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

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Strategy Specifications

Deck Name And Archetype

Dimir Tempo is a Legacy blue-black tempo-midrange deck built to trade early cards for time, convert that time into a protected threat, and keep the opponent operating under incomplete mana or incomplete information. The registered main deck is 60 cards and the registered sideboard is 15 cards; the active validation contract says the deck passes Legacy deck-count and sideboard-size checks.

  • Format: Legacy.
  • Strategy name: Dimir Tempo.
  • Current tags: tempo, midrange, discard, spells.
  • Registered main deck count: 60.
  • Registered sideboard count: 15.
  • Validation status: passes the supplied format-aware validation result.
  • Stock/rogue/hybrid status: hybrid. The deck uses a recognizable Legacy blue interaction base with Brainstorm, Ponder, Daze, Force of Will, Force of Negation, Wasteland, and fetch lands, but its black package and threat suite make it a deck-specific Dimir shell rather than a generic stock tempo template.

The main-deck identity is pressure plus disruption, not pure control. Thoughtseize gives proactive information and clears key spells; Fatal Push, Snuff Out, Orcish Bowmasters, Daze, Spell Pierce, Force of Will, and Force of Negation defend the early turns; Tamiyo, Inquisitive Student, Murktide Regent, Orcish Bowmasters, and Flow State convert stabilized turns into pressure or card-advantage leverage. The agent should treat legal action text and visible board state as primary at runtime, then use this guide to choose which exchange advances the tempo plan.

The mana base is powerful but exposed to sequencing mistakes. Underground Sea, Island, Undercity Sewers, Mystic Sanctuary, Polluted Delta, Flooded Strand, Misty Rainforest, Scalding Tarn, and Wasteland support a mostly blue-black spell suite, but Wasteland reduces colored-source count when used aggressively. The pilot should avoid spending Wasteland before confirming that colored mana is no longer needed for visible legal actions such as Brainstorm, Ponder, Thoughtseize, Fatal Push, Flow State, Tamiyo, Inquisitive Student, Orcish Bowmasters, Force of Will backup, Force of Negation backup, or Murktide Regent setup.

The role concern is that the deck can win as either a soft-lock tempo deck or a discard-backed midrange deck, and the correct posture changes with visible pressure. Against faster visible boards, prioritize survival, efficient removal, and keeping a blue card for Force of Will or Force of Negation when a decisive opposing spell is plausible. Against slower visible starts, prioritize Thoughtseize, Wasteland, Daze pressure, cantrip quality, and establishing Tamiyo, Inquisitive Student or Murktide Regent before the opponent can recover.

The sideboard confirms that the deck expects multiple axes of pressure rather than one narrow field. Consign to Memory, Force of Negation, Hydroblast, Hurkyl's Recall, Surgical Extraction, Snuff Out, Orcish Bowmasters, Barrowgoyf, Kaito, Bane of Nightmares, and Emperor of Bones give post-board access to extra stack interaction, red interaction, artifact pressure relief, graveyard pressure, creature removal, card-advantage threats, and midrange staying power. Exact executable sideboard plans appear only in Sideboard Map; elsewhere, sideboard guidance should speak in roles without using executable Sideboard entry: or Maindeck trim: language.

Opponent information status is unspecified. No exact opposing archetype, decklist, or metagame target was supplied, so runtime decisions must not assume hidden cards, exact opposing interaction, or a known sideboard plan. The agent may infer broad roles only from public information: revealed cards, played lands, graveyard contents, exile, battlefield, stack, life totals, hand counts, and legal actions surfaced by Veles. When public information conflicts with archetype assumptions, public information wins.

Thesis

Dimir Tempo assembles an information-and-mana squeeze, then converts the opponent's slowed development into pressure from Tamiyo, Inquisitive Student, Murktide Regent, Orcish Bowmasters, and Flow State. The deck wins by making early exchanges where Thoughtseize, Wasteland, Daze, Spell Pierce, Force of Will, Force of Negation, Fatal Push, and Snuff Out trade for the opponent's highest-impact turns, while Brainstorm and Ponder keep the pilot supplied with the correct mix of threat, land, blue card, and answer.

  • Prioritize the exchange that preserves tempo, not the exchange that answers every possible future card. If the opponent is constrained on mana or cards, protect the constraint with Wasteland, Daze, Thoughtseize, and cheap pressure before spending turns sculpting a perfect hand.
  • Prioritize visible survival against fast boards. Fatal Push, Snuff Out, Orcish Bowmasters, and Force of Will should protect life total and board position when the opponent's public battlefield threatens to race Murktide Regent or invalidate Tamiyo, Inquisitive Student.
  • Prioritize threat deployment once the opponent is off-balance. A protected Murktide Regent, active Tamiyo, Inquisitive Student, or Bowmasters pressure line is often worth more than holding all interaction for speculative hidden cards.
  • Prioritize blue-card accounting. Force of Will and Force of Negation are powerful only if Brainstorm, Ponder, Flow State, Tamiyo, Inquisitive Student, Daze, Spell Pierce, Murktide Regent, or another blue card can be spared without collapsing the current plan.
  • Prioritize graveyard and cantrip texture for Murktide Regent without inventing certainty. Fetch lands, Brainstorm, Ponder, Thoughtseize, Fatal Push, Daze, Force of Will, Force of Negation, Spell Pierce, and Snuff Out can fill zones naturally, but the agent should rely on visible graveyard counts and legal action text before committing.
  • Do not play as pure draw-go control. The deck has free counters and cantrips, but it lacks a large inevitability package in the main deck; passing repeatedly without advancing Tamiyo, Inquisitive Student, Murktide Regent, Orcish Bowmasters, Flow State, or mana denial risks giving the opponent time to rebuild.
  • Do not play as all-in aggro. Life payments from Thoughtseize, Snuff Out, fetch lands, and Force of Will matter, and Murktide Regent or Tamiyo, Inquisitive Student should be protected when the public board shows a plausible race.

Role Package

  • Threats: Tamiyo, Inquisitive Student is the preferred early permanent when legal action text and visible risk make a one-mana setup attractive; use it to pressure cards and force awkward opposing turns rather than exposing it into obvious removal for no gain. Murktide Regent is the main closing threat; commit it when graveyard resources, mana, and protection line up, especially after Thoughtseize or Wasteland has reduced the opponent's ability to answer it. Orcish Bowmasters is both pressure and interaction; deploy it when its body or triggered pressure is relevant to the visible board, opposing card draw, planeswalker pressure, or combat math. Flow State is registered as a four-copy main-deck payoff/engine card; Card text check required, so use it according to legal action text and visible advantage rather than assumed rules text.

  • Payoffs: Murktide Regent rewards early trading, fetch usage, and counterspell exchanges by turning spent resources into a fast clock. Tamiyo, Inquisitive Student rewards careful sequencing around combat, card flow, and protection windows. Orcish Bowmasters rewards opponents who draw extra cards and gives the deck a way to pressure small creatures, planeswalkers, and life total while holding mana for interaction.

  • Engines: Brainstorm plus fetch lands fixes hands, hides important cards from discard when timing permits, and converts weak cards into live interaction or threats. Ponder is the clean setup tool for finding the next land, threat, or answer. Flow State belongs in the engine/payoff bucket until verified by card text; if Veles exposes it as a selection, pressure, or card-advantage action, evaluate it against current board pressure and mana availability.

  • Velocity: Brainstorm and Ponder are the main velocity cards and should be sequenced to answer a specific need: land stability, blue-card count, removal, counter backup, or threat access. Fetch lands are velocity enablers, not automatic cracks; hold them when Brainstorm quality, Mystic Sanctuary setup, or opponent information makes delay valuable.

  • Interaction: Thoughtseize handles known or suspected high-impact cards before they resolve, especially when clearing the way for Tamiyo, Inquisitive Student or Murktide Regent. Fatal Push and Snuff Out answer creatures at mana-efficient rates. Daze, Spell Pierce, Force of Will, and Force of Negation protect tempo, stop decisive noncreature swings, and punish opponents who tap low. Wasteland is interaction with mana, not just a land drop; use it when denying a visible or strongly inferred color/source matters more than developing your own colored mana.

  • Protection: Force of Will, Force of Negation, Daze, Spell Pierce, Thoughtseize, and sometimes Wasteland protect a committed threat by reducing the opponent's ability to resolve or pay for an answer. Protection decisions should use public information first: revealed hand, available mana, stack contents, graveyard, battlefield, hand count, and legal actions.

  • Recursion: Mystic Sanctuary is the main recursion module for instants or sorceries when its rules conditions and trigger choices are legal. Use it to rebuy high-impact interaction or selection only when the top-deck timing advances the current turn cycle.

  • Mana: Underground Sea, Island, Undercity Sewers, Mystic Sanctuary, Polluted Delta, Flooded Strand, Misty Rainforest, Scalding Tarn, and Wasteland form a low-curve but sequencing-sensitive base. Preserve blue and black access before using Wasteland aggressively, and account for Daze returning an Island or Underground Sea when the tempo gain outweighs the land setback.

  • Sideboard modules: Consign to Memory and the extra Force of Negation increase stack interaction; Hydroblast targets red pressure or red stack fights when legal; Surgical Extraction attacks graveyard or redundancy lines after a card reaches a public zone; Hurkyl's Recall is the artifact-pressure reset; extra Snuff Out and Orcish Bowmasters strengthen creature and draw-punish plans; Barrowgoyf, Kaito, Bane of Nightmares, and Emperor of Bones add post-board threat density or midrange staying power, with card-text-specific choices conditional on Veles legal actions.

Primary Win Conditions

  • Murktide Regent is the cleanest closing plan. Setup by trading early resources with Thoughtseize, Fatal Push, Daze, Force of Will, Spell Pierce, Force of Negation, Snuff Out, Brainstorm, Ponder, fetch lands, and Wasteland until the graveyard and mana support a legal Murktide Regent action. Execute by casting it when visible opposing mana is constrained, a revealed hand lacks an answer, or waiting risks falling behind on board or cards. Protect it with Force of Will, Daze, Spell Pierce, Force of Negation, Thoughtseize before commitment, and Wasteland against answer colors. Prioritize this path when the opponent is low on cards, tapped low, pressured by Wasteland, or forced to answer the board immediately.

  • Tamiyo, Inquisitive Student is the preferred early snowball permanent when a one-mana threat can be protected. Setup by playing stable blue mana, using Thoughtseize to remove the most relevant answer, and sequencing Brainstorm, Ponder, or Flow State only when legal action text supports meaningful card flow. Execute by converting Tamiyo, Inquisitive Student into repeated pressure or advantage according to visible legal actions, while avoiding unnecessary attacks or blocks that expose it for no strategic gain. Disrupt with Fatal Push, Orcish Bowmasters, Daze, Force of Will, and Wasteland to keep the opponent from ignoring Tamiyo, Inquisitive Student. Prioritize this path in slower games, against removal-light revealed hands, or when Murktide Regent is not yet castable.

  • Orcish Bowmasters is the pressure-interaction win path against small creatures, planeswalkers, and opposing card draw. Setup by holding black mana when the opponent is likely to draw extra cards or when the visible board makes the body relevant. Execute by casting Orcish Bowmasters at a timing that either answers a visible creature, punishes a draw action, creates combat pressure, or adds a second threat while leaving counter protection available. Disruption comes from the trigger, the bodies, and follow-up Wasteland or Daze turns that make the opponent spend mana inefficiently. Prioritize this path when life totals are close, the opponent has card-selection engines, or Tamiyo, Inquisitive Student needs a board partner.

  • Wasteland plus soft permission is the tempo-lock path that lets small advantages become lethal. Setup by developing at least one reliable colored source before sacrificing Wasteland unless the opponent's visible mana requires immediate denial. Execute by pairing Wasteland with Daze, Spell Pierce, Force of Will, Force of Negation, Thoughtseize, and cheap threats so the opponent loses both mana and time. Prioritize this path when the opponent kept a fragile mana base, has a single visible color source, or needs specific mana to answer Murktide Regent, Tamiyo, Inquisitive Student, or Orcish Bowmasters.

Secondary Win Conditions

  • Flow State is a registered four-copy payoff or engine, but Card text check required. Use it as a win-support card only according to Veles legal action text: if it offers card flow, pressure, selection, or a permanent advantage action, compare that visible result against deploying Murktide Regent, protecting Tamiyo, Inquisitive Student, holding interaction, or answering the board. Do not assume it creates lethal pressure, protection, or card advantage without rules-engine output.

  • Brainstorm and Ponder create a virtual win path by finding the threat-answer mix before the opponent stabilizes. Use them to locate Murktide Regent, Tamiyo, Inquisitive Student, Orcish Bowmasters, Fatal Push, Wasteland, or free permission, not as automatic turn fillers. Brainstorm is strongest with a fetch land or Mystic Sanctuary timing; Ponder is strongest when the hand needs a specific land, threat, or answer.

  • Mystic Sanctuary is a late-game recursion line, not a default tapped land. Use it when its legal trigger can put a high-impact instant or sorcery on top, such as Force of Will, Fatal Push, Thoughtseize, Brainstorm, Ponder, Daze, Force of Negation, Spell Pierce, Snuff Out, or Flow State if card text and current need justify it. Prioritize recursion when both players are low on resources and one more answer or cantrip converts into a protected threat.

  • Post-board threat density can become a secondary win path when sideboarded games slow down. Barrowgoyf, Kaito, Bane of Nightmares, Emperor of Bones, the sideboard Orcish Bowmasters, and the extra Snuff Out should be treated according to legal action text and matchup role, with Card text check required for exact tactical use if Veles has not exposed the relevant abilities.

Emergency Lines

  • When behind on life, stop paying life unless the visible exchange prevents more damage or stops a decisive spell. Thoughtseize, Force of Will, Snuff Out, and fetch lands are still legal tools, but Fatal Push, Orcish Bowmasters, blocking, and mana-efficient counterplay should take priority when the public board threatens a short clock.

  • When behind on board, answer the permanent that changes the next combat step first. Fatal Push and Snuff Out should protect life total or Tamiyo, Inquisitive Student; Orcish Bowmasters should stabilize small-creature boards when legal; Force of Will, Daze, Spell Pierce, and Force of Negation should stop board-expanding spells only when the stack threat is more dangerous than current battlefield damage.

  • When behind on cards, use Brainstorm, Ponder, Flow State if legal text supports recovery, and Mystic Sanctuary to rebuild toward one protected threat. Avoid spending Force of Will or Force of Negation on medium-impact spells unless the visible alternative is losing the threat, losing the board, or enabling a combo.

  • When behind on mana, preserve colored sources before Wasteland aggression. Use Daze only when the tempo gain outweighs returning Island or Underground Sea, and fetch basics or Underground Sea according to the legal need for Brainstorm, Ponder, Thoughtseize, Fatal Push, Orcish Bowmasters, and Murktide Regent.

  • When behind to combo or a stack engine, shift into disruption-first play. Thoughtseize should take the most decisive revealed piece, Wasteland should attack enabling mana, and Force of Will, Force of Negation, Daze, and Spell Pierce should be saved for the spell that actually advances the engine according to visible stack and revealed information.

  • When Murktide Regent is removed or inaccessible, win through layered smaller threats. Protect Tamiyo, Inquisitive Student, Orcish Bowmasters, post-board Barrowgoyf, Kaito, Bane of Nightmares, or Emperor of Bones, and use Mystic Sanctuary plus cantrips to find the next threat rather than overcommitting into a visible sweeper or removal-heavy hand.

Resource Model

  • Life is a spendable tempo resource only while the visible clock is slow. Use Thoughtseize, fetch lands, Force of Will, and Snuff Out to buy decisive time, but stop optional life payment when battlefield damage or burn-like pressure makes the next combat or stack exchange dangerous.

  • Hand size is protection, pitch fuel, and velocity at once. Preserve blue cards for Force of Will and Force of Negation when the opponent can present a decisive stack threat; spend Brainstorm, Ponder, and Flow State to find a threat-answer mix rather than to churn automatically. Flow State: Card text check required, so evaluate only the legal action and visible result Veles exposes.

  • Mana converts into tempo by making one-mana plays plus denial in the same turn. The deck wants to deploy Tamiyo, Inquisitive Student, Thoughtseize, Ponder, Brainstorm, Fatal Push, or Orcish Bowmasters while keeping Daze, Spell Pierce, Force of Will, Force of Negation, Wasteland, or Snuff Out available to punish the opponent's next action.

  • Board presence is deliberately compact. One protected Tamiyo, Inquisitive Student, Orcish Bowmasters, Murktide Regent, or post-board threat can be enough; avoid adding extra permanents when holding interaction or denying mana gives the current threat a better chance to survive.

  • Graveyard cards are future Murktide Regent material and Mystic Sanctuary targets. Do not exile high-value instants or sorceries for Murktide Regent without considering whether Mystic Sanctuary may need Force of Will, Fatal Push, Brainstorm, Ponder, Thoughtseize, Daze, Spell Pierce, Force of Negation, Snuff Out, or Flow State later.

  • Exile costs are real card disadvantage. Pitch to Force of Will or Force of Negation when the stack spell is decisive, when protecting a winning threat, or when tapping mana would lose the tempo exchange; do not pitch a blue card just to counter a low-impact spell that can be answered by Fatal Push, Wasteland pressure, or combat.

  • Lands are both mana and disruption. Underground Sea and Island cast the core spells; Wasteland attacks the opponent's ability to answer threats; Mystic Sanctuary is a late-game tool; Undercity Sewers is likely a slower utility source, so Card text check required and use its legal text rather than assuming untapped tempo mana.

  • Sacrifice fodder is not a normal resource in this maindeck. Fetch lands and Wasteland may be sacrificed for mana fixing or denial; creatures should not be treated as expendable unless Veles exposes a legal action whose visible result is worth losing that specific permanent.

  • Information is a major resource. Thoughtseize should convert revealed hands into a plan for which threat to protect, which mana to deny with Wasteland, and which counterspell to save; Brainstorm should hide or reshape information before discard effects when legal timing supports it.

  • Sideboard bullets should change the resource axis, not dilute the tempo shell. Consign to Memory, Hydroblast, Surgical Extraction, Hurkyl's Recall, the extra Force of Negation, Snuff Out, Orcish Bowmasters, Barrowgoyf, Kaito, Bane of Nightmares, and Emperor of Bones should be used only when their legal text and matchup role improve a specific exchange.

Mana Guide

  • Utility-land sequencing: explicitly track Mystic Sanctuary, Flooded Strand as the deck's named nonbasic or utility-land decisions. Use these lands to satisfy the next visible color or utility requirement before taking speculative lines: play or fetch colored sources before cantrips and discard that need exact mana, keep utility lands when their activated or disruptive text is part of the current plan, and delay utility-land sacrifices until the follow-up spell or ability is already legal. When choosing between a stable colored source and a utility land, choose the source that casts the current hand under visible pressure, then use the utility land once the required colors are secure.

  • Prioritize blue-black access before Wasteland pressure. A keep usually needs a land path to cast Brainstorm, Ponder, Thoughtseize, Fatal Push, Tamiyo, Inquisitive Student, or Orcish Bowmasters early; Wasteland-only hands need exceptional free interaction and cantrips to be legal-risk tolerable.

  • Fetch for the color that unlocks the next two turns. Underground Sea is the default when the hand needs both Thoughtseize or Fatal Push and Brainstorm or Ponder; Island is valuable when Wasteland, Daze, Blood Moon-like pressure from the opponent, or life total makes a basic safer.

  • Sequence cantrips around land uncertainty. Cast Ponder before playing a land when looking for a missing land or color and no shuffle decision is already fixed; cast Brainstorm before a fetch activation when hiding cards, clearing dead cards, or setting up a stronger shuffle.

  • Play the land before drawing when the current legal action requires mana now or when Daze, Spell Pierce, Fatal Push, Thoughtseize, Tamiyo, Inquisitive Student, or Orcish Bowmasters must stay available. Delay the land drop until after Brainstorm, Ponder, or Flow State when the deck may discover whether it needs Underground Sea, Island, Wasteland, Mystic Sanctuary, or a fetch land.

  • Treat Mystic Sanctuary as a spell-like land. Avoid playing it early tapped unless mana is otherwise unusable; prefer it later when legal text can rebuy a decisive instant or sorcery and the top-deck placement can be drawn or protected by Brainstorm or Ponder.

  • Use Daze with land-tempo accounting. Returning Island or Underground Sea is strongest when it counters a high-impact spell, protects a threat, or pairs with Wasteland; it is weak when the returned land prevents Murktide Regent, Orcish Bowmasters, double-spell turns, or holding Spell Pierce.

  • Preserve black mana when the board can change. Fatal Push, Thoughtseize, and Orcish Bowmasters are the main black requirements; do not spend the only black source on a lower-impact action if the opponent's visible battlefield or revealed hand demands removal or discard.

  • Preserve blue mana when stack interaction matters. Brainstorm, Ponder, Tamiyo, Inquisitive Student, Spell Pierce, Daze setup, Force of Will pitch density, Force of Negation pitch density, Murktide Regent, and Flow State all pressure blue resources, so avoid fetching or Wastelanding in ways that leave blue actions stranded.

  • Mulligan mana-light hands that cannot cantrip safely. One-land hands are stronger with Brainstorm or Ponder plus a fetch land or Island/Underground Sea; they are weaker when the only land is Wasteland, Mystic Sanctuary, or Undercity Sewers and the hand must cast multiple colored one-mana spells.

  • Mulligan mana-flooded hands without pressure or selection. Multiple lands are acceptable when they include Wasteland plus colored mana and at least one threat or cantrip; too many lands with only reactive cards can fail to convert tempo into a clock.

Mulligan Guide

  • Strong keep: keep one or two colored lands with Brainstorm or Ponder, one early pressure card, and one live disruption piece. Examples include Underground Sea plus Ponder, Thoughtseize, Daze, Fatal Push, Force of Will, and Tamiyo, Inquisitive Student; or fetch land plus Brainstorm, Orcish Bowmasters, Fatal Push, Force of Will, blue pitch card, and Wasteland.

  • Medium keep: keep a one-land fetch hand when Brainstorm or Ponder can find land two and the hand already has Force of Will, Daze, Fatal Push, Thoughtseize, or Tamiyo, Inquisitive Student. Treat this keep as worse on the draw against Wasteland pressure and better on the play when Thoughtseize or Daze can buy a turn.

  • Risky keep: keep Wasteland plus one colored land only when the hand has a clear first spell and the Wasteland advances a visible or matchup-expected mana-denial plan. Do not keep Wasteland-heavy hands that cannot cast Brainstorm, Ponder, Thoughtseize, Fatal Push, or Tamiyo, Inquisitive Student by turn two.

  • Automatic ship: mulligan zero-land hands, Wasteland-only hands, hands with only Mystic Sanctuary or Undercity Sewers as functional early mana, and hands with Murktide Regent plus reactive cards but no cantrip, discard, removal, or early land development. Undercity Sewers: Card text check required, so do not count it as untapped tempo mana unless Veles exposes that result.

  • Trap hand: ship hands that look interactive but lack a clock or selection, such as multiple Force of Will, Force of Negation, Daze, and Spell Pierce with no Brainstorm, Ponder, Tamiyo, Inquisitive Student, Orcish Bowmasters, or Murktide Regent path. This deck must turn disruption into pressure before the opponent naturally recovers.

  • Matchup-dependent keep: keep Fatal Push and Snuff Out hands higher against creature pressure, keep Force of Will and Force of Negation hands higher against fast stack decks, and keep Thoughtseize plus Wasteland hands higher when the opponent's mana or key spell can be constrained. Post-board, value Consign to Memory, Hydroblast, Surgical Extraction, Hurkyl's Recall, Barrowgoyf, Orcish Bowmasters, Kaito, Bane of Nightmares, Emperor of Bones, Force of Negation, and Snuff Out only when the matchup and legal text make them active.

  • Play/draw rule: on the play, prioritize Thoughtseize, Tamiyo, Inquisitive Student, Daze, and Wasteland because tempo snowballs before the opponent stabilizes. On the draw, prioritize Fatal Push, Brainstorm, Force of Will, Snuff Out, and Orcish Bowmasters because the opponent may act first and Daze loses some leverage.

Turn Arc

  • Turn 1: lead with Thoughtseize when the opponent's unknown hand could contain a decisive engine, removal for Tamiyo, Inquisitive Student, or a spell that beats Daze and Force of Will. Lead with Tamiyo, Inquisitive Student when pressure plus future card flow is stronger than discard and the opponent is unlikely to punish a one-mana creature immediately. Lead with Ponder when the hand lacks land two, lacks a threat, or needs a specific answer; prefer Brainstorm with fetch support or when protecting known cards from discard.

  • Turn 1 deviation: hold Wasteland when colored mana is needed next turn, and deploy Wasteland when denying the opponent's only visible mana path is stronger than casting a cantrip. Keep Fatal Push open when the opponent can present a must-kill creature before your second turn.

  • Turn 2: convert the first exchange into a board or mana advantage. Preferred lines are Thoughtseize plus Wasteland, Tamiyo, Inquisitive Student plus Daze protection, Orcish Bowmasters with interaction available, or cantrip plus Fatal Push when the opponent has a creature start.

  • Turn 2 deviation: do not spend Daze just because it is legal if returning the land prevents double-spelling, Murktide Regent setup, or holding Fatal Push. Use Spell Pierce or Force of Will instead when the stack threat is decisive and the mana-tempo loss from Daze is too costly.

  • Turn 3: decide whether to become the aggressor. Cast Murktide Regent when the graveyard, mana, and visible stack context support protecting it; otherwise keep sculpting with Brainstorm, Ponder, Flow State, Thoughtseize, Fatal Push, and Wasteland. Flow State: Card text check required, so follow only the legal action and visible output Veles provides.

  • Turns 4-5: protect the winning threat or reset the opponent's recovery. Use Force of Will, Force of Negation, Daze, Spell Pierce, Fatal Push, Snuff Out, and Wasteland according to the revealed hand, board, and stack; avoid tapping out for a second threat when one Tamiyo, Inquisitive Student, Orcish Bowmasters, Murktide Regent, Barrowgoyf, Kaito, Bane of Nightmares, or Emperor of Bones is already enough.

  • Late game: turn cantrips and Mystic Sanctuary into specific interaction or a finishing threat. Preserve life total when Snuff Out is costly, preserve blue cards for Force of Will or Force of Negation, and use Wasteland only when denying a visible resource matters more than casting multiple spells.

Card Roles

  • Thoughtseize is the cleanest proactive disruption and should usually define the first exchange when the matchup is unknown. Cast it early to clear removal for Tamiyo, Inquisitive Student or Murktide Regent, take a stack-based payoff before the opponent can protect it, or identify whether Daze, Force of Will, Force of Negation, Fatal Push, and Wasteland line up. Hold it when the hand already has perfect interaction and the opponent is likely to draw into a more important card later, but do not get greedy if an immediate threat or engine can escape discard next turn.

  • Brainstorm is a protected-resource card, not just a redraw. Prefer Brainstorm with Scalding Tarn, Polluted Delta, Misty Rainforest, Flooded Strand, or another shuffle effect available, and use it to hide key cards from discard, convert excess Murktide Regent or lands into live interaction, and maintain blue cards for Force of Will or Force of Negation. Avoid firing Brainstorm into no shuffle unless the hand needs an immediate land, answer, blue pitch card, or lethal setup.

  • Ponder is the default early sculpting spell when the hand needs land two, a threat, or the correct interaction type. Cast Ponder before Brainstorm when there is no shuffle tension, when the top-three decision can be made cleanly, or when you need to preserve Brainstorm as a reactive protection spell. Keep a pile only when the next draw steps support the current role; shuffle aggressively when the pile lacks mana, pressure, or the specific answer demanded by the visible board.

  • Fatal Push is the efficient creature answer that lets Dimir Tempo avoid losing the board while trading on mana. Use it early against must-answer creatures, mana creatures, or pressure that invalidates Thoughtseize life loss and fetch-shock-style damage from Snuff Out lines. Hold it when the opponent has no immediate clock and a more important creature is likely, especially if Wasteland or Daze can already delay the current threat. Treat revolt only as a legal-action and visible-state matter; do not assume a larger target is legal unless Veles exposes Fatal Push as legal for that target.

  • Daze is strongest as a tempo lock piece while the deck has pressure or Wasteland. Use it to counter a decisive spell when returning a land will not strand Brainstorm, Ponder, Thoughtseize, Fatal Push, Tamiyo, Inquisitive Student, or Murktide Regent development. Avoid spending Daze on low-impact spells after the opponent can pay or when the land return makes your next turn too weak. On the draw and in late games, downgrade Daze unless Wasteland, Thoughtseize, or visible mana constraints make it live again.

  • Force of Will is the fail-safe against spells that beat the normal tempo plan. Pitch blue cards only when the spell being countered is worth both the card disadvantage and the blue-card loss; this usually means a fast engine, a protected payoff, a sweeper against your only clock, or a spell that invalidates Wasteland and Daze. Do not pitch Brainstorm or Ponder casually when selection is the path to land, pressure, or a clean answer, and protect Murktide Regent or Tamiyo, Inquisitive Student only when they are actually carrying the game.

  • Force of Negation is narrower than Force of Will and should be preserved for noncreature stack fights where exile or free interaction matters. Use it when the opponent is trying to resolve a decisive noncreature spell and tapping mana for Spell Pierce, Daze, or hardcast Force of Negation is not possible or not safe. Do not treat it as a general creature answer, and be careful about pitching the last blue card when Murktide Regent or cantrip setup still needs support.

  • Spell Pierce is the cheap permission card for early noncreature exchanges. Use it while the opponent is constrained by Wasteland, Daze, Thoughtseize, or their own development, and downgrade it quickly once the opponent can pay. Hold Spell Pierce over Daze when returning a land would break your next turn, and use Daze over Spell Pierce when the opponent has exactly enough mana to pay for Spell Pierce but not Daze.

  • Snuff Out is the emergency free removal spell and should be treated as life-total leverage. Use it when tapping mana for Fatal Push or cantrips would lose tempo, when you must remove a creature while deploying pressure, or when the opponent's clock is otherwise too fast. Avoid paying life when Thoughtseize, fetch lands, and combat damage already put you in burn or attack range. Confirm legality through Veles; do not assume every visible creature is a legal Snuff Out target.

  • Tamiyo, Inquisitive Student is an early pressure and card-advantage piece, but exact transformation and text details require runtime verification. Card text check required, so use Veles legal actions and visible counters, triggers, or transformed characteristics rather than assuming a line. Deploy Tamiyo, Inquisitive Student early when it can survive and make future cantrips or interaction stronger; protect it with Daze, Force of Will, Fatal Push, or Thoughtseize when it is the best route to sustained advantage. Do not overprotect it if Murktide Regent or Orcish Bowmasters is already a better clock.

  • Orcish Bowmasters punishes draw-heavy opponents, stabilizes small-creature boards, and creates pressure without tapping out on your own turn. Flash it in when Veles exposes a legal timing window and the visible trigger or combat math matters; otherwise cast it as a threat when holding up interaction is still possible. Avoid running Orcish Bowmasters into obvious removal when its body is less important than keeping mana open, but value it highly against opposing cantrips, small creatures, and planeswalker pressure.

  • Murktide Regent is the primary closing threat and should be committed after the first tempo exchange has been won or when waiting gives the opponent too much time. Cast Murktide Regent when the graveyard supports a meaningful body, the opponent's key removal has been discarded or countered, and at least one protection or follow-up disruption line is available. Avoid exiling resources in ways that weaken Mystic Sanctuary, future Murktide Regent, or graveyard-sensitive sideboard plans unless the current Murktide Regent is likely to end the game.

  • Flow State is a registered four-copy spell, but exact card text is not safe to assume. Card text check required. Treat Flow State as a legal-action-driven role card: cast it only when Veles shows what it can legally target, select, counter, draw, or modify, and judge the action by current role, mana use, and visible payoff. Do not spend Flow State into unknown value if Brainstorm, Ponder, Fatal Push, Thoughtseize, Daze, Spell Pierce, Force of Will, or Murktide Regent already answers the tactical problem more clearly.

  • Wasteland is a tempo spell occupying a land slot. Use Wasteland when denying a visible land materially delays the opponent, makes Daze or Spell Pierce live, cuts off a color, or protects a threat from a known answer. Do not use Wasteland when the deck needs colored mana for Brainstorm, Ponder, Thoughtseize, Fatal Push, Tamiyo, Inquisitive Student, Orcish Bowmasters, or Murktide Regent. Wasteland is worse as a blind mana-denial action when your hand is mana-light.

  • Underground Sea is the best colored land because it casts both black disruption/removal and blue cantrips/permission. Fetch it when the hand needs immediate flexibility, but consider Island when opposing Wasteland is visible or expected and blue mana is the priority. Protect Underground Sea from unnecessary exposure if a basic Island plus another land can execute the same turn.

  • Island is the stable blue source for cantrips and permission. Fetch or play Island when the matchup threatens mana denial, when black mana is not immediately required, or when Brainstorm and Ponder must fix the hand safely. Do not choose Island if the next turn requires Thoughtseize, Fatal Push, Orcish Bowmasters, or Snuff Out alternatives and no black source is available.

  • Scalding Tarn, Polluted Delta, Misty Rainforest, and Flooded Strand are shuffle tools as much as mana sources. Pair them with Brainstorm and Ponder, delay cracking when top-card information matters, and crack immediately when playing around discard, mana denial, or life-total pressure is less important than finding the correct color. Use fetch lands to enable Fatal Push revolt only when Veles exposes the relevant legal target and the exchange is worth the resource.

  • Mystic Sanctuary is a late-game recursion land, not a normal early tempo land. Card text should still be verified by runtime output, but the strategic use is to rebuy a high-impact Brainstorm, Ponder, Fatal Push, Thoughtseize, Force of Will, Force of Negation, Spell Pierce, Snuff Out, or Flow State when the visible mana and land-type requirements allow it. Avoid keeping opening hands where Mystic Sanctuary is the only functional colored source.

  • Undercity Sewers is a registered one-copy land whose exact tactical text should be checked at runtime. Card text check required. Do not count it as untapped early colored mana unless Veles exposes that result, and treat any selection, graveyard, or fixing role as conditional on legal output and current Murktide Regent, Brainstorm, Ponder, and mana needs.

Interaction Priorities

  • Discard priority: Use Thoughtseize to take the card that beats the current tempo plan, not the most expensive card by default. First take cheap removal or exile effects that answer Murktide Regent when Murktide Regent is your closing line; first take fast combo pieces or protection when the opponent can win before your clock matters; first take sweepers or card-advantage engines when you already have Tamiyo, Inquisitive Student, Orcish Bowmasters, or Murktide Regent pressuring them.

  • Counter priority: Spend Force of Will, Force of Negation, Daze, and Spell Pierce on spells that invalidate your board, win the game, or escape Fatal Push and Snuff Out. Let low-impact cantrips, redundant setup, and expensive spells that are already checked by Wasteland or Thoughtseize resolve unless they immediately find or protect a decisive threat.

  • Removal priority: Use Fatal Push and Snuff Out on creatures that race Murktide Regent, snowball before Orcish Bowmasters can contain them, enable combo mana, or pressure Tamiyo, Inquisitive Student. Avoid killing creatures that are already blanked by a large Murktide Regent, a Bowmasters token, or a life total that allows one more hit while you deploy disruption.

  • Exile priority: Treat Force of Negation as a high-value answer to decisive noncreature stack actions, and treat Surgical Extraction after sideboard as a graveyard or redundancy punish only after the target is visible in a graveyard. Treat Murktide Regent delve as your own-resource exile: keep enough card types or spell density for future Murktide Regent, Mystic Sanctuary, and sideboard plans unless the current Regent is the winning threat.

  • Bounce priority: The registered deck has no main-deck bounce plan with known text. After sideboard, use Hurkyl's Recall only when Veles shows a legal action and returning artifacts changes the board, prevents a lethal turn, breaks a lock, or buys a full tempo swing; do not spend it as a one-for-one delay against a low-impact artifact.

  • Bait priority: Lead with Thoughtseize, Ponder, Brainstorm, Flow State, or a lower-stakes threat when the opponent is representing permission and you need Force of Will, Force of Negation, Daze, or Spell Pierce to protect Murktide Regent. Use Tamiyo, Inquisitive Student or Orcish Bowmasters as bait only when losing it still leaves a strong Murktide Regent or cantrip-plus-disruption line.

  • Ignore priority: Ignore threats that are too slow to beat your current clock, removal that cannot target the visible threat according to Veles, and value permanents that do not affect combat, stack pressure, or mana within the next turn cycle. Do not over-answer a card because it is powerful in the abstract if Wasteland, Daze, Spell Pierce, or your clock already constrains it.

  • Archetype changes: Against combo, Thoughtseize and free permission outrank creature removal, and Wasteland matters only when it changes the combo turn. Against creature decks, Fatal Push, Snuff Out, Orcish Bowmasters, and life-total discipline outrank speculative cantrips. Against control, protect threat density, fight card-advantage engines, and avoid pitching all blue cards to Force of Will before establishing a clock. Against artifact-heavy decks, Hurkyl's Recall and Consign to Memory become tempo interaction, while Fatal Push may lose priority unless creatures are the actual pressure.

Combat And Trading Rules

  • Attack priority: Attack when damage advances a Murktide Regent clock, pressures a planeswalker, or forces the opponent to trade resources into Orcish Bowmasters tokens or Tamiyo, Inquisitive Student. Do not attack with a needed blocker when your life total is already pressured and the extra damage does not shorten the clock by a full turn.

  • Murktide Regent combat: Use Murktide Regent as the main race-breaker once it is large enough to dominate visible blockers. Attack aggressively when Veles shows no favorable block for the opponent, but hold it back when blocking prevents lethal, protects a transformed or high-value permanent, or forces the opponent to spend two cards into your permission.

  • Orcish Bowmasters combat: Preserve Orcish Bowmasters when its trigger threat or token production is better than trading in combat. Trade it for a key small creature, mana creature, or planeswalker-pressure creature when the body is no longer needed, but avoid exposing it to combat if the opponents draw effects make the next trigger decisive.

  • Tamiyo, Inquisitive Student combat: Protect Tamiyo, Inquisitive Student when its visible counters, transformed state, or legal abilities are central to the game plan. Card text check required, so follow Veles output for exact abilities and combat relevance; do not make speculative attacks or blocks based on assumed text.

  • Token and small-body trades: Trade Bowmasters tokens for creatures that preserve life total, protect Tamiyo, Inquisitive Student, or clear attacks for Murktide Regent. Do not trade tokens away if they are the only protection against an opposing attacker or planeswalker attack next turn.

  • Protection priority: Use Daze, Spell Pierce, Force of Will, and Force of Negation to protect a threat only when that threat is your clock or engine for the next several turns. Let removal resolve on a replaceable Orcish Bowmasters or unprotected Tamiyo, Inquisitive Student if saving interaction for a combo spell, sweeper, or Murktide Regent protection line is stronger.

  • Life thresholds: Treat life as a spendable resource early, but tighten immediately after Thoughtseize, fetch lands, and Snuff Out put you within two visible attacks or one burn-like exchange. At low life, favor Fatal Push over Snuff Out when mana allows, block earlier, and stop using Wasteland if colored mana is needed to answer the board.

  • Archetype differences: Against combo, combat is a clock and blocking rarely matters unless it preserves a disruption turn. Against creature aggro, block to preserve life and use removal before combat when it prevents damage immediately. Against control, avoid unnecessary trades that reduce your threat count. Against midrange, trade small bodies when it protects Murktide Regent or converts tempo into a stable board.

Selection And Tutor Rules

  • Selection plan: Treat Brainstorm, Ponder, fetch lands, Mystic Sanctuary, and legal Flow State actions as pseudo-selection, not true tutoring. This deck has no registered main-deck card that searches for any card on demand, so choose from visible legal options and prioritize the missing role: land, blue card, discard, removal, permission, or threat.

  • Early cantrip rule: Use Ponder early when the hand needs its first or second land, a blue card for Force of Will, a one-mana answer, or a threat to pair with disruption. Keep a Ponder pile only when the next draws contribute to the next two turns; shuffle away redundant lands, late Murktide Regent without graveyard fuel, or interaction that misses the visible matchup.

  • Brainstorm discipline: Save Brainstorm for a shuffle effect when the hand contains dead cards, excess lands, extra Murktide Regent, or narrow interaction. Cast Brainstorm without a shuffle only when you must find a land, Force of Will, Daze, Fatal Push, Thoughtseize, or Snuff Out immediately, or when protecting key cards from visible discard is more important than long-term card quality.

  • Fetch-land timing: Delay Scalding Tarn, Polluted Delta, Misty Rainforest, and Flooded Strand when Brainstorm quality matters, but fetch before casting Ponder or Brainstorm if the current library top is known bad. Fetch before Daze only when colored mana remains available for the turn, and fetch basics only when Wasteland-proof mana is worth reducing Underground Sea access.

  • Mystic Sanctuary timing: Use Mystic Sanctuary as a late pseudo-tutor only when Veles shows the land and its condition is legal, and the target instant or sorcery is clearly the best next draw. Put Force of Will, Force of Negation, Fatal Push, Thoughtseize, Brainstorm, Ponder, or Snuff Out on top only when the next draw step or immediate draw effect can convert it before the opponents clock or combo turn matters.

  • Murktide Regent fuel rule: Select cantrip lines that stock the graveyard without exiling future needs too early. When choosing delve payment for Murktide Regent, preserve card types, blue pitch cards, and high-value spells for Mystic Sanctuary when possible, but prioritize resolving a large Murktide Regent if it is the current clock or stabilizer.

  • Flow State caution: Card text check required for Flow State. If Veles exposes Flow State as card selection, draw, surveil, graveyard fill, or another filtering action, choose the mode or card movement that supports the current role, but do not assume hidden card text beyond the engine output.

Priority And Stack Rules

  • Priority baseline: Use legal actions first, visible stack state second, and deck strategy third. Do not cast interaction just because priority is available; pass when the opponents action is low impact, your clock is ahead, or your answer is needed for a higher-impact spell.

  • Free-permission gate: Spend Force of Will or Force of Negation on spells that win the game, remove the only winning threat, generate an unrecoverable engine, or ignore Fatal Push and Snuff Out. Pitch the least important blue card for the next two turns, and avoid exiling the only Brainstorm, Ponder, or Murktide Regent support card unless the stack threat is decisive.

  • Soft-permission gate: Use Daze and Spell Pierce when the opponent is constrained by Wasteland, tapped lands, or an early turn structure. Let a spell resolve through Daze or Spell Pierce if the opponent can pay without losing tempo and the card can be answered more cleanly by Thoughtseize, Fatal Push, Snuff Out, or a later Force of Will.

  • Removal timing: Cast Fatal Push or Snuff Out before combat when killing a creature prevents immediate damage, protects Tamiyo, Inquisitive Student, or clears an attack for Murktide Regent. Hold removal through combat when the opponent may commit a better target, but do not wait if visible pump, sacrifice, or protection timing could make the target illegal or the damage unavoidable.

  • Wasteland timing: Activate Wasteland when it denies a color, strands a spell through Daze or Spell Pierce, cuts off a combo turn, or protects your tempo lead. Do not use Wasteland if sacrificing it prevents casting Brainstorm, Ponder, Fatal Push, Thoughtseize, Orcish Bowmasters, or Murktide Regent on schedule.

  • Orcish Bowmasters windows: Cast Orcish Bowmasters in response to a visible draw effect when Veles shows the action is legal and the trigger will matter. Otherwise deploy it proactively only when the body, token, or pressure is needed more than holding up permission or removal.

  • Graveyard timing: Use Surgical Extraction only after the target card is visible in a graveyard and the extraction changes the opponents next turns, combo redundancy, or recursion plan. Do not fire Surgical Extraction merely to use mana or information unless the legal target is strategically important.

  • Sideboard stack tools: Use Consign to Memory, Hydroblast, Hurkyl's Recall, the extra Force of Negation, and the extra Snuff Out according to Veles legal action text and visible targets. Treat Hurkyl's Recall as a tempo swing or survival tool, Hydroblast as color-dependent interaction, and Consign to Memory as conditional stack or permanent interaction only when the engine confirms legality.

  • Optional and triggered choices: Follow Veles output for optional triggers, transformed Tamiyo, Inquisitive Student abilities, and any Flow State choices because exact text may matter. Decline optional actions that spend mana, cards, or tempo without changing the current race, stack fight, or selection plan.

Sideboard Map

  • Sideboard rule: Choose sideboard changes from the opponents visible archetype, game number, play/draw position, and revealed cards. Preserve the decks core of cheap disruption, blue count, cantrips, and a fast threat; avoid diluting Murktide Regent, Tamiyo, Inquisitive Student, Brainstorm, Ponder, and Wasteland unless the matchup makes a role clearly weak.

  • Consign to Memory: Add against colorless-heavy decks, artifact engines, Eldrazi-style threats, colorless combo pieces, and activated or triggered abilities from colorless sources when Veles confirms legal targets. It is bad against creature swarms, red burn, fair blue mirrors with few colorless permanents, and black graveyard decks where the key spells are not colorless. Its role changes from stack permission to tempo protection when it stops a colorless permanent that would ignore Fatal Push or Snuff Out.

  • Surgical Extraction: Add against graveyard combo, recursion loops, single-card graveyard engines, and decks where removing a visible graveyard card changes the opponents next turn. It is bad as a generic information spell, against fair decks with redundant threats, and when no relevant card is already public in a graveyard. Use it after Thoughtseize, Force of Will, Force of Negation, Daze, Fatal Push, Snuff Out, or combat puts the important card in the graveyard.

  • Force of Negation: Add when noncreature stack interaction matters more than creature removal, especially combo, control, prison, and artifact or spell engines. It is bad when the opponents pressure is mostly creatures and card disadvantage will leave you behind. Its role changes from backup permission to primary protection when Murktide Regent or Tamiyo, Inquisitive Student can win if one decisive opposing spell is stopped.

  • Hydroblast: Add against red decks, red removal, red prison pieces, and red combo turns only when Veles shows legal red spells or red permanents as relevant targets. It is bad against nonred creature decks, blue mirrors without red threats, and artifact shells where Hurkyl's Recall or Consign to Memory has broader text. Treat Hydroblast as life-total protection against burn, stack protection for Murktide Regent or Tamiyo, Inquisitive Student, and efficient removal for a red permanent when legal.

  • Snuff Out: Add against creature decks where nonblack creatures determine combat, tempo, or survival. It is bad when the life payment creates a burn-range loss, when opposing threats are black, or when the opponents decisive cards are noncreature spells. Its role changes from emergency free interaction to tempo-positive removal when you can spend all mana on cantrips, discard, or a threat while still answering a creature.

  • Hurkyl's Recall: Add against artifact boards, artifact combo, and artifact prison where returning artifacts changes the race or unlocks your mana and attacks. It is bad against low-artifact decks and creature decks where one bounce spell does not stop lethal pressure. Use it as a tempo reset before an attack, a survival play before the opponents artifact turn, or an answer to a board state that single-target interaction cannot handle.

  • Barrowgoyf: Card text check required. Add as a post-board threat or stabilizer against fair creature decks, removal-heavy blue decks, and midrange games where a single resilient body matters. It is bad against fast combo, decks that exile graveyards efficiently, or matchups where tapping mana for a threat loses to the stack. Its role changes from pressure to defense when life total, combat sizing, or graveyard state makes racing unsafe.

  • Orcish Bowmasters: Add the fourth copy against blue cantrip decks, draw-heavy engines, small-creature decks, and fair mirrors where flash-speed pressure punishes card draw. It is bad when the opponent neither draws extra cards nor presents small bodies, and when the matchup is decided by large noncreature spells. Its role changes from reactive ambush to proactive threat when your hand already has enough permission or removal.

  • Kaito, Bane of Nightmares: Card text check required. Add against control, midrange, and attrition games where a durable threat or repeatable advantage engine is better than extra one-for-one removal. It is bad against fast combo, mana denial starts where four mana is unrealistic, and creature aggro that can pressure planeswalkers immediately. Its role changes from finisher to card-advantage engine when both players trade resources and the battlefield is stable.

  • Emperor of Bones: Card text check required. Add against fair decks and graveyard-involved midrange games when Veles exposes legal graveyard or combat choices that generate material advantage. It is bad against fast combo, graveyard hate, and matchups where the cards text has no legal or timely targets. Treat its target choices as tactical decisions unless Veles presents a single legal target.

Colorless Artifact Or Eldrazi Shell Role cards: 3 Consign to Memory; 1 Force of Negation; 1 Hurkyl's Recall Trim roles: 4 Fatal Push; 1 Snuff Out

Red Burn Or Red Aggro Role cards: 3 Hydroblast; 1 Snuff Out; 1 Orcish Bowmasters Trim roles: 1 Force of Negation; 1 Spell Pierce; 1 Daze; 2 Thoughtseize

Fast Graveyard Combo Role cards: 1 Surgical Extraction; 1 Force of Negation Trim roles: 1 Snuff Out; 1 Fatal Push

Fair Blue Control Or Slow Midrange Role cards: 2 Kaito, Bane of Nightmares; 1 Barrowgoyf; 1 Emperor of Bones; 1 Orcish Bowmasters; 1 Force of Negation Trim roles: 4 Fatal Push; 1 Snuff Out; 1 Daze

Creature Tempo Or Fair Creature Pressure Role cards: 1 Snuff Out; 1 Orcish Bowmasters; 1 Barrowgoyf; 1 Emperor of Bones Trim roles: 1 Force of Negation; 1 Spell Pierce; 1 Daze; 1 Thoughtseize

  • Against combo: Add role cards: Force of Negation, Surgical Extraction when graveyard cards matter, Consign to Memory when the combo uses colorless spells or abilities. Reduce main-deck emphasis: Fatal Push, Snuff Out, and slow threats when visible pressure is low. Keep Thoughtseize, Force of Will, Daze, Spell Pierce, Brainstorm, Ponder, and a fast Murktide Regent plan because the matchup is about disruption plus clock.

  • Against fair blue: Add role cards: Kaito, Bane of Nightmares, Orcish Bowmasters, Barrowgoyf, Emperor of Bones, and Force of Negation when stack fights remain important. Reduce main-deck emphasis: excess Fatal Push, Snuff Out, and Daze on the draw when the opponent can pay. Preserve blue count for Force of Will and keep cantrips to find threats after trading resources.

  • Against creature aggro: Add role cards: Snuff Out, Orcish Bowmasters, Barrowgoyf, and Hydroblast if the threats are red. Reduce main-deck emphasis: Force of Negation, Spell Pierce, and Thoughtseize when life total or board presence matters more than hand disruption. Keep Fatal Push and avoid hands that interact only on the stack.

  • Against artifact prison: Add role cards: Hurkyl's Recall, Consign to Memory, Force of Negation, and possibly Hydroblast only for confirmed red cards. Reduce main-deck emphasis: creature-only removal and life-payment removal. Wasteland becomes a lock-breaking card, not merely a tempo card, so protect mana before sacrificing lands.

  • Against graveyard decks: Add role cards: Surgical Extraction, Force of Negation, and creature removal only when the opponents visible threats require it. Reduce main-deck emphasis: narrow removal that misses the revealed threat base. Use Thoughtseize to create Surgical Extraction windows, but do not spend Surgical Extraction without a public graveyard target that changes the opponents plan.

Explicit Sideboard Repair Plans

These balanced plans are legal Veles candidates built from the registered sideboard and main deck. Use them as baseline sideboarding options only when the matchup role fits; keep the role guidance above as the strategic source of truth.

Legal repair plan 1 Side in: 3 Consign to Memory; Surgical Extraction Cut: 4 Thoughtseize

Legal repair plan 2 Side in: 2 Consign to Memory; Surgical Extraction; Force of Negation Cut: 3 Thoughtseize; Flow State

Legal repair plan 3 Side in: Consign to Memory; Surgical Extraction; Force of Negation; Hydroblast Cut: 2 Thoughtseize; 2 Flow State

Legal repair plan 4 Side in: Surgical Extraction; Force of Negation; 2 Hydroblast Cut: Thoughtseize; 3 Flow State

Matchup Guidance

  • Aggro: Prioritize survival first, then turn the corner with Murktide Regent, Tamiyo, Inquisitive Student, Orcish Bowmasters, or a sideboard threat once the board is contained. Keep Fatal Push, Snuff Out, and free blue interaction only when the opposing deck also has decisive noncreature spells; otherwise spend Force of Will and Daze sparingly because two-for-one trades can leave you without enough material to stabilize. Thoughtseize is strongest before the opponent deploys pressure, but it becomes risky when the life loss or lost tempo exposes you to lethal attacks. Add role cards: Snuff Out, Orcish Bowmasters, Barrowgoyf, Emperor of Bones, and Hydroblast against red pressure. Card text check required for Barrowgoyf and Emperor of Bones; use them only when Veles shows legal actions that improve blocking, pressure, or attrition.

  • Burn: Protect life total as a resource with stricter discipline than in normal tempo games. Reduce main-deck emphasis on Thoughtseize, Force of Will pitch fights, and Snuff Out life payment unless the legal action prevents more damage than it costs or stops a lethal spell. Hydroblast is the cleanest sideboard card when the stack or permanent is red, and Force of Negation is useful only for noncreature burn engines or pivotal red noncreature spells that Veles exposes. Fetch basic Island or stable blue-black mana only when it does not prevent casting Fatal Push or Orcish Bowmasters on time. Race with Murktide Regent when the opponent is low on cards, but do not tap out if Veles shows open stack interaction and a legal Hydroblast, Daze, Force of Will, or Force of Negation line protects survival.

  • Go-wide creature decks: Trade early and avoid saving removal for theoretical premium targets when visible attackers will create a short clock. Fatal Push should answer the creature that increases the next attack most, while Orcish Bowmasters can shift from draw punishment to ambush blocker if Veles exposes a legal flash-speed line. Snuff Out is tempo-positive when the life payment still leaves a safe life cushion; it is dangerous when the opponent can attack or burn immediately after. Murktide Regent is often a stabilizer rather than a fast finisher, so commit it when it blocks profitably and survives visible removal risk. Add role cards: Snuff Out, Orcish Bowmasters, Barrowgoyf, Emperor of Bones, and Hydroblast for red boards. Reduce main-deck emphasis on Force of Negation and Spell Pierce when the visible battlefield, not the stack, is deciding the game.

  • Single-threat decks: Attack the one permanent or one spell that matters instead of dispersing resources. Thoughtseize is excellent before the threat resolves, Daze and Spell Pierce are best while the opponent is developing mana, and Force of Will or Force of Negation should be held for the threat that cannot be answered by Fatal Push, Snuff Out, Wasteland, or combat. If the threat is a creature that Fatal Push can legally destroy, prefer the one-mana answer over pitching blue cards unless tempo or protection demands otherwise. Murktide Regent races well after the threat is answered, but do not exile graveyard resources for it if the opponent can punish an unprotected tap-out. Sideboard Consign to Memory when the threat is colorless or an ability package Veles shows as legal to counter; sideboard Snuff Out or Barrowgoyf when combat sizing matters.

  • Tempo mirrors: Value mana efficiency, land drops, and threat protection over raw card count. Brainstorm and Ponder should find the mix of lands, free interaction, and a threat; do not keep cantrip-heavy hands that fold to Wasteland plus Daze without a stable mana plan. Thoughtseize is strongest when it clears the way for Tamiyo, Inquisitive Student or Murktide Regent, but it is weaker when both players are racing on low resources. Orcish Bowmasters pressures opposing cantrips and can punish draw steps, so protect it when it constrains the opponents Brainstorm or Ponder lines. Add role cards: Orcish Bowmasters, Snuff Out, Barrowgoyf, Emperor of Bones, and Kaito, Bane of Nightmares if the mirror slows down. Card text check required for Kaito, Bane of Nightmares; use only when Veles shows a legal, board-stable deployment.

  • Midrange: Become the efficient threat deck when the opponent is slower, and become the answer deck when their battlefield is already ahead. Thoughtseize should take the card that beats your current hand, not automatically the most expensive card; choose removal if protecting Murktide Regent or Tamiyo, Inquisitive Student wins, and choose card advantage if the game is heading long. Wasteland should deny key colors or expensive turns, but avoid sacrificing a land when you still need double-spell turns with Brainstorm, Ponder, Fatal Push, and permission. Add role cards: Kaito, Bane of Nightmares, Barrowgoyf, Emperor of Bones, Orcish Bowmasters, and sometimes Force of Negation. Reduce main-deck emphasis on excess Daze and narrow removal when the opponent has enough mana or few targets.

  • Control: Shift from pure tempo into threat-plus-disruption and avoid flooding the stack with low-impact fights. Thoughtseize should clear countermagic, sweepers, or the card that answers your only threat. Brainstorm and Ponder should preserve blue count for Force of Will while finding a protected Murktide Regent, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, or Barrowgoyf. Wasteland is strongest against utility lands or mana-light keeps, but do not overextend mana denial if it prevents holding up Spell Pierce, Daze, Force of Will, or Force of Negation. Add role cards: Kaito, Bane of Nightmares, Barrowgoyf, Emperor of Bones, Orcish Bowmasters, and Force of Negation. Reduce main-deck emphasis on Fatal Push, Snuff Out, and Daze on the draw if Veles shows the opponent can pay.

  • Removal-heavy decks: Diversify threats and avoid committing Murktide Regent as the only win condition without protection. Tamiyo, Inquisitive Student, Orcish Bowmasters, Kaito, Bane of Nightmares, Barrowgoyf, and Emperor of Bones all pressure different answer suites, but Card text check required for Kaito, Bane of Nightmares, Barrowgoyf, and Emperor of Bones before relying on exact resilience. Thoughtseize should take the removal spell that lines up with your planned threat, while Brainstorm can hide excess threats or preserve a follow-up. Do not pitch all threats to Force of Will unless the countered spell would otherwise win the game. Add role cards that create durable pressure; reduce main-deck emphasis on creature removal when the opponents threats are few.

  • Combo: Win by pairing disruption with a clock, not by playing a long draw-go game without pressure. Keep Thoughtseize, Force of Will, Daze, Spell Pierce, Force of Negation, Brainstorm, Ponder, and the fastest credible threat line. Fatal Push and Snuff Out are weak unless Veles shows creature-based combo pieces that must be killed. Surgical Extraction is for public graveyard cards that materially cut off the combo; do not fire it just because a target exists. Consign to Memory is for colorless spells, triggered abilities, or activated abilities only when Veles exposes a legal relevant counter line. Murktide Regent should be deployed early enough to end the game before the opponent rebuilds, but not into a turn where holding interaction is clearly required.

  • Graveyard decks: Disrupt the graveyard only when the public zone and legal action text show a target that matters. Thoughtseize can create a Surgical Extraction window, and Force of Will or Force of Negation should stop the enabler that produces an immediate graveyard payoff. Murktide Regent uses your graveyard, so balance delve against the need to leave cards for future Flow State, Mystic Sanctuary, or graveyard-dependent sideboard cards if Veles makes those interactions legal. Card text check required for Flow State and Emperor of Bones; use their graveyard or selection implications only from exposed legal actions. Add role cards: Surgical Extraction, Force of Negation, and creature removal only if the opponents visible plan uses creatures.

  • Big mana: Attack mana development while preserving enough pressure to punish the delay. Wasteland is a primary plan against key lands, Daze and Spell Pierce are strongest before the opponent reaches excess mana, and Thoughtseize should take the payoff or stabilizer that your current hand cannot beat. Force of Will and Force of Negation should be reserved for haymakers, not minor setup, unless the setup is the only bridge to an unbeatable turn. Consign to Memory is important against colorless spells and ability-based engines when legal. Murktide Regent is the preferred clock because it closes before big mana recovers, but Tamiyo, Inquisitive Student can be correct if Veles shows a low-risk early deployment.

  • Artifact/enchantment shells: Identify whether the matchup is artifact prison, artifact combo, or enchantment-based value before spending interaction. Hurkyl's Recall is a tempo reset against artifact boards and should be timed before a lethal attack, before the opponents explosive turn, or when it unlocks your mana from artifact pressure. Consign to Memory covers colorless spells and relevant abilities; Force of Negation covers noncreature engines; Wasteland can break mana or utility land dependency. Fatal Push and Snuff Out are poor when the battlefield is mostly noncreature artifacts or enchantments. Against enchantment-heavy decks, keep stack interaction and discard high, but do not bring Hurkyl's Recall unless artifacts are visible or expected from the deck identity.

Specific Matchup Notes

  • General/archetype-only: Revealed cards override matchup assumptions, and Veles legal actions override every preference here. Use Thoughtseize and visible game actions to classify the opponent before committing sideboard roles; do not assume hidden staples, exact removal, or combo texture without public evidence.

  • Tempo mirrors: Protect the first durable advantage instead of fighting every spell. Priority targets are opposing cheap threats, opposing card-selection engines when Orcish Bowmasters is active, and removal or permission that answers Tamiyo, Inquisitive Student or Murktide Regent. Add role cards: Orcish Bowmasters, Snuff Out, Barrowgoyf, Emperor of Bones, Kaito, Bane of Nightmares. Reduce main-deck emphasis on Force of Negation when the opponent is mostly creatures and on Daze when Veles shows the opponent can pay.

  • Fast creature decks: Preserve life total and battlefield parity before sculpting perfect hands. Fatal Push, Snuff Out, Orcish Bowmasters, and Hydroblast against red threats are priority interaction; Thoughtseize is weaker when life total pressure is already high unless it takes the card that creates lethal or blanks your removal. Add role cards: Hydroblast, Snuff Out, Orcish Bowmasters, Barrowgoyf, Emperor of Bones. Reduce main-deck emphasis on Force of Negation and Spell Pierce if legal targets are scarce.

  • Spell combo: Pair disruption with the fastest credible clock. Priority targets are the enabler that starts the combo, the protection spell that beats Force of Will or Daze, or the payoff your hand cannot answer. Add role cards: Consign to Memory when legal text exposes colorless spells, triggered abilities, or activated abilities; Force of Negation; Surgical Extraction only when a public graveyard target materially cuts off the line. Reduce main-deck emphasis on Fatal Push and Snuff Out unless Veles shows creature combo pieces.

  • Graveyard strategies: Use Surgical Extraction only on public cards that matter to the opponents active plan. Thoughtseize can create the target, Force of Will and Force of Negation should stop enablers, and Murktide Regent should not consume graveyard resources casually if future graveyard interactions are relevant. Add role cards: Surgical Extraction, Force of Negation, Consign to Memory when legal ability targets matter, and creature removal only for visible creatures.

  • Big mana and colorless engines: Attack the bridge turn, not only the payoff. Wasteland should hit lands that enable expensive turns or unique colors, while Daze, Spell Pierce, Force of Will, Force of Negation, and Thoughtseize should stop the payoff that invalidates your clock. Add role cards: Consign to Memory, Force of Negation, Kaito, Bane of Nightmares, Barrowgoyf. Card text check required for Kaito, Bane of Nightmares and Barrowgoyf before relying on exact role texture.

  • Artifact-heavy decks: Treat Hurkyl's Recall as a tempo reset, not a generic answer. Hold it for a visible artifact board that threatens lethal, prevents your attack, or enables an explosive follow-up; pair it with Murktide Regent or another clock when possible. Add role cards: Hurkyl's Recall, Consign to Memory, Force of Negation, Hydroblast only if red cards are visible or expected from public identity. Reduce main-deck emphasis on Fatal Push and Snuff Out when creatures are not central.

  • Slow control: Win with one protected threat and disciplined stack fights. Thoughtseize should take sweepers, hard answers, or permission that stops Murktide Regent, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, or Barrowgoyf. Add role cards: Kaito, Bane of Nightmares, Barrowgoyf, Emperor of Bones, Force of Negation, Orcish Bowmasters. Reduce main-deck emphasis on Fatal Push, Snuff Out, and late Daze when Veles shows excess mana.

Risk Summary

  • Mana risk: Wasteland, Daze, and fetch sequencing can strand the deck on too few lands for Brainstorm, Ponder, Fatal Push, and permission in the same turn cycle. Keep Underground Sea access high when Thoughtseize or Fatal Push matters, keep Island access available against mana pressure, and treat Mystic Sanctuary and Undercity Sewers as tactical lands whose timing must follow visible needs.

  • Matchup risk: Misclassifying the opponent can turn strong cards into dead cards. Do not keep Force of Negation-heavy hands against creature pressure without removal, do not overvalue Fatal Push against spell combo, and do not spend Wasteland before knowing whether mana denial or spell velocity matters more.

  • Draw risk: Brainstorm and Ponder can hide a weak hand instead of fixing it if fetch lands are absent or timing is poor. Use them to find land, threat, or interaction by immediate need, and preserve blue cards for Force of Will when the stack matters.

  • Over-sideboarding risk: Adding too many narrow role cards can dilute the threat-plus-disruption structure. Maintain enough blue count for Force of Will, enough threats to close after disruption, and enough cheap interaction for the opponents visible axis.

  • Graveyard risk: Murktide Regent competes with any graveyard-sensitive plan and can shrink future resource options. Delve only when the clock matters more than preserving graveyard texture; Card text check required before using Flow State, Barrowgoyf, or Emperor of Bones as graveyard-dependent assumptions.

  • Sweeper/removal risk: A single Murktide Regent can lose to one answer if not backed by discard or permission. Diversify pressure with Tamiyo, Inquisitive Student, Orcish Bowmasters, Kaito, Bane of Nightmares, Barrowgoyf, or Emperor of Bones when games slow down.

  • Closer risk: Hands with disruption but no clock give combo, control, and big mana too much time. Prioritize a fast Murktide Regent or protected early permanent once the first key exchange is won.

  • Interaction risk: Force of Will pitch choices can exhaust win conditions or leave the next threat unanswered. Counter only spells that beat the current hand, create immediate lethal pressure, or invalidate your tempo plan.

  • Sequencing risk: Thoughtseize, Wasteland, cantrips, and soft counters conflict on early turns. Lead with the action that answers the visible bottleneck: information before commitment, mana denial before expensive turns, removal before damage snowballs, and pressure before the opponent rebuilds.

Test Feedback Checklist

  • Deciding factor: Record whether each win or loss came from early pressure, mana denial, discard-plus-clock, removal efficiency, sideboard card impact, or a failure to close after the first successful exchange.

  • Mulligans: Note whether opening hands had a coherent role by turn one: land access, blue card for Force of Will when needed, black source for Thoughtseize or Fatal Push, a threat such as Tamiyo, Inquisitive Student or Murktide Regent, and a plan if Daze or Wasteland was drawn.

  • Mana: Track every game where Wasteland, Daze, Mystic Sanctuary, Undercity Sewers, or fetch sequencing caused Brainstorm, Ponder, Fatal Push, Thoughtseize, Spell Pierce, Force of Negation, or Murktide Regent to be stranded.

  • Velocity: Check whether Brainstorm and Ponder converted weak resources into the needed category, or only delayed a missing threat, missing land, missing black mana, missing blue pitch card, or missing answer.

  • Engine pressure: Record whether Tamiyo, Inquisitive Student and Orcish Bowmasters generated durable pressure or died before producing advantage; Card text check required before attributing any exact Flow State engine result beyond observed game actions.

  • Removal: Separate Fatal Push, Snuff Out, Hydroblast, Consign to Memory, Force of Will, Force of Negation, Daze, and Spell Pierce by target quality, then flag uses that answered low-impact cards while the real threat resolved.

  • Sideboard: Record whether each brought role card actually matched visible game texture: Hydroblast versus red pressure, Hurkyl's Recall versus artifact boards, Surgical Extraction versus public graveyard leverage, Consign to Memory versus colorless spells or visible abilities, and extra threats versus slow decks.

  • Closing: Note every game where Murktide Regent, Tamiyo, Inquisitive Student, Orcish Bowmasters, Barrowgoyf, Emperor of Bones, or Kaito, Bane of Nightmares was available but the pilot spent too many turns sculpting instead of presenting lethal pressure.

  • Role: Label each game as tempo, control, midrange, or emergency survival after turn two, then check whether Thoughtseize, Wasteland, cantrips, removal, and counters were sequenced for that role rather than for generic card efficiency.

  • Mistakes: Flag any Force of Will pitch that removed the only closer, any Daze used after the opponent clearly had spare mana, any Thoughtseize that worsened a fast damage race unnecessarily, and any Wasteland that delayed the pilot more than the opponent.

  • Stranded cards: Count hands where Force of Negation lacked a target, Fatal Push or Snuff Out lacked creatures, Hydroblast lacked red cards, Hurkyl's Recall lacked artifacts, or Surgical Extraction had no public card worth extracting.

  • Overperformers and underperformers: Compare card impact to opportunity cost, especially Flow State, Spell Pierce, Force of Negation, Snuff Out, Murktide Regent, Orcish Bowmasters, Barrowgoyf, Emperor of Bones, and Kaito, Bane of Nightmares.

First Tuning Questions

  • Threat density: If disruption won early exchanges but games still slipped away, should the main deck increase closers such as Murktide Regent or add more resilient sideboard threats like Barrowgoyf, Emperor of Bones, or Kaito, Bane of Nightmares for slow matchups?

  • Cantrip package: If Brainstorm and Ponder frequently found interaction but not a clock, does the deck need more threat density, or are keep decisions overvaluing reactive hands without Tamiyo, Inquisitive Student, Orcish Bowmasters, or Murktide Regent?

  • Mana base: If black one-mana interaction was stranded, should the land mix bias harder toward Underground Sea access, or were fetch lands being spent before the game identified whether Island, Mystic Sanctuary, Undercity Sewers, or Wasteland mattered?

  • Soft counters: If Daze and Spell Pierce underperformed against opponents with extra mana, should their main-deck quantity or sideboard emphasis decrease in slow matchups while Force of Negation, Kaito, Bane of Nightmares, or Barrowgoyf take more strategic weight?

  • Free counters: If Force of Will protected tempo wins but caused threat starvation, should pitch decisions become stricter, or does the blue count need reassessment after sideboarding in nonblue cards such as Barrowgoyf, Emperor of Bones, Snuff Out, Surgical Extraction, and Hydroblast?

  • Removal balance: If Fatal Push and Snuff Out overperformed against creature decks but were stranded elsewhere, should matchup plans more aggressively shift emphasis toward Force of Negation, Consign to Memory, Thoughtseize, and pressure against spell decks?

  • Sideboard slots: If Hydroblast, Hurkyl's Recall, Surgical Extraction, or Consign to Memory had too few live windows, were they aimed at the wrong archetypes, or does the sideboard need broader cards instead of narrow answers?

  • Artifact plan: If Hurkyl's Recall reset the board without producing a win, should artifact matchups prioritize a faster Murktide Regent clock, more Wasteland pressure, or more stack interaction before relying on the reset turn?

  • Graveyard plan: If Surgical Extraction mattered only after Thoughtseize or a counterspell created a public target, is one copy enough, or are graveyard matchups being lost before extraction becomes relevant?

  • Aggro plan: If life total pressure beat Thoughtseize and Force of Will costs, should post-board plans reduce painful interaction emphasis and increase Fatal Push, Snuff Out, Hydroblast, Orcish Bowmasters, Barrowgoyf, or Emperor of Bones roles?

  • Control plan: If single threats kept dying, should slow-matchup plans emphasize diversified threats, protected commitment gates, and fewer creature-only answers rather than trying to fight every spell on the stack?

  • Role conflict: If Wasteland, Daze, cantrips, and Thoughtseize pulled games in different directions, should mulligan policy demand a clearer opening role instead of keeping hands that are individually powerful but strategically split?

Veles Tactical Policy

Policy: Opening Role Keep Gate

Priority: High Decision families: mulligan; pregame Cards: Brainstorm; Ponder; Thoughtseize; Fatal Push; Daze; Force of Will; Tamiyo, Inquisitive Student; Murktide Regent; Orcish Bowmasters Phase windows: Opening hand; mulligan decisions Runtime cues: prompt:mulligan; opening_hand Use when: deciding keep or mulligan before game actions. Avoid when: game state already contains public information from a resolved spell or ability. Instructions: Keep hands with functional mana plus a clear first exchange: early threat plus disruption, discard plus cantrip, removal plus pressure, or Force of Will plus blue card against fast unknowns. Mulligan reactive hands that lack a clock, black interaction, blue card velocity, or enough mana to cast the visible hand. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: First Threat Setup

Priority: Medium Decision families: priority; mana; selection Cards: Tamiyo, Inquisitive Student; Orcish Bowmasters; Murktide Regent; Brainstorm; Ponder; Flow State Phase windows: Turns 1-3 main phases; early priority windows Runtime cues: action:cast Tamiyo, Inquisitive Student; action:cast Orcish Bowmasters; action:cast Ponder; action:cast Brainstorm Use when: the hand has no battlefield pressure or needs a first permanent before trading resources. Avoid when: opponent presents a visible must-answer threat or the pilot must hold up known interaction to avoid immediate loss. Instructions: Establish Tamiyo, Inquisitive Student or Orcish Bowmasters early when mana and protection permit, then use cantrips to find the missing half of pressure plus disruption. Treat Flow State as card text check required; use only when legal action text and visible context show the effect supports the current role. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Fetch And Cantrip Discipline

Priority: Medium Decision families: mana; selection Cards: Brainstorm; Ponder; Scalding Tarn; Polluted Delta; Misty Rainforest; Flooded Strand; Underground Sea; Island; Mystic Sanctuary; Undercity Sewers Phase windows: Main phases; opponent end step; upkeep with known top cards Runtime cues: action:activate Scalding Tarn; action:activate Polluted Delta; action:activate Misty Rainforest; action:activate Flooded Strand; action:cast Brainstorm; action:cast Ponder Use when: choosing land search, shuffle timing, or cantrip sequencing. Avoid when: a pending stack decision requires interaction before selection. Instructions: Fetch Underground Sea when black interaction and blue spells both matter, fetch Island when Wasteland-proof blue mana matters, and delay shuffle effects when Brainstorm or Ponder can convert unwanted cards. Preserve Mystic Sanctuary decisions for visible late-game spell recursion only when the land can legally matter. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Wasteland Commitment Gate

Priority: High Decision families: mana; priority; interaction Cards: Wasteland; Daze; Spell Pierce; Thoughtseize; Murktide Regent Phase windows: Main phases; opponent upkeep only if legal and tactically selected Runtime cues: action:activate Wasteland Use when: deciding whether to spend Wasteland instead of developing colored mana or casting spells. Avoid when: Wasteland use strands the pilot's visible Fatal Push, Thoughtseize, Brainstorm, Ponder, or threat deployment without cutting off an important opposing resource. Instructions: Use Wasteland to reinforce Daze or Spell Pierce, remove a key visible nonbasic, or deny the opponent a critical next turn. Do not fire it as a generic land trade when the pilot needs stable blue-black mana to execute the hand. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Permission Spend Gate

Priority: High Decision families: interaction; priority Cards: Force of Will; Force of Negation; Daze; Spell Pierce Phase windows: Any stack window; opponent turn; own turn protection windows Runtime cues: action:cast Force of Will; action:cast Force of Negation; action:cast Daze; action:cast Spell Pierce Use when: deciding whether to counter a visible spell or ability. Avoid when: the target is low impact, already answerable by Fatal Push or Snuff Out, or paying a pitch cost removes the only credible clock. Instructions: Spend permission on cards that beat the current plan, remove the pilot's established threat, create immediate lethal pressure, or invalidate the mana-denial line. Prefer Daze and Spell Pierce while opponent mana is constrained; preserve Force of Will for effects that cannot be beaten on board. Pilot skill floor: High No-API allowed: no Light-model allowed: yes

Policy: Removal Target Gate

Priority: High Decision families: interaction; priority Cards: Fatal Push; Snuff Out; Hydroblast; Orcish Bowmasters Phase windows: Combat; end step; main phases; stack windows for red spells with Hydroblast Runtime cues: action:cast Fatal Push; action:cast Snuff Out; action:cast Hydroblast; action:target Use when: choosing whether and what to remove. Avoid when: removal is aimed at a creature that is not pressuring life total, blocking the winning attack, enabling a combo, or protecting a more important opposing permanent. Instructions: Use Fatal Push and Snuff Out to preserve tempo, clear attacks, or stop engines visible on board. Account for life payment before Snuff Out in races. Use Hydroblast only against legal red targets when that exchange changes survival, tempo, or a protected threat line. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Thoughtseize Target Opponent

Priority: Low Decision families: interaction; priority Cards: Thoughtseize Phase windows: Main phase after cast selection Runtime cues: action:target opponent Thoughtseize Use when: exactly one legal Thoughtseize target action contains target opponent and the pilot is resolving a chosen Thoughtseize cast. Avoid when: legal action text does not identify target opponent, or a visible replacement/control effect changes who should be targeted. Instructions: Choose the opponent as the Thoughtseize target after the decision to cast Thoughtseize has already been selected. Pilot skill floor: Low No-API allowed: yes Light-model allowed: yes

Policy: Hand-Attack Selection

Priority: High Decision families: interaction; selection Cards: Thoughtseize Phase windows: Resolution of discard spell Runtime cues: prompt:choose card from opponent hand; action:choose Use when: opponent hand is temporarily revealed by a legal effect. Avoid when: no revealed candidate list is present in visible state. Instructions: Take the card that most directly beats the current role: immediate combo piece, removal for the only threat, efficient pressure in a race, or card that escapes current permission/removal. Respect life total when Thoughtseize worsens a fast race. Pilot skill floor: High No-API allowed: no Light-model allowed: yes

Policy: Murktide Regent Commitment Gate

Priority: High Decision families: priority; mana; selection Cards: Murktide Regent; Brainstorm; Ponder; Force of Will; Daze; Thoughtseize Phase windows: Main phases with legal cast action Runtime cues: action:cast Murktide Regent Use when: deciding whether to commit Murktide Regent as the primary closer. Avoid when: graveyard resources, mana, or protection are insufficient and waiting does not risk losing the game. Instructions: Cast Murktide Regent when the pilot can close quickly, protect it from visible or known interaction, or must race a board that will outscale smaller threats. Delay when cantrips or discard can first improve protection without ceding lethal pressure. Pilot skill floor: High No-API allowed: no Light-model allowed: yes

Policy: Combat Clock Gate

Priority: Medium Decision families: combat; priority Cards: Tamiyo, Inquisitive Student; Orcish Bowmasters; Murktide Regent; Barrowgoyf; Emperor of Bones Phase windows: Declare attackers; declare blockers; combat trick windows Runtime cues: prompt:declare attackers; prompt:declare blockers; action:attack; action:block Use when: choosing attacks, blocks, or whether to trade creatures. Avoid when: exactly one legal combat action exists and it is procedural. Instructions: Attack when damage advances a two- to three-turn clock without exposing the only engine or blocker to a bad trade. Block to preserve life total against short clocks, protect planeswalker or engine pressure when visible, and avoid trading away the only threat if removal or permission can solve the race instead. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Brainstorm And Ponder Selection

Priority: Medium Decision families: selection; priority Cards: Brainstorm; Ponder; Scalding Tarn; Polluted Delta; Misty Rainforest; Flooded Strand Phase windows: Cantrip resolution; upkeep; main phase; end step Runtime cues: prompt:put cards back; prompt:reorder; action:shuffle; action:draw Use when: resolving Brainstorm or Ponder choices. Avoid when: visible pending decisions involve revealed opponent cards that must be answered first. Instructions: Select toward the missing role piece: land, threat, black removal, blue pitch card, permission, or closing pressure. With Brainstorm, put back cards that are redundant, stranded, or matchup-dead before using a fetch land. With Ponder, shuffle when the shown cards do not supply the next required exchange. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Surgical Extraction Public Target Gate

Priority: Medium Decision families: interaction; selection Cards: Surgical Extraction; Thoughtseize; Force of Will; Force of Negation Phase windows: Graveyard interaction windows; after discard or counterspell resolution Runtime cues: action:cast Surgical Extraction; action:target Use when: a public graveyard card is a visible engine, combo piece, or card already proven central by public actions. Avoid when: the graveyard target is replaceable pressure and Surgical Extraction does not affect the battlefield, stack, or opponent's next known line. Instructions: Use Surgical Extraction after Thoughtseize, counters, removal, or combat creates a public target whose removal changes the matchup. Do not spend it only to inspect hidden zones unless the legal effect and visible game state justify the tempo loss. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Sideboard Role Selection

Priority: High Decision families: sideboard; pregame Cards: Consign to Memory; Surgical Extraction; Force of Negation; Hydroblast; Snuff Out; Hurkyl's Recall; Barrowgoyf; Orcish Bowmasters; Kaito, Bane of Nightmares; Emperor of Bones Phase windows: Sideboarding after game 1 or game 2 Runtime cues: prompt:sideboard; match_stage:postboard Use when: choosing a legal sideboard plan from registered cards. Avoid when: generated swaps violate registered 60 plus 15 preservation or bring cards for targets not shown by matchup information. Instructions: Add Hydroblast for red pressure or red stack fights, Hurkyl's Recall for artifact-heavy boards, Consign to Memory for colorless spells or relevant abilities, Surgical Extraction for graveyard dependence, extra Force of Negation for spell-combo or control, and extra threats for grindy removal matchups. Reduce narrow creature removal against spell-light decks and reduce soft counters when opponent mana makes them unreliable. Pilot skill floor: High No-API allowed: no Light-model allowed: yes

Policy: Artifact Reset Commitment

Priority: Medium Decision families: interaction; priority Cards: Hurkyl's Recall; Force of Will; Force of Negation; Daze; Spell Pierce; Murktide Regent Phase windows: Opponent combat; opponent end step; own main phase after reset if legal Runtime cues: action:cast Hurkyl's Recall Use when: visible artifacts create lethal pressure, lock pieces, or a board that cannot be answered one-for-one. Avoid when: bouncing artifacts does not change the next turn cycle or the pilot lacks pressure to exploit the reset. Instructions: Cast Hurkyl's Recall to buy a decisive attack window, clear lethal artifact pressure, or force the opponent to spend a turn rebuilding. Pair the reset with Murktide Regent, Wasteland, or permission when possible so the tempo gain becomes a win condition. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes

Policy: Slow-Game Threat Diversification

Priority: Medium Decision families: priority; mana; sideboard Cards: Kaito, Bane of Nightmares; Barrowgoyf; Emperor of Bones; Orcish Bowmasters; Tamiyo, Inquisitive Student; Murktide Regent Phase windows: Postboard main phases; midgame priority windows Runtime cues: action:cast Kaito, Bane of Nightmares; action:cast Barrowgoyf; action:cast Emperor of Bones; action:cast Orcish Bowmasters Use when: the matchup is slow, removal-heavy, or trading one-for-one after sideboarding. Avoid when: tapping out lets a visible combo, lethal attack, or protected opposing engine resolve. Instructions: Commit diversified threats when one threat is unlikely to survive alone. Sequence cheaper pressure before expensive engines when holding up permission matters, and use Kaito, Bane of Nightmares, Barrowgoyf, Emperor of Bones, or extra Orcish Bowmasters to avoid relying only on Murktide Regent. Pilot skill floor: Medium No-API allowed: no Light-model allowed: yes