90 KiB
Strategy Specifications
Deck Name And Archetype
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Deck identity: Dimir Midrange for Modern, built as a blue-black interactive attrition deck that converts cheap disruption into protected threats and planeswalker/card-advantage pressure. The registered strategic tags are
midrange,control, anddiscard; duplicate submitted tags normalize to the same three roles. -
Count validation: The registered main deck totals exactly 60 cards, and the sideboard totals exactly 15 cards. The main deck uses 20 conventional lands plus 2 Sink into Stupor as modal land/spell smoothing, so runtime mana evaluation should treat land count as functional but not flood-proof.
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Card legality status: No registered main-deck or sideboard card is named on the official Modern banned list checked for this guide at Wizards' Banned & Restricted page: https://magic.wizards.com/en/banned-restricted-list. This is a deck-registration check, not a replacement for the rules engine's legality, Oracle, set-release, or tournament-date validation.
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Stock/rogue status: The shell is a hybrid Dimir Midrange build, not a purely stock archetype import. Thoughtseize, Counterspell, Fatal Push, Orcish Bowmasters, Psychic Frog, Force of Negation, Subtlety, Murktide Regent, Cling to Dust, Spell Snare, Preordain, and fetch-shock mana form the recognizable Modern interaction core; Quantum Riddler and Kaito, Bane of Nightmares make the threat package more custom and must be evaluated from visible card text at runtime.
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Card text uncertainty: Card text check required for Quantum Riddler before assigning detailed tactical lines beyond treating it as a registered main-deck threat or engine card. Card text check required for Kaito, Bane of Nightmares before assigning loyalty-mode priorities or combat timing beyond treating it as a registered main-deck planeswalker threat.
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Mana identity validation: The list is strictly Dimir in deck construction, with blue requirements concentrated in Counterspell, Force of Negation, Subtlety, Murktide Regent, Preordain, Tamiyo, Inquisitive Student, Sink into Stupor, and likely Quantum Riddler; black requirements concentrate in Thoughtseize, Fatal Push, Orcish Bowmasters, Sheoldred's Edict, Cling to Dust, and Psychic Frog. Polluted Delta, Flooded Strand, Marsh Flats, Watery Grave, Undercity Sewers, Darkslick Shores, Island, Swamp, and Otawara, Soaring City provide the registered fixing base.
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Mana risk concern: Opening hands with Counterspell but only one blue source, or Thoughtseize plus Fatal Push but no black source, are role-dependent keeps rather than automatic keeps. Fetch decisions must respect life total, opposing speed, graveyard fueling for Murktide Regent, revolt access for Fatal Push, and the need to preserve untapped blue for Counterspell, Spell Snare, Force of Negation, and Subtlety lines.
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Role concern: This deck should not race blindly as a tempo deck or sit forever as a pure control deck. The default pilot posture is to trade early on resources with Thoughtseize, Fatal Push, Spell Snare, Counterspell, Force of Negation, Subtlety, Sheoldred's Edict, and Orcish Bowmasters, then pivot once Psychic Frog, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, Quantum Riddler, or Murktide Regent can end the game while interaction remains available.
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Opponent information status: No opponent deck, matchup, metagame target, or known opening-hand information is supplied for this specification. Runtime choices must obey legal actions first, visible battlefield/stack/hand information second, public logs third, and archetype inference only after those sources; policy
Cards:fields later in this guide must not name absent opposing staples unless prefixed asopponent:or kept in prose outside policy card lists.
Thesis
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Core assembly: Dimir Midrange assembles one cheap threat or advantage permanent plus a layered interaction hand, then converts every traded card into a tighter endgame with Psychic Frog, Tamiyo, Inquisitive Student, Orcish Bowmasters, Kaito, Bane of Nightmares, Quantum Riddler, or Murktide Regent. The deck is strongest when it spends the first turns making the opponent's first meaningful play fail, then starts attacking or accruing cards while Counterspell, Fatal Push, Force of Negation, Subtlety, Spell Snare, Sink into Stupor, Sheoldred's Edict, or Thoughtseize protects the position.
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Win pattern: Prioritize resource compression before raw speed, because the deck usually wins by making the opponent operate with fewer cards, fewer clean threats, fewer resolved engines, and less freedom to double-spell. Psychic Frog and Murktide Regent are the cleanest damage closers, Orcish Bowmasters punishes draw-heavy exchanges and pressures planeswalkers or small creatures, Tamiyo, Inquisitive Student and Kaito, Bane of Nightmares can turn stabilized boards into durable advantage, and Quantum Riddler is a registered threat/engine slot whose exact tactical use requires visible card text.
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What not to do: Do not pilot this as all-in tempo, tap-out control, graveyard combo, or pure discard. Avoid spending Thoughtseize, Force of Negation, Subtlety, or Counterspell on low-impact cards just because they are legal targets; avoid jamming Murktide Regent or Kaito, Bane of Nightmares into obvious open interaction unless waiting risks falling behind; avoid overusing life payments from Watery Grave, Polluted Delta, Flooded Strand, Marsh Flats, and Thoughtseize against visible fast pressure.
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Priority rule: Protect the first threat only when it is actually winning the current exchange. If Psychic Frog is threatening to snowball, Tamiyo, Inquisitive Student is close to converting, Orcish Bowmasters is controlling small bodies or draw triggers, or Murktide Regent is the fastest visible clock, hold interaction for removal, sweepers, blockers, stack fights, and opponent engines rather than spending it on marginal tempo.
Role Package
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Threats: Psychic Frog is the primary two-mana threat and should be valued as both pressure and resource conversion when legal actions support it. Tamiyo, Inquisitive Student is an early threat/engine that demands card-text-aware sequencing. Orcish Bowmasters is both a flash-speed threat and interaction against one-toughness creatures, planeswalkers, and draw-trigger turns. Kaito, Bane of Nightmares is a planeswalker threat, but Card text check required before assigning exact mode priority. Quantum Riddler is a registered custom threat/engine slot, but Card text check required before assuming trigger timing or combat function. Murktide Regent is the large closing threat and should usually follow graveyard development and disruption.
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Payoffs: Murktide Regent pays off fetchlands, cheap interaction, Preordain, Thoughtseize, and exchanged spells in the graveyard. Psychic Frog pays off spare cards, protected attacks, and games where removal has been exhausted. Orcish Bowmasters pays off opponent draw steps and draw spells when Forge exposes legal timing. Kaito, Bane of Nightmares and Tamiyo, Inquisitive Student pay off stabilized boards where the opponent must answer permanents through Counterspell or Force of Negation.
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Engines: Preordain smooths early land/action balance and finds the correct disruption class. Psychic Frog, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, Quantum Riddler, and Cling to Dust are the recurring-resource candidates, with Quantum Riddler and Kaito requiring card-text checks for exact decisions. Cling to Dust is the graveyard-resource engine only when legal targets and timing are exposed by the rules engine.
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Velocity: Preordain is the only pure cantrip and should repair one-land, color-skewed, or threat-light hands before speculative interaction lines. Sink into Stupor is both spell and mana smoothing, so runtime should treat it as flexible but not free; using it as a land can enable Counterspell, Psychic Frog, Tamiyo, Inquisitive Student, or Force of Negation turns, while holding it as interaction requires enough mana already.
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Interaction: Fatal Push handles cheap creatures and becomes stronger when Polluted Delta, Flooded Strand, Marsh Flats, or other visible revolt enablers are available. Thoughtseize answers noncreature engines, combo pieces, removal, or sweepers before they resolve. Counterspell is the clean default answer once double blue is available. Force of Negation and Subtlety protect against high-impact noncreature or creature pressure at card disadvantage, so use them for decisive threats, combo, prison, or must-stop tempo swings. Spell Snare, Sheoldred's Edict, Sink into Stupor, and Cling to Dust cover narrower windows.
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Protection: Counterspell, Force of Negation, Subtlety, Thoughtseize, Fatal Push, Sheoldred's Edict, Sink into Stupor, and Orcish Bowmasters protect threats by preventing the opponent from resolving the card that breaks the current board. Protection is not automatic; preserve it when the current threat is replaceable, the opponent is mana-constrained, or a more dangerous visible card is likely to enter the stack.
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Recursion and graveyard: The deck has minimal true recursion and should not rely on returning permanents. Cling to Dust gives conditional graveyard leverage, Murktide Regent uses the graveyard as fuel, and fetchlands plus cheap spells naturally stock the graveyard; keep graveyard use balanced against opposing graveyard interaction and your own future Murktide Regent size.
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Mana: Polluted Delta, Flooded Strand, Marsh Flats, Watery Grave, Undercity Sewers, Darkslick Shores, Island, Swamp, Otawara, Soaring City, and Sink into Stupor must support early black for Thoughtseize and Fatal Push, early blue for Preordain and Spell Snare, and double blue for Counterspell. Fetch basics when life total or opponent pressure matters; fetch Watery Grave when the hand needs both colors immediately.
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Sideboard modules: Toxic Deluge is the broad creature reset. Consign to Memory is specialized stack interaction. Harbinger of the Seas attacks greedy mana. Nihil Spellbomb is graveyard pressure. Chalice of the Void attacks concentrated mana-value decks when it does not cripple this deck's own key plays too severely. Mystical Dispute reinforces blue stack fights. Engineered Explosives is flexible permanent cleanup against clustered cheap threats.
Primary Win Conditions
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Psychic Frog pressure is the main clean win path when the deck can deploy it early and protect attacks with Thoughtseize, Fatal Push, Counterspell, Force of Negation, Subtlety, or Sheoldred's Edict. Set it up by keeping hands with early blue-black mana and at least one interaction class, then execute by attacking when the visible board does not offer a free block and by using card-discard or card-draw abilities only when Forge exposes legal actions and the exchange advances damage, survival, or hand quality. Prioritize this path against slow starts, combo hands that stumble after Thoughtseize, and opponents forced to answer one threat at a time; deprioritize it when life payments and combat races make every extra card in hand more important than extra damage.
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Murktide Regent is the primary large closer after the graveyard naturally fills with fetchlands, Preordain, Thoughtseize, Fatal Push, Counterspell, Force of Negation, Sink into Stupor, and traded creatures. Set it up by sequencing cheap spells without wasting them, preserving enough blue mana for Counterspell when possible, and avoiding unnecessary Cling to Dust usage that shrinks future delve fuel. Execute by casting Murktide Regent when the opponent is tapped low, discard has cleared removal, or waiting risks losing to board pressure; protect it from exile removal, bounce, sweepers, and stack interaction rather than from minor tempo plays that do not change the clock.
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Kaito, Bane of Nightmares and Tamiyo, Inquisitive Student are durable advantage win paths on stabilized or low-resource boards. Card text check required for exact mode, transformation, and trigger priorities, but the tactical setup is clear: use discard and counters to reduce the opponent's immediate answer density, remove attackers with Fatal Push or Sheoldred's Edict, then let the planeswalker or engine permanent turn repeated legal activations into cards, bodies, or pressure. Prioritize this path when combat is stalled, both players are trading one-for-one, or the opponent must overextend into interaction to answer a noncreature permanent.
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Orcish Bowmasters wins attrition games by combining flash pressure with punishment for visible draw effects and small-creature boards. Set it up by holding two mana when the opponent has known or likely draw actions, one-toughness creatures, low-loyalty planeswalkers, or combat math vulnerable to a surprise body. Execute only through legal Forge timing; do not assume the opponent will draw extra cards unless the stack, public history, or visible action confirms it. Prioritize this line when the opponent is trying to cantrip through disruption or when a Bowmasters token plus another threat creates a short clock.
Secondary Win Conditions
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Quantum Riddler is a registered three-copy threat or engine, but Card text check required before assigning exact attack, trigger, or selection rules. Use it as a secondary win path only when legal action text and visible card details show whether it supplies evasive pressure, card advantage, disruption, or board control. Prioritize it when the hand lacks Psychic Frog, Murktide Regent is not yet fueled, or the board asks for another permanent threat instead of holding all mana for Counterspell.
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Subtlety can become fallback pressure after answering a creature or planeswalker, especially in games where pitching a blue card prevents a decisive tempo loss. Treat the free-mode interaction as a resource-costly bridge to the real win condition, but hard-cast Subtlety when mana is abundant and the opponent is low on answers. Prioritize Subtlety beats when the opponent has few flyers, the game is about closing before they rebuild, or the graveyard is under pressure and Murktide Regent is unreliable.
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Incremental creature damage from Tamiyo, Inquisitive Student, Psychic Frog, Orcish Bowmasters tokens, Subtlety, Quantum Riddler, and Murktide Regent should be enough when backed by Counterspell and Fatal Push. Execute this fallback by trading removal for blockers, using Thoughtseize on cards that break the race, and preserving life total with basics or tapped lands when speed is not required. Do not overcommit extra threats into visible sweepers or known mass removal if one protected attacker already wins in a reasonable number of turns.
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Cling to Dust is a small-value and life-buffer fallback, not a primary engine. Use it to remove a relevant graveyard card, replace itself, or gain life when the legal target and mode matter more than preserving graveyard fuel. Avoid consuming cards needed for Murktide Regent unless survival, opponent recursion, or card flow is the higher priority.
Emergency Lines
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When behind on life, stop paying life unless the spell is decisive. Fetch Island or Swamp over Watery Grave when the hand can function, use Fatal Push and Sheoldred's Edict before taking more combat damage, and treat Toxic Deluge sideboard games as a reset only if the life payment leaves a realistic survival path.
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When behind on board, convert cards into time before protecting threats. Fatal Push cheap attackers, Sheoldred's Edict single large or protected creatures, Subtlety a decisive creature or planeswalker, Sink into Stupor a permanent or spell only when the tempo swing matters, and Counterspell the card that invalidates your next stabilizing turn.
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When behind on cards, stop trading premium interaction for low-impact plays. Use Preordain to find a threat or sweeper-equivalent sideboard card, lean on Kaito, Bane of Nightmares, Tamiyo, Inquisitive Student, Psychic Frog, Quantum Riddler, or Cling to Dust only when their legal actions generate real material, and accept some damage if preserving Counterspell or Force of Negation is needed for the opponent's engine.
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When behind on mana, prioritize land development and flexible mana sources over speculative holdings. Sink into Stupor as a land is correct when missing land drops blocks Counterspell, Kaito, Bane of Nightmares, Subtlety hard-cast lines, or double-spell turns. Use Force of Negation or Subtlety card disadvantage only to prevent a loss or a tempo gap that mana recovery cannot repair.
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When win conditions are removed, win with remaining bodies and denial. Psychic Frog, Orcish Bowmasters tokens, Subtlety, Quantum Riddler, Tamiyo, Inquisitive Student, and Kaito, Bane of Nightmares can close if Thoughtseize, Counterspell, Fatal Push, and Force of Negation keep the opponent from resolving a superior endgame. If Murktide Regent is impossible because the graveyard is empty or locked down, stop spending resources to force it and shift to protected small-threat pressure.
Resource Model
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Life is a spendable resource only while it buys a decisive spell window. Thoughtseize, Watery Grave, fetchlands, and sideboard Toxic Deluge all tax life, so avoid automatic shockland lines when Island, Swamp, Darkslick Shores, Undercity Sewers, or Sink into Stupor as a land still cast the visible hand. Pay life aggressively for early Thoughtseize, Fatal Push with revolt, Counterspell mana, or a stabilizing Toxic Deluge; preserve life when racing with Psychic Frog, Orcish Bowmasters, Subtlety, or Murktide Regent already covers the board.
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Hand size is both interaction density and pitch-card fuel. Force of Negation and Subtlety convert a blue card into tempo, so spend them only when the countered or delayed card would beat normal mana development. Psychic Frog, Preordain, Kaito, Bane of Nightmares, Tamiyo, Inquisitive Student, Quantum Riddler, and Cling to Dust can rebuild cards, but Card text check required for exact Quantum Riddler and Kaito/Tamiyo activation priorities.
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Mana advantage comes from trading one and two mana for higher-cost opposing turns. Fatal Push, Spell Snare, Thoughtseize, Orcish Bowmasters, Counterspell, Force of Negation, Subtlety, and Sink into Stupor should preserve the ability to double-spell before committing a threat. Do not spend all mana on a medium threat if the opponent's next legal action can resolve a more important permanent or combo piece.
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Board presence should stay compact until the opponent is constrained. One protected Psychic Frog, Orcish Bowmasters token line, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, Quantum Riddler, Subtlety, or Murktide Regent is often enough with Counterspell backup. Add more pressure when the opponent is empty-handed, under a short clock, or forced to answer on board instead of developing.
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Graveyard cards fuel Murktide Regent and Cling to Dust escape, but graveyard use must not undermine the current plan. Fetchlands, Preordain, Thoughtseize, Fatal Push, Counterspell, Force of Negation, Sink into Stupor, and traded creatures naturally stock the graveyard. Exile with Cling to Dust only when the target matters, the life/card matters, or Murktide Regent is not the active route.
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Exile is mostly a cost zone and hate axis. Force of Negation exile matters for answered spells, Subtlety can trade a blue card for tempo, Cling to Dust consumes graveyards, Murktide Regent delves, and sideboard Nihil Spellbomb attacks opponent graveyards. Track visible exile before assuming Murktide Regent size, Cling to Dust escape capacity, or opponent recursion risk.
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Lands are strategic resources, not just mana count. Fetchlands enable revolt for Fatal Push, fix black-blue requirements, and fuel delve; Undercity Sewers and Sink into Stupor as a land smooth mana at tempo cost; Otawara, Soaring City is a blue source until its channel action is worth delaying or spending a land slot.
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Sacrifice fodder is not a core plan. This deck mostly makes the opponent sacrifice with Sheoldred's Edict; do not treat Orcish Bowmasters tokens or creatures as expendable unless a visible legal action specifically requires sacrificing and the board confirms the exchange preserves survival or wins tempo.
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Information is a premium resource. Thoughtseize should take the card that changes the next two turns, not merely the most expensive card. Public information from revealed hands, graveyards, lands, stack contents, and sideboard cards should decide whether to tap out, hold Counterspell, pitch to Force of Negation, or deploy a threat.
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Sideboard bullets convert narrow mana into decisive texture. Consign to Memory, Mystical Dispute, Chalice of the Void, Engineered Explosives, Harbinger of the Seas, Nihil Spellbomb, and Toxic Deluge should answer the matchup axis they were boarded for; do not fire them as generic value when a broader main-deck answer would preserve the bullet.
Mana Guide
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Prioritize blue-blue and black-one requirements together. Counterspell needs reliable blue-blue by turn two, Force of Negation and Subtlety need blue cards and blue mana for hard-cast lines, Fatal Push and Thoughtseize need early black, and Kaito, Bane of Nightmares plus Psychic Frog reward both colors. Keep hands that produce both colors by turn two or have Preordain plus fetchlands to find them.
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Sequence lands to preserve untapped interaction. Darkslick Shores is best early; Watery Grave enters untapped only when the life payment enables Thoughtseize, Fatal Push, Psychic Frog, Counterspell, or a sideboard answer now. Undercity Sewers and Sink into Stupor as a land are acceptable early when no one-mana play is required, but avoid tapped-land turns that surrender a critical Counterspell or Fatal Push window.
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Fetch basics when life or opposing land pressure matters. Island supports Counterspell, Preordain, Consign to Memory, Mystical Dispute, Harbinger of the Seas, Subtlety hard-cast setup, and Otawara, Soaring City channel mana. Swamp supports Thoughtseize, Fatal Push, Orcish Bowmasters, Sheoldred's Edict, Toxic Deluge, Cling to Dust, and Nihil Spellbomb activation patterns. Fetch Watery Grave when both colors are required immediately or the hand cannot function through separate basics.
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Use fetchlands as timing tools. Delay Polluted Delta, Flooded Strand, or Marsh Flats when Preordain may change the needed land, when Fatal Push revolt might matter on the opponent's turn, or when holding graveyard fuel for Murktide Regent is useful. Crack fetchlands before drawing only when the chosen land is already determined by visible mana needs or life constraints.
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Play lands before draw or selection when the spell requires exact mana now. Make the land drop before Preordain, Cling to Dust, or a card-draw action if the current turn needs Counterspell mana, Fatal Push plus Spell Snare, or a protected threat after selection. Wait on the land drop when Preordain could choose between black, blue, untapped, tapped, fetch, or Otawara utility.
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Treat Otawara, Soaring City as a land first in mana-light hands. Channel it only when bouncing the visible permanent or spell is worth losing a land, when legendary discount or mana surplus is real, and when Counterspell or Fatal Push cannot answer the problem better.
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Mulligan mana that cannot cast early interaction. A hand with only tapped lands and no immediate Preordain, Thoughtseize, Fatal Push, Spell Snare, or Counterspell plan is risky even with strong cards. A one-land hand needs Darkslick Shores or a fetchland plus Preordain and multiple one-mana plays; a two-land hand should cast both colors or have a clear draw-smoothing path.
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Sideboard mana must respect bullet costs. Hold blue for Consign to Memory and Mystical Dispute, plan blue-blue for Harbinger of the Seas, keep black available for Toxic Deluge, and count actual colors before choosing Engineered Explosives values. Chalice of the Void and Engineered Explosives may consume a whole turn, so deploy them when their lock or sweep effect is worth delaying Counterspell or threat development.
Mulligan Guide
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Strong keep: two lands that cast both colors by turn two, plus any two of Thoughtseize, Fatal Push, Spell Snare, Preordain, Psychic Frog, Orcish Bowmasters, Counterspell, or Force of Negation. This hand can answer the first threat, protect turn-two development, and still convert into pressure.
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Medium keep: two to three lands with one early interaction spell, one selection spell, and a threat such as Psychic Frog, Tamiyo, Inquisitive Student, Orcish Bowmasters, Kaito, Bane of Nightmares, Quantum Riddler, Subtlety, or Murktide Regent. Keep it when the mana is untapped enough to act before turn three; Card text check required before relying on Quantum Riddler or Kaito, Bane of Nightmares as the stabilizing piece.
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Risky keep: one land plus Preordain and at least two cheap actions is acceptable only on the draw or against slower opponents. One land without Preordain should usually ship unless it has multiple free interactions, a fetchland that fixes the hand, and a clear path to cast Fatal Push or Thoughtseize immediately.
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Automatic ship: zero-land hands, one-land hands without Preordain, hands with only Undercity Sewers or Sink into Stupor as tapped mana and no one-mana action, and hands that cannot make blue-blue for Counterspell or black for Fatal Push/Thoughtseize by the early turns. Also ship expensive clusters of Subtlety, Force of Negation, Murktide Regent, Kaito, Bane of Nightmares, Quantum Riddler, and Sink into Stupor when they lack cheap spells.
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Matchup-dependent keep: Thoughtseize plus Counterspell is premium against combo, control, and big-mana starts, but too painful or slow if the visible matchup is creature pressure and the hand lacks Fatal Push or Orcish Bowmasters. Fatal Push plus Orcish Bowmasters is excellent against small-creature starts but can be underpowered against spell-heavy opponents unless paired with Thoughtseize, Counterspell, Force of Negation, or Psychic Frog.
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Play/draw adjustment: on the play, favor Thoughtseize, Fatal Push, Spell Snare, Darkslick Shores, and untapped fetchland starts that seize initiative. On the draw, value Force of Negation, Subtlety, Fatal Push, Orcish Bowmasters, and Preordain more highly because the opponent may act first.
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Trap hand: three lands, Murktide Regent, Subtlety, Force of Negation, and Counterspell looks powerful but may do nothing until the opponent has already developed. Trap hand: Psychic Frog plus Kaito, Bane of Nightmares plus Quantum Riddler without black removal, discard, or untapped blue-blue is threat-heavy but not interactive enough for an unknown Modern opponent.
Turn Arc
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Turn 1 priority: lead with Thoughtseize when the opponent's hand matters more than life total, especially before committing Psychic Frog or holding Counterspell. Lead with Fatal Push or Spell Snare posture when the opponent is likely to produce an immediate creature or two-mana engine; lead with Preordain when the hand needs a second land, a missing color, or matchup identification.
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Turn 1 land choice: play Darkslick Shores first when it casts the planned spell. Use Polluted Delta, Flooded Strand, or Marsh Flats to fetch Watery Grave only when both colors are needed now; fetch Island or Swamp when life total, Counterspell setup, or black removal access is already secured.
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Turn 2 priority: hold Counterspell when the opponent's next card is likely to outscale a threat. Deploy Psychic Frog or Orcish Bowmasters when the opponent is constrained, tapped low, or already exposed by Thoughtseize; keep Fatal Push open when visible board pressure threatens damage or snowballing.
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Turn 2 deviations: cast Tamiyo, Inquisitive Student when the hand can protect or exploit it and the opponent is not presenting a must-answer stack threat. Use Cling to Dust only when the target changes the game, buys survival, or replaces itself without costing a more important Counterspell/Fatal Push window.
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Turn 3 priority: double-spell if possible. Preferred patterns are Thoughtseize plus Counterspell hold, Fatal Push plus Psychic Frog, Orcish Bowmasters plus Spell Snare, or Preordain plus interaction. Cast Kaito, Bane of Nightmares or Quantum Riddler only when the board and stack are stable enough; Card text check required for exact mode/attack assumptions.
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Turn 3 deviations: pitch Subtlety or Force of Negation when tapping mana would lose to the current spell or creature, not merely to preserve tempo. Cast Sheoldred's Edict when the visible permanent type and board texture make sacrifice clean; avoid it when token clutter or irrelevant permanents make the edict unreliable.
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Turns 4-5 priority: convert control into a clock. Protect Psychic Frog, grow toward Murktide Regent with graveyard density, develop Kaito, Bane of Nightmares or Quantum Riddler when shields are up, and use Sink into Stupor or Otawara, Soaring City as tempo only when bounce meaningfully resets the opponent's turn.
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Turns 4-5 deviations: do not tap out for Murktide Regent into obvious open interaction unless waiting is worse or Force of Negation/Subtlety covers the critical exchange. Preserve fetchlands for Fatal Push revolt when a larger creature is likely to appear.
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Late game priority: trade one-for-one until a protected threat ends the game. Escape Cling to Dust when life, card flow, or graveyard denial matters more than Murktide Regent size; otherwise conserve graveyard fuel. Use Force of Negation, Counterspell, Subtlety, Sink into Stupor, and Otawara, Soaring City on cards that break parity, not on replaceable pressure.
Card Roles
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Thoughtseize is the proactive permission spell and should be cast before committing Psychic Frog, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, Quantum Riddler, or Murktide Regent when the opponent's hand can punish tap-out development. Prioritize cards that invalidate the current hand, beat Counterspell/Force of Negation, remove the only threat, or create a battlefield that Fatal Push cannot cleanly answer; do not spend life and mana on Thoughtseize when the visible board already demands removal this turn.
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Fatal Push is the default early-board stabilizer and should be held for the creature that either snowballs or blocks the deck's clock most efficiently. Preserve fetchlands such as Polluted Delta, Flooded Strand, and Marsh Flats when revolt will matter, and avoid firing Fatal Push into low-impact targets if Counterspell, Spell Snare, Orcish Bowmasters, or combat can cover the same turn without losing tempo.
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Counterspell is the clean parity breaker and should defend against spells that Fatal Push, Sheoldred's Edict, Subtlety, or Sink into Stupor cannot answer profitably. Hold up blue-blue when ahead on board with Psychic Frog, Orcish Bowmasters, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, Quantum Riddler, or Murktide Regent; tap out only when the threat you deploy will matter more than the opponent's next legal spell.
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Force of Negation is the emergency shield for noncreature spells that would overpower discard or Counterspell timing. Pitch it when the stack threat is decisive, when you are tapped out after developing pressure, or when the opponent's spell changes the game immediately; avoid pitching a premium blue card just to trade down on a spell that can be handled by Thoughtseize, Counterspell, or normal sequencing next turn.
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Psychic Frog is the primary cheap threat and card-flow engine, so deploy it when you can protect it, pressure with it, or use it to convert spare cards into combat leverage. Treat Psychic Frog as both clock and resource sink: attacking matters, but over-feeding it can starve Force of Negation, Subtlety, Murktide Regent, or future double-spell turns; do not discard key interaction unless the visible combat or damage race justifies it.
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Orcish Bowmasters punishes draw effects, pressures small creatures, and creates board presence without tapping out on your own main phase. Hold Orcish Bowmasters when the opponent is representing a draw spell or one-toughness creature, but cast it proactively when a body plus token lets you protect planeswalkers, race, or force awkward attacks; do not expose it casually if Fatal Push already answers the board and Counterspell is the better posture.
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Tamiyo, Inquisitive Student is an early engine threat that asks the pilot to identify whether the game is about cards, board, or survival. Card text check required for exact transformed abilities and trigger conditions; use it when the hand can draw extra cards, protect it with Fatal Push/Counterspell/Force of Negation/Subtlety, or exploit opponent stumbles, and avoid it when a turn-two Psychic Frog or open Counterspell is more important.
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Preordain is the smoothing spell that fixes land count, color access, and threat/answer balance. Cast Preordain early when the hand is missing a land, black source, blue-blue, or cheap interaction; delay it when holding up Counterspell or Fatal Push is mandatory, or when extra information from Thoughtseize and the opponent's first turns will make the selection more accurate.
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Spell Snare is a narrow tempo tool and should be saved for a legal two-mana spell that matters more than the deck's other available answers. Keep one blue open when the opponent's curve makes Spell Snare live, but do not warp the whole turn around it if Thoughtseize, Fatal Push, Psychic Frog, or Counterspell would advance a clearer plan.
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Sheoldred's Edict is the flexible sacrifice answer for permanents that dodge Fatal Push or need to be answered without targeting. Use it when the visible opposing board has a single important sacrifice candidate or when the relevant permanent type makes the choice reliable; avoid leaning on it into boards with tokens, expendable creatures, or irrelevant permanents that let the opponent choose away the effect.
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Subtlety is the creature-swing equalizer and should be pitched or cast when tempo against a creature or planeswalker matters more than raw cards. Use the free mode to survive, protect a threat, or stop a turn where tapping mana is impossible; hard-cast it when the game has slowed and a flying body plus interaction swing can turn defense into pressure.
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Sink into Stupor is a flexible blue interaction slot and possible mana source, but Card text check required for exact back-face and spell details. Treat it as tempo rather than permanent removal: bounce a spell or permanent only when the delay creates a winning attack, protects a planeswalker, breaks a stack exchange, or buys a full turn; play it as a land when the hand needs mana more than a later bounce effect.
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Kaito, Bane of Nightmares is a midgame advantage threat that should enter after the opponent's pressure is contained or their interaction has been stripped. Card text check required for exact abilities; use it as a protected snowball card rather than a panic stabilizer, and avoid tapping out for it when the opponent's next spell requires Counterspell, Force of Negation, Subtlety, or Fatal Push.
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Quantum Riddler is a three-copy threat or engine piece whose exact tactical role needs rules text confirmation. Card text check required before assuming combat stats, card selection, timing restrictions, or protection patterns; in-game, cast it only when the visible board and stack make a sorcery-speed investment safe, and prefer holding it when Counterspell posture or cheaper double-spelling is stronger.
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Murktide Regent is the one-copy closing threat and should be cast when the graveyard can support it without sacrificing the ability to escape Cling to Dust or fuel other plans. Do not jam Murktide Regent into obvious open interaction unless the opponent is under pressure, tapped low, or forced to answer multiple threats; protect it with Thoughtseize, Counterspell, Force of Negation, and Subtlety when possible.
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Cling to Dust is a utility graveyard card that trades small mana for life, a card, or denial depending on the target. Use it to interrupt visible graveyard dependency, stabilize life total, or turn excess mana into a fresh card; avoid shrinking the graveyard needed for Murktide Regent unless the current target or escape line is worth that cost.
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Polluted Delta, Flooded Strand, Marsh Flats, and Watery Grave are the fixing core and should be managed around life total, revolt, and blue-blue. Fetch Watery Grave when both colors are needed now, fetch Island when Counterspell and life preservation are the priority, and fetch Swamp when black interaction matters and blue is already covered.
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Darkslick Shores is the best painless early untapped source and should usually be used before shock-fetch lines when it casts the planned spell. Undercity Sewers, Sink into Stupor, Otawara, Soaring City, Island, and Swamp define slower or specialized mana turns; accept tapped mana only when the current hand can still interact on schedule.
Interaction Priorities
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Discard first when Thoughtseize can remove a card that your current hand cannot answer efficiently on stack or board. Take the opponent's engine, fast mana-equivalent pressure, must-answer payoff, or clean answer to Psychic Frog/Kaito, Bane of Nightmares before taking generic card flow; against low-resource aggro, take the spell that creates the most immediate damage or invalidates Fatal Push.
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Kill creatures first when Fatal Push prevents snowball damage or protects a planeswalker/threat. Prioritize creatures that generate mana, cards, repeated damage, or lethal pressure; ignore low-impact bodies when life is high, blockers are available, or Counterspell/Thoughtseize is needed for a more decisive noncreature spell.
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Use Sheoldred's Edict for threats Fatal Push cannot reliably answer or permanents protected from targeted removal. Fire it when the opponent controls one relevant sacrifice candidate; delay or choose another line when expendable creatures, tokens, or irrelevant permanents let the opponent absorb the edict cheaply.
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Counter spells by consequence, not mana value. Counterspell is for cards that beat your board or invalidate your hand, Force of Negation is for noncreature stack threats when tapped out or when the exchange decides the game, Spell Snare is for a legal two-mana spell that matters immediately, and Subtlety is for creature or planeswalker tempo when a normal answer is absent or too slow.
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Exile graveyards with Cling to Dust when the visible target denies recursion, shrinks a payoff, buys life, or converts spare mana into a card. Preserve your own graveyard when Murktide Regent is a near-term plan unless the Cling to Dust target changes survival or prevents a larger opponent payoff.
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Bounce with Sink into Stupor or Otawara, Soaring City only when tempo matters. Use bounce to clear a blocker for lethal pressure, interrupt a stack or permanent-based line, reset a large threat, or protect Kaito, Bane of Nightmares; do not spend it as cosmetic removal if the opponent can simply replay the card and you are not gaining a turn.
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Bait with lower-commitment threats before protecting a finisher. Quantum Riddler and Tamiyo, Inquisitive Student can draw removal or counters when Card text check required leaves exact value uncertain; Psychic Frog is worth protecting when it is your active clock or card-flow engine; Murktide Regent should usually wait until discard, Counterspell, Force of Negation, or opponent tap-down supports it.
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Change priorities by archetype. Against creature decks, value Fatal Push, Orcish Bowmasters, Sheoldred's Edict, Subtlety, and Toxic Deluge lines over slow card selection; against spell/combo decks, preserve Thoughtseize, Counterspell, Force of Negation, Consign to Memory, Mystical Dispute, and Chalice of the Void pressure; against graveyard decks, treat Cling to Dust and Nihil Spellbomb as timing-sensitive interaction rather than generic cycling; against artifact or wide low-cost decks, Engineered Explosives can become the cleanest answer.
Combat And Trading Rules
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Attack when pressure does not expose the engine that is winning the game. Psychic Frog attacks aggressively when it can survive, threaten damage, or force awkward blocks; hold it back when blocking preserves life against a short clock or when discarding cards to save it would weaken Force of Negation, Subtlety, Murktide Regent, or future interaction.
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Preserve Psychic Frog over generic damage when it is the only repeatable threat or card-flow source. Trade it only when the exchange stops lethal pressure, removes a higher-value attacker, or converts spare cards into a decisive race; do not discard premium interaction merely to win a small combat unless the visible life race demands it.
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Use Orcish Bowmasters to shape combat before committing bigger cards. The body and token can trade with small attackers, pressure planeswalkers, punish draw effects, and protect Kaito, Bane of Nightmares; avoid chump attacks with either body when they are holding back multiple damage or threatening a future draw-punish trigger.
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Block by survival threshold first. At 8 or less life against aggressive boards, prefer blocks and Fatal Push lines that reduce next-turn lethal outs; at 5 or less, treat preserving life as higher priority than protecting nonessential creatures; above 12, take damage when it keeps Psychic Frog, Orcish Bowmasters, or Subtlety available for a stronger swing-back.
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Trade small creatures for time against go-wide pressure. Orcish Bowmasters bodies and incidental creatures may trade down if doing so preserves planeswalker loyalty, keeps Counterspell mana live next turn, or avoids needing Toxic Deluge for an inefficient amount; avoid trading a protected threat when Fatal Push or Sheoldred's Edict can answer the same creature cleanly.
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Turn the corner only after the stack is covered. Murktide Regent, Subtlety, Kaito, Bane of Nightmares, and a protected Psychic Frog become race tools once the opponent's largest current threat is answered or their next spell is covered by Counterspell, Force of Negation, Spell Snare, or Thoughtseize information.
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Respect combat tricks and open mana from visible context. When the opponent leaves mana and attacks into a larger creature, prefer blocks that remain acceptable if the creature dies; when the opponent is tapped low or hellbent, block and attack more assertively.
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Adjust combat by matchup. Against aggro, block earlier and use life as a finite resource; against control, attack planeswalkers and life totals while holding interaction; against combo, shorten the clock even with imperfect attacks; against graveyard or artifact engines, pressure while preserving the specific interaction piece that stops their visible engine.
Selection And Tutor Rules
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Use selection to find the missing resource, not the most powerful card in isolation. Preordain should prioritize land drops through turn three, cheap interaction when under pressure, or a threat when the hand already has mana and answers; bottom redundant expensive interaction when the opponent is developing creatures and bottom narrow removal when the visible game is about stack control.
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Sequence fetchlands before Preordain only when you already know the top cards are unwanted or when life total and colors make the shuffle necessary. Hold Polluted Delta, Flooded Strand, or Marsh Flats until after Preordain when the kept top card matters, but crack immediately when Watery Grave, Island, or Swamp access is required to keep Fatal Push, Thoughtseize, Spell Snare, or Counterspell live.
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Treat Undercity Sewers as selection attached to mana development when tempo permits. If entering tapped would miss a live Fatal Push, Thoughtseize, Spell Snare, or Counterspell window, prefer untapped mana; if the hand is stable, use its surveil-like setup to stock Cling to Dust, Murktide Regent, Psychic Frog, or future escape/graveyard value while still respecting graveyard-hate risk.
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Use Psychic Frog card flow only when the exchange improves the next decision point. Card text check required for exact trigger and activated ability details; when legal actions expose draw or discard choices, preserve premium interaction unless discarding converts Psychic Frog into survival, lethal pressure, or a protected engine.
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Use Tamiyo, Inquisitive Student and Kaito, Bane of Nightmares selection conditionally on visible legal text. Card text check required for exact modes and transformation details; choose card-advantage or filtering modes when shields are up, and choose defensive or tempo modes when the opponent can pressure loyalty or exploit a tapped-out turn.
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Treat Cling to Dust as both graveyard interaction and late selection. Target an opponent card when it disables recursion, shrinks a graveyard payoff, or gains life against pressure; target your own expendable card only when drawing a card matters more than preserving fuel for Murktide Regent or future graveyard leverage.
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Recognize there are no true tutors in the registered main deck. Selection is pseudo-tutoring through Preordain, fetchland shuffles, Undercity Sewers, Psychic Frog, Tamiyo, Inquisitive Student, Kaito, Bane of Nightmares, and Cling to Dust; do not assume access to a specific answer unless Veles shows it in hand, graveyard, exile, battlefield, stack, or legal actions.
Priority And Stack Rules
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Hold priority discipline around one-mana interaction. Fatal Push is best before damage, before a snowball trigger resolves when legal, or after revolt is enabled by Polluted Delta, Flooded Strand, Marsh Flats, or a dead permanent; do not fire it into an irrelevant creature while a more important spell is on stack.
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Spend Counterspell on consequences that the current hand cannot cleanly answer later. Counter a resolved-engine threat, planeswalker, combo piece, sweeper against your developed board, or protected creature that escapes Fatal Push and Sheoldred's Edict; let low-impact cantrips and redundant threats resolve when Thoughtseize information, life total, and board position say the real fight is later.
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Use Force of Negation as an emergency noncreature stop or tap-out shield. Pitch only when the card disadvantage prevents a decisive opposing action, protects a winning Psychic Frog/Kaito, Bane of Nightmares/Murktide Regent position, or covers your own tapped-out turn; avoid pitching the only blue card if the visible stack is not threatening the game plan.
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Use Spell Snare only on a legal two-mana spell that changes the game. Counter a two-mana engine, removal spell on a key threat, hate piece, or tempo play that would steal initiative; let replaceable two-mana plays resolve when Fatal Push, Orcish Bowmasters, Sheoldred's Edict, or combat can manage the result.
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Use Subtlety as tempo when the stack window is more valuable than card parity. Put a creature or planeswalker back when it saves life, protects Kaito, Bane of Nightmares, breaks a combo turn, or opens a lethal attack; hard-cast Subtlety when mana is available and a flash threat plus interaction is better than pitching a blue card.
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Deploy Orcish Bowmasters at instant speed when the visible action punishes a draw, creates a blocker, kills a small creature, or threatens a planeswalker. Do not expose it into open removal merely for a body when holding Counterspell mana or representing Fatal Push is stronger.
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Use Sink into Stupor and Otawara, Soaring City as tempo stack or permanent answers, not permanent removal. Bounce a must-answer permanent, reset a large threat, protect your own key permanent when legal, or clear a blocker for lethal; avoid spending these on objects the opponent can replay without losing a meaningful turn.
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Let spells resolve when your answer is better after information changes. Against creature decks, waiting can enable revolt for Fatal Push or improve Sheoldred's Edict; against stack decks, waiting can force the opponent to commit into Counterspell or Force of Negation; against graveyard decks, waiting can make Cling to Dust or Nihil Spellbomb hit the relevant card.
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Respect optional payments and activated abilities only when Veles exposes them as legal actions. Do not assume Psychic Frog, Cling to Dust, Otawara, Soaring City, or sideboard cards can be activated from a zone unless the rules engine provides that action, and do not invent timing permission through strategy text alone.
Sideboard Map
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Sideboard by role first and card count second. Preserve a low curve, enough blue cards for Force of Negation and Subtlety, and enough one-mana interaction to survive the first two turns; do not weaken Psychic Frog, Counterspell, and Fatal Push density unless the matchup makes those legal actions low impact.
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Add role cards: Toxic Deluge against creature boards that go wider or larger than Fatal Push and Orcish Bowmasters can contain. Treat it as a reset button against creature swarms, large battlefield stalls, and creature-combo boards; it is weak when your life total is already pressured, when the opponent presents few creatures, or when Psychic Frog and Kaito, Bane of Nightmares are your only route to closing the game.
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Add role cards: Consign to Memory against colorless threats, artifact engines, Eldrazi-style mana, cascade-like or triggered lines when visible legal text supports it, and expensive permanent-based strategies where Counterspell needs extra help. It is weak against low-curve creature decks with mostly colored threats, and it should not displace Fatal Push against opponents whose main pressure is small creatures.
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Add role cards: Harbinger of the Seas against greedy mana, land-combo shells, many nonbasic lands, and decks where turning lands into Islands denies visible colors or utility. It is weak when the opponent already functions on blue mana, when your own double-black or black-one-mana sequencing is strained, or when a three-mana creature would lose too much tempo to removal.
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Add role cards: Nihil Spellbomb against graveyard engines, recursion, delirium-style sizing, escape-style play, reanimation, and opposing graveyard value. It is weak when graveyards are incidental; keep Cling to Dust as the flexible main-deck graveyard card when one-shot graveyard pressure is enough.
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Add role cards: Chalice of the Void against decks concentrated at one mana or zero mana, especially when it shuts down multiple visible opposing action families. It is risky when your own Thoughtseize, Fatal Push, Preordain, Cling to Dust, and Spell Snare matter more than the lock; do not choose a Chalice value that strands your hand unless the opponent's visible plan is more constrained than yours.
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Add role cards: Mystical Dispute against blue decks, counter wars, planeswalkers, and stack-heavy mirrors. It is weak against creature-heavy nonblue decks and against opponents who can pay through it easily in long games; role changes from tempo counter early to protection for Psychic Frog, Kaito, Bane of Nightmares, Murktide Regent, or a decisive Counterspell exchange later.
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Add role cards: Engineered Explosives against tokens, cheap permanent clusters, one-mana creature boards, Urza's Saga-style artifact tokens when legal action text supports the target value, and problematic permanents sharing a mana value. It is weak when the opponent's threats are spread across values or when Chalice of the Void would conflict with your own removal plan less.
Creature Swarm Aggro Side in: 2 Toxic Deluge; 2 Engineered Explosives Cut: 3 Force of Negation; 1 Cling to Dust
Blue Control Or Tempo Mirror Side in: 2 Mystical Dispute; 2 Consign to Memory Cut: 4 Fatal Push
Graveyard Combo Or Recursion Side in: 1 Nihil Spellbomb; 2 Consign to Memory; 2 Chalice of the Void Cut: 2 Kaito, Bane of Nightmares; 1 Sheoldred's Edict; 2 Sink into Stupor
Big Mana Or Colorless Engine Side in: 4 Consign to Memory; 2 Harbinger of the Seas Cut: 4 Fatal Push; 1 Sheoldred's Edict; 1 Cling to Dust
Cheap Spell Combo Side in: 2 Chalice of the Void; 2 Mystical Dispute; 2 Consign to Memory Cut: 4 Fatal Push; 1 Sheoldred's Edict; 1 Murktide Regent
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Against fast creature decks, increase sweepers and scalable battlefield answers before adding narrow stack interaction. Reduce main-deck emphasis: Force of Negation, Cling to Dust, slow planeswalker pressure, and expensive tempo bounce when the opponent is winning by attacking. Keep Fatal Push, Orcish Bowmasters, Psychic Frog, and Sheoldred's Edict when they trade for real battlefield pressure.
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Against blue stack decks, increase Mystical Dispute and the most relevant Consign to Memory targets while keeping enough threats to force action. Reduce main-deck emphasis: Fatal Push when no small creatures are visible, Sheoldred's Edict when threats are sparse, and excess creature-only interaction. Thoughtseize is high value when life total is not under pressure because it clears the way for Psychic Frog, Kaito, Bane of Nightmares, Counterspell, and Force of Negation.
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Against graveyard decks, combine Nihil Spellbomb with Cling to Dust rather than relying on a single graveyard action. Reduce main-deck emphasis: slow tapout threats and removal that cannot interact with the graveyard plan. Preserve Counterspell and Force of Negation for enablers, and use Thoughtseize to identify whether graveyard hate should be spent immediately or held for the payoff.
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Against big mana, colorless engines, and nonbasic-heavy decks, prioritize Consign to Memory and Harbinger of the Seas as mana denial plus stack coverage. Reduce main-deck emphasis: Fatal Push and Sheoldred's Edict when the opponent's key cards are lands, artifacts, planeswalkers, or colorless spells rather than cheap creatures. Keep a clock, because mana denial without Psychic Frog, Subtlety, Kaito, Bane of Nightmares, Quantum Riddler, or Murktide Regent may only delay the opponent.
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Against artifact or token permanents, use Engineered Explosives as a value reset only when the visible mana value cluster is real. Reduce main-deck emphasis: single-target removal that cannot answer the permanent type being presented. Keep Counterspell for the card that rebuilds the board, not just the first disposable artifact or token maker.
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Against spell-combo decks, Chalice of the Void is a commitment gate, not an automatic play. Add role cards: Chalice of the Void, Mystical Dispute, and Consign to Memory when the opponent's key legal actions are concentrated by mana value or color. Reduce main-deck emphasis: Fatal Push, Sheoldred's Edict, and slow creature combat when they do not touch the combo turn.
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Against midrange mirrors, sideboard lightly and preserve the deck's mixed-answer structure. Toxic Deluge is for battlefield stalls or opposing go-wide plans, Nihil Spellbomb is for graveyard-scaling or recursion, and Mystical Dispute is for blue mirrors; avoid overloading on narrow cards when Thoughtseize, Psychic Frog, Orcish Bowmasters, Counterspell, Fatal Push, and Kaito, Bane of Nightmares already fight the attrition game.
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On the play, lean more toward Thoughtseize, Spell Snare, Psychic Frog, and Counterspell to create initiative. On the draw, value Fatal Push, Orcish Bowmasters, Subtlety, Engineered Explosives, and Toxic Deluge more highly when the opponent can commit first.
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Recheck sideboarded hands after every plan. A hand with Chalice of the Void plus many one-mana spells, Harbinger of the Seas without black access, or Toxic Deluge as the only stabilizer at a low life total needs runtime reasoning rather than blind plan execution.
Matchup Guidance
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Aggro: Stabilize first with Fatal Push, Orcish Bowmasters, Sheoldred's Edict, Subtlety, and clean blockers before spending mana on card selection or planeswalker pressure. Thoughtseize is strongest when it removes the one card that beats your current answer suite; it is weaker when life total is already under attack and the hand has no immediate battlefield answer. Psychic Frog can switch from attacker to stabilizer quickly, but do not expose it to obvious combat trades when it is your best path to regain tempo. Add role cards: Toxic Deluge and Engineered Explosives when the opponent presents multiple cheap creatures or tokens. Reduce main-deck emphasis: Force of Negation and slow threat development when the opponent is pressuring mostly through creatures.
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Control: Lead with cheap pressure plus discard, then fight over the exchanges that protect Psychic Frog, Kaito, Bane of Nightmares, Quantum Riddler, Tamiyo, Inquisitive Student, or Murktide Regent. Thoughtseize should clear Counterspell-style interaction or a payoff that will dominate a long game, not take a replaceable cantrip unless the opponent is constrained. Force of Negation is valuable on the opponent's turn and for protecting a decisive tapout, but pitching the wrong blue card can leave you unable to win. Add role cards: Mystical Dispute and Consign to Memory when legal targets are visible or expected from revealed information. Reduce main-deck emphasis: Fatal Push and Sheoldred's Edict unless the control deck shows creatures that must be answered.
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Combo: Identify whether the combo loses to discard, stack interaction, graveyard pressure, permanent removal, or a lock piece, then preserve that axis instead of trading resources generically. Thoughtseize is a commitment tool: use it to map the opponent's hand before tapping out for Kaito, Bane of Nightmares, Quantum Riddler, or Murktide Regent. Counterspell and Force of Negation should be held for enablers or payoffs that actually advance the combo turn; Fatal Push is expendable unless the combo relies on a creature in play. Add role cards: Chalice of the Void, Consign to Memory, Mystical Dispute, or Nihil Spellbomb according to visible combo axis. Reduce main-deck emphasis: creature removal and slow combat-only pressure when it does not interact.
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Tempo: Protect mana efficiency and avoid falling behind to one threat plus protection. Fatal Push and Spell Snare gain value because answering the first threat at parity often decides whether Counterspell can control the next turns. Orcish Bowmasters punishes draw-heavy sequences and can pressure planeswalkers or small creatures, but treat it as interactive material before treating it as a clock. Thoughtseize is best early or before forcing a key spell; later it can cost too much life against a developed board. Add role cards: Mystical Dispute against blue tempo, Toxic Deluge only when the board is wide enough, and Engineered Explosives against clustered cheap permanents. Reduce main-deck emphasis: Force of Negation if card disadvantage loses the attrition race.
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Midrange: Preserve the deck's mixed-answer texture and win by making each exchange line up cleanly. Psychic Frog, Orcish Bowmasters, Kaito, Bane of Nightmares, Quantum Riddler, Tamiyo, Inquisitive Student, and Murktide Regent are all threat engines that ask different answers, so sequence threats to stress the opponent's visible removal. Thoughtseize should take the card that breaks parity, not merely the most expensive card. Cling to Dust matters when graveyards become resources or life total padding matters; do not spend it casually if Murktide Regent or opposing graveyard scaling is part of the game. Add role cards sparingly: Nihil Spellbomb for graveyard value, Toxic Deluge for board stalls, Mystical Dispute for blue mirrors. Reduce main-deck emphasis only where the opponent's revealed threats make a card clearly narrow.
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Big mana: Present a clock while denying the opponent's highest-impact turn. Counterspell, Force of Negation, Thoughtseize, Subtlety, Sink into Stupor, and Consign to Memory matter more than Fatal Push unless the big-mana deck uses small creatures to bridge. Harbinger of the Seas is a commitment gate: deploy it when visible lands or known archetype context indicate it will cut off colors or utility, but do not strand your own black interaction without a plan. Psychic Frog and Quantum Riddler are preferred clocks because they pressure while leaving interaction turns. Add role cards: Consign to Memory and Harbinger of the Seas. Reduce main-deck emphasis: Fatal Push, Sheoldred's Edict, and Cling to Dust unless targets are visible.
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Graveyard: Combine proactive pressure with timed graveyard denial rather than firing hate at the first card in a graveyard. Cling to Dust can buy time, life, or a card when legal targets support it, while Nihil Spellbomb is the stronger reset against graveyard engines, recursion, or payoff turns. Thoughtseize should identify whether the opponent has an enabler, payoff, or protection spell before choosing whether to hold or spend graveyard hate. Murktide Regent asks you to manage your own graveyard, so avoid using Cling to Dust or Nihil Spellbomb in ways that shrink your own future threat unless survival or disruption requires it. Add role cards: Nihil Spellbomb, Consign to Memory where it counters relevant colorless/triggers/abilities, and Chalice of the Void against low-cost graveyard engines. Reduce main-deck emphasis: slow planeswalker lines when the graveyard kill is faster.
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Artifact/enchantment: Counter the engine card when possible, and use permanent answers only when the visible board actually clusters around a mana value. Engineered Explosives is best against multiple artifacts, tokens, or cheap permanents sharing a value; do not spend it on a single low-impact permanent while a stronger cluster is likely from public information. Consign to Memory is important against colorless artifacts, triggered abilities, or big artifact payoffs when legal text supports interaction. Fatal Push remains useful only if creatures are the pressure axis. Add role cards: Engineered Explosives, Consign to Memory, and sometimes Chalice of the Void. Reduce main-deck emphasis: Sheoldred's Edict and Fatal Push when the opponent's threats are noncreature permanents.
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Go-wide: Count damage first, then choose whether one-for-one removal can bridge to a sweeper. Fatal Push and Orcish Bowmasters should pick off the creatures that change combat math, but Toxic Deluge and Engineered Explosives are the main reset buttons when the opponent has multiple bodies. Psychic Frog blocks well only if it survives the next attack and does not require discarding too many cards to stay relevant. Kaito, Bane of Nightmares is better after the battlefield is contained than before. Add role cards: Toxic Deluge and Engineered Explosives. Reduce main-deck emphasis: Force of Negation, Cling to Dust, and expensive threats that cannot affect the next combat.
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Single-threat: Trade up and keep edict, bounce, counter, or Subtlety coverage for the one card that matters. Sheoldred's Edict is high value when the opponent relies on one creature or planeswalker and has not padded the battlefield. Sink into Stupor can reset tempo or answer a resolved problem temporarily, but it should not replace a clean Counterspell when the opponent can immediately replay the threat. Thoughtseize is strong before the threat resolves; after it resolves, prioritize visible legal removal and combat math. Add role cards according to threat type: Mystical Dispute for blue threats, Consign to Memory for colorless or triggered threats, Harbinger of the Seas if the threat depends on mana. Reduce main-deck emphasis: sweepers unless the opponent pivots wider.
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Burn: Protect life total as a resource and avoid unnecessary shock-land or Thoughtseize costs unless the exchange prevents more damage. Fatal Push and Orcish Bowmasters should answer creatures immediately when those creatures represent repeated damage. Counterspell and Force of Negation should be saved for high-damage spells or cards that multiply damage, not low-impact sequencing. Psychic Frog can stabilize through blocking and pressure, but do not assume it races without checking visible damage. Add role cards: Chalice of the Void if a legal value constrains many opposing spells, Mystical Dispute only against blue burn-tempo variants, and Toxic Deluge only if creatures are the main pressure. Reduce main-deck emphasis: slow Kaito, Bane of Nightmares or Murktide Regent lines when life is low.
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Removal-heavy: Make the opponent answer varied threats while protecting card economy. Do not overcommit Psychic Frog, Tamiyo, Inquisitive Student, Orcish Bowmasters, Kaito, Bane of Nightmares, Quantum Riddler, and Murktide Regent into visible sweepers or obvious removal clusters when one threat already demands an answer. Thoughtseize should take the removal spell that lines up against your current threat or the card that turns their removal into a winning position. Preordain should find threat density after the first exchange, not just more answers. Add role cards only if they attack the opponent's actual axis; Mystical Dispute is excellent in blue removal mirrors, Nihil Spellbomb helps against recursion, and Toxic Deluge is poor unless they also go wide. Reduce main-deck emphasis: dead creature removal when the opponent's removal-heavy deck has few targets.
Specific Matchup Notes
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General/archetype-only: Exact opponents are absent, so revealed cards, legal action text, visible board state, and public deck information override these assumptions. Treat these notes as matchup heuristics for Dimir Midrange, not as permission to infer hidden cards or name unavailable lines.
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Blue tempo or control: Protect Psychic Frog, Tamiyo, Inquisitive Student, Quantum Riddler, Kaito, Bane of Nightmares, and Murktide Regent by sequencing threats around open mana when the game is not forcing immediate pressure. Priority targets are opposing card-advantage engines, planeswalkers, efficient threats that dodge Fatal Push, and stack fights over your first stable closer. Add role cards: Mystical Dispute and Consign to Memory when legal targets or triggered/activated abilities justify them. Reduce main-deck emphasis: Fatal Push and Sheoldred's Edict only when revealed threats are sparse or noncreature.
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Creature aggro: Spend Fatal Push and Orcish Bowmasters early when the creature represents repeated damage, then use Toxic Deluge or Engineered Explosives to reset clustered boards. Priority targets are haste creatures, evasive creatures, mana creatures, and any attacker that changes a two-turn clock into a one-turn clock. Add role cards: Toxic Deluge and Engineered Explosives. Reduce main-deck emphasis: Force of Negation and slow Kaito, Bane of Nightmares lines when life total is under immediate pressure.
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Big mana or land-reliant decks: Present a fast clock while using Thoughtseize, Counterspell, Force of Negation, Subtlety, Sink into Stupor, and Consign to Memory on payoff turns rather than low-impact setup. Priority targets are payoff spells, mana engines that cannot be answered later, and resolved permanents that invalidate combat. Add role cards: Consign to Memory and Harbinger of the Seas. Reduce main-deck emphasis: Fatal Push, Sheoldred's Edict, and Cling to Dust unless the opponent reveals creature or graveyard dependence.
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Graveyard decks: Hold Cling to Dust or Nihil Spellbomb until the opponent commits a payoff window, unless life total or a forced draw action makes earlier use correct. Priority targets are graveyard enablers, recursion engines, and payoff spells that convert the graveyard into lethal pressure. Add role cards: Nihil Spellbomb, Consign to Memory if it has legal text against their engine, and Chalice of the Void if visible one-mana density supports it. Reduce main-deck emphasis: slow planeswalker turns and any Murktide Regent setup that conflicts with necessary graveyard denial.
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Artifact, colorless, or cheap-permanent decks: Use Engineered Explosives when visible permanents share a mana value, and use Consign to Memory on colorless spells, triggered abilities, or activated abilities when legal. Priority targets are engine permanents, mana accelerants, and board pieces that make Fatal Push irrelevant. Add role cards: Engineered Explosives, Consign to Memory, and Chalice of the Void when public spell costs cluster. Reduce main-deck emphasis: Sheoldred's Edict and narrow creature removal if threats are mostly noncreature.
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Combo or spell-chain decks: Thoughtseize should identify whether the opponent has an enabler, payoff, or protection piece, then Counterspell and Force of Negation should guard the decisive turn. Priority targets are the card that starts the deterministic line, the card that protects it, or the payoff if the starter is redundant. Add role cards: Chalice of the Void, Consign to Memory, Mystical Dispute, or Nihil Spellbomb only when the revealed combo axis supports that role. Reduce main-deck emphasis: Fatal Push and Toxic Deluge unless creatures are part of the combo.
Risk Summary
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Mana risk: The deck needs early black for Thoughtseize and Fatal Push, double blue for Counterspell, and enough untapped sources to interact while advancing threats. Avoid unnecessary Watery Grave shock damage against aggressive decks, and treat Sink into Stupor and Otawara, Soaring City as lands when missing land drops is the larger risk.
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Matchup risk: Dimir Midrange can draw the wrong half against polarized opponents. Fatal Push and Sheoldred's Edict are weak against spell-only or big-mana hands, while Force of Negation and Counterspell can be clunky when the opponent floods the board before turn two.
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Draw risk: Preordain should correct role imbalance, not simply find the most powerful card. Prioritize lands and cheap interaction when behind, threat density when both players trade resources, and specific answers when public information shows a narrow axis.
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Over-sideboarding risk: Do not dilute the core threat-plus-interaction plan by adding too many narrow sideboard cards. Psychic Frog, Tamiyo, Inquisitive Student, Quantum Riddler, Orcish Bowmasters, and Kaito, Bane of Nightmares still need enough support to close games.
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Graveyard risk: Cling to Dust, Nihil Spellbomb, and Murktide Regent compete for graveyard resources. Spend graveyard cards only when the visible payoff, life buffer, or card draw matters more than future Murktide Regent size.
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Sweeper/removal risk: Toxic Deluge can stabilize but costs life and can clear your own pressure. Fatal Push may require revolt from Marsh Flats, Flooded Strand, Polluted Delta, or a dying permanent, so do not assume enhanced removal is available until the engine exposes it.
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Closer risk: Murktide Regent, Kaito, Bane of Nightmares, Psychic Frog, and Quantum Riddler all close differently, and choosing the wrong closer can strand interaction. Favor cheap threats while holding counters against combo, and favor resilient or evasive pressure after removal exchanges.
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Interaction risk: Force of Negation can cost a blue card and may be constrained by turn and spell type. Use it for decisive noncreature threats, protected combo windows, or survival, not for routine exchanges that Counterspell, Thoughtseize, Subtlety, Sink into Stupor, Fatal Push, or Sheoldred's Edict can cover.
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Sequencing risk: Early Thoughtseize, fetch choices, Preordain, and tapped-land decisions determine whether the deck can double-spell later. Sequence to preserve legal Counterspell windows, Fatal Push timing, and threat deployment instead of maximizing immediate mana efficiency alone.
Test Feedback Checklist
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Deciding factor: Record whether the game was decided by early discard, protected pressure, mana denial, creature stabilization, stack control, graveyard pressure, or an unanswered closer. Note the exact card that changed the game, especially Psychic Frog, Tamiyo, Inquisitive Student, Quantum Riddler, Kaito, Bane of Nightmares, Murktide Regent, or Orcish Bowmasters.
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Mulligans: Ask whether the opener had a legal early plan for black mana, blue mana, and either pressure or interaction. Flag hands that kept Thoughtseize or Fatal Push without black, Counterspell without a plausible double-blue path, or reactive cards with no clock against combo or big mana.
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Mana: Track every game where Watery Grave shock damage, Darkslick Shores timing, fetch sequencing from Polluted Delta, Flooded Strand, or Marsh Flats, or using Sink into Stupor as a land changed available lines. Ask whether Otawara, Soaring City or Sink into Stupor was correctly treated as mana before being held for spell utility.
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Velocity: Check whether Preordain found the missing role piece or only smoothed a hand that still lacked pressure, land, or interaction. Record whether Cling to Dust was used for life, a card, graveyard denial, or stranded because graveyards stayed low.
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Engine pressure: Evaluate whether Psychic Frog converted cards into damage or protection at the right time. Track whether Tamiyo, Inquisitive Student and Quantum Riddler created enough material advantage before removal, and whether Kaito, Bane of Nightmares entered a stable board or was exposed into pressure.
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Removal: Record whether Fatal Push, Sheoldred's Edict, Subtlety, and Sink into Stupor answered the threats that mattered or were spent on low-impact bodies. Flag games where revolt timing from fetch lands was available but missed, and games where Subtlety delayed a threat without a follow-up plan.
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Stack interaction: Ask whether Counterspell, Force of Negation, Spell Snare, Consign to Memory, and Mystical Dispute were saved for decisive turns or spent on replaceable spells. Note any Force of Negation pitch that weakened the next two turns more than the counter helped.
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Sideboard performance: For each boarded game, record which of Toxic Deluge, Consign to Memory, Harbinger of the Seas, Nihil Spellbomb, Chalice of the Void, Mystical Dispute, and Engineered Explosives had legal, impactful text. Flag sideboard cards that were drawn but lacked targets, and main-deck cards that remained in despite having few visible targets.
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Closing: Identify whether the deck lost after stabilizing because it failed to close. Track whether Psychic Frog, Murktide Regent, Quantum Riddler, Kaito, Bane of Nightmares, Orcish Bowmasters, or creature-chip damage was the realistic clock.
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Role discipline: Ask whether the pilot correctly became control, tempo, or attrition based on public information. Flag mistakes where the pilot tapped out while interaction was needed, passed with no advancing plan, or attacked when holding back preserved life total and planeswalker stability.
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Stranded cards: Record every card stuck in hand for two or more turns and why. Common watch points are Force of Negation with no blue card, Counterspell with poor mana, Fatal Push against noncreature decks, Toxic Deluge at low life, Chalice of the Void after own one-mana spells mattered, and Harbinger of the Seas against opponents not punished by Islands.
First Tuning Questions
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Main-deck quantities: If creature decks remain difficult, should Sheoldred's Edict, Fatal Push, or cheap sweep effects increase, or is the issue sequencing and life management with Toxic Deluge? If spell decks dominate, should Spell Snare, Force of Negation, Counterspell, or Thoughtseize density change instead of adding more removal.
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Mana base: If Counterspell is stranded, does the deck need more reliable untapped blue sources, fewer awkward utility lands, or different fetch-shock priorities. If life loss decides aggro games, ask whether Watery Grave exposure is too high or whether early interaction choices are forcing unnecessary shocks.
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Threat mix: If games go long but closing is slow, decide whether Murktide Regent, Kaito, Bane of Nightmares, Quantum Riddler, or Psychic Frog needs a quantity adjustment. If threats die before generating value, ask whether the deck needs more discard-first sequencing rather than more finishers.
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Card-advantage plan: If Preordain and Cling to Dust do not keep pace, determine whether the deck lacks raw velocity, graveyard fuel, or safe windows to spend mana on selection. If Tamiyo, Inquisitive Student underperforms, verify whether it is being deployed into boards where it can realistically transform or accrue value.
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Aggro plan: If low-life losses recur, test whether Toxic Deluge is too costly, whether Engineered Explosives answers the wrong mana values, or whether Fatal Push timing is too conservative. Ask whether Orcish Bowmasters is trading early enough or being held for narrow trigger value while damage accumulates.
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Control plan: If control mirrors stall, ask whether Mystical Dispute and Consign to Memory have enough targets, whether Force of Negation card disadvantage is harming attrition, and whether Kaito, Bane of Nightmares is the right threat for post-board games.
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Big-mana plan: If payoff permanents resolve too often, evaluate Harbinger of the Seas, Consign to Memory, Thoughtseize, Counterspell, and Force of Negation as a combined package. Ask whether the deck is applying too little pressure after disruption, especially when Psychic Frog or Quantum Riddler is delayed.
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Graveyard plan: If graveyard decks beat the deck through Cling to Dust and Nihil Spellbomb, decide whether timing was wrong or slots are insufficient. If Murktide Regent is weak because graveyard hate is required, reassess whether it belongs as the lone large closer.
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Sideboard slots: If Chalice of the Void conflicts with Thoughtseize, Fatal Push, Preordain, Spell Snare, or Cling to Dust too often, verify that it is only used in matchups where the lock effect outweighs self-interference. If Engineered Explosives or Harbinger of the Seas is frequently low impact, question whether those slots need narrower but stronger roles.
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Role conflicts: If the pilot alternates between holding counters and tapping out for threats without a clear reason, tune the guide before tuning cards. The first strategic fix should be clearer commitment gates for Psychic Frog, Kaito, Bane of Nightmares, Murktide Regent, Force of Negation, and Toxic Deluge.
Veles Tactical Policy
Policy: Opening Hand Role Gate
- Priority: High
- Decision families: mulligan
- Cards: Thoughtseize; Fatal Push; Counterspell; Psychic Frog; Tamiyo, Inquisitive Student; Preordain
- Phase windows: pregame
- Runtime cues: action:keep; action:mulligan
- Use when: keep/mulligan is legal and the hand is visible.
- Avoid when: no hand contents are exposed by the engine.
- Instructions: Keep hands with lands, a first play, and either pressure or relevant interaction; reject hands that cannot cast early spells or contain only reactive cards with no clock.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Early Threat Deployment
- Priority: Medium
- Decision families: priority
- Cards: Psychic Frog; Tamiyo, Inquisitive Student; Quantum Riddler; Orcish Bowmasters
- Phase windows: main phase, early turns
- Runtime cues: action:cast Psychic Frog; action:cast Tamiyo, Inquisitive Student; action:cast Quantum Riddler; action:cast Orcish Bowmasters
- Use when: an early threat is legal and mana can still support the turn plan.
- Avoid when: visible pressure or known stack threats require holding Fatal Push, Spell Snare, Counterspell, or Force of Negation.
- Instructions: Lead with the threat that creates pressure while preserving the most important interaction for the matchup; treat Quantum Riddler as Card text check required when its exact tactical mode matters.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Fetch And Shock Discipline
- Priority: Medium
- Decision families: mana
- Cards: Polluted Delta; Flooded Strand; Marsh Flats; Watery Grave; Undercity Sewers; Darkslick Shores
- Phase windows: all phases, especially turns one to three
- Runtime cues: action:play Polluted Delta; action:play Flooded Strand; action:play Marsh Flats; action:search Watery Grave; action:search Undercity Sewers
- Use when: land play or fetch search is legal.
- Avoid when: the engine does not reveal land choices or life total context.
- Instructions: Fetch untapped Watery Grave only when the current turn needs black or blue immediately; prefer conserving life against creature pressure and plan double blue for Counterspell before turn two.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Sink Into Stupor Land-Spell Choice
- Priority: Medium
- Decision families: mana, interaction
- Cards: Sink into Stupor
- Phase windows: land play, main phase, opponent spell or permanent windows
- Runtime cues: action:play Sink into Stupor; action:cast Sink into Stupor
- Use when: Sink into Stupor is visible in hand and either land mode or spell mode is legal.
- Avoid when: the legal action text exposes only one legal mode.
- Instructions: Play Sink into Stupor as mana when missing land drops or double blue; hold it as interaction when lands are sufficient and a bounce effect can protect tempo or answer a resolved permanent.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Thoughtseize Commitment
- Priority: High
- Decision families: interaction, selection
- Cards: Thoughtseize
- Phase windows: main phase, early turns, pre-combo turns
- Runtime cues: action:cast Thoughtseize
- Use when: Thoughtseize is legal and opponent hand reveal will matter before the opponent can deploy key resources.
- Avoid when: life total is under immediate pressure and visible board demands removal or blocker deployment.
- Instructions: Use Thoughtseize to clear the way for Psychic Frog, Kaito, Bane of Nightmares, Murktide Regent, or a protected control turn; take the card that most threatens the next two turns, not the highest mana value by default.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Fatal Push Revolt Timing
- Priority: High
- Decision families: interaction
- Cards: Fatal Push; Polluted Delta; Flooded Strand; Marsh Flats
- Phase windows: combat, end step, main phase
- Runtime cues: action:cast Fatal Push; action:activate Polluted Delta; action:activate Flooded Strand; action:activate Marsh Flats
- Use when: Fatal Push and a fetch land action are legal in the same turn.
- Avoid when: no creature target is visible or the target legality depends on hidden characteristics.
- Instructions: Use fetch-enabled revolt when the visible target requires it; avoid spending Fatal Push on replaceable creatures if a larger threat is likely and life total permits waiting.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Permission Spending Gate
- Priority: High
- Decision families: interaction, priority
- Cards: Counterspell; Force of Negation; Spell Snare; Subtlety; Mystical Dispute; Consign to Memory
- Phase windows: stack, opponent main phase, combat trick windows
- Runtime cues: action:cast Counterspell; action:cast Force of Negation; action:cast Spell Snare; action:cast Subtlety; action:cast Mystical Dispute; action:cast Consign to Memory
- Use when: a counter, pitch interaction, or stack answer is legal.
- Avoid when: the stack object is not visible in state.
- Instructions: Counter cards that beat the current board or invalidate the next threat; preserve Force of Negation card count unless the spell is decisive or the pilot cannot survive to untap.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Counterspell Cast
- Priority: Medium
- Decision families: interaction
- Cards: Counterspell
- Phase windows: stack
- Runtime cues: action:cast Counterspell
- Use when: exactly one legal action contains cast Counterspell and the previous light-model decision selected Counterspell for the current visible stack object.
- Avoid when: multiple Counterspell targets or alternate stack choices are legal.
- Instructions: Submit the legal Counterspell action selected by the current decision frame.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes
Policy: Psychic Frog Combat And Discard
- Priority: High
- Decision families: combat, priority
- Cards: Psychic Frog
- Phase windows: declare attackers, declare blockers, damage, end step
- Runtime cues: action:attack with Psychic Frog; action:block with Psychic Frog; action:discard
- Use when: Psychic Frog combat or its visible activated/triggered choices are legal.
- Avoid when: the engine does not show combat assignments or hand size.
- Instructions: Attack when Psychic Frog pressures planeswalkers or life without risking a key blocker; discard cards only when damage, protection, or lethal math justifies the resource loss.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Bowmasters Timing
- Priority: Medium
- Decision families: interaction, priority, combat
- Cards: Orcish Bowmasters
- Phase windows: opponent draw effects, combat, end step, main phase
- Runtime cues: action:cast Orcish Bowmasters
- Use when: Orcish Bowmasters is legal and the stack, combat, or opposing small creature context is visible.
- Avoid when: holding it creates no likely trigger or the board demands immediate removal instead.
- Instructions: Use Orcish Bowmasters as flash interaction when it punishes a visible draw trigger or changes combat; cast proactively only when a body and damage matter now.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Kaito Tap-Out Gate
- Priority: High
- Decision families: priority
- Cards: Kaito, Bane of Nightmares
- Phase windows: main phase after combat, stable board states
- Runtime cues: action:cast Kaito, Bane of Nightmares
- Use when: Kaito, Bane of Nightmares is legal and the visible board can be evaluated.
- Avoid when: opponent creatures can immediately pressure Kaito or an important stack answer must stay available.
- Instructions: Cast Kaito when it creates a protected advantage engine or forces the opponent to answer on your terms; delay when Fatal Push, Counterspell, or Thoughtseize is needed first.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Murktide Regent Finisher Gate
- Priority: High
- Decision families: priority, mana
- Cards: Murktide Regent; Cling to Dust; Force of Negation
- Phase windows: main phase, post-interaction turns
- Runtime cues: action:cast Murktide Regent
- Use when: Murktide Regent is legal and graveyard resources are visible.
- Avoid when: graveyard cards are needed for Cling to Dust, or tapping out loses to a visible opposing line.
- Instructions: Commit Murktide Regent when it closes quickly or stabilizes the air; leave enough graveyard and blue-card resources for future interaction when the game is not ending soon.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Cling To Dust Graveyard Choice
- Priority: Medium
- Decision families: selection, priority
- Cards: Cling to Dust; Nihil Spellbomb
- Phase windows: end step, graveyard-response windows, low-life turns
- Runtime cues: action:cast Cling to Dust; action:activate Nihil Spellbomb
- Use when: graveyard cards are visible and graveyard interaction is legal.
- Avoid when: no relevant graveyard card is visible.
- Instructions: Use Cling to Dust for life against pressure, card flow in attrition, or graveyard denial against a visible recursive or payoff card; sequence Nihil Spellbomb when broad graveyard clearing is required.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Edict And Bounce Targeting
- Priority: Medium
- Decision families: interaction, selection
- Cards: Sheoldred's Edict; Sink into Stupor; Otawara, Soaring City; Subtlety
- Phase windows: main phase, combat, stack, end step
- Runtime cues: action:cast Sheoldred's Edict; action:cast Sink into Stupor; action:channel Otawara, Soaring City; action:cast Subtlety
- Use when: non-damage interaction is legal and the target or choice set is visible.
- Avoid when: removal choice requires hidden information.
- Instructions: Use edict effects for protected or singular threats, bounce for tempo or reset value, and Subtlety when delaying the threat buys a decisive turn.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Selection Spell Discipline
- Priority: Low
- Decision families: selection, mana
- Cards: Preordain; Tamiyo, Inquisitive Student; Quantum Riddler
- Phase windows: main phase, setup turns, post-stabilization
- Runtime cues: action:cast Preordain; action:activate Tamiyo, Inquisitive Student; action:cast Quantum Riddler
- Use when: selection or card-advantage actions are legal and mana after the action is known.
- Avoid when: spending mana prevents required interaction this turn.
- Instructions: Use Preordain to find missing land, pressure, or interaction; use Tamiyo and Quantum Riddler as card-advantage plans only when their visible text and board timing support the role.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Sweeper And Explosives Gate
- Priority: High
- Decision families: interaction, mana
- Cards: Toxic Deluge; Engineered Explosives
- Phase windows: main phase, pre-combat, emergency stabilization
- Runtime cues: action:cast Toxic Deluge; action:cast Engineered Explosives; action:activate Engineered Explosives
- Use when: sweepers or Engineered Explosives actions are legal and opposing battlefield is visible.
- Avoid when: life payment or mana value choice cannot be evaluated from visible state.
- Instructions: Use Toxic Deluge when life paid leaves survival and the board reset is necessary; use Engineered Explosives when the chosen mana value clears more opposing material than friendly material or stops a lethal board.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Harbinger Mana Denial Gate
- Priority: Medium
- Decision families: priority, sideboard
- Cards: Harbinger of the Seas
- Phase windows: main phase, post-board setup
- Runtime cues: action:cast Harbinger of the Seas
- Use when: Harbinger of the Seas is legal and opponent land types are visible.
- Avoid when: converting lands to Islands improves opponent mana or blocks your own double-black/utility needs more than it disrupts them.
- Instructions: Cast Harbinger when visible nonbasic reliance makes mana denial immediate and your blue plan remains functional.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
Policy: Chalice Commitment Gate
- Priority: High
- Decision families: sideboard, mana, priority
- Cards: Chalice of the Void
- Phase windows: pregame planning, main phase
- Runtime cues: action:cast Chalice of the Void
- Use when: Chalice of the Void is legal and X choices are visible.
- Avoid when: the chosen X shuts off more of your visible hand than the opponent's visible or inferred plan warrants.
- Instructions: Cast Chalice only after choosing a mana value that advances the post-board plan despite conflicts with Thoughtseize, Fatal Push, Preordain, Spell Snare, or Cling to Dust.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Sideboard Plan Selection
- Priority: High
- Decision families: sideboard, pregame
- Cards: Toxic Deluge; Consign to Memory; Harbinger of the Seas; Nihil Spellbomb; Chalice of the Void; Mystical Dispute; Engineered Explosives
- Phase windows: sideboarding, pregame
- Runtime cues: action:submit sideboard plan
- Use when: sideboard submission is legal and matchup label or public opponent strategy is available.
- Avoid when: legal swap validation is unavailable.
- Instructions: Add role cards that answer the opponent's primary axis, reduce main-deck cards with few targets, and preserve a coherent pressure-plus-interaction curve after boarding.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
Policy: Exact Sideboard Submission
- Priority: Medium
- Decision families: sideboard
- Cards: Toxic Deluge; Consign to Memory; Harbinger of the Seas; Nihil Spellbomb; Chalice of the Void; Mystical Dispute; Engineered Explosives
- Phase windows: sideboarding
- Runtime cues: action:submit sideboard plan
- Use when: exactly one legal sideboard action matches the previously selected validated swap plan.
- Avoid when: more than one sideboard submission is legal or the selected plan is absent.
- Instructions: Submit the validated legal sideboard action for the current match stage.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes