99 KiB
Strategy Specifications
Deck Name And Archetype
Slimefoot and Squee is a Duel Commander Jund singleton deck built around command-zone recursion, creature-toolbox pressure, sacrifice value, and compact damage reach rather than a pure burn or pure tribal shell. The registered commander is Slimefoot and Squee; the main deck contains exactly 100 cards, the Veles policy sideboard contains exactly 10 cards, and the supplied format-aware validation result passes the active Duel Commander contract for a 100-card singleton main deck with a 10-card sideboard.
The current tags burn and tribal are incomplete tactical labels for this build. Treat burn as a secondary reach package from Lightning Bolt, Ghostfire Slice, Goblin Bombardment, Broadside Bombardiers, Fury, and combat-damage conversion, not as the primary deck identity. Treat tribal as low-confidence metadata unless runtime-visible card text or future tuning proves a real creature-type payoff; the deck is better modeled as Jund creature-combo midrange, graveyard recursion, sacrifice toolbox, and disruption.
The deck status is hybrid rogue-stock: many individual cards are familiar Duel Commander Jund tools, but the exact 100-card configuration and sideboard are commander-specific and should not be piloted as a generic Jund midrange deck. The agent should value Slimefoot and Squee, Birthing Pod, Survival of the Fittest, Fauna Shaman, Green Sun's Zenith, Eldritch Evolution, Demonic Tutor, Goblin Bombardment, Skullclamp, Yawgmoth, Thran Physician, and graveyard bodies as an integrated engine instead of independent rate cards.
The legality posture is validated by deck counts, but runtime legality still belongs to the rules engine. The pilot must choose only legal Veles actions, must not assume commander casting or recursion is available until the engine presents it, and must treat every target, cost, sacrifice, mana payment, and graveyard action as conditional on visible game state and legal prompts.
The mana base is powerful but strategically fragile because the deck needs early green for mana creatures and engines, black for discard/removal and graveyard play, and red for the commander, removal, and damage reach. Prioritize opening hands that can produce green on turn one or two while also reaching black-red by the commander window; watch pain, shock, fetch, and utility-land costs from Blood Crypt, Overgrown Tomb, Stomping Ground, Llanowar Wastes, Phyrexian Tower, Dryad Arbor, and fetch lands when racing.
The role concern is that the deck can mis-sequence itself by spending tutor and sacrifice resources as generic value before a real engine path is assembled. Worldly Tutor, Demonic Tutor, Green Sun's Zenith, Eldritch Evolution, Birthing Pod, Survival of the Fittest, and Fauna Shaman should normally be treated as commitment cards that require matchup, mana, graveyard, and removal-context reasoning.
Card text check required for Wastewood Verge, Blazemire Verge, Abundant Countryside, Underground Mortuary, Commercial District, Badgermole Cub, Metamorphosis Fanatic, Hexing Squelcher, Headliner Scarlett, Starting Town, Frenzied Baloth, Boggart Trawler, Multiversal Passage, and Ghostfire Slice before making exact tactical assumptions beyond their visible legal actions. Use engine output and revealed text at runtime for these cards rather than inferred roles from name, mana value, or expected set mechanics.
Opponent information status is unknown for this guide batch. Until matchup-specific context is supplied by Veles, pilot from public information, revealed cards, commander identity if visible, sideboard stage, clock, mana, and legal action text; do not infer exact hidden cards from archetype labels, and prefix any future metagame-only card references outside this deck as opponent examples rather than registered-card policy cards.
Thesis
Slimefoot and Squee assembles a Jund recursion-toolbox board where cheap mana, discard, tutors, and sacrifice outlets turn individual creatures into repeatable pressure. The deck wins by establishing early green acceleration, trading resources with Thoughtseize, Inquisition of Kozilek, Duress, removal, and creature bodies, then converting graveyard access through Slimefoot and Squee, Survival of the Fittest, Fauna Shaman, Birthing Pod, Eldritch Evolution, Green Sun's Zenith, Demonic Tutor, Goblin Bombardment, Skullclamp, Yawgmoth, Thran Physician, and recursive or high-impact creatures into an opponent who cannot stabilize.
Prioritize mana stability before engine greed because the deck needs green early, black for disruption and removal, and red for commander lines and reach. Keep hands that can deploy Arbor Elf, Birds of Paradise, Deathrite Shaman, Delighted Halfling, Elves of Deep Shadow, Elvish Mystic, Fyndhorn Elves, Ignoble Hierarch, Wild Growth, or Utopia Sprawl while also progressing toward black-red access; a powerful hand that cannot cast its first two spells should be treated as suspect.
Win through layered pressure rather than one deterministic combo. Slimefoot and Squee is the identity card, but the deck can also close with Minsc & Boo, Timeless Heroes, Chaos Defiler, Broadside Bombardiers, Goblin Bombardment, Lightning Bolt, Ghostfire Slice, Fury, large graveyard-scaling attackers such as Barrowgoyf, Pyrogoyf, or Wight of the Reliquary, and incremental card advantage from Skullclamp, Yawgmoth, Thran Physician, and tutor chains.
Do not pilot this as pure burn, pure tribal, or generic midrange. Burn cards are finishers and board-control tools, not a reason to ignore engine setup; tribal metadata should not affect decisions unless legal action text or visible card text creates a real creature-type payoff. Avoid sacrificing, discarding, tutoring, or Podding away a creature just for small value when it is needed as commander fuel, sacrifice material, pressure, or a bridge to a specific converted-mana-value chain.
Commitment decisions should favor lines that either stabilize the board immediately or create durable recursive advantage. Use Worldly Tutor, Demonic Tutor, Tainted Pact, Survival of the Fittest, Fauna Shaman, Birthing Pod, and Eldritch Evolution only after checking visible pressure, available mana, graveyard contents, removal exposure, and whether waiting gives the opponent a cleaner answer window.
Card text check required for Wastewood Verge, Blazemire Verge, Abundant Countryside, Underground Mortuary, Commercial District, Badgermole Cub, Metamorphosis Fanatic, Hexing Squelcher, Headliner Scarlett, Starting Town, Frenzied Baloth, Boggart Trawler, Multiversal Passage, and Ghostfire Slice; until Veles exposes exact legal text, treat them by visible legal actions, mana production, card type, and battlefield role only.
Role Package
-
Threats:
Slimefoot and Squee,Orcish Bowmasters,Dauthi Voidwalker,Pyrogoyf,Barrowgoyf,Wight of the Reliquary,Detective's Phoenix,Broadside Bombardiers,Chaos Defiler,Fury,Grief,Minsc & Boo, Timeless Heroes,Grist, the Hunger Tide, and conditionallyBadgermole Cub,Headliner Scarlett,Frenzied Baloth,Boggart Trawler, andMetamorphosis Fanaticwhen their visible text supports pressure or recursion. -
Payoffs:
Goblin Bombardmentconverts expendable creatures into reach and removal;Skullclampconverts small creatures into cards;Yawgmoth, Thran Physicianconverts creatures and life into selection or removal if legal text supports the prompted action;Birthing Pod,Eldritch Evolution,Survival of the Fittest, andFauna Shamanconvert creatures into the right creature for the current board. -
Engines:
Slimefoot and Squee,Birthing Pod,Survival of the Fittest,Fauna Shaman,Skullclamp,Goblin Bombardment,Yawgmoth, Thran Physician,Grist, the Hunger Tide, andMinsc & Boo, Timeless Heroesare the cards most likely to snowball. Protect engine turns by sequencing discard first when possible and by leaving enough material to exploit the engine after it resolves. -
Velocity:
Worldly Tutor,Demonic Tutor,Tainted Pact,Green Sun's Zenith,Eldritch Evolution,Birthing Pod,Survival of the Fittest,Fauna Shaman,Skullclamp, and cycling or modal lands/cards such asOliphaunt,Commercial District,Underground Mortuary,Abundant Countryside,Boggart Trawler, andMultiversal Passageshould be used to find mana, interaction, a sacrifice outlet, a recursion target, or a finisher based on visible need. -
Interaction:
Thoughtseize,Inquisition of Kozilek,Duress,Fatal Push,Abrupt Decay,Bitter Triumph,Dismember,Snuff Out,Flare of Malice,Lightning Bolt,Fury,Accursed Marauder,Cankerbloom,Boseiju, Who Endures,Opposition Agent,Orcish Bowmasters,Endurance,Dauthi Voidwalker,Keen-Eyed Curator, andMagus of the Mooncover hand, creature, artifact/enchantment, graveyard, stack-adjacent, and mana-base pressure roles. -
Protection:
Veil of Summer,Pyroblast,Red Elemental Blast,Endurance,Dauthi Voidwalker,Deathrite Shaman,Keen-Eyed Curator,Flare of Malice, and proactive discard protect engines by stripping answers, fighting blue or black interaction when sided, or interrupting graveyard and spell timing. Treat protection as situational; do not hold it over developing mana or answering lethal pressure unless the protected engine is decisive. -
Recursion:
Slimefoot and Squee,Emperor of Bones,Metamorphosis Fanatic,Deathrite Shaman,Endurance,Boggart Trawler,Detective's Phoenix, and graveyard-enabled threats require runtime text and legal prompts before assuming exact outcomes. Favor recursion targets that immediately affect the board, rebuild an engine, or close the game. -
Mana:
Arbor Elf,Birds of Paradise,Deathrite Shaman,Delighted Halfling,Elves of Deep Shadow,Elvish Mystic,Fyndhorn Elves,Ignoble Hierarch,Llanowar Elves,Wild Growth,Utopia Sprawl,Dryad Arbor,Phyrexian Tower, fetch lands, shock lands, dual lands, andYavimaya, Cradle of Growthform the speed package. Spend early turns fixing colors before chasing damage. -
Sideboard modules:
PyroblastandRed Elemental Blastfight blue decks;Veil of Summerfights black or blue interaction;Force of Vigor,Collector Ouphe,Culling Ritual,Feed the Swarm, andPithing Needleanswer artifacts, enchantments, activated abilities, or permanent-heavy boards;Nihil SpellbombandGrafdigger's Cageattack graveyard and library-casting plans.
Primary Win Conditions
-
Commander recursion pressure: Use
Slimefoot and Squeeas the highest-identity win path when the deck has black-red-green mana, at least one meaningful creature to return or sacrifice, and enough board material that removal does not end the turn. Set up with mana creatures, discard, and graveyard stocking from combat trades,Survival of the Fittest,Fauna Shaman,Eldritch Evolution,Birthing Pod, or normal attrition; execute by recurring the best visible creature for board impact, then loop material through attacks, sacrifice outlets, or value engines. Prioritize this path when the opponent is trading one-for-one, graveyard hate is absent or answerable, and commander tax is still manageable. Disruption to respect: exile-based graveyard interaction, instant-speed creature removal before sacrifice costs, and effects that stop graveyard casting or entering. -
Sacrifice reach engine: Use
Goblin Bombardment,Broadside Bombardiers,Skullclamp,Yawgmoth, Thran Physician,Phyrexian Tower, and expendable creatures to convert board material into damage, cards, mana, and removal. Set up by keeping small creatures, tokens, recursive bodies, or low-value mana creatures once mana is stable; execute by sacrificing creatures only when the legal action text produces lethal reach, removes a key blocker, draws into needed gas, protects a creature from exile, or fuels a commander recursion turn. Prioritize this path against creature decks, planeswalker pressure, and opponents low enough thatLightning Bolt,Ghostfire Slice, or bombardment damage can finish. Card text check required forGhostfire Slice; treat it as a burn or interaction line only when Veles exposes legal target and damage text. -
Tutor-to-threat chain: Use
Demonic Tutor,Worldly Tutor,Green Sun's Zenith,Tainted Pact,Survival of the Fittest,Fauna Shaman,Birthing Pod, andEldritch Evolutionto assemble the exact threat or engine the board demands. Set up with a disposable creature and stable colors; execute by findingMinsc & Boo, Timeless Heroesfor fast closing pressure,Chaos DefilerorFuryfor swingy board impact,Yawgmoth, Thran PhysicianorGoblin Bombardmentfor material conversion,Magus of the Moonfor mana-base pressure, orEndurance/Dauthi Voidwalker/Keen-Eyed Curatorfor graveyard fights. Prioritize this path when the current hand lacks a clock or when one specific permanent changes the matchup. -
Large creature and planeswalker finish: Win fair games by attacking with
Barrowgoyf,Pyrogoyf,Wight of the Reliquary,Detective's Phoenix,Frenzied Baloth,Chaos Defiler,Fury,Grief, andMinsc & Boo, Timeless Heroes. Set up graveyards, card types, and mana without overextending into sweepers; execute by forcing blocks, then usingFatal Push,Abrupt Decay,Bitter Triumph,Dismember,Snuff Out,Lightning Bolt, orAccursed Marauderto clear the path. Prioritize this path when graveyard recursion is constrained, sacrifice engines are missing, or the opponent must answer one large threat at a time. Card text check required forFrenzied Baloth; attack or tutor for it only when visible text supports the role.
Secondary Win Conditions
-
Disruption tempo can win without a full engine: Lead with
Thoughtseize,Inquisition of Kozilek,Duress,Grief,Orcish Bowmasters,Opposition Agent,Dauthi Voidwalker, andMagus of the Moonwhen the opponent’s visible plan depends on a narrow card type, search effect, graveyard, draw burst, or greedy mana. Convert the disruption window into pressure quickly; do not keep stripping resources while passing with no clock unless the opponent is already locked under visible constraints. -
Burn and attrition reach should close damaged games: Treat
Lightning Bolt,Ghostfire Slice,Fury,Orcish Bowmasters,Goblin Bombardment, andBroadside Bombardiersas final-turn reach after combat math, not as automatic face damage early. Aim burn at creatures when doing so preserves a planeswalker, unlocks attacks, stops lethal, or protects an engine; aim burn at the opponent when visible life totals and legal follow-up actions show a short clock. -
Creature-land and mana-creature pressure matters in stalled games: Use
Dryad Arbor,Birds of Paradise,Ignoble Hierarch,Deathrite Shaman, and spare one-mana elves as attackers, crew material forSmuggler's Copter, sacrifice fuel, or clamp targets once their mana is no longer essential. Do not exposeDryad Arboror a key mana creature to combat if it is needed forBirthing Pod,Eldritch Evolution, commander colors, or a post-removal rebuild. -
Value permanents can bury control:
Grist, the Hunger Tide,Minsc & Boo, Timeless Heroes,Skullclamp,Survival of the Fittest,Fauna Shaman, andBirthing Podare backup engines when the opponent is answering creatures one at a time. Commit them when discard has cleared the way, when the opponent is tapped low, or when waiting gives the opponent time to deploy a stronger battlefield.
Emergency Lines
-
Behind on life: Stop racing and spend interaction on the largest immediate damage source, even if that delays a tutor chain. Preserve blockers, favor
Fury,Accursed Marauder,Dismember,Fatal Push,Abrupt Decay,Bitter Triumph,Snuff Out, andLightning Bolt, and use sacrifice outlets only when they remove attackers or create enough cards to stabilize next turn. -
Behind on board: Search or evolve toward a sweeper-like or multi-body swing only if legal text supports it, especially
Fury,Chaos Defiler,Grist, the Hunger Tide,Minsc & Boo, Timeless Heroes,Yawgmoth, Thran Physician, orCulling Ritualafter sideboarding. If no swing card is available, trade down aggressively and preserve commander recursion resources for the first safe rebuild window. -
Behind on cards or engines: Turn small bodies into cards with
Skullclamp,Yawgmoth, Thran Physician,Smuggler's Copter,Survival of the Fittest,Fauna Shaman, orBirthing Podbefore spending one-shot removal on low-impact threats. If the main engine is removed, pivot to large attackers plus discard rather than trying to recreate the same engine through open interaction. -
Behind on mana: Prioritize land drops, mana creatures,
Wild Growth,Utopia Sprawl, and fetchable color fixing over speculative pressure. Avoid sacrificing lands or mana creatures toPhyrexian Tower,Eldritch Evolution,Birthing Pod,Skullclamp, orGoblin Bombardmentunless the legal action prevents lethal, wins now, or recovers more mana immediately. -
Graveyard or commander plan shut off: Switch to battlefield pressure with
Minsc & Boo, Timeless Heroes,Barrowgoyf,Pyrogoyf,Wight of the Reliquary,Broadside Bombardiers,Chaos Defiler,Fury, and removal-backed attacks. UseCankerbloom,Boseiju, Who Endures,Abrupt Decay,Force of Vigor, orFeed the Swarmonly when legal text and visible targets actually answer the hate piece.
Resource Model
-
Life is a spendable tempo resource, but preserve it against fast creature pressure: Use
Thoughtseize,Dismember,Snuff Out, shock lands such asBlood Crypt,Overgrown Tomb, andStomping Ground, and fetch lands when the tempo gained protects a stronger line than the life lost. Stop paying life freely once the opponent has visible burn, evasive pressure, or a two-turn attack clock. -
Hand size is converted into selection, disruption, and engines: Spend early discard with
Thoughtseize,Inquisition of Kozilek,Duress, andGriefto protect a development turn or expose the opponent’s role, then convert redundant creatures throughSurvival of the Fittest,Fauna Shaman,Skullclamp,Smuggler's Copter,Birthing Pod,Eldritch Evolution, orYawgmoth, Thran Physicianwhen legal actions show the exchange. Do not discard the only creature needed for commander recursion, sacrifice chains, or mana development unless the payoff is immediate. -
Mana is the deck’s main bottleneck: Prioritize turn-one green or black access because
Birds of Paradise,Llanowar Elves,Elvish Mystic,Fyndhorn Elves,Elves of Deep Shadow,Arbor Elf,Deathrite Shaman,Ignoble Hierarch,Wild Growth,Utopia Sprawl,Thoughtseize,Duress,Inquisition of Kozilek, andFatal Pushdefine the first two turns. Red matters soon after forSlimefoot and Squee,Lightning Bolt,Fury,Goblin Bombardment,Broadside Bombardiers,Pyrogoyf,Minsc & Boo, Timeless Heroes, and sideboard blasts. -
Board material is currency, not decoration: Treat mana creatures,
Dryad Arbor, Saproling tokens fromSlimefoot and Squeewhen visible, and expendable bodies as fuel forGoblin Bombardment,Skullclamp,Yawgmoth, Thran Physician,Phyrexian Tower,Birthing Pod,Eldritch Evolution,Accursed Marauder, andFlare of Malice. Sacrifice only when the legal result advances damage, cards, mana, removal, commander recursion, or survival more than the body’s battlefield role. -
Graveyard size and contents are active resources: Grow or exploit graveyards for
Slimefoot and Squee,Deathrite Shaman,Barrowgoyf,Pyrogoyf,Wight of the Reliquary,Keen-Eyed Curator,Emperor of Bones,Metamorphosis Fanatic,Boggart Trawler,Endurance, andDetective's Phoenixonly according to visible legal text. Card text check required forBadgermole Cub,Frenzied Baloth,Headliner Scarlett,Hexing Squelcher,Metamorphosis Fanatic,Boggart Trawler,Ghostfire Slice,Wastewood Verge,Blazemire Verge,Abundant Countryside,Lazotep Quarry,Starting Town,Multiversal Passage, andUnderground Mortuary; use their resource roles only when Veles exposes supporting text. -
Exile is a cost and a payoff zone: Use
Tainted Pactonly when finding a specific class of card is worth losing unknown future cards, and remember that exiled cards may remove later tutor, graveyard, or commander-rebuild options. Respect visible exile hate fromDauthi Voidwalkerand sideboardGrafdigger's Cage,Nihil Spellbomb, andKeen-Eyed Curatorstyle effects by shifting toward battlefield pressure when recursion is constrained. -
Lands are both fixing and tactical objects:
Boseiju, Who Endures,Phyrexian Tower,Dryad Arbor,Yavimaya, Cradle of Growth, fetch lands, shock lands, true duals, and utility lands can change removal, sacrifice, color, and combat math. Do not exposeDryad Arboror sacrificePhyrexian Towerfodder if that creature is required for blocking, crewing, evolution, or commander colors. -
Sideboard bullets trade broad velocity for narrow leverage:
Pyroblast,Red Elemental Blast,Veil of Summer,Force of Vigor,Collector Ouphe,Nihil Spellbomb,Grafdigger's Cage,Pithing Needle,Culling Ritual, andFeed the Swarmshould enter when their visible target class or matchup role is high impact. Do not dilute the creature count so far thatSurvival of the Fittest,Fauna Shaman,Birthing Pod,Eldritch Evolution,Skullclamp, and sacrifice outlets lose fuel.
Mana Guide
-
Build opening mana around green plus black, then red: Keep hands that can cast an accelerator or discard spell by turn one or two and can plausibly reach
B,R, andGforSlimefoot and Squee. Mulligan hands with only colorless-looking utility, slow tapped lands, or red-only starts unless they also contain interaction and a clear legal path to green or black. -
Fetch sequencing should preserve all three colors: Early fetches such as
Wooded Foothills,Arid Mesa,Windswept Heath,Scalding Tarn,Polluted Delta,Marsh Flats,Misty Rainforest,Bloodstained Mire,Verdant Catacombs, andPrismatic Vistashould choose the land that casts the current hand and keeps the next turn live. Prefer untapped access when a one-mana play matters; choose tapped or lower-pain lines when the turn has no urgent spell and life total is pressured. -
Enchant-land mana requires stable targets: Cast
Wild GrowthandUtopia Sprawlon a land that is likely to remain usable and that supports the hand’s color bottleneck;Arbor Elfmakes enchanted Forest lines higher priority when visible. CheckYavimaya, Cradle of Growth,Forest,Snow-Covered Forest,Bayou,Taiga,Overgrown Tomb,Stomping Ground, and other visible land types before assuming a land is a legal or optimal enchant target. -
Utility lands need timing discipline: Play
Command Tower,Bayou,Badlands,Taiga,Blood Crypt,Overgrown Tomb,Stomping Ground,Blooming Marsh,Blackcleave Cliffs,Copperline Gorge,Llanowar Wastes,Grove of the Burnwillows,Woodland Cemetery, andBoseiju, Who Enduresaccording to immediate spell colors, not generic land quality. HoldBoseiju, Who Endureswhen an opposing artifact, enchantment, or nonbasic land is the likely problem, but play it if missing green prevents development. -
Play land before drawing when mana is required now: Make the land drop first before
Skullclamp,Smuggler's Copter, tutor, or selection actions if the extra mana is needed to cast the drawn card, pay removal, activate an engine, or hold interaction. Delay the land drop whenTainted Pact,Demonic Tutor,Worldly Tutor,Green Sun's Zenith,Fauna Shaman,Survival of the Fittest, or a visible draw/filter action can determine which color or utility land should be committed. -
Use mana creatures as lands until stable: Do not trade, crew, sacrifice, or clamp
Birds of Paradise,Llanowar Elves,Elvish Mystic,Fyndhorn Elves,Elves of Deep Shadow,Ignoble Hierarch,Delighted Halfling,Deathrite Shaman, orArbor Elfbefore confirming the next turn still casts the hand. Once mana is stable, they can become sacrifice fodder, crew, clamp targets, or chip damage.
Mulligan Guide
-
Strong keep: Keep any seven with two lands or one land plus
Birds of Paradise,Llanowar Elves,Elvish Mystic,Fyndhorn Elves,Elves of Deep Shadow,Ignoble Hierarch,Deathrite Shaman,Arbor Elf,Wild Growth, orUtopia Sprawl, plus a castable one-mana discard or removal spell. Examples include fetch land plusBayouplusThoughtseizeplusFauna Shaman, orForestplusUtopia SprawlplusDemonic TutorplusFatal Push. -
Medium keep: Keep slower hands with stable three-color mana, one early interactive spell, and a clear turn-three engine or commander line. A hand with
Command Tower,Blood Crypt,Woodland Cemetery,Abrupt Decay,Skullclamp,Slimefoot and Squee, andBarrowgoyfis acceptable if the opponent is not presenting a known turn-two combo or mana denial plan. -
Risky keep: Keep one-land accelerator hands only when the land casts the accelerator and at least one follow-up spell is live if the accelerator survives.
Verdant Catacombs,Elvish Mystic,Survival of the Fittest,Lightning Bolt,Fury,Chaos Defiler, andMinsc & Boo, Timeless Heroesis powerful but fragile; ship it on the draw against heavy one-mana removal unless the hand also has discard. -
Automatic ship: Mulligan hands with no turn-one or turn-two play, hands without green or black access, and hands that require multiple unproven draw steps to cast spells. Ship hands such as red land plus
Lightning Bolt,Broadside Bombardiers,Fury,Minsc & Boo, Timeless Heroes,Chaos Defiler, andGhostfire Slicewhen no green or black source is visible. -
Matchup-dependent keep: Keep discard-heavy hands with
Thoughtseize,Duress,Inquisition of Kozilek,Grief, orDauthi Voidwalkeragainst combo, control, graveyard, or commander-centric opponents. Against creature pressure, preferFatal Push,Lightning Bolt,Dismember,Snuff Out,Bitter Triumph,Accursed Marauder,Orcish Bowmasters, orFuryover slow tutor hands. -
Play/draw adjustment: On the play, value
Delighted Halfling, mana elves,Wild Growth,Utopia Sprawl, and proactive discard because they force the opponent to answer development. On the draw, require either cheap interaction or a resilient two-spell curve; do not keep a hand that only starts withBirthing Pod,Yawgmoth, Thran Physician, orMinsc & Boo, Timeless Heroeswithout acceleration. -
Trap hand: Do not keep a hand because it contains
Demonic Tutor,Worldly Tutor,Green Sun's Zenith,Eldritch Evolution,Birthing Pod,Survival of the Fittest, orFauna Shamanif the hand lacks mana, bodies, or time to use them. Tutors are not mana, and sacrifice or creature-conversion engines need legal fodder before they become real cards.
Turn Arc
-
Turn 1: Prefer untapped green or black into acceleration or discard. Lead with
Birds of Paradise,Llanowar Elves,Elvish Mystic,Fyndhorn Elves,Elves of Deep Shadow,Ignoble Hierarch,Deathrite Shaman,Arbor Elf,Wild Growth, orUtopia Sprawlwhen developing wins the next turn; lead withThoughtseize,Duress, orInquisition of Kozilekwhen the opponent can stop the engine, combo quickly, or punish a tapped-out start. UseFatal PushorLightning Boltonly if the opposing creature changes the next turn’s mana, life, or engine math. -
Turn 2: Establish the engine piece that the hand can support. Cast
Fauna Shaman,Survival of the Fittest,Skullclamp,Smuggler's Copter,Dauthi Voidwalker,Orcish Bowmasters,Barrowgoyf,Pyrogoyf,Keen-Eyed Curator, orCankerbloomaccording to board texture; hold upAbrupt Decay,Bitter Triumph,Dismember,Snuff Out, orBoseiju, Who Endureswhen the opponent’s visible permanent is more dangerous than your development. Do not exposeDryad Arborunless it is needed for mana, sacrifice, clamp, orGreen Sun's Zenithsequencing. -
Turn 3: Convert acceleration into
Slimefoot and Squee,Birthing Pod,Eldritch Evolution,Grist, the Hunger Tide,Wight of the Reliquary,Goblin Bombardment, or a protected tutor line. Cast the commander when a Saproling body, recursion setup, or pressure matters and removal is acceptable; delay it when using discard first can clear exile removal or when the battlefield demands removal before a three-mana threat. -
Turns 4-5: Turn material into a decisive board, not disconnected value. Use
Yawgmoth, Thran Physician,Goblin Bombardment,Skullclamp,Birthing Pod,Eldritch Evolution,Phyrexian Tower, andSlimefoot and Squeeto convert expendable creatures into cards, damage, mana, removal, or recursion. CommitMinsc & Boo, Timeless Heroes,Broadside Bombardiers,Chaos Defiler,Fury,Metamorphosis Fanatic, orOliphauntwhen the opponent is low on resources or when waiting gives them a stronger reset. -
Late game: Rebuild through commander access, graveyard leverage, tutors, and sacrifice engines while respecting visible hate. Prioritize lines involving
Slimefoot and Squee,Demonic Tutor,Tainted Pact,Worldly Tutor,Green Sun's Zenith,Survival of the Fittest,Fauna Shaman,Endurance,Emperor of Bones,Boggart Trawler,Detective's Phoenix,Deathrite Shaman, andKeen-Eyed Curatoronly when legal actions and visible zones support them. Card text check required forBadgermole Cub,Frenzied Baloth,Headliner Scarlett,Hexing Squelcher,Metamorphosis Fanatic,Boggart Trawler, andGhostfire Slice; treat their late-game roles as conditional until Veles exposes exact text.
Card Roles
-
Slimefoot and Squee: Treat the commander as the deck’s repeatable material engine, pressure source, and graveyard bridge rather than a generic three-drop. Cast it when the Saproling, sacrifice body, or recursion text matters this turn or next turn; hold it when open mana and known exile removal make the first cast low-impact. Its best shells includeGoblin Bombardment,Skullclamp,Phyrexian Tower,Yawgmoth, Thran Physician,Birthing Pod, and expendable creatures. -
Birds of Paradise;Llanowar Elves;Elvish Mystic;Fyndhorn Elves;Elves of Deep Shadow;Ignoble Hierarch;Delighted Halfling;Arbor Elf: Treat these as lands until the next meaningful spell is secure. Do not trade, crew, clamp, or sacrifice them early unless the visible hand still castsSlimefoot and Squee,Birthing Pod,Grist, the Hunger Tide, or interaction on curve.Delighted Halflingis especially important when commander or planeswalker access matters through permission. -
Deathrite Shaman: UseDeathrite Shamanas flexible mana, graveyard pressure, and reach, but verify visible graveyards before relying on any mode. Prioritize mana when accelerating into a protected engine; prioritize graveyard exile against recursion or delve pressure; prioritize life drain only when racing or closing. -
Wild Growth;Utopia Sprawl: Use aura acceleration to make turn-two engine starts, but protect the enchanted land choice from avoidable color bottlenecks. Prefer a basic or stable green source when possible, and name the color that lets the current hand cast black disruption plus green engines before red finishers. -
Thoughtseize;Duress;Inquisition of Kozilek;Grief: Use discard to clear the path before committing fragile engines, tutor lines, or commander recursion. Take the card that most immediately stops development, answersSlimefoot and Squee, or creates a faster kill; do not spend discard on low-impact cards when a visible battlefield threat already demands removal.Griefis strongest when the pitch cost is offset by tempo, reanimation value, or preventing a decisive opposing play. -
Fatal Push;Lightning Bolt;Abrupt Decay;Dismember;Snuff Out;Bitter Triumph;Flare of Malice;Fury: Use cheap interaction to protect life total, mana development, and engine permanents. Spend free or life-paid removal only when the tempo swing matters, because this deck often pays life to fetch, shock, or race.Abrupt Decayanswers small noncreature hate cleanly;Furycan reset creature boards or become a sacrifice body;Flare of Maliceis best when an expendable black creature makes the alternate cost materially cheaper. -
Cankerbloom;Boseiju, Who Endures;Keen-Eyed Curator: Use these as main-deck answers to artifacts, enchantments, graveyard pressure, or other problematic permanents only when the visible target matters.Cankerbloomshould not be sacrificed casually if it is also a creature body forBirthing Pod,Eldritch Evolution,Skullclamp, or commander recursion. Card text check required for exactKeen-Eyed Curatormodes before treating it as guaranteed graveyard hate. -
Orcish Bowmasters;Dauthi Voidwalker;Opposition Agent;Magus of the Moon: Deploy disruptive creatures when their text attacks the opponent’s current plan, not just because mana is available.Orcish Bowmasterspunishes draw and stabilizes against small creatures;Dauthi Voidwalkerpressures graveyard plans and can convert exiled cards if legal;Opposition Agentis a flash-speed punishment card, so hold it when the opponent is likely to search;Magus of the Moonis a commitment gate because it can also restrict this deck’s greedy mana. -
Skullclamp;Goblin Bombardment;Yawgmoth, Thran Physician;Phyrexian Tower: Treat these as sacrifice infrastructure that turns expendable bodies into cards, mana, damage, or board control. Prioritize them whenSlimefoot and Squee, Saprolings,Dryad Arbor, mana creatures that are no longer needed, or recursive bodies are available. Do not sacrifice the only mana source that enables the next turn’s hand unless the immediate payoff prevents lethal, wins the race, or creates a decisive engine state. -
Survival of the Fittest;Fauna Shaman;Worldly Tutor;Demonic Tutor;Tainted Pact;Green Sun's Zenith: Use selection to find the missing role, not the flashiest card. Find mana or a cheap body when the hand cannot function, interaction when the opponent’s board or stack demands it, sacrifice payoff when material is abundant, or a closer when the opponent is low.Tainted Pactrequires careful singleton awareness and visible objective selection; stop only when the named role is found and the exile cost is acceptable. -
Birthing Pod;Eldritch Evolution;Grist, the Hunger Tide: Use creature-conversion engines when a legal sacrifice upgrades the board or finds a specific role. Do not sacrifice a unique hate creature, active mana piece, or commander body unless the target line is visibly better.Grist, the Hunger Tidesupports creature density, removal, and sacrifice plans, but protect it only when the loyalty resource is more valuable than advancing the board. -
Wight of the Reliquary;Barrowgoyf;Pyrogoyf;Emperor of Bones;Endurance;Boggart Trawler;Metamorphosis Fanatic;Detective's Phoenix: Use graveyard-adjacent threats as pressure, recursion, or stabilization according to visible zones.Enduranceis both protection against graveyard wins and a flash body; hold it when the graveyard trigger matters more than tempo. Card text check required forBoggart TrawlerandMetamorphosis Fanaticbefore relying on exact recursion or modal behavior. -
Accursed Marauder;Cankerbloom;Dryad Arbor; expendable mana creatures: Use small creatures as bridge material for sacrifice, clamp, pod, and commander recursion after mana is stable.Accursed Marauderis strongest against single large creatures or protected threats, but weaker when the opponent has expendable bodies.Dryad Arboris a land and creature liability; fetch it only when its body or green mana is worth exposure. -
Broadside Bombardiers;Minsc & Boo, Timeless Heroes;Chaos Defiler;Fury;Oliphaunt: Use top-end pressure to end games after discard or removal has reduced the opponent’s answers.Minsc & Boo, Timeless Heroesturns board presence into a fast clock and card flow; protect it when it is the cleanest win condition.Chaos DefilerandOliphauntare high-impact but expensive; cast them when mana is stable and the opponent cannot easily punish the tap-out. Card text check required for exactOliphauntalternate timing if relevant. -
Smuggler's Copter;Detective's Phoenix;Headliner Scarlett;Badgermole Cub;Frenzied Baloth;Hexing Squelcher;Ghostfire Slice: Use these as conditional pressure, filtering, or reach only after checking legal text and visible board texture.Smuggler's Copteris best when expendable bodies can crew without costing mana development. Card text check required forHeadliner Scarlett,Badgermole Cub,Frenzied Baloth,Hexing Squelcher, andGhostfire Slice; do not assume burn, combat, or protection roles beyond legal actions shown by Veles. -
Yavimaya, Cradle of Growth;Command Tower; dual lands; fetch lands;Prismatic Vista;Multiversal Passage;Starting Town; verge lands: Use the mana base to preserve green on turn one and black interaction on turn one or two while planning red as the third color unless the hand needs immediateLightning BoltorFury. Fetch untapped shock or dual lands only when tempo matters; choose tapped or safer sources when life total is under pressure. -
Phyrexian Tower;Lazotep Quarry;Boseiju, Who Endures;Dryad Arbor;Grove of the Burnwillows: Treat utility lands as spells with mana text.Phyrexian TowerandLazotep Quarrycan convert bodies into mana or value if legal, but avoid weakening combat or engine resources without a clear payoff.Boseiju, Who Enduresshould be held as interaction when a visible artifact, enchantment, or land is more threatening than making an ordinary land drop.Grove of the Burnwillowslife gain matters in races; use it when color fixing outweighs the point of life.
Interaction Priorities
-
Prioritize discard before board development when the opponent can answer
Survival of the Fittest,Birthing Pod,Goblin Bombardment,Yawgmoth, Thran Physician, orMinsc & Boo, Timeless Heroeson curve.Thoughtseizemay take any visible high-impact card at a life cost;Inquisition of Kozilekshould take cheap removal, fast pressure, or low-cost engines;Duressshould take noncreature interaction, sweepers, combo pieces, or planeswalkers;Griefshould be used when the tempo or information swing is worth the card cost. -
Remove mana engines and snowballing permanents before ordinary attackers when the opponent’s next turn becomes materially stronger if they untap. Use
Fatal Push,Lightning Bolt,Dismember,Snuff Out,Bitter Triumph,Abrupt Decay,Fury,Flare of Malice,Accursed Marauder, andGoblin Bombardmentaccording to legal targets and cost pressure; preserve unconditional answers for threats that cheap damage cannot cover. -
Answer hate permanents before advancing graveyard or sacrifice engines when they shut off the selected line.
Abrupt Decay,Cankerbloom,Boseiju, Who Endures,Force of Vigor,Feed the Swarm, andCulling Ritualare the relevant registered answers after sideboarding; do not spend them on replaceable artifacts or enchantments if a visible lock piece, graveyard hate card, or commander-stopping permanent is present. Card text check required before treatingKeen-Eyed Curatoras a guaranteed answer. -
Hold flash or reactive disruption when the opponent is signaling a search, graveyard payoff, draw burst, or stack fight.
Opposition Agentis strongest against visible or likely search actions,Enduranceis strongest when graveyard timing matters,Orcish Bowmastersis strongest against extra-card draw or small creatures,Veil of Summerprotects key green or black turns when sideboarded, andPyroblastorRed Elemental Blastshould be saved for blue spells or blue permanents rather than generic tempo. -
Use
Dauthi Voidwalker,Endurance,Nihil Spellbomb, andGrafdigger's Cageas archetype-specific interaction rather than automatic plays. Against graveyard combo or recursion, deploy or hold them to cover the decisive graveyard window; against fair creature decks, value their body or cantrip utility only if the opportunity cost is low. -
Bait removal with expendable pressure before committing fragile engines when the hand contains both.
Elvish Mystic,Fyndhorn Elves,Llanowar Elves,Elves of Deep Shadow,Birds of Paradise,Ignoble Hierarch,Deathrite Shaman,Smuggler's Copter,Barrowgoyf, orPyrogoyfcan draw interaction; protectSurvival of the Fittest,Birthing Pod,Goblin Bombardment,Yawgmoth, Thran Physician, andMinsc & Boo, Timeless Heroesunless waiting lets the opponent seize the game. -
Ignore low-impact chip damage when life remains comfortably above the opponent’s visible burn or attack range and the trade would consume a key engine creature. Spend removal on cards that change clocks, block sacrifice loops, stop mana, or threaten lethal; do not kill a small attacker just because mana is available if
Lightning Bolt,Fatal Push, orAbrupt Decaymay be needed for a real engine or blocker.
Combat And Trading Rules
-
Attack when the damage advances a clock without sacrificing mana development, sacrifice infrastructure, or a key blocker.
Slimefoot and Squee, Saprolings, mana creatures,Dryad Arbor, and small utility creatures may attack only when they are not needed forGoblin Bombardment,Skullclamp,Birthing Pod,Eldritch Evolution,Phyrexian Tower, or commander recursion on the next exchange. -
Preserve engine creatures over small damage unless the opponent is near lethal.
Fauna Shaman,Yawgmoth, Thran Physician,Deathrite Shaman,Opposition Agent,Orcish Bowmasters,Dauthi Voidwalker,Magus of the Moon, andCankerbloomshould not be exposed to obvious blocks or combat damage when their static, activated, or reactive role is more valuable than two or three points of pressure. -
Trade aggressively against faster creature decks when the trade buys a full turn or turns on graveyard and recursion value.
Accursed Marauder, Saprolings, spent mana creatures,Dryad Arbor, and tokens fromMinsc & Boo, Timeless Heroesare acceptable trade material; avoid trading awayEndurance,Fury,Chaos Defiler, or a grownBarrowgoyfunless the exchange prevents lethal or removes the opponent’s best threat. -
Block conservatively above 10 life and urgently below 7 life unless visible reach changes the math. Against burn or prowess-style pressure, treat fetch, shock,
Thoughtseize,Dismember,Snuff Out,Bitter Triumph, andPhyrexian Towerlife payments as part of the combat calculation; a block that preserves three or more life can be better than developing a slow engine. -
Use sacrifice outlets after blocks only when Veles shows the legal window and the sacrifice changes value. With
Goblin Bombardment,Yawgmoth, Thran Physician,Skullclamp,Phyrexian Tower, orLazotep Quarry, a creature already assigned to die can become damage, cards, mana, or counters; do not sacrifice a blocker before damage if doing so removes needed damage absorption. -
Pressure control and combo decks with resilient threats while holding disruptive bodies.
Minsc & Boo, Timeless Heroes,Broadside Bombardiers,Detective's Phoenix,Dauthi Voidwalker,Orcish Bowmasters, and graveyard-sized creatures can force action; keepOpposition Agent,Endurance, or discard timing available when the opponent’s visible posture suggests a key search, graveyard, or stack turn. -
Avoid bad attacks into larger boards unless the attack creates a sacrifice, clamp, planeswalker, or lethal setup.
Smuggler's Coptershould be crewed by expendable bodies, not by a creature whose tap ability or defensive body is needed. Card text check required for exact combat roles ofHeadliner Scarlett,Badgermole Cub,Frenzied Baloth,Hexing Squelcher,Ghostfire Slice,Boggart Trawler, andMetamorphosis Fanatic; follow only legal actions Veles exposes for those cards.
Selection And Tutor Rules
-
Tutor for the missing role, not the strongest card in isolation.
Demonic Tutorcan find any card, so use it to complete the visible plan: mana when colors are broken,Survival of the FittestorFauna Shamanwhen a creature chain is available,Goblin BombardmentorYawgmoth, Thran Physicianwhen sacrifice material is already present,Minsc & Boo, Timeless Heroeswhen the game needs a standalone finisher, or the exact answer when a visible permanent is stopping the deck. -
Use creature tutors as commitment gates when the battlefield and hand support the follow-up.
Worldly Tutor,Green Sun's Zenith,Eldritch Evolution,Birthing Pod,Survival of the Fittest, andFauna Shamanshould choose creatures that solve the next turn cycle:Cankerbloomfor artifact/enchantment pressure,Endurancefor graveyards,Opposition Agentfor search-heavy opponents,Orcish Bowmastersfor draw-heavy opponents,Magus of the Moonwhen the opponent is visibly weaker to nonbasic pressure than this deck, orChaos Defilerwhen a large swing is needed. Do not spend a tutor on a narrow hate creature unless the relevant opposing resource is visible or strongly implied by public actions. -
Sequence top-of-library tutors around draw steps and shuffle effects. Cast
Worldly Tutoron the opponent’s end step when possible, but cast it before the draw only when the chosen creature is needed immediately. Avoid using a fetch land after putting a card on top unless the shuffle is intentional. UseWooded Foothills,Arid Mesa,Windswept Heath,Scalding Tarn,Polluted Delta,Marsh Flats,Misty Rainforest,Bloodstained Mire,Verdant Catacombs, andPrismatic Vistabefore non-random selection when deck thinning or color fixing matters more than preserving a shuffle. -
Treat
Tainted Pactas a high-risk selection spell whose stop decision depends on the visible need. Stop on the first card that materially solves the current problem, such as a missing land, live removal spell, graveyard hate, sacrifice outlet, tutor, or finisher. Do not continue past a good enough answer looking for an ideal card when life total, library size, or the opponent’s clock makes delay dangerous. -
Convert disposable creatures into cards only when the exchange does not break mana or sacrifice math.
Skullclampis strongest on Saprolings,Dryad Arbor, spent mana creatures, or creatures that are already dying.Smuggler's Copterfiltering should discard redundant lands, dead interaction, or recursive creatures when that advances graveyard plans; do not discard the only answer to a visible permanent. -
Use land and utility selection to preserve future action density.
Boseiju, Who Enduresshould be held as interaction when a visible artifact, enchantment, or nonbasic land matters more than the land drop.Oliphaunt,Boggart Trawler,Abundant Countryside,Commercial District,Underground Mortuary,Lazotep Quarry,Starting Town,Multiversal Passage,Wastewood Verge, andBlazemire Vergeneed card text checks before treating their selection modes as deterministic; follow only the modes and targets Veles exposes.
Priority And Stack Rules
-
Pass priority by default only when no meaningful instant-speed action, sacrifice conversion, flash creature, graveyard response, or protection spell is legal. This deck has many short-window plays, so check Veles actions before passing through draw steps, combat, end steps, and opposing search or draw spells.
-
Fire discard before committing engines when the opponent can interact on curve.
Thoughtseize,Inquisition of Kozilek,Duress, andGriefshould clear removal, countermagic, sweepers, combo pieces, or hate beforeSurvival of the Fittest,Birthing Pod,Goblin Bombardment,Yawgmoth, Thran Physician, orMinsc & Boo, Timeless Heroesresolves. Respect the revealed hand only; do not assume the opponent still holds a card after hidden draws. -
Hold reactive creatures and graveyard tools for the decisive window when possible.
Opposition Agentshould be used in response to an exposed search,Enduranceshould answer graveyard commitment or protect against deck/yard pressure,Orcish Bowmastersshould punish extra draws or vulnerable small creatures, andDauthi Voidwalkershould be deployed early when replacement pressure matters. SideboardedNihil Spellbomb,Grafdigger's Cage,Pyroblast,Red Elemental Blast,Veil of Summer, andForce of Vigorshould be timed for the spell or engine they actually answer. -
Use removal on the stack only when waiting loses value.
Lightning Bolt,Fatal Push,Dismember,Snuff Out,Bitter Triumph,Abrupt Decay,Flare of Malice, andFurycan stop attackers, mana creatures, combo creatures, or planeswalker pressure, but do not spend them into a low-impact target while a larger visible threat or hate permanent is pending.Abrupt Decaycannot be used like a counterspell; use it only on legal permanents Veles presents. -
Convert dying creatures after blocks or removal when the legal window appears. With
Goblin Bombardment,Yawgmoth, Thran Physician,Skullclamp,Phyrexian Tower, orLazotep Quarry, a creature targeted by removal or already assigned lethal damage can become damage, cards, mana, or counters. Do not sacrifice a creature before combat damage if its body is still needed to absorb damage. -
Treat optional payments and activated abilities as tactical commitments. Activate
Slimefoot and Squeerecursion only when the graveyard target, Saproling cost, mana, and sorcery-speed restriction shown by Veles support the line. Pay life forDismember,Snuff Out,Thoughtseize,Bitter Triumph,Phyrexian Tower, or shock lands only when the tempo or answer is worth the life loss. -
Let harmless spells resolve when interaction must be saved for a higher-impact stack item. Use
Pyroblast,Red Elemental Blast,Veil of Summer,Endurance,Opposition Agent, and removal for cards that change the board, protect a combo, break the graveyard plan, or threaten lethal; do not react just because priority is available.
Sideboard Map
-
Sideboard by role, not by card fame. Keep the maindeck’s proactive Jund creature-engine core intact unless the opponent’s public plan makes a narrow sideboard card clearly higher impact than a flexible threat, removal spell, or slow engine piece. This is still a Commander-family deck: do not dilute the 100-card engine with reactive cards that answer only one possible draw pattern.
-
Pyroblastis for blue stack battles, blue commanders, blue card-advantage engines, and blue tempo decks where one mana can protectSlimefoot and Squee,Survival of the Fittest,Birthing Pod,Minsc & Boo, Timeless Heroes, or a removal exchange. It is bad against nonblue creature decks, land-heavy prison decks, and graveyard decks whose decisive cards are not blue. -
Red Elemental Blastduplicates the anti-blue role and improves hands that need cheap protection while advancing mana creatures or discard. It is strongest when the opponent presents blue permission, blue draw, or a blue permanent that must be answered efficiently. It is bad when the only blue card is the commander and the opponent wins through creatures, artifacts, or graveyards. -
Veil of Summeris for black discard/removal, blue permission, and turns where protecting a key spell is more important than adding another body. Use it as a shield forSurvival of the Fittest,Fauna Shaman,Yawgmoth, Thran Physician,Minsc & Boo, Timeless Heroes, or a decisive tutor line. It is bad when the opponent’s interaction is mostly red damage, white exile, artifacts, sweepers without targeting, or board-based combat. -
Force of Vigoris for artifact/enchantment engines, fast mana rocks, prison permanents, aura/equipment plans, and hate pieces that stop graveyard recursion or creature engines. It is best when the opponent can deploy multiple noncreature permanents before this deck can use sorcery-speed answers. It is bad against creature-heavy decks where pitching a green card creates a card deficit without answering the battlefield. -
Collector Oupheis for artifact mana, activated artifact engines, equipment shells, and artifact combo. Protect it when it shuts off more opposing material than friendly material. It weakensSkullclamp,Birthing Pod, andSmuggler's Copter, so avoid it when those cards are the clearest path and the opponent has only incidental artifacts. -
Nihil Spellbombis for graveyard recursion, reanimation, delve-style pressure, escape-style value, and graveyard combo. Hold it until the opponent commits a graveyard resource if immediate deployment is not needed to stop a known line. It is bad when graveyards are incidental and the opponent pressures with board, hand, or planeswalkers instead. -
Grafdigger's Cageis for graveyard casting, library-to-battlefield effects, creature chains, and creature combo plans that rely on zones other than hand. Check friendly conflict before bringing it in, because it can interfere withSlimefoot and Squee,Green Sun's Zenith,Birthing Pod,Eldritch Evolution,Survival of the Fittest,Fauna Shaman, or other creature-engine lines depending on exact rules text and legal actions. It is bad when the opponent’s graveyard plan is only death triggers or when this deck needs commander recursion as the main route. -
Pithing Needleis for commanders, planeswalkers, equipment, lands, artifacts, and creature abilities whose activated text is visible or strongly implied by public play. Name only legal choices Veles exposes; do not guess hidden cards. It is bad against spell-based decks with few activated abilities or board states where the threatening permanent is already answered by removal. -
Culling Ritualis for low-cost permanent floods, token boards, artifact/enchantment clusters, and go-wide small-creature decks. Use the mana burst only when Veles exposes a follow-up that justifies waiting; otherwise cast it to stabilize before life total collapses. It is bad when it destroys too much friendly mana development,Skullclamp,Goblin Bombardment, or hate while leaving the opponent’s real threats intact. -
Feed the Swarmis for enchantments or creatures that black/red/green removal does not cleanly answer through the current legal actions. Bring it in when a resolved enchantment can lock combat, graveyards, activated abilities, or commander access. It is bad against fast damage decks where the life loss and sorcery timing are liabilities.
Blue Control / Blue Tempo Plan Side in: Pyroblast; Red Elemental Blast; Veil of Summer Cut: Ghostfire Slice; Frenzied Baloth; Badgermole Cub
Black Removal / Blue-Black Disruption Plan Side in: Veil of Summer; Pyroblast; Red Elemental Blast Cut: Ghostfire Slice; Frenzied Baloth; Oliphaunt
Artifact Engine / Equipment Plan Side in: Force of Vigor; Collector Ouphe; Pithing Needle; Culling Ritual Cut: Ghostfire Slice; Detective's Phoenix; Badgermole Cub; Frenzied Baloth
Graveyard Combo / Reanimator Plan Side in: Nihil Spellbomb; Grafdigger's Cage; Pithing Needle; Veil of Summer Cut: Ghostfire Slice; Pyrogoyf; Detective's Phoenix; Frenzied Baloth
Go-Wide Low-Curve Permanent Plan Side in: Culling Ritual; Feed the Swarm; Force of Vigor Cut: Thoughtseize; Ghostfire Slice; Frenzied Baloth
Enchantment / Prison Permanent Plan Side in: Force of Vigor; Feed the Swarm; Pithing Needle Cut: Ghostfire Slice; Badgermole Cub; Detective's Phoenix
Big Mana Artifact / Activated-Permanent Plan Side in: Collector Ouphe; Force of Vigor; Pithing Needle Cut: Fatal Push; Ghostfire Slice; Frenzied Baloth
-
Against blue decks, increase one-mana stack protection with
Pyroblast,Red Elemental Blast, andVeil of Summer; reduce main-deck emphasis on slow standalone damage or expensive threats when the game will hinge on resolving one key engine. -
Against artifact decks, increase permanent hate with
Force of Vigor,Collector Ouphe,Pithing Needle, and sometimesCulling Ritual; reduce main-deck emphasis on artifact-dependent value ifCollector Oupheis part of the plan. -
Against graveyard decks, increase graveyard hate with
Nihil Spellbomb,Grafdigger's Cage, and sometimesPithing Needle; reduce main-deck emphasis on graveyard-size attackers if hate will shrink both graveyards or ifGrafdigger's Cageconflicts with the commander plan. -
Against enchantment or prison decks, increase
Force of Vigor,Feed the Swarm,Cankerbloom,Boseiju, Who Endures, and tutor access to those effects; reduce main-deck emphasis on creature combat if a single permanent is preventing attacks, sacrifice, or recursion. -
Against creature swarms, increase
Culling Ritualand preserveFury,Fatal Push,Lightning Bolt,Dismember,Snuff Out,Abrupt Decay,Accursed Marauder, andGoblin Bombardment; reduce main-deck emphasis on discard that cannot affect the battlefield after the opponent has deployed multiple threats. -
Against black disruption, treat
Veil of Summeras protection and card-advantage insurance, not only as a countermeasure. Keep hands that can pair discard with a protected engine, but do not holdVeil of Summerforever if using it unlocks a decisive turn. -
Against commander-centric activated abilities, use
Pithing Needlewhen the name is exposed by commander identity or visible permanent text. PreferPithing Needleover removal when the commander can be recast repeatedly and the activated ability is the real threat. -
Against decks with no blue, no black targeting, few artifacts, and no graveyard reliance, do not overload on narrow sideboard cards. Keep the maindeck pressure, discard, removal, and tutor density because
Slimefoot and Squeewins many fair games by converting small creatures into engines and repeated threats.
Matchup Guidance
-
Aggro: stabilize before value engines if life total is under visible pressure, because this deck wins long creature games after the first wave is contained. Keep early mana plus one cheap interaction spell when possible, and use
Fatal Push,Lightning Bolt,Dismember,Snuff Out,Abrupt Decay,Fury,Accursed Marauder, orOrcish Bowmastersto prevent snowball attacks rather than saving removal for theoretical larger threats. TreatSlimefoot and Squeeas a stabilizer when it creates a body and threatens recursion, but do not spend a full turn on commander setup if a legal removal action prevents lethal or a severe tempo loss. AddCulling Ritualwhen the opponent floods cheap permanents, and useFeed the Swarmonly for a must-answer enchantment or creature. Reduce discard such asDuressandThoughtseizewhen the opponent’s relevant cards are already on board and life loss matters. -
Control: force the opponent to answer layered threats instead of one expensive spell, and lead with discard or cheap pressure before committing
Birthing Pod,Survival of the Fittest,Fauna Shaman,Goblin Bombardment,Yawgmoth, Thran Physician, orMinsc & Boo, Timeless Heroes. UseThoughtseize,Inquisition of Kozilek,Duress,Grief, andDauthi Voidwalkerto clear the way for a permanent that keeps producing value. AddPyroblast,Red Elemental Blast, andVeil of Summeragainst blue or black interaction, but do not over-sideboard if the opponent’s control plan is mostly white sweepers or planeswalkers. Reduce clunky creature-only pressure when the game is about sweepers and counters. HoldWorldly Tutor,Demonic Tutor,Green Sun's Zenith, andEldritch Evolutionfor threat diversity unless the visible window requires immediate pressure. -
Combo: disrupt first, clock second, and tutor for the narrow hate or discard that matches the visible combo axis. Prioritize
Thoughtseize,Inquisition of Kozilek,Duress,Grief,Opposition Agent,Dauthi Voidwalker,Endurance,Boseiju, Who Endures,Cankerbloom, andAbrupt Decaybefore slower battlefield engines. AddGrafdigger's Cage,Nihil Spellbomb,Pithing Needle,Collector Ouphe,Force of Vigor,Pyroblast,Red Elemental Blast, orVeil of Summeronly when the opponent’s public plan makes those cards live. Reduce fair combat cards and expensive threats that do not interact before the combo turn. Do not keep a hand with only mana acceleration and no disruption against a known fast combo deck unless the legal mulligan context makes all alternatives worse. -
Tempo: protect mana development and trade on mana whenever possible, because falling behind while holding expensive engines is the common losing pattern. Sequence one-mana creatures,
Wild Growth,Utopia Sprawl, and untapped lands to play around soft pressure, but avoid exposing all acceleration to a single removal line when the hand can make normal land drops. UseFatal Push,Lightning Bolt,Abrupt Decay,Orcish Bowmasters, andDismemberon threats that convert every pass into damage or card selection. AddPyroblast,Red Elemental Blast, andVeil of Summeragainst blue tempo; addFeed the Swarmonly if the threat or lock piece is enchantment-based. Reduce slow graveyard engines when the opponent can win before recursion matters. -
Midrange: become the better resource deck by turning creatures into repeatable value, sacrifice leverage, or recursive threats. Favor
Skullclamp,Goblin Bombardment,Birthing Pod,Survival of the Fittest,Fauna Shaman,Grist, the Hunger Tide,Yawgmoth, Thran Physician, andSlimefoot and Squeewhen both players are trading one-for-one. UseAccursed Marauder,Bitter Triumph,Abrupt Decay,Dismember, andSnuff Outon threats that outscale creature combat or planeswalker pressure. AddVeil of Summeragainst black removal/discard,Pithing Needleagainst repeatable activated abilities, andFeed the Swarmagainst enchantment threats. Reduce narrow burn-to-face plans unless the opponent is already in reach and board control is stable. -
Big mana: attack setup, mana engines, and payoff timing instead of trying to win a long topdeck war. Use discard to take payoffs when mana is already established and take acceleration or enablers when the opponent’s hand lacks immediate payoff. Prioritize
Magus of the Moon,Opposition Agent,Dauthi Voidwalker,Boseiju, Who Endures,Cankerbloom,Abrupt Decay, and fast commander pressure if legal actions expose them. AddPithing Needlefor visible activated mana or utility permanents,Force of Vigorfor artifact/enchantment acceleration, andCollector Ouphefor artifact-heavy mana. Reduce creature removal that only answers small blockers unless it clears a fast lethal clock. -
Graveyard: decide whether the graveyard is your resource, their resource, or both before firing hate. Use
Deathrite Shaman,Dauthi Voidwalker,Endurance,Keen-Eyed Curator, andBoggart Trawleras maindeck pressure points when legal actions expose them. AddNihil Spellbomb,Grafdigger's Cage, and sometimesPithing Needlewhen the opponent relies on graveyard zones, activated recursion, or graveyard casting. ReducePyrogoyf,Barrowgoyf,Detective's Phoenix, and commander recursion if your own hate visibly weakens those lines. Prefer timed exile effects over early symbolic hate when the opponent must commit cards first. -
Artifact/enchantment: answer the permanent that changes the rules of the game before developing optional value. Use
Cankerbloom,Boseiju, Who Endures,Abrupt Decay,Force of Vigor,Feed the Swarm,Collector Ouphe, andPithing Needleaccording to the visible permanent type and activated abilities. AddForce of Vigorwhen multiple targets or instant speed matter,Collector Ouphewhen artifact activations are central,Pithing Needlewhen one visible activated ability is the issue, andCulling Ritualwhen low-cost permanents cluster. ReduceSkullclamp,Birthing Pod, andSmuggler's Copteras engine priorities whenCollector Oupheis shutting off your own artifact plan. -
Go-wide: preserve sweep-like effects and sacrifice outlets until they change combat math or reset a developed board.
Fury,Orcish Bowmasters,Goblin Bombardment,Yawgmoth, Thran Physician,Grist, the Hunger Tide,Accursed Marauder, andCulling Ritualare more important than single large attackers. AddCulling Ritual,Feed the Swarm, andForce of Vigorwhen tokens or cheap permanents are backed by enchantments/artifacts. Reduce discard and one-for-one removal after the opponent has already deployed several bodies. Do not attack with a needed blocker under a short clock unless the attack creates lethal pressure or a visible sacrifice line. -
Single-threat: answer, blank, or race the one card that matters, and avoid spending premium interaction on support pieces unless they protect the threat.
Bitter Triumph,Dismember,Snuff Out,Fatal Push,Lightning Bolt,Abrupt Decay,Accursed Marauder,Grist, the Hunger Tide, andPithing Needleare the main tools depending on threat type and legal actions. AddPithing Needlefor commanders or permanents with visible activated abilities,Feed the Swarmfor enchantment or creature threats, andVeil of Summerwhen black or blue interaction protects the threat. Reduce go-wide attrition if the opponent can ignore small bodies. -
Burn: protect life total as a resource, and stop paying life unless the play prevents more damage than it costs or wins quickly. Fetch shock lands carefully, avoid unnecessary
Thoughtseize,Bitter Triumph,Dismember,Snuff Out, or untapped shock-land costs, and prioritize blockers plus life-preserving removal.Deathrite Shaman,Slimefoot and Squee, cheap creatures, and token generation matter because each body can trade, crew, sacrifice, or buy time. AddFeed the Swarmonly for must-answer enchantments or creatures, and avoid narrow cards that do not affect damage. Reduce slow engines that require life payment or multiple turns before stabilizing. -
Removal-heavy: overload one-for-one answers with recursion, death value, and must-answer engines. Lead with discard when it protects
Survival of the Fittest,Fauna Shaman,Birthing Pod,Goblin Bombardment,Skullclamp,Yawgmoth, Thran Physician, orMinsc & Boo, Timeless Heroes. TreatSlimefoot and Squeeas a recurring threat only when the graveyard, Saproling requirement, mana, and legal activation timing are actually available. AddVeil of Summeragainst black or blue targeting,Nihil Spellbombonly if the opponent also uses graveyard recursion, andPithing Needlefor planeswalkers or commander engines. Reduce fragile single threats without protection when a value permanent or tutor chain is available.
Specific Matchup Notes
-
General/archetype-only: revealed cards, legal actions, and public board state override these assumptions. Treat unknown opponents by first identifying whether the visible pressure is creature damage, stack interaction, graveyard reliance, artifact/enchantment engines, commander-centric activation, or fast combo setup. Sideboard lightly until the opponent has shown a real axis; this deck’s default plan is still mana acceleration, discard, creature engines, sacrifice value, and commander recursion.
-
Blue control or tempo: protect the high-impact engine turn before committing
Survival of the Fittest,Birthing Pod,Yawgmoth, Thran Physician,Minsc & Boo, Timeless Heroes, orSlimefoot and Squee. AddPyroblast,Red Elemental Blast, andVeil of Summer. Priority targets are counterspell windows, card-advantage permanents, and commanders that convert open mana into repeated interaction. Reduce sorcery-speed engine lines into open mana unless discard or protection has cleared the way. -
Graveyard combo or recursion: decide whether hate should stop a present graveyard action or preserve your own recursive plan. Add
Nihil Spellbomb,Grafdigger's Cage, andPithing Needlewhen visible activated recursion or graveyard casting matters. Priority targets are graveyard payoff spells, sacrifice-recursion loops, and commanders that turn the graveyard into card advantage. ReducePyrogoyf,Barrowgoyf,Detective's Phoenix, andSlimefoot and Squeerecursion when your own hate visibly weakens them. -
Artifact or enchantment engine: answer the permanent that changes legal play patterns before developing optional value. Add
Force of Vigor,Collector Ouphe,Culling Ritual,Pithing Needle, andFeed the Swarm. Priority targets are mana artifacts, lock pieces, enchantments that stop combat or graveyard use, and activated permanents that generate repeated cards or mana. ReduceSkullclamp,Birthing Pod, andSmuggler's Copteras engine priorities whenCollector Oupheis active. -
Creature swarm or low-curve aggro: preserve life total and avoid paying life unless the play prevents more damage than it costs. Add
Culling RitualandFeed the Swarm; addForce of Vigoronly when artifacts or enchantments are driving the board. Priority targets are anthem effects, evasive threats, sacrifice payoff creatures, and bodies that make blocking impossible. Reduce slow tutor chains that do not affect the next combat. -
Black midrange or removal-heavy decks: overload removal with recursive threats, sacrifice value, and protected engines. Add
Veil of Summer,Pithing Needle, and sometimesNihil Spellbombif the opponent also uses graveyard recursion. Priority targets are planeswalkers, sacrifice outlets, commander engines, and graveyard hate that shuts offSlimefoot and Squee. Reduce fragile single-threat lines whenGoblin Bombardment,Skullclamp,Fauna Shaman, orSurvival of the Fittestcan create repeated value. -
Big mana or spell combo: attack setup and payoff timing instead of trying to win a long resource war. Add
Collector Ouphe,Force of Vigor,Pithing Needle,Pyroblast,Red Elemental Blast, andVeil of Summeraccording to visible colors and permanent types. Priority targets are mana engines, tutors, commander activations, and payoff spells. Reduce creature removal that only answers small blockers. -
Commander-centric single-threat decks: identify whether the commander is best answered by removal, edict pressure, racing, or activated-ability denial. Add
Pithing Needlewhen the commander’s activated ability is the central threat, and addVeil of Summerwhen black or blue protection determines whether the answer resolves. Priority targets are repeated activations, protection engines, and support permanents that make the commander resilient. Reduce attrition cards that create material but do not change the commander’s clock. -
Prison or enchantment lock decks: keep access to
Cankerbloom,Boseiju, Who Endures,Abrupt Decay,Force of Vigor, andFeed the Swarm, then use tutors to find the answer that matches the permanent type. AddPithing Needleif a visible activated permanent is the lock engine. Priority targets are permanents that stop attacking, sacrificing, searching, graveyard recursion, or commander access. Reduce creature-combat emphasis when the board text prevents combat from mattering. -
Fair creature mirrors: stay the engine deck, not the narrow-answer deck. Preserve
Goblin Bombardment,Skullclamp,Birthing Pod,Survival of the Fittest,Grist, the Hunger Tide,Yawgmoth, Thran Physician, andSlimefoot and Squeeunless a specific opposing permanent demands a sideboard answer. AddCulling Ritualonly when the opponent’s curve and board actually make it asymmetrical enough. Priority targets are cards that snowball combat or invalidate blocking. Reduce narrow stack or graveyard hate when it has no visible text to answer.
Risk Summary
-
Mana risk: the deck is three colors with many fetch, shock, utility, and conditional lands, so keep hands only when the visible land sequence casts early green acceleration or black disruption on time.
Magus of the Mooncan punish opponents but can also strand your own black and green requirements if sequenced before basics, mana creatures, or fetch choices support the follow-up. -
Life-total risk:
Thoughtseize,Bitter Triumph,Dismember,Snuff Out, fetch lands, and shock lands can turn a stabilizing hand into a burn-range hand. Pay life only when the chosen legal action prevents more damage, breaks a combo setup, protects a decisive engine, or creates lethal pressure. -
Graveyard risk:
Slimefoot and Squee,Deathrite Shaman,Endurance,Dauthi Voidwalker,Boggart Trawler,Keen-Eyed Curator,Pyrogoyf,Barrowgoyf, andDetective's Phoenixcan pull in different directions. Do not fire graveyard hate reflexively when your own visible line needs graveyard size, recursion access, or a specific card to remain available. -
Over-sideboarding risk: broad hate cards can weaken the creature-engine core if they do not answer the opponent’s revealed plan.
Collector Ouphecan interfere withSkullclamp,Birthing Pod, andSmuggler's Copter;Grafdigger's Cagecan constrain graveyard and library lines;Culling Ritualcan remove your own cheap permanents. -
Sweeper/removal risk: committing mana creatures, sacrifice fodder, and one engine into a known sweeper can lose both tempo and material. When the opponent represents mass removal, keep one rebuild source, tutor, command-zone line, or recursive threat uncommitted unless current pressure forces extension.
-
Closer risk: the deck can generate value without ending the game, especially if
Goblin Bombardment,Minsc & Boo, Timeless Heroes,Broadside Bombardiers,Fury,Chaos Defiler, or commander recursion is delayed. Convert advantage into attacks, sacrifice damage, or planeswalker pressure before the opponent topdecks a reset. -
Interaction risk: discard and removal are strongest before the opponent’s key card resolves, but weak when held past the decisive window. Use
Duress,Inquisition of Kozilek,Thoughtseize,Fatal Push,Abrupt Decay,Lightning Bolt,Bitter Triumph,Dismember,Snuff Out,Flare of Malice, andFuryaccording to visible threat type and timing. -
Sequencing risk: tutor, sacrifice, and Pod-style lines are easy to mis-sequence because costs, targets, and board material all matter. Card text check required for
Badgermole Cub,Headliner Scarlett,Hexing Squelcher,Starting Town,Multiversal Passage, andGhostfire Slice; treat their tactical use as conditional on runtime card text and legal action output.
Test Feedback Checklist
-
Deciding factor: identify the turn or decision where the game shifted, and classify it as mana development, hand disruption, creature combat, engine commitment, removal timing, sideboard card, or closing failure.
-
Mulligans: record whether the opening hand had green acceleration, black disruption, castable interaction, and a two-turn mana plan for
Slimefoot and Squee,Survival of the Fittest,Birthing Pod,Yawgmoth, Thran Physician, orMinsc & Boo, Timeless Heroes. -
Mana: check whether fetch, shock, basic, and utility-land choices supported the next two legal actions, especially when
Magus of the Moon,Phyrexian Tower,Dryad Arbor,Yavimaya, Cradle of Growth, or double-spell turns were involved. -
Life total: note every paid-life decision from
Thoughtseize,Bitter Triumph,Dismember,Snuff Out, fetch lands, or shock lands, and ask whether that payment prevented more damage or only accelerated the opponent's clock. -
Velocity: record whether
Skullclamp,Smuggler's Copter,Fauna Shaman,Survival of the Fittest,Worldly Tutor,Demonic Tutor,Green Sun's Zenith,Eldritch Evolution,Birthing Pod, orTainted Pactconverted into a material advantage before the opponent stabilized. -
Engine commitment: flag each turn where
Survival of the Fittest,Birthing Pod,Goblin Bombardment,Yawgmoth, Thran Physician,Grist, the Hunger Tide, orSlimefoot and Squeewas committed into open interaction, and record whether waiting would have improved the line. -
Removal: verify whether
Fatal Push,Abrupt Decay,Lightning Bolt,Bitter Triumph,Dismember,Snuff Out,Flare of Malice,Fury, andAccursed Marauderhit threats that mattered to the visible board or were spent on low-impact bodies. -
Graveyard use: track whether
Deathrite Shaman,Endurance,Dauthi Voidwalker,Keen-Eyed Curator,Boggart Trawler,Pyrogoyf,Barrowgoyf,Detective's Phoenix, andSlimefoot and Squeefought over the same resource or supported the same plan. -
Sideboard: record which of
Pyroblast,Red Elemental Blast,Force of Vigor,Collector Ouphe,Nihil Spellbomb,Grafdigger's Cage,Pithing Needle,Culling Ritual,Feed the Swarm, andVeil of Summerappeared, whether each had a legal target or protective window, and whether it constrained the deck's own engines. -
Closing: ask whether advantage became lethal pressure through
Broadside Bombardiers,Goblin Bombardment,Minsc & Boo, Timeless Heroes,Chaos Defiler,Fury,Pyrogoyf,Barrowgoyf, commander recursion, or attacks before the opponent rebuilt. -
Role: label the played role as disruptor, engine midrange, sacrifice-control, graveyard pressure, or racing deck, and mark any turn where the pilot changed roles without a visible reason.
-
Mistakes: capture legal-action mistakes, missed land sequencing, premature discard, wrong removal target, unsafe tutor timing, unnecessary life payment, and attacks that left no blocker under a short clock.
-
Stranded cards: list cards that stayed uncastable or unused for two or more turns, with the reason: color shortage, life cost, missing sacrifice material, graveyard conflict, wrong matchup, or card text check required.
-
Overperformers and underperformers: identify the cards that most changed the game state and the cards that looked powerful but did not affect the decisive turn.
First Tuning Questions
-
Mana base: if losses involved color failure or awkward tapped lands, should the mana configuration increase reliable untapped green and black access for
Elvish Mystic,Fyndhorn Elves,Llanowar Elves,Birds of Paradise,Deathrite Shaman,Thoughtseize,Duress, andInquisition of Kozilek? -
Life pressure: if aggressive decks punished paid-life sequencing, should the plan reduce reliance on life-cost interaction in those matchups or prioritize
Fatal Push,Lightning Bolt,Abrupt Decay,Accursed Marauder, and blockers earlier? -
Acceleration density: if engine cards arrived too late, should the list preserve or increase one-mana acceleration roles around
Arbor Elf,Elves of Deep Shadow,Elvish Mystic,Fyndhorn Elves,Ignoble Hierarch,Birds of Paradise,Delighted Halfling,Wild Growth, andUtopia Sprawl? -
Engine balance: if
Survival of the Fittest,Birthing Pod,Fauna Shaman, andYawgmoth, Thran Physicianwere stranded without creatures, should creature density or sacrifice fodder density be adjusted before adding more noncreature interaction? -
Graveyard conflict: if
Endurance,Dauthi Voidwalker,Keen-Eyed Curator,Nihil Spellbomb, orGrafdigger's CageweakenedSlimefoot and Squee,Detective's Phoenix,Pyrogoyf, orBarrowgoyf, should graveyard hate be narrower or matchup-locked? -
Aggro plan: if creature decks won before engines mattered, should post-board emphasis increase
Culling Ritual,Feed the Swarm,Fury,Accursed Marauder, and cheap removal rather than slow tutor chains? -
Control plan: if blue decks stopped the first engine, should post-board emphasis increase protected commitment turns with
Pyroblast,Red Elemental Blast, andVeil of Summerinstead of exposingSurvival of the FittestorBirthing Podearly? -
Closer package: if games stalled after gaining material, should the deck lean harder on
Goblin Bombardment,Broadside Bombardiers,Minsc & Boo, Timeless Heroes,Chaos Defiler, and commander recursion as closing tools? -
Sideboard slots: if
Collector Ouphe,Grafdigger's Cage, orCulling Ritualharmed the deck as much as the opponent, should those slots remain matchup-specific rather than broad default inclusions? -
Role conflicts: if discard, graveyard pressure, sacrifice engines, and creature combat pulled in different directions, which package actually won games, and which package merely looked synergistic without deciding matches?
-
Uncertain cards: if
Badgermole Cub,Headliner Scarlett,Hexing Squelcher,Starting Town,Multiversal Passage, orGhostfire Sliceaffected decisions, perform a card text check before changing tactical policy around them.
Veles Tactical Policy
Policy: Keep Functional Acceleration Hands
- Priority: High
- Decision families: mulligan; pregame
- Cards: Arbor Elf; Birds of Paradise; Deathrite Shaman; Delighted Halfling; Elves of Deep Shadow; Elvish Mystic; Fyndhorn Elves; Ignoble Hierarch; Llanowar Elves; Wild Growth; Utopia Sprawl
- Phase windows: opening hand; mulligan decisions
- Runtime cues: prompt:mulligan; visible opening hand; command-zone access to Slimefoot and Squee
- Use when: the hand has two mana sources or one land plus castable acceleration, at least one early play, and a plausible path to black-green-red by turn three or four.
- Avoid when: the hand relies on a single fragile source, lacks green or black action, or cannot cast interaction before a fast opponent develops.
- Instructions: prefer hands that accelerate into Survival of the Fittest, Birthing Pod, Yawgmoth, Thran Physician, Minsc & Boo, Timeless Heroes, or Slimefoot and Squee while still interacting.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Reject Mana-Decorated Nonfunctional Hands
- Priority: Medium
- Decision families: mulligan; mana
- Cards: none
- Phase windows: opening hand; mulligan decisions
- Runtime cues: prompt:mulligan; visible opening hand
- Use when: the hand has lands but no castable one- or two-mana spell, no acceleration, and no disruption that affects the opponent before turn three.
- Avoid when: the hand has a clear two-turn plan with discard, removal, acceleration, or a tutor to a missing engine piece.
- Instructions: treat singleton power cards as insufficient if the hand cannot cast them on time; do not keep because a late card is strong in abstract.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: First Green Source Setup
- Priority: Medium
- Decision families: mana
- Cards: Forest; Snow-Covered Forest; Bayou; Taiga; Overgrown Tomb; Stomping Ground; Command Tower; Yavimaya, Cradle of Growth; Dryad Arbor; Wooded Foothills; Windswept Heath; Verdant Catacombs; Misty Rainforest; Prismatic Vista
- Phase windows: early main phases; fetch decisions; land play decisions
- Runtime cues: action:play land; action:search library; visible hand includes one-mana green acceleration
- Use when: a legal land or fetch decision can make Arbor Elf, Birds of Paradise, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Wild Growth, or Utopia Sprawl castable this turn.
- Avoid when: fetching that source prevents required black interaction or red removal against a visible immediate threat.
- Instructions: prioritize untapped green early because this deck converts green mana into both engines and fixing; preserve basics when Magus of the Moon is part of the visible plan.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Preserve Jund Access Before Utility Lands
- Priority: Medium
- Decision families: mana
- Cards: Phyrexian Tower; Boseiju, Who Endures; Lazotep Quarry; Grove of the Burnwillows; Yavimaya, Cradle of Growth
- Phase windows: land play decisions; precombat main; postcombat main
- Runtime cues: action:play land; visible hand contains multicolor spells or commander recast pressure
- Use when: choosing between utility land development and colored access for Slimefoot and Squee, removal, discard, or engine spells.
- Avoid when: the utility land is the only legal line that answers a visible permanent or creates immediate lethal/survival impact.
- Instructions: do not strand black discard/removal or red commander costs to gain marginal utility; use Phyrexian Tower aggressively only when sacrifice mana advances a specific legal spell.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Engine Commitment Gate
- Priority: High
- Decision families: priority; selection; mana
- Cards: Survival of the Fittest; Birthing Pod; Fauna Shaman; Yawgmoth, Thran Physician; Goblin Bombardment; Grist, the Hunger Tide
- Phase windows: main phases; priority with engine spell or activation legal
- Runtime cues: action:cast Survival of the Fittest; action:cast Birthing Pod; action:activate Fauna Shaman; action:cast Yawgmoth, Thran Physician; action:cast Goblin Bombardment
- Use when: committing an engine would consume most mana, expose the engine to open interaction, or require discarding/sacrificing a meaningful creature.
- Avoid when: the legal action is the only available play and passing would lose to a visible board state.
- Instructions: commit when the engine can activate immediately, is protected by discard or Veil of Summer, or waiting gives the opponent a better window; otherwise sequence discard/removal first.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Green Sun Dryad Arbor Setup
- Priority: Low
- Decision families: selection; mana
- Cards: Green Sun's Zenith; Dryad Arbor
- Phase windows: early main phase
- Runtime cues: action:target Dryad Arbor Green Sun's Zenith
- Use when: Green Sun's Zenith for X=0 is already legally selected and the legal target text names Dryad Arbor.
- Avoid when: the target list includes other selected nonzero creatures or the X value is not visible as zero.
- Instructions: choose Dryad Arbor only for the exact X=0 acceleration line already presented by the rules engine.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes
Policy: Tutor Commitment Gate
- Priority: High
- Decision families: selection; priority
- Cards: Demonic Tutor; Worldly Tutor; Green Sun's Zenith; Eldritch Evolution; Tainted Pact; Survival of the Fittest; Fauna Shaman; Birthing Pod
- Phase windows: main phases; end step for instant-speed selection when legal
- Runtime cues: action:cast Demonic Tutor; action:cast Worldly Tutor; action:cast Green Sun's Zenith; action:cast Eldritch Evolution; action:cast Tainted Pact; action:activate Survival of the Fittest
- Use when: a tutor or selection spell asks for a card, sacrifice, discard, exile continuation, or creature chain target.
- Avoid when: the action text names a deterministic target covered by a no-API policy.
- Instructions: select based on the current role: acceleration or engine when stable, removal when dying, graveyard hate when graveyard is decisive, and a closer when ahead but not converting.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Commander Recursion Gate
- Priority: High
- Decision families: priority; selection; mana
- Cards: Slimefoot and Squee; Phyrexian Tower; Goblin Bombardment; Yawgmoth, Thran Physician
- Phase windows: main phases; sorcery-speed activation windows
- Runtime cues: action:activate Slimefoot and Squee; prompt:target creature card in graveyard; visible graveyard
- Use when: Slimefoot and Squee activation is legal and requires sacrificing material or selecting a graveyard creature.
- Avoid when: graveyard hate, exile replacement, or a visible response window would make the activation lose the key target without immediate benefit.
- Instructions: use the commander recursion to rebuild after trades, convert Saproling material into a high-impact creature, or loop pressure; do not spend the only sacrifice body for a low-impact return.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Discard Before Engine Against Interaction
- Priority: Medium
- Decision families: interaction; priority
- Cards: Thoughtseize; Duress; Inquisition of Kozilek; Grief
- Phase windows: early main phase; pre-engine turns
- Runtime cues: action:cast Thoughtseize; action:cast Duress; action:cast Inquisition of Kozilek; action:cast Grief
- Use when: the opponent has untapped mana, unknown hand, and the pilot can follow with Survival of the Fittest, Birthing Pod, Slimefoot and Squee, or Minsc & Boo, Timeless Heroes soon.
- Avoid when: life payment is lethal-risk, the opponent has no cards, or the visible board demands immediate removal.
- Instructions: take the card that stops the next planned engine or removes the most immediate visible threat; respect rules-engine legal discard candidates.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Removal Triage
- Priority: High
- Decision families: interaction; priority
- Cards: Fatal Push; Abrupt Decay; Lightning Bolt; Bitter Triumph; Dismember; Snuff Out; Flare of Malice; Fury; Accursed Marauder
- Phase windows: any legal removal window; combat trick windows; opponent main phase
- Runtime cues: action:cast Fatal Push; action:cast Abrupt Decay; action:cast Lightning Bolt; action:cast Bitter Triumph; action:cast Dismember; action:cast Snuff Out; action:cast Flare of Malice; action:cast Fury
- Use when: a visible permanent threatens lethal, disables the deck's engine, prevents combat stabilization, or will gain decisive advantage before the next turn.
- Avoid when: the target is low impact, combat can answer it cleanly, or spending life would expose the pilot to lethal damage.
- Instructions: use cheapest clean answers first when tempo matters; save flexible answers for permanents cheap removal cannot touch.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Stack Protection And Blue Interaction
- Priority: High
- Decision families: interaction; priority
- Cards: Pyroblast; Red Elemental Blast; Veil of Summer
- Phase windows: stack interaction windows; engine commitment turns; discard protection windows
- Runtime cues: action:cast Pyroblast; action:cast Red Elemental Blast; action:cast Veil of Summer
- Use when: a legal action can protect a decisive engine, stop a blue spell, counter a black disruption spell through Veil of Summer text, or force through a game-winning play.
- Avoid when: the spell does not affect the stack or permanent according to legal action text.
- Instructions: hold these for high-impact exchanges rather than routine cantrips unless the visible stack decides the game.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Sacrifice Outlet Conversion
- Priority: Medium
- Decision families: priority; combat; interaction
- Cards: Goblin Bombardment; Yawgmoth, Thran Physician; Phyrexian Tower; Broadside Bombardiers; Skullclamp
- Phase windows: combat damage setup; removal response windows; end step; main phase
- Runtime cues: action:activate Goblin Bombardment; action:activate Yawgmoth, Thran Physician; action:activate Phyrexian Tower; action:equip Skullclamp
- Use when: a creature is about to die, can be converted into damage/cards/mana, or sacrifice unlocks a selected spell this turn.
- Avoid when: the creature is needed to block lethal damage, crew Smuggler's Copter, pay convoke-like costs shown by the engine, or enable Slimefoot and Squee.
- Instructions: convert expendable bodies into resources before exile or bounce effects resolve; prioritize concrete lethal, survival, or engine activation over generic sacrifice value.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Combat Role Gate
- Priority: Medium
- Decision families: combat
- Cards: Pyrogoyf; Barrowgoyf; Broadside Bombardiers; Minsc & Boo, Timeless Heroes; Detective's Phoenix; Frenzied Baloth; Chaos Defiler; Slimefoot and Squee
- Phase windows: declare attackers; declare blockers; combat trick windows
- Runtime cues: prompt:declare attackers; prompt:declare blockers; visible attackers; visible blockers
- Use when: combat decisions require choosing attacks, blocks, crew decisions, sacrifice timing, or planeswalker pressure.
- Avoid when: exactly one legal no-attack or no-block action is forced by the rules engine.
- Instructions: attack when pressure advances lethal or planeswalker control without losing the only stabilizer; block when preserving life or protecting engines matters more than incremental damage.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Moon Lock Commitment
- Priority: Medium
- Decision families: mana; priority; interaction
- Cards: Magus of the Moon; Yavimaya, Cradle of Growth; Forest; Snow-Covered Forest; Swamp; Mountain
- Phase windows: main phase before casting Magus of the Moon; land sequencing before lock
- Runtime cues: action:cast Magus of the Moon; visible lands; visible hand color requirements
- Use when: Magus of the Moon is legal and may constrain opponent mana or the pilot's own future spell access.
- Avoid when: casting it cuts off black-green-red access needed for hand, commander, or removal before the opponent is meaningfully constrained.
- Instructions: cast after securing basics or mana creatures that let the deck function; treat it as a prison commitment, not a routine creature.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Card Text Uncertainty Gate
- Priority: Low
- Decision families: priority; selection; interaction
- Cards: Badgermole Cub; Headliner Scarlett; Hexing Squelcher; Starting Town; Multiversal Passage; Ghostfire Slice; Frenzied Baloth
- Phase windows: any legal cast, activation, trigger, or target prompt for listed cards
- Runtime cues: action text includes Badgermole Cub; action text includes Headliner Scarlett; action text includes Hexing Squelcher; action text includes Starting Town; action text includes Multiversal Passage; action text includes Ghostfire Slice
- Use when: Veles presents a legal action involving a listed card and tactical impact depends on exact Oracle or digital card text.
- Avoid when: rules-engine text fully specifies the legal target, cost, and visible result in the action label.
- Instructions: Card text check required; use only visible rules-engine outputs and do not infer hidden modes, damage amounts, protection, or triggered outcomes.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Sideboard Plan Selection
- Priority: High
- Decision families: sideboard
- Cards: Pyroblast; Red Elemental Blast; Force of Vigor; Collector Ouphe; Nihil Spellbomb; Grafdigger's Cage; Pithing Needle; Culling Ritual; Feed the Swarm; Veil of Summer
- Phase windows: sideboarding after game one; sideboarding after game two
- Runtime cues: prompt:sideboard; matchup label; observed opponent cards; sideboard candidate plan; generated swap plan
- Use when: choosing a legal sideboard plan or generated swap plan from Veles candidates.
- Avoid when: a proposed plan violates registered 100 plus 10 inventory, cuts too many mana sources, removes the commander-engine core, or adds hate that disables the pilot more than the opponent.
- Instructions: choose role cards from the exact registered sideboard only. Add blasts and Veil against blue or black stack fights, graveyard hate against graveyard engines, Force of Vigor or Collector Ouphe against artifacts/enchantments, Culling Ritual against low-cost permanent floods, Feed the Swarm against enchantments or hard-to-answer creatures, and Pithing Needle for visible activated-card dependence.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Sideboard Lock Submission
- Priority: High
- Decision families: sideboard; validation
- Cards: Pyroblast; Red Elemental Blast; Force of Vigor; Collector Ouphe; Nihil Spellbomb; Grafdigger's Cage; Pithing Needle; Culling Ritual; Feed the Swarm; Veil of Summer
- Phase windows: sideboard lock step; post-game sideboarding; match game transition
- Runtime cues: prompt:submit sideboard; action:lock sideboard plan; validation:registered inventory; validation:100 main plus 10 sideboard
- Use when: Veles asks to confirm the selected sideboard configuration for the next game.
- Avoid when: any inbound card is absent from the registered sideboard, any outbound card is absent from the registered main deck, counts are not balanced, or the swap removes essential mana and engine density without a matchup-specific reason.
- Instructions: submit only a validated plan that preserves the registered inventory and keeps the deck as proactive Jund creature-engine Slimefoot and Squee. If validation fails, prefer the closest legal conservative plan over an ambitious illegal one.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Narrow Hate Deployment
- Priority: Medium
- Decision families: interaction; selection; sideboard
- Cards: Force of Vigor; Collector Ouphe; Nihil Spellbomb; Grafdigger's Cage; Pithing Needle; Culling Ritual; Feed the Swarm
- Phase windows: early turns; opponent setup turns; graveyard interaction windows; artifact/enchantment development windows; commander activation windows
- Runtime cues: action:cast Force of Vigor; action:cast Collector Ouphe; action:activate Nihil Spellbomb; action:cast Grafdigger's Cage; action:cast Pithing Needle; action:cast Culling Ritual; action:cast Feed the Swarm
- Use when: the opponent has shown the relevant zone, permanent type, activated ability, or low-cost board pattern and the hate action changes the next turn cycle.
- Avoid when: the hate card is only theoretically live, the opponent’s public plan is attacking from a different axis, or the hate would shut off
Skullclamp,Birthing Pod,Smuggler's Copter,Slimefoot and Squee,Green Sun's Zenith,Eldritch Evolution,Survival of the Fittest, orFauna Shamanmore than it hurts the opponent. - Instructions: deploy narrow hate for a visible purpose, not for symbolic coverage. Hold timed graveyard exile until the opponent commits a resource unless immediate deployment stops a known line. Use Pithing Needle only on a legal exposed name or commander-identity name.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Anti-Blue And Anti-Black Protection Timing
- Priority: Medium
- Decision families: interaction; priority; sideboard
- Cards: Pyroblast; Red Elemental Blast; Veil of Summer
- Phase windows: key spell turns; counterspell windows; discard windows; removal windows; end-step setup windows
- Runtime cues: action:cast Pyroblast; action:cast Red Elemental Blast; action:cast Veil of Summer; prompt:respond to spell; prompt:protect permanent
- Use when: a one-mana answer protects
Slimefoot and Squee,Survival of the Fittest,Birthing Pod,Fauna Shaman,Yawgmoth, Thran Physician,Minsc & Boo, Timeless Heroes, or a decisive tutor/removal exchange. - Avoid when: the opponent’s interaction is mostly red damage, white exile, artifact abilities, sweepers without targeting, or nonblue and nonblack board pressure.
- Instructions: value these cards as tempo-positive protection and disruption, but do not hold them past a decisive window. In blue matchups, counter card advantage or permission that stops the engine. In black matchups, use Veil of Summer to turn discard or removal into a protected resource swing.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes