2026-06-19 18:54:22 -03:00

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Strategy Specifications

Deck Name And Archetype

Mardu Tokens is a 60-card Alchemy Mardu aggro-midrange tokens deck with a 15-card sideboard. The registered main deck is validated at 60 cards and the registered sideboard is validated at 15 cards under the supplied Alchemy contract: at least 60 main-deck cards and at most 15 sideboard cards. The decks declared tags are aggro, midrange, and tokens; the duplicated tag input collapses to the same tactical identity: pressure first, board growth second, and interactive midgame pivots when the opponent can contest combat.

The deck should be treated as a proactive creature-and-token strategy, not as a pure burn deck or hard control deck. Its main-deck nonland core is 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, and 4 Waystone's Guidance. Its mana base is 4 Desert Cenote, 4 Godless Shrine, 4 Sacred Foundry, 4 Starting Town, 4 Sunbillow Verge, 1 Dalkovan Encampment, 1 Mountain, and 1 Plains. Runtime decisions should therefore value early colored access, curve density, and board presence more heavily than speculative long-game hands.

The stock/rogue status is hybrid-rogue unless confirmed by external metagame data. The card package uses a familiar Mardu Tokens strategic shell, but the exact registered mix contains Alchemy-specific or less universally documented cards such as Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, Three Tree Battalion, Swiftspear's Teachings, Waystone's Guidance, Desert Cenote, Starting Town, Sunbillow Verge, Dalkovan Encampment, Thought Partition, Fire Magic, Ghost Vacuum, Split Up, Withering Torment, and Twinmaw Stormbrood. Card text check required for any tactical claim not directly exposed by the rules engine, card database, or visible action label at runtime.

The legality status is pass according to the supplied format-aware validation result. The guide must still treat legality as runtime-bound: if Veles or the Alchemy rules engine rejects a card, action, target, payment, replacement effect, sideboard plan, or timing window, the pilot must obey the engine output rather than this document. No card text, hidden zone content, sideboard configuration, or opponent hand composition should be inferred beyond visible state, public logs, revealed information, and legal action text.

The mana concern is real but manageable: the deck is three colors with red pressure and removal, white creature/token development, and black sideboard or interaction pressure. Opening hands should be checked for functional early red-white access before assuming the deck can deploy Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Burst Lightning, Abrade, Swiftspear's Teachings, or Waystone's Guidance on time. Black access matters more when the visible hand or sideboard plan contains cards whose legal actions require black mana, especially Godless Shrine and sideboard interaction such as Thought Partition or Withering Torment if their runtime costs require it.

The role concern is that Mardu Tokens must not over-sideboard or overreact into a low-threat configuration. The main deck appears built to present repeated board pressure while using Burst Lightning and Abrade as flexible interaction; after sideboarding, Authority of the Consuls, Ghost Vacuum, Split Up, Withering Torment, Fire Magic, Thought Partition, the extra Abrade, and Twinmaw Stormbrood should be used to adjust matchups without erasing the threat density that lets token and combat synergies matter.

Opponent information status is unknown for this imported guide. Matchup guidance must therefore begin from archetype-facing heuristics and update only from public information: revealed cards, battlefield texture, graveyard contents, exile, stack actions, companion or deck labels if supplied, and prior games in the same match. The pilot must not name or play around specific opposing staples as if known unless Veles exposes them, the opponent has revealed them, or a later matchup section marks them as opponent: examples rather than registered Mardu Tokens cards.

Thesis

Mardu Tokens assembles a wide battlefield first, then turns that battlefield into lethal pressure before the opponent can stabilize. The deck wins by curving registered threats into token or combat payoffs, protecting tempo with Burst Lightning and Abrade, and using Waystone's Guidance or Swiftspear's Teachings only when the legal action text and visible board state show that the spell advances the pressure plan. Card text check required for any exact trigger, token size, buff, or timing claim not exposed by Veles at runtime.

The deck should prioritize early red-white mana, multiple proactive plays, and combat snowballing over speculative interaction-heavy keeps. A strong hand should normally contain lands that cast the visible early cards, at least one of Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, or Mardu Devotee, and either a follow-up threat or a spell that creates velocity or removes a blocker. Hands with only removal, only late threats, or awkward three-color sequencing should be treated as suspect unless the matchup or visible sideboard stage demands patience.

The deck is not trying to become hard control, pure burn, or a one-card combo deck. Burst Lightning and Abrade should support attacks, answer blockers, punish low-life opponents, or prevent a tempo collapse; they should not replace creature deployment when the board is empty and a legal threat can be cast. Sideboard cards should adjust pressure against known opposing textures without converting the deck into a low-threat answer pile.

The pilot should value battlefield continuity because token decks usually win by making every later combat step harder for the opponent to answer. Preserve enough bodies to keep payoffs live, avoid trading the whole board for minor damage unless lethal math or survival requires it, and recognize that a single high-impact follow-up after a sweeper can matter more than committing every card into open mana. If the engine shows a legal action that creates bodies, buffs a team, or pressures life total, compare it against removal and pass actions using visible damage, blocker quality, and next-turn clock.

Role Package

  • Threats: Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, Three Tree Battalion, and Mardu Thunderkite are the registered creature base that should start or extend the clock. Card text check required for exact stats, keywords, and triggers; choose them by curve position, color availability, visible combat impact, and whether the action label indicates immediate token, attack, or board pressure.

  • Payoffs: Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Swiftspear's Teachings, and Waystone's Guidance are the likely payoff cluster because they are repeated or high-count nonland cards in a tokens shell. Treat any payoff claim as conditional until the legal action text confirms what the card does; once confirmed, prefer payoffs when they convert existing bodies into damage, improve attacks through blockers, or rebuild after removal.

  • Engines: Three Tree Battalion, Voice of Victory, Thunderbond Vanguard, Stadium Headliner, and Waystone's Guidance should be inspected as potential repeat-value or go-wide engines whenever Veles exposes token creation, triggered value, attack scaling, or board-development text. Commit an engine when the opponent is not visibly threatening immediate lethal, when the engine can affect this turn or next turn, and when waiting would waste mana or lose initiative.

  • Velocity: Swiftspear's Teachings and Waystone's Guidance are the registered non-removal spells most likely to smooth or accelerate pressure, but Card text check required for exact selection, draw, buff, or token text. Use velocity to find action density, make a meaningful attack, or recover from attrition; avoid spending a full turn on low-board-impact velocity while behind to visible creatures unless the legal alternatives do not stabilize.

  • Interaction: Burst Lightning and Abrade are the main-deck interaction package, with the sideboard adding Thought Partition, Fire Magic, Split Up, Withering Torment, Ghost Vacuum, Authority of the Consuls, the extra Abrade, and Twinmaw Stormbrood. Use interaction to clear blockers, stop lethal, answer visible engines, or finish the opponent; do not fire it into unknown value when developing a threat produces a stronger next combat.

  • Protection: No registered main-deck card is confirmed as dedicated protection without a card text check. If Voice of Victory, Waystone's Guidance, Swiftspear's Teachings, or a sideboard card exposes protection-like legal text at runtime, use it to preserve a decisive board, force lethal, or blank a visible stack action; otherwise treat protection as sequencing discipline, not as guaranteed card text.

  • Recursion: No registered card should be assumed to provide recursion without Veles exposing a graveyard, return, or replay action. If Dalkovan Encampment, Waystone's Guidance, Mardu Devotee, Twinmaw Stormbrood, or another registered card presents a legal recursion action, evaluate it by whether it rebuilds pressure better than casting a fresh threat.

  • Mana: Desert Cenote, Godless Shrine, Sacred Foundry, Starting Town, Sunbillow Verge, Dalkovan Encampment, Mountain, and Plains must support early proactive sequencing. Prioritize red and white access for the main-deck curve, preserve black access when sideboard or visible hand actions require it, and choose tapped or conditional lands by the next two legal turns rather than by final-color perfection.

  • Sideboard modules: Thought Partition is the disruption module, Authority of the Consuls is the anti-speed or life-buffer module, Fire Magic and Abrade are added removal modules, Ghost Vacuum is the graveyard module, Split Up is the board-control module, Withering Torment is the flexible answer module, and Twinmaw Stormbrood is the threat or top-end module. Card text check required for exact effects; choose modules only when public information shows the opposing texture they are meant to answer.

Primary Win Conditions

  • Go-wide combat pressure is the default win path: develop Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, or Three Tree Battalion on curve, then convert the widest visible board into repeated attacks. Card text check required for exact token creation, buffs, keywords, and triggers; at runtime, prioritize this path when legal action text shows a threat or payoff that adds bodies, improves team damage, or makes the next combat step harder to block.

  • Token-payoff snowballing should be prioritized when the battlefield already contains multiple creatures or tokens and the legal action text for Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Waystone's Guidance, or Swiftspear's Teachings indicates a team-scale payoff. Execute by committing the payoff before low-impact removal if the opponent is not presenting immediate lethal, then attack only when visible blockers and combat actions make damage, trades, or postcombat board shape favorable. Disruption risk is highest into open mana, sweepers, or removal aimed at a single payoff; hold a redundant threat when the current board already pressures life total and the opponent is visibly incentivized to answer it.

  • Tempo-removal pressure wins when Burst Lightning or Abrade clears the blocker that prevents a high-damage attack. Use this line when the engine exposes a legal removal target whose disappearance changes combat math this turn or protects a key attacking board next turn. Prioritize creature deployment over removal when the opponent has no meaningful blocker, and prioritize removal over another threat when the visible attack becomes materially better or prevents a counterattack race loss.

  • Burn finish is a real closing path but should remain board-supported. Preserve Burst Lightning when the opponent is near lethal range, when the board can force them to respect attacks, or when visible stack and life totals make direct damage more valuable than killing a small creature. Do not assume kicker, scaling, or alternate modes unless Veles exposes the legal action text; choose the burn-to-player action only when it is legal, visible, and either lethal or clearly sets up a forced next-turn lethal.

Secondary Win Conditions

  • Backup combat wins through ordinary creature damage after the first payoff is removed. Keep casting Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, Three Tree Battalion, and Mardu Thunderkite as independent threats, and do not overvalue a single named engine if the hand contains enough bodies to keep attacking. Prioritize this fallback when the opponent spends resources one-for-one and the visible board still lets two or more attackers pressure life total.

  • Value-rebuild wins come from using Waystone's Guidance and Swiftspear's Teachings as recovery or velocity tools when the board stalls or a sweeper has reduced pressure. Card text check required for exact draw, selection, token, or buff effects; cast them when the legal action text shows they replace material, find action, or immediately improve a stalled combat. Avoid spending mana on these spells while behind to a lethal board unless they expose a stabilizing legal action better than casting a creature or removal spell.

  • Mardu Thunderkite can function as the top-end closer when early bodies have softened the opponent or when ground combat is clogged. Commit it when mana is stable, when visible removal pressure is lower than the cost of waiting, or when the action text indicates immediate damage, evasion, token payoff, or board impact. Delay it when cheaper plays plus Burst Lightning or Abrade create a stronger same-turn attack.

  • Utility-land pressure is conditional, not assumed. If Dalkovan Encampment exposes a legal creature, token, damage, mana, recursion, or sink action, use it as a mana-flood fallback after comparing the action to casting spells from hand. Card text check required; never assume it attacks, creates bodies, or recurs cards without runtime legal text.

  • Attrition wins by preserving threat density rather than trading all bodies for small damage. When the opponent is answering individual creatures, keep one follow-up from Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, or Mardu Thunderkite if current attacks already demand a response. When the opponent is low on visible resources, deploy enough pressure to shorten the clock without emptying the hand into a likely sweeper.

Emergency Lines

  • Behind on life, prioritize survival-first combat and removal. Use Burst Lightning or Abrade on the visible attacker or blocker whose removal most changes the race, and choose blocks that preserve a future board only after preventing lethal or a forced two-turn loss. Authority-style life-buffer plans belong to sideboard guidance; in game-one play, stabilize with legal removal, bodies, and attacks that reduce the opponent's ability to swing back.

  • Behind on board, rebuild with the cheapest sequence that produces multiple relevant permanents or removes the largest combat constraint. Prefer Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, or Three Tree Battalion over speculative spell actions when blockers are needed now. Use Waystone's Guidance or Swiftspear's Teachings only if the action text shows immediate board presence, selection into a necessary card, or a combat swing this turn.

  • Behind on cards, stop spending interaction on low-impact targets unless the target threatens lethal, blocks the only profitable attack, or represents a visible engine. Lean on repeatable battlefield pressure from creature draws and any legal value text from Waystone's Guidance, Swiftspear's Teachings, Dalkovan Encampment, or Mardu Thunderkite. Trade damage for cards only when the resulting life-total clock stays favorable.

  • Behind on mana, sequence lands for castable red-white threats before holding up narrow interaction. Keep hands and lines that cast multiple cheap spells from Desert Cenote, Godless Shrine, Sacred Foundry, Starting Town, Sunbillow Verge, Mountain, Plains, or Dalkovan Encampment, and avoid expensive or color-strained plays until the engine confirms the mana can pay for them.

  • If engines or win conditions are removed, shift to redundant pressure and burn math. Treat each remaining creature as a standalone clock, keep Burst Lightning for lethal or race stabilization, and use Abrade only on artifacts or creatures when the legal target materially affects combat or survival. If graveyard recursion, combo pressure, or lock pressure appears from the opponent, do not invent answers; use only visible legal sideboard or main-deck actions that Veles exposes, and race when no stabilizing interaction is available.

Resource Model

  • Life is a pressure resource, not a blanket payment source. Use life to keep tempo when Godless Shrine or Sacred Foundry must enter untapped for a same-turn Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Burst Lightning, Abrade, Waystone's Guidance, or Swiftspear's Teachings line; choose slower land entry when the turn still spends all mana or the opponent's visible clock makes the life loss dangerous.

  • Hand size converts into layered pressure. Prefer hands and turns that produce a threat plus either follow-up pressure or interaction, because Mardu Tokens wants the opponent answering multiple bodies rather than one large permanent. Do not spend Burst Lightning or Abrade just because a target exists; preserve hand equity unless the target changes combat, protects a key attacker, or prevents a dangerous counter-race.

  • Mana converts into board width first and expensive closers second. Spend early turns making castable permanents from Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, and Three Tree Battalion before leaning on Mardu Thunderkite, unless the engine exposes a higher-impact legal Mardu Thunderkite action and the board already contains enough early material.

  • Board presence is the deck's main banked resource. Treat each creature or token as damage, blocking insurance, and payoff support; trade it away only when the trade preserves lethal pressure, denies the opponent's better attack, or keeps a key engine alive. If a visible sweeper risk is high, hold one redundant creature or value spell when current pressure already demands an answer.

  • Graveyard and exile are mostly information zones until legal actions say otherwise. Track what has died, what interaction has been spent, and what sideboard cards have appeared, but do not assume recursion, flashback, escape, or cast-from-exile lines from any card unless Veles exposes the action. Ghost Vacuum changes graveyard policy after sideboard only when its legal text or activated action is visible.

  • Lands are both color infrastructure and tempo liabilities. Godless Shrine and Sacred Foundry can trade life for speed; Desert Cenote, Starting Town, Sunbillow Verge, and Dalkovan Encampment require runtime text checks for tapped status, color access, and utility actions. When a land exposes a non-mana action, compare it to casting from hand before using it as a sink.

  • Sacrifice fodder should be valued only when the rules engine shows sacrifice, token, or expendable-body incentives. This list is token-oriented, but card text check required for exact token creation and sacrifice-adjacent payoffs on Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, Three Tree Battalion, Waystone's Guidance, and Swiftspear's Teachings.

  • Tempo is the default tiebreaker. Cast the play that uses mana efficiently while improving next combat, unless holding mana for Burst Lightning, Abrade, Thought Partition, Fire Magic, Withering Torment, or another visible sideboard action is clearly required by the opponent's board or stack.

  • Information is a resource for restraint. Use revealed cards, known hand contents, public graveyards, and previous actions to decide whether to deploy into removal, hold interaction, or race; never infer exact hidden cards beyond archetype guidance and visible game history.

  • Sideboard bullets convert narrow mana into high-leverage answers. Thought Partition, Authority of the Consuls, Fire Magic, Ghost Vacuum, Split Up, Withering Torment, the sideboard Abrade, and Twinmaw Stormbrood should be treated as matchup tools, not default upgrades; board them only through exact Sideboard Map plans and cast them when their visible text addresses the current pressure.

Mana Guide

  • Prioritize early red-white-black access by legal costs shown in hand. The deck cannot afford color-stumble hands that cast only one side of its curve, so keep mana that plays an early creature and a second spell by turn three; mulligan hands with spells but no visible path to the required colors unless the hand contains a clearly castable low-curve plan.

  • Sequence untapped sources for the current turn's spell and next turn's double-spell possibility. If Godless Shrine or Sacred Foundry must enter untapped to cast a threat or interaction on curve, pay the life when the tempo gain matters; if all legal plays remain available with a tapped land, preserve life. Card text check required for whether Desert Cenote, Starting Town, Sunbillow Verge, and Dalkovan Encampment enter tapped or conditionally produce colors.

  • Play lands before draw or selection when the current spell needs the mana this turn. If Waystone's Guidance or Swiftspear's Teachings exposes a draw, seek, selection, token, or buff action that might change land choice, delay the land only when all current legal plays remain available and the extra information can improve color sequencing. Play the land first when missing the land drop would prevent casting the selected follow-up.

  • Keep one-land hands only with engine-confirmed cheap actions and credible second-land access. A hand with one land and multiple one- or two-mana legal actions may still fail if the colors are wrong, so require castable pressure plus a visible way to use mana every turn before keeping. Two-land hands are preferred when they cast at least one early creature and either Burst Lightning, Abrade, Waystone's Guidance, or Swiftspear's Teachings.

  • Avoid utility greed when the hand is color-hungry. Dalkovan Encampment should be played as a colored or utility land only according to visible rules text; if it cannot cast the next required spell, sequence Godless Shrine, Sacred Foundry, Desert Cenote, Starting Town, Sunbillow Verge, Mountain, or Plains first.

  • Use Mountain and Plains to reduce life loss only when they preserve color access. Basic lands are good when they cast the hand's visible red or white spells, but they can strand black or multicolor costs; prefer shock or multicolor lands when the hand contains color-diverse threats or sideboard cards.

  • Hold interaction mana only with a concrete target class in view. Leaving up Burst Lightning, Abrade, Thought Partition, Fire Magic, Withering Torment, or Ghost Vacuum is correct when the opponent's board, graveyard, stack, or likely next play makes that mana valuable; otherwise spend mana proactively on a body, token action, or pressure spell.

  • Plan Mardu Thunderkite turns one turn early. If Mardu Thunderkite is the hand's top-end closer, sequence lands so its colors and total mana are available without sacrificing a critical earlier attack; do not delay multiple cheaper threats solely to preserve a speculative later Thunderkite line.

Mulligan Guide

  • Strong keep: Keep two- or three-land hands that cast an early creature and a follow-up pressure spell, such as Godless Shrine plus Sacred Foundry with Voice of Victory, Thunderbond Vanguard, Waystone's Guidance, and Burst Lightning. This hand applies pressure, has interaction, and can still pivot if Waystone's Guidance exposes selection, token, or buff text.

  • Strong keep: Keep a hand with Desert Cenote, Starting Town, Sunbillow Verge, Stadium Headliner, Three Tree Battalion, Darkstar Banisher, and Swiftspear's Teachings when the visible land text supports the required colors. Card text check required for the exact roles, but this package is the preferred curve of early board, wider board, and payoff support.

  • Medium keep: Keep two lands plus one early creature, one interaction spell, and one top-end card, such as Sacred Foundry, Plains, Thunderbond Vanguard, Burst Lightning, Mardu Thunderkite, Mardu Devotee, and Waystone's Guidance. This is acceptable on the play if colors line up, but it needs the first draw steps to provide either a third land or another cheap action.

  • Medium keep: Keep three lands plus Darkstar Banisher, Stadium Headliner, Swiftspear's Teachings, and Mardu Thunderkite when at least one spell is castable by turn two. This hand is slower, so value it higher against removal-heavy or attrition opponents and lower against fast creature starts.

  • Risky keep: Consider one-land hands only when Veles shows a castable one- or two-mana action and the hand contains multiple cheap plays, such as Godless Shrine with Voice of Victory, Burst Lightning, Waystone's Guidance, and Stadium Headliner. Ship if the single land cannot cast the first two actions or if the opponent is fast enough that missing land two loses the race.

  • Automatic ship: Mulligan any zero-land hand, any six- or seven-land hand without a legal mana sink, and any hand whose lands cannot cast its early cards by turn three. Also ship hands that are only Mardu Thunderkite, expensive actions, and off-color lands, even if the total card quality looks high.

  • Trap hand: Do not keep interaction-only hands like Burst Lightning, Abrade, Swiftspear's Teachings, Waystone's Guidance, and three lands unless at least one spell creates board presence by visible text. Mardu Tokens wins by converting mana into bodies and combat pressure; a hand that answers one threat but never attacks often lets the opponent choose the game shape.

  • Matchup-dependent keep: Keep Abrade higher when the opponent has visible artifact or creature pressure, but treat a main-deck Abrade hand as medium or risky when no legal target class is likely. Keep Burst Lightning higher against small-creature starts and lower against opponents whose first relevant plays are large, recursive, or noncreature.

  • Play/draw rule: On the play, prefer hands with turn-two pressure over hands that only interact. On the draw, a slightly slower hand with Burst Lightning or Abrade is acceptable if it casts a creature by turn three and does not concede tempo to a fast visible board.

Turn Arc

  • Turn 1: Play the land that maximizes turn-two color access while preserving life when possible. Use Godless Shrine or Sacred Foundry untapped only if the engine exposes a legal one-mana play or if entering tapped would break the turn-two plan; otherwise lead with the land whose visible text best supports the hand's colors.

  • Turn 1 deviation: Cast Burst Lightning only when Veles shows a target that will materially change the next combat or protect the curve. Do not spend early removal on a low-impact target if the hand needs that mana to establish Voice of Victory, Thunderbond Vanguard, Stadium Headliner, or Darkstar Banisher next turn.

  • Turn 2: Deploy the best castable early permanent, prioritizing Voice of Victory, Thunderbond Vanguard, Stadium Headliner, Darkstar Banisher, or Mardu Devotee according to visible costs and text. Card text check required for exact token, buff, or attack triggers, so choose the creature whose legal action most improves turn-three pressure.

  • Turn 2 deviation: Hold up Burst Lightning or Abrade only when the opponent's battlefield or stack presents a concrete target that threatens your next attack or snowballs faster than your creature. If no such target exists, spend the turn adding a body rather than passing with mana unused.

  • Turn 3: Build width before top-end by casting Three Tree Battalion, Waystone's Guidance, Swiftspear's Teachings, or a second cheap creature when legal. Prefer lines that create multiple attackers, improve existing attackers, or keep interaction available after adding pressure.

  • Turn 3 deviation: Cast Abrade or Burst Lightning before combat when removing a blocker unlocks meaningful damage or protects a key attacker. Cast Waystone's Guidance or Swiftspear's Teachings before land choice only if the legal action can reveal information that changes sequencing without risking the land drop.

  • Turns 4-5: Convert the established board into decisive pressure. Cast Mardu Thunderkite when it is legal and the board is already wide enough to exploit its visible text, or continue double-spelling with Stadium Headliner, Three Tree Battalion, Darkstar Banisher, Waystone's Guidance, and interaction when double-spell pressure produces more damage or resilience.

  • Turns 4-5 deviation: Hold one redundant creature or nonessential value spell when current attackers already demand an answer and the opponent represents a sweeper or mass removal by public information. Do not hold back so much that the opponent can stabilize without using a real answer.

  • Late game: Use every legal land, spell, and creature action to preserve lethal outs. Mardu Thunderkite, Dalkovan Encampment, Waystone's Guidance, Swiftspear's Teachings, and topdecked creatures become priority mana sinks only when Veles exposes actions that add damage, create bodies, remove blockers, or rebuild after removal.

  • Late-game deviation: Shift from racing to blocking when the visible crack-back is lethal or when a single preserved creature enables a stronger follow-up. Trade tokens and expendable creatures for survival, but protect the card or permanent whose visible text is carrying the remaining win condition.

Card Roles

  • Darkstar Banisher: Treat Darkstar Banisher as a primary early-board role-player only after Veles confirms its visible cost, body, and any removal, token, or attack text. Card text check required. Cast it early when it is your best legal way to establish pressure or answer a blocker; hold it when its visible text can punish a later creature, permanent, or combat state. Do not assume it exiles, removes, or makes tokens unless the rules-engine state exposes that action. Against creature decks, value Darkstar Banisher higher if it interacts with blockers or stabilizes combat; against control, value it higher if it leaves material behind or taxes removal.

  • Mardu Thunderkite: Treat Mardu Thunderkite as the top-end pressure converter, not an automatic curve play. Card text check required. Cast Mardu Thunderkite when the battlefield already contains enough attackers, tokens, or expendable bodies for its visible text to matter, or when the opponent is low enough that a large evasive or hasty threat changes the race. Hold it when tapping out would walk into visible interaction, when double-spelling creates more immediate damage, or when the current board already forces the opponent to answer. Against sweepers, Mardu Thunderkite is often the rebuild threat; against fast aggro, it is only good if you survive to use it.

  • Stadium Headliner: Use Stadium Headliner as a curve-filling pressure permanent whose value depends on early deployment and board context. Card text check required. Cast it on turn two or three when it is the best legal way to add a body, widen attacks, or amplify later token turns. Hold it only if its visible text rewards sequencing after another spell, attack, or creature entry. Do not trade Stadium Headliner casually if its engine text is carrying your damage output; do trade it when preserving life is required and another payoff remains available.

  • Thunderbond Vanguard: Use Thunderbond Vanguard as an early attacker or combat-scaling piece, subject to visible card text. Card text check required. Cast it before wider token makers when its text rewards attacking, targeting, or spell follow-ups; cast it after a board-maker when its text rewards existing creatures. Avoid lines where Thunderbond Vanguard is your only threat into obvious removal unless the hand has redundant pressure. In combat, attack with Thunderbond Vanguard only when the visible block math supports damage, trigger value, or a trade that keeps your wider board ahead.

  • Voice of Victory: Prioritize Voice of Victory when its visible text protects tempo, creates bodies, rewards combat, or constrains opponent interaction. Card text check required. Cast it early against control or instant-speed decks if Veles shows text that improves your ability to resolve later plays or attack safely. Against creature decks, cast it when it adds enough board presence to contest combat; hold it only if the text clearly scales with a later go-wide turn. Do not assume it prevents spells or creates tokens without engine-visible text.

  • Mardu Devotee: Treat Mardu Devotee as the flexible lower-copy support card, not a core engine by default. Card text check required. Cast it when it fills the curve, fixes pressure gaps, or enables a Mardu Thunderkite, Stadium Headliner, Three Tree Battalion, or Waystone's Guidance line by visible text. Sideboard or deprioritize it in matchups where its text is slow, low impact, or poor against sweepers. Keep it in mind as a potential sacrifice, attack, or token-synergy piece only if Veles exposes that role.

  • Three Tree Battalion: Treat Three Tree Battalion as the main wide-board card unless visible text proves otherwise. Card text check required. Cast it when you need multiple bodies, a stronger attack, or insurance against one-for-one removal. Sequence it before Mardu Thunderkite, Stadium Headliner, or Swiftspear's Teachings when those cards visibly reward a broad battlefield. Hold it if the opponent is representing mass removal and you already have enough pressure, but do not undercommit when you are behind on board. Against aggro, Three Tree Battalion is valuable if it creates blockers or favorable trades; against control, it is valuable if it rebuilds after removal.

  • Burst Lightning: Use Burst Lightning as cheap tempo interaction first and reach second. Cast Burst Lightning before combat when it removes a blocker and converts into immediate damage, after combat when the opponent may block poorly, or at end step when you can preserve mana discipline. Hold Burst Lightning when the target is low impact and a future creature, planeswalker, or lethal line is more important. If kicker or alternate scaling is visible, use the larger mode only when mana would otherwise be unused or it changes the game immediately. Do not spend Burst Lightning on face damage unless it sets up lethal, prevents a race loss, or no relevant board target exists.

  • Abrade: Use Abrade as the main-deck flexible answer for creatures or artifacts, based only on legal targets shown by Veles. Cast Abrade on an artifact when that permanent is enabling the opponent's engine, mana, or lethal line; cast it on a creature when removing that creature protects attacks or survival. Hold Abrade against decks likely to present a stronger artifact or creature unless the current threat snowballs. Because the main deck has only 1 Abrade, do not use it as generic damage when Burst Lightning or combat can solve the same problem.

  • Swiftspear's Teachings: Treat Swiftspear's Teachings as a pressure-enhancer, selection spell, or combat tool only after checking visible text. Card text check required. Cast it precombat if it adds damage, grants keywords, creates tokens, or changes attacks; cast it postcombat if it is card flow or setup that does not affect the current attack. Hold it when the opponent has open mana and its value depends on a creature surviving. Against removal-heavy decks, pair Swiftspear's Teachings with redundant threats; against aggro, use it only if it improves board control or a race.

  • Waystone's Guidance: Use Waystone's Guidance as the deck's main smoothing, setup, or board-support spell, conditional on visible text. Card text check required. Cast it early when it fixes land drops, finds pressure, or creates a body; cast it later when it converts a stalled board into action. If it offers selection, choose cards that solve the current bottleneck: land when missing mana, creature when empty, interaction when under pressure, or payoff when already wide. Do not spend Waystone's Guidance before making a land drop if the revealed information cannot change the land decision.

  • Desert Cenote: Treat Desert Cenote as a color and tempo decision point rather than a generic land. Card text check required. Play it when it supports the next two turns of Mardu costs, preserves life, or enables a tapped-land sequence. If it has sacrifice, activation, or utility text, use that text only when the mana is no longer needed for immediate pressure or interaction.

  • Godless Shrine and Sacred Foundry: Use Godless Shrine and Sacred Foundry to unlock early white, black, and red requirements while managing life total. Pay life only when entering tapped would stop a legal early play, remove the wrong turn's interaction, or delay lethal pressure. Against fast aggro, prefer tapped entries when the hand still functions; against slow decks, prioritize untapped pressure.

  • Starting Town and Sunbillow Verge: Use Starting Town and Sunbillow Verge as sequencing lands whose exact tactical value depends on visible mana text. Card text check required. Play them early when they improve color certainty for Voice of Victory, Thunderbond Vanguard, Stadium Headliner, Darkstar Banisher, Three Tree Battalion, or Mardu Thunderkite. Avoid sequencing that strands Burst Lightning or Abrade when red interaction is needed.

  • Dalkovan Encampment, Mountain, and Plains: Treat Dalkovan Encampment as a utility land only after confirming visible text, while Mountain and Plains are stable color anchors. Card text check required for Dalkovan Encampment. Play basics when they cast the hand cleanly or preserve life; play Dalkovan Encampment when its color or utility text advances the current curve without delaying key Mardu spells.

Interaction Priorities

  • Remove blockers before engines when damage converts immediately. Use Burst Lightning or Abrade on a visible creature that blocks Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, or token attacks profitably; use burn to face only when it creates lethal, forces a race win, or no relevant permanent target exists.

  • Preserve Abrade for artifacts or creatures that change the game. Because the main deck has 1 Abrade, spend it on an artifact only when the artifact is producing mana, cards, combat dominance, graveyard recursion, or lethal pressure; spend it on a creature only when Burst Lightning cannot answer the threat or the creature invalidates attacks.

  • Prioritize interaction against sweepers, lifegain engines, and repeatable blockers after sideboarding. Thought Partition, Withering Torment, Fire Magic, Split Up, Ghost Vacuum, Authority of the Consuls, the sideboard Abrade, and Twinmaw Stormbrood all require card text checks, so choose their targets only from Veles-visible legal text. If Thought Partition exposes discard or exile choices, take the card that most directly beats a wide board: mass removal first, stabilizing lifegain second, cheap removal for Mardu Thunderkite or Stadium Headliner third, then card advantage.

  • Ignore low-impact permanents when the opponent is already under pressure. Do not spend Burst Lightning, Abrade, Fire Magic, Withering Torment, or Split Up on a small creature that cannot block profitably, attack through tokens, enable a combo, or change a lethal race. Let combat solve small bodies when Three Tree Battalion or tokens can trade without losing the pressure engine.

  • Bait removal with redundant threats before committing a payoff. When the hand contains multiple creatures, lead with Thunderbond Vanguard, Mardu Devotee, or Three Tree Battalion before exposing Mardu Thunderkite or Stadium Headliner, unless the payoff is required to stabilize or create lethal pressure. Against control, force action with medium threats, then deploy the best card after the opponent spends mana.

  • Counter and bounce only when Veles presents those exact legal actions. This registered deck has no known main-deck counterspell or bounce plan; if a sideboard or spell-generated action creates one, use it on sweepers, removal aimed at the only payoff, or a permanent that stops attacks. Do not assume Thought Partition counters unless the rules engine says so.

  • Change interaction priorities by archetype. Against aggro, remove haste, evasive, lifelink, or high-power attackers before value creatures. Against midrange, save answers for creatures that dominate combat or engines that outscale tokens. Against control, prioritize discard or exile effects for sweepers and use burn as reach after board pressure is established. Against graveyard decks, use Ghost Vacuum only when a visible graveyard card or threshold matters; do not spend it as a low-impact gesture under a short clock.

Combat And Trading Rules

  • Attack when the board converts width into damage without sacrificing the engine. Send tokens and replaceable creatures when blocks preserve your key payoff, when Stadium Headliner, Mardu Thunderkite, Voice of Victory, Swiftspear's Teachings, or Waystone's Guidance visibly rewards attacking, or when the opponent's crack-back is survivable. Hold back enough material to avoid losing a race against visible attackers.

  • Preserve payoff creatures over replaceable bodies. Do not trade Mardu Thunderkite, Stadium Headliner, Voice of Victory, or Thunderbond Vanguard for a low-impact blocker unless the trade opens lethal, prevents lethal, or the card's visible text makes the exchange favorable. Trade Mardu Devotee, Three Tree Battalion bodies, or tokens more freely when it protects life total or keeps the attack engine alive.

  • Block to protect life thresholds, not just to use creatures. Against fast decks, begin valuing blocks highly once life total falls into visible two-attack range or when untapped Godless Shrine and Sacred Foundry costs have already pressured life. Against slow decks, accept more damage to keep a wide board if the opponent lacks visible lethal pressure.

  • Use combat tricks only after target and timing are legal. Swiftspear's Teachings and Waystone's Guidance require card text checks; cast precombat when the visible text increases damage, creates bodies, grants evasion, or changes blocking math, and cast after blocks only when Veles shows a legal trick that wins combat or preserves a payoff. Do not assume pump, protection, or token creation without visible rules text.

  • Trade aggressively against creatures that invalidate tokens. High-toughness blockers, lifelink attackers, evasive threats, and repeatable token makers deserve unfavorable-looking trades if they otherwise stop Mardu Tokens from racing. Keep small opposing utility creatures alive only when they do not affect combat, mana, cards, graveyard access, or lethal math.

  • Attack differently by matchup. Against aggro, stabilize first, then turn the corner with Mardu Thunderkite or a wide Three Tree Battalion board. Against midrange, force awkward blocks and preserve the best threat from one-for-one trades. Against control, avoid overcommitting every creature into an expected sweeper unless waiting gives the opponent time to lock the game. Against graveyard or combo decks, race hard while using Ghost Vacuum, Thought Partition, or removal only on visible bottlenecks.

Selection And Tutor Rules

  • Treat this list as pseudo-selection, not a tutor deck, unless Veles exposes an exact search, seek, draft, conjure, or library-choice action. Do not assume Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, Three Tree Battalion, Swiftspear's Teachings, or Waystone's Guidance finds cards unless the rules engine shows that text and legal choices.

  • Use Waystone's Guidance only from visible card text and current legal actions. Card text check required. If it offers card selection, prefer the missing ingredient for the current hand: an untapped colored land when curving is at risk, a payoff creature when the board already has bodies, interaction when a visible threat blocks or races, and reach when the opponent is near lethal.

  • Use Swiftspear's Teachings as a sequencing card only after confirming visible text. Card text check required. If it filters or grants temporary card access, take the line that can be used this turn when mana is tight; take the higher-impact future card only when life total and board state allow waiting.

  • Play lands after selection when the selection spell could change the land-drop choice. If a legal Waystone's Guidance or Swiftspear's Teachings action may reveal, select, seek, or otherwise present lands, hold Mountain, Plains, Desert Cenote, Godless Shrine, Sacred Foundry, Starting Town, Sunbillow Verge, or Dalkovan Encampment until after that action unless a land must be played first to cast it.

  • Play lands before selection when the spell needs the mana now or when entering tapped would otherwise waste the turn. Prioritize red for Burst Lightning, Abrade, Mardu Thunderkite, and Swiftspear's Teachings; prioritize white or black only when the visible hand requires Godless Shrine, Sacred Foundry, Desert Cenote, Starting Town, Sunbillow Verge, or Dalkovan Encampment to cast a current legal spell.

  • Bottom or decline low-impact cards when the board already has the same role covered. Extra small bodies are weaker than a payoff when Three Tree Battalion, Mardu Devotee, or tokens are already present; extra payoff creatures are weaker than mana or interaction when the hand cannot deploy them or when a visible attacker threatens lethal.

  • Choose sideboard selection targets from visible matchup pressure only. Thought Partition, Fire Magic, Ghost Vacuum, Split Up, Withering Torment, Authority of the Consuls, Abrade, and Twinmaw Stormbrood require card text checks; if they offer selection, take the visible card or mode that answers the immediate bottleneck rather than a speculative hidden-card concern.

Priority And Stack Rules

  • Pass priority when no legal action improves damage, survival, or resource conversion. This deck wants pressure on board, so do not spend Burst Lightning, Abrade, Swiftspear's Teachings, Waystone's Guidance, or sideboard interaction into an empty or irrelevant stack just because mana is open.

  • Respond to removal when a payoff creature or lethal attack depends on it. If Veles shows a legal instant-speed action from Swiftspear's Teachings, Waystone's Guidance, Burst Lightning, Abrade, Fire Magic, Withering Torment, or another visible source, use it only when it saves Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, a decisive Three Tree Battalion board, or creates lethal before the opponent's spell resolves.

  • Let opposing spells resolve when the result does not change the next attack or survival math. Preserve Burst Lightning and Abrade for blockers, attackers, artifacts, or life-total reach; do not fire them at a low-impact target while a more important visible permanent, stack spell, or combat step is coming.

  • Use precombat priority for effects that add attackers, grant haste, increase power, or create attack triggers. Card text check required for Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Swiftspear's Teachings, and Waystone's Guidance; cast or activate before declaring attackers only when the visible text changes the attack this combat.

  • Use post-block priority for tricks that change trades after blockers are known. If Swiftspear's Teachings or Waystone's Guidance legally targets a creature after blocks, choose the line that preserves a payoff, kills a key blocker, or pushes lethal; otherwise keep mana and cards for the next main phase or opponent's turn.

  • Use end-step priority for card access or removal only when waiting has no cost. Cast Burst Lightning or Abrade on the opponent's end step if the target must die before your turn and no combat window matters; use selection at end step only when Veles shows legal instant timing and the extra information cannot improve earlier combat.

  • Treat optional triggers and payments as board-state decisions, not automatic value. Pay or accept optional effects from Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Mardu Devotee, Three Tree Battalion, Swiftspear's Teachings, Waystone's Guidance, or sideboard cards only when the visible cost does not prevent a better spell, interaction window, or lethal setup.

  • Use graveyard timing only when a visible graveyard card matters. Ghost Vacuum requires a card text check; activate it in response to a visible graveyard spell, recursion trigger, escape-style payment, or lethal graveyard payoff, and avoid spending it during your own pressure turn if no graveyard action is pending.

  • Respect rules-engine stack output over strategic guesses. If Veles does not expose a target, mode, optional payment, or activation as legal, do not plan around it; choose among the provided action IDs and explain passes when holding mana for Burst Lightning, Abrade, or a sideboard card.

Sideboard Map

  • Sideboard by role first, then by card text confirmation. Authority of the Consuls, Fire Magic, Ghost Vacuum, Thought Partition, Split Up, Withering Torment, and Twinmaw Stormbrood need runtime confirmation if Veles exposes choices, modes, targets, or costs; do not assume hidden-card matchups or unshown text over legal actions.

  • Keep the core pressure package intact unless the matchup specifically punishes board commitment. Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Swiftspear's Teachings, and Waystone's Guidance are the deck's main proactive density; reduce main-deck emphasis on narrow interaction, redundant top-end, or slow setup before weakening the creature-token engine.

  • Add Thought Partition against control, combo, sweepers, and single-card engines. Card text check required. Use it when the opponent's deck is likely to hinge on a noncreature spell, sweeper, planeswalker-like permanent, graveyard setup spell, or expensive stabilizer; it is weaker against low-curve creature decks where spending mana without affecting combat loses tempo.

  • Add Authority of the Consuls against haste, go-wide aggro, life-total races, and creature-combo boards. Card text check required. Treat it as a stabilizing permanent only when it changes combat math or buys turns; it is weaker against control, spell combo, artifact-light midrange, or decks where the opponent can ignore combat.

  • Add Fire Magic when cheap removal or reach is better than another body. Card text check required. Bring it in against small creatures, planeswalker pressure, low-life race spots, and boards where instant-speed damage can clear a blocker; it is weaker against large creatures, graveyard engines, and control decks with few targets.

  • Add Ghost Vacuum against graveyard recursion, reanimation, escape-style costs, death-trigger loops, and decks that make the graveyard a visible resource. Card text check required. It is bad when the opponent's graveyard is incidental, when pressure matters more than hate, or when activating it would consume mana needed for a lethal attack or removal spell.

  • Add Split Up against go-wide creature decks and board states where one sweeping or mass-removal effect can reverse combat. Card text check required. It is worse against single-threat decks, control decks with few creatures, and matchups where your own token board is usually wider than theirs and the mode would punish your plan.

  • Add Withering Torment against sticky permanents, lifegain engines, black-white midrange mirrors, and threats that Burst Lightning or Abrade cannot answer. Card text check required. It is weaker against hyper-aggro if the cost or timing is clunky, and weaker against spell combo if it has no relevant target.

  • Add Abrade when artifacts or medium creatures are visible or strongly expected. The sideboard copy joins the main-deck Abrade to raise flexible interaction density; it is weak against creatureless control, graveyard combo without artifacts, and boards where Burst Lightning already answers every meaningful target.

  • Add Twinmaw Stormbrood when one additional threat is better than a narrow answer. Card text check required. Use it against removal-heavy midrange or control when a resilient or high-impact creature matters; avoid it against faster decks where expensive threats rot in hand or against matchups needing specific hate.

Aggro Creature Race Side in: 2 Authority of the Consuls; 2 Fire Magic; 2 Split Up; 1 Abrade Cut: 3 Swiftspear's Teachings; 2 Mardu Devotee; 1 Waystone's Guidance; 1 Mardu Thunderkite

  • In creature races, increase cheap stabilization and avoid hands that only sculpt. Authority of the Consuls and Split Up are for changing the race structure, Fire Magic and Abrade are for blockers or attackers, and the reduced cards are the slower or more conditional pieces when life total is under pressure.

Control Or Sweepers Side in: 3 Thought Partition; 2 Withering Torment; 1 Twinmaw Stormbrood Cut: 3 Burst Lightning; 1 Abrade; 2 Mardu Devotee

  • Against control, protect the threat cadence rather than overloading on narrow damage. Thought Partition should fight sweepers, finishers, or interaction shown by legal choices; Withering Torment covers resolved permanents if text permits; Twinmaw Stormbrood is the extra threat slot. Burst Lightning and Abrade lose value when targets are scarce, while Mardu Devotee is expendable if the matchup is less about early creature combat.

Graveyard Engine Side in: 2 Ghost Vacuum; 3 Thought Partition; 2 Withering Torment Cut: 1 Abrade; 3 Burst Lightning; 2 Mardu Devotee; 1 Swiftspear's Teachings

  • Against graveyard engines, pressure first and disrupt only visible bottlenecks. Ghost Vacuum is for active graveyard resources, Thought Partition is for setup or payoff spells if legal text supports that role, and Withering Torment handles resolved enablers when Veles shows a target. Do not keep slow hands just because they contain hate.

Artifact Or Permanent Midrange Side in: 1 Abrade; 2 Withering Torment; 2 Thought Partition Cut: 2 Mardu Devotee; 2 Swiftspear's Teachings; 1 Waystone's Guidance

  • Against artifact or permanent midrange, add flexible answers without abandoning board development. The second Abrade and Withering Torment answer visible artifacts, creatures, or other permanents if legal; Thought Partition is for high-impact noncreature cards. Reduce main-deck emphasis on slower setup before touching the main four-copy pressure creatures.

Low-Target Spell Combo Side in: 3 Thought Partition; 2 Ghost Vacuum; 1 Twinmaw Stormbrood Cut: 1 Abrade; 3 Burst Lightning; 2 Mardu Devotee

  • Against low-target combo, become a fast disruptive deck. Thought Partition is the primary sideboard card when it can interact with the combo's visible spell axis; Ghost Vacuum is included only if graveyards matter or the opponent has public graveyard dependencies; Twinmaw Stormbrood adds threat density when removal is low value.

Go-Wide Mirror Or Token Board Stall Side in: 2 Split Up; 2 Fire Magic; 2 Withering Torment Cut: 2 Mardu Devotee; 2 Swiftspear's Teachings; 1 Waystone's Guidance; 1 Mardu Thunderkite

  • In board stalls, value cards that break parity or remove the decisive permanent. Split Up is only attractive when its legal mode benefits your board more than theirs; Fire Magic and Withering Torment improve interaction density. Preserve Voice of Victory, Three Tree Battalion, Stadium Headliner, Thunderbond Vanguard, and Darkstar Banisher unless Veles proves they are poor into the visible battlefield.

  • Re-board after Game 2 from observed cards, not from archetype labels alone. If Thought Partition misses or has no legal targets, reduce its priority; if Ghost Vacuum has no graveyard text to attack, leave it unused; if Split Up threatens your own board more than theirs, favor Fire Magic, Abrade, Withering Torment, or Twinmaw Stormbrood instead.

  • Keep mana curve honest after sideboarding. Do not add every expensive or conditional sideboard card into the same configuration; the deck still needs early plays, red interaction for Burst Lightning, Abrade, and Fire Magic, and enough creature density for Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, and Three Tree Battalion to matter.

Matchup Guidance

  • Aggro: Stabilize first, then turn the corner with the widest legal attack. Keep hands with early creatures, untapped red or white mana, and at least one cheap interaction or board-affecting play; hands built around only Swiftspear's Teachings or expensive follow-up pressure are risky when the opponent starts faster. Add role cards: Authority of the Consuls, Fire Magic, Split Up, Abrade. Reduce main-deck emphasis: Mardu Devotee, Swiftspear's Teachings, and the slowest copy of Mardu Thunderkite when curve pressure matters. Card text check required for Authority of the Consuls, Fire Magic, and Split Up, so use them only when Veles shows legal actions that affect combat, creatures, life totals, or the opponent's board.

  • Burn: Preserve life total as a resource only until the opponent can assemble lethal from visible mana, hand count, or known cards. Prioritize untapped lands only when they enable a stabilizing play; avoid unnecessary shock-style life loss from Godless Shrine or Sacred Foundry when Starting Town, Sunbillow Verge, Desert Cenote, Plains, Mountain, or Dalkovan Encampment can support the same legal sequence. Add role cards: Authority of the Consuls, Thought Partition, Fire Magic. Reduce main-deck emphasis: Abrade if it has no legal target, Mardu Devotee if it does not stabilize, and slow card-advantage sequencing from Waystone's Guidance if life total is already under pressure.

  • Go-wide creature decks: Contest battlefield width before racing. Keep Voice of Victory, Three Tree Battalion, Stadium Headliner, Thunderbond Vanguard, and Darkstar Banisher when their legal actions create bodies, buff attacks, remove blockers, or improve combat math; do not spend Burst Lightning on low-impact creatures if a larger attack or snowballing permanent is visible. Add role cards: Split Up, Fire Magic, Withering Torment, Authority of the Consuls. Reduce main-deck emphasis: Swiftspear's Teachings and Mardu Devotee when the matchup is about immediate board size rather than incremental value. Card text check required for Split Up and Withering Torment; choose them only if the shown legal mode improves your side of the board.

  • Tempo: Protect mana efficiency and avoid walking the only threat into obvious open interaction. Prefer two-spell turns, cheap threats, and attacks that force the tempo deck to react on your schedule; do not tap out for Mardu Thunderkite or Waystone's Guidance if Veles shows a safer line that adds pressure while preserving Burst Lightning, Abrade, or Fire Magic. Add role cards: Thought Partition, Fire Magic, Abrade. Reduce main-deck emphasis: Mardu Devotee and the slowest nonessential setup spell. Treat Thought Partition as a way to clear counterplay only when the legal action text confirms it can affect the relevant card type.

  • Control: Present layered threats without committing every creature into a likely sweeper. Sequence Voice of Victory, Stadium Headliner, Thunderbond Vanguard, Three Tree Battalion, and Darkstar Banisher so the opponent must answer repeated boards; hold back a redundant creature when current pressure already demands an answer. Add role cards: Thought Partition, Withering Torment, Twinmaw Stormbrood. Reduce main-deck emphasis: Burst Lightning and Abrade when the opponent has few creature or artifact targets, plus Mardu Devotee if it is lower impact than another threat. Card text check required for Twinmaw Stormbrood and Withering Torment, so rely on Veles legal text before treating them as resilient pressure or permanent answers.

  • Removal-heavy midrange: Make each threat demand a real answer and avoid losing tempo to one-for-one exchanges that do not change the clock. Prioritize creatures or token-producing actions that leave material behind if killed; use Swiftspear's Teachings and Waystone's Guidance when they reload, improve combat, or convert excess mana into pressure. Add role cards: Thought Partition, Withering Torment, Twinmaw Stormbrood, Abrade. Reduce main-deck emphasis: Burst Lightning if opposing threats exceed its range, and Mardu Devotee if it trades down. Do not assume the opponent has removal that is not public, but respect open mana and previously revealed interaction.

  • General midrange: Be the beatdown when ahead on board, and become the attrition deck only when Veles shows profitable exchanges. Burst Lightning and Abrade should answer blockers, utility creatures, or planeswalker pressure when legal; Withering Torment should be reserved for permanents that cheap damage cannot handle if its text supports that role. Add role cards: Abrade, Withering Torment, Thought Partition. Reduce main-deck emphasis: Swiftspear's Teachings or Waystone's Guidance only when tempo loss is punished by the visible battlefield. Preserve the density of Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, and Three Tree Battalion because the deck wins by forcing combat pressure.

  • Big mana: End the game before the opponent's expensive cards dominate the visible board. Mulligan slow hands without early pressure, prioritize the fastest curve, and use Thought Partition on ramp payoff or stabilizing interaction when the legal action can take it. Add role cards: Thought Partition, Withering Torment, Twinmaw Stormbrood. Reduce main-deck emphasis: Burst Lightning and Abrade if early targets are absent, though keep Abrade when artifacts are visible or strongly implied by public information. Do not spend a full turn on Waystone's Guidance unless it finds or enables a faster lethal clock than adding another attacker.

  • Combo: Pressure plus disruption beats pure racing. Keep hands that deploy threats early and interact with the combo axis shown by public information; do not keep a hand containing only sideboard hate if it cannot also present a clock. Add role cards: Thought Partition, Ghost Vacuum, Withering Torment, Twinmaw Stormbrood. Reduce main-deck emphasis: Abrade and Burst Lightning when the opponent has few legal targets, plus Mardu Devotee if it is slower than another threat. Ghost Vacuum is only a priority if graveyard contents, escape-style costs, reanimation, recursion, or other graveyard dependencies are visible or known from revealed cards.

  • Graveyard decks: Attack graveyard dependency without abandoning combat pressure. Ghost Vacuum is the dedicated role card, but it should not consume mana that would produce a decisive attack unless Veles shows an immediate graveyard action to stop. Add role cards: Ghost Vacuum, Thought Partition, Withering Torment. Reduce main-deck emphasis: Abrade, Burst Lightning, and Mardu Devotee when they do not interact with the engine. Use Thought Partition before the opponent commits a payoff if legal; use Withering Torment against resolved enablers only if the shown legal target and card text support that use.

  • Artifact or enchantment decks: Identify whether the opposing permanent is a blocker, engine, mana source, or lock piece before spending removal. Abrade covers artifacts if Veles shows a legal artifact mode; Withering Torment may cover enchantments or other permanents if its text confirms that role. Add role cards: Abrade, Withering Torment, Thought Partition. Reduce main-deck emphasis: Mardu Devotee, Swiftspear's Teachings, and one Waystone's Guidance when interaction density is more important than setup. Against enchantment-heavy lists, do not assume Abrade helps; route decisions through legal action text.

  • Single-threat decks: Answer the one permanent that matters and keep attacking around it. Save Burst Lightning, Abrade, Fire Magic, Withering Torment, or combat double-blocks for the threat that controls the race; do not waste removal on support creatures if the main threat remains unanswered. Add role cards: Withering Torment, Fire Magic, Abrade, Thought Partition. Reduce main-deck emphasis: Split Up unless the opponent also creates a wide board, and Ghost Vacuum unless the threat is graveyard-linked. If removal is not currently legal, widen the board with Voice of Victory, Three Tree Battalion, Stadium Headliner, Thunderbond Vanguard, and Darkstar Banisher to force blocks.

  • Re-sideboarding principle: Let observed cards override the archetype label. If Thought Partition has no relevant legal hits, lower its role; if Ghost Vacuum never sees a graveyard resource, keep pressure higher; if Split Up threatens your own board more than theirs, prefer targeted interaction or another threat. Maintain enough creatures after every configuration for Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, and Darkstar Banisher to remain the deck's combat core.

Specific Matchup Notes

  • General notes are archetype-only because no exact opponent decklists are supplied. Revealed cards, public game actions, and Veles legal-action text override every matchup assumption here; treat these notes as priority hints, not hidden-information claims.

  • Against fast creature aggro, make survival pressure the first test. Keep early bodies that trade or race, sequence Voice of Victory, Stadium Headliner, Thunderbond Vanguard, Three Tree Battalion, and Darkstar Banisher to contest combat, and use Burst Lightning, Abrade, Fire Magic, or Split Up only when Veles shows a target or board state that changes the race. Likely sideboard emphasis is Authority of the Consuls, Fire Magic, Split Up, and Abrade; priority targets are haste threats, evasive attackers, anthem effects, and creatures that make blocking impossible. Card text check required for Fire Magic and Split Up, so rely on legal modes before treating them as removal or sweeper effects.

  • Against control, preserve threat flow instead of emptying every creature into a likely sweeper. Lead with pressure that demands answers, hold one of Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, or Three Tree Battalion when current damage is already meaningful, and use Thought Partition on sweepers, card advantage, or finishers when the legal action can take them. Likely sideboard emphasis is Thought Partition, Withering Torment, and Twinmaw Stormbrood; priority targets are sweepers, planeswalkers, lock pieces, and lifegain stabilizers. Card text check required for Withering Torment and Twinmaw Stormbrood.

  • Against removal-heavy midrange, force awkward answers by staggering threats across turns. Do not spend Swiftspear's Teachings or Waystone's Guidance into open interaction unless the visible board says the tempo loss is acceptable; prefer adding durable pressure or holding a follow-up creature. Likely sideboard emphasis is Thought Partition, Withering Torment, Abrade, and Twinmaw Stormbrood; priority targets are efficient blockers, recursive threats, planeswalkers, and removal revealed by hand-disruption effects.

  • Against big mana, race before expensive stabilizers take over. Mulligan hands that lack early pressure, deploy the fastest curve, and use Thought Partition on ramp payoffs or sweepers when revealed or legally selectable. Likely sideboard emphasis is Thought Partition, Withering Torment, and Twinmaw Stormbrood; priority targets are mana engines, sweepers, and lifegain or board-reset payoffs. Do not spend a full turn on Waystone's Guidance unless it clearly accelerates lethal pressure or fixes a missing color needed for multiple legal plays.

  • Against combo or graveyard strategies, pair pressure with the narrow hate that matches visible resources. Ghost Vacuum becomes important when graveyard contents, recursion, reanimation, escape-style costs, or graveyard payoffs are public; otherwise keep combat pressure high. Likely sideboard emphasis is Ghost Vacuum, Thought Partition, Withering Torment, and Twinmaw Stormbrood; priority targets are combo enablers, graveyard payoffs, and protection pieces revealed by Veles. Do not keep a hate-only hand without a clock.

  • Against artifacts or enchantments, choose interaction by legal target class rather than card-name familiarity. Abrade is a priority only when Veles shows a legal artifact or damage mode that matters; Withering Torment is a priority only when its legal text reaches the permanent that matters. Likely sideboard emphasis is Abrade, Withering Torment, and Thought Partition; priority targets are engines, lock pieces, mana accelerants, and blockers that stop the token attack.

Risk Summary

  • Mana risk: The deck needs reliable Mardu colors while still curving out. Hands with Desert Cenote, Godless Shrine, Sacred Foundry, Starting Town, Sunbillow Verge, Dalkovan Encampment, Mountain, or Plains should be judged by legal early plays, not by land count alone; mulligan or sequence cautiously when a hand cannot cast Voice of Victory, Thunderbond Vanguard, Stadium Headliner, Three Tree Battalion, or removal on time.

  • Matchup risk: The deck can mis-role itself by becoming too reactive. Against aggro, removal should buy attacks or survival; against control and big mana, interaction should clear sweepers or blockers while threats keep arriving.

  • Draw risk: Waystone's Guidance and Swiftspear's Teachings may be powerful setup, but they are risky when the battlefield already demands another attacker, blocker, or removal spell. Use them when they fix sequencing, convert mana into pressure, or recover from attrition, and avoid them when they merely spend a turn without changing the clock.

  • Over-sideboarding risk: Removing too many creatures weakens Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, and Darkstar Banisher as the combat core. Sideboard plans should keep enough proactive material that Thought Partition, Ghost Vacuum, Withering Torment, Split Up, Fire Magic, Authority of the Consuls, Abrade, or Twinmaw Stormbrood do not turn the deck into a low-pressure control shell.

  • Graveyard risk: Ghost Vacuum can be a low-impact draw when the opponent is not using the graveyard. Treat it as a role card only when public information supports the graveyard axis, and do not spend mana on it over lethal pressure unless the current graveyard action is urgent.

  • Sweeper and removal risk: Wide boards can be punished by sweepers, but holding too much back can also miss lethal windows. Add only enough pressure to force an answer when ahead, and preserve one follow-up threat when the opponent represents a reset through revealed cards, prior actions, or suspicious open mana.

  • Closer risk: Mardu Thunderkite and Twinmaw Stormbrood may function as finishing pressure, but card text check required for exact roles. Commit closers when the opponent is low, shields are down, or waiting gives the opponent a better stabilizing window; avoid tapping out when visible interaction or lethal counterplay makes the commitment fragile.

  • Interaction risk: Burst Lightning, Abrade, Fire Magic, Split Up, Withering Torment, and Thought Partition are only as good as their legal targets. Do not fire removal at a small creature if a larger blocker, engine permanent, or combo piece is the actual obstacle shown by the board.

  • Sequencing risk: The deck loses percentage when it spends mana in the wrong phase. Prefer precombat plays that increase immediate attack quality, hold instant-speed removal when attacks or blocks may reveal better targets, and let Veles legal actions determine whether a card can be used before damage, after blocks, or on the opponent's turn.

Test Feedback Checklist

  • Deciding factor: Identify the turn where the game became clearly favorable or unfavorable. Record whether the pivot came from early creature pressure, a failed attack, a removal exchange, a sweeper, a missed color, a stalled board, or a closing threat such as Mardu Thunderkite or sideboard Twinmaw Stormbrood.

  • Mulligans: Check whether kept hands had legal early plays, reliable colors, and a pressure plan. Flag hands that kept too many lands, too few lands, or setup cards such as Waystone's Guidance and Swiftspear's Teachings without Voice of Victory, Thunderbond Vanguard, Stadium Headliner, Three Tree Battalion, Darkstar Banisher, or removal to affect the first turns.

  • Mana: Track every game where Desert Cenote, Godless Shrine, Sacred Foundry, Starting Town, Sunbillow Verge, Dalkovan Encampment, Mountain, or Plains delayed a legal play. Note whether the issue was missing white, black, red, untapped mana, or a sequencing choice that blocked a same-turn creature plus Burst Lightning or Abrade line.

  • Velocity: Measure whether the deck spent turns adding damage, adding bodies, or only setting up. Flag games where Waystone's Guidance or Swiftspear's Teachings improved the next two turns, and flag games where those cards consumed mana while the opponent stabilized.

  • Engine and token pressure: Record whether Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Mardu Devotee, and Mardu Thunderkite created enough bodies or combat pressure to make blocking difficult. Card text check required for exact engine labels, so judge by logged legal actions and visible outcomes.

  • Removal: Review each Burst Lightning, Abrade, Fire Magic, Split Up, and Withering Torment decision by target and timing. Ask whether the spell removed the permanent that actually stopped attacks, protected life total, disrupted an engine, or cleared lethal pressure.

  • Sideboard: Compare sideboard cards drawn against the matchup axis they were meant to answer. Thought Partition should matter against sweepers, combo, or high-impact spells; Ghost Vacuum should matter only when graveyard resources are public; Authority of the Consuls should matter against haste, racing, or creature swarms; Abrade, Fire Magic, Split Up, and Withering Torment should line up with visible legal targets.

  • Closing: Record whether the deck converted a wide board into lethal before the opponent stabilized. Flag missed chances to attack, use Burst Lightning, commit Mardu Thunderkite, or deploy Twinmaw Stormbrood when the opponent was low and Veles showed legal pressure actions.

  • Role: Check whether the pilot correctly identified aggro, midrange, or defensive posture. Mark mistakes where the deck became too reactive against control or big mana, or too reckless against faster aggro.

  • Stranded cards: List cards stuck in hand for two or more turns and why. Separate color failure, missing legal targets, wrong matchup, tempo cost, and deliberate hold for a better window.

  • Overperformers and underperformers: Name exact cards that repeatedly won exchanges, generated pressure, or failed to matter. Pay special attention to Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Burst Lightning, Waystone's Guidance, and Swiftspear's Teachings.

First Tuning Questions

  • Creature density: If pressure stalls after sideboarding, should the main deck preserve more copies of Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, and Mardu Devotee instead of increasing reactive cards? The first tuning test is whether losses came from unanswered opponent threats or from failing to present enough threats.

  • Removal quantities: If creature matchups are close but blockers or haste threats decide games, should the 1 Abrade main deck, 3 Burst Lightning, sideboard Abrade, Fire Magic, Split Up, or Withering Torment configuration change? Card text check required for Fire Magic, Split Up, and Withering Torment before changing counts for specific target classes.

  • Mana base: If opening hands frequently miss colors or lose tempo, should the split among Desert Cenote, Godless Shrine, Sacred Foundry, Starting Town, Sunbillow Verge, Dalkovan Encampment, Mountain, and Plains change? Use logs to distinguish color shortage from tapped-mana sequencing before changing lands.

  • Setup package: If Waystone's Guidance and Swiftspear's Teachings are stranded or too slow, should their quantities decrease, or are pilots casting them in the wrong windows? Tune only after reviewing whether they improved pressure, fixed mana, or recovered from attrition in successful games.

  • Aggro plan: If faster creature decks race successfully, should Authority of the Consuls, Split Up, Fire Magic, Abrade, or Burst Lightning receive more emphasis? The key question is whether losses come from life-total pressure, failed blocks, missing removal, or spending early turns on setup.

  • Control plan: If sweepers and spot removal beat the deck, should Thought Partition, Withering Torment, and Twinmaw Stormbrood receive more sideboard space or different usage? Tune around whether losses come from failing to disrupt reset spells, overcommitting creatures, or lacking a resilient closer.

  • Graveyard plan: If graveyard decks win through public graveyard resources, are 2 Ghost Vacuum enough, and are they being deployed at the right time? If Ghost Vacuum appears in low-graveyard matchups and reduces pressure, the issue may be sideboard allocation rather than gameplay.

  • Closer plan: If games stall with the opponent at low life, does the deck need more reliable finishing from Mardu Thunderkite, Twinmaw Stormbrood, Burst Lightning, or combat-wide pressure? Review whether closers were unavailable, legally uncastable, removed immediately, or held too long.

  • Role conflict: If post-board games feel unfocused, is the deck trying to be both low-curve aggro and reactive midrange at the same time? The tuning goal should be matchup-specific: keep pressure high against slow decks, preserve survival tools against fast decks, and avoid hands that contain answers without a clock.

Veles Tactical Policy

Policy: Opening Hand Role Gate

  • Priority: High
  • Decision families: mulligan
  • Cards: Darkstar Banisher; Mardu Thunderkite; Stadium Headliner; Thunderbond Vanguard; Voice of Victory; Mardu Devotee; Three Tree Battalion; Burst Lightning; Abrade; Waystone's Guidance; Swiftspear's Teachings
  • Phase windows: pregame mulligan decisions.
  • Runtime cues: prompt:mulligan; hand; lands; legal keep/take mulligan actions.
  • Use when: a keep-or-mulligan decision is pending and the hand is visible.
  • Avoid when: Veles marks a forced keep or no legal mulligan action exists.
  • Instructions: Keep hands with functional mana and at least one early board-affecting creature or removal spell; ship hands that only set up with Waystone's Guidance or Swiftspear's Teachings and cannot affect the first turns. Value hands that curve creature into creature or creature plus Burst Lightning/Abrade.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Early Setup Permanent

  • Priority: Medium
  • Decision families: mana; priority
  • Cards: Voice of Victory; Thunderbond Vanguard; Stadium Headliner; Three Tree Battalion; Darkstar Banisher; Mardu Devotee
  • Phase windows: turns 1-3 main phases.
  • Runtime cues: action:cast; visible hand; untapped lands; empty or developing battlefield.
  • Use when: multiple early creature plays are legal.
  • Avoid when: an opposing threat must be answered immediately or mana constraints make a later double-spell turn impossible.
  • Instructions: Lead with the legal play that puts pressure on board fastest while preserving next-turn colors. Prefer a creature over a non-impact setup spell when the opponent has no visible must-kill permanent.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Color And Land Sequencing

  • Priority: Medium
  • Decision families: mana
  • Cards: Desert Cenote; Godless Shrine; Sacred Foundry; Starting Town; Sunbillow Verge; Dalkovan Encampment; Mountain; Plains
  • Phase windows: land play and spell-casting windows.
  • Runtime cues: action:play; action:tap; available mana; hand colors.
  • Use when: more than one land play or mana payment is legal.
  • Avoid when: Forge presents one legal mana source/payment only.
  • Instructions: Sequence lands to unlock white, red, and black requirements for the visible hand, then preserve untapped red for Burst Lightning/Abrade and white/black for creature pressure. Do not spend a flexible source if a basic or narrower source pays the same cost without blocking the next legal play.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Exact Forced Mana Payment

  • Priority: Low
  • Decision families: mana
  • Cards: Desert Cenote; Godless Shrine; Sacred Foundry; Starting Town; Sunbillow Verge; Dalkovan Encampment; Mountain; Plains
  • Phase windows: payment prompts.
  • Runtime cues: action:pay; action:tap
  • Use when: Forge exposes exactly one legal payment action for the pending spell or ability.
  • Avoid when: two or more payment actions are legal.
  • Instructions: Submit the only visible legal payment action and let later prompts handle targets, optional costs, or follow-up choices.
  • Pilot skill floor: low.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Commit To Wide Board

  • Priority: High
  • Decision families: priority; combat
  • Cards: Darkstar Banisher; Mardu Thunderkite; Stadium Headliner; Thunderbond Vanguard; Voice of Victory; Three Tree Battalion; Mardu Devotee
  • Phase windows: main phases before combat, post-combat main phases.
  • Runtime cues: action:cast; visible battlefield; opponent untapped mana; known public sweepers or removal.
  • Use when: committing another creature or token-pressure card is legal and the current board already attacks meaningfully.
  • Avoid when: lethal is already available, a sweeper is public/known, or holding a threat clearly beats exposing all pressure.
  • Instructions: Add to the board when the opponent must answer multiple bodies to survive; hold redundant threats when the current battlefield already forces blocks and the opponent is signaling a reset. Card text check required for exact token or trigger outputs.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Setup Spell Timing

  • Priority: Medium
  • Decision families: selection; priority
  • Cards: Waystone's Guidance; Swiftspear's Teachings
  • Phase windows: main phases and any legal cast window Forge exposes.
  • Runtime cues: action:cast Waystone's Guidance; action:cast Swiftspear's Teachings
  • Use when: a setup spell and a board-affecting play are both legal.
  • Avoid when: the opponent has a visible threat that changes combat math this turn or the deck can present lethal pressure instead.
  • Instructions: Cast setup spells when they fix a constrained hand, improve future turns, or recover after removal; prefer creature deployment or removal when board presence is behind. Card text check required for exact selection or buff details.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Removal Target Gate

  • Priority: High
  • Decision families: interaction
  • Cards: Burst Lightning; Abrade; Fire Magic; Split Up; Withering Torment
  • Phase windows: priority windows, combat trick windows, opponent main/combat phases.
  • Runtime cues: action:cast Burst Lightning; action:cast Abrade; action:cast Fire Magic; action:cast Split Up; action:cast Withering Torment; action:target
  • Use when: a removal spell is legal and at least one visible target exists.
  • Avoid when: no visible target changes combat, life total survival, or opponent engine development.
  • Instructions: Spend removal on blockers that unlock attacks, threats that race faster than tokens, or engines that will outscale the board. Preserve Burst Lightning for reach only when opponent life total and visible legal actions make a near-term kill plausible. Card text check required for Fire Magic, Split Up, and Withering Torment.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Burst Lightning Reach Gate

  • Priority: High
  • Decision families: interaction; priority
  • Cards: Burst Lightning
  • Phase windows: end step, combat damage aftermath, main phase lethal setup.
  • Runtime cues: action:cast Burst Lightning; action:target opponent Burst Lightning
  • Use when: Burst Lightning can target the opponent and visible life totals plus Forge-reported effect text indicate lethal or a guaranteed next-combat kill.
  • Avoid when: the opponent can survive on visible information or a creature target prevents more damage.
  • Instructions: Use Burst Lightning as reach only after comparing immediate damage, next attack pressure, and the cost of losing removal. Do not assume hidden burn, pump, or damage bonuses.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Combat Attack Gate

  • Priority: High
  • Decision families: combat
  • Cards: Darkstar Banisher; Mardu Thunderkite; Stadium Headliner; Thunderbond Vanguard; Voice of Victory; Mardu Devotee; Three Tree Battalion; Twinmaw Stormbrood
  • Phase windows: declare attackers.
  • Runtime cues: action:attack; legal attacker sets; visible blockers; life totals.
  • Use when: more than one attack pattern is legal.
  • Avoid when: Forge exposes exactly one legal attack action and no tactical choice remains.
  • Instructions: Attack when damage, forced blocks, or trigger pressure improves the race; hold creatures back when survival or crack-back prevention matters more than chip damage. Treat token bodies as expendable only when the exchange advances pressure or protects a key threat.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes
  • Priority: Low
  • Decision families: combat
  • Cards: none
  • Phase windows: declare attackers.
  • Runtime cues: action:attack
  • Use when: exactly one legal attack action is visible and it names the complete attacker set.
  • Avoid when: two or more attack actions are visible.
  • Instructions: Submit the sole legal attack action without inventing alternate attackers.
  • Pilot skill floor: low.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Blocking Survival Gate

  • Priority: High
  • Decision families: combat
  • Cards: Darkstar Banisher; Mardu Thunderkite; Stadium Headliner; Thunderbond Vanguard; Voice of Victory; Mardu Devotee; Three Tree Battalion; Twinmaw Stormbrood
  • Phase windows: declare blockers and combat damage assignment.
  • Runtime cues: action:block; legal blocker sets; visible attackers; life totals.
  • Use when: blocks affect survival, preserve a key threat, or change the opponent's clock.
  • Avoid when: no legal block exists or every legal block is visibly identical by Forge output.
  • Instructions: Block to prevent lethal first, then to preserve race position, then to trade expendable bodies for higher-impact attackers. Do not sacrifice the only meaningful clock unless life total or board state requires it.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Mardu Thunderkite Finisher Gate

  • Priority: High
  • Decision families: mana; priority; combat
  • Cards: Mardu Thunderkite
  • Phase windows: main phases, pre-combat if haste or combat impact is visible, post-combat if safer.
  • Runtime cues: action:cast Mardu Thunderkite; opponent life total; visible blockers; untapped mana.
  • Use when: Mardu Thunderkite is legal and could close the game or stabilize the board.
  • Avoid when: cheaper legal plays produce lethal, removal must be held up, or visible opponent interaction makes waiting clearly superior.
  • Instructions: Commit Mardu Thunderkite when a large threat or token payoff changes the next combat; delay it when double-spelling smaller threats or removal better protects the board. Card text check required for exact attack, token, or trigger details.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Sideboard Plan Selection

  • Priority: High
  • Decision families: sideboard
  • Cards: Thought Partition; Authority of the Consuls; Fire Magic; Ghost Vacuum; Split Up; Withering Torment; Abrade; Twinmaw Stormbrood; Burst Lightning; Waystone's Guidance; Swiftspear's Teachings; Mardu Devotee; Mardu Thunderkite; Darkstar Banisher; Stadium Headliner; Thunderbond Vanguard; Voice of Victory; Three Tree Battalion
  • Phase windows: between games.
  • Runtime cues: sideboard; matchup label; revealed opposing cards; game result.
  • Use when: Veles asks for sideboarding choices.
  • Avoid when: no sideboard action is legal or an exact locked plan is already supplied by the match context.
  • Instructions: Add Thought Partition against sweepers, combo, or expensive haymakers; add Authority of the Consuls against racing or haste pressure; add Ghost Vacuum only for public graveyard reliance; add Fire Magic, Split Up, Abrade, and Withering Torment for visible target classes; add Twinmaw Stormbrood when a resilient closer is needed. Reduce slow setup or low-impact threats without lowering pressure below a functional curve.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Graveyard Hate Deployment

  • Priority: Medium
  • Decision families: priority; interaction
  • Cards: Ghost Vacuum
  • Phase windows: main phases and any legal activation/cast window.
  • Runtime cues: action:cast Ghost Vacuum; action:activate Ghost Vacuum; public graveyard contents.
  • Use when: Ghost Vacuum is legal and the opponent has public graveyard resources that matter to visible or known game actions.
  • Avoid when: graveyards are empty or Ghost Vacuum would consume a turn needed for pressure or removal.
  • Instructions: Deploy or use Ghost Vacuum only when it interacts with public graveyard resources; do not treat it as a generic play against decks that have not shown graveyard dependence.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Disruption Timing

  • Priority: Medium
  • Decision families: interaction; priority
  • Cards: Thought Partition; Withering Torment
  • Phase windows: main phases, opponent setup turns, stack windows if legal.
  • Runtime cues: action:cast Thought Partition; action:cast Withering Torment; visible hand/revealed cards; stack.
  • Use when: disruption is legal and the opponent has a visible, revealed, or stack-based high-impact line.
  • Avoid when: disruption lacks a legal target or spending mana prevents necessary pressure.
  • Instructions: Fire disruption before the opponent can deploy a sweeper, combo piece, or stabilizer when that object is public or revealed. If information is hidden, choose pressure unless matchup guidance says the disruption window is decisive. Card text check required for exact target restrictions.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Authority Race Stabilizer

  • Priority: Medium
  • Decision families: priority; sideboard
  • Cards: Authority of the Consuls
  • Phase windows: early main phases after sideboarding.
  • Runtime cues: action:cast Authority of the Consuls; opponent creature pressure; life totals.
  • Use when: Authority of the Consuls is legal and the opponent is presenting creature-race pressure or haste-like tempo by public information.
  • Avoid when: the opponent is slow, noncreature-focused, or the turn requires adding a threat.
  • Instructions: Cast Authority of the Consuls early when it changes racing math; skip or delay it when it does not affect the visible pressure plan. Card text check required for exact Alchemy wording.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Pass With Interaction Available

  • Priority: Medium
  • Decision families: priority; interaction
  • Cards: Burst Lightning; Abrade; Fire Magic; Split Up; Withering Torment; Thought Partition
  • Phase windows: all priority windows.
  • Runtime cues: action:pass; legal instant-speed actions; stack; attackers/blockers.
  • Use when: pass and at least one interaction action are legal.
  • Avoid when: an immediate legal action wins the game or prevents lethal by visible information.
  • Instructions: Pass only when holding Burst Lightning, Abrade, Fire Magic, Split Up, Withering Torment, or Thought Partition keeps mana ready for a visible attacker, blocker, stack object, or removal target that matters this turn. Cast now when the legal target is a creature that will enable lethal combat, a permanent that blanks token pressure, or a spell on the stack that would remove the deck's widest battlefield.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Forced Pass Submit

  • Priority: Low
  • Decision families: priority
  • Cards: none
  • Phase windows: all priority windows.
  • Runtime cues: action:pass
  • Use when: pass is the only visible legal action.
  • Avoid when: any non-pass legal action is visible.
  • Instructions: Submit the only visible pass action and wait for the next Forge prompt.
  • Pilot skill floor: low.
  • No-API allowed: yes
  • Light-model allowed: yes