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

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Strategy Specifications

Deck Name And Archetype

Simic Enters is a 60-card Alchemy Simic midrange-combo deck with no registered sideboard, using blue-green creature density and enters-the-battlefield style pressure as its apparent strategic identity. The registered counts validate as 60 main-deck cards and 0 sideboard cards under the active Alchemy contract, so runtime sideboarding should be treated as unavailable unless a future registered list changes the inventory.

  • Format validation: Active format is Alchemy, and the supplied format-aware validation result passes. The pilot must still defer to the rules engine for every legality, timing, and zone-specific action because Alchemy card text and digital-only mechanics can diverge from paper expectations.
  • Deck count validation: Main deck count is exactly 60 with 4 Fear of Change; 4 Fountainport Charmer; 4 Fuel Tank Feaster; 2 Leaf-Leap Guide; 2 Clifftop Lookout; 2 Jill, Shiva's Dominant; 4 Starfield Vocalist; 4 Fecund Greenshell; 4 Quantum Riddler; 2 Unsummon; 4 Splash Portal; 5 Forest; 5 Island; 4 Breeding Pool; 2 Hinterland Harbor; 4 Willowrush Verge; 2 Starting Town; 2 Desert Cenote. Sideboard count is exactly 0, so no Side in: or Cut: execution plan exists.
  • Archetype tags: Use midrange and combo as the current mechanic-role tags, with the duplicate supplied tag normalized to a single midrange-combo identity. The deck should not be piloted as pure control or pure aggro unless visible board state and legal actions force an emergency role shift.
  • Stock status: Treat the list as rogue-hybrid rather than a stock Alchemy archetype unless external metagame validation is later supplied. The agent should value deck-specific card names and engine patterns over generic Simic assumptions.
  • Card-text status: Card text check required for Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, Jill, Shiva's Dominant, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Splash Portal, Starting Town, Desert Cenote, and Willowrush Verge unless the rules engine exposes exact text, choices, triggers, or legal action labels at runtime. Unsummon and Breeding Pool are familiar names, but the pilot should still obey the active Alchemy rules source rather than memory.
  • Mana concern: The registered mana base has 26 lands, with green and blue sources spread across Forest; Island; Breeding Pool; Hinterland Harbor; Willowrush Verge; Starting Town; and Desert Cenote. The pilot should prioritize keep decisions that actually cast early creatures and enable blue interaction or engine actions instead of assuming every two-land hand is functional.
  • Role concern: The deck appears creature-engine centered because every nonland except Unsummon and Splash Portal is a creature or creature-adjacent named permanent from the list. The pilot should avoid spending tempo tools before a visible engine, combat pivot, or survival need gives the spell a concrete purpose.
  • Opponent information status: No opponent decklist, matchup label, metagame sample, or sideboard plan is supplied for this guide batch. Runtime decisions must rely on legal actions, visible battlefield, public zones, revealed information, life totals, clock, and the rules-engine prompt, not on invented hidden cards or assumed opposing staples.
  • Runtime authority: Veles legal actions are binding. This guide may rank intentions such as develop a board, preserve tempo, or commit to an enters-based payoff, but it must never override the exact action IDs, visible choices, target legality, or mandatory triggers surfaced by the engine.

Thesis

Simic Enters assembles a dense blue-green board of named creatures, then converts visible enters-the-battlefield or digital-engine prompts into pressure, card-flow, and tempo advantage when the rules engine exposes those actions. The decks default plan is to cast early creatures, keep both colors functional, identify which permanent is producing the strongest repeatable value in the current game, and use Splash Portal or Unsummon only when the legal action advances board snowball, protects a key piece, breaks opposing tempo, or enables a deterministic engine line shown by Veles.

The deck wins by compounding creature presence into a board state where every later creature, bounce effect, or engine trigger matters more than the opponents single-card exchanges. Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Leaf-Leap Guide, Clifftop Lookout, and Jill, Shiva's Dominant should be treated as the proactive material that lets the deck turn mana into pressure; exact tactical priority depends on runtime card text because Card text check required for these Alchemy-specific cards unless Veles exposes their text, triggers, choices, or action labels.

The deck is not trying to sit back as draw-go control, trade every creature away for parity, or spend tempo spells just because a legal target exists. With only 2 Unsummon as clean listed interaction and no sideboard, the pilot should avoid a long reactive game unless visible board state demands survival, and should prefer lines that keep engines and bodies flowing over lines that merely delay the opponent without improving Simic Enters battlefield.

Prioritize color-stable development before clever sequencing because the deck needs early green and blue access for its creature base and support spells. Keep hands and choose land lines that can deploy two- and three-turn pressure while preserving access to Island or blue dual sources for Unsummon and Splash Portal prompts, and do not assume Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, or Desert Cenote have any specific untap, color, or utility mode beyond what the rules engine confirms.

Role Package

  • Threats: Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, Jill, Shiva's Dominant, Starfield Vocalist, Fecund Greenshell, and Quantum Riddler are the main-board bodies that create pressure and force the opponent to answer the battlefield. Prefer deploying threats over holding mana when no high-impact interaction, protection, or engine-trigger choice is currently legal.

  • Payoffs: Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Jill, Shiva's Dominant, and Splash Portal are likely payoff candidates because they are high-count or distinctive nonland names in an enters-focused shell, but Card text check required before treating any one of them as the mandatory payoff. When Veles shows a payoff trigger, selection prompt, or repeatable engine action, prioritize choices that leave the payoff active and increase future creature-entry value.

  • Engines: Splash Portal, Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Fountainport Charmer, and Fuel Tank Feaster should be evaluated as possible engine pieces whenever legal action text references entering, leaving, copying, conjuring, drawing, growing, token-making, or other repeatable digital value. Commit to the engine only after checking visible removal pressure, available mana, current clock, and whether waiting gives a better follow-up.

  • Velocity: Splash Portal, Quantum Riddler, Clifftop Lookout, Leaf-Leap Guide, and any runtime selection prompt from the creature suite form the decks apparent velocity package. Use velocity to find lands, maintain creature density, or unlock the next engine turn; avoid spending it for low-impact churn when already under lethal or near-lethal pressure.

  • Interaction: Unsummon is the explicit listed interaction, and Splash Portal may become interaction only if the rules engine offers a target or bounce-like action. Use interaction to survive combat, punish a large opposing tempo investment, clear a blocker for lethal pressure, or protect an important creature from a visible stack action; do not fire it into an irrelevant target for cosmetic tempo.

  • Protection: The deck has no confirmed dedicated protection spell by name, so protection is mostly tactical sequencing through Unsummon, Splash Portal, combat restraint, and holding back redundant engine pieces. If a legal action can save Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Leaf-Leap Guide, Clifftop Lookout, or Jill, Shiva's Dominant, compare that save against rebuilding with another threat before committing mana.

  • Recursion: No registered card is confirmed as recursion from name alone, and Card text check required before treating any prompt as graveyard recovery or repeatable return. If Veles exposes a recursion choice, favor returning the card that re-establishes the current engine or solves the visible board, not the card with the largest generic stats.

  • Mana: Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, and Desert Cenote are the mana module, with 26 total lands supporting repeated spell deployment. Prioritize hands and land sequencing that cast early green creatures, maintain blue access for Unsummon and Splash Portal, and leave future turns flexible for double-spell or engine-trigger turns.

  • Sideboard: There is no sideboard module because the registered sideboard contains 0 cards. Treat all matchups as main-deck-only games, and never request or invent a sideboard action unless a future registered inventory changes.

Primary Win Conditions

  • Engine snowball: Build a board where Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Fountainport Charmer, Fuel Tank Feaster, Fear of Change, and Splash Portal convert each later creature or enter-trigger prompt into compounding advantage. Setup requires both colors, at least one durable engine candidate, and enough creature density that the next legal play improves the battlefield even if the first payoff is removed; Card text check required before treating any named card as the exact payoff. Execute by sequencing creatures before low-impact interaction, taking visible trigger or selection choices that add bodies, cards, counters, tempo, or mana, and preserving Splash Portal for the turn where it reuses the strongest confirmed enter ability. Prioritize this path when life totals are stable, the opponent is not presenting immediate lethal pressure, and Veles shows repeatable or high-impact enters-related actions.

  • Board-pressure curve: Win by curving Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Leaf-Leap Guide, Clifftop Lookout, and Jill, Shiva's Dominant into attacks that force blocks before the opponent can answer every creature. Setup is a keepable hand with functional Forest or Island access plus enough early plays to spend mana on turns two through four. Execute by adding threats before holding up Unsummon unless a visible opposing play demands interaction, and attack when combat math shows damage advances the clock without throwing away the only active engine. Prioritize this path against slow starts, stumble-heavy mana, empty opposing boards, or opponents spending turns on non-board setup.

  • Tempo-break attack: Use Unsummon and any legally exposed Splash Portal bounce or target action to turn one combat step or stack exchange into a decisive damage swing. Setup requires a board that can attack meaningfully and a visible target whose removal from combat, stack pressure, or blocking math changes the race. Execute by bouncing a blocker before lethal or high-pressure attacks, saving an engine creature from a visible removal spell when the saved permanent is central to the next turn, or resetting a creature only when the replayed enter trigger is worth the mana and tempo. Prioritize this path when the opponent has one large blocker, one aura/equipment-style investment, one key attacker, or one stack action that would otherwise break the Simic Enters board.

  • Single-card payoff carry: Let the strongest confirmed permanent among Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Jill, Shiva's Dominant, Fountainport Charmer, or Fuel Tank Feaster become the axis of the game when Veles exposes a powerful legal trigger or action. Setup requires protecting the payoff through sequencing, avoiding unnecessary attacks with it if combat risk is high, and keeping follow-up creatures or Splash Portal available. Execute by choosing actions that keep the payoff active, feed it with additional creature entries, and decline low-value tempo plays that leave the payoff stranded. Prioritize this path when the opponent lacks visible pressure or when the payoff is already producing more value than another generic creature would.

Secondary Win Conditions

  • Fallback creature beats: Keep attacking with whatever survives when engines are removed, because the registered list has enough creature count to win without a named combo. Use Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, Jill, Shiva's Dominant, Starfield Vocalist, Fecund Greenshell, and Quantum Riddler as interchangeable pressure unless runtime text identifies one as uniquely valuable. Trade only when the exchange protects life total, clears a race, or prevents a worse crack-back; avoid trading the last engine candidate for a minor attacker while cards in hand can still restart the enters plan.

  • Value rebuild: Recast threats after removal and use any legal selection from Quantum Riddler, Clifftop Lookout, Leaf-Leap Guide, Splash Portal, or other exposed prompts to recover cards or board position. Card text check required for each value prompt, so choose only from visible legal outcomes and prefer lands when stuck on mana, creatures when short on pressure, and interaction when facing immediate lethal or a large tempo investment. This path matters when the opponent has answered the first payoff but has not established an unbeatable board.

  • Tempo survival into counterattack: Use Unsummon defensively first, then turn the opponents lost attack or recast turn into a board-building window. This is not a pure control plan; the purpose of Unsummon is to buy the exact turn needed to cast Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Jill, Shiva's Dominant, or multiple smaller creatures. Choose this line when behind on life but not dead, especially when bouncing the largest attacker changes the next combat from lethal to survivable.

  • No-burn, no-lock fallback: Do not search for burn, prison, hard lock, recursion, creature-land, or commander-protection lines unless Veles exposes that text on registered cards. The decks backup wins are combat, enters value, and tempo, so runtime decisions should keep returning to board presence and legal attacks instead of reserving mana for absent effects.

Emergency Lines

  • Behind on life: Stabilize first by blocking, using Unsummon on the attacker that changes lethal math, and choosing Splash Portal or enter-trigger actions that add blockers or remove immediate pressure if legally offered. Do not take low-impact selection, engine setup, or extra damage lines when visible combat damage would end the game before the payoff matters.

  • Behind on board: Rebuild with the highest board-impact creature sequence rather than protecting an empty-handed theory of value. Prefer casting multiple bodies over one speculative payoff when the opponent can attack through a single blocker, but prefer the confirmed payoff when its visible trigger immediately creates blockers, removes pressure, or draws into more action.

  • Behind on cards: Convert every exposed selection or value prompt into material, but do not assume hidden text or guaranteed draw from card names. If Quantum Riddler, Fecund Greenshell, Starfield Vocalist, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, Jill, Shiva's Dominant, or Splash Portal offers a visible card-flow choice, choose the option that restores the next two turns of plays before choosing a marginal combat upgrade.

  • Behind on mana: Use early turns and selection prompts to hit land drops from Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, or Desert Cenote according to legal engine output. Avoid holding Unsummon without a target that matters when the real emergency is failing to deploy threats.

  • Engines removed: Pivot immediately to creature density and tempo, because the deck has many redundant bodies and only 2 Unsummon as explicit interaction. Rebuild with the next available Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Leaf-Leap Guide, Clifftop Lookout, or Jill, Shiva's Dominant, and use Splash Portal only if its visible action accelerates that rebuild.

  • Combo or payoff disrupted: Do not chase a nonlegal loop or assume a removed card can be recovered. Follow the current legal actions, attack when damage is real, and spend bounce or selection only on the line that changes the visible board, life race, or next-turn deployment.

Resource Model

  • Life: Treat life as a tempo buffer, not a spendable engine resource. Pay life for Breeding Pool only when the untapped blue or green source changes the current or next turn, such as casting Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Splash Portal, or holding Unsummon on time; decline life payment when the extra untapped mana does not unlock a legal action before the next turn.

  • Hand: Convert hand cards into board presence before seeking speculative value. Keep enough creatures flowing that enters-the-battlefield actions from Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, Jill, Shiva's Dominant, Starfield Vocalist, Fecund Greenshell, and Quantum Riddler can matter, but do not empty the hand into visible sweepers or unfavorable combat unless waiting loses the race. Card text check required for each nonland creature trigger; follow only visible engine prompts.

  • Mana: Mana is the deck's main bottleneck because the list wants early creatures, midgame payoffs, and occasional bounce sequencing in the same turns. Prioritize hands and land drops that produce both green and blue by turn two or three, then use excess mana to double-spell, replay creatures after Splash Portal or Unsummon-style tempo exchanges, and pay any visible optional costs only when they improve the current board or preserve survival.

  • Board: Board presence is the primary resource and win path. A creature on battlefield can attack, block, receive visible enter payoffs, and make later Splash Portal or selection lines stronger; a creature held in hand is only better when the current board is already stable or when a known opponent answer punishes overcommitment.

  • Graveyard and exile: Treat graveyard and exile as public information zones unless Veles exposes a legal action using them. Do not assume recursion, flashback, escape, or cast-from-exile lines from card names; if a registered card creates a visible graveyard or exile prompt, choose according to survival, mana development, and board impact.

  • Lands: Lands are both colored-mana access and sequencing constraints. Forest and Island are stable basics; Breeding Pool is the best fixing but may tax life; Hinterland Harbor, Willowrush Verge, Starting Town, and Desert Cenote need runtime text checks for exact entry, color, or utility behavior. Card text check required for Willowrush Verge, Starting Town, and Desert Cenote before treating them as untapped fixing or utility.

  • Sacrifice fodder: Do not treat any creature as disposable sacrifice material unless Veles exposes a legal sacrifice action. If a visible sacrifice or pay-cost prompt appears, spend the least strategically central creature only after checking combat survival, engine redundancy, and whether the creature is needed as the next enter trigger source.

  • Tempo and information: Use Unsummon and any legally exposed Splash Portal bounce mode to buy time, protect a key permanent, or break blocking math, not as generic value. Use visible information first: known hand, stack, attackers, blockers, tapped lands, and public zones should override archetype assumptions and card-name guesses.

  • Sideboard bullets: There are no registered sideboard cards, so sideboard resources are zero. Between games, change play patterns and mulligan thresholds, not card configuration.

Mana Guide

  • Opening mana: Keep hands that can cast early green or blue spells and reach both colors without relying on unknown utility text. A strong hand usually has two or three lands with at least one green source and one blue source, or a clear Veles-visible selection path; mulligan one-land hands without a legal early fixer and slow hands that cannot cast creatures before falling behind.

  • Color priority: Secure green and blue before utility. Green is important for the creature-heavy board plan, while blue matters for Unsummon, Splash Portal, and any blue-costed engine cards that Veles exposes; do not keep a hand that only functions if Willowrush Verge, Starting Town, or Desert Cenote has favorable hidden text unless the rules engine confirms it.

  • Tapped-land sequencing: Play tapped or conditional lands early when the turn has no meaningful one-mana action. If Breeding Pool can enter untapped at a life cost, pay only when it enables a legal spell this turn, a critical Unsummon hold-up, or a two-spell sequence next turn; otherwise preserve life and accept the slower land.

  • Utility-land sequencing: Play Forest, Island, Breeding Pool, or confirmed dual sources before speculative utility lands when color failure would strand hand cards. Play Starting Town or Desert Cenote earlier only if Veles confirms they produce required colors or their utility changes an immediate legal decision.

  • Play-land-before-draw: Play a land before drawing or selecting only when a legal action requires immediate mana or when no land-choice information can change the decision. Hold the land through Quantum Riddler, Clifftop Lookout, Leaf-Leap Guide, Fecund Greenshell, Splash Portal, or other visible selection prompts if the prompt could reveal whether the turn needs green, blue, an untapped source, or an extra land-drop plan.

  • Double-spell turns: Prefer land sequencing that enables creature plus Splash Portal, creature plus Unsummon, or two creature entries in one turn when the board is stable enough to exploit them. If behind on combat, use mana first to add blockers or answer the current attacker, then spend leftover mana on selection or engine actions.

  • Holding mana: Hold Unsummon mana when a visible attacker, blocker, stack spell, or removal target makes the bounce exchange decisive. Tap out for Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Jill, Shiva's Dominant, Fountainport Charmer, or Fuel Tank Feaster when the payoff is legal and the opponent lacks an obvious punish, but preserve interaction when visible lethal or a major tempo swing is pending.

Mulligan Guide

  • Strong keep: Keep two- or three-land hands with both colors available by turn two and at least two early legal plays among Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Splash Portal, or Unsummon. A strong opener curves creature into creature or creature into interaction, then reaches Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, Leaf-Leap Guide, or Clifftop Lookout without needing unknown utility-land text.

  • Medium keep: Keep hands with one color plus Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, or Desert Cenote only when Veles confirms the missing color or the hand still casts meaningful early spells. A medium hand with Forest, Forest, Willowrush Verge, Fear of Change, Fecund Greenshell, Quantum Riddler, and Splash Portal is acceptable only if green starts the curve and the blue cards are not stranded for multiple turns.

  • Risky keep: Keep one-land hands only on the draw with a legal early selection or land-finding action already visible from the rules engine. A hand such as Breeding Pool, Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Splash Portal, Quantum Riddler, and Fecund Greenshell is risky because it is powerful only if the next draw supplies land; ship it on the play unless the mulligan cost is worse and Veles exposes a reliable smoothing action.

  • Automatic ship: Mulligan hands with zero lands, one land and no legal early cast, five or more lands with no engine or pressure, or hands that cannot produce both green and blue before the first meaningful midgame turn. Also ship hands where all spells depend on unconfirmed text from Willowrush Verge, Starting Town, or Desert Cenote.

  • Matchup-dependent keep: Against fast visible pressure, keep hands with early creatures plus Unsummon or Splash Portal over slower engine-heavy hands. Against slower opponents, keep slightly slower three-land hands with Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or Starfield Vocalist if they have a turn-two or turn-three board entry and both colors.

  • Play/draw adjustment: On the play, require a proactive first or second turn and do not keep a hand that only reacts with Unsummon. On the draw, accept one more tapped-land or selection-dependent hand when it has both colors, a stabilizing creature, and a path to double-spell by turns three or four.

  • Trap hand: Do not keep a hand that looks powerful because it contains Fecund Greenshell, Quantum Riddler, and Jill, Shiva's Dominant but has no early creature and no confirmed blue-green mana. Do not keep Splash Portal-heavy hands without creatures unless Veles shows a legal noncreature mode that affects the board; Card text check required.

  • Mulligan bottoming: Bottom excess lands first when the kept hand already has three functional lands and both colors, then bottom redundant expensive cards before cutting the only early creature. Preserve at least one early battlefield card and at least one payoff or interaction card whenever possible.

Turn Arc

  • Turn 1: Lead with the land that maximizes turn-two colors while minimizing unnecessary Breeding Pool life loss. Prefer tapped or conditional land on turn one if no legal one-mana spell exists; if Fear of Change or another early creature is legal and strategically relevant, use the untapped source that casts it.

  • Turn 1 deviation: Hold Unsummon only when the opponent can immediately create a visible tempo or lethal setup that bounce answers better than adding a creature. Otherwise, develop mana and board first because this deck wins by stacking creature entries and midgame payoffs.

  • Turn 2: Prefer the strongest legal creature entry among Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Leaf-Leap Guide, or Clifftop Lookout, using exact rules-engine prompts rather than assumed card text. If no creature is legal, use Splash Portal or Unsummon only for a visible tempo exchange, protection line, or selection mode that materially improves turn three.

  • Turn 2 deviation: Against early attackers, prioritize a blocker or Unsummon over a slower engine setup. Against a passive opponent, choose the play that leaves the best turn-three sequence with both colors available, especially creature plus Splash Portal or creature plus Unsummon.

  • Turn 3: Commit the first major engine or payoff when the board is not collapsing. Prefer Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or Starfield Vocalist if legal and supported by current mana; Card text check required before treating any of them as draw, ramp, combo, or protection.

  • Turn 3 deviation: If the opponent presents a visible high-impact permanent, attack, stack spell, or combat swing, hold or use Unsummon instead of tapping out. If the hand has two lower-cost creatures, double-spell over a single payoff when it creates more blockers, more enter triggers, or better pressure this turn.

  • Turns 4-5: Convert mana into compounding board actions. Prefer sequences that pair a creature with Splash Portal, Unsummon, or another creature, while preserving enough mana for visible interaction when the opponent can punish a tap-out.

  • Turns 4-5 deviation: If ahead, widen the board without exposing every payoff to a known sweeper or unfavorable block. If behind, spend mana on stabilizing blockers, bounce, and legal selection before speculative value from Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant.

  • Late game: Use each turn to turn spare mana into board entries, replayed creatures, and tempo-positive attacks. Prioritize legal lines that produce immediate board impact over holding cards for unknown synergies, and let Veles-visible actions determine whether Splash Portal is protection, tempo, or engine fuel.

  • Late-game deviation: When life total or board state is under pressure, stop chasing extra value and choose the line that survives the next combat step. When the opponent is low on resources, keep Unsummon for the highest visible leverage target and attack only when blocks or bounce leave a favorable board.

Card Roles

  • Fear of Change: Use Fear of Change as the safest early body for the deck's enters plan when Veles shows it is legal on curve. Card text check required before treating it as more than a cheap creature; cast it early when it enables later Splash Portal lines, blocks visible pressure, or starts a multi-creature curve, but hold it when the only available line exposes it to a bad trade and another two-drop can absorb removal first. Against fast decks, value its ability to contest combat over speculative synergy; against slow decks, prefer it as the first permanent that makes later engine cards matter.

  • Fountainport Charmer: Use Fountainport Charmer as an early stabilizer and repeatable synergy object only when the rules engine confirms what its text does. Card text check required; do not keep or sequence a hand around an assumed charm, token, counter, or draw mode. Cast it before higher-value cards when you need board presence, when a later Splash Portal can reuse a visible enter ability, or when it gives the cleanest double-spell turn. Hold it if its visible action text requires a target that is absent or if the opponent has a board state where Unsummon buys more time.

  • Fuel Tank Feaster: Treat Fuel Tank Feaster as a pressure or utility creature whose exact resource role must be verified by Veles. Card text check required; never choose optional sacrifice, discard, exile, payment, or targeting prompts for it unless the prompt is visible and the resulting exchange advances survival, pressure, or a known engine line. Cast it on curve when the board needs another body or when it clearly unlocks the next turn's mana and spell sequence. Against removal-heavy opponents, deploy it before Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant if it can draw out interaction without risking the core payoff.

  • Starfield Vocalist: Prioritize Starfield Vocalist as four-copy glue when its visible text improves later creature entries or spell sequencing. Card text check required before assuming cost reduction, counters, tokens, card flow, or any specific trigger. Cast Starfield Vocalist early when it makes the following turn more efficient or gives the deck a durable engine point; choose another creature first when Starfield Vocalist would not change the current board and you are under immediate attack. Multiple Starfield Vocalist copies are valuable only if Veles confirms their effects stack or each copy creates a separate useful object.

  • Fecund Greenshell: Treat Fecund Greenshell as a core green payoff that should convert a stable board into compounding advantage. Card text check required; do not assume it draws cards, ramps, modifies creatures, or triggers on entries until the engine exposes that text. Cast Fecund Greenshell before a planned chain of creatures when its visible ability rewards later entries, but delay it for a blocker, Unsummon, or Splash Portal when the opponent threatens a lethal or near-lethal attack. Against slow decks, resolve it as soon as you can protect the turn cycle; against fast decks, require immediate board relevance or enough life to take a setup turn.

  • Quantum Riddler: Use Quantum Riddler as a blue payoff or selection piece only through visible rules-engine prompts. Card text check required; never guess the answer, mode, target, or hidden-card outcome from the name. Cast Quantum Riddler when mana is stable, the board is not collapsing, and its visible action text creates card quality, pressure, or a decisive engine step. If Veles offers a selection prompt, choose the option that solves the current bottleneck first: land and color access when stuck, interaction when under threat, and payoff density when already stable.

  • Splash Portal: Use Splash Portal as the deck's flexible one-mana tactical spell, but require exact Veles text before selecting modes or costs. Card text check required, especially for any gift, phase, bounce, target, or opponent-resource clause. Target your own creature only when the visible result saves it, reuses a confirmed enter ability, or resets combat in a way the board state rewards. Target an opposing creature only when it prevents damage, opens a lethal or high-pressure attack, breaks up an aura or combat investment, or buys a turn. Do not give the opponent any visible resource unless the tempo or protection result is worth it now.

  • Unsummon: Use Unsummon as clean tempo, protection, and enter-trigger reuse because its known tactical role is returning a creature to its owner's hand. Bounce an opposing creature when it prevents a dangerous attack, removes a blocker for a decisive attack, strands a large mana investment, or answers a creature enhanced by visible counters, attachments, or temporary effects. Bounce your own creature when it saves a payoff from removal, reuses a confirmed enter ability, or resets a bad combat. Avoid bouncing a cheap opposing creature with a strong enter effect unless the immediate tempo prevents more damage than the replay will recover.

  • Leaf-Leap Guide: Use Leaf-Leap Guide as a two-copy support card whose job changes with its verified text. Card text check required; treat it as a curve-filler until Veles shows whether it fixes mana, improves combat, finds cards, or modifies creatures. Cast it early when it solves a current visible problem, especially missing pressure, a blocker, or a setup action for the next turn. Do not prioritize Leaf-Leap Guide over four-copy engines when both are legal and the board is stable; do prioritize it when its visible action text prevents a stumble or makes an attack or block materially better.

  • Clifftop Lookout: Use Clifftop Lookout as a two-copy setup card when its visible legal actions improve land flow, selection, or board texture. Card text check required; do not assume it looks at the top of the library, finds lands, or scouts hidden cards unless Veles exposes that action. Cast Clifftop Lookout over a pure payoff when the hand is short on lands, colors, or next-turn plays. Hold it when its visible trigger would be low impact and you can instead deploy Fecund Greenshell, Quantum Riddler, or Starfield Vocalist into a better follow-up chain.

  • Jill, Shiva's Dominant: Treat Jill, Shiva's Dominant as a scarce legendary payoff and do not expose it casually. Card text check required before assuming combat stats, removal, tapping, freezing, counters, or any Final Fantasy-specific ability. Cast Jill, Shiva's Dominant when the visible board needs a high-impact threat, when you can get immediate value from a legal trigger or activated ability, or when waiting gives the opponent more time than you can afford. Hold a second copy while one is already effective unless Veles shows a legal reason to use it, and avoid tapping out for it into obvious lethal pressure.

  • Forest and Island: Use Forest and Island as the most reliable way to make Willowrush Verge, Hinterland Harbor, Starting Town, and Desert Cenote decisions less fragile. Lead basics when they cast the current hand and improve later conditional lands; lead a dual instead when an early Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Splash Portal, or Unsummon requires both colors on time. Do not overvalue utility-land text when the hand still needs stable green and blue.

  • Breeding Pool and Hinterland Harbor: Use Breeding Pool as the premium two-color source and spend life only when the current turn needs untapped mana. Against aggressive starts, prefer a tapped Breeding Pool when you have no legal one-mana action and can still curve out. Sequence Hinterland Harbor after Forest, Island, or Breeding Pool when possible so it enters untapped if its actual condition supports that line; Card text check required only if the engine reports a nonstandard Alchemy implementation.

  • Willowrush Verge: Treat Willowrush Verge as an important four-copy color source but verify its exact restrictions through Veles. Card text check required; do not keep a hand that depends on Willowrush Verge producing an unconfirmed color on turn one or turn two. Sequence it to preserve both green and blue for the next two turns, especially when the hand contains both Fecund Greenshell and Quantum Riddler. If Veles shows it can produce only one relevant color right now, prioritize the color that casts the most immediate legal spell.

  • Starting Town and Desert Cenote: Treat Starting Town and Desert Cenote as utility lands whose text should never override early color discipline without confirmation. Card text check required for both cards. Keep hands relying on them only when Veles confirms they cast early spells or the rest of the hand already functions. Use their utility actions after establishing green and blue, not before, unless the visible action solves a current bottleneck such as missing land flow, creature deployment, or a decisive combat/tempo turn.

Interaction Priorities

  • Bounce first the opposing creature or token that changes the current turn's combat math, not the largest permanent by default. Use Unsummon or a confirmed opposing-target Splash Portal line on a lethal attacker, a key blocker stopping a decisive attack, a creature carrying visible counters or attachments, or a high-cost threat the opponent cannot replay efficiently this turn.

  • Protect first the creature that is already converting future enters into advantage. If removal targets Fecund Greenshell, Starfield Vocalist, Fountainport Charmer, Fuel Tank Feaster, Fear of Change, Quantum Riddler, or Jill, Shiva's Dominant, use Unsummon or a confirmed self-target Splash Portal line when saving it preserves more tempo or cards than replaying it costs. Do not spend protection on Leaf-Leap Guide or Clifftop Lookout unless their visible text is the current mana, selection, or combat bottleneck.

  • Bait interaction with replaceable setup before committing scarce or compounding engines. Lead with Leaf-Leap Guide, Clifftop Lookout, Fear of Change, or Fountainport Charmer when the hand can still function if they are removed; hold Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant for the turn where they immediately affect the board, generate a visible trigger, or force the opponent to answer multiple threats.

  • Ignore low-impact opposing creatures when bouncing them only resets their enter ability or spends your whole turn without changing damage, blockers, or engine safety. Against creature decks, interact with the attacker that pushes you below a safe life band or the blocker that prevents a stabilizing attack. Against control decks, save Unsummon and Splash Portal for protection, end-step tempo, or a window that lets Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant survive.

  • Counter, discard, and exile actions are not baseline roles for this registered list. If Veles exposes a legal counter, discard, exile, or removal-style action from Quantum Riddler, Jill, Shiva's Dominant, Splash Portal, Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Leaf-Leap Guide, or Clifftop Lookout, treat the text as authoritative and choose only when the visible target is a current engine threat, lethal pressure source, or protection fight. Card text check required.

  • Change interaction posture by archetype. Against fast creature pressure, spend Unsummon and Splash Portal early to preserve life and reach a stable board. Against midrange, use bounce to undo counters, attachments, double-block blowouts, or expensive blockers while building a wider battlefield. Against control or combo, keep bounce for your own threatened payoff or for the exact opposing permanent that the engine identifies as enabling the decisive turn.

Combat And Trading Rules

  • Attack when the resulting board still preserves the engine. Prefer attacks with expendable creatures after Fecund Greenshell, Starfield Vocalist, Fountainport Charmer, Fuel Tank Feaster, or Fear of Change have already delivered their visible value; avoid exposing Quantum Riddler or Jill, Shiva's Dominant to a trade unless the attack forces lethal, removes the opponent's key blocker, or Veles shows combat text that makes the trade favorable. Card text check required for all unusual combat abilities.

  • Block to protect life total below the pressure threshold, but do not trade away the only active engine for a replaceable attacker. At 15 or more life, take small damage if blocking would lose Fecund Greenshell, Starfield Vocalist, Fountainport Charmer, Fuel Tank Feaster, or Quantum Riddler without improving the next turn. From 10 to 14 life, block when the opponent's next visible attack would force emergency bounce. At 9 or less, prioritize survival blocks and use Unsummon or Splash Portal to turn trades into saved creatures when legal.

  • Trade Leaf-Leap Guide and Clifftop Lookout more readily than four-copy engines. They are acceptable blockers or attackers when the trade buys a turn, clears a path, or preserves life for a larger Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant turn. Do not trade them if their verified text is currently fixing mana or enabling the only legal follow-up.

  • Preserve Fecund Greenshell and Starfield Vocalist when they are compounding future turns. Decline attacks that let the opponent trade a small creature for an engine unless the damage matters immediately or you have a second copy and enough mana to redeploy. If Splash Portal or Unsummon can save an engine during combat and replaying it creates another enter sequence, prefer the save over a simple one-for-one trade.

  • Race differently by opponent speed. Against aggressive boards, become the blocker until your battlefield can double-spell or bounce a key attacker. Against midrange, attack in waves that make their blocks awkward, then use Unsummon or Splash Portal to punish a large blocker or protect the best blocked creature. Against control, chip damage matters, but do not send a scarce payoff into obvious open-mana punishment unless waiting gives them a stronger answer window.

  • Use bounce as combat protection only when it changes the exchange. Self-bounce a blocked or targeted creature when it prevents losing a payoff, reuses a confirmed enter ability, or denies the opponent a combat trick payoff. Opponent-bounce a blocker when it creates a high-damage attack or removes a visible enhanced creature from combat. Avoid bouncing before blocks if waiting would reveal better legal targets without risking lethal damage.

Selection And Tutor Rules

  • Treat this list as pseudo-selection, not a tutor deck. The registered cards show no guaranteed library tutor in the decklist; if Veles exposes a search, discover, seek, scry, surveil, conjure, draft, or choose-from-library action from Clifftop Lookout, Leaf-Leap Guide, Fountainport Charmer, Fuel Tank Feaster, Fear of Change, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, Splash Portal, Starting Town, or Desert Cenote, follow the visible rules text and candidate list exactly. Card text check required for all non-obvious selection actions.

  • Prioritize land access until the hand can cast both green and blue spells. In early selection, take Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, or Desert Cenote over speculative nonlands when missing a land drop, missing a color, or unable to deploy two spells across the next turn cycle. Once mana is stable, prefer the card that adds an enters trigger, protects an engine, or creates immediate board presence.

  • Choose engine pieces over redundant small bodies when mana is already stable. If a selection action offers Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Fountainport Charmer, Fuel Tank Feaster, Fear of Change, Jill, Shiva's Dominant, Leaf-Leap Guide, or Clifftop Lookout, take the card that best fits the current bottleneck: engine first when board is stable, cheaper creature first when under pressure, bounce first when facing lethal or a removal-heavy stack.

  • Bottom or decline late lands when the board needs action and current mana already casts the hand. Keep extra lands only when Veles shows a visible activated ability, repeatable sink, landfall-like text, or a color requirement that makes the land materially useful. Card text check required for Starting Town, Desert Cenote, Clifftop Lookout, and Leaf-Leap Guide before treating them as mana sinks or selection engines.

  • Sequence selection before the land drop when the action can reveal, seek, draw, or choose lands. Delay playing Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, or Desert Cenote until after the selection resolves if the choice could change which land is needed. Make the land drop first only when the selection spell or ability cannot be paid for otherwise or when entering untapped is required for an immediate Unsummon, Splash Portal, or follow-up creature.

  • Use Splash Portal selection or target choices as tempo planning, not automatic value. If Splash Portal offers self-target, opponent-target, blink, bounce, or alternate choices, select self-target only when the creature has a confirmed beneficial enter trigger or protection need; select opponent-target only when removing that creature changes combat, stack pressure, or the opponent's next turn. Card text check required.

  • Do not chase abstract card advantage over survival. Against a threatening board, select Unsummon, Splash Portal, cheap creatures, or confirmed blockers over slower engines. Against slow decks, select Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or Starfield Vocalist over temporary tempo unless a visible stack action threatens the engine immediately.

Priority And Stack Rules

  • Pass priority when the stack is empty and no legal action improves this turn's mana, combat, or engine state. This deck wants to spend mana proactively on creatures and enter sequences, so do not fire Unsummon or Splash Portal into an empty-board position just because they are legal. Hold instant-speed actions for removal protection, combat swings, end-step tempo, or forced survival windows.

  • Respond to removal by saving the engine that matters most. If the opponent targets Fecund Greenshell, Quantum Riddler, Starfield Vocalist, Fountainport Charmer, Fuel Tank Feaster, Fear of Change, or Jill, Shiva's Dominant, use Unsummon or a confirmed self-target Splash Portal line when the saved creature can be replayed profitably or when losing it collapses the current plan. Let removal resolve on redundant setup creatures when saving them costs the turn's best development.

  • Let opposing spells resolve when Unsummon or Splash Portal cannot legally or meaningfully affect them. The decklist does not contain a named counterspell. If Veles exposes a counter-like, tax, copy, redirect, or stack-target action from a registered card, trust the rules engine for legality, then choose it only for a decisive threat, removal fight, or combo-interruption window. Card text check required.

  • Use end-step bounce on the opponent only when it creates a real tempo turn. Bounce a costly blocker, enhanced attacker, or creature with counters or attachments if the opponent cannot immediately replay it before your attack. Avoid bouncing creatures with strong enter abilities unless the tempo gain, lethal setup, or protection of your own board outweighs giving the opponent another enter trigger.

  • Keep mana open when the visible game state asks for Unsummon or Splash Portal. Before tapping out for Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or multiple creatures, compare the opponent's board, open mana, and known public information. Tap out when development is stronger than waiting; hold up interaction when a single opposing attack, removal spell, or blocker would undo the turn.

  • Resolve your own enter triggers in the order that preserves information and mana. Put mandatory or deterministic triggers first when Veles requires an order; put selection, draw, or target decisions after any trigger that may change available candidates only if the engine exposes that order as legal. Do not assume simultaneous-trigger outcomes beyond what Forge shows.

  • Pay optional costs only when the visible payoff advances the current role. If Fuel Tank Feaster, Fountainport Charmer, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, Starting Town, or Desert Cenote offers an optional payment or activated ability, spend mana only when it does not prevent holding necessary Unsummon or Splash Portal, making the land drop line, or deploying the next engine piece. Card text check required.

  • Use combat priority windows to convert bounce into value. After attackers or blockers are declared, respond with Unsummon or Splash Portal if it saves a blocked engine, removes the key blocker, denies lethal damage, or reuses a confirmed enter ability. Let combat proceed when the bounce only delays a creature without improving damage, survival, or next-turn development.

Sideboard Map

  • Registration rule: Simic Enters has no registered sideboard cards, so Veles must not propose any between-game card movement. The legal post-game plan is to keep the same 60-card main deck and change only mulligan standards, sequencing, threat priority, interaction timing, combat posture, and risk tolerance.

  • Zone rule: Sideboard count is 0, so there are no legal Side in: lines for this deck. Any runtime sideboard request that names Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, Jill, Shiva's Dominant, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Unsummon, Splash Portal, Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, or Desert Cenote as a card to move must be rejected because every registered card starts in the main deck.

  • Match reset rule: Between games, keep the same main-deck configuration and update the pilot plan from observed public information. Treat the opponent's revealed removal, sweepers, graveyard pressure, large blockers, fast starts, and stack interaction as matchup evidence, but do not assume hidden cards unless they were logged, revealed, or are part of a known public decklist supplied to Veles.

  • Fast aggro posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: slow engine commitment before blockers. Mulligan more aggressively for early Forest or Island access plus Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Unsummon, or Splash Portal. Sequence cheap creatures first, preserve life total over long engine value, and use Unsummon or Splash Portal in combat windows when the legal action prevents lethal damage, removes a key attacker, or saves a blocker with future enter value.

  • Creature midrange posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: speculative tempo bounce that merely delays a low-impact creature. Keep hands that curve early creatures into Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or repeated enter pressure. Use Splash Portal and Unsummon to break combat math, protect the engine creature that produces the most visible value, or clear a blocker for a decisive attack. Avoid trading engines for ordinary bodies unless the life-total race requires it.

  • Removal-heavy control posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: tapping out for a single fragile engine without backup pressure. Mulligan for multiple threats, stable mana, and either cheap development or protection timing. Lead with lower-importance creatures when the opponent has open removal mana and public information suggests interaction. Commit Fecund Greenshell, Quantum Riddler, Starfield Vocalist, or Jill, Shiva's Dominant when the opponent is shields-down, when another threat is already demanding removal, or when waiting risks falling behind.

  • Counterspell or stack-interaction posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: spending the full turn on one expensive spell into open mana when a smaller two-spell line is legal. Force the opponent to answer cheap creatures first, then resolve the engine once mana or action pressure is favorable. If Veles shows legal instant-speed Splash Portal or Unsummon protection, use it only when the protected creature is worth the tempo loss and the action text confirms the target is legal.

  • Combo posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: slow creature combat that gives the opponent extra draw steps when pressure is available. Mulligan for a proactive clock plus at least one interactive or tempo action. Use Unsummon and Splash Portal on visible combo-enabling permanents only when the legal target and timing are confirmed by the engine. Pressure life total while developing enter triggers; do not hold interaction indefinitely if the opponent is not presenting a visible combo piece or stack window.

  • Flyers or evasive-pressure posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: ground-only board stalls that do not change the clock. Prioritize early pressure, bounce timing, and any creature with confirmed reach, flying interaction, or defensive text if Veles exposes it. Card text check required for Clifftop Lookout, Leaf-Leap Guide, Fountainport Charmer, Fear of Change, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, and Jill, Shiva's Dominant before treating any of them as air-defense tools.

  • Graveyard or recursion posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: spending bounce on creatures that the opponent can replay for stronger enter value unless the tempo swing is decisive. The registered list has no named graveyard hate. If Veles exposes graveyard-relevant actions from Starting Town, Desert Cenote, Quantum Riddler, Fecund Greenshell, or another registered card, choose them only from visible legal text and public graveyard state. Card text check required.

  • Big-mana or ramp posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: reactive passing when the opponent is developing mana faster than combat pressure. Keep hands that deploy early creatures and an engine before the opponent's larger threats dominate. Use Unsummon and Splash Portal to deny a single large blocker, undo an aura/counter/attachment tempo investment, or create a lethal attack step. Do not bounce a creature with a powerful enter trigger unless the visible race, protection need, or attack step justifies the drawback.

  • Mirror or enter-engine posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: giving the opponent extra enter triggers through careless bounce. Prioritize the engine that compounds fastest from visible board state, and use Unsummon or Splash Portal mainly to protect your own high-value creature, reset a confirmed beneficial trigger, or create a decisive combat window. When both players have engines, life total and board presence decide whether to race or conserve value.

  • Mana-screw and color-pressure lesson: Between games, adjust mulligans rather than deck contents. Hands without reliable access to green and blue should be treated more harshly after any game where color bottlenecks delayed Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Unsummon, or Splash Portal. Prioritize Breeding Pool, Hinterland Harbor, Willowrush Verge, Forest, Island, Starting Town, and Desert Cenote according to visible legality and current color needs.

  • No-sideboard audit rule: If a post-game plan generator attempts to use Side in: or Cut: for this deck, mark the plan illegal and keep the registered 60 unchanged. The only valid sideboard-map output for official Veles playtesting is a locked no-change configuration with matchup-specific pilot instructions.

Matchup Guidance

  • No-sideboard baseline: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: none by deck construction. Keep the registered 60 unchanged for every matchup, and make matchup adaptation through mulligans, sequencing, target choice, combat posture, and whether to spend Unsummon or Splash Portal defensively, offensively, or as enter-trigger reuse. Treat card-specific lines from Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, Jill, Shiva's Dominant, Starfield Vocalist, Fecund Greenshell, and Quantum Riddler as conditional until Veles shows their exact legal actions. Card text check required.

  • Aggro posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: slow all-engine hands that do not affect combat before the opponents third attack. Mulligan for early Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, or Desert Cenote plus at least one cheap creature or tempo spell. Prioritize Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Leaf-Leap Guide, or Clifftop Lookout when they create early blocks or pressure from visible legal text. Use Unsummon to remove an attacker, save a blocker, break a combat trick, or undo a large tempo investment; use Splash Portal on your own creature only when the legal action preserves life total or generates an immediate stabilizing enter result.

  • Burn posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: pain-heavy or tapped-land lines that delay blockers without gaining tempo. Value life total over speculative engine growth. If Breeding Pool or another land presents a life-payment choice, choose the lower-risk line unless the untapped source is needed for a legal blocker, Unsummon, Splash Portal, or a decisive creature. Do not race blindly; trade creatures when the visible attack math shortens the opponents clock less than it lengthens yours. Card text check required before assuming any registered creature gains life, prevents damage, or blocks evasive attackers.

  • Go-wide posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: one-for-one bounce on low-impact tokens or replaceable creatures unless it changes lethal math. Mulligan toward early creature density and stable two-color mana. Develop bodies before expensive engines, then use Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or Starfield Vocalist when Veles shows they improve board presence or convert repeated enters into material advantage. Treat Unsummon as a combat-math tool, not generic removal. Use Splash Portal to reset or protect a creature only when the resulting board keeps enough blockers for the next attack.

  • Single-threat posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: trading tempo for small value while one large threat is deciding combat. Preserve Unsummon for the threat if the opponents board is concentrated in one creature, especially when bounce removes counters, attachments, combat investment, or lethal pressure according to visible state. Use Splash Portal defensively to save the creature that can block or race the single threat, and offensively only when the attack step becomes decisive. Do not bounce an opponent creature with a dangerous enter trigger unless the current turns survival or lethal attack requires it.

  • Tempo posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: expensive tap-out turns into open mana when smaller development is legal. Prioritize land sequencing that keeps blue available for Unsummon or Splash Portal when Veles shows instant-speed windows. Play cheap threats before fragile engines if the opponent can punish a single large commitment. When behind on board, make the play that reclaims initiative immediately; when ahead, protect the highest-impact creature and force the opponent to spend mana reacting before committing another engine.

  • Control posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: overcommitting every engine into visible sweep-risk patterns or open removal without pressure need. Keep hands with multiple threats, reliable mana, and a curve that starts before the opponent can comfortably answer one spell per turn. Lead with lower-importance creatures when probing interaction, then commit Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or Starfield Vocalist once the opponent has spent mana, tapped low, or must answer an existing board. Use Splash Portal as protection when action text confirms a legal target and the protected card is central to the current plan.

  • Removal-heavy posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: single-threat keeps that fold to one removal spell. Present redundant bodies and avoid spending Splash Portal for marginal value if it may be needed to counter a removal line by saving your creature. If Veles exposes a removal spell on the stack and a legal Splash Portal response, choose the response only when the creatures visible role justifies the card and mana. If all engines are vulnerable, sequence to make the opponent answer the least decisive creature first.

  • Midrange posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: bounce that merely delays a creature the opponent can replay for better value. Fight for board texture: early creatures contest combat, Fecund Greenshell and Quantum Riddler should be committed when they improve the next two turns, and Jill, Shiva's Dominant or Starfield Vocalist should be protected if visible legal text makes them the engine. Trade when the opponents creature is larger or more important to combat; preserve your creature when repeated enter value is stronger than the body exchange.

  • Big-mana posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: passive draw-go turns that let the opponent convert mana into inevitability. Keep proactive curves and pressure early. Use Unsummon to remove a large blocker, delay a stabilizing threat, or create a lethal window. Use Splash Portal to reuse a tempo-positive enter effect or protect pressure from removal. Do not spend bounce on early ramp creatures or mana permanents unless Veles shows the line meaningfully delays the opponents next visible play or preserves lethal pressure.

  • Big mana literal coverage: against big mana decks, keep the same proactive posture but name the resource exchange clearly: early creatures shorten the clock, Unsummon buys a turn against the first oversized stabilizer, and Splash Portal should protect or reuse the creature whose enter trigger keeps pressure high enough to prevent the opponent from converting extra mana into inevitability.

  • Combo posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: slow board stalls that do not pressure life total or disrupt a visible engine. Keep hands with a clock plus at least one tempo action. Use Unsummon on a visible combo creature, payoff creature, or protection target only when the legal target is confirmed and the timing matters. Use Splash Portal defensively if it protects your fastest clock or offensively if it generates enough pressure to reduce the opponents draw steps. Do not invent hidden combo pieces; act from public board, stack, revealed cards, and legal actions.

  • Graveyard posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: spending tempo bounce on recursive bodies unless the current turn demands it. The registered deck has no confirmed graveyard hate. If Starting Town, Desert Cenote, Quantum Riddler, Fecund Greenshell, or another registered card exposes graveyard-relevant choices, choose from visible legal text and public graveyard state only. Card text check required. Prioritize pressure and bounce windows that stop the opponent from safely converting graveyard resources into board presence.

  • Artifact/enchantment posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: assuming the deck can answer noncreature permanents directly. If the opponents artifact or enchantment is the engine, pressure life total and use Unsummon or Splash Portal only on legal creature-related points that interrupt the engines board output. Card text check required before treating any registered card as artifact or enchantment interaction. If no direct legal answer appears, race, protect pressure, and avoid spending tempo on low-impact creatures.

  • Evasive-threat posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: ground stalls that ignore an air clock or unblockable clock. Mulligan and sequence for pressure plus tempo, because the deck may not have reliable reach or flyer blocking. Card text check required before assuming Clifftop Lookout, Leaf-Leap Guide, Fountainport Charmer, Fear of Change, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant answers evasion. Use Unsummon to reset the evasive threat when it changes the race or prevents lethal.

  • Mirror or enter-engine posture: Add role cards: none available in registered sideboard. Reduce main-deck emphasis: bouncing opponent creatures that generate stronger enter value on replay. Prioritize your engine with the highest visible compounding payoff and protect it with Splash Portal when legal. Use Unsummon on the opponents engine only when it removes a decisive attacker, denies a key timing window, or opens lethal damage. When both boards are stable, choose lines that add permanent board presence before temporary tempo unless the attack step is immediately decisive.

Specific Matchup Notes

  • General/archetype-only notes: revealed cards, legal actions, stack objects, and public board state override every matchup assumption here. Sideboarding is fixed because the registered sideboard is empty; likely sideboarding is none, so post-board improvement must come from mulligan discipline, threat sequencing, Unsummon timing, and Splash Portal use when Veles confirms legal targets.

  • Versus fast creature decks: prioritize early board presence over speculative engine setup when the opening hand cannot affect combat before turn three. Priority targets for Unsummon are creatures that create lethal pressure, invalidate blocks, or carry visible combat-enhancing effects; do not spend Unsummon on a replaceable attacker if Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, or Starfield Vocalist can stabilize through legal blocks. Use Splash Portal defensively only when the legal target preserves a creature that matters to the race or reuses a visible enter effect that changes the next combat.

  • Versus removal-heavy midrange or control: sequence redundant threats before committing the most important visible engine. Priority targets are the opponents tapped-low windows, removal spells on the stack that can be answered by legal Splash Portal text, and blockers that prevent a clean pressure turn. Treat Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, and Starfield Vocalist as commitment cards only when the current hand and board can still function if one dies; Card text check required before assigning exact engine hierarchy.

  • Versus big-mana decks: keep proactive curves that start attacking or generating value before the opponents high-mana turns. Priority targets for Unsummon are large stabilizing creatures, single blockers protecting a low life total, or visible payoff creatures whose replay costs consume the opponents next turn. Do not bounce mana creatures or utility creatures by default; choose that line only when Veles-visible timing shows it delays a key play or preserves a decisive attack.

  • Versus combo decks: pressure first and interact only with confirmed public pieces. Priority targets are visible combo creatures, payoff creatures, or stack/board objects Veles exposes as legal Unsummon or Splash Portal targets. Do not invent hidden combo contents; if the opponent has not revealed the relevant piece, make the line that shortens the clock while holding interaction only when doing so does not waste mana or board development.

  • Versus graveyard decks: assume this list has no reliable graveyard hate unless Veles shows registered card text that says otherwise. Priority targets are creatures or permanents that convert public graveyard resources into board presence, not the graveyard itself. Card text check required for Starting Town, Desert Cenote, Quantum Riddler, Fecund Greenshell, or any other registered card before treating it as graveyard interaction.

  • Versus enter-engine mirrors: avoid bouncing creatures that become stronger when replayed unless the current combat step, stack window, or lethal race demands it. Priority targets are opposing engines only when Unsummon removes a decisive blocker, denies a key attack, or forces the opponent to spend their whole turn redeploying. Protect your own highest-impact visible engine with Splash Portal when legal rather than chasing low-impact tempo.

Risk Summary

  • Mana risk: the deck uses Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, and Desert Cenote, so colored sequencing must follow legal land text and visible hand costs. Card text check required for Willowrush Verge, Starting Town, and Desert Cenote before assuming color access, untapped timing, or special utility.

  • Matchup risk: the empty sideboard means every hostile matchup remains structurally unchanged after game one. Do not overstate post-board adaptation; the only adjustment is mulligan selection, role assignment, and tighter use of Unsummon and Splash Portal.

  • Draw risk: hands with only expensive or text-dependent cards can fail if early plays are missing. Mulligan decisions should value two or more reliable lands, early creatures, and at least one plan that affects board or tempo before the opponents engine is established.

  • Over-sideboarding risk: no Side in or Cut actions are legal because the registered sideboard has zero cards. Any sideboard request naming a card is illegal for this registration.

  • Graveyard risk: the list has no confirmed graveyard hate. Race graveyard decks, disrupt their visible board conversion points, and avoid claiming graveyard control unless Veles exposes exact legal text.

  • Sweeper/removal risk: committing every copy of Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant into obvious mass-removal pressure can lose the resource game. Add threats in waves when ahead unless lethal pressure requires full commitment.

  • Closer risk: if the board stalls, temporary bounce may not be enough to finish. Preserve Unsummon for a blocker-removal or lethal-window turn, and use Splash Portal to protect or reuse the creature that actually converts the board into damage when legal.

  • Interaction risk: Unsummon and Splash Portal are tempo tools, not universal answers. Do not target noncreature engines, hidden cards, or illegal objects; follow Veles legal actions exactly.

  • Sequencing risk: early engine cards may be correct only after the mana base, board, and protection window are ready. When unsure of card text, prefer lines that develop mana and creatures without assuming unsupported triggers or hidden synergy.

Test Feedback Checklist

  • Deciding factor: identify the turn or decision frame that most changed the game, then name whether it was mana, tempo, engine setup, combat, Unsummon timing, Splash Portal timing, or a failed closing window. Record only Veles-visible facts: board state, stack action, legal action list, public cards, and final result.

  • Mulligans: ask whether the opener had reliable colored mana plus an early board play from Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, or Starfield Vocalist. Flag keeps that waited for Fecund Greenshell, Quantum Riddler, or Jill, Shiva's Dominant without a legal early stabilizer.

  • Mana: check whether Forest, Island, Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, and Desert Cenote produced the colors and timing needed for the chosen curve. Card text check required before blaming Willowrush Verge, Starting Town, or Desert Cenote for utility failures or assuming they should have enabled a line.

  • Velocity: ask whether the deck spent turns adding board presence or spent too many early decisions holding Unsummon and Splash Portal. Mark a concern when the opponent advanced pressure while Simic Enters passed with legal creatures or engine pieces available.

  • Engine performance: note when Starfield Vocalist, Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, Splash Portal, or any enter-focused creature converted a legal sequence into extra material, tempo, or damage. Card text check required before classifying the exact trigger or payoff.

  • Interaction quality: review every Unsummon and Splash Portal use for target legality, timing, and result. Reward plays that protected a key creature, reset a meaningful enter effect, removed a decisive blocker, or bought a full turn; flag plays that bounced low-impact creatures while lethal pressure or a better target was visible.

  • Sideboard reality: confirm no sideboard actions were available because the registered sideboard is empty. If a match felt unwinnable, record that as a construction issue, not a missed Side in or Cut decision.

  • Closing: ask whether Simic Enters turned board advantage into lethal pressure quickly enough. Flag games where Unsummon was spent before a blocker-removal kill window, where attacks were too conservative, or where extra creatures stayed in hand without visible sweeper pressure.

  • Role accuracy: compare the chosen role to the matchup state. Against fast creature decks, mark whether the pilot stabilized before engine setup; against control or removal-heavy decks, mark whether threats were committed in waves; against combo or big-mana decks, mark whether the clock started early enough.

  • Mistakes: list any legal-action mismatch, pass with a strong visible play, attack that sacrificed needed defense, block that ignored a visible trick window, or target choice based on assumed hidden information. Separate pilot mistakes from uncertain card-text situations.

  • Stranded cards: record copies of Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, Leaf-Leap Guide, Clifftop Lookout, Unsummon, and Splash Portal that stayed unusable because of mana, target shortage, timing, or board texture. Note whether the issue was card quantity, sequencing, or matchup pressure.

  • Overperformers and underperformers: name exact cards only from the registration, and tie each note to a visible result. Examples include Fear of Change stabilizing early combat, Fountainport Charmer enabling pressure, Fuel Tank Feaster trading well, Starfield Vocalist supporting an engine turn, or Unsummon failing to answer a noncreature problem.

First Tuning Questions

  • Card quantity question: should the deck keep four copies each of Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Starfield Vocalist, Fecund Greenshell, Quantum Riddler, and Splash Portal, or did testing show too many redundant setup cards and not enough decisive closers? Use stranded-card logs before changing counts.

  • Early-curve question: are two Leaf-Leap Guide and two Clifftop Lookout enough early support, or did fast matchups require more cheap creatures that affect combat before turn three? Card text check required before deciding which two-drop or utility creature is the weakest.

  • Engine-density question: did Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, and Starfield Vocalist create enough payoff to justify their slots, or did the deck lose while assembling value that did not change combat or life totals? Tune only after distinguishing card-text uncertainty from poor sequencing.

  • Mana question: did the current lands create too many tapped or color-missing starts for an Alchemy midrange-combo shell? Review Breeding Pool, Hinterland Harbor, Willowrush Verge, Starting Town, Desert Cenote, Forest, and Island performance by opening hand and turn-two availability.

  • Aggro-plan question: does the main deck need more reliable early stabilizers if Fear of Change, Fountainport Charmer, Fuel Tank Feaster, Leaf-Leap Guide, Clifftop Lookout, and Starfield Vocalist fail to trade or block profitably? Do not solve aggro losses by adding slower engine cards.

  • Control-plan question: does the deck have enough resilient pressure when opponents answer the first engine piece, or should redundant copies shift toward threats that punish removal-heavy games? Track whether Splash Portal protects important creatures often enough to count as resilience.

  • Closer question: does Simic Enters actually end games after gaining tempo, or does it stall with medium creatures and temporary bounce? If closing is weak, examine whether Quantum Riddler, Fecund Greenshell, Jill, Shiva's Dominant, or another registered payoff is underdelivering before adding new roles.

  • Interaction question: are two Unsummon enough, too few, or the wrong kind of answer for the observed field? Increase interaction only if losses repeatedly show visible creatures or blockers that one more tempo answer would have changed.

  • Sideboard-slot question: should the next registration use a real sideboard despite the current 0-card sideboard passing validation? Prioritize slots for matchups where main-deck role shifts cannot fix the problem, such as fast aggro, removal-heavy control, graveyard engines, combo, or big-mana stabilizers.

  • Role-conflict question: is the deck trying to be both curve-out midrange and enter-engine combo without enough time to do either? If role confusion appears, tune toward either lower-curve pressure with tempo interaction or higher-payoff engine density with better protection and mana.

Veles Tactical Policy

Policy: Mulligan For Castable Two-Color Curve

Priority: High Decision families: mulligan; mana; pregame Cards: Forest; Island; Breeding Pool; Hinterland Harbor; Willowrush Verge; Starting Town; Desert Cenote; Fear of Change; Fountainport Charmer; Fuel Tank Feaster; Starfield Vocalist Phase windows: opening hand; mulligan decisions Runtime cues: prompt:mulligan; action:keep; action:mulligan Use when: opening hand shows at least two lands, both colors or a visible path to both colors, and a castable early creature or engine starter. Avoid when: hand has one land, only one color with multiple off-color spells, no early legal play, or relies on unknown text from Willowrush Verge, Starting Town, or Desert Cenote. Instructions: Keep hands that can spend turns two and three adding creatures before holding interaction. Treat Fear of Change, Fountainport Charmer, Fuel Tank Feaster, and Starfield Vocalist as preferred early stabilizers unless visible mana prevents casting them. Card text check required for utility-land assumptions. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Early Setup Creature First

Priority: Medium Decision families: priority; mana Cards: Fear of Change; Fountainport Charmer; Fuel Tank Feaster; Leaf-Leap Guide; Clifftop Lookout; Starfield Vocalist Phase windows: precombat main; postcombat main Runtime cues: action:cast Fear of Change; action:cast Fountainport Charmer; action:cast Fuel Tank Feaster; action:cast Starfield Vocalist Use when: legal actions include a cheap creature and the battlefield lacks enough blockers or enter-engine material. Avoid when: holding mana for Unsummon prevents lethal damage, a higher-impact legal engine play is available, or card text uncertainty makes the creature's role unclear. Instructions: Put a body on board before passing with reactive cards. Prefer the creature that uses mana cleanly and improves the next turn's legal engine choices. Card text check required for Leaf-Leap Guide and Clifftop Lookout role ordering. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Engine Commitment Gate

Priority: High Decision families: priority; mana; selection Cards: Starfield Vocalist; Fecund Greenshell; Quantum Riddler; Jill, Shiva's Dominant; Splash Portal Phase windows: precombat main; postcombat main; opponent end step when legal Runtime cues: action:cast Fecund Greenshell; action:cast Quantum Riddler; action:cast Jill, Shiva's Dominant; action:cast Splash Portal Use when: committing an engine piece or reset spell could convert visible board presence into material, tempo, or lethal pressure. Avoid when: opponent pressure demands immediate blocking, visible interaction can punish tapping out, or the line depends on unverified card text. Instructions: Route the go-now decision through reasoning. Count current board, available mana, next-turn pressure, redundancy in hand, and whether waiting loses the window. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Mana Before Optional Value

Priority: Medium Decision families: mana; priority Cards: Forest; Island; Breeding Pool; Hinterland Harbor; Willowrush Verge; Starting Town; Desert Cenote; Splash Portal; Unsummon Phase windows: all priority windows with mana choices Runtime cues: action:pay; action:tap; action:add mana Use when: a legal spell or ability requires exact colors or leaves interaction available afterward. Avoid when: payment text includes restrictions not visible in the action label, or a land's special text is needed but not confirmed. Instructions: Preserve blue mana for Unsummon or Splash Portal when a visible stack/combat window matters. Spend tapped or restricted sources first only when the action text confirms legality. Card text check required for nonbasic utility choices. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Deterministic Exact Payment

Priority: Low Decision families: mana Cards: Forest; Island; Breeding Pool; Hinterland Harbor; Willowrush Verge; Starting Town; Desert Cenote Phase windows: mana payment prompts Runtime cues: action:pay exact mana Use when: exactly one legal action text pays the full displayed cost and no alternate payment/action choice is shown. Avoid when: multiple legal payment actions exist, floating mana must be preserved for a named follow-up, or the action text contains optional cost wording. Instructions: Choose the single legal exact-payment action. Do not infer future spell sequencing from this policy. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes

Policy: Splash Portal Target Gate

Priority: High Decision families: interaction; selection; priority Cards: Splash Portal; Fear of Change; Fountainport Charmer; Fuel Tank Feaster; Starfield Vocalist; Fecund Greenshell; Quantum Riddler; Jill, Shiva's Dominant Phase windows: main phases; combat trick windows; end step; stack response windows Runtime cues: action:cast Splash Portal; action:target Splash Portal Use when: Splash Portal can legally reset, protect, or displace a visible creature and the target choice changes board texture. Avoid when: target choice depends on hidden information, exact card text is uncertain, or bouncing your only blocker exposes lethal. Instructions: Use light-model for target selection. Consider protecting an important engine creature, reusing an enter effect, removing a blocker for lethal, or saving a creature from visible removal. Card text check required for exact enter payoff. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Unsummon Tempo Gate

Priority: High Decision families: interaction; priority; combat Cards: Unsummon Phase windows: opponent combat; end step; own combat; stack response windows Runtime cues: action:cast Unsummon; action:target Unsummon Use when: Unsummon can legally stop lethal, remove a decisive blocker, break a combat assignment, or punish a large mana investment. Avoid when: target is low impact, opponent can immediately replay it without losing tempo, or using Unsummon prevents a stronger legal board play. Instructions: Spend Unsummon on visible survival or closing windows before routine value. Do not bounce based on assumed hidden pump, removal, or follow-up cards. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Attack With Board Advantage

Priority: Medium Decision families: combat Cards: Fear of Change; Fountainport Charmer; Fuel Tank Feaster; Leaf-Leap Guide; Clifftop Lookout; Starfield Vocalist; Fecund Greenshell; Quantum Riddler; Jill, Shiva's Dominant Phase windows: declare attackers Runtime cues: prompt:declare attackers; action:attack with Use when: visible attacks pressure life total without sacrificing required defense against the opponent's next attack. Avoid when: the attack trades away the only stabilizer, loses an engine creature for no visible gain, or ignores a possible lethal crack-back from public board state. Instructions: Attack to turn tempo into a clock. Keep creatures back when life total, opposing attackers, or needed blockers make racing unsafe. Use exact visible power/toughness from engine state. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Block To Preserve Engine Or Life

Priority: High Decision families: combat; interaction Cards: Fear of Change; Fountainport Charmer; Fuel Tank Feaster; Leaf-Leap Guide; Clifftop Lookout; Starfield Vocalist; Fecund Greenshell; Quantum Riddler; Jill, Shiva's Dominant; Unsummon; Splash Portal Phase windows: declare blockers; combat damage response windows Runtime cues: prompt:declare blockers; action:block with Use when: visible attackers threaten lethal, a short clock, or loss of board control. Avoid when: blocking sacrifices a unique engine piece and life total can safely absorb damage, or a legal Unsummon/Splash Portal line clearly changes combat first. Instructions: Prioritize survival over engine greed. Preserve Fecund Greenshell, Quantum Riddler, Jill, Shiva's Dominant, or Starfield Vocalist when another block covers the same damage. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Post-Enter Follow-Up Selection

Priority: Medium Decision families: selection; priority Cards: Starfield Vocalist; Fecund Greenshell; Quantum Riddler; Jill, Shiva's Dominant; Splash Portal; Fear of Change; Fountainport Charmer; Fuel Tank Feaster Phase windows: triggered ability prompts; spell resolution prompts Runtime cues: prompt:choose; action:select; action:target Use when: a resolved creature or Splash Portal creates a finite choice among visible cards, permanents, modes, or targets. Avoid when: the action text alone does not reveal what the choice does, or the choice depends on hidden library/hand contents. Instructions: Use light-model for all nontrivial enter-trigger and mode choices. Favor choices that stabilize under pressure, add board presence, or convert engine material into a faster clock. Card text check required for exact trigger valuation. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Pass Priority With Board Plan

Priority: Medium Decision families: priority; interaction Cards: Unsummon; Splash Portal Phase windows: all priority windows Runtime cues: action:pass; action:Pass Use when: legal proactive plays are absent or holding interaction through the opponent's next meaningful action is better than spending mana now. Avoid when: a castable creature or engine piece advances the board and no visible reason to hold Unsummon or Splash Portal exists. Instructions: Passing is an active choice. Explain whether the pass protects a combat trick window, preserves bounce, waits for opponent commitment, or acknowledges no useful legal action. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Empty Sideboard Acknowledgement

Priority: Low Decision families: sideboard; pregame Cards: none Phase windows: between games; sideboard prompt Runtime cues: prompt:sideboard; action:submit sideboard; action:no changes Use when: the registered sideboard contains zero cards and the only legal plan preserves the main deck. Avoid when: the engine exposes nonempty registered sideboard options, because that contradicts this registration. Instructions: Submit no changes when legal. Do not invent Side in or Cut names. Treat matchup adjustment as mulligan, role, sequencing, and target-priority adaptation only. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes