", + "aggro" + ], + "colors": [ + "C" + ], + "concept_text": "Mishra Workshop sphere prison", + "created_at": 1781240857, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "artifact" + ], + "source_metadata": { + "coverage_reason": "vintage Sphere Shops distinct metagame coverage: Mishra Workshop sphere prison", + "event_date": "Jun 6, 2026", + "event_name": "NYSE Open X; 5th Place, 5-2-1", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 1, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Sphere Shops distinct metagame coverage: Mishra Workshop sphere prison", + "source_deck_id": "7827165", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-sphere-shops" + }, + "strategy_id": "vintage_sphere_shops", + "strategy_label": "Sphere Shops", + "tags": [ + "prison", + "aggro", + "artifact" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_sphere_shops/1/reflection.md b/strategies/vintage/vintage_sphere_shops/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_sphere_shops/1/reflection.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_sultai_midrange/1/decklist.txt b/strategies/vintage/vintage_sultai_midrange/1/decklist.txt new file mode 100644 index 0000000..4b01e15 --- /dev/null +++ b/strategies/vintage/vintage_sultai_midrange/1/decklist.txt @@ -0,0 +1,46 @@ +Main (60) +2 Scalding Tarn +1 Ancestral Recall +1 Mental Misstep +1 Black Lotus +1 Leovold, Emissary of Trest +3 Collector Ouphe +4 Deathrite Shaman +1 Gitaxian Probe +1 Dig Through Time +1 Fatal Push +1 Flooded Strand +1 Flusterstorm +2 Force of Negation +4 Force of Will +1 Demonic Tutor +1 Hedge Maze +1 Brainstorm +4 Mindbreak Trap +2 Misty Rainforest +1 Mox Emerald +1 Mox Jet +1 Mox Sapphire +1 Orcish Bowmasters +2 Plagon, Lord of the Beach +2 Polluted Delta +4 Psychic Frog +1 Strip Mine +1 Tamiyo, Inquisitive Student +1 Time Walk +2 Tropical Island +3 Underground Sea +1 Barrowgoyf +2 Abrupt Decay +3 Wasteland +1 Yuriko, the Tiger's Shadow + +Sideboard (15) +2 Fatal Push +3 Consign to Memory +1 Abrupt Decay +4 Leyline of the Void +1 Sheoldred's Edict +2 Soul Rend +1 The Tabernacle at Pendrell Vale +1 Flusterstorm diff --git a/strategies/vintage/vintage_sultai_midrange/1/first_principles.md b/strategies/vintage/vintage_sultai_midrange/1/first_principles.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_sultai_midrange/1/first_principles.md @@ -0,0 +1 @@ + diff --git a/strategies/vintage/vintage_sultai_midrange/1/guide.md b/strategies/vintage/vintage_sultai_midrange/1/guide.md new file mode 100644 index 0000000..f4e0eb4 --- /dev/null +++ b/strategies/vintage/vintage_sultai_midrange/1/guide.md @@ -0,0 +1,63 @@ +# Strategy Specifications +## Deck Name And Archetype +Sultai Midrange. Format: Vintage. Main deck count: 60. Sideboard count: 15. Tags: midrange, control, graveyard. Guide status: pending manual import. + +## Thesis +Sultai fair blue attrition + +## Role Package +Manual Strategy Specification pending. Replace this placeholder with veles-import-guide before high-quality playtesting. + +## Primary Win Conditions +Manual Strategy Specification pending. + +## Secondary Win Conditions +Manual Strategy Specification pending. + +## Emergency Lines +Manual Strategy Specification pending. + +## Resource Model +Manual Strategy Specification pending. + +## Mana Guide +Manual Strategy Specification pending. + +## Mulligan Guide +Manual Strategy Specification pending. + +## Turn Arc +Manual Strategy Specification pending. + +## Card Roles +Manual Strategy Specification pending. + +## Interaction Priorities +Manual Strategy Specification pending. + +## Combat And Trading Rules +Manual Strategy Specification pending. + +## Selection And Tutor Rules +Manual Strategy Specification pending. + +## Priority And Stack Rules +Manual Strategy Specification pending. + +## Sideboard Map +Manual Strategy Specification pending. + +## Matchup Guidance +Manual Strategy Specification pending. + +## Specific Matchup Notes +Manual Strategy Specification pending. + +## Risk Summary +Manual Strategy Specification pending. + +## Test Feedback Checklist +Manual Strategy Specification pending. + +## First Tuning Questions +Manual Strategy Specification pending. diff --git a/strategies/vintage/vintage_sultai_midrange/1/metadata.json b/strategies/vintage/vintage_sultai_midrange/1/metadata.json new file mode 100644 index 0000000..ee7062e --- /dev/null +++ b/strategies/vintage/vintage_sultai_midrange/1/metadata.json @@ -0,0 +1,53 @@ +{ + "archetype_tags": [ + "midrange", + "control" + ], + "colors": [ + "U", + "B", + "G" + ], + "concept_text": "Sultai fair blue attrition", + "created_at": 1781240861, + "files": { + "decklist": "decklist.txt", + "first_principles": "first_principles.md", + "guide": "guide.md", + "reflection": "reflection.md" + }, + "formats": [ + "vintage" + ], + "mechanic_tags": [ + "graveyard" + ], + "source_metadata": { + "coverage_reason": "vintage Sultai Midrange distinct metagame coverage: Sultai fair blue attrition", + "event_date": "May 29, 2026", + "event_name": "Vintage Challenge 32 2026-05-29; 11th Place, 4-2", + "guide_status": "pending_manual_import", + "is_coverage_pick": true, + "meta_rank": 11, + "retrieved_at": "2026-06-12T04:52:20Z", + "sample_reason": "vintage Sultai Midrange distinct metagame coverage: Sultai fair blue attrition", + "source_deck_id": "7808013", + "source_format": "vintage", + "source_name": "MTGGoldfish Metagame", + "source_url": "https://www.mtggoldfish.com/archetype/vintage-sultai-midrange" + }, + "strategy_id": "vintage_sultai_midrange", + "strategy_label": "Sultai Midrange", + "tags": [ + "midrange", + "control", + "graveyard" + ], + "validation_warnings": [ + "Strategy Specification guide pending manual import; replace it with veles-import-guide before high-quality playtesting." + ], + "version_id": "v1", + "version_label": "v1 - Meta 2026-06-12", + "version_note": "Meta 2026-06-12", + "version_number": 1 +} diff --git a/strategies/vintage/vintage_sultai_midrange/1/reflection.md b/strategies/vintage/vintage_sultai_midrange/1/reflection.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/strategies/vintage/vintage_sultai_midrange/1/reflection.md @@ -0,0 +1 @@ +