94 KiB
Strategy Specifications
Deck Name And Archetype
Omni-Tell is a Legacy combo-control deck with a validated 60-card main deck and 15-card sideboard under the active Legacy deck-validation contract. The registered main deck is built around resolving Show and Tell or Eureka to deploy Omniscience, then converting free spells and selection into Atraxa, Grand Unifier, Emrakul, the Aeons Torn, or another decisive chain. The sideboard contains exactly 3 Carpet of Flowers, 2 Disruptor Flute, 2 Consign to Memory, 1 Mistrise Village, 1 Into the Flood Maw, 1 Underground Sea, 2 Massacre, and 3 Barrowgoyf; executable sideboard plans must use only those names as Sideboard entry: cards and only registered main-deck cards as Maindeck trim: cards.
The archetype tags are combo and control, and the pilot should treat the deck as a protected fast-combo deck rather than a pure tap-out engine. The control half is not trying to trade indefinitely; Brainstorm, Ponder, Stock Up, Force of Will, Veil of Summer, Sink into Stupor, Consign to Memory, Disruptor Flute, Into the Flood Maw, and Massacre exist to make the combo window legal, protected, and high-confidence. The combo half should not assume that putting a large permanent onto the battlefield is enough; the decisive plan is usually Omniscience plus enough follow-up cards to continue acting immediately.
The list is best classified as a hybrid stock Omni-Tell shell with deck-specific flex choices rather than a fully rogue strategy. Show and Tell, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Brainstorm, Ponder, Force of Will, Veil of Summer, Lotus Petal, Ancient Tomb, and City of Traitors form the recognizable Legacy Omni-Tell core. Eureka, Stock Up, Sink into Stupor, Lorien Revealed, Hedge Maze, Mistrise Village, Barrowgoyf, and the exact sideboard mix are the deck-specific package that needs runtime guidance instead of generic Omni-Tell heuristics.
The legality status is currently clean by count and active-format validation, but Veles must still defer to the rules engine for every action, target, payment, trigger, and timing decision. The agent must choose only legal action IDs exposed at runtime and must not infer that Show and Tell, Eureka, Force of Will, Veil of Summer, Brainstorm, Ponder, Stock Up, or sideboard cards are castable unless the engine presents the action. The guide may rank strategic preferences, but it does not override visible board state, public stack contents, known replacement effects, available mana, or engine-provided prompts.
The mana base is powerful but tactically uneven, so the pilot should track colored access before keeping or committing. Ancient Tomb and City of Traitors accelerate Show and Tell but do not cast Veil of Summer, Brainstorm, Ponder, or Eureka by themselves. Tropical Island, Snow-Covered Island, Snow-Covered Forest, Hedge Maze, Misty Rainforest, Polluted Delta, Flooded Strand, Scalding Tarn, Lotus Petal, and post-board Underground Sea or Mistrise Village define which protective and setup lines are realistic. Eureka has a heavier green requirement than Show and Tell, so hands that look explosive through Ancient Tomb may still be unable to use Eureka without careful fetch and Lotus Petal sequencing.
Opponent information status is unspecified for this guide batch: no exact matchup, opposing decklist, known hand, public sideboard plan, or current board state has been supplied. Later matchup and policy sections should reason from visible archetype signals, public game actions, revealed cards, and the active match label when Veles provides them. The pilot must not invent hidden opposing interaction, assume a clear path through unknown mana, or name unregistered cards as if they are in the Omni-Tell deck.
Thesis
Omni-Tell assembles a protected permanent-based combo: resolve Show and Tell or Eureka, deploy Omniscience, then convert free spells into Atraxa, Grand Unifier, Emrakul, the Aeons Torn, or enough additional selection to keep the chain moving. The deck should prioritize a legal, protected combo window over incremental exchanges, because its main-deck interaction is mostly designed to force one decisive turn rather than play a long attrition game.
Omniscience is the central engine, not merely a large permanent to reveal. When Omniscience is available, prioritize lines that leave a follow-up spell, draw effect, threat, or protection spell available after Show and Tell or Eureka resolves. A hand that can put Omniscience onto the battlefield but has no Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Brainstorm, Ponder, Stock Up, Lorien Revealed, or other action may still be weaker than a slower hand that can continue immediately.
Show and Tell is the cleanest main route because Ancient Tomb, City of Traitors, and Lotus Petal can accelerate it, while Force of Will and Veil of Summer help protect the exchange. Eureka is the secondary route that can win through different texture, but it needs more colored mana discipline and can expose the pilot to opponent permanents entering at the same time; choose it only when visible legality, mana, protection, and payoff context justify committing.
The deck is not trying to win fair creature combat in Game 1, and it is not trying to answer every opposing permanent. Combat matters mainly after Atraxa, Grand Unifier, Emrakul, the Aeons Torn, or post-board Barrowgoyf enters play, or when survival requires blocking. Before then, life total is a resource to spend only if it buys enough time to assemble a protected combo turn.
The deck should prioritize card quality, mana shape, and protection density in that order unless the current game state creates an immediate lethal or survival constraint. Brainstorm and Ponder should sculpt toward a specific missing piece; Stock Up should be treated as a velocity card with card text check required if the exact rules-engine choices matter; Force of Will and Veil of Summer should be saved for effects that stop the combo, expose the hand, or remove the decisive permanent unless survival forces earlier use.
Role Package
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Threats: Atraxa, Grand Unifier and Emrakul, the Aeons Torn are the primary battlefield threats. Atraxa, Grand Unifier is usually the stabilizing and reload threat because it can pressure life totals while finding more action if its trigger resolves; Emrakul, the Aeons Torn is the highest-impact finisher when legally deployed, but the pilot must respect rules-engine prompts and visible opposing permanents before assuming the game ends.
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Payoffs: Omniscience is the defining payoff, and every setup decision should ask whether the hand can exploit it immediately. Atraxa, Grand Unifier and Emrakul, the Aeons Torn become far stronger when cast or deployed after Omniscience because they convert the engine into immediate pressure, extra cards, or a near-terminal board state.
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Engines: Show and Tell and Eureka are the engine-entry spells that put Omniscience or a major threat onto the battlefield. Show and Tell is the default engine entry when available with protection; Eureka is a higher-commitment entry that should account for visible opposing battlefield, public hand information, available green mana, and whether the opponent can benefit from putting permanents into play.
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Velocity: Brainstorm, Ponder, Stock Up, and Lorien Revealed are the main smoothing package. Use them to find missing categories rather than just more cards: mana when the hand lacks a legal engine turn, protection when the engine is present but exposed, and payoff when Omniscience is present without a follow-up.
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Interaction: Force of Will, Sink into Stupor, Consign to Memory, Into the Flood Maw, Massacre, and Disruptor Flute are the interaction module across main deck and sideboard. Force of Will protects the combo or prevents immediate losses; Sink into Stupor and Into the Flood Maw are tempo answers with card text check required for exact mode/target execution; Consign to Memory, Massacre, and Disruptor Flute are matchup tools that should be used only when their legal action text and visible targets support the role.
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Protection: Force of Will and Veil of Summer are the primary main-deck protection cards. Veil of Summer should be treated as a timing-sensitive shield against visible or expected interaction only when the rules engine presents a legal action, and Force of Will should not be spent casually if the hand has only one combo window.
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Recursion: The registered deck has no dedicated recursion module. Do not plan lines that rely on returning spent Show and Tell, Eureka, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Force of Will, or Veil of Summer unless the rules engine exposes a legal action from a visible card.
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Mana: Ancient Tomb, City of Traitors, Lotus Petal, Tropical Island, Snow-Covered Island, Snow-Covered Forest, Hedge Maze, Misty Rainforest, Polluted Delta, Flooded Strand, Scalding Tarn, and Lorien Revealed form the main-deck mana and access package. The pilot should distinguish fast colorless mana for Show and Tell from colored mana for Brainstorm, Ponder, Veil of Summer, Eureka, and sideboard cards.
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Sideboard modules: Carpet of Flowers improves mana in blue matchups, Disruptor Flute attacks specific opposing action points, Consign to Memory adds stack interaction, Mistrise Village and Underground Sea adjust mana and threat texture, Into the Flood Maw adds bounce interaction, Massacre answers creature pressure, and Barrowgoyf supplies a fair backup threat plan when the opponent is overloaded on combo disruption.
Primary Win Conditions
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Route: Resolve Show and Tell with Omniscience ready, then convert free spells into a decisive chain. The preferred setup is Show and Tell plus Omniscience plus at least one follow-up card among Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Brainstorm, Ponder, Stock Up, or Lorien Revealed; prioritize this route when Ancient Tomb, City of Traitors, or Lotus Petal creates a fast legal window and Force of Will or Veil of Summer can cover visible disruption.
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Execution: Put Omniscience onto the battlefield from Show and Tell when the legal prompt allows it and the hand can act afterward. After Omniscience resolves, cast Atraxa, Grand Unifier to reload and stabilize, cast Emrakul, the Aeons Torn when legal as the highest-pressure finisher, and use Brainstorm, Ponder, Stock Up, or Lorien Revealed only to find the next engine, payoff, or protection piece rather than to spend time aimlessly.
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Disruption plan: Protect Show and Tell and the first post-Omniscience action more highly than routine cantrips. Use Force of Will on a visible spell or ability that stops Show and Tell, removes or counters Omniscience, strips the necessary payoff, or creates an immediate loss; use Veil of Summer only when the rules engine exposes a legal timing window and the visible interaction makes the shield relevant.
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Route: Resolve Eureka when Show and Tell is absent, too exposed, or when Eureka creates the strongest legal permanent deployment from hand. Prioritize Eureka when green mana is available, Omniscience or a major threat is ready, and visible opponent battlefield or public information does not make the symmetrical permanent-entry risk worse than waiting.
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Execution: Use Eureka to put Omniscience onto the battlefield when the hand can continue immediately, or deploy Atraxa, Grand Unifier and Emrakul, the Aeons Torn when the battlefield pressure itself is enough to stabilize or win. Do not assume Eureka is safe just because it is legal; the opponent may also put permanents onto the battlefield, so commitment should account for life total, opposing clock, known cards, and whether Force of Will or Veil of Summer still matters afterward.
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Route: Use direct Show and Tell threat deployment when Omniscience is unavailable but the game demands action. Atraxa, Grand Unifier is the preferred stabilizing threat when card advantage and lifelink-sized combat pressure matter; Emrakul, the Aeons Torn is the preferred terminal threat when a single enormous attacker is likely to end the game if not answered, but do not invent certainty about annihilator, extra turns, or protection unless the rules engine and visible card text confirm the actual outcome.
Secondary Win Conditions
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Pressure: Win through Atraxa, Grand Unifier combat when the combo chain stalls but Atraxa resolves. Treat Atraxa, Grand Unifier as both a clock and a recovery tool; use its combat presence to stabilize against creatures, then keep sculpting toward Omniscience, Show and Tell, Eureka, or Emrakul, the Aeons Torn rather than switching into low-value exchanges.
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Pressure: Win through Emrakul, the Aeons Torn attacks when it reaches the battlefield legally. Prioritize protecting the route to Emrakul, the Aeons Torn over marginal card selection once the opponent is under a short visible clock, and avoid unnecessary attacks with other creatures if they expose the only stable board position.
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Post-board fallback: Use Barrowgoyf as a fair pressure plan when opponents overload on combo denial or when the game slows after sideboarding. Barrowgoyf should not distract from a live Omniscience kill, but it can punish hands that spend too many resources stopping Show and Tell, Eureka, Force of Will, or Veil of Summer while failing to answer a creature clock.
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Mana-pressure fallback: Use Mistrise Village only according to visible legal actions and confirmed text. Card text check required; treat it as a possible sideboard mana or pressure card only if the rules engine presents a relevant legal activation or combat role.
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Control fallback: The deck has no burn, no dedicated lock, and no graveyard recursion plan. Do not search for or preserve lines based on recurring spent combo cards, locking the opponent out, or dealing direct damage unless a visible legal action from a registered card explicitly provides that option.
Emergency Lines
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Behind on life: Spend life only when it creates a faster legal combo window or prevents a worse loss. Ancient Tomb can enable Show and Tell ahead of schedule, but when the opposing board presents lethal or near-lethal pressure, prioritize Massacre after sideboarding, Into the Flood Maw, Sink into Stupor, or a stabilizing Atraxa, Grand Unifier line if those legal actions are visible.
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Behind on board: Shift from perfect protection to immediate stabilization when waiting gives the opponent a lethal attack. Atraxa, Grand Unifier via Show and Tell or Eureka can be correct without Omniscience if it blocks, gains time, and reloads; Massacre is the cleanest sideboard catch-up tool when legal and applicable, with exact cost and legality left to the rules engine.
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Behind on cards: Preserve cantrips for missing categories rather than spending them automatically. Brainstorm and Ponder should find whichever piece is absent from the current hand: engine entry, Omniscience, payoff, protection, or mana; Stock Up is a deeper selection card with card text check required for exact choices.
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Behind on mana: Prioritize land drops and Lotus Petal discipline over speculative protection. Fetch Tropical Island or Snow-Covered Island when colored cantrips or Veil of Summer matter, preserve Lotus Petal for the decisive turn when possible, and use Lorien Revealed as mana access only when the visible legal action supports that role.
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Engine removed or unavailable: Rebuild toward the next Show and Tell, Eureka, or Omniscience instead of fighting over low-impact permanents. If Omniscience is gone or unreachable, the next best route is usually direct Atraxa, Grand Unifier or Emrakul, the Aeons Torn deployment, then post-board Barrowgoyf pressure if combo windows are repeatedly denied.
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Win conditions reduced: If Atraxa, Grand Unifier or Emrakul, the Aeons Torn are removed, countered, discarded, or otherwise unavailable, continue only from visible resources. Do not assume hidden copies remain in library; use Brainstorm, Ponder, Stock Up, and Lorien Revealed to locate real legal outs, and concede no board state mentally until the rules engine reports the game over.
Resource Model
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Life is a spendable clock resource only when it accelerates a protected combo turn or prevents a worse loss. Ancient Tomb life loss is acceptable for early Show and Tell, Stock Up, Omniscience follow-up mana, or sideboard catch-up lines, but reduce Ancient Tomb exposure when visible combat damage puts the pilot within one attack of losing.
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Hand size is the deck's main resource because each combo turn needs categories, not just card quantity. Prioritize assembling an entry spell, usually Show and Tell or Eureka, an engine or threat such as Omniscience, Atraxa, Grand Unifier, or Emrakul, the Aeons Torn, enough mana, and protection from Force of Will or Veil of Summer when interaction is visible.
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Mana converts directly into time because Show and Tell, Eureka, Stock Up, and hard-cast sideboard interaction compete for early turns. Lotus Petal should be preserved for the commitment turn unless spending it unlocks Brainstorm, Ponder, Stock Up, Veil of Summer, or a protected Show and Tell that cannot wait.
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Board presence is usually low before the combo, so treat opposing creatures as a clock rather than a battlefield to trade with. Atraxa, Grand Unifier is the primary board stabilizer, Emrakul, the Aeons Torn is the highest-pressure board object, and Barrowgoyf is the post-board fair threat when combo lanes are overloaded by disruption.
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Graveyard value is minimal for this list, so do not preserve cards for recursion lines that are not visible legal actions. The graveyard mainly records spent cantrips, countered combo pieces, pitched cards to Force of Will, and card-type information relevant to Barrowgoyf after sideboarding.
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Exile is a real cost because Force of Will consumes a blue card and can strand hands that need that same blue card for selection or combo density. Exile Atraxa, Grand Unifier, Brainstorm, Ponder, Show and Tell, Stock Up, Sink into Stupor, or Lorien Revealed only when the visible opposing action is more dangerous than losing that card category.
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Lands are both mana and sequencing commitments because the deck has few colored sources compared with many blue and green requirements. Fetchlands should usually become Tropical Island, Snow-Covered Island, Hedge Maze, or Snow-Covered Forest according to the current hand's cantrip, Veil of Summer, Eureka, and sideboard requirements.
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Sacrifice fodder is not a strategic package in this deck. Lotus Petal may be sacrificed for mana when the rules engine presents that legal mana action, but do not invent sacrifice synergies, protection tricks, or value loops from it.
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Tempo is won by threatening a fast protected Show and Tell or Eureka rather than answering every opposing play. Spend Force of Will on effects that stop the combo, create immediate lethal pressure, or remove the only viable engine turn; accept some opponent setup when the hand is one turn from a protected payoff.
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Information is converted through Brainstorm, Ponder, Stock Up, visible legal actions, public zones, and known revealed cards. Use selection to identify the missing category, and do not assume hidden opponent interaction unless public information, matchup guidance, or visible mana makes playing around it affordable.
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Sideboard bullets convert narrow resources into matchup-specific plans. Carpet of Flowers can turn opposing blue mana into acceleration if legal, Consign to Memory and Disruptor Flute protect or disrupt specific axes with card text check required, Massacre is a board reset when legal, Into the Flood Maw is a tempo answer with card text check required, Underground Sea supports black sideboard requirements, Mistrise Village has card text check required, and Barrowgoyf converts graveyard texture into pressure.
Mana Guide
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Keep hands that can produce early blue mana plus a credible route to three mana or a cantrip chain. A hand with Show and Tell, Omniscience or Atraxa, Grand Unifier, blue access, and either Ancient Tomb, City of Traitors, Lotus Petal, or enough selection is functional; a hand with only colorless lands and no cantrip access should usually mulligan.
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Prioritize blue access first because Brainstorm, Ponder, Show and Tell, Force of Will density, Stock Up, Sink into Stupor, and Lorien Revealed all depend on blue cards or blue mana roles. Fetch Snow-Covered Island when protecting against nonbasic pressure matters, Tropical Island when Veil of Summer or Eureka is needed, and Hedge Maze only when tapped timing or visible text supports the plan.
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Preserve green access when Veil of Summer or Eureka is part of the current route. Tropical Island and Snow-Covered Forest are the clean green sources; Lotus Petal can bridge one decisive green turn, but spending Lotus Petal early can leave Veil of Summer unavailable when the combo is actually contested.
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Use Ancient Tomb as the main acceleration land for Show and Tell and large post-selection turns. Ancient Tomb plus blue source enables fast Show and Tell; Ancient Tomb plus Lotus Petal can compress a protected turn, but repeated Ancient Tomb activations should be avoided when visible attacks or burn-like pressure make life the bottleneck.
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Sequence City of Traitors only when the mana burst matters now or when future land drops are less important than the current combo attempt. Do not play City of Traitors before routine cantrips if the hand still needs multiple land drops to sculpt, unless the rules engine and visible hand make the immediate mana decisive.
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Use fetchlands as information tools before Brainstorm and Ponder when the hand wants a shuffle. When casting Brainstorm, often hold Misty Rainforest, Polluted Delta, Flooded Strand, or Scalding Tarn until after Brainstorm puts unwanted cards back; when casting Ponder, decide after seeing the presented choice whether a shuffle is needed.
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Play land before draw when the deck must use the mana this turn for a known legal action. Hold land until after Brainstorm, Ponder, or Stock Up when the land choice depends on drawn cards, shuffle value, or whether the turn shifts from setup to Show and Tell, Eureka, Veil of Summer, or Force of Will protection.
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Treat Lotus Petal as commitment-turn mana unless it fixes a bottleneck that cannot be solved later. Good uses include enabling turn-one or turn-two cantrip plus protection, casting Show and Tell with Veil of Summer available, paying for Eureka, or unlocking sideboard interaction; weak uses include spending it for a cantrip when lands already cast the spell.
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Respect sideboard color changes after boarding. Underground Sea may be needed for Massacre or other black requirements if the rules engine confirms costs, Carpet of Flowers may change sequencing against blue opponents, and Barrowgoyf asks for fair-creature mana without abandoning the Show and Tell plan.
Mulligan Guide
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Strong keep: Keep blue access plus Show and Tell, Omniscience or Atraxa, Grand Unifier, and protection or selection. Ancient Tomb, Snow-Covered Island, Show and Tell, Omniscience, Force of Will, Brainstorm, and another blue card is the model hand because it has speed, a payoff, and stack coverage.
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Strong keep: Keep fast protected combo hands even when they are light on card quantity. Ancient Tomb, Lotus Petal, Tropical Island, Show and Tell, Atraxa, Grand Unifier, Veil of Summer, and Ponder is strong because it can threaten early Show and Tell while still checking for missing protection or Omniscience.
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Medium keep: Keep cantrip-heavy hands with blue mana, lands, and at least one live route to Show and Tell, Eureka, or Omniscience. Brainstorm plus fetchland and Ponder can fix imperfect hands, but a hand with no payoff and no acceleration must find a reason from matchup, play/draw, or visible sideboard plan.
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Risky keep: Keep Ancient Tomb plus City of Traitors only when the hand already has Show and Tell and a payoff or when selection is immediately castable through Lotus Petal. Colorless-heavy hands punish delay because Brainstorm, Ponder, Stock Up, Veil of Summer, and Force of Will all need blue or green support.
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Automatic ship: Mulligan hands with no blue access, no selection, and no Show and Tell or Eureka route. Also ship hands that are only Atraxa, Grand Unifier and Emrakul, the Aeons Torn without a cheat spell, or hands that rely on hard-casting expensive payoffs without Omniscience.
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Matchup-dependent keep: Keep Veil of Summer and Force of Will higher against visible blue or discard-heavy opponents, but keep faster unprotected Show and Tell hands higher against opponents presenting a creature clock with little visible interaction. Do not assume exact hidden disruption; use known matchup guidance and public mana only.
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Play/draw rule: On the play, prioritize Ancient Tomb, Lotus Petal, Show and Tell, and Force of Will because speed can deny the opponent a second setup turn. On the draw, value Brainstorm, Ponder, Veil of Summer, and Force of Will more because the opponent may present discard, permission, or a faster clock before the combo turn.
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Trap hand: Do not keep Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Force of Will, Veil of Summer, Ancient Tomb, and City of Traitors without blue access. It looks powerful but can fail to cast selection, cannot protect with Veil of Summer, and may not legally deploy Show and Tell if it is not present.
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Mulligan bottoming: Bottom redundant expensive payoffs before bottoming the only cheat spell, blue source, or protection piece. With Show and Tell plus Omniscience already secured, extra Atraxa, Grand Unifier or Emrakul, the Aeons Torn is less important than Brainstorm, Ponder, Force of Will, Veil of Summer, or the mana that makes the turn happen.
Turn Arc
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Turn 1: Lead with blue selection when the hand is missing a category. Cast Ponder or Brainstorm from Snow-Covered Island, Tropical Island, or a fetchland line to find Show and Tell, Omniscience, protection, or acceleration; preserve Lotus Petal unless it unlocks a decisive cantrip or protected combo turn.
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Turn 1 deviation: Commit Ancient Tomb only when the hand can use the mana immediately or threaten a near-term Show and Tell. Avoid exposing City of Traitors for routine setup if future land drops are still needed to cast Brainstorm, Ponder, Stock Up, Veil of Summer, or Eureka.
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Turn 2: Threaten Show and Tell when the hand has payoff plus protection or when waiting gives the opponent a materially better board. Preferred lines are Show and Tell into Omniscience when legal, or Show and Tell into Atraxa, Grand Unifier when stabilization and refuel are the best available payoff.
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Turn 2 deviation: Use Stock Up or additional selection instead of jamming when the hand lacks a payoff, lacks protection against visible interaction, or needs green for Veil of Summer or Eureka. Use Force of Will only on opposing actions that stop the combo, create an immediate lethal race, or remove the only viable route.
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Turn 3: Treat this as the primary protected commitment turn. Aim to assemble Show and Tell or Eureka, Omniscience or a large creature payoff, and Force of Will or Veil of Summer; if the rules engine presents the combo line and public information does not demand waiting, move toward resolution.
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Turn 3 deviation: Cast Atraxa, Grand Unifier through Show and Tell when Omniscience is unavailable and life total or board pressure requires a stabilizing permanent. Choose Emrakul, the Aeons Torn when the visible line needs the fastest closing threat and the rules engine confirms the action is legal.
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Turns 4-5: Shift from pure speed to protected inevitability. Use Brainstorm, Ponder, Stock Up, Lorien Revealed, and fetchlands to rebuild after disruption, but keep enough mana and blue-card density to fight over the next Show and Tell, Eureka, or Omniscience line.
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Turns 4-5 deviation: Respect life total pressure from Ancient Tomb. If visible attackers make life the bottleneck, prefer lines that deploy Atraxa, Grand Unifier, bounce with Sink into Stupor when legal, or win immediately rather than spending extra Ancient Tomb activations for marginal selection.
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Late game: Convert every draw step into a missing-category check. Identify whether the hand needs mana, cheat spell, payoff, or protection, then use legal Brainstorm, Ponder, Stock Up, fetchland, Force of Will, and Veil of Summer actions to force one decisive protected turn.
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Late-game deviation: Win through fair pressure only when combo lanes are exhausted or post-board Barrowgoyf is present and legal. The main plan remains resolving Omniscience, Atraxa, Grand Unifier, or Emrakul, the Aeons Torn through Show and Tell or Eureka, not trading resources indefinitely.
Card Roles
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Show and Tell: Treat Show and Tell as the primary commitment spell, not a generic value play. Cast it when hand plus visible board supports putting Omniscience, Atraxa, Grand Unifier, or Emrakul, the Aeons Torn onto the battlefield and when Force of Will or Veil of Summer can cover the most relevant visible interaction. The cleanest line is Show and Tell into Omniscience, then use free spells or castable threats to win or bury the opponent. Do not cast Show and Tell just because it is legal if the only permanent you can put in is weak, if the opponent has visible mana and known interaction that you cannot fight, or if the opponent is likely to benefit more from the symmetric effect based on public information.
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Omniscience: Preserve Omniscience as the best payoff for Show and Tell and Eureka. Once Omniscience resolves, prioritize legal actions that convert free spells into a deterministic or near-deterministic win: cast Atraxa, Grand Unifier to reload, cast Emrakul, the Aeons Torn when legal to close, and chain Brainstorm, Ponder, Stock Up, and Lorien Revealed only when the engine still needs a finishing piece or protection. Do not pitch Omniscience to Force of Will unless losing the stack fight or game is otherwise immediate.
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Atraxa, Grand Unifier: Use Atraxa, Grand Unifier as both payoff and stabilizer. Through Show and Tell or Eureka, Atraxa, Grand Unifier is often the safer creature payoff when the game requires cards, life-buffering through a large blocker, or rebuilding after discard and counterspells. With Omniscience active, cast Atraxa, Grand Unifier before committing redundant payoffs when the hand needs to locate Force of Will, Veil of Summer, Show and Tell, Eureka, or Emrakul, the Aeons Torn. Avoid exposing Atraxa, Grand Unifier into visible bounce or removal when Omniscience is available as the stronger battlefield entry.
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Emrakul, the Aeons Torn: Use Emrakul, the Aeons Torn as the fastest closing payoff and the best threat when one attack is expected to end the game. Show and Tell can put Emrakul, the Aeons Torn onto the battlefield, but do not assume cast triggers or extra-turn outcomes unless the rules engine confirms the action is a cast. With Omniscience, casting Emrakul, the Aeons Torn is the preferred finisher when legal and protected. Do not keep hands that are only Emrakul, the Aeons Torn plus mana without Show and Tell, Eureka, Omniscience, or selection.
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Eureka: Treat Eureka as the green backup cheat spell that can overpower discard or counter-heavy games when the deck has multiple permanents to deploy. Eureka is strongest with Omniscience plus Atraxa, Grand Unifier or Emrakul, the Aeons Torn, and weakest when the opponent has more unknown permanents that can exploit the same effect. Protect green access for Eureka when the hand already has the payoff but lacks Show and Tell. Do not fire Eureka into a board where public information shows the opponent can place multiple high-impact permanents and your own hand only contributes one threat.
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Brainstorm: Cast Brainstorm for category repair, protection density, or post-disruption rebuilding, not as automatic early velocity. Brainstorm is best with Misty Rainforest, Polluted Delta, Flooded Strand, or Scalding Tarn available to clear redundant expensive payoffs, extra lands, or dead copies. Hold Brainstorm when discard is likely and you can hide Show and Tell, Omniscience, Force of Will, or Veil of Summer. Avoid using Brainstorm before deciding which missing category matters; the deck loses games by drawing power without assembling mana, cheat spell, payoff, and protection in the correct mix.
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Ponder: Use Ponder as the cleanest early sculpting spell when the hand lacks a defined combo category. Prioritize finding Show and Tell or Eureka when payoff is already present, Omniscience or Atraxa, Grand Unifier when the cheat spell is ready, and Force of Will or Veil of Summer when the visible matchup suggests resistance. Shuffle when the top cards do not solve the current bottleneck. Do not spend Lotus Petal on Ponder unless it meaningfully accelerates a protected combo turn or fixes a hand that otherwise cannot function.
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Stock Up: Card text check required. Treat Stock Up as a main-deck selection or card-advantage role only when the rules engine presents its legal action and visible output. Cast it in slower turns when the deck needs to rebuild, find a missing combo category, or increase blue-card density for Force of Will. Do not prioritize Stock Up over a protected Show and Tell or Eureka commitment when the combo is already assembled, and do not assume it can find or place specific card types without engine-confirmed text and choices.
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Force of Will: Reserve Force of Will for stack fights that stop the combo, protect a decisive Show and Tell, Eureka, or Omniscience turn, or prevent an opposing action that creates immediate lethal or irreversible disruption. Pitch redundant blue cards before pitching the only selection spell, only cheat spell, or only payoff. Atraxa, Grand Unifier and Emrakul, the Aeons Torn are not blue pitch cards. Do not Force low-impact setup spells merely because the action is legal; card disadvantage matters unless the exchange preserves a winning turn.
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Veil of Summer: Use Veil of Summer as proactive and reactive protection against visible blue or black interaction when the rules engine confirms a legal window. Keep green mana available on the commitment turn when Veil of Summer is your protection piece. Veil of Summer can be better than Force of Will in discard or counter fights because it can preserve card count, but it does nothing when the relevant opposing interaction is not blue or black. Do not tap Tropical Island or Snow-Covered Forest carelessly before a Show and Tell or Eureka turn if Veil of Summer is the only shield.
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Lotus Petal: Use Lotus Petal as burst mana for fast Show and Tell, green protection, Eureka access, or post-Omniscience sequencing that still requires colored costs before the engine is online. Preserve Lotus Petal when it represents Veil of Summer during the stack fight. Spend it early only to cast a decisive Ponder, Brainstorm, Show and Tell, or Eureka that materially improves the turn. Do not sacrifice Lotus Petal for colorless needs that Ancient Tomb or City of Traitors can already satisfy.
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Sink into Stupor: Card text check required for exact mode and timing. Treat Sink into Stupor as a flexible interaction or mana-slot card only according to legal actions presented by the engine. Use it to answer a visible permanent or stack/tempo problem when that action is confirmed legal and buying the turn matters more than conserving resources. Do not assume it handles every hate piece or that it is always available as a land or spell without engine output.
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Lorien Revealed: Use Lorien Revealed as a slow resource card or mana-smoothing tool only when legal actions confirm the mode available. It is most valuable when the hand lacks stable blue mana, needs to rebuild in a slower game, or can afford a non-combo action without dying. Do not prioritize it over Ponder, Brainstorm, Show and Tell, or Force of Will in fast games unless mana development is the bottleneck.
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Ancient Tomb: Use Ancient Tomb to compress the combo clock, especially for Show and Tell and Stock Up lines. Track life total carefully; repeated Ancient Tomb activations can lose races that Atraxa, Grand Unifier would otherwise stabilize. Prefer Ancient Tomb when the hand is ready to commit, and prefer colored lands when the turn needs Brainstorm, Ponder, Veil of Summer, or Eureka.
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City of Traitors: Treat City of Traitors as a high-risk accelerator for decisive turns. Play it when it casts Show and Tell or advances an immediate protected line, not when the hand still needs multiple normal land drops. Avoid leading City of Traitors into routine cantrip turns if a fetchland or Snow-Covered Island can keep future sequencing flexible.
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Tropical Island and Snow-Covered Forest: Protect green access for Veil of Summer and Eureka. Tropical Island is the premium land when a turn needs both blue selection and green protection. Snow-Covered Forest is more narrow, so fetch or play it when green is the known bottleneck and blue is already covered.
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Snow-Covered Island, Misty Rainforest, Polluted Delta, Flooded Strand, Scalding Tarn, and Hedge Maze: Use blue lands and fetchlands to make cantrips reliable before committing. Fetchlands are strongest with Brainstorm and Ponder, so avoid cracking them without a reason when hand quality is still unresolved. Hedge Maze and other typed lands should be selected based on the exact colors needed this turn and next turn, not generic deck thinning.
Interaction Priorities
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Counter decisive resistance first with Force of Will, especially legal actions that would counter Show and Tell, Eureka, Omniscience, Brainstorm used to hide a key card, or Veil of Summer protecting the commitment turn. Prioritize stopping stack interaction that breaks the combo turn over stopping routine selection, small creatures, or mana development. Pitch the least essential blue card after preserving the current missing combo category; do not pitch the only Show and Tell, the only protection spell, or the only selection path unless the alternative loses immediately.
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Protect the commitment turn before protecting setup, because Omni-Tell wins by resolving one high-impact spell rather than trading one-for-one forever. Use Veil of Summer when the visible stack or prompt confirms relevant blue or black interaction, especially when it protects Show and Tell, Eureka, Omniscience, or a post-resolution draw/selection chain. Keep green mana from Tropical Island, Snow-Covered Forest, Lotus Petal, or a legal fetch line available when Veil of Summer is the shield.
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Fight discard and hand disruption when it attacks a scarce category, not merely because Force of Will is legal. If the hand has only one cheat spell, one Omniscience, or one protection piece, defend it when legal and when the matchup pace makes rebuilding unlikely. If Brainstorm can legally hide the important cards and a fetchland can later clear blanks, Brainstorm may be a better defensive action than spending Force of Will.
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Ignore low-impact permanents when the combo is assembled and a protected commitment is available. Small attackers, fair card selection, and incremental resource engines usually matter less than resolving Show and Tell or Eureka this turn. Change this rule when life from Ancient Tomb, opposing battlefield pressure, or visible lethal next turn makes one more setup turn unsafe.
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Bounce or tempo only confirmed problems with Sink into Stupor after a card text check and only through engine-presented legal actions. Use it on a visible permanent, spell, or board-state issue when that action buys the exact turn needed to commit or survive. Do not assume Sink into Stupor answers every hate permanent, handles uncounterable objects, or has a specific mode unless the rules engine exposes that option.
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Use bait only when the hand can still win after the bait trades. Ponder, Brainstorm, Stock Up, Eureka, or an unprotected Show and Tell can draw resistance, but do not offer the only cheat spell into known or visible interaction unless waiting is worse. Lotus Petal acceleration increases the value of bait when it enables a second spell in the same turn.
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Shift interaction by archetype: against blue control, save Force of Will and Veil of Summer for the stack fight; against black disruption, preserve Brainstorm and Veil of Summer windows; against fast creature decks, counter only the action that makes the clock lethal or prevents Atraxa, Grand Unifier from stabilizing; against prison or permanent-hate decks, value Sink into Stupor and fast Show and Tell before the lock deepens. After sideboard, Disruptor Flute, Consign to Memory, Into the Flood Maw, Massacre, and Carpet of Flowers change these priorities only when their legal actions and matchup role are visible.
Combat And Trading Rules
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Treat combat as a survival bridge to the combo, not as the primary plan. Before Omniscience resolves, avoid attacking or blocking decisions that risk the only stabilizing body unless the visible race requires it. Life total is a resource for Ancient Tomb and City of Traitors acceleration, but it becomes scarce once repeated Ancient Tomb activations or opposing attackers put the deck within one attack of dying.
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Attack with Atraxa, Grand Unifier when the battlefield shows it can pressure safely or recover life without exposing a loss on the crack-back. Hold Atraxa, Grand Unifier back when its body is needed to block a lethal or near-lethal board, when summoning sickness or combat rules limit its role, or when the opponent has visible profitable blocks according to the rules engine. Do not assume Atraxa, Grand Unifier wins combat against hidden tricks.
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Attack with Emrakul, the Aeons Torn when the rules engine presents a legal attack and the attack materially ends the game or removes the opponent's ability to recover. Preserve Emrakul, the Aeons Torn when an immediate attack is illegal, unnecessary, or would expose a rules-engine-indicated drawback. Do not invent extra-turn, annihilator, protection, or shuffle details beyond confirmed card text and engine output.
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Block to preserve combo time, especially when one more turn allows Show and Tell, Eureka, Omniscience, or protected selection. Trade Atraxa, Grand Unifier only when the alternative is dying, losing the ability to cast the combo, or facing an irreversible board state. Do not chump with a postboard Barrowgoyf unless the saved life total changes a lethal clock or protects an imminent combo turn.
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Race differently by archetype: against fast creature decks, value life gain, blocks, and Massacre-enabled resets after sideboard; against blue control, creature combat is secondary to protecting the stack; against black midrange, Atraxa, Grand Unifier can both stabilize and reload after discard; against combo mirrors, combat usually matters only after a failed or partial combo exchange.
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Preserve engine permanents over marginal damage. If Omniscience is on the battlefield, prioritize casting legal payoff and selection actions over combat unless the attack is immediately decisive or required by the visible board. If Show and Tell or Eureka puts Atraxa, Grand Unifier onto the battlefield without Omniscience, use combat to stabilize while selection rebuilds toward the next payoff.
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Use Barrowgoyf postboard as a real combat plan only when sideboarding has intentionally shifted into a pressure or stabilizing role. Attack when it shortens the clock without opening lethal damage back, and block when it buys a decisive turn against creature pressure. Do not let Barrowgoyf distract from a ready Show and Tell or Eureka line unless the opponent's interaction makes the creature plan safer.
Selection And Tutor Rules
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Prioritize selection by missing combo category: find Show and Tell or Eureka when no legal commitment spell is available, find Omniscience when the hand can cheat but lacks an engine, and find Atraxa, Grand Unifier or Emrakul, the Aeons Torn when Omniscience is already present. Protect Force of Will and Veil of Summer if the hand is close to committing and the opponent represents stack or discard pressure.
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Sequence Ponder before Brainstorm when the hand needs raw direction and no shuffle is already planned. Keep a Ponder pile only when it supplies a missing category, a needed land source, or protection for a near-term commitment; shuffle when the visible top cards fail to advance the next two turns. Do not keep slow value cards over the first functional Show and Tell plus payoff configuration.
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Use Brainstorm as both selection and protection. Cast Brainstorm before discard when legal if it can hide Show and Tell, Eureka, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Force of Will, or Veil of Summer from a known or likely black disruption window. Pair Brainstorm with Misty Rainforest, Polluted Delta, Flooded Strand, or Scalding Tarn when possible to remove excess payoffs, duplicate Omniscience, redundant lands, or dead interaction.
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Delay fetchland activation when Brainstorm or Ponder can exploit the shuffle, but fetch before selection when mana color is the bottleneck. Misty Rainforest, Polluted Delta, Flooded Strand, and Scalding Tarn should preserve access to Tropical Island, Snow-Covered Island, Snow-Covered Forest, Hedge Maze, or sideboard Underground Sea according to visible legal choices. Do not sacrifice a fetchland merely to thin the deck when a later shuffle can fix Brainstorm.
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Use Stock Up as a deeper setup action when the hand can afford the mana and needs to locate a missing category or rebuild after interaction. Card text check required for exact ordering and card-retention details; follow the rules-engine prompt rather than assuming the number or destination of cards. Prefer taking cards that make the next legal commitment protected over cards that only improve a long fair game.
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Treat Lorien Revealed as a land-finding or late-card-flow tool according to the legal action presented. Card text check required for exact mode, timing, and searchable land constraints. When a land-search action is available, value the land that unlocks Show and Tell, Eureka, Veil of Summer, or hard-cast contingency lines before decorative color smoothing.
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Resolve Atraxa, Grand Unifier selection by taking the highest-impact missing roles from the engine-presented candidates. Choose a legal Show and Tell or Eureka if another combo turn is needed, choose Omniscience if the first commitment produced only a creature, choose Force of Will or Veil of Summer if protection is scarce, and choose Brainstorm, Ponder, Stock Up, or Lorien Revealed when the hand needs another selection chain. Do not assume hidden card types or exact reveal contents beyond the prompt.
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Use Sink into Stupor selection or modal choices only from visible legal text. Card text check required for exact mode and land/use behavior. If the engine offers it as interaction, choose the target that directly clears a blocker, hate permanent, stack issue, or lethal pressure preventing the combo turn.
Priority And Stack Rules
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Commit on the stack only when waiting is worse or protection is adequate. Before casting Show and Tell or Eureka, compare visible mana, known cards, opponent archetype, Force of Will pitch availability, Veil of Summer mana, Lotus Petal flexibility, and whether another selection spell can improve the turn without exposing a loss. A fast unprotected commitment is correct only when the visible clock, discard pressure, or prison pressure makes delay more dangerous.
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Protect Show and Tell, Eureka, and Omniscience above routine setup. Use Force of Will on the stack interaction that stops the commitment, removes Omniscience before payoff actions, or creates an immediate loss. Use Veil of Summer when the rules engine exposes a relevant blue or black spell or ability and the action preserves the combo turn. Do not spend these cards on low-impact cantrips unless the hand cannot rebuild and the countered spell is the only path.
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Let opposing spells resolve when they do not change the combo clock or the current stack fight. Fair creatures, ordinary selection, and minor resource plays can often resolve if the hand is assembling a protected Show and Tell or Eureka. Reassess when the spell creates lethal pressure, attacks the hand, prevents casting, taxes stack interaction, or invalidates the only available payoff.
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Cast Brainstorm at instant speed in response to discard, targeted disruption, or a shuffle-sensitive priority window, not automatically at end step. If no pressure exists, preserve Brainstorm until it can combine with a fetchland or until the hand knows which combo category is missing. End-step Brainstorm is acceptable when the next main phase must commit and no better information-gathering window remains.
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Use Lotus Petal as commitment fuel, protection fuel, or same-turn chain fuel. Preserve Lotus Petal when it is the only green for Veil of Summer or the only extra mana that allows Show and Tell plus protection in one turn. Spend it aggressively when it converts a legal immediate combo turn from impossible to possible.
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Respond after Omniscience resolves by casting payoff and selection before passing priority when legal. Use Atraxa, Grand Unifier to reload, Emrakul, the Aeons Torn to apply the deterministic finish if presented, and Brainstorm, Ponder, Stock Up, or Lorien Revealed to continue finding a payoff. Do not pass with Omniscience and available legal payoff actions unless the stack or visible board creates a specific survival reason.
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Treat Eureka stack timing as higher risk than Show and Tell because the opponent may receive meaningful permanent entries if the engine presents them. Use Eureka when it wins immediately, when Omniscience plus payoff is ready, or when Show and Tell is unavailable and waiting is dangerous. If the opponent puts a threatening permanent onto the battlefield, continue through legal Omniscience/payoff actions before shifting to fair control.
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Respect combat and end-step priority windows as possible interaction windows, not primary game plans. Cast Sink into Stupor, Into the Flood Maw, Consign to Memory, Disruptor Flute, Massacre, or Veil of Summer after sideboard only when legal text and visible timing show the action matters. Do not infer activated abilities, optional triggers, or graveyard timing beyond what the rules engine exposes.
Sideboard Map
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Sideboard by matchup speed and disruption axis, not by fixed card value. Omni-Tell should preserve the highest density of Show and Tell, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Brainstorm, Ponder, Force of Will, and Veil of Summer unless a sideboard card directly improves the turn window or answers the opponent's best visible pressure. Avoid diluting below a functional combo-control shell just to add role cards.
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Use Carpet of Flowers against blue decks with Islands and repeated stack fights. Carpet of Flowers is strongest when the opponent presents Tropical Island, Volcanic Island, Underground Sea, Tundra, Snow-Covered Island, Island, or another visible Island source and the game will involve casting selection, Show and Tell, Eureka, or protection through opposing permission. It is weakest against fast nonblue combo, artifact prison, creature decks without Islands, and hands that already have Ancient Tomb plus Lotus Petal but no action. Role change: on the play, Carpet of Flowers can be a protection-enabler after an early setup turn; on the draw, it can be the bridge that lets Veil of Summer or Force of Will back a commitment without losing tempo.
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Use Disruptor Flute against narrow opposing engines, combo payoffs, and known high-impact hate cards. Card text check required for exact timing, naming, cost-increase, and activated-ability details; choose only names supported by visible information, matchup knowledge, or revealed cards. It is strong when one named card matters more than generic speed, such as a known opposing combo piece, a hate permanent, or a stack card that repeatedly beats Show and Tell. It is weak when the opponent attacks through diverse threats, when Omni-Tell must commit immediately, or when naming uncertainty is high. Role change: before the combo, it buys time; after Omniscience, it is usually less important than executing payoff actions.
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Use Consign to Memory against colorless threats, triggered abilities, and stack interactions where the legal action text confirms relevance. Card text check required for exact countering scope, replicate behavior, and target restrictions. It is strong against artifact, Eldrazi, prison, and other decks where the decisive object is colorless or where the engine exposes a legal target that blocks the combo. It is weak against discard-heavy black decks without relevant colorless or triggered targets, broad fair creature pressure, and matchups where Veil of Summer and Force of Will already cover the key fight. Role change: use it as efficient protection for the commitment turn when the legal target would stop Show and Tell, Omniscience, or the payoff chain.
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Use Mistrise Village as a land-based protection or utility slot only when its text and timing matter. Card text check required for exact mana ability, activated ability, and protection/evasion function. It is strongest when games slow down, mana sources are attacked, or a land slot that contributes to protection is better than a fragile spell. It is weakest when the matchup is a pure race, when colored spell density matters more than land count, or when City of Traitors and Ancient Tomb already create enough mana but not enough action. Role change: it can support post-board resilience, but it should not push the deck into a fair creature plan by itself.
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Use Into the Flood Maw when a specific permanent or spell/ability pattern prevents the combo from resolving or surviving. Card text check required for exact target types, timing, and cost details. It is strong against hate permanents, fast creature pressure that creates a one-turn survival issue, or a Show and Tell battlefield outcome that must be answered before the payoff turn. It is weak when the opponent's disruption is mostly discard or permission, and it is lower priority than protection when the problem is a stack fight. Role change: before combo it clears a blocker or hate card; after Omniscience it can remove the single visible object that prevents Emrakul, the Aeons Torn or Atraxa, Grand Unifier from ending the game.
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Use Underground Sea only when black sideboard spells or post-board mana needs justify a source. Underground Sea primarily supports Massacre casting constraints or broader sideboard configuration where a black source is materially relevant. It is weak when the matchup does not use Massacre, when Wasteland-style pressure is visible or highly expected, or when green and blue access for Veil of Summer, Brainstorm, Ponder, Show and Tell, and Stock Up is already strained. Role change: as a fetchable land, it can make sideboard interaction castable without spending Lotus Petal, but it should not replace the need to assemble the combo.
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Use Massacre against creature decks with Plains or white creature pressure when the rules engine confirms legal or affordable casting. Card text check required for exact alternate-cost condition and creature-effect details. It is strongest against white creature decks that pressure life total while presenting hate creatures, especially when the opponent controls a Plains or a Plains-typed dual land. It is weakest against nonwhite creature decks, large-creature battlefields that survive, combo, and control with few creatures. Role change: Massacre buys a protected combo turn; it is not a primary win condition and should not distract from Show and Tell plus Omniscience assembly.
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Use Barrowgoyf when the opponent is built to overload the stack or hand but is weak to a compact creature backup plan. Card text check required for exact power/toughness, keywords, and graveyard dependence. It is strongest against control, tempo, and heavy discard where resolving a low-commitment threat pressures life totals while the opponent holds answers for Show and Tell. It is weakest against fast combo, graveyard hate that incidentally shrinks it, creature decks that block profitably, and hands that need every card to assemble Omniscience. Role change: Barrowgoyf shifts Omni-Tell into a hybrid posture, forcing answers without abandoning the combo.
Blue Tempo / Blue Control With Islands Role cards: 3 Carpet of Flowers; 2 Consign to Memory; 2 Disruptor Flute; 3 Barrowgoyf Trim roles: 2 Eureka; 1 Sink into Stupor; 1 Lorien Revealed; 1 Lotus Petal; 1 City of Traitors; 1 Atraxa, Grand Unifier; 1 Emrakul, the Aeons Torn; 1 Stock Up; 1 Ponder
- Plan rule: against Island-based permission, add mana advantage, cheap stack coverage, naming pressure, and a backup threat while reducing the slowest or riskiest combo density. Keep all 4 Show and Tell and all 4 Omniscience because the deck still wins by forcing one decisive opening. Reduce main-deck emphasis: Eureka, excess payoff, slow selection, fragile burst mana, and the single land most punished by longer games.
White Creature Pressure / Hatebears Role cards: 2 Massacre; 1 Underground Sea; 1 Into the Flood Maw; 2 Disruptor Flute Trim roles: 2 Eureka; 1 Lorien Revealed; 1 Stock Up; 1 Lotus Petal; 1 Atraxa, Grand Unifier
- Plan rule: against white pressure and hate creatures, add sweep, bounce, and naming tools while preserving a fast Show and Tell plan. Use Underground Sea when Massacre needs reliable support. Name with Disruptor Flute only when a visible or matchup-defining card is the reason the combo cannot safely proceed. Reduce main-deck emphasis: slower Eureka lines and excess card-flow pieces that do not answer the board.
Fast Nonblue Combo Role cards: 2 Disruptor Flute; 2 Consign to Memory Trim roles: 1 Sink into Stupor; 1 Lorien Revealed; 1 Stock Up; 1 Eureka
- Plan rule: against fast combo, add narrow disruption that can interact before or during the decisive turn, but avoid transforming into a slow control deck. Disruptor Flute is a matchup-knowledge card here; choose a name only from known archetype roles, visible revealed information, or an engine prompt that clearly identifies the threat. Consign to Memory is included only when the opposing combo uses legal targets in its scope; otherwise prefer keeping more speed in post-board configuration.
Nonblue Fair Creature Decks Without Plains Role cards: 1 Into the Flood Maw; 3 Barrowgoyf Trim roles: 1 Lorien Revealed; 1 Stock Up; 1 Eureka; 1 Atraxa, Grand Unifier
- Plan rule: against nonblue fair pressure without strong Massacre conditions, add a small amount of board interaction and a threat that can trade time for combo setup. Barrowgoyf is acceptable when combat matters and the opponent is not faster than the combo. Reduce main-deck emphasis: slow card-flow and the riskiest alternate enabler, while keeping the core Show and Tell plus Omniscience engine dense.
Artifact, Eldrazi, Or Prison Pressure Role cards: 2 Consign to Memory; 2 Disruptor Flute; 1 Into the Flood Maw Trim roles: 2 Veil of Summer; 1 Lorien Revealed; 1 Stock Up; 1 Eureka
- Plan rule: against colorless and prison pressure, prioritize answers that can interact with the object preventing the combo. Consign to Memory and Into the Flood Maw matter only when the engine exposes legal targets in their scope. Disruptor Flute should name the card that most directly blocks casting, mana, or the payoff turn. Reduce main-deck emphasis: Veil of Summer when blue or black interaction is not the main axis, and slow setup that cannot beat lock pieces.
Black Discard / Midrange Without Blue Islands Role cards: 3 Barrowgoyf; 2 Disruptor Flute; 1 Mistrise Village Trim roles: 2 Eureka; 1 Lorien Revealed; 1 Stock Up; 1 Lotus Petal; 1 Atraxa, Grand Unifier
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Plan rule: against discard-heavy decks, add resilient threats and mana/utility while keeping Brainstorm and Veil of Summer at maximum importance. Barrowgoyf punishes opponents who spend resources trading one-for-one with combo pieces. Disruptor Flute is best when a revealed or archetype-defining card must be constrained. Mistrise Village is acceptable when longer games and land resilience matter more than the fastest possible combo turn.
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Archetype rule: never add Massacre solely because the opponent has creatures; require white creatures, Plains conditions, or legal engine text that makes it impactful. Never add Carpet of Flowers solely because the opponent is blue; require visible or expected Islands and a game where extra mana converts into protected combo actions. Never add Barrowgoyf against pure speed unless it changes a visible race. Never add Underground Sea without a sideboard reason that uses black mana or a specific land-count need.
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 Carpet of Flowers; Disruptor Flute Cut: 2 Eureka; 2 Show and Tell
Legal repair plan 2 Side in: 2 Carpet of Flowers; 2 Disruptor Flute Cut: Eureka; 3 Show and Tell
Legal repair plan 3 Side in: Carpet of Flowers; 2 Disruptor Flute; Consign to Memory Cut: 4 Show and Tell
Legal repair plan 4 Side in: 2 Disruptor Flute; 2 Consign to Memory Cut: 3 Show and Tell; Stock Up
Matchup Guidance
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Aggro: race toward Show and Tell plus Omniscience rather than trading resources one-for-one unless the visible clock kills before the combo turn. Keep hands with fast mana, blue selection, and a payoff; reject slow hands that only sculpt while Ancient Tomb damage makes the race worse. Use Force of Will primarily on hate that stops the combo or on lethal pressure when no combo turn is available. Use Into the Flood Maw or Massacre post-board only when the engine exposes a target or legal sweep that buys a real turn; do not spend interaction on small creatures if the next action can resolve Omniscience.
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Go-wide creature decks: value Massacre and Into the Flood Maw as time-buying tools, but keep the primary plan focused on one decisive spell. Massacre is strongest when white creatures, Plains conditions, or engine legality make it efficient; otherwise do not assume it clears the board. Ancient Tomb is a liability when multiple attackers are already visible, so sequence colored lands and Lotus Petal to reduce self-damage if that still preserves the combo turn. Barrowgoyf can block or pressure after sideboard, but do not keep a fair-creature hand that lacks Brainstorm, Ponder, Stock Up, Show and Tell, Eureka, or Omniscience.
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Burn: treat life total as a combo resource that is being attacked from hand, battlefield, and Ancient Tomb. Prioritize hands that can win quickly with Lotus Petal or Ancient Tomb while using Veil of Summer only when it has a legal protective or card-flow role through the engine. Avoid speculative Ancient Tomb activations for cantrips when colored lands can cast Brainstorm or Ponder. Force of Will should protect the fastest winning line or stop lethal damage; do not pitch the only blue card that makes Show and Tell plus Omniscience functional unless survival requires it.
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Tempo: assume the opponent combines a short clock with stack disruption, so protect mana development and do not jam into obvious open interaction unless waiting is worse. Carpet of Flowers is a high-impact post-board card when Islands are visible or strongly expected because it lets the deck cast selection, protection, and combo pieces in the same turn. Veil of Summer is premium against blue or black interaction; use it to force the decisive Show and Tell, Eureka, or post-Omniscience spell rather than to win a low-value exchange. Barrowgoyf is a backup plan when the opponent overboards for the stack, but the agent should still recognize Omniscience as the cleanest endgame.
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Control: play as combo-control, not pure speed, unless the opening hand already has a protected turn. Use Brainstorm, Ponder, and Stock Up to assemble redundancy before committing Show and Tell or Eureka. Force of Will should defend the commitment turn, stop a lock piece, or answer a threat that will end the game before the next protected window. Carpet of Flowers, Consign to Memory, Disruptor Flute, Mistrise Village, and Barrowgoyf all support longer games; choose the line that turns visible mana, known cards, and legal actions into a protected threat rather than casting every sideboard card at first opportunity.
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Removal-heavy decks: punish dead removal by staying focused on enchantment-based combo, then bring in Barrowgoyf only when the opponent is likely to reduce creature answers or when a secondary threat forces awkward answers. Do not expose Atraxa, Grand Unifier or Emrakul, the Aeons Torn as a fair creature plan unless the legal Show and Tell or Eureka line makes that the best available pressure. Veil of Summer protects against black discard and blue interaction when legal; Brainstorm can preserve key pieces from visible discard windows if the engine presents priority at the right time.
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Midrange: fight through discard and permanent pressure by preserving card quality and using redundant threats. Brainstorm is most valuable when it hides Omniscience, Show and Tell, Force of Will, or payoff cards from discard, while Ponder and Stock Up rebuild after one-for-one trades. Barrowgoyf post-board gives a lower-commitment pressure plan, especially when the opponent spends turns attacking the hand. Disruptor Flute should name only a known, revealed, or matchup-defining card that blocks the combo or creates a faster clock; avoid blind names when holding a clean combo turn.
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Combo: determine whether Omni-Tell is faster, more protected, or forced to interact before choosing a role. Against faster nonblue combo, keep Force of Will, fast mana, and compact Show and Tell plus Omniscience hands over slow sculpting. Disruptor Flute is useful only when a name can be justified by revealed information, matchup identity, or visible engine context. Consign to Memory belongs when the opposing combo uses legal targets in its scope; otherwise the deck should preserve speed and protection. Do not spend Veil of Summer unless the legal action actually protects a decisive spell or disrupts discard/counterplay.
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Big mana: exploit the fact that Omni-Tell can end the game before large threats dominate, but respect lock pieces and colorless interaction that change legality. Force of Will and Consign to Memory should answer the permanent or spell that prevents Show and Tell, Omniscience, or payoff resolution, not the largest threat by default. Disruptor Flute can constrain a known engine card or payoff if the agent has matchup or revealed information. Avoid slow Barrowgoyf pivots unless the opponent’s disruption makes the combo unreliable and the visible battlefield allows a creature clock to matter.
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Artifact and enchantment pressure: identify whether the problematic object stops casting, stops searching, stops activated mana, taxes spells, or races life total. Consign to Memory and Into the Flood Maw matter when the rules engine exposes a legal target; do not assume they answer every artifact or enchantment without legal action text. Force of Will should be saved for pieces that invalidate the combo or force an immediate loss. Show and Tell can be risky if the opponent’s battlefield or known hand suggests a permanent that beats Omniscience, so the commitment decision needs visible-state reasoning rather than automatic execution.
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Graveyard decks: do not become a graveyard-control deck because the registered sideboard has no dedicated graveyard hate. Race with Show and Tell, Eureka, Omniscience, Atraxa, Grand Unifier, and Emrakul, the Aeons Torn while using Force of Will on the enabler or payoff that makes the opponent faster. Barrowgoyf may be poor if opposing graveyard pressure or hate changes its size; Card text check required for exact Barrowgoyf graveyard dependence. Disruptor Flute can name a known engine card, but only when the name is grounded in visible or matchup information.
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Single-threat decks: answer or ignore the threat based on clock math and combo readiness. If the single threat kills slowly, spend cantrips on assembling Show and Tell plus Omniscience and keep Force of Will for stack or lock interaction. If the threat kills before the next combo turn, Into the Flood Maw, Massacre, Force of Will, or a Show and Tell creature placement may be justified by visible legal actions. Atraxa, Grand Unifier can stabilize some boards after being put in legally, but do not assume lifelink, blocking dominance, or survival unless the visible rules text and board state confirm it.
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Blue mirrors and permission piles: use redundancy to make the opponent answer multiple must-counter spells in one turn. Carpet of Flowers converts Islands into a protected burst, Veil of Summer fights blue and black exchanges when legal, and Force of Will should defend the spell that actually wins rather than the first cantrip. Brainstorm and Ponder should prioritize finding both enabler and payoff, then protection. Post-board Barrowgoyf pressures opponents who refuse to tap down, but never let the backup plan dilute a hand that already has a protected Omniscience line.
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White hatebears and taxing decks: prioritize Massacre, Into the Flood Maw, Disruptor Flute, and efficient combo timing. Massacre needs legal confirmation and should be used to clear a hate-board or recover tempo, not as generic removal. Into the Flood Maw buys the key turn against one visible blocker, tax creature, or disruptive permanent only if the engine offers the legal target. Disruptor Flute is strongest when it names the visible or known card that stops Show and Tell, Eureka, Omniscience, or protection sequencing.
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Nonblue fair creature decks: keep speed high and sideboard lightly unless the board interaction clearly changes the race. Barrowgoyf can matter as a blocker or alternate threat, but the agent should not turn into midrange when a protected combo hand is available. Eureka becomes riskier when the opponent can put a threatening permanent onto the battlefield, so prefer Show and Tell plus Omniscience when both are available and the visible context does not force the alternate line. Ancient Tomb should be used aggressively only when the life payment accelerates a decisive action.
Specific Matchup Notes
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General/archetype-only note: exact opponents are not supplied, so revealed cards, legal actions, and public board state override every matchup assumption. Treat these notes as role heuristics for Omni-Tell, not as certainty about hidden cards or rules outcomes.
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Blue permission decks: prioritize protected combo turns over raw speed when the clock is not immediate. Likely sideboarding: Add role cards: Carpet of Flowers, Disruptor Flute, Consign to Memory, Barrowgoyf. Reduce main-deck emphasis: some slower or redundant enabler pressure when the hand already has Show and Tell, Eureka, Omniscience, Atraxa, Grand Unifier, or Emrakul, the Aeons Torn. Priority targets are stack interaction that stops Show and Tell, Eureka, Omniscience, or the payoff, plus permanent-based hate that changes whether the combo can resolve. Veil of Summer should be saved for legal blue or black fights around the decisive spell unless mana or timing forces a smaller protection exchange.
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Fast nonblue combo: race when the Omni-Tell hand has Ancient Tomb, Lotus Petal, Show and Tell, Omniscience, and payoff, but interact first when the opponent is visibly faster. Likely sideboarding: Add role cards: Disruptor Flute, Consign to Memory when legal targets exist, and sometimes Into the Flood Maw for a visible permanent that blocks the race. Reduce main-deck emphasis: slow sculpting that cannot find Force of Will or a turn-fast combo line. Priority targets are the first spell, permanent, or activated line that makes the opponent win before Omni-Tell can act.
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Black discard and fair midrange: protect key pieces with Brainstorm when the engine exposes the legal timing, then rebuild with Ponder, Stock Up, and Atraxa, Grand Unifier. Likely sideboarding: Add role cards: Veil of Summer already remains central, plus Barrowgoyf, Carpet of Flowers if Islands are present, and Disruptor Flute for known disruption. Reduce main-deck emphasis: all-in hands that fold to one discard spell without cantrip recovery. Priority targets are discard that takes the only enabler, removal or hate that invalidates Barrowgoyf post-board, and stack interaction protecting a clock.
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White creature-tax and hate permanent decks: prioritize clearing or bypassing the visible card that prevents the combo rather than answering every creature. Likely sideboarding: Add role cards: Massacre, Into the Flood Maw, Disruptor Flute, and sometimes Consign to Memory if legal targets appear. Reduce main-deck emphasis: slower Eureka lines when the opponent can put a punishing permanent onto the battlefield. Priority targets are tax effects, lock permanents, and creatures that make Ancient Tomb life loss or delayed setup unsafe.
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Graveyard decks: do not pretend the sideboard contains dedicated graveyard hate. Likely sideboarding: Add role cards: Disruptor Flute for a known engine card, Consign to Memory only for legal targets, and faster pressure from Barrowgoyf only when it helps the race. Reduce main-deck emphasis: slow defensive posture. Priority targets are the enabler or payoff that makes the opponent faster than Show and Tell plus Omniscience.
Risk Summary
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Mana risk: Ancient Tomb and City of Traitors create explosive starts but can punish loose sequencing. Use Ancient Tomb life payments for decisive acceleration, protected setup, or a necessary Stock Up, and avoid sacrificing City of Traitors before it has produced the mana that matters.
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Matchup risk: Show and Tell and Eureka can give the opponent a dangerous permanent. Prefer Show and Tell plus Omniscience when both enablers are available unless the visible state makes Eureka safer or faster.
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Draw risk: Brainstorm, Ponder, Stock Up, and Lorien Revealed can spend too much time sculpting while the opponent advances. Cantrip toward a complete package: enabler, Omniscience or creature payoff, mana, and protection.
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Over-sideboarding risk: Barrowgoyf, Carpet of Flowers, Disruptor Flute, Consign to Memory, Into the Flood Maw, Massacre, Mistrise Village, and Underground Sea are role tools, not a reason to abandon the combo. Preserve the core density of Show and Tell, Eureka, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, cantrips, and protection.
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Graveyard risk: the deck has no registered graveyard hate. Race graveyard strategies and use Force of Will, Disruptor Flute, or Consign to Memory only when the legal action hits the actual enabler or payoff.
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Sweeper and removal risk: opposing removal is often weak against Omniscience but better against Barrowgoyf and hard-cast or placed creatures. Do not rely on Atraxa, Grand Unifier or Emrakul, the Aeons Torn surviving combat or removal unless the visible board and legal actions support that line.
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Closer risk: Omniscience without a payoff may not immediately win. Before committing, evaluate whether Atraxa, Grand Unifier, Emrakul, the Aeons Torn, cantrips, or Stock Up can convert the enchantment into a closing sequence.
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Interaction risk: Force of Will is a scarce shield and a tempo cost. Spend it on the spell or permanent that beats the combo, protects the opponent’s faster win, or stops the decisive Omni-Tell turn.
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Sequencing risk: Lotus Petal, fetch lands, Brainstorm, Veil of Summer, and Force of Will reward exact timing. Use visible legal actions first, preserve hidden-card assumptions, and do not fire protection or selection just because it is available.
Test Feedback Checklist
- Deciding factor: identify the exact turn or stack exchange that decided the game, especially whether Show and Tell, Eureka, Omniscience, Force of Will, or Veil of Summer was the pivot.
- Mulligans: record whether the opening hand had a real plan of mana, enabler, payoff, and protection, or whether Brainstorm, Ponder, Stock Up, and Lorien Revealed were asked to fix too many missing categories.
- Mana: note every game where Ancient Tomb life loss, City of Traitors timing, Lotus Petal sacrifice, fetch land sequencing, or colored source access changed the available combo window.
- Velocity: ask whether Brainstorm, Ponder, and Stock Up found the missing piece quickly enough, or whether selection consumed turns without advancing toward Show and Tell plus Omniscience or a creature payoff.
- Engine: record whether Omniscience converted immediately into Atraxa, Grand Unifier, Emrakul, the Aeons Torn, more selection, or a win path, and flag any Omniscience turns that stalled.
- Interaction: evaluate whether Force of Will and Veil of Summer were spent on the decisive opposing action, held too long, or used on low-impact exchanges while a later combo fight mattered more.
- Enabler choice: compare Show and Tell and Eureka decisions when both were legal, including whether the opponent received a dangerous permanent or whether waiting would have been worse.
- Closing: note whether Atraxa, Grand Unifier stabilized and refueled, whether Emrakul, the Aeons Torn ended the game, and whether the deck needed an alternate post-board threat such as Barrowgoyf.
- Sideboard: record which of Carpet of Flowers, Disruptor Flute, Consign to Memory, Mistrise Village, Into the Flood Maw, Underground Sea, Massacre, and Barrowgoyf changed a game state rather than merely looking theoretically useful.
- Role: ask whether the pilot correctly stayed combo-control, became too defensive, or overcommitted to Barrowgoyf and interaction when the hand supported a protected combo turn.
- Mistakes: flag missed legal actions, premature passes with protection available, unsafe Brainstorm timing, unnecessary Lotus Petal use, and any Force of Will pitch choice that stranded the actual win condition.
- Stranded cards: list cards stuck in hand at game end, especially Eureka, Show and Tell, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Force of Will, Veil of Summer, and sideboard cards.
- Overperformers and underperformers: separate cards that won because of this shell from cards that were merely present when the combo succeeded.
First Tuning Questions
- Card quantity: if Omniscience frequently appears without a payoff, test whether the current balance of Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Stock Up, Brainstorm, and Ponder is producing enough conversion after the enchantment resolves.
- Enabler mix: if Eureka repeatedly gives the opponent a decisive permanent, ask whether the second Eureka is still worth the speed compared with preserving more control or selection density.
- Mana base: if Ancient Tomb damage or City of Traitors sequencing loses races, review whether the deck needs different colored-source density, different sideboard land usage with Mistrise Village and Underground Sea, or tighter mulligan rules.
- Protection density: if combo attempts lose through one counter, discard spell, or hate permanent, evaluate whether Force of Will and Veil of Summer are enough in Game 1 and whether Disruptor Flute or Consign to Memory should be emphasized more often post-board.
- Velocity plan: if hands keep cantripping without assembling a full package, ask whether Stock Up is too slow in specific matchups or whether mulligans should require a clearer enabler-plus-payoff path.
- Aggro plan: if creature decks punish Ancient Tomb and slow sculpting, test whether Massacre, Into the Flood Maw, and Barrowgoyf are sufficient stabilizers without diluting Show and Tell, Eureka, Omniscience, and payoff density.
- Control plan: if blue decks beat the combo fight, review whether Carpet of Flowers, Disruptor Flute, Consign to Memory, Veil of Summer, and Force of Will are being sequenced as a single protected turn rather than scattered across minor exchanges.
- Closer plan: if Atraxa, Grand Unifier gains cards but fails to end the game, ask whether the pilot should prioritize finding Emrakul, the Aeons Torn sooner after Omniscience or accept a slower protected control posture.
- Sideboard slots: if Carpet of Flowers, Massacre, Into the Flood Maw, Mistrise Village, Underground Sea, Disruptor Flute, Consign to Memory, or Barrowgoyf has no logged impact across its target matchups, question that slot before changing the main combo core.
- Role conflict: if post-board games are lost with too many reactive cards and no fast kill, reduce main-deck emphasis only after proving the opponent’s hate requires it; the default tuning target is still a protected Omni-Tell kill.
- Mulligan policy: if losses cluster around hands missing either mana, enabler, payoff, or protection, tighten keep rules around complete categories rather than blaming individual card quality.
- Runtime guidance: if the agent passes with legal combo, protection, or selection available, add sharper decision-request alerts for protected go-now turns, dangerous Show and Tell symmetry, and Omniscience-without-payoff risk.
Veles Tactical Policy
Policy: Pregame Role Selection
Priority: Medium Decision families: pregame; mulligan; sideboard Cards: Show and Tell; Eureka; Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Force of Will; Veil of Summer; Barrowgoyf Phase windows: pregame, sideboarding, opening hand Runtime cues: game_number; matchup_label; opening_hand; sideboard_stage Use when: choosing whether the hand is a fast protected combo hand, a sculpting hand, or a post-board threat-plus-interaction hand. Avoid when: a legal mulligan or sideboard action has already been selected by a more specific policy. Instructions: Default to combo-control: assemble enabler plus payoff while preserving a shield. Post-board, accept Barrowgoyf pressure only when the hand still has selection, protection, or a realistic combo rebuild. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Opening Mulligan Gate
Priority: High Decision families: mulligan Cards: Show and Tell; Eureka; Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Brainstorm; Ponder; Stock Up; Lotus Petal; Ancient Tomb; Force of Will; Veil of Summer Phase windows: opening hand, London mulligan Runtime cues: action:keep; action:mulligan; opening_hand Use when: deciding keep versus mulligan from visible opening cards. Avoid when: hand-size bottoming is the current prompt. Instructions: Keep hands with mana plus a believable route to enabler and payoff, especially when protection or selection is present. Mulligan hands missing both enabler access and selection, hands with only expensive payoff cards, or hands whose mana cannot cast Brainstorm, Ponder, Stock Up, Show and Tell, or Eureka on schedule. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: London Bottom Selection
Priority: Medium Decision families: mulligan; selection Cards: Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Eureka; Show and Tell; Force of Will; Veil of Summer; Lotus Petal Phase windows: London mulligan bottom prompt Runtime cues: action:bottom Use when: the rules engine asks which card or cards to put on the bottom after a mulligan. Avoid when: the prompt is a draw-step, cantrip, or spell-resolution selection. Instructions: Preserve a castable enabler, a payoff path, enough mana, and one protection piece when possible. Bottom redundant expensive payoffs before the only enabler, bottom extra legendary-scale threats before the only Omniscience, and keep blue cards when Force of Will is the hand’s shield. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Early Setup Selection
Priority: Medium Decision families: selection; mana; priority Cards: Brainstorm; Ponder; Stock Up; Lorien Revealed; Misty Rainforest; Polluted Delta; Flooded Strand; Scalding Tarn; Tropical Island; Snow-Covered Island; Hedge Maze Phase windows: turns 1-3, main phase, end step when legal Runtime cues: action:cast Brainstorm; action:cast Ponder; action:cast Stock Up; action:cycle Lorien Revealed Use when: the hand is missing a combo category or needs protection before committing. Avoid when: a protected combo attempt is currently legal and waiting risks lethal or visible disruption. Instructions: Use Ponder to find missing categories early, use Brainstorm when fetch lands can clear stranded cards, and use Stock Up when mana and time allow deeper setup. Treat Lorien Revealed as mana fixing when land count or colored access is the bottleneck. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Combo Commitment Gate
Priority: High Decision families: priority; interaction; mana Cards: Show and Tell; Eureka; Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Force of Will; Veil of Summer; Lotus Petal; Ancient Tomb; City of Traitors Phase windows: main phase, priority with enabler legal Runtime cues: action:cast Show and Tell; action:cast Eureka Use when: deciding whether to start the decisive enabler turn. Avoid when: the current prompt is only a deterministic resolution choice after Show and Tell or Eureka has resolved. Instructions: Commit when the visible line can put Omniscience or a closing threat into play and the hand can fight relevant interaction or waiting is worse. Delay when the line only gives the opponent a dangerous symmetric permanent, lacks conversion after Omniscience, or spends all mana before needed protection. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Resolved Enabler Permanent Choice
Priority: Medium Decision families: selection Cards: Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn Phase windows: Show and Tell resolution, Eureka resolution Runtime cues: action:put Omniscience; action:put Atraxa, Grand Unifier; action:put Emrakul, the Aeons Torn Use when: an already-resolved enabler asks for a permanent from hand and exactly one legal action contains the intended card name. Avoid when: multiple different permanent choices are available and no prior policy or model decision selected the exact card. Instructions: Put Omniscience when that legal action is the selected combo execution. Put Emrakul, the Aeons Torn or Atraxa, Grand Unifier only when a prior light-model decision selected that threat line from the visible hand. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes
Policy: Omniscience Conversion
Priority: High Decision families: priority; selection Cards: Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Brainstorm; Ponder; Stock Up; Force of Will; Veil of Summer Phase windows: main phase after Omniscience is on battlefield, priority after enabler resolution Runtime cues: battlefield:Omniscience; action:cast Atraxa, Grand Unifier; action:cast Emrakul, the Aeons Torn; action:cast Stock Up Use when: Omniscience is visible on the battlefield under pilot control. Avoid when: the game is already over or the current prompt is mandatory trigger ordering with no strategic choice. Instructions: Convert immediately into Emrakul, the Aeons Torn when legal and decisive; otherwise cast Atraxa, Grand Unifier to reload or use free selection to find a closer while retaining Force of Will and Veil of Summer for the opponent’s relevant answer. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Force Of Will Permission Gate
Priority: High Decision families: interaction; priority Cards: Force of Will; Show and Tell; Eureka; Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Brainstorm; Ponder; Stock Up Phase windows: any stack interaction window Runtime cues: action:cast Force of Will; stack Use when: a visible opposing spell or ability is on the stack and Force of Will is legal. Avoid when: the opposing stack object is low impact and the pilot still needs Force of Will to protect a near-term combo attempt. Instructions: Counter spells that stop the combo, win before the combo, remove the resolved engine, or strip the only protected line. Pitch the least essential blue card after preserving enabler, payoff, and the next necessary selection spell. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Veil Protection Gate
Priority: High Decision families: interaction; priority Cards: Veil of Summer; Show and Tell; Eureka; Omniscience; Force of Will Phase windows: stack interaction, combo turn, opponent discard or counter window Runtime cues: action:cast Veil of Summer; stack Use when: Veil of Summer is legal in response to visible blue or black interaction, or before a decisive combo exchange when the engine exposes that line. Avoid when: the opponent has no visible relevant stack object and casting Veil would consume mana needed for the enabler. Instructions: Use Veil of Summer to force through Show and Tell, Eureka, or Omniscience against relevant interaction, or to blank discard when legal. Do not spend it merely to cycle unless mana, timing, and visible risk make the protection role irrelevant. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Exact Mana Commitment
Priority: Medium Decision families: mana Cards: Lotus Petal; Ancient Tomb; City of Traitors; Tropical Island; Snow-Covered Island; Snow-Covered Forest; Hedge Maze; Underground Sea; Mistrise Village Phase windows: mana payment prompts, combo turn, sideboard games Runtime cues: action:pay; action:add mana; action:sacrifice Lotus Petal Use when: the engine asks how to pay for a previously selected spell or ability. Avoid when: multiple payment choices preserve or spend protection mana differently and no prior model decision selected the payment plan. Instructions: Pay with Ancient Tomb and City of Traitors when speed matters, but preserve colored sources for Veil of Summer, Brainstorm, Ponder, Stock Up, and sideboard interaction. Spend Lotus Petal only when it enables the selected spell this turn or protects the decisive stack exchange. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Deterministic Selected Spell Payment
Priority: Low Decision families: mana Cards: Lotus Petal; Ancient Tomb; City of Traitors Phase windows: mana payment prompt after selected action Runtime cues: action:pay for Show and Tell; action:pay for Eureka; action:pay for Omniscience Use when: exactly one legal payment action is available for the spell already selected by a prior decision. Avoid when: two or more legal payment actions differ by sacrificing Lotus Petal, tapping Ancient Tomb, or using the last colored source. Instructions: Submit the single legal payment action shown by the engine. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes
Policy: Cantrip Resolution Selection
Priority: Medium Decision families: selection Cards: Brainstorm; Ponder; Stock Up; Atraxa, Grand Unifier Phase windows: spell resolution, main phase, post-Omniscience chain Runtime cues: action:choose; action:put on top; action:put into hand Use when: resolving selection from Brainstorm, Ponder, Stock Up, or Atraxa, Grand Unifier. Avoid when: the prompt identifies unknown hidden cards without names or categories. Instructions: Prioritize missing combo categories first: enabler, Omniscience or payoff, mana, then protection. After Omniscience, prioritize Emrakul, the Aeons Torn, Atraxa, Grand Unifier, and free selection that continues the chain. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Bounce And Temporary Answer Targeting
Priority: Medium Decision families: interaction; selection Cards: Sink into Stupor; Into the Flood Maw Phase windows: stack or main phase when bounce is legal Runtime cues: action:target Sink into Stupor; action:target Into the Flood Maw Use when: a bounce spell target must be chosen from visible permanents or stack objects. Avoid when: the target choice depends on hidden information or unmodeled card text. Instructions: Target the permanent or spell that blocks the combo, presents lethal pressure, or invalidates a selected enabler turn. Card text check required for exact restrictions before assuming a target is legal. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Combat With Large Threats
Priority: Medium Decision families: combat Cards: Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Barrowgoyf Phase windows: declare attackers, declare blockers, combat damage Runtime cues: action:attack; action:block Use when: the deck has a visible creature and combat choices matter. Avoid when: exactly one legal no-choice combat action exists and another deterministic policy handles it. Instructions: Attack with Emrakul, the Aeons Torn when legal unless the engine shows a survival constraint. Use Atraxa, Grand Unifier and Barrowgoyf to close races or stabilize, but do not trade away the only threat if a combo finish is still being assembled and the opponent is not forcing blocks. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Empty-Stack Pass Discipline
Priority: Low Decision families: priority Cards: Brainstorm; Ponder; Stock Up; Show and Tell; Eureka; Force of Will; Veil of Summer Phase windows: upkeep, draw, main phase, end step, opponent turn Runtime cues: action:pass priority; stack_empty Use when: no selected action improves the current visible position. Avoid when: a protected combo action, necessary selection spell, or required interaction is legal. Instructions: Pass when holding protection for the opponent’s turn or when acting would expose Brainstorm, Lotus Petal, Force of Will, or Veil of Summer without advancing a category. Do not pass main phase with legal Show and Tell or Eureka until the combo commitment gate has evaluated the line. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Sideboard Plan Selection
Priority: High Decision families: sideboard Cards: Carpet of Flowers; Disruptor Flute; Consign to Memory; Mistrise Village; Into the Flood Maw; Underground Sea; Massacre; Barrowgoyf; Show and Tell; Eureka; Omniscience; Force of Will; Veil of Summer Phase windows: sideboarding after game 1, sideboarding after game 2 Runtime cues: sideboard_options; matchup_label; game_result Use when: choosing between legal sideboard plans or generated swap plans. Avoid when: the engine has already locked a legal sideboard plan. Instructions: Add protection and mana advantage against blue interaction, Massacre and Into the Flood Maw against creature pressure, and Barrowgoyf when the opponent over-focuses on the combo. Preserve enough Show and Tell, Eureka, Omniscience, and payoff density to remain a combo deck. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes
Policy: Sideboard Card Deployment
Priority: Medium Decision families: priority; interaction; mana Cards: Carpet of Flowers; Disruptor Flute; Consign to Memory; Massacre; Barrowgoyf; Mistrise Village; Underground Sea; Into the Flood Maw Phase windows: post-board games, main phase, stack interaction, combat setup Runtime cues: action:cast Carpet of Flowers; action:cast Disruptor Flute; action:cast Consign to Memory; action:cast Massacre; action:cast Barrowgoyf Use when: a sideboard card is legal and its role matches visible pressure or interaction. Avoid when: casting the sideboard card delays a protected combo turn that is already legal. Instructions: Use Carpet of Flowers to enable protected combo turns, Disruptor Flute and Consign to Memory to contest known disruptive axes, Massacre to reset creature pressure, Barrowgoyf to pressure or block, and Mistrise Village or Underground Sea for post-board mana needs when registered in the current deck. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes