# Strategy Specifications ## Deck Name And Archetype - Identity: Dimir Excruciator is registered as a 60-card Standard blue-black midrange-control deck with a graveyard tag and a 15-card sideboard. The name implies `Doomsday Excruciator` is the defining top-end or engine card, while `Duress`, `Bitter Triumph`, `Day of Black Sun`, `Deadly Cover-Up`, `Requiting Hex`, `Stock Up`, `Insatiable Avarice`, and `Strategic Betrayal` point toward discard, removal, sweepers, card flow, and attrition rather than pure tempo. - Registration validation: The submitted main deck totals exactly 60 cards, and the submitted sideboard totals exactly 15 cards. The apparent land package is 26 cards if `Restless Reef`, `Swamp`, `Cavern of Souls`, `Multiversal Passage`, `Undercity Sewers`, `Watery Grave`, and `Gloomlake Verge` are all treated as lands; Veles should still trust runtime type and mana data over this guide if the rules engine classifies any of those differently. - Tag validation: Normalize the duplicated submitted tags to `midrange`, `control`, and `graveyard`. Runtime role selection should begin as Dimir attrition-control, then shift toward midrange pressure only when legal actions show `Superior Spider-Man`, `Doomsday Excruciator`, `Restless Reef`, or `Emeritus of Ideation` can close faster than holding interaction. - Stock status: Treat this list as rogue or hybrid, not stock, unless a current external metagame source identifies this exact 75. The mixture of `Doomsday Excruciator`, `Superior Spider-Man`, `Requiting Hex`, `Winternight Stories`, `Day of Black Sun`, `Stock Up`, `Emeritus of Ideation`, and a sideboard with `Oildeep Gearhulk`, `Quantum Riddler`, and `Sunderflock` looks tuned around a specific Standard card pool rather than a familiar published Dimir shell. - Format validation: Format is declared Standard, but current legality requires authoritative validation before sanctioned or high-confidence testing. `Watery Grave`, `Cavern of Souls`, `Flashfreeze`, `Duress`, and the newer-looking named cards may be legal only if their current printings are Standard-legal; Veles should report a legality concern until the deck is checked against the active rules engine or card database. - Card-text caution: Card text check required for `Doomsday Excruciator`, `Restless Reef`, `Deceit`, `Winternight Stories`, `Superior Spider-Man`, `Day of Black Sun`, `Requiting Hex`, `Stock Up`, `Strategic Betrayal`, `Emeritus of Ideation`, `Multiversal Passage`, `Gloomlake Verge`, `Decorum Dissertation`, `Qarsi Revenant`, `Oildeep Gearhulk`, `Quantum Riddler`, and `Sunderflock` before any deterministic rules-text claim is trusted. Known-looking cards such as `Duress`, `Bitter Triumph`, `Deadly Cover-Up`, `Insatiable Avarice`, `Ghost Vacuum`, `Flashfreeze`, `Watery Grave`, and `Cavern of Souls` should still follow engine-exposed legal actions at runtime. - Mana concern: The deck appears heavily black with blue support, but `Cavern of Souls` can create color tension if noncreature interaction must be cast on curve. Opening-hand evaluation should verify black for discard/removal, blue for `Stock Up` or other blue spells, and enough untapped mana to interact before assuming a slow Dimir hand is keepable. - Role concern: The maindeck nonland cards with 2+ copies that must receive full tactical coverage are `Doomsday Excruciator`, `Deceit`, `Duress`, `Winternight Stories`, `Bitter Triumph`, `Superior Spider-Man`, `Day of Black Sun`, `Requiting Hex`, `Stock Up`, and `Insatiable Avarice`. The sideboard cards requiring later Sideboard Map and matchup coverage are `Strategic Betrayal`, `Decorum Dissertation`, `Qarsi Revenant`, `Ghost Vacuum`, `Duress`, `Oildeep Gearhulk`, `Quantum Riddler`, `Flashfreeze`, and `Sunderflock`. - Opponent information status: No opponent decklist, matchup label, play/draw assignment, revealed cards, or metagame target is supplied. Game 1 should use unknown-opponent Dimir principles and upgrade to matchup-specific guidance only from public information such as visible colors, graveyard use, creature density, stack interaction, planeswalker or artifact/enchantment reliance, sweepers, or fast pressure. ## Thesis - Assemble attrition first, closure second: Dimir Excruciator wants to build a game where early discard, removal, sweepers, and card flow trade down the opponent's best starts, then a small number of durable threats or payoff spells finish after the opponent is low on resources. Prioritize black mana, early legal interaction, and card-flow turns that do not expose the deck to a lethal board. - Win through controlled inevitability, not explosive certainty: `Doomsday Excruciator`, `Superior Spider-Man`, `Restless Reef`, `Emeritus of Ideation`, and possibly `Requiting Hex` are the likely closing tools, but Card text check required for their exact functions. Treat each as a finisher only when the engine exposes legal actions and visible board state supports either stabilizing first or ending the game before the opponent rebuilds. - Protect the long game by sequencing discard before commitment: `Duress` and `Strategic Betrayal` should clear or identify opposing interaction before tapping low for `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, or a large card-flow turn. If the opponent is presenting lethal or a short clock, survival actions outrank information-gathering discard unless the discard is the only legal way to prevent the key threat. - Use velocity as a bridge, not a vacation: `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, and `Deceit` should convert spare mana into action density, but they should not replace a needed `Bitter Triumph`, `Day of Black Sun`, `Deadly Cover-Up`, or `Requiting Hex` when the board is already dangerous. Card text check required for `Stock Up`, `Winternight Stories`, and `Deceit`, so runtime legal modes and visible costs decide exact sequencing. - Avoid pretending to be tempo or pure combo: this deck is not trying to spend every turn attacking at maximum speed, hold up interaction forever without advancing, or commit a fragile top-end card into known disruption. The preferred pattern is interact, reload, interact again, then deploy one threat with enough life total, mana, and public information to force the opponent into bad topdecks. - Prioritize runtime legality over strategic preference: if Veles legal actions do not show a cast, target, attack, block, or activation line, the guide must not assume it exists. If visible information contradicts a general role rule, choose the legal action that addresses the visible board, stack, life total, mana, graveyard, and known revealed cards. ## Role Package - Threats: `Doomsday Excruciator` is the named build-around and likely primary top-end threat; Card text check required, so commit only when the board is stable, the opponent's key answer is stripped or taxed, or waiting risks losing inevitability. `Superior Spider-Man` is a four-copy threat or stabilizer by registration priority; Card text check required, but four copies means it should be evaluated as a central battlefield plan rather than a rare finisher. `Restless Reef` is a registered four-copy land threat if runtime confirms creature-land functionality; use it to pressure after sweepers or in stalled games while preserving spell mana when interaction is required. `Emeritus of Ideation` is a singleton threat or engine; Card text check required, so treat it as high-upside but not essential to opening-hand keeps. - Payoffs: `Requiting Hex` appears as a four-copy payoff or interaction spell and should be treated as a key conversion card once the opponent's board, life total, or resources make its legal action impactful; Card text check required before assuming damage, drain, removal, or graveyard scaling. `Deadly Cover-Up` is the singleton reset or attrition payoff; use it when the visible board requires a wide answer or when a sweeper creates a safer path for `Doomsday Excruciator`, `Superior Spider-Man`, or `Restless Reef`. - Engines: `Winternight Stories`, `Stock Up`, `Insatiable Avarice`, `Strategic Betrayal`, and `Emeritus of Ideation` are the likely card-advantage or selection engines. Use them when mana would otherwise be inefficient, when the hand lacks the next land or answer, or after the opponent's immediate threat has been answered; do not cast them into visible lethal pressure unless the legal action directly finds or creates survival. - Velocity: `Stock Up` and `Insatiable Avarice` are the most explicit reload cards, while `Deceit` and `Winternight Stories` may be filtering, interaction, or advantage depending on verified text. Favor velocity in low-pressure turns, mulligan recovery, and post-trade windows; delay it when the opponent has a must-answer permanent or stack threat. - Interaction: `Duress`, `Bitter Triumph`, `Day of Black Sun`, `Deadly Cover-Up`, `Requiting Hex`, `Strategic Betrayal`, `Flashfreeze`, `Sunderflock`, `Ghost Vacuum`, and possibly `Decorum Dissertation` form the disruption suite. Spend discard on noncreature engines, sweepers, counters, and planeswalker-style threats when visible; spend removal on threats that shorten the clock or invalidate future sweepers. - Protection: `Duress` protects commitments before they happen, `Cavern of Souls` may protect creature casts if runtime confirms relevant creature types and mana legality, and sideboard `Flashfreeze` or `Sunderflock` can protect against specific stack or permanent classes if their legal actions appear. Never assume protection from card names alone. - Recursion and graveyard module: The deck is tagged graveyard, but Card text check required for which registered cards actually use graveyards. Treat `Deadly Cover-Up`, `Ghost Vacuum`, `Qarsi Revenant`, `Oildeep Gearhulk`, and `Doomsday Excruciator` as conditional graveyard-relevant cards only when engine text or legal actions expose graveyard choices. - Mana module: `Swamp`, `Watery Grave`, `Gloomlake Verge`, `Undercity Sewers`, `Restless Reef`, `Cavern of Souls`, and `Multiversal Passage` must support black early and blue by the first meaningful card-flow turn. Keep mana flexible for `Bitter Triumph`, `Duress`, `Day of Black Sun`, `Stock Up`, and sideboard counters rather than overusing creature-land or specialty-land lines. - Sideboard modules: `Duress`, `Strategic Betrayal`, `Flashfreeze`, and `Sunderflock` increase stack or hand interaction; `Ghost Vacuum` addresses graveyards; `Qarsi Revenant`, `Oildeep Gearhulk`, and `Quantum Riddler` add threat, recursion, or anti-control density if their text supports it; `Decorum Dissertation` is a singleton specialized tool requiring card-text verification before role assignment. ## Primary Win Conditions - Top-end threat conversion with `Doomsday Excruciator`: Set up by trading resources early with `Duress`, `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, and `Deadly Cover-Up`, then commit `Doomsday Excruciator` when the visible board is stable or the opponent is low on known answers. Card text check required, so execution depends on the engine's legal action text: if it is a creature threat, protect the attack window; if it is a graveyard or library payoff, do not start the line unless the relevant zone state is visible and legal choices are available. Prioritize this path when the opponent is topdecking, when `Cavern of Souls` can legally support the cast, or when waiting lets the opponent rebuild a wider battlefield than your sweepers can manage. - Four-copy battlefield pressure with `Superior Spider-Man`: Set up by using discard and removal to force a clean battlefield, then deploy `Superior Spider-Man` as the repeatable threat or stabilizer that asks the opponent to answer on board. Card text check required, so do not assume evasion, removal, lifegain, or protection; use only visible combat stats, keywords, legal attacks, legal blocks, and engine prompts. Prioritize this line against opponents whose resources are already reduced by `Duress`, `Strategic Betrayal`, or attrition, and deprioritize it when tapping out would leave a lethal attack, unhandled stack threat, or must-answer permanent. - Attrition-to-finisher line with `Requiting Hex`: Treat `Requiting Hex` as a core conversion card because it appears as four main-deck copies, but Card text check required for whether it removes, drains, burns, scales, or creates another payoff. Set up by preserving life and trading one-for-one until a legal `Requiting Hex` action materially changes the board or clock. Execute only from visible legal action text, especially for target choice, cost, and any graveyard or life-total dependency. Prioritize this line when it answers the opponent's best visible threat while advancing your own clock, or when it converts a stalled board into a win without exposing `Doomsday Excruciator` first. - Post-reset creature-land pressure with `Restless Reef`: Use `Restless Reef` as the default fallback closer after `Day of Black Sun` or `Deadly Cover-Up` clears the board, if runtime confirms a legal activation and combat action. Set up by making land drops and keeping enough black-blue mana to represent interaction after activation. Execute by attacking only when the attack does not surrender necessary blockers, removal mana, or a safer top-end commitment. Prioritize this line against depleted opponents and in games where main threats were removed, countered, discarded, or cannot be safely committed. ## Secondary Win Conditions - Card-flow inevitability wins through `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, `Deceit`, and `Emeritus of Ideation` when the game becomes resource-bound. Card text check required for each exact selection or draw mode, so use them as legal-action reloads rather than assumed tutors. The tactical goal is to keep making land drops, find the next answer, and chain enough material that any surviving `Superior Spider-Man`, `Doomsday Excruciator`, `Restless Reef`, or `Requiting Hex` becomes decisive. - Singleton high-upside pressure from `Emeritus of Ideation` is a backup engine or threat, not a plan to mulligan toward. Commit it after the opponent's known interaction is reduced or when your hand lacks another path to pull ahead. If the engine exposes selection, card advantage, graveyard, or combat-relevant choices, use visible board pressure and known resources to decide whether `Emeritus of Ideation` is a stabilizer, a threat, or a value engine. - Graveyard-oriented side or late-game pressure is conditional on verified text from `Doomsday Excruciator`, `Deadly Cover-Up`, `Ghost Vacuum`, `Qarsi Revenant`, and `Oildeep Gearhulk`. Do not assume recursion, exile, reanimation, or graveyard scaling unless Veles exposes the legal action and target set. When the graveyard plan is live, favor it in exhausted games where both players have traded removal and creatures, but avoid overcommitting graveyard resources into visible opposing graveyard hate or stack interaction. - Disruption-lock wins come from repeated information and answer compression with `Duress`, `Strategic Betrayal`, `Bitter Triumph`, `Day of Black Sun`, and `Deadly Cover-Up`. This is not a hard lock unless card text proves one; it is a tactical squeeze where the opponent has fewer relevant plays than you have answers. Prefer this route when the opponent's hand is known, their board is contained, and your own threat can wait one turn without losing inevitability. ## Emergency Lines - When behind on life, stop spending turns on pure velocity unless the legal action directly finds or creates survival. Use `Bitter Triumph`, `Day of Black Sun`, `Deadly Cover-Up`, and any legal `Requiting Hex` removal or life-swing mode before `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, or `Deceit` if the visible clock is short. Attack with `Restless Reef` or creatures only when the crackback is not lethal or when racing is the only visible route. - When behind on board, prioritize sweepers and high-impact removal over discard. `Day of Black Sun` and `Deadly Cover-Up` should be held for multi-threat boards when possible, but cast them earlier if waiting makes them too slow or if a single protected threat will end the game. Use `Bitter Triumph` on the threat that most reduces future survival, not merely the largest creature. - When behind on cards, convert spare mana into `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, `Deceit`, or `Emeritus of Ideation` only after the current battlefield and stack are not killing you. If the opponent has no immediate pressure, prioritize the reload that best hits land drops and interaction according to legal modes and visible costs. - When behind on mana, keep hands and lines that cast black interaction early and reach blue card flow later. Do not activate `Restless Reef`, overuse `Cavern of Souls`, or take speculative specialty-land lines if they prevent casting `Duress`, `Bitter Triumph`, `Day of Black Sun`, or `Stock Up` on curve. - When win conditions are removed, pivot to land and attrition pressure. `Restless Reef` becomes the cleanest fallback if legal, `Requiting Hex` becomes the best conversion spell if text supports it, and card-flow spells should be aimed at finding any remaining `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, or sideboard threat. Avoid conceding strategic direction just because the first finisher is gone; the deck is built to win after multiple trades. - When the opponent is executing a faster engine, graveyard plan, or combo, treat `Duress`, `Strategic Betrayal`, `Flashfreeze`, `Sunderflock`, `Ghost Vacuum`, and fast pressure as emergency tools after sideboarding. Use only visible hand, stack, graveyard, and legal target information; if the hate or permission spell is not legally exposed, choose the best available survival or clock action instead. ## Resource Model - Life is a spendable buffer only when the board is controlled. Treat `Watery Grave`, `Bitter Triumph`, and `Insatiable Avarice` as possible life-pressure decisions; Card text check required for exact costs and modes, so decline life payments when the visible clock makes the next attack or burn sequence dangerous. - Cards in hand are the deck's main stabilizing resource. Use `Duress` and `Strategic Betrayal` to convert one card into information plus disruption, and use `Stock Up`, `Winternight Stories`, `Deceit`, `Insatiable Avarice`, and `Emeritus of Ideation` to rebuild only after the stack and battlefield are not forcing an answer. - Mana is the gate between control and inevitability. Prioritize land drops through turn five because `Day of Black Sun`, `Deadly Cover-Up`, `Doomsday Excruciator`, `Superior Spider-Man`, `Requiting Hex`, and sideboard threats are strongest when Veles can still hold interaction or activate `Restless Reef` after the main play. - Board presence should be exchanged, reset, then converted into pressure. Use `Bitter Triumph`, legal `Requiting Hex` modes, `Day of Black Sun`, and `Deadly Cover-Up` to reduce opposing pressure before committing `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, `Oildeep Gearhulk`, `Quantum Riddler`, or `Qarsi Revenant`. - Graveyard and exile are conditional resources, not assumed engines. Card text check required for `Doomsday Excruciator`, `Deadly Cover-Up`, `Ghost Vacuum`, `Qarsi Revenant`, and `Oildeep Gearhulk`; use graveyard or exile actions only from visible legal targets, and avoid spending graveyard material casually if a later legal payoff is exposed. - Lands are both mana and late-game action density. `Restless Reef` should be preserved as a post-answer threat when possible, while `Cavern of Souls`, `Undercity Sewers`, `Multiversal Passage`, `Gloomlake Verge`, `Watery Grave`, and `Swamp` should be sequenced to cast early black interaction without locking out blue selection. - Sacrifice fodder is not a primary plan. If `Bitter Triumph` or another legal action asks for sacrifice or discard, prefer expendable permanents or low-impact cards only after comparing visible board needs, future land drops, and whether the discarded card is required for stabilization. - Tempo is gained by spending mana on the current choke point. Against pressure, answer creatures before drawing; against slow hands revealed by `Duress`, spend early turns on development and selection; against stack-based threats after sideboarding, preserve mana for `Flashfreeze` or `Sunderflock` when their legal action text is live. - Information is worth most before irreversible commitments. Cast `Duress` or `Strategic Betrayal` before tapping out for `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, or a sweeper when both actions are legal and mana supports the sequence. - Sideboard bullets convert narrow windows into high leverage. `Ghost Vacuum` is for visible graveyard pressure, `Flashfreeze` and `Sunderflock` are for legal stack or permanent interaction, `Decorum Dissertation` is conditional on verified text, and extra threats like `Oildeep Gearhulk`, `Quantum Riddler`, and `Qarsi Revenant` should replace weaker pacing cards only when their role matches the matchup plan. ## Mana Guide - Keep hands that cast black interaction early and blue card flow later. A strong opener usually has two or three lands, at least one black source for `Duress`, `Bitter Triumph`, or `Day of Black Sun`, and a path to blue mana for `Stock Up`, `Deceit`, `Winternight Stories`, `Superior Spider-Man`, or sideboard `Flashfreeze`. - Mulligan hands that cannot produce black mana before the opponent can establish pressure. `Cavern of Souls`, `Restless Reef`, `Multiversal Passage`, or color-conditional lands are not enough if they leave `Duress`, `Bitter Triumph`, and `Day of Black Sun` stranded and no legal early play stabilizes. - Sequence tapped or setup lands before interaction turns when the visible board allows it. Lead with `Undercity Sewers`, `Restless Reef`, or any land Veles exposes as entering tapped when no immediate black spell is needed; play untapped `Swamp` or `Watery Grave` when the turn requires `Duress` or `Bitter Triumph`. - Use `Watery Grave` life payment only when the current turn matters. Pay life to cast a decisive discard spell, removal spell, counterspell, sweeper, or selection spell on curve; let it enter tapped when the mana is not needed and the opponent's visible clock punishes unnecessary life loss. - Treat `Cavern of Souls` as a utility land with color risk. Use it to support creature commitments only when the named type and legal spell matter; do not keep or sequence it in a way that prevents noncreature spells such as `Duress`, `Bitter Triumph`, `Day of Black Sun`, `Deadly Cover-Up`, `Stock Up`, `Requiting Hex`, or sideboard interaction. - Preserve double-color access before expensive turns. Card text check required for exact costs, but the registered mix implies black-heavy control plus blue support; by midgame, prefer land lines that enable both black removal/sweepers and blue selection rather than maximizing creature-only or activation mana. - Play lands before draw or selection when the land drop is required for a known legal action this turn. If casting `Stock Up`, `Winternight Stories`, `Deceit`, or `Insatiable Avarice` could reveal a better land and the current land is not needed for the spell, consider drawing first only when Veles still permits the land play afterward. - Hold lands only for explicit value or discard protection. In normal games, make land drops to reach `Doomsday Excruciator`, `Deadly Cover-Up`, `Superior Spider-Man`, `Emeritus of Ideation`, `Restless Reef` activation, and sideboard threats; hold an extra land when the hand already has enough mana and a legal discard, selection, or bluff context rewards it. - Spend mana on `Restless Reef` cautiously. Activate or attack with it when the legal action advances a safe clock, but keep mana untapped instead when interaction, sweepers, stack responses, or post-combat survival are more important than land-creature damage. ## Mulligan Guide - Strong keeps have two or three lands, early black interaction, and a real turn-three or turn-four plan. Keep hands like `Swamp`, `Watery Grave`, `Gloomlake Verge`, `Duress`, `Bitter Triumph`, `Stock Up`, `Doomsday Excruciator` because they disrupt, answer the first threat, hit blue card flow, and progress toward the top end. - Strong control keeps contain discard plus a sweeper or reset when the mana supports it. Keep `Swamp`, `Undercity Sewers`, `Watery Grave`, `Duress`, `Day of Black Sun`, `Requiting Hex`, `Deceit` against creature pressure if Veles shows black mana on time; Card text check required for `Day of Black Sun`, `Requiting Hex`, and `Deceit`, so treat the hand as strong only when legal actions confirm they interact or develop as expected. - Medium keeps have interaction plus selection but need one draw step to become excellent. Keep two-land hands with `Duress`, `Stock Up`, `Deceit`, or `Winternight Stories` when at least one land casts early black spells and the second land gives or implies blue access; ship if both lands enter tapped and the opponent is already known as fast. - Medium threat-heavy keeps are acceptable on the play against slow decks. A hand with three lands, `Duress`, `Superior Spider-Man`, `Doomsday Excruciator`, and `Insatiable Avarice` can keep if discard clears the way and life total is not under immediate pressure; on the draw against aggro, this hand needs `Bitter Triumph`, `Day of Black Sun`, or a legal early stabilizer. - Risky keeps rely on `Restless Reef`, `Cavern of Souls`, or `Multiversal Passage` to fix early turns. Keep only if Veles exposes enough colored mana to cast at least one of `Duress`, `Bitter Triumph`, `Deceit`, or `Stock Up` before turn three; otherwise mulligan because this deck cannot afford stranded interaction. - Automatic ships have zero or one land, five or more lands without action, no black source, or no castable spell before turn three. Ship hands where `Cavern of Souls` is the only relevant colored source for noncreature spells, hands full of `Doomsday Excruciator`, `Superior Spider-Man`, and `Emeritus of Ideation` without early plays, and hands that depend on unknown card text from `Requiting Hex` or `Winternight Stories` to survive. - Matchup-dependent keeps change after sideboarding. Against stack or green/red strategies, a hand with `Flashfreeze` can keep if it has blue mana and enough early survival; against graveyard pressure, `Ghost Vacuum` is a keepable role card only with normal lands and interaction; against attrition, extra `Strategic Betrayal`, `Qarsi Revenant`, `Quantum Riddler`, or `Oildeep Gearhulk` can justify slower hands after their card text and legal roles are verified. - Play/draw adjustment is about time to stabilize. On the play, keep more `Duress` plus selection hands because the first discard can protect a turn-three `Stock Up` or turn-four threat; on the draw, require `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, or a verified blocker when the opponent can apply early pressure. - Trap hands look powerful but fail the first battlefield test. Do not keep four-land hands with only expensive cards, double `Insatiable Avarice` hands that pay life without stabilizing, or hands where `Watery Grave` must shock only to cast a nonessential draw spell while the opponent's visible clock is fast. ## Turn Arc - Turn 1 prioritizes black source plus information. Cast `Duress` when legal against unknown, combo, control, or removal-heavy opponents; otherwise play the land that best supports turn-two `Bitter Triumph`, `Deceit`, `Stock Up`, or `Winternight Stories`, letting `Watery Grave` enter tapped when no immediate spell matters. - Turn 1 deviations preserve life and colors. Lead `Swamp` for `Duress` or removal, lead `Undercity Sewers` or `Restless Reef` only when Veles shows no urgent spell, and avoid `Cavern of Souls` first if it strands `Duress`, `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, or `Stock Up`. - Turn 2 answers pressure before drawing cards. Use `Bitter Triumph` or a legal `Requiting Hex` action on a threatening creature or engine if the opponent is developing quickly; use `Deceit`, `Winternight Stories`, `Stock Up`, or `Insatiable Avarice` only when the board does not require immediate removal and life payment is safe. - Turn 2 deviations protect future turns. Cast `Duress` before a planned turn-three setup spell when the opponent kept mana-heavy or interaction-heavy hands, and hold removal if the only visible target is low impact while a known higher-impact threat is likely but not guaranteed. - Turn 3 is the first stabilization checkpoint. Prefer `Day of Black Sun` or verified `Requiting Hex` interaction when multiple opposing permanents threaten life total, prefer `Stock Up` or `Deceit` when the battlefield is stable, and commit `Superior Spider-Man` only if legal text and visible state make it a stabilizer rather than an unprotected tempo loss. - Turns 4-5 convert parity into inevitability. Sequence `Duress` or `Strategic Betrayal` before tapping out for `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, or `Deadly Cover-Up` when both are legal; use `Day of Black Sun` or `Deadly Cover-Up` to reset wide boards before deploying expensive threats. - Turns 4-5 deviations depend on open mana and known information. Hold up `Bitter Triumph`, sideboard `Flashfreeze`, or `Sunderflock` when Veles exposes a live response window against a decisive spell, but tap out for `Doomsday Excruciator` or `Oildeep Gearhulk` when waiting lets the opponent rebuild or when discard has cleared the path. - Late game turns lands into threats and extra cards into dominance. Activate or attack with `Restless Reef` after sweepers when interaction remains covered, chain `Stock Up`, `Winternight Stories`, `Deceit`, or `Insatiable Avarice` to find action, and spend `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, `Qarsi Revenant`, `Quantum Riddler`, or `Oildeep Gearhulk` as finishers only through legal actions that do not expose a lethal counterattack. - Late game deviations favor survival over elegance. If life total is low, stop paying life for `Watery Grave`, `Bitter Triumph`, or `Insatiable Avarice` unless the action prevents a worse visible outcome; if graveyard or exile decisions appear, choose only from visible legal targets and require Card text check required for payoff assumptions involving `Doomsday Excruciator`, `Qarsi Revenant`, `Ghost Vacuum`, or `Oildeep Gearhulk`. ## Card Roles - `Doomsday Excruciator` is the primary late-game commitment card, not an early stabilization spell unless Veles shows it has defensive text. Card text check required, so cast it after discard, removal, or a sweeper has reduced the opponent's ability to punish a tap-out; hold it when the visible board already demands `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, or `Deadly Cover-Up` first. - `Superior Spider-Man` is a major midgame board card that should bridge control turns into pressure. Card text check required, so treat it as a castable threat or stabilizer only when legal action text and visible stats confirm it affects combat, blocks profitably, removes pressure, or generates value; do not spend it into open removal when `Duress` or `Strategic Betrayal` can clear the way first. - `Duress` is the cleanest protection and information spell. Cast it early against unknown, control, combo, and removal-heavy opponents; save it in midgame when the hand already curves and the next strategic decision is whether to commit `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, `Deadly Cover-Up`, or a sideboard finisher. Take the card that beats the current plan, not the card with the highest generic power. - `Bitter Triumph` is premium targeted interaction with a real cost. Use it on creatures or planeswalkers that threaten life total, snowball resources, or invalidate a sweeper plan; prefer discarding excess lands, redundant expensive cards, or dead situational spells over paying life when under pressure. Do not fire it at a low-impact attacker if `Day of Black Sun`, `Requiting Hex`, or `Deadly Cover-Up` is likely to answer multiple threats next turn. - `Day of Black Sun` is a high-priority stabilization card when legal text confirms it removes or weakens opposing boards. Card text check required; if Veles exposes it as mass removal, use it before deploying creature threats and delay it when one more turn can catch a second creature without risking lethal. Do not assume it kills everything unless the rules engine shows the resulting legal effect or known card text has been verified. - `Requiting Hex` is a four-copy interaction or swing slot that deserves early legal-text inspection. Card text check required; if Veles shows it as removal, life swing, curse, or attrition effect, prioritize it where it changes the clock or clears the way for `Superior Spider-Man` and `Doomsday Excruciator`. Avoid building a keep or line around it when the current action text does not confirm its tactical function. - `Deceit` is a four-copy early-game glue card whose exact job must be confirmed from legal actions. Card text check required; if it is discard, selection, tempo, or removal, use it to smooth the first three turns and protect higher-impact plays. Do not cast it automatically into an empty or low-impact window if holding it could answer a known class of follow-up revealed by `Duress`. - `Stock Up` is the main blue card-advantage and selection role. Cast it when life total and battlefield are stable enough to spend mana finding the next answer or threat; prioritize it after one-for-one trades to reload into `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, or a finisher. Do not take a slow card from a selection prompt when the visible board requires immediate removal or a blocker. - `Winternight Stories` is a two-copy value or selection spell with conditional tactical use. Card text check required; treat it as a setup spell when the board is quiet and as a hold when mana must stay open for `Bitter Triumph`, `Requiting Hex`, sideboard `Flashfreeze`, or `Sunderflock`. If legal choices involve graveyards, cards drawn, or life payment, choose the mode that keeps the deck alive before maximizing long-game value. - `Insatiable Avarice` is a flexible late setup card, but its life and tempo costs matter. Use it to find a missing land, sweeper, removal spell, or finisher when the current board allows a sorcery-speed action; avoid the draw-three style line at low life unless it finds an answer immediately or the alternative loses to visible pressure. When choosing between top-deck tutoring and raw cards, favor the option that solves the next turn cycle. - `Deadly Cover-Up` is the main one-copy reset and graveyard-sensitive control card. Cast it when the opponent has overcommitted or when a single-target answer will not stabilize; hold it if your own `Superior Spider-Man`, `Doomsday Excruciator`, or `Emeritus of Ideation` is winning combat and the opponent's board is contained. If collect-evidence or graveyard-exile decisions appear, use only visible graveyard information and avoid exiling cards needed by confirmed friendly effects. - `Strategic Betrayal` is a one-copy disruption or swing card that should be sequenced around commitment turns. Card text check required; use it before tapping out if legal text shows hand attack, removal, theft, or resource denial, and do not rely on it as a universal answer without rules-engine confirmation. Its sideboard copy means Game 2 and Game 3 plans can increase this effect when the matchup rewards the verified role. - `Emeritus of Ideation` is a singleton top-end value card. Card text check required; cast it when the game is stable enough for a value permanent or when its visible legal text immediately affects the board. Do not expose it before sweepers if the current plan is to reset the battlefield with `Day of Black Sun` or `Deadly Cover-Up`. - `Restless Reef` is both mana and a late-game threat. Prioritize it as a land early when tapped timing does not block `Duress`, `Bitter Triumph`, `Deceit`, or `Stock Up`; activate it after sweepers or during stalled boards only when Veles shows enough mana remains for interaction or no relevant response is needed. Do not animate it into obvious profitable blocks unless the exchange protects life or closes the game. - `Watery Grave`, `Gloomlake Verge`, `Undercity Sewers`, `Swamp`, `Cavern of Souls`, and `Multiversal Passage` define spell availability more than raw land count. Preserve black access for `Duress`, `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, `Deadly Cover-Up`, and `Insatiable Avarice`; preserve blue access for `Stock Up`, `Winternight Stories`, and blue sideboard interaction. Use `Cavern of Souls` for creature commitments when relevant, but do not keep or sequence as though it casts noncreature interaction unless Veles confirms it. ## Interaction Priorities - Priority: Use `Duress` and `Strategic Betrayal` to clear the card that beats the next committed line, not the flashiest card in hand. Take sweepers, hard removal, counterplay, combo payoffs, or planeswalkers before generic card draw when preparing `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, `Oildeep Gearhulk`, or a `Restless Reef` activation. - Priority: Kill engines before attackers when the life total is above immediate danger. Point `Bitter Triumph`, verified `Requiting Hex`, verified `Day of Black Sun`, or `Deadly Cover-Up` at permanents that produce repeat cards, mana, tokens, graveyard value, or unavoidable damage; a single ordinary attacker can wait if the next turn contains a sweeper or blocker. - Priority: Kill attackers before engines when the visible clock is short. At 8 life or lower, or when the next combat plus known burn-style pressure could be lethal, use `Bitter Triumph` or any verified removal mode on the creature that most reduces incoming damage, even if a slower engine remains. - Counter or bounce first only when legal action text confirms that role. `Flashfreeze` and `Sunderflock` are sideboard interaction, but card text check required for exact targets and effects; use them on spells or permanents that would invalidate the current control plan, force through lethal pressure, or punish a tapped-out finisher turn. - Exile first when graveyard recursion, escape-style value, reanimation, or death triggers are visibly central. `Ghost Vacuum` is the sideboard graveyard tool, but card text check required; use it on public graveyard cards that the opponent can legally reuse or convert into pressure before spending premium removal on replaceable battlefield material. - Ignore low-impact creatures when a sweeper is likely to gain value. Do not spend `Bitter Triumph` on a small attacker that can be absorbed by life total, blocked by `Superior Spider-Man`, or caught by `Day of Black Sun` or `Deadly Cover-Up`, unless it carries equipment, counters, evasion, or an on-board lethal clock. - Bait with lower-commitment spells before exposing top-end. Cast `Deceit`, `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, or a redundant interaction spell into open mana before `Doomsday Excruciator` or `Emeritus of Ideation` when the hand has time; against control, use `Duress` first if available. - Archetype shift: Against aggro, value tempo and life preservation over perfect card advantage. Trade removal for early damage sources, accept imperfect `Day of Black Sun` timing if waiting risks lethal, and avoid life-payment modes from `Bitter Triumph` or `Insatiable Avarice` unless the alternative loses. - Archetype shift: Against control and combo, protect the commitment turn. Save `Duress` and `Strategic Betrayal` for the turn before the decisive threat or answer, hold `Bitter Triumph` for must-answer permanents, and prefer `Stock Up` when the battlefield is quiet and the opponent is not presenting an immediate kill. ## Combat And Trading Rules - Attack only when the exchange advances a control finish. Use `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, `Oildeep Gearhulk`, `Qarsi Revenant`, `Quantum Riddler`, or animated `Restless Reef` as pressure after the opponent is low on cards, the board is stabilized, or the attack preserves enough mana and blockers for the next turn cycle. - Preserve engine and finisher bodies unless the trade prevents a loss. Do not trade `Doomsday Excruciator`, `Emeritus of Ideation`, or a sideboard top-end creature for a medium attacker if removal, a sweeper, or a chump block can cover the turn; do trade them when the visible board otherwise produces lethal or a game-ending snowball. - Block early against aggro with the goal of buying sweeper time. Favor blocks that keep life above 8 and set up `Day of Black Sun`, `Deadly Cover-Up`, or a stabilizing `Oildeep Gearhulk`; decline blocks that expose the only future win condition when the attack is not materially changing the clock. - Trade down when the hand contains card advantage and enough mana. If `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, or verified value from `Emeritus of Ideation` can reload, exchange creatures and removal for time; this deck wins many games by surviving into repeated answer-plus-threat turns. - Avoid animating `Restless Reef` into open removal unless the attack is necessary. Treat `Restless Reef` as a land first and a finisher second; activate it when sweepers have cleared blockers, the opponent is constrained by `Duress`, or the damage materially shortens the clock without sacrificing needed interaction mana. - Protect life total more tightly when using life-payment spells. If `Bitter Triumph` or `Insatiable Avarice` has already cost life or offers a life-payment choice, prefer blocks and removal that prevent chip damage; the deck should not convert cards into a position where every topdecked opposing threat is lethal. - Pressure control before they rebuild, but do not overextend into known sweepers. One resilient threat plus `Restless Reef` is often enough; keep extra creatures in hand if `Duress` revealed mass removal or if the opponent has passed with suspicious mana and no pressure. - Against graveyard or recursion decks, trade only with a graveyard plan. If the opponent benefits from creatures dying, prioritize exile or containment through verified `Ghost Vacuum` lines and `Deadly Cover-Up` decisions; otherwise, use combat to force resources into the graveyard only when the follow-up answer is ready. ## Selection And Tutor Rules - Selection: Treat `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, and `Deceit` as pseudo-selection unless Veles exposes exact tutor or search text. This deck has no confirmed unconditional tutor in the registered main deck; do not plan as though any card can find a named card from library without a legal search prompt. - Land timing: Delay the land drop until after a legal draw/filter spell when current mana already casts that spell and the hand lacks a clear land choice. Make the land drop first when the spell requires the extra mana, when holding up `Bitter Triumph` matters, or when a tapped-land choice would otherwise waste the turn. - Selection rank: Take missing mana before power when the hand cannot cast interaction on curve. Prioritize black sources for `Duress`, `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, `Deadly Cover-Up`, and `Insatiable Avarice`; prioritize blue sources when the next turns depend on `Stock Up`, `Winternight Stories`, sideboard `Flashfreeze`, or sideboard `Sunderflock`. - Selection rank: Take survival cards over finishers when the opponent has a visible clock. Prefer `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, `Deadly Cover-Up`, or a castable blocker over `Doomsday Excruciator`, `Emeritus of Ideation`, or extra card draw when the next combat threatens a large life swing. - Selection rank: Take pressure and hand disruption over removal when the battlefield is empty and the opponent is resource-rich. Prefer `Duress`, `Strategic Betrayal`, `Doomsday Excruciator`, `Superior Spider-Man`, or `Emeritus of Ideation` when the opponent’s likely path is hand sculpting, counterplay, or a single must-answer spell. - Bottom or decline low-impact cards when Veles exposes scry, surveil, or keep/bottom choices. Bottom excess tapped lands after the fourth or fifth land if hand already casts `Doomsday Excruciator`; bottom redundant expensive threats before stabilizing; keep cheap interaction when the opponent can punish a slow turn. - Preserve named-answer flexibility when choosing from multiple visible cards. Do not lock into `Deadly Cover-Up` or `Day of Black Sun` if a single `Bitter Triumph` answers the only relevant permanent and selection can instead find lands, discard, or a win condition. - Sideboard selection: Use `Ghost Vacuum` only when the opponent’s public graveyard or visible strategy makes graveyard interaction relevant. Card text check required for `Ghost Vacuum`; choose graveyard targets only from legal public candidates and prioritize cards the opponent can reuse or convert into immediate pressure. ## Priority And Stack Rules - Priority: Pass on empty-stack priority when no legal action improves the current turn cycle. Do not cast `Bitter Triumph`, `Duress`, `Strategic Betrayal`, `Stock Up`, `Insatiable Avarice`, or a finisher merely because mana is available; use the action only when timing advances discard, survival, selection, or threat commitment. - Response window: Use `Bitter Triumph` at instant speed when a creature or planeswalker will generate value before the next main phase, attack for lethal, enable a combo, or invalidate a sweeper plan. If the threat can be caught by `Day of Black Sun` or `Deadly Cover-Up` without losing the game, let it resolve and save the instant. - Response window: Let low-impact spells resolve when the answer is needed for a decisive permanent or stack threat. Preserve sideboard `Flashfreeze` and `Sunderflock` for legal targets that change the game state materially; card text check required for exact allowed targets and effects. - Discard timing: Cast `Duress` or `Strategic Betrayal` before committing `Doomsday Excruciator`, `Emeritus of Ideation`, `Oildeep Gearhulk`, or an animated `Restless Reef` attack when the opponent has cards and mana. Do not fire discard into an empty or known-irrelevant hand unless Veles shows a legal tactical reason. - Draw timing: Cast `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, or `Deceit` on the opponent’s end step only if legal action text confirms instant-speed timing. If the spell is sorcery-speed or timing is unclear, use it in main phase after deciding whether the land drop should be held for selection information. - Combat window: Hold instant interaction through declare attackers when the opponent could animate, pump, or commit an attacker. Use removal before blockers only when it changes blocks or prevents lethal; use it after blockers only when the legal action preserves a blocker, punishes a trick, or removes a creature before damage. - Optional payment: Decline life-payment or extra-cost choices from `Bitter Triumph`, `Insatiable Avarice`, or any verified optional mode when life is the limiting resource. Accept the cost when the alternative is losing the key answer, missing the next land/interaction piece, or failing to stop a visible lethal line. - Graveyard timing: Use `Ghost Vacuum`, `Deadly Cover-Up`, or other graveyard-affecting legal actions before the opponent can reuse public graveyard cards. Do not spend graveyard interaction on generic cards if the stack or battlefield contains the immediate threat. - Activation timing: Treat `Restless Reef` as a land until attacking is safe or necessary. Activate only when Veles shows legal activation, mana remains for needed interaction, and the opponent’s open mana or known hand does not make the land-creature exchange unacceptable. ## Sideboard Map - `Strategic Betrayal`: Add this against slower decks, hand-heavy decks, control mirrors, combo-like graveyard decks, and opponents whose best cards must be taken before `Doomsday Excruciator`, `Emeritus of Ideation`, or `Oildeep Gearhulk` resolves. Card text check required; treat it as hand disruption or strategic selection only when Veles exposes legal action text confirming the effect. It is weak against empty-hand aggro, board-only creature pressure, and games where life total or battlefield stabilization matters more than hand information. - `Decorum Dissertation`: Add this when its legal text supports card advantage, selection, or a high-impact control exchange in slow matchups. Card text check required; do not assume it removes creatures, counters spells, or wins attrition without a visible legal effect. It is weak when the opponent is forcing immediate combat survival, when tapping mana in main phase exposes you to lethal, or when the hand already contains multiple `Stock Up`, `Winternight Stories`, or `Insatiable Avarice` effects and lacks removal. - `Qarsi Revenant`: Add this against creature decks where a body, recursion pressure, lifegain, or graveyard-adjacent value is confirmed by legal text. Card text check required; evaluate it as a stabilizer only from visible power/toughness, cost, abilities, and current battlefield. It is weak against exile-heavy control, opponents with few creatures to trade with, and matchups where graveyard exposure makes `Deadly Cover-Up` or opponent graveyard interaction more punishing. - `Ghost Vacuum`: Add this against graveyard, recursion, reanimation, flashback-style, or death-trigger-heavy opponents. Card text check required; use it only on legal public graveyard objects and prioritize cards the opponent can reuse or cards whose presence enables a visible engine. It is weak against decks with no graveyard reliance, fast battlefield pressure, and control mirrors where a non-threat, non-answer artifact leaves the deck too reactive. - `Oildeep Gearhulk`: Add this as the heavy top-end plan against midrange, control, and removal-light creature decks where reaching the late game is realistic. Card text check required; do not assume a specific enters-the-battlefield trigger, removal mode, or recursion mode unless Veles exposes it. It is weak against fast aggro when the deck needs cheaper answers, against counter-heavy opponents if discard has not cleared the way, and in hands already crowded with `Doomsday Excruciator` plus `Emeritus of Ideation`. - `Duress`: Add the fourth `Duress` against control, combo-like decks, spell-dense midrange, sweepers, planeswalker-heavy strategies if visible, and any opponent where resolving `Doomsday Excruciator` requires clearing a path. It is weak against creature-saturated aggro, low-hand topdeck games, and boards where the immediate problem is an attacking permanent already in play. - `Quantum Riddler`: Add this against slow decks, board stalls, and matchups where a resilient threat or card-quality engine is better than more one-for-one removal. Card text check required; evaluate it by visible cost, stats, keywords, and legal trigger text. It is weak against fast starts when it does not block immediately, against decks that punish tapping out, and in post-board plans already adding several expensive cards. - `Flashfreeze`: Add this only when Veles or matchup metadata confirms legal targets are likely and impactful. Card text check required; do not assume exact color restrictions or spell types until action text is visible. It is weak against black, blue, artifact-heavy, colorless, or creature-board strategies where legal targets are sparse; when in doubt, preserve more flexible cards like `Bitter Triumph`, `Day of Black Sun`, `Requiting Hex`, or `Stock Up`. - `Sunderflock`: Add this when its legal text interacts profitably with the opponent’s key permanent, spell, graveyard line, or combat plan. Card text check required; treat it as flexible interaction only after seeing the action family Veles offers. It is weak when the opponent presents threats outside its confirmed range, when mana efficiency is critical, or when the deck needs proactive discard rather than reactive answers. Control Or Spell-Dense Midrange Side in: 1 Strategic Betrayal; 1 Decorum Dissertation; 1 Duress; 2 Quantum Riddler; 2 Oildeep Gearhulk Cut: 3 Day of Black Sun; 1 Deadly Cover-Up; 2 Requiting Hex; 1 Bitter Triumph - Plan: Increase discard, resilient threats, and slow-card quality while reducing dead battlefield-only interaction. Keep some `Bitter Triumph` and `Requiting Hex` because control decks can still win with a single permanent or creature-land; do not overload on expensive sideboard threats if the opening hand cannot interact before turn three. Fast Creature Aggro Side in: 2 Qarsi Revenant; 2 Sunderflock; 1 Ghost Vacuum Cut: 1 Strategic Betrayal; 1 Emeritus of Ideation; 2 Insatiable Avarice; 1 Stock Up - Plan: Add bodies, flexible interaction, and graveyard containment if the opponent uses recursive pressure. Preserve `Day of Black Sun`, `Bitter Triumph`, `Requiting Hex`, and `Deadly Cover-Up` as the core survival package. Reduce main-deck emphasis on life-payment draw, slow finishers, and hand disruption that does not answer permanents already attacking. Graveyard Or Recursion Side in: 1 Ghost Vacuum; 1 Duress; 1 Strategic Betrayal; 2 Sunderflock Cut: 2 Winternight Stories; 1 Emeritus of Ideation; 1 Stock Up; 1 Requiting Hex - Plan: Add graveyard pressure, hand information, and flexible answers while keeping enough removal for creatures that escape graveyard containment. Do not fire `Ghost Vacuum` at the first legal target if a more important public graveyard card is likely to appear before the opponent’s next reuse window. Reduce main-deck emphasis on slower selection when the opponent’s graveyard engine must be interrupted immediately. Big Mana Or Expensive Threats Side in: 1 Duress; 1 Strategic Betrayal; 2 Flashfreeze; 2 Oildeep Gearhulk Cut: 3 Day of Black Sun; 1 Deadly Cover-Up; 1 Requiting Hex; 1 Bitter Triumph - Plan: Add proactive hand disruption, conditional permission, and heavier finishers. Keep cheaper interaction when the opponent also presents early creatures; otherwise prioritize stopping the payoff spell before it resolves. Use `Duress` and `Strategic Betrayal` before tapping out for `Doomsday Excruciator` or `Oildeep Gearhulk`. Mirror Or Black-Blue Attrition Side in: 1 Strategic Betrayal; 1 Decorum Dissertation; 1 Duress; 2 Quantum Riddler; 3 Oildeep Gearhulk Cut: 3 Day of Black Sun; 1 Deadly Cover-Up; 2 Requiting Hex; 2 Bitter Triumph - Plan: Become threat-dense and information-heavy while accepting that some removal remains necessary for `Restless Reef`, `Superior Spider-Man`, `Doomsday Excruciator`, `Emeritus of Ideation`, `Quantum Riddler`, or `Oildeep Gearhulk`. Do not keep a removal-light hand only because the sideboard plan is threat-heavy; the mirror can still pivot to battlefield pressure. - Archetype rule: Add role cards only when they solve the matchup’s actual axis. Against fast boards, add `Qarsi Revenant`, `Sunderflock`, and sometimes `Ghost Vacuum`; against slow hands, add `Duress`, `Strategic Betrayal`, `Decorum Dissertation`, `Quantum Riddler`, and `Oildeep Gearhulk`; against graveyard decks, add `Ghost Vacuum` first and support it with discard or flexible interaction. - Role-change rule: `Doomsday Excruciator` shifts from primary closer to one of several must-answer threats after adding `Oildeep Gearhulk` or `Quantum Riddler`. `Duress` and `Strategic Betrayal` shift from early disruption to protection for expensive threats when the opponent has open mana and cards in hand. - Bad-plan rule: Do not add every expensive sideboard card just because the matchup is slow. Keep the curve functional, keep enough black interaction for creature-lands or resolved threats, and avoid hands where `Oildeep Gearhulk`, `Doomsday Excruciator`, `Emeritus of Ideation`, and `Quantum Riddler` compete for the same late-game turn. ## Matchup Guidance - Aggro: Treat the first four turns as a survival test, not a card-advantage contest. Keep hands with black mana, early interaction, and a clear path to cast `Bitter Triumph`, `Requiting Hex`, or `Day of Black Sun`; ship slow hands built around `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, `Emeritus of Ideation`, or multiple top-end threats without removal. Add role cards: `Qarsi Revenant`, `Sunderflock`, and sometimes `Ghost Vacuum` if the pressure recurs from the graveyard. Reduce main-deck emphasis: life-payment draw, slow selection, and discard that cannot answer creatures already on board. - Control: Make the opponent spend answers on staggered must-answer threats while `Duress` and `Strategic Betrayal` clear the way for the important turn. Do not run `Doomsday Excruciator`, `Oildeep Gearhulk`, `Quantum Riddler`, or `Emeritus of Ideation` into open interaction when a discard action is legal and the opponent still has cards in hand. Add role cards: `Duress`, `Strategic Betrayal`, `Decorum Dissertation`, `Quantum Riddler`, and `Oildeep Gearhulk`. Reduce main-deck emphasis: `Day of Black Sun`, `Deadly Cover-Up`, and excess creature-only removal unless public battlefield pressure requires it. - Combo: Use discard before card draw when the opponent’s hand is the likely resource that matters. Prioritize `Duress` and `Strategic Betrayal` against visible setup spells, payoff cards, protection, or card-selection engines; preserve `Bitter Triumph`, `Requiting Hex`, and `Sunderflock` only when Veles shows they can hit the relevant permanent, creature, or stack object. Add role cards: `Duress`, `Strategic Betrayal`, `Flashfreeze` when legal target expectations are confirmed, and `Sunderflock` when its visible action text covers the combo axis. Reduce main-deck emphasis: sweepers that do not break up the combo and expensive threats that do not shorten the clock. - Tempo: Force the opponent to answer on your terms by trading early, making land drops, and casting threats when you can still pay for visible taxes or recover from a bounce/removal exchange. `Stock Up` is strong only after stabilizing mana and board position; do not spend turn three selecting cards if a legal `Bitter Triumph`, `Requiting Hex`, or `Day of Black Sun` prevents a large attack. Add role cards: `Duress`, `Qarsi Revenant`, `Sunderflock`, and sometimes `Quantum Riddler` if it blocks or resists interaction. Reduce main-deck emphasis: clunky late game, conditional sweepers against few threats, and draw spells under a short clock. - Midrange: Trade resources until your top-end outclasses theirs, then protect the first threat that changes the battlefield or hand economy. `Superior Spider-Man`, `Doomsday Excruciator`, `Emeritus of Ideation`, `Restless Reef`, `Oildeep Gearhulk`, and `Quantum Riddler` are all potential pressure sources, but card text check required before assuming evasion, recursion, or triggered value. Add role cards: `Strategic Betrayal`, `Decorum Dissertation`, `Quantum Riddler`, and `Oildeep Gearhulk` when games slow down. Reduce main-deck emphasis: narrow removal only if the opponent trims creatures; keep enough answers for resolved threats. - Big mana: Stop the payoff turn rather than spending premium removal on low-impact setup unless the setup visibly enables lethal or an immediate lock. `Duress` and `Strategic Betrayal` should be used before tapping out, and `Flashfreeze` belongs only when matchup metadata or legal actions indicate it can counter important spells. Add role cards: `Duress`, `Strategic Betrayal`, `Flashfreeze`, and `Oildeep Gearhulk`. Reduce main-deck emphasis: `Day of Black Sun`, `Deadly Cover-Up`, and small removal when the opponent wins through single expensive spells rather than multiple creatures. - Graveyard: Identify whether the graveyard is a value source, a combo resource, or a recursive combat plan before spending hate. `Ghost Vacuum` should be held for the first public graveyard card that is about to matter, not fired at a harmless card when the opponent has not reached a reuse window. Add role cards: `Ghost Vacuum`, `Duress`, `Strategic Betrayal`, and `Sunderflock`. Reduce main-deck emphasis: slow selection and threat-only hands that let the graveyard engine operate uncontested. Keep `Bitter Triumph`, `Requiting Hex`, and `Day of Black Sun` when graveyard decks still win by attacking. - Artifact/enchantment: Do not assume Dimir Excruciator can answer noncreature permanents unless Veles exposes a legal action that says so. Use `Duress` and `Strategic Betrayal` to take engines before they resolve, use `Sunderflock` only when its legal text confirms coverage, and pressure with `Doomsday Excruciator`, `Superior Spider-Man`, `Restless Reef`, or sideboard threats before the permanent engine buries you. Add role cards: `Sunderflock`, `Duress`, `Strategic Betrayal`, `Quantum Riddler`, and `Oildeep Gearhulk`. Reduce main-deck emphasis: sweepers or removal that miss the permanent type. - Go-wide: Preserve sweepers and avoid one-for-one trades that leave the next attack lethal. `Day of Black Sun` and `Deadly Cover-Up` are the core reset tools; hold them when life total permits and the opponent is likely to commit more creatures, but cast them immediately when the visible board represents a short clock. Add role cards: `Qarsi Revenant` and `Sunderflock`; add `Ghost Vacuum` only if recursion is visible or expected. Reduce main-deck emphasis: `Duress`, `Stock Up`, `Winternight Stories`, and `Insatiable Avarice` when they cost too much tempo. - Single-threat: Save the cleanest answer for the threat that actually wins the game. `Bitter Triumph`, `Requiting Hex`, `Sunderflock`, and sometimes `Flashfreeze` should be aimed at the large creature, protected threat, or stack object Veles marks as legal and relevant; do not spend them on small enablers unless those enablers are the only path to the threat. Add role cards: `Flashfreeze` when confirmed, `Sunderflock`, `Duress`, and `Strategic Betrayal`. Reduce main-deck emphasis: broad sweepers unless the single-threat deck also makes backup bodies. - Burn: Treat life total as a scarce resource and avoid optional life payments unless they directly prevent more damage than they cost. Keep cheap interaction and blockers, use `Duress` to take high-impact noncreature burn when legal, and avoid `Insatiable Avarice` lines that expose a shorter clock. Add role cards: `Duress`, `Qarsi Revenant`, and `Sunderflock` if it interacts with a burn spell or creature. Reduce main-deck emphasis: slow draw, expensive finishers, and painful lines from `Watery Grave` when an untapped shock land is not required. - Removal-heavy decks: Win by sequencing threat density, creature-lands, and discard rather than by protecting a single creature at all costs. Use `Duress` and `Strategic Betrayal` to clear sweepers or premium removal before committing `Doomsday Excruciator`, `Oildeep Gearhulk`, `Quantum Riddler`, or `Emeritus of Ideation`; use `Restless Reef` to pressure after both players trade resources. Add role cards: `Decorum Dissertation`, `Quantum Riddler`, `Oildeep Gearhulk`, `Strategic Betrayal`, and `Duress`. Reduce main-deck emphasis: `Day of Black Sun` and excess removal if the opponent presents few creatures. - Unknown opponent: Keep a balanced Game 1 hand with mana, one early interaction spell, one source of card flow or pressure, and no more than one speculative slow card. Lead with `Duress` when legal against an unknown hand if it can reveal the opponent’s plan and take a noncreature threat or answer; otherwise prioritize land development and removal availability. Sideboard after seeing the real axis, not the deck name alone. ## Specific Matchup Notes - General/archetype-only note: Exact opponent decklists are absent, so revealed cards, legal actions, and public board state override these assumptions. Use these notes to bias discard, removal, draw timing, and sideboard-role selection only after Veles confirms the opponent’s actual axis. - Aggro and go-wide: Stabilize first, then win with any surviving closer or `Restless Reef`. Priority targets are the creature or pump effect that makes the next attack lethal, followed by engines that rebuild after `Day of Black Sun` or `Deadly Cover-Up`. Add role cards: `Qarsi Revenant`, `Sunderflock`, and sometimes `Duress` when the opponent shows important noncreature damage or protection. Reduce main-deck emphasis: slow `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, and expensive threats when life total is already under pressure. - Tempo and flash interaction: Make land drops and force the opponent to spend mana before committing a closer. Priority targets are bounce/removal that answers `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, or animated `Restless Reef`; use `Duress` and `Strategic Betrayal` before tapping low. Add role cards: `Duress`, `Sunderflock`, `Qarsi Revenant`, and `Quantum Riddler` if its visible text helps contest combat or card flow. Reduce main-deck emphasis: sweepers against low creature counts and draw spells that skip an interaction window. - Midrange mirrors: Trade one-for-one until your late cards or creature-land pressure matter more than theirs. Priority targets are planeswalker-like engines, recursive threats, and removal that lines up cleanly against your top-end; do not fire `Bitter Triumph` or `Requiting Hex` into a low-value target if a larger threat is likely from public sequencing. Add role cards: `Strategic Betrayal`, `Decorum Dissertation`, `Quantum Riddler`, and `Oildeep Gearhulk`; card text check required before assuming the exact value mode for these sideboard threats. - Control and removal-heavy decks: Protect threat density by sequencing discard before expensive commitments. Priority targets are sweepers, hard answers to `Doomsday Excruciator`, and card-advantage engines; pressure with `Restless Reef` after removal exchanges when the legal action is safe against visible mana. Add role cards: `Duress`, `Strategic Betrayal`, `Decorum Dissertation`, `Quantum Riddler`, and `Oildeep Gearhulk`. Reduce main-deck emphasis: `Day of Black Sun`, `Deadly Cover-Up`, and excess creature removal when the opponent shows few creatures. - Graveyard and recursion decks: Hold graveyard hate until a public card is about to be reused or a visible legal action confirms graveyard dependency. Priority targets are the graveyard card enabling the current turn, the spell that rebuys it, or the creature that converts graveyard size into lethal pressure. Add role cards: `Ghost Vacuum`, `Duress`, `Strategic Betrayal`, and `Sunderflock`; keep `Bitter Triumph`, `Requiting Hex`, and `Day of Black Sun` when the opponent still wins through combat. - Big mana and single-payoff decks: Fight the payoff turn rather than spending premium interaction on harmless setup. Priority targets are the first spell or permanent that actually dominates the board, invalidates removal, or creates immediate lethal pressure. Add role cards: `Duress`, `Strategic Betrayal`, `Flashfreeze` when color and legal action text confirm coverage, and `Oildeep Gearhulk`. Reduce main-deck emphasis: small removal and sweepers when the opponent’s threat count is low. ## Risk Summary - Mana risk: `Cavern of Souls`, `Multiversal Passage`, `Restless Reef`, `Undercity Sewers`, `Gloomlake Verge`, `Watery Grave`, `Deceit`, and `Swamp` must be sequenced for real legal costs, not assumed perfect fixing. Avoid hands that cannot cast early black interaction, and do not take painful `Watery Grave` lines unless the untapped mana changes a visible decision. - Matchup risk: Dimir Excruciator can draw the wrong half when the opponent’s axis is unknown. Use `Duress` and early public information to classify the matchup before spending `Day of Black Sun`, `Deadly Cover-Up`, `Bitter Triumph`, or `Requiting Hex` on low-impact objects. - Draw-risk: `Stock Up`, `Winternight Stories`, and `Insatiable Avarice` can lose tempo when the board already threatens a short clock. Cast card-flow spells only when life total, blockers, and available interaction make the skipped turn defensible. - Over-sideboarding risk: Adding too many speculative sideboard cards can dilute the deck’s core of discard, removal, card flow, and closers. Keep enough main-deck pressure from `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, and `Restless Reef` to finish games after stabilizing. - Graveyard risk: `Ghost Vacuum` is narrow if the opponent does not expose a graveyard resource. Do not spend it or mulligan toward it unless matchup metadata, revealed cards, or legal actions show graveyard relevance. - Sweeper/removal risk: `Day of Black Sun` and `Deadly Cover-Up` may be stranded against low-creature decks, while `Bitter Triumph` and `Requiting Hex` may be overloaded against wide boards. Preserve the answer type that matches the visible threat pattern instead of maximizing mana efficiency alone. - Closer risk: `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, `Oildeep Gearhulk`, and `Quantum Riddler` require card text checks before assuming evasion, inevitability, or protection. Treat them as commitments that need discard cover or a stable board unless Veles exposes deterministic winning text. - Interaction risk: `Duress`, `Strategic Betrayal`, `Flashfreeze`, and `Sunderflock` are only as good as the legal targets Veles shows. Never hold up narrow interaction over casting a stabilizer when the opponent’s current visible board can win before the narrow card matters. - Sequencing risk: Animated `Restless Reef`, tapped-land timing, discard-before-threat turns, and draw-before-land decisions can change legal options. Prefer sequences that keep removal or counterplay available through the opponent’s next turn when the board is not yet secure. ## Test Feedback Checklist - Deciding factor: Record whether the game turned on early discard, stabilizing removal, card-flow velocity, a closer surviving, `Restless Reef` pressure, sideboard cards, or a missed interaction window. Tie the answer to public events, not inferred hidden cards. - Mulligans: Ask whether each keep could cast early black interaction from `Swamp`, `Watery Grave`, `Gloomlake Verge`, `Undercity Sewers`, `Deceit`, `Restless Reef`, `Cavern of Souls`, or `Multiversal Passage`. Flag hands with `Stock Up`, `Winternight Stories`, or `Insatiable Avarice` that lacked time to use them. - Mana: Check whether tapped lands, painful `Watery Grave`, `Cavern of Souls` naming, or color sequencing changed the available legal action. Note every turn where `Bitter Triumph`, `Duress`, `Requiting Hex`, `Day of Black Sun`, or `Deadly Cover-Up` was delayed by mana. - Velocity: Identify whether `Stock Up`, `Winternight Stories`, and `Insatiable Avarice` converted spare mana into relevant cards or stranded the pilot under pressure. Record whether drawing cards before land play improved the turn or created missed sequencing. - Engines and closers: Track when `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, animated `Restless Reef`, `Oildeep Gearhulk`, or `Quantum Riddler` actually ended the game or demanded removal. Card text check required before crediting any specific engine text. - Removal: Review whether `Bitter Triumph`, `Requiting Hex`, `Day of Black Sun`, `Deadly Cover-Up`, `Sunderflock`, or `Flashfreeze` answered the threat that mattered most. Mark low-impact removal if a later visible threat immediately invalidated the exchange. - Sideboard: Compare the sideboard plan to the opponent’s revealed axis after the match. Ask whether `Duress`, `Strategic Betrayal`, `Decorum Dissertation`, `Qarsi Revenant`, `Ghost Vacuum`, `Oildeep Gearhulk`, `Quantum Riddler`, `Flashfreeze`, or `Sunderflock` had legal targets and timely impact. - Closing: Record whether the deck stabilized but failed to finish before the opponent recovered. Note whether `Restless Reef` attacks, `Doomsday Excruciator`, `Superior Spider-Man`, or `Emeritus of Ideation` were held too long after the opponent was low on visible resources. - Role: Ask whether the pilot correctly became control, midrange pressure, or emergency stabilizer after public information appeared. Flag games where the pilot spent mana on draw while the board required removal, or spent removal while a discard-first turn was safer. - Mistakes: List legal-action mistakes separately from strategic disagreements. Examples include passing with relevant interaction, animating `Restless Reef` into visible punishment, firing `Duress` after committing a closer, or choosing draw over survival. - Stranded cards: Count how often `Day of Black Sun`, `Deadly Cover-Up`, `Duress`, `Strategic Betrayal`, `Flashfreeze`, `Ghost Vacuum`, and expensive threats sat unused. Separate mana-stranding from matchup-stranding. - Overperformers and underperformers: Name cards that repeatedly changed winning probability from visible outcomes. Do not upgrade or downgrade `Decorum Dissertation`, `Qarsi Revenant`, `Oildeep Gearhulk`, `Quantum Riddler`, or `Sunderflock` without card text confirmation and match evidence. ## First Tuning Questions - Quantity: Does `Doomsday Excruciator` need the third copy, or did hands with multiple expensive closers lose to tempo before stabilization? Compare against games where one copy was decisive. - Quantity: Are two `Winternight Stories` and three `Stock Up` enough velocity, or did the deck run out of relevant actions after trading `Duress`, `Bitter Triumph`, and `Requiting Hex`? - Quantity: Is `Insatiable Avarice` a necessary bridge to late-game resources, or did its life or tempo cost matter in aggressive matchups? Card text check required for exact risk. - Mana: Are four `Restless Reef` and the tapped-land mix costing too many early interaction turns? Review games where turn-one or turn-two `Duress`, `Bitter Triumph`, or `Requiting Hex` was unavailable. - Mana: Are two `Cavern of Souls` and one `Multiversal Passage` improving threat deployment enough to justify awkward nonblack or conditional mana spots? - Aggro plan: Does the main deck need more early stabilizers if `Day of Black Sun` and `Deadly Cover-Up` arrive too late? Use damage taken before the first sweeper as the metric. - Control plan: Does the sideboard contain enough discard and must-answer pressure for removal-heavy opponents, or are `Doomsday Excruciator`, `Superior Spider-Man`, and `Restless Reef` being answered one at a time? - Closers: Is `Emeritus of Ideation` a meaningful singleton closer, or is it too hard to find when games require a final threat? Card text check required before changing its role. - Sideboard slots: Is `Ghost Vacuum` narrow but game-winning against graveyard decks, or does it sit dead too often? Keep it only if public graveyard interactions justify the slot. - Sideboard slots: Do `Flashfreeze` and `Sunderflock` cover enough visible opposing actions to earn four total slots, or should those slots become broader interaction? - Role conflict: Are `Stock Up`, `Winternight Stories`, `Insatiable Avarice`, and expensive threats competing for the same safe windows? If yes, reduce the cards that underperform when the deck must answer immediately. - Sideboard threat plan: Do `Oildeep Gearhulk` and `Quantum Riddler` improve closing speed or overload removal after sideboarding? Card text check required, then judge by games where they were cast with discard or interaction support. ## Veles Tactical Policy ### Policy: Keep Functional Interaction Hands Priority: Medium Decision families: mulligan Cards: Duress; Bitter Triumph; Requiting Hex; Day of Black Sun; Stock Up; Winternight Stories; Insatiable Avarice Phase windows: pregame, opening hand, mulligan decisions Runtime cues: prompt:mulligan, visible opening hand, known play/draw status Use when: the opener has black mana, at least two lands, and either early interaction or a believable draw-to-stabilize curve. Avoid when: the hand cannot cast black interaction before the opponent develops pressure, has only tapped or conditional mana, or contains only expensive/card-flow spells. Instructions: Prefer hands that trade early with `Duress`, `Bitter Triumph`, or `Requiting Hex`; keep slow `Stock Up`, `Winternight Stories`, or `Insatiable Avarice` hands only when lands and interaction already function. Card text check required for exact draw-risk and life-risk calculations. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Build Black Mana Before Blue Velocity Priority: Medium Decision families: mana Cards: Swamp; Watery Grave; Gloomlake Verge; Undercity Sewers; Deceit; Restless Reef; Cavern of Souls; Multiversal Passage Phase windows: turns 1-4, land play, precombat main phase Runtime cues: action:play land, visible hand costs, legal interaction actions Use when: multiple land plays are legal and the hand contains black interaction, sweepers, or discard. Avoid when: a blue source is the only way to cast an immediate legal `Stock Up`, `Winternight Stories`, or sideboard spell that must be used this turn. Instructions: Sequence for early black first, then blue card flow. Treat `Restless Reef`, `Undercity Sewers`, `Deceit`, `Cavern of Souls`, and `Multiversal Passage` as context-sensitive until Forge exposes exact mana and tapped status. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Cavern Naming Gate Priority: Low Decision families: mana Cards: Cavern of Souls; Doomsday Excruciator; Superior Spider-Man; Emeritus of Ideation; Oildeep Gearhulk; Quantum Riddler; Qarsi Revenant Phase windows: land entry, mana setup, threat deployment turns Runtime cues: action:choose type, action:choose name, visible hand creature names Use when: `Cavern of Souls` asks for a choice and the hand contains a specific threat that needs uncounterable or colored support. Avoid when: the hand has no creature or artifact-creature payoff visible, or the needed threat type cannot be confirmed from card text. Instructions: Choose the type that supports the most important visible threat only after checking legal text. Card text check required for all non-obvious card types, especially `Superior Spider-Man`, `Doomsday Excruciator`, `Oildeep Gearhulk`, `Quantum Riddler`, and `Qarsi Revenant`. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Early Discard Before Commitment Priority: Medium Decision families: interaction, priority Cards: Duress; Strategic Betrayal Phase windows: early main phases, pre-threat turns, post-sideboard control mirrors Runtime cues: action:cast Duress, action:cast Strategic Betrayal, opponent hand reveal windows Use when: discard is legal before committing `Doomsday Excruciator`, `Superior Spider-Man`, `Emeritus of Ideation`, or a post-board threat. Avoid when: the board requires immediate removal or sweeper action to survive the next visible attack. Instructions: Use discard to clear interaction, learn public-safe hand information, and decide whether to tap out. Card text check required for `Strategic Betrayal`; do not assume it functions like `Duress` unless Forge exposes matching legal actions. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Deterministic Duress Opponent Target Priority: Low Decision families: interaction, selection Cards: Duress Phase windows: Duress target prompt Runtime cues: action:target opponent Duress Use when: the only legal target action contains `target opponent` and `Duress`. Avoid when: more than one target action is visible, the legal action text does not name `Duress`, or the prompt includes card-selection after the target. Instructions: Select the opponent target and return control to normal decision logic for any revealed-card choice. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes ### Policy: Removal Target Gate Priority: High Decision families: interaction, priority Cards: Bitter Triumph; Requiting Hex; Day of Black Sun; Deadly Cover-Up; Sunderflock Phase windows: opponent combat, end step, own main phase, stack response windows Runtime cues: action:cast Bitter Triumph, action:cast Requiting Hex, action:cast Day of Black Sun, action:cast Deadly Cover-Up, action:cast Sunderflock Use when: a legal removal or sweeper action can answer visible lethal pressure, a must-answer engine, or a threat that invalidates the current plan. Avoid when: the target is low impact, a sweeper is better against multiple visible creatures, or the spell text/target legality is not confirmed. Instructions: Spend spot removal on threats that change the race or stop stabilization; prefer sweepers when multiple opposing creatures make one-for-one removal insufficient. Card text check required for `Requiting Hex`, `Day of Black Sun`, `Deadly Cover-Up`, and `Sunderflock`. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Survival Sweeper Commitment Priority: High Decision families: interaction, priority Cards: Day of Black Sun; Deadly Cover-Up Phase windows: own main phase before combat, opponent end step only if legal Runtime cues: action:cast Day of Black Sun, action:cast Deadly Cover-Up, visible battlefield creature count Use when: visible opposing attackers threaten lethal or force losing blocks before the next turn. Avoid when: the board is stable, your own visible threat is the primary win condition, or Forge text shows the sweeper will not answer the relevant permanents. Instructions: Cast the sweeper before card-flow or threat deployment when survival is at risk. Card text check required for exact destruction, exile, toughness, and graveyard clauses. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Card Flow Safety Window Priority: Medium Decision families: priority, selection Cards: Stock Up; Winternight Stories; Insatiable Avarice; Decorum Dissertation Phase windows: own main phase, opponent end step if legal, post-stabilization turns Runtime cues: action:cast Stock Up, action:cast Winternight Stories, action:cast Insatiable Avarice, action:cast Decorum Dissertation Use when: life total, board, and mana allow spending a turn or window on cards instead of removal. Avoid when: visible pressure demands `Bitter Triumph`, `Requiting Hex`, `Day of Black Sun`, `Deadly Cover-Up`, or blockers. Instructions: Use draw and selection to find land, interaction, or closers after stabilizing; do not spend scarce mana on velocity when the next combat step is dangerous. Card text check required for exact draw, selection, and life-payment modes. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Threat Commitment Gate Priority: High Decision families: priority, mana Cards: Doomsday Excruciator; Superior Spider-Man; Emeritus of Ideation; Oildeep Gearhulk; Quantum Riddler; Qarsi Revenant Phase windows: own main phase, post-discard windows, post-sweeper windows Runtime cues: action:cast Doomsday Excruciator, action:cast Superior Spider-Man, action:cast Emeritus of Ideation, action:cast Oildeep Gearhulk, action:cast Quantum Riddler, action:cast Qarsi Revenant Use when: the board is stable enough to commit a closer or the opponent’s visible/known resources make waiting worse. Avoid when: open interaction is known from a reveal, lethal pressure requires removal, or holding mana preserves a better response. Instructions: Deploy closers after discard or after forcing the opponent to spend resources. Card text check required before assigning exact finisher, recursion, or enters-the-battlefield value roles. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Restless Reef Conversion Priority: Medium Decision families: combat, mana Cards: Restless Reef Phase windows: late main phase, combat, opponent end step if activation is legal Runtime cues: action:activate Restless Reef, action:attack with Restless Reef Use when: activating or attacking advances a clock while leaving enough mana for required interaction. Avoid when: visible removal, profitable blocks, or mana needs make the land more important as a source than as a creature. Instructions: Treat `Restless Reef` as a finisher after stabilization, not an early tempo gamble. Card text check required for exact activation cost, stats, and attack/trigger text. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Attack Only From Stabilized Boards Priority: Medium Decision families: combat Cards: Superior Spider-Man; Doomsday Excruciator; Emeritus of Ideation; Oildeep Gearhulk; Quantum Riddler; Qarsi Revenant; Restless Reef Phase windows: declare attackers, post-sweeper pressure turns Runtime cues: prompt:declare attackers, visible blockers, legal attack actions Use when: attacks preserve a defensive plan or materially shorten the opponent’s clock. Avoid when: attacking exposes the only stabilizer, walks into visible blocks, or removes mana needed for interaction through `Restless Reef`. Instructions: Prefer attacks that maintain control of the next combat step; hold creatures back when racing math is unclear and the opponent has visible pressure. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Block For Survival First Priority: High Decision families: combat Cards: Superior Spider-Man; Doomsday Excruciator; Emeritus of Ideation; Oildeep Gearhulk; Quantum Riddler; Qarsi Revenant; Restless Reef Phase windows: declare blockers, combat damage prevention windows Runtime cues: prompt:declare blockers, visible lethal attack, legal block actions Use when: blocking prevents lethal, preserves a high life buffer, or trades a replaceable threat for a visible attacker that matters. Avoid when: the block sacrifices the only win condition and life total remains safe through the next turn. Instructions: Make survival blocks over damage-race blocks; use removal before blocks when it produces a cleaner combat step. Card text check required for exact keywords, toughness, and combat abilities. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Permission And Stack Interaction Gate Priority: High Decision families: interaction, priority Cards: Flashfreeze; Sunderflock; Bitter Triumph; Requiting Hex Phase windows: opponent spell on stack, combat trick windows, end step Runtime cues: action:cast Flashfreeze, action:cast Sunderflock, visible stack item Use when: a legal stack interaction can stop a threat, engine, lethal action, or card type that the spell can legally affect. Avoid when: the stack object is low impact, spell text does not match the target, or later visible board pressure demands removal mana. Instructions: Use `Flashfreeze` and `Sunderflock` only on stack objects Forge marks legal; do not infer color, type, or counterability beyond visible engine output. Card text check required for exact modes and restrictions. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Graveyard-Hate Timing Priority: Medium Decision families: interaction, priority Cards: Ghost Vacuum Phase windows: opponent graveyard setup, response windows, sideboard games Runtime cues: action:cast Ghost Vacuum, action:activate Ghost Vacuum, visible graveyard contents Use when: the opponent’s public graveyard is part of their visible plan or Forge exposes a legal graveyard-hate activation. Avoid when: the graveyard is irrelevant and the board requires removal, discard, or a threat. Instructions: Deploy or activate `Ghost Vacuum` for public graveyard leverage, not as a low-impact mana sink under pressure. Card text check required for exact exile, timing, and artifact text. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Sideboard Plan Selection Priority: High Decision families: sideboard Cards: Strategic Betrayal; Decorum Dissertation; Qarsi Revenant; Ghost Vacuum; Oildeep Gearhulk; Duress; Quantum Riddler; Flashfreeze; Sunderflock Phase windows: between games, after revealed matchup information Runtime cues: prompt:sideboard, match stage, opponent revealed cards, sideboard legal plans Use when: choosing a validated plan after Game 1 or Game 2. Avoid when: the proposed plan violates the registered 75 or cuts more main-deck copies than available. Instructions: Add discard and resilient threats against slow decks, add `Flashfreeze` or `Sunderflock` only where legal targets are expected from public information, add `Ghost Vacuum` only against graveyard dependence, and keep enough main-deck removal for creature pressure. Card text check required for all sideboard-role refinements. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes ### Policy: Sideboard Lock Confirmation Priority: Low Decision families: sideboard Cards: Strategic Betrayal; Decorum Dissertation; Qarsi Revenant; Ghost Vacuum; Oildeep Gearhulk; Duress; Quantum Riddler; Flashfreeze; Sunderflock Phase windows: sideboard submission validation Runtime cues: action:submit sideboard plan Use when: the selected sideboard plan is already validated by Veles and the legal action text is exactly the submit action for that plan. Avoid when: Veles reports validation errors, unknown card counts, or multiple submit actions with different plans. Instructions: Submit only the already selected legal plan; do not alter card counts during no-API execution. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes