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

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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 conditionally Badgermole Cub, Headliner Scarlett, Frenzied Baloth, Boggart Trawler, and Metamorphosis Fanatic when their visible text supports pressure or recursion.

  • Payoffs: Goblin Bombardment converts expendable creatures into reach and removal; Skullclamp converts small creatures into cards; Yawgmoth, Thran Physician converts creatures and life into selection or removal if legal text supports the prompted action; Birthing Pod, Eldritch Evolution, Survival of the Fittest, and Fauna Shaman convert 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, and Minsc & Boo, Timeless Heroes are 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 as Oliphaunt, Commercial District, Underground Mortuary, Abundant Countryside, Boggart Trawler, and Multiversal Passage should 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, and Magus of the Moon cover 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, and Yavimaya, Cradle of Growth form the speed package. Spend early turns fixing colors before chasing damage.

  • Sideboard modules: Pyroblast and Red Elemental Blast fight blue decks; Veil of Summer fights black or blue interaction; Force of Vigor, Collector Ouphe, Culling Ritual, Feed the Swarm, and Pithing Needle answer artifacts, enchantments, activated abilities, or permanent-heavy boards; Nihil Spellbomb and Grafdigger's Cage attack graveyard and library-casting plans.

Primary Win Conditions

  • Commander recursion pressure: Use Slimefoot and Squee as 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 that Lightning Bolt, Ghostfire Slice, or bombardment damage can finish. Card text check required for Ghostfire 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, and Eldritch Evolution to assemble the exact threat or engine the board demands. Set up with a disposable creature and stable colors; execute by finding Minsc & Boo, Timeless Heroes for fast closing pressure, Chaos Defiler or Fury for swingy board impact, Yawgmoth, Thran Physician or Goblin Bombardment for material conversion, Magus of the Moon for mana-base pressure, or Endurance/Dauthi Voidwalker/Keen-Eyed Curator for 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, and Minsc & Boo, Timeless Heroes. Set up graveyards, card types, and mana without overextending into sweepers; execute by forcing blocks, then using Fatal Push, Abrupt Decay, Bitter Triumph, Dismember, Snuff Out, Lightning Bolt, or Accursed Marauder to 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 for Frenzied 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, and Magus of the Moon when the opponents 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, and Broadside Bombardiers as 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 for Smuggler's Copter, sacrifice fuel, or clamp targets once their mana is no longer essential. Do not expose Dryad Arbor or a key mana creature to combat if it is needed for Birthing 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, and Birthing Pod are 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, and Lightning 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, or Culling Ritual after 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, or Birthing Pod before 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 to Phyrexian Tower, Eldritch Evolution, Birthing Pod, Skullclamp, or Goblin Bombardment unless 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. Use Cankerbloom, Boseiju, Who Endures, Abrupt Decay, Force of Vigor, or Feed the Swarm only 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 as Blood Crypt, Overgrown Tomb, and Stomping 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, and Grief to protect a development turn or expose the opponents role, then convert redundant creatures through Survival of the Fittest, Fauna Shaman, Skullclamp, Smuggler's Copter, Birthing Pod, Eldritch Evolution, or Yawgmoth, Thran Physician when 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 decks 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, and Fatal Push define the first two turns. Red matters soon after for Slimefoot 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 from Slimefoot and Squee when visible, and expendable bodies as fuel for Goblin Bombardment, Skullclamp, Yawgmoth, Thran Physician, Phyrexian Tower, Birthing Pod, Eldritch Evolution, Accursed Marauder, and Flare of Malice. Sacrifice only when the legal result advances damage, cards, mana, removal, commander recursion, or survival more than the bodys 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, and Detective's Phoenix only according to visible legal text. Card text check required for Badgermole 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, and Underground Mortuary; use their resource roles only when Veles exposes supporting text.

  • Exile is a cost and a payoff zone: Use Tainted Pact only 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 from Dauthi Voidwalker and sideboard Grafdigger's Cage, Nihil Spellbomb, and Keen-Eyed Curator style 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 expose Dryad Arbor or sacrifice Phyrexian Tower fodder 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, and Feed the Swarm should enter when their visible target class or matchup role is high impact. Do not dilute the creature count so far that Survival 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, and G for Slimefoot 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, and Prismatic Vista should 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 Growth and Utopia Sprawl on a land that is likely to remain usable and that supports the hands color bottleneck; Arbor Elf makes enchanted Forest lines higher priority when visible. Check Yavimaya, 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, and Boseiju, Who Endures according to immediate spell colors, not generic land quality. Hold Boseiju, Who Endures when 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 when Tainted 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, or Arbor Elf before 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, or Utopia Sprawl, plus a castable one-mana discard or removal spell. Examples include fetch land plus Bayou plus Thoughtseize plus Fauna Shaman, or Forest plus Utopia Sprawl plus Demonic Tutor plus Fatal 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, and Barrowgoyf is 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, and Minsc & Boo, Timeless Heroes is 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, and Ghostfire Slice when no green or black source is visible.

  • Matchup-dependent keep: Keep discard-heavy hands with Thoughtseize, Duress, Inquisition of Kozilek, Grief, or Dauthi Voidwalker against combo, control, graveyard, or commander-centric opponents. Against creature pressure, prefer Fatal Push, Lightning Bolt, Dismember, Snuff Out, Bitter Triumph, Accursed Marauder, Orcish Bowmasters, or Fury over 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 with Birthing Pod, Yawgmoth, Thran Physician, or Minsc & Boo, Timeless Heroes without 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, or Fauna Shaman if 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, or Utopia Sprawl when developing wins the next turn; lead with Thoughtseize, Duress, or Inquisition of Kozilek when the opponent can stop the engine, combo quickly, or punish a tapped-out start. Use Fatal Push or Lightning Bolt only if the opposing creature changes the next turns 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, or Cankerbloom according to board texture; hold up Abrupt Decay, Bitter Triumph, Dismember, Snuff Out, or Boseiju, Who Endures when the opponents visible permanent is more dangerous than your development. Do not expose Dryad Arbor unless it is needed for mana, sacrifice, clamp, or Green Sun's Zenith sequencing.

  • 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, and Slimefoot and Squee to convert expendable creatures into cards, damage, mana, removal, or recursion. Commit Minsc & Boo, Timeless Heroes, Broadside Bombardiers, Chaos Defiler, Fury, Metamorphosis Fanatic, or Oliphaunt when 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, and Keen-Eyed Curator only when legal actions and visible zones support them. Card text check required for Badgermole Cub, Frenzied Baloth, Headliner Scarlett, Hexing Squelcher, Metamorphosis Fanatic, Boggart Trawler, and Ghostfire Slice; treat their late-game roles as conditional until Veles exposes exact text.

Card Roles

  • Slimefoot and Squee: Treat the commander as the decks 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 include Goblin 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 casts Slimefoot and Squee, Birthing Pod, Grist, the Hunger Tide, or interaction on curve. Delighted Halfling is especially important when commander or planeswalker access matters through permission.

  • Deathrite Shaman: Use Deathrite Shaman as 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, answers Slimefoot and Squee, or creates a faster kill; do not spend discard on low-impact cards when a visible battlefield threat already demands removal. Grief is 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 Decay answers small noncreature hate cleanly; Fury can reset creature boards or become a sacrifice body; Flare of Malice is 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. Cankerbloom should not be sacrificed casually if it is also a creature body for Birthing Pod, Eldritch Evolution, Skullclamp, or commander recursion. Card text check required for exact Keen-Eyed Curator modes 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 opponents current plan, not just because mana is available. Orcish Bowmasters punishes draw and stabilizes against small creatures; Dauthi Voidwalker pressures graveyard plans and can convert exiled cards if legal; Opposition Agent is a flash-speed punishment card, so hold it when the opponent is likely to search; Magus of the Moon is a commitment gate because it can also restrict this decks 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 when Slimefoot 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 turns 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 opponents board or stack demands it, sacrifice payoff when material is abundant, or a closer when the opponent is low. Tainted Pact requires 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 Tide supports 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. Endurance is both protection against graveyard wins and a flash body; hold it when the graveyard trigger matters more than tempo. Card text check required for Boggart Trawler and Metamorphosis Fanatic before 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 Marauder is strongest against single large creatures or protected threats, but weaker when the opponent has expendable bodies. Dryad Arbor is 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 opponents answers. Minsc & Boo, Timeless Heroes turns board presence into a fast clock and card flow; protect it when it is the cleanest win condition. Chaos Defiler and Oliphaunt are high-impact but expensive; cast them when mana is stable and the opponent cannot easily punish the tap-out. Card text check required for exact Oliphaunt alternate 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 Copter is best when expendable bodies can crew without costing mana development. Card text check required for Headliner Scarlett, Badgermole Cub, Frenzied Baloth, Hexing Squelcher, and Ghostfire 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 immediate Lightning Bolt or Fury. 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 Tower and Lazotep Quarry can convert bodies into mana or value if legal, but avoid weakening combat or engine resources without a clear payoff. Boseiju, Who Endures should be held as interaction when a visible artifact, enchantment, or land is more threatening than making an ordinary land drop. Grove of the Burnwillows life 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, or Minsc & Boo, Timeless Heroes on curve. Thoughtseize may take any visible high-impact card at a life cost; Inquisition of Kozilek should take cheap removal, fast pressure, or low-cost engines; Duress should take noncreature interaction, sweepers, combo pieces, or planeswalkers; Grief should be used when the tempo or information swing is worth the card cost.

  • Remove mana engines and snowballing permanents before ordinary attackers when the opponents 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, and Goblin Bombardment according 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, and Culling Ritual are 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 treating Keen-Eyed Curator as a guaranteed answer.

  • Hold flash or reactive disruption when the opponent is signaling a search, graveyard payoff, draw burst, or stack fight. Opposition Agent is strongest against visible or likely search actions, Endurance is strongest when graveyard timing matters, Orcish Bowmasters is strongest against extra-card draw or small creatures, Veil of Summer protects key green or black turns when sideboarded, and Pyroblast or Red Elemental Blast should be saved for blue spells or blue permanents rather than generic tempo.

  • Use Dauthi Voidwalker, Endurance, Nihil Spellbomb, and Grafdigger's Cage as 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, or Pyrogoyf can draw interaction; protect Survival of the Fittest, Birthing Pod, Goblin Bombardment, Yawgmoth, Thran Physician, and Minsc & Boo, Timeless Heroes unless waiting lets the opponent seize the game.

  • Ignore low-impact chip damage when life remains comfortably above the opponents 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, or Abrupt Decay may 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 for Goblin 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, and Cankerbloom should 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 from Minsc & Boo, Timeless Heroes are acceptable trade material; avoid trading away Endurance, Fury, Chaos Defiler, or a grown Barrowgoyf unless the exchange prevents lethal or removes the opponents 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, and Phyrexian Tower life 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, or Lazotep 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; keep Opposition Agent, Endurance, or discard timing available when the opponents 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 Copter should 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 of Headliner Scarlett, Badgermole Cub, Frenzied Baloth, Hexing Squelcher, Ghostfire Slice, Boggart Trawler, and Metamorphosis 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 Tutor can find any card, so use it to complete the visible plan: mana when colors are broken, Survival of the Fittest or Fauna Shaman when a creature chain is available, Goblin Bombardment or Yawgmoth, Thran Physician when sacrifice material is already present, Minsc & Boo, Timeless Heroes when 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, and Fauna Shaman should choose creatures that solve the next turn cycle: Cankerbloom for artifact/enchantment pressure, Endurance for graveyards, Opposition Agent for search-heavy opponents, Orcish Bowmasters for draw-heavy opponents, Magus of the Moon when the opponent is visibly weaker to nonbasic pressure than this deck, or Chaos Defiler when 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 Tutor on the opponents 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. Use Wooded Foothills, Arid Mesa, Windswept Heath, Scalding Tarn, Polluted Delta, Marsh Flats, Misty Rainforest, Bloodstained Mire, Verdant Catacombs, and Prismatic Vista before non-random selection when deck thinning or color fixing matters more than preserving a shuffle.

  • Treat Tainted Pact as 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 opponents clock makes delay dangerous.

  • Convert disposable creatures into cards only when the exchange does not break mana or sacrifice math. Skullclamp is strongest on Saprolings, Dryad Arbor, spent mana creatures, or creatures that are already dying. Smuggler's Copter filtering 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 Endures should 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, and Blazemire Verge need 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, and Grief should clear removal, countermagic, sweepers, combo pieces, or hate before Survival of the Fittest, Birthing Pod, Goblin Bombardment, Yawgmoth, Thran Physician, or Minsc & Boo, Timeless Heroes resolves. 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 Agent should be used in response to an exposed search, Endurance should answer graveyard commitment or protect against deck/yard pressure, Orcish Bowmasters should punish extra draws or vulnerable small creatures, and Dauthi Voidwalker should be deployed early when replacement pressure matters. Sideboarded Nihil Spellbomb, Grafdigger's Cage, Pyroblast, Red Elemental Blast, Veil of Summer, and Force of Vigor should 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, and Fury can 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 Decay cannot 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, or Lazotep 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 Squee recursion only when the graveyard target, Saproling cost, mana, and sorcery-speed restriction shown by Veles support the line. Pay life for Dismember, 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 maindecks proactive Jund creature-engine core intact unless the opponents 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.

  • Pyroblast is for blue stack battles, blue commanders, blue card-advantage engines, and blue tempo decks where one mana can protect Slimefoot 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 Blast duplicates 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 Summer is 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 for Survival of the Fittest, Fauna Shaman, Yawgmoth, Thran Physician, Minsc & Boo, Timeless Heroes, or a decisive tutor line. It is bad when the opponents interaction is mostly red damage, white exile, artifacts, sweepers without targeting, or board-based combat.

  • Force of Vigor is 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 Ouphe is for artifact mana, activated artifact engines, equipment shells, and artifact combo. Protect it when it shuts off more opposing material than friendly material. It weakens Skullclamp, Birthing Pod, and Smuggler's Copter, so avoid it when those cards are the clearest path and the opponent has only incidental artifacts.

  • Nihil Spellbomb is 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 Cage is 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 with Slimefoot 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 opponents graveyard plan is only death triggers or when this deck needs commander recursion as the main route.

  • Pithing Needle is 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 Ritual is 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 opponents real threats intact.

  • Feed the Swarm is 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, and Veil 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 sometimes Culling Ritual; reduce main-deck emphasis on artifact-dependent value if Collector Ouphe is part of the plan.

  • Against graveyard decks, increase graveyard hate with Nihil Spellbomb, Grafdigger's Cage, and sometimes Pithing Needle; reduce main-deck emphasis on graveyard-size attackers if hate will shrink both graveyards or if Grafdigger's Cage conflicts 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 Ritual and preserve Fury, Fatal Push, Lightning Bolt, Dismember, Snuff Out, Abrupt Decay, Accursed Marauder, and Goblin 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 Summer as protection and card-advantage insurance, not only as a countermeasure. Keep hands that can pair discard with a protected engine, but do not hold Veil of Summer forever if using it unlocks a decisive turn.

  • Against commander-centric activated abilities, use Pithing Needle when the name is exposed by commander identity or visible permanent text. Prefer Pithing Needle over 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 Squee wins 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, or Orcish Bowmasters to prevent snowball attacks rather than saving removal for theoretical larger threats. Treat Slimefoot and Squee as 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. Add Culling Ritual when the opponent floods cheap permanents, and use Feed the Swarm only for a must-answer enchantment or creature. Reduce discard such as Duress and Thoughtseize when the opponents 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, or Minsc & Boo, Timeless Heroes. Use Thoughtseize, Inquisition of Kozilek, Duress, Grief, and Dauthi Voidwalker to clear the way for a permanent that keeps producing value. Add Pyroblast, Red Elemental Blast, and Veil of Summer against blue or black interaction, but do not over-sideboard if the opponents control plan is mostly white sweepers or planeswalkers. Reduce clunky creature-only pressure when the game is about sweepers and counters. Hold Worldly Tutor, Demonic Tutor, Green Sun's Zenith, and Eldritch Evolution for 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, and Abrupt Decay before slower battlefield engines. Add Grafdigger's Cage, Nihil Spellbomb, Pithing Needle, Collector Ouphe, Force of Vigor, Pyroblast, Red Elemental Blast, or Veil of Summer only when the opponents 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. Use Fatal Push, Lightning Bolt, Abrupt Decay, Orcish Bowmasters, and Dismember on threats that convert every pass into damage or card selection. Add Pyroblast, Red Elemental Blast, and Veil of Summer against blue tempo; add Feed the Swarm only 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, and Slimefoot and Squee when both players are trading one-for-one. Use Accursed Marauder, Bitter Triumph, Abrupt Decay, Dismember, and Snuff Out on threats that outscale creature combat or planeswalker pressure. Add Veil of Summer against black removal/discard, Pithing Needle against repeatable activated abilities, and Feed the Swarm against 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 opponents 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. Add Pithing Needle for visible activated mana or utility permanents, Force of Vigor for artifact/enchantment acceleration, and Collector Ouphe for 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, and Boggart Trawler as maindeck pressure points when legal actions expose them. Add Nihil Spellbomb, Grafdigger's Cage, and sometimes Pithing Needle when the opponent relies on graveyard zones, activated recursion, or graveyard casting. Reduce Pyrogoyf, 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, and Pithing Needle according to the visible permanent type and activated abilities. Add Force of Vigor when multiple targets or instant speed matter, Collector Ouphe when artifact activations are central, Pithing Needle when one visible activated ability is the issue, and Culling Ritual when low-cost permanents cluster. Reduce Skullclamp, Birthing Pod, and Smuggler's Copter as engine priorities when Collector Ouphe is 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, and Culling Ritual are more important than single large attackers. Add Culling Ritual, Feed the Swarm, and Force of Vigor when 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, and Pithing Needle are the main tools depending on threat type and legal actions. Add Pithing Needle for commanders or permanents with visible activated abilities, Feed the Swarm for enchantment or creature threats, and Veil of Summer when 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. Add Feed the Swarm only 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, or Minsc & Boo, Timeless Heroes. Treat Slimefoot and Squee as a recurring threat only when the graveyard, Saproling requirement, mana, and legal activation timing are actually available. Add Veil of Summer against black or blue targeting, Nihil Spellbomb only if the opponent also uses graveyard recursion, and Pithing Needle for 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 decks 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, or Slimefoot and Squee. Add Pyroblast, Red Elemental Blast, and Veil 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, and Pithing Needle when 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. Reduce Pyrogoyf, Barrowgoyf, Detective's Phoenix, and Slimefoot and Squee recursion 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, and Feed 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. Reduce Skullclamp, Birthing Pod, and Smuggler's Copter as engine priorities when Collector Ouphe is 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 Ritual and Feed the Swarm; add Force of Vigor only 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 sometimes Nihil Spellbomb if the opponent also uses graveyard recursion. Priority targets are planeswalkers, sacrifice outlets, commander engines, and graveyard hate that shuts off Slimefoot and Squee. Reduce fragile single-threat lines when Goblin Bombardment, Skullclamp, Fauna Shaman, or Survival of the Fittest can 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, and Veil of Summer according 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 Needle when the commanders activated ability is the central threat, and add Veil of Summer when 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 commanders clock.

  • Prison or enchantment lock decks: keep access to Cankerbloom, Boseiju, Who Endures, Abrupt Decay, Force of Vigor, and Feed the Swarm, then use tutors to find the answer that matches the permanent type. Add Pithing Needle if 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, and Slimefoot and Squee unless a specific opposing permanent demands a sideboard answer. Add Culling Ritual only when the opponents 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 Moon can 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, and Detective's Phoenix can 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 opponents revealed plan. Collector Ouphe can interfere with Skullclamp, Birthing Pod, and Smuggler's Copter; Grafdigger's Cage can constrain graveyard and library lines; Culling Ritual can 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 opponents 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, and Fury according 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, and Ghostfire 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, or Minsc & 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, or Tainted Pact converted 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, or Slimefoot and Squee was 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, and Accursed Marauder hit 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, and Slimefoot and Squee fought 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, and Veil of Summer appeared, 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, and Inquisition 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, and Utopia Sprawl?

  • Engine balance: if Survival of the Fittest, Birthing Pod, Fauna Shaman, and Yawgmoth, Thran Physician were 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, or Grafdigger's Cage weakened Slimefoot and Squee, Detective's Phoenix, Pyrogoyf, or Barrowgoyf, 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, and Veil of Summer instead of exposing Survival of the Fittest or Birthing Pod early?

  • 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, or Culling Ritual harmed 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, or Ghostfire Slice affected 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 opponents 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, or Fauna Shaman more 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 opponents 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