97 KiB
Strategy Specifications
Deck Name And Archetype
Domain Zoo is a Modern aggro-midrange strategy built around cheap pressure, five-color domain scaling, and flexible interaction. The registered maindeck is validated at 60 cards, and the registered sideboard is validated at 15 cards. The duplicate supplied tags normalize to aggro and midrange; the deck should be treated as a proactive pressure deck with enough removal, disruption, and card-quality engines to pivot into a shorter midrange game.
- Format status: Modern is the intended format, but card legality, bans, companion rules, and oracle text must be validated by the runtime rules engine or an up-to-date deck validation pass before official testing. This guide must not override engine legality, visible prompts, or action availability.
- Archetype status: The shell is a stock-to-hybrid Domain Zoo configuration rather than a rogue deck. The stock core is
Leyline of the Guildpact,Leyline Binding,Scion of Draco,Territorial Kavu,Ragavan, Nimble Pilferer,Lightning Bolt, and fetch-shock-triome domain mana; the hybrid portion is the heavyDoorkeeper Thrull,Kroxa, Titan of Death's Hunger,Consign to Memory,Fable of the Mirror-Breaker, andArena of Gloryconfiguration. - Role identity: Start most games as the beatdown unless visible battlefield, life totals, or known opposing resources show that racing is worse than trading. The deck wins by converting early mana development into oversized threats, then using
Lightning Bolt,Fatal Push,Leyline Binding,Consign to Memory, and sideboard cards to prevent the opponent from stabilizing. - Primary pressure cards:
Ragavan, Nimble Pilferer,Territorial Kavu,Scion of Draco,Kroxa, Titan of Death's Hunger, andFable of the Mirror-Breakerare the main ways to force action. Runtime decisions should value these cards differently by board texture:Ragavan, Nimble Pilfereris highest before blockers,Territorial KavuandScion of Dracoare the main domain payoffs,Kroxa, Titan of Death's Hungerpressures hands and life totals, andFable of the Mirror-Breakersupports longer games. - Mana identity: The manabase is powerful but damage-sensitive and sequencing-sensitive.
Wooded Foothills,Marsh Flats, andBloodstained Miremust assemble colors and land types fromSteam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine,Elegant Parlor,Zagoth Triome,Mountain,Swamp, andArena of Glorywhile preserving castability for one-mana interaction and domain cards. - Domain concern:
Leyline of the Guildpactcan accelerate full-domain starts, but hands without it must still sequence real land types carefully forLeyline Binding,Territorial Kavu, andScion of Draco. Do not assume full domain unless visible lands, visibleLeyline of the Guildpact, or engine state confirms it. - Interaction concern: The maindeck has broad answers but not unlimited permission.
Consign to Memoryis narrow without the right opposing card types,Fatal Pushis efficient but conditional, andLeyline Bindingdepends on domain cost reduction and available mana. Runtime policy should never spend interaction just because it is legal; it must weigh clock, future threat exposure, and whether the target blocks or outraces the current plan. - Sideboard identity: The sideboard confirms a metagame-aware hybrid plan.
Consign to Memory,High Noon,Mystical Dispute,Obsidian Charmaw,Stubborn Denial,Wear // Tear, andWrath of the Skieslet the deck shift between protecting pressure, answering artifacts/enchantments, fighting blue or colorless strategies, punishing mana-heavy opponents, and resetting creature-heavy boards. - Opponent information status: No specific opponent decklists or matchup labels were supplied for this import. Matchup guidance must therefore be archetype-based until runtime reveals public information such as lands, spells cast, battlefield permanents, graveyards, exile, hand-reveal effects, or sideboard-stage context.
- Pilot constraint: The agent must choose only legal action IDs exposed by Veles and must not infer hidden cards from archetype alone. Use this guide as strategic preference after checking legal actions, visible board state, public zones, known reveals, current phase, available mana, stack contents, and engine prompts.
Thesis
Domain Zoo assembles early pressure, domain-enabled oversized creatures, and cheap interaction into a proactive aggro-midrange clock. The deck wants to start forcing blocks or damage with Ragavan, Nimble Pilferer, Territorial Kavu, Scion of Draco, or Kroxa, Titan of Death's Hunger, then use Lightning Bolt, Fatal Push, Leyline Binding, and Consign to Memory to keep the opponent from stabilizing long enough for combat damage and reach to finish the game.
- Prioritize mana that turns on domain while still casting the spell in hand this turn.
Leyline of the Guildpactcan makeScion of Draco,Territorial Kavu, andLeyline Bindingdramatically stronger, but the pilot must verify actual visible engine state before assuming full domain or reduced costs. - Prioritize pressure before sculpting when the hand can produce a credible threat on turns one and two. This deck is not trying to sit behind answers forever; it wins by making the opponent answer bodies while their own development is taxed by removal, discard pressure, or stack interaction.
- Prioritize interaction that protects the clock or breaks a stabilizing play. Use
Lightning BoltandFatal Pushon blockers, must-answer creatures, or lethal race math rather than spending them automatically; useLeyline Bindingfor permanents that cheap removal cannot answer or that immediately invalidate combat. - Prioritize
Kroxa, Titan of Death's Hungeras both pressure and recursion when games slow down. Early copies can disrupt resources if legal, while later escape lines can turn spent graveyard cards into a durable threat; do not assume escape is available unless the engine exposes it. - Do not play as a pure burn deck.
Lightning Boltcan finish games, but the primary plan is creature damage backed by interaction, with burn pointed at the opponent mainly when it creates lethal, protects an attack, or beats a visible stabilization window. - Do not play as a pure control deck.
Consign to Memory,Doorkeeper Thrull,Leyline Binding, and sideboard permission can create tempo, but the deck lacks the density to trade one-for-one indefinitely without a threat converting those trades into a win.
Role Package
- Threats:
Ragavan, Nimble Pilfereris the highest-upside early threat when the opponent has no visible blocker or removal constraint;Territorial Kavuis the main scalable two-mana attacker when domain is active;Scion of Dracois the large evasive payoff whose cost and combat role depend on verified domain;Kroxa, Titan of Death's Hungerconverts hand pressure and graveyard resources into late-game inevitability. - Payoffs:
Leyline of the Guildpactis the domain enabler that makes the deck's best starts explosive and improvesLeyline Binding,Territorial Kavu, andScion of Draco;Arena of Glorycan add combat pressure to relevant creature lines when legal action text confirms usable mana and target legality;Lightning Boltbecomes reach once creature combat has put the opponent within range. - Engines:
Fable of the Mirror-Breakeris the primary grind tool and should be valued in games where immediate racing is worse than building resources. Treat its chapter choices and later permanent state through runtime prompts; do not assume the next chapter or transformed status unless visible state confirms it. - Velocity:
Territorial Kavucan function as pressure plus card-flow pressure when its attack or combat-damage triggers are available, but exact trigger options must be chosen from engine output.Fable of the Mirror-Breakercan filter weak or redundant cards when the prompt appears, especially excess lands, narrow interaction, or duplicate legends that are worse in the visible game state. - Interaction:
Lightning Bolthandles small creatures, planeswalker pressure if legal, and lethal reach;Fatal Pushhandles efficient creature trades when its restrictions are satisfied;Leyline Bindinganswers broad permanent types when mana permits;Consign to Memoryis reserved for legal stack targets or triggered/activated contexts the engine exposes, with higher value against colorless or high-impact spells. - Protection:
Consign to Memory, sideboardMystical Dispute, sideboardStubborn Denial, and sometimesDoorkeeper Thrullprotect pressure by preventing the opponent's stabilizing turn.Doorkeeper Thrullshould be treated as conditional disruptive coverage for enter-the-battlefield trigger plans; Card text check required for exact affected object types before relying on a specific shutdown. - Recursion:
Kroxa, Titan of Death's Hungeris the only dedicated recursive main-deck threat. Preserve graveyard resources for escape when the game is likely to extend, but spend graveyard cards if the current legal line clearly wins the race, answers a lethal threat, or prevents a worse board state. - Mana:
Wooded Foothills,Marsh Flats, andBloodstained Mirefind the shock, surveil, and triome land mix ofSteam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine,Elegant Parlor, andZagoth Triome;Mountain,Swamp, andArena of Gloryadd utility and damage control but may not supply all domain types alone. Sequence lands for the next two turns, not just this turn's spell. - Sideboard modules:
Consign to Memory,Mystical Dispute, andStubborn Denialform the stack-interaction package;Wear // Tearanswers artifact and enchantment permanents;Wrath of the Skiesis the reset button against wide or low-cost permanent boards;Obsidian Charmawpressures mana-heavy opponents;High Noonconstrains multi-spell turns when the opponent depends on chaining spells more than this deck does.
Primary Win Conditions
- Domain creature clock: Set up verified domain with
Leyline of the Guildpact, fetch lands, shock lands,Elegant Parlor, andZagoth Triome, then attack with oversizedTerritorial Kavuand discountedScion of Draco. Execute by spendingLightning Bolt,Fatal Push, andLeyline Bindingon blockers or stabilizing permanents that stop attacks; prioritize this line when the opener already has a threat plus castable mana by turn two. Disruption to respect includes visible removal, sweepers, large blockers, and mana denial; do not assumeScion of Dracois cheap orTerritorial Kavuis large until the rules engine confirms domain state. - Ragavan tempo start: Lead with
Ragavan, Nimble Pilfererwhen legal mana and visible board state make an early attack plausible. Execute by clearing the first blocker withLightning Bolt,Fatal Push, orLeyline Binding, then use any treasure or exile-cast action only when the engine exposes it as legal and it advances pressure or interaction. Prioritize this line on the play, against slow visible starts, or whenRagavan, Nimble Pilfererenables a fasterFable of the Mirror-Breaker,Scion of Draco, or protected double-spell turn; deprioritize it when a visible blocker makes the attack low-impact. - Kroxa attrition finish: Use
Kroxa, Titan of Death's Hungeras the win path when combat is stalled or both players are low on cards. Execute early copies as legal hand-pressure and life-pressure actions, then escape only when the engine exposes escape and the graveyard payment does not consume resources needed for a higher-impact line. Prioritize this line against removal-heavy games, empty-hand opponents, or boards whereTerritorial KavuandScion of Dracoare contained; respect graveyard hate, exile removal, and spot removal after escape. - Reach conversion: Turn creature damage into lethal with
Lightning Boltonce the opponent is within range or forced to tap low. Execute by counting visible life totals, stack interaction, and legal targets before aiming burn at the opponent; prioritize face damage only when it wins, sets up a forced lethal next turn, or makes blocking math impossible. Use burn on creatures instead when it unlocks more damage than three direct damage would produce.
Secondary Win Conditions
- Fable value pressure: Use
Fable of the Mirror-Breakerto recover from one-for-one trades and convert excess or awkward cards into better threat-interaction mixes. Execute chapter and filtering decisions only from visible prompts; Card text check required for exact chapter timing and transformed-permanent details. Prioritize this plan when immediate attacking is weak, when the hand has redundant lands or narrow interaction, or when the opponent is spending removal on early threats. - Disruption-backed chip damage: Use
Doorkeeper Thrull,Consign to Memory, andLeyline Bindingto deny the opponent's stabilizing turn while any creature deals incremental damage. Execute by protecting the threat already converting damage, not by answering every spell. PrioritizeConsign to Memoryfor legal high-impact stack objects, activated abilities, triggered abilities, or colorless threats the engine exposes; Card text check required for exactDoorkeeper Thrullsuppression scope before relying on a specific trigger denial. - Sideboard lock-pressure fallback: After boarding,
High Noon, extraConsign to Memory,Mystical Dispute,Stubborn Denial,Wear // Tear,Wrath of the Skies, andObsidian Charmawcan change the win condition from fastest damage to constrained-resource pressure. Execute only through legal sideboard plans and visible actions; prioritize the lock or reset role when it makes the opponent's visible engine slower than a singleTerritorial Kavu,Scion of Draco,Kroxa, Titan of Death's Hunger, orRagavan, Nimble Pilferercan punish. - Hard-cast and small-threat cleanup: Win with ordinary attacks from
Doorkeeper Thrull,Fable of the Mirror-Breakermaterial, or a smallerTerritorial Kavuwhen the premium threats are removed. Execute by preserving life total, trading down only when necessary, and usingLightning Boltas either removal or final reach according to visible race math.
Emergency Lines
- Behind on life: Stabilize before maximizing damage. Use
Fatal Push,Lightning Bolt, andLeyline Bindingon the attacking creature or permanent most responsible for the current clock, then attack only when the crack-back is survivable or the attack forces lethal pressure. - Behind on board: Convert interaction into a reset of combat math. Prioritize
Leyline Bindingfor permanents cheap removal cannot answer, useFatal PushandLightning Boltfor efficient creature trades, and consider sideboardWrath of the Skiesonly when the legal action and visible permanents make the reset better for this deck than the opponent. - Behind on cards: Shift toward
Kroxa, Titan of Death's HungerandFable of the Mirror-Breaker. Spend expendable graveyard cards for escape only when the resulting threat is likely to matter immediately, and use filtering prompts to move redundant lands, dead interaction, or extra legendary copies into higher-impact cards. - Behind on mana: Fetch and sequence for castability over ideal domain. A smaller
Territorial Kavu, delayedScion of Draco, or full-costLeyline Bindingis better than missing a turn; useArena of Gloryonly when its visible legal action produces a meaningful threat or attack this turn. - Behind against combo or engine pressure: Stop the enabling action before racing if the visible stack or permanent would invalidate combat. Hold
Consign to Memoryfor exposed high-impact legal targets, useDoorkeeper Thrullonly where its visible/static effect applies, and pressure with the cheapest threat that leaves interaction available. - Win conditions removed: Rebuild with any remaining threat plus reach. Treat
Lightning Boltas lethal setup, useKroxa, Titan of Death's Hungeras the recursive closer if graveyard access remains, and avoid spending the last answer on low-impact targets unless life total or immediate lethal forces it.
Resource Model
- Life is a spendable setup resource, but fetch-shock decisions must be tied to the visible clock. Pay life with
Wooded Foothills,Marsh Flats,Bloodstained Mire,Steam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine, andZagoth Triomeaccess when it enables turn-oneRagavan, Nimble Pilferer, turn-twoTerritorial Kavu, cheapLeyline Binding, or liveFatal Push/Lightning Bolt; fetch tapped or preserve life when the hand already casts its next play and the opponent is presenting damage. - Hand cards convert into pressure first and flexibility second. Keep a threat-plus-interaction mix where
Ragavan, Nimble Pilferer,Territorial Kavu,Scion of Draco,Kroxa, Titan of Death's Hunger, orFable of the Mirror-Breakercreates a clock whileLightning Bolt,Fatal Push,Leyline Binding,Consign to Memory, orDoorkeeper Thrullprevents stabilization. - Mana is the bottleneck for converting premium cards into tempo. Prioritize turns that spend all available mana on a threat plus a cheap answer; avoid holding up
Consign to Memorywhen the visible opponent line is not worth delayingTerritorial Kavu,Scion of Draco, orFable of the Mirror-Breaker. - Board presence is this deck's main exchange rate. A single large
Territorial Kavuor discountedScion of Dracocan justify spending multiple interaction pieces to keep attacks profitable, whileDoorkeeper ThrullandFable of the Mirror-Breakersupport slower games where raw size is not enough. - Graveyard value belongs primarily to
Kroxa, Titan of Death's Hunger, with incidental pressure from fetchlands and spent spells. Preserve enough graveyard material for escape when attrition is the active plan; spend graveyard cards only when the engine exposes the escape action and the resultingKroxa, Titan of Death's Hungermatters more than future flexibility. - Exile is mostly an output zone, not a bank. Treat exiled opponent cards from
Ragavan, Nimble Pilfereras optional tempo only when the rules engine exposes a legal cast and the spell is better than advancing the registered deck's own threat, removal, or mana plan. - Lands are both color sources and domain infrastructure. Fetchlands are not interchangeable: each one should be chosen to complete current colors, increase domain for
Territorial Kavu,Scion of Draco, andLeyline Binding, or preserve an untapped source for interaction. - Sacrifice fodder is minimal and conditional. Do not treat creatures as expendable unless combat math,
Fable of the Mirror-Breakermaterial, treasure, or a legal opponent effect creates an explicit exchange; there is no main-deck sacrifice engine to protect. - Tempo is gained by forcing the opponent to answer under pressure. Use
Lightning Bolt,Fatal Push, andLeyline Bindingon blockers or engine permanents when the removal creates more damage, a safer attack, or a denied stabilizing turn. - Information should tighten, not replace, legal-action reasoning. Use visible mana, revealed cards, graveyards, sideboarded cards, and stack objects to choose between racing, holding interaction, or developing; never assume hidden sweepers, removal, or combo pieces without public evidence.
- Sideboard bullets convert narrow cards into matchup-specific tempo. Extra
Consign to Memory,Mystical Dispute,Stubborn Denial,High Noon,Obsidian Charmaw,Wear // Tear, andWrath of the Skiesshould change resource priorities only when their legal targets or constraints are visible and better than the main-deck pressure plan.
Mana Guide
- Build opening mana around the first two turns before optimizing domain. A strong keep usually casts a turn-one
Ragavan, Nimble Pilferer,Lightning Bolt, orFatal Push, then supportsTerritorial Kavu,Doorkeeper Thrull,Kroxa, Titan of Death's Hunger,Leyline Binding, orScion of Dracoon curve according to visible legal costs. - Red is the most urgent early color because it casts
Ragavan, Nimble PilfererandLightning Bolt. Black follows forFatal PushandKroxa, Titan of Death's Hunger; white matters forDoorkeeper ThrullandLeyline Binding; green matters forTerritorial Kavu; blue is mostly forConsign to Memory,Mystical Dispute, and some sideboarded interaction. - Fetch sequencing should create both castability and land-type coverage. Use
Zagoth Triome, shock lands, andElegant Parlorto assemble domain when speed allows, but choose untapped shock lines when the current turn must cast a threat or answer. - The registered fetch package includes
Bloodstained Mire, plus the other fetchlands described elsewhere in the guide. TreatBloodstained Mireas both early black/red access and a delayed domain/revolt/graveyard resource: crack it immediately when it castsRagavan, Nimble Pilferer,Lightning Bolt,Fatal Push, orKroxa, Titan of Death's Hunger, but preserve it when the current turn is already functional and a futureFatal Pushrevolt,Territorial Kavudomain correction,Leyline Bindingdiscount, orKroxaescape count matters more. Leyline of the Guildpactcan change domain and color assumptions only when it is actually present through the rules engine. If it starts on the battlefield or is legally cast, reassessTerritorial Kavu,Scion of Draco, andLeyline Bindingcosts from engine output rather than from memory.Arena of Gloryis a utility land, not a default color fixer. Use it when its visible mana or granted combat value matters forRagavan, Nimble Pilferer,Territorial Kavu,Kroxa, Titan of Death's Hunger,Scion of Draco, or another legal creature play; avoid sequencing it early if it strandsConsign to Memory,Leyline Binding,Doorkeeper Thrull, or sideboard interaction.- Tapped-land decisions should be made before spending fetchlands casually. Fetch tapped
Zagoth Triomeor playElegant Parlorwhen the turn has no meaningful one-mana play; fetch untapped shock lands when passing the turn withoutLightning Bolt,Fatal Push, orConsign to Memorywould expose the deck to a visible tempo loss. - Mulligan mana rules should punish hands that cannot cast a threat by turn two. Keep one-land hands only with legal early plays, fetch access, and a clear draw-step path; mulligan hands with
Scion of Draco,Leyline Binding, and expensive interaction but no credible domain or colored source development. - Play lands before draw/filter actions when the land choice unlocks a known spell this turn. Delay land drops before
Fable of the Mirror-Breakerfiltering or other draw/selection prompts when the hand has multiple possible lands and the new information could choose between untapped interaction, domain completion, or life preservation. - Sideboarded mana must respect interaction colors. After boarding, keep blue access for
Mystical Dispute,Stubborn Denial, and extraConsign to Memory; keep white access forWear // Tear,High Noon, andWrath of the Skies; preserve red access forWear // Tearaftermath only if the engine exposes that half as legal and relevant.
Mulligan Guide
- Strong keep: Keep two-to-three-land hands with at least one fetchland, one early threat, and one interaction spell.
Ragavan, Nimble PilfererplusLightning BoltorFatal Pushis a strong tempo opener;Territorial Kavuplus domain mana is a strong size opener;Leyline of the GuildpactplusScion of DracoorLeyline Bindingis a strong engine opener when the rules engine confirms the relevant costs. - Medium keep: Keep hands with
Doorkeeper ThrullorKroxa, Titan of Death's Hungeras the first threat only when mana is stable and interaction buys time. These hands are acceptable against opponents whose visible plan depends on triggered abilities, graveyard pressure, or creature combat, but they are slower thanRagavan, Nimble PilfererorTerritorial Kavustarts. - Risky keep: Keep one-land fetchland hands only with a turn-one legal spell, a second-turn plan if a land is drawn, and at least one cheap interaction spell. A hand like fetchland,
Ragavan, Nimble Pilferer,Lightning Bolt,Fatal Push,Territorial Kavu,Leyline Binding,Scion of Dracois playable only when missing the second land does not immediately lose the matchup tempo. - Automatic ship: Mulligan zero-land hands, one-land non-fetch hands without a castable one-mana play, hands with only
Arena of Gloryas early mana, and hands that cannot cast any threat by turn two. Also ship hands overloaded onLeyline Binding,Scion of Draco, andFable of the Mirror-Breakerwhen domain or colored mana cannot be assembled from visible lands. - Trap hand: Do not keep a hand because
Leyline of the Guildpactis present if the rest of the hand does not pressure or interact. MultipleLeyline of the Guildpactcopies, no one-mana play, and no reliable turn-twoTerritorial Kavu,Doorkeeper Thrull, orKroxa, Titan of Death's Hungeris a low-action keep even when domain looks attractive. - Matchup-dependent keep: Keep
Consign to Memoryin openers when the opponent's revealed deck or public game context makes its targets likely and the hand still develops pressure. Against small-creature pressure, prioritizeLightning Bolt,Fatal Push, andLeyline Binding; against slower interaction, prioritize resilient pressure fromTerritorial Kavu,Scion of Draco,Kroxa, Titan of Death's Hunger, andFable of the Mirror-Breaker. - Play/draw adjustment: On the play, favor
Ragavan, Nimble Pilfererand fastTerritorial Kavuhands because early damage and mana pressure matter more. On the draw, require stronger interaction or a sturdier turn-two threat, sinceRagavan, Nimble Pilfereris easier for the opponent to answer or block before it connects.
Turn Arc
- Turn 1 priority: Lead with a fetchland line that casts
Ragavan, Nimble Pilferer,Lightning Bolt, orFatal Pushwhile setting up turn-two colors. If no one-mana play matters, fetch or play a land that improves domain forTerritorial Kavu,Scion of Draco, andLeyline Binding; do not spend life for an untapped shock land without a legal spell or clear interaction need. - Turn 1 deviation: Cast
Consign to Memoryonly when the stack contains a legal high-impact target and delaying development is better than deploying pressure. IfLeyline of the Guildpactstarts on the battlefield, reassess domain-dependent costs from the engine before choosing a land. - Turn 2 priority: Deploy
Territorial Kavuwhen it is large enough to dominate combat or force removal, deployDoorkeeper Thrullwhen its effect is relevant to the visible opponent plan, or castKroxa, Titan of Death's Hungerwhen discard pressure is better than board size. HoldLightning Bolt,Fatal Push, orLeyline Bindingonly if the opponent has a visible creature, engine permanent, or blocker that changes the next attack. - Turn 2 deviation: If
Ragavan, Nimble Pilferercan attack safely, sequence removal before combat when it clears the only blocker. If the opponent is representing cheap interaction and the board is empty, prioritizeTerritorial KavuorDoorkeeper Thrullover holding mana for a narrow answer. - Turn 3 priority: Cast
Scion of Dracowhen the engine exposes an efficient legal cost and the battlefield rewards a large evasive or stabilizing threat. CastFable of the Mirror-Breakerwhen the game is slowing down, the hand needs filtering, or a token body helps bridge intoKroxa, Titan of Death's Hungerescape and future pressure. - Turn 3 deviation: Use
Leyline Bindingover adding another threat when a visible permanent will otherwise stop attacks, enable a combo turn, or invalidate combat. UseConsign to Memoryover tapping out only when the opponent's public mana, stack, or known card context makes the counter window materially important. - Turns 4-5 priority: Convert board presence into damage while preserving the interaction piece that protects the best attack. Escape
Kroxa, Titan of Death's Hungeronly when the graveyard cost is legal and the resulting permanent or discard trigger advances the active plan more than keeping cheap spells and fetchlands for later. - Turns 4-5 deviation: Let
Fable of the Mirror-Breakerfiltering improve low-impact hands, but avoid discarding necessary lands whenLeyline Binding,Scion of Draco, sideboard interaction, or double-spell turns still depend on colors. UseArena of Gloryonly when its visible mana or creature benefit matters this turn. - Late game priority: Treat every draw step as either pressure, removal, or escape fuel.
Kroxa, Titan of Death's Hunger,Fable of the Mirror-Breaker,Leyline Binding, and topdecked large threats are the main ways to recover after early exchanges. - Late game deviation: Do not race blindly when the opponent has lethal or a dominant board; use
Lightning Bolt,Fatal Push, andLeyline Bindingdefensively when survival creates another attack step. Cast opponent cards exiled byRagavan, Nimble Pilfereronly when the engine exposes a legal action and that spell is stronger than advancing this deck's own pressure or interaction.
Card Roles
Ragavan, Nimble Pilferer: UseRagavan, Nimble Pilfereras the highest-ceiling turn-one pressure card, not as a guaranteed resource engine. Cast it early when the opponent has no visible blocker or whenLightning Bolt,Fatal Push, orLeyline Bindingcan clear the blocker before combat; dash it when sorcery-speed removal is likely, the opponent is tapped low, or a late Treasure burst matters more than keeping a permanent. Do not attack into an obvious losing block unless the damage, Treasure, or tempo is still worth losing it. Cast cards exiled byRagavan, Nimble Pilfereronly when the rules engine exposes a legal action and the spell is better than using mana on this deck's pressure or interaction.Territorial Kavu: DeployTerritorial Kavuas the main two-mana body when domain makes it large enough to pressure, block, or demand removal. Attack with it when the combat math is favorable or when its attack trigger creates a concrete advantage; use the filtering mode when the hand has redundant lands, excessLeyline of the Guildpact, dead interaction, or escape fuel needs, and use the graveyard-exile mode when a visible graveyard card matters. Do not treatTerritorial Kavuas just a beater in grindy games; its rummage can convert awkward five-color draws into pressure plusKroxa, Titan of Death's Hungerfuel.Scion of Draco: CastScion of Dracowhen the engine confirms an efficient legal cost and the battlefield rewards a large evasive threat or combat keyword swing. WithLeyline of the Guildpact, its team-wide keyword text can turn smaller creatures into lifelinking, trampling, first-striking, harder-to-answer threats; without that setup, still respect it as a flying finisher that stabilizes races. Do not tap out forScion of Dracointo a visible must-answer stack or board state unless the body changes lethal math or forces the opponent to answer immediately.Leyline of the Guildpact: ValueLeyline of the Guildpactas a domain enabler and Scion amplifier, not as a standalone payoff. A startingLeyline of the Guildpactcan makeLeyline BindingandScion of Dracomuch more efficient if the rules engine confirms costs, and it can make creatures all colors forScion of Dracosynergy. Avoid keeping or prioritizing hands that are only Leyline plus expensive spells; the deck still needs an early threat, interaction, or stable mana. Later copies are often discard fodder toTerritorial KavuorFable of the Mirror-Breakerunless the first copy is gone or a second copy has a visible rules purpose.Leyline Binding: UseLeyline Bindingas the clean answer to the visible permanent that most blocks the current plan. Prioritize opposing threats that race faster than your board, blockers that stopRagavan, Nimble Pilfereror largeTerritorial Kavu, combo or engine permanents, and permanents that invalidate attacks. Because its cost depends on domain and visible lands orLeyline of the Guildpact, rely on the engine's legal action and mana output rather than assuming it is cheap. Do not spendLeyline Bindingon a low-impact permanent whenLightning BoltorFatal Pushhandles the problem andLeyline Bindingmay be needed for a noncreature permanent.Lightning Bolt: TreatLightning Boltas flexible tempo, removal, and reach. Use it before combat to clear a blocker forRagavan, Nimble PilfererorTerritorial Kavu, during the opponent's turn to stop a creature that will change combat, or at the opponent when visible life totals and next-turn damage make lethal or near-lethal pressure real. Avoid firing it at face early if the opponent has creatures that will block repeatedly or if holding it protects a future attack. Against small-creature decks, its removal role usually beats its reach role until the opponent is within a clear burn-out range.Fatal Push: UseFatal Pushas the most efficient answer to cheap creatures and as a way to preserve tempo while developing a threat. Fetchlands make revolt plausible, but do not invent revolt certainty; choose it only when the rules engine exposes a legal target and visible revolt or mana conditions support the intended kill. HoldFatal Pushwhen a larger immediate threat is likely and current blockers do not matter; spend it early when the target stopsRagavan, Nimble Pilferer, threatens a snowball, or forces bad attacks. It is weaker against noncreature engines, so pair it withLeyline Binding,Consign to Memory, or sideboard cards in those matchups.Kroxa, Titan of Death's Hunger: UseKroxa, Titan of Death's Hungerfirst as discard pressure and later as a recursive finisher when escape is legal. Cast it early when the opponent's hand size matters, when you need to tax a slow hand, or when the graveyard will naturally fill from fetchlands, removal, discarded cards, and traded threats. Escape it only when the graveyard payment is legal and losing those cards does not undercut a more important future line; the permanent body is strongest when the opponent is low on cards, life, or clean exile interaction. Do not lean on Kroxa as the only early play against fast boards unless your removal can bridge the tempo loss.Doorkeeper Thrull: UseDoorkeeper Thrullas disruptive pressure when the opponent's visible or known plan relies on enter-the-battlefield or artifact/creature trigger patterns. Card text check required for exact affected trigger classes; keep all choices conditional on the rules engine's visible impact and legal actions. Cast it on curve when it meaningfully slows the opponent while still attacking or blocking, and de-emphasize it when the matchup is about raw size, sweepers, or non-trigger spell exchanges. Avoid letting its disruptive promise distract from deployingTerritorial Kavuor interaction when the opponent's battlefield demands immediate size or removal.Fable of the Mirror-Breaker: UseFable of the Mirror-Breakeras the grind engine when the game is slowing, the hand needs filtering, or a body plus future value is stronger than another single threat. The token can pressure planeswalkers or create mana if it survives; the filtering chapter turns excess lands, redundantLeyline of the Guildpact, deadConsign to Memory, or late one-mana removal into better resources. Card text check required for exact transformed-side copying constraints; use the transformed permanent only when the engine exposes legal activations and visible targets. Do not cast it over urgent removal when the opponent's next attack or combo turn will make the value too slow.Consign to Memory: Use main-deckConsign to Memoryas selective stack interaction, not a generic hold-up plan. Card text check required for exact target restrictions and replicate details; spend it only on legal high-impact targets shown by the engine, especially when the opponent's spell or ability would undo your pressure, answer your key threat, or establish a hard-to-remove engine. Do not keep mana idle for it against opponents whose visible plan is creature combat unless the public matchup context makes a target likely. Sideboard copies increase this role when the target profile improves.Wooded Foothills,Marsh Flats, andBloodstained Mire: Use fetchlands as the glue for domain, color access, revolt support, graveyard fuel, and life-total management. Fetch untapped shock lands only when the mana is used immediately or a held interaction spell materially matters; fetch tapped or lower-pain lines when the turn does not need the mana. Preserve fetchlands when revolt, domain correction, or a future shuffle/filter decision matters, but do not delay a needed color and miss a threat.Steam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine,Elegant Parlor,Zagoth Triome,Mountain, andSwamp: Choose land targets to satisfy current legal spells first and future domain second.Steam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine,Elegant Parlor, andZagoth Triomehelp assemble multiple basic land types forTerritorial Kavu,Scion of Draco, andLeyline Binding;MountainandSwampreduce pain and can cover common one-mana interaction needs. Do not fetch a land only because it maximizes domain if it leavesLightning Bolt,Fatal Push,Ragavan, Nimble Pilferer, orKroxa, Titan of Death's Hungeruncastable this turn.Arena of Glory: UseArena of Gloryas a specialized utility land after colored requirements are secure. Card text check required for exact creature mana and counter/haste implications; rely on rules-engine legal actions before spending it. It is a poor sole early land because the deck needs exact colors for one-mana interaction, domain setup, and multicolor threats. Treat it as upside for creature sequencing, not as a replacement for fetch-shock domain foundations.
Interaction Priorities
- Removal priority: Use
Fatal PushandLightning Boltfirst on cheap creatures that stopRagavan, Nimble Pilferer, raceTerritorial Kavu, or enable a visible engine before spendingLeyline Binding. PreserveLeyline Bindingfor permanents that one-mana removal cannot answer, especially large creatures, planeswalkers, enchantments, artifacts, or resolved threats that invalidate combat. Do not exile a small blocker withLeyline BindingwhenLightning Boltclears the attack and the opponent can present a larger noncreature permanent later. - Stack priority: Use
Consign to Memoryonly on legal targets that materially change the game, not as a generic counterspell. Card text check required for exact target restrictions and replicate details; at runtime, trust the engine's legal action list. High-priority targets are colorless or ability-based plays that stabilize through your pressure, removeScion of Draco, stopKroxa, Titan of Death's Hunger, or create a hard-to-attack board. Ignore low-impact mana smoothing, redundant setup, or spells that your battlefield already beats. - Discard priority: Use
Kroxa, Titan of Death's Hungerwhen hand pressure matters more than board tempo. Early Kroxa is strongest against slow hands, control, combo, or opponents holding few cards; it is weaker against creature swarms where a sacrificed Kroxa turn can leave you behind on battlefield. Do not assume the opponent discarded their best card unless public logs or visible choices prove it. - Exile priority: Treat
Leyline Bindingas the clean answer to threats that survive damage, ignore combat, or threaten repeated value. Exile the permanent that changes the next two turns, not merely the most expensive card. Against creature decks, remove the evasive, lethal, or engine creature first; against control or combo, remove the lock piece, planeswalker, or payoff that your attackers cannot pressure in time. - Damage priority: Point
Lightning Boltat creatures until the opponent is within a clear lethal or two-spell burn range. Face damage becomes correct when visible attackers plusLightning Boltcreate lethal, force bad blocks, or punish an opponent who has tapped low. Avoid early faceLightning Boltif a blocker will repeatedly blankRagavan, Nimble Pilfereror shrinkTerritorial Kavuattacks. - Trigger suppression priority: Deploy
Doorkeeper Thrullwhen the opponent's visible plan depends on entering-the-battlefield or artifact/creature trigger value. Card text check required for exact affected trigger classes. Do not overvalueDoorkeeper Thrullagainst pure removal, burn, big mana, or decks where a largerTerritorial KavuorScion of Dracois the better pressure. - Bait priority: Lead with threats the opponent must respect before committing the highest-impact threat when you can still use mana efficiently.
Ragavan, Nimble Pilferer,Doorkeeper Thrull, andFable of the Mirror-Breakercan draw removal or counters beforeScion of Draco;Territorial Kavucan pressure removal before a later escapedKroxa, Titan of Death's Hunger. Do not bait with a card that is required for the current matchup, such asDoorkeeper Thrullagainst trigger engines. - Sideboard interaction shifts: Use
Mystical DisputeandStubborn Denialto protect a fast clock or stop high-impact blue and noncreature turns when sideboarded. UseWear // Tearfor artifacts or enchantments thatLeyline Bindingshould not have to cover alone. UseWrath of the Skiesonly when the board state demands a reset and your own permanents are expendable. UseHigh Noonas a plan-altering constraint only when the opponent is more punished than you. UseObsidian Charmawagainst land-centric opponents when its legal cast and target matter. - Ignore priority: Ignore creatures that cannot block profitably, small life-gain or setup plays that do not change the race, and redundant permanents already answered by pressure. No bounce effects are registered in this deck, so never plan for bounce lines unless the rules engine exposes an opponent-generated legal action.
Combat And Trading Rules
- Attack priority: Attack whenever the visible board lets
Ragavan, Nimble Pilferer,Territorial Kavu,Scion of Draco, or escapedKroxa, Titan of Death's Hungerconvert pressure without losing the race. This deck wins by forcing blocks and compressing the opponent's life total, so passivity is costly unless you must preserve a blocker against lethal or protect a key creature from an obvious combat blowout. Ragavan, Nimble Pilfererrule: Clear blockers before combat when a Ragavan hit is likely to matter. SpendLightning BoltorFatal Pushon a blocker if the hit advances mana, cards, or tempo; hold removal if the opponent can trade with a disposable creature and your larger threats already dominate combat. Do not suicide Ragavan into a known blocker unless trading unlocks a stronger follow-up.Territorial Kavurule: UseTerritorial Kavuas the main midgame combat lever once domain is established. Attack into smaller creatures when the exchange keeps pressure high or forces the opponent to spend multiple resources; hold it back when it is your only meaningful blocker against a lethal crack-back. Card text check required for exact attack-trigger choices; select only legal engine-exposed modes.Scion of Dracorule: PreserveScion of Dracowhen it is the battlefield card that makes attacks safe or blocks profitable. Card text check required for exact static ability distribution; do not assume keywords or bonuses beyond visible state. Trade it only for a threat that would otherwise win the race or for a removal-resistant permanent thatLeyline Bindingcannot efficiently handle.Kroxa, Titan of Death's Hungerrule: EscapedKroxa, Titan of Death's Hungeris a finisher and stabilizer, not a disposable attacker. Attack when it pressures lethal, forces losing blocks, or empties the opponent's remaining resources. Keep it back only when blocking prevents immediate death or when the opponent's visible attack would otherwise undo your clock.- Trading rule: Trade small threats for time only when the opponent is faster or when the graveyard fuel helps a legal future Kroxa escape. Against control and combo, avoid unnecessary trades; every point of damage matters. Against creature decks, trade
Doorkeeper Thrullor token bodies fromFable of the Mirror-Breakerto preserve life or keep larger creatures attacking. - Life-total threshold: Treat your life total below 8 as a survival resource, not a pure racing buffer, especially against red decks or wide boards. Shock lands and fetchlands should still support required interaction, but combat decisions must account for visible burn, attackers, and the possibility that one extra untapped shock makes the opponent's next attack lethal.
- Protection rule: Hold up
Consign to Memory,Stubborn Denial, orMystical Disputeafter sideboarding when protecting one large threat is better than adding another attacker. If the opponent is tapped low or has no relevant legal stack action, add pressure instead of representing protection forever. - Archetype shift: Race combo and big mana with maximum pressure plus selective interaction; trade and stabilize against aggro; pace threats against control so removal does not erase your whole offense.
Fable of the Mirror-Breakerand escapedKroxa, Titan of Death's Hungerbecome more important in grindy games, whileRagavan, Nimble Pilfererand earlyTerritorial Kavumatter most when speed decides the matchup.
Selection And Tutor Rules
- Selection rule: This deck has no true registered tutor, so treat selection as fetchland sequencing, domain assembly, graveyard management,
Territorial Kavuattack choices, andFable of the Mirror-Breakerrummage. Do not wait for a nonexistent search effect to fix a weak hand; use visible lands, legal fetch targets, and current pressure to decide whether the hand can function. - Fetchland priority: Use
Wooded Foothills,Marsh Flats, andBloodstained Mireto assemble domain, cast the current hand, and manage life total in that order. Fetch shock lands orZagoth Triomewhen the extra land types makeLeyline Binding,Territorial Kavu, orScion of Dracomeaningfully stronger; fetch basics only when life total, opposing land hate, or visible color needs make them correct. - Land-drop timing: Make the land drop before casting threats when it reduces
Scion of Dracocost, improvesLeyline Binding, or enablesFatal Push,Lightning Bolt,Doorkeeper Thrull,Territorial Kavu,Kroxa, Titan of Death's Hunger, orFable of the Mirror-Breakeron curve. Delay a fetchland only when landfall-style information hiding, revolt timing forFatal Push, or preserving life against visible pressure matters more than immediate domain. - Domain selection: Prefer land combinations that unlock all five basic land types by turn two or three without spending unnecessary life.
Zagoth Triome,Elegant Parlor,Steam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine,Mountain,Swamp, andArena of Gloryshould be chosen by the colors and types the visible hand needs, not by abstract perfection. Fable of the Mirror-Breakerrummage: Discard redundant legends, extra lands beyond the next two required turns, late duplicateLeyline of the Guildpact, dead removal, or narrow interaction that lacks a visible target. Keep lands when they enable hard-castLeyline Binding, escape forKroxa, Titan of Death's Hunger, or protection plus threat sequencing. KeepLightning Boltwhen it creates lethal or clears a blocker forRagavan, Nimble Pilferer.Territorial Kavuattack selection: Use the engine-exposed legal mode that advances the current battlefield plan. If a rummage-like mode is legal, improve clunky hands by moving redundant lands, duplicateLeyline of the Guildpact, or dead interaction; if graveyard exile is legal, target the visible graveyard card that enables recursion, escape, delirium, reanimation, or flashback-style value. Card text check required for exact mode wording and target legality.- Graveyard setup: Preserve enough graveyard volume for a legal future escape of
Kroxa, Titan of Death's Hungerunless immediate survival or lethal demands using cards differently. Fetchlands, traded creatures, spent removal, and discarded cards are resources; do not exile your own graveyard casually if the visible route to winning is escaped Kroxa. - Bottoming and scry: If a runtime effect offers scry or bottom choices from opponent cards, choose lands only when the current hand lacks necessary mana, choose threats when pressure is missing, and choose interaction when a visible permanent or stack pattern demands it. The registered deck has no main-deck scry card, so any such choice comes from opponent effects, stolen cards, or rules-engine context.
Priority And Stack Rules
- Priority rule: Spend mana proactively unless the visible stack, matchup, or sideboarded hand makes holding interaction more valuable than adding pressure. This deck is not a draw-go control deck; passing with open mana is strongest when
Consign to Memory,Stubborn Denial,Mystical Dispute,Lightning Bolt,Fatal Push,Leyline Binding, orWear // Tearcan answer a specific visible line. - Stack interaction priority: Use
Consign to Memory,Mystical Dispute, andStubborn Denialon spells or abilities that beat the current clock, remove the only major threat, or resolve a game-winning engine. Do not counter low-impact setup while your board already presents lethal pressure unless the legal action text shows a card that stops combat, sweeps the board, or wins immediately. - Removal timing: Cast
Fatal Push,Lightning Bolt, andLeyline Bindingbefore combat when doing so clears a blocker forRagavan, Nimble Pilferer,Territorial Kavu,Scion of Draco, or escapedKroxa, Titan of Death's Hunger. Hold removal until the opponent's turn when the target is not blocking, when revolt timing matters forFatal Push, or when waiting exposes a higher-value attacker, combo creature, or permanent. Leyline Bindingtiming: UseLeyline Bindingat instant speed on the permanent that changes the race, invalidates your combat, or threatens an engine kill. Respect visible enchantment removal after sideboarding; if the opponent can free the target cheaply, prefer killing them quickly or using other interaction on the same turn cycle.- Optional triggers and payments: Take optional value only when it does not consume mana needed for a higher-priority spell, counter, or removal line. If
Ragavan, Nimble Pilferer,Fable of the Mirror-Breaker,Kroxa, Titan of Death's Hunger, or opponent-generated effects create optional choices, follow the legal engine text and choose the option that improves pressure, mana, or survival without assuming hidden outcomes. Kroxa, Titan of Death's Hungertiming: Cast or escapeKroxa, Titan of Death's Hungerwhen the discard/life pressure is worth the mana and graveyard commitment. Prefer escape when the opponent is low on cards, when a large attacker stabilizes combat, or when removal already traded off; delay if graveyard hate is visible on board or the same mana must answer a lethal threat.- Combat window discipline: Use instant-speed removal after attackers or blockers are declared when it improves damage, saves a creature, or prevents lethal crack-back. Do not fire
Lightning Boltat the opponent before blocks unless it creates exact lethal, plays around life gain, or forces a known response. - Sideboard stack rules: Use
Wear // Tearon artifacts or enchantments before they generate repeated value, but wait for a stacked target when the opponent exposes one and the legal action permits it. UseWrath of the Skiesonly on your main phase or legal window when the visible board reset favors you; do not treat it as a routine tempo play if your ownLeyline of the Guildpact,Doorkeeper Thrull,Ragavan, Nimble Pilferer, orTerritorial Kavuare the reason you are ahead. - Passing rule: Pass priority only when no legal action improves the board, protects a decisive threat, prevents a dangerous spell, or creates lethal pressure. If the opponent is tapped low and your hand contains pressure, cast the threat; if the opponent represents a sweeper or combo turn and your clock is already sufficient, hold the relevant sideboard counter instead.
Sideboard Map
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Sideboard identity: Use sideboarding to change Domain Zoo from a fast five-color pressure deck into the narrow interactive deck each matchup demands. Keep the core of
Leyline of the Guildpact,Territorial Kavu,Scion of Draco, efficient removal, and enough threats intact unless the opponent's visible plan makes small creatures or battlefield development unreliable. -
Consign to Memory: Add the sideboard copies against colorless threats, Eldrazi-style decks, artifact mana engines, activated or triggered ability decks, and stack plans where a cheap answer to a decisive spell or ability matters. It is bad against low-curve creature decks with few colorless cards or few high-value triggered/activated abilities. When the full four-copy package is present, treatConsign to Memoryas a commitment gate: hold mana when a visible or strongly implied payoff would beat your clock, but do not strand development to counter replaceable setup. -
High Noon: AddHigh Noonagainst storm, cascade, spell-chain combo, free-spell turns, and decks that need multiple spells in one turn to stabilize. It is weaker when your own turn needs multiple cheap spells to recover tempo, when the opponent wins through creatures already on board, or when the opponent can ignore the one-spell limit. WithHigh Noonin the deck, prioritize landing a single large threat plus one protected interaction line over double-spelling for small tempo. -
Mystical Dispute: AddMystical Disputeagainst blue control, blue tempo, blue combo, and mirrors whereopponent:blue interaction decides whetherTerritorial Kavu,Scion of Draco,Fable of the Mirror-Breaker, orLeyline Bindingresolves. It is bad against nonblue creature decks and artifact-heavy decks where it only counters fringe spells. When sideboarded, preserve blue mana sources more carefully and avoid tappingSteam Vents,Zagoth Triome, orLeyline of the Guildpact-enabled blue access without a reason. -
Obsidian Charmaw: AddObsidian Charmawagainst big-mana, Tron-style, Eldrazi land, utility-land, and greedy mana decks where destroying a nonbasic land changes the opponent's next turn. It is bad against basic-heavy aggressive decks, decks with no land chokepoint, and matchups where a five-mana creature is too slow unless its cost is reduced. Role change: whenObsidian Charmawis active, the deck can become land-disruption midrange; use earlyRagavan, Nimble PilfererandTerritorial Kavupressure to make the land destruction matter before the opponent rebuilds. -
Stubborn Denial: AddStubborn Denialagainst combo, control, cascade, big-mana payoff decks, and removal-heavy opponents where protecting a ferocious threat matters. It is bad when you cannot reliably keep a four-power creature on board or when the opponent's relevant cards are creatures and permanents already answered byFatal Push,Lightning Bolt,Leyline Binding, orWrath of the Skies. WithScion of Draco, largeTerritorial Kavu, escapedKroxa, Titan of Death's Hunger, orObsidian Charmawvisible, treatStubborn Denialas protection for the clock rather than generic permission. -
Wear // Tear: AddWear // Tearagainst artifacts, enchantments, prison permanents, graveyard hate artifacts/enchantments, hammer-style equipment, saga engines, and opposingopponent:leyline or binding effects. It is bad when the opponent has few visible targets and the matchup is decided by creatures, lands, or stack fights. Role change: do not overvalueWear // Tearas a blind answer; keep it when the opponent's known deck presents targets that either stop combat or invalidateLeyline Binding,Kroxa, Titan of Death's Hunger, or large creature pressure. -
Wrath of the Skies: AddWrath of the Skiesagainst go-wide creature decks, token decks, artifact creature boards, low-mana permanent decks, and opponents whose battlefield can overrunRagavan, Nimble PilfererandTerritorial Kavu. It is bad when your own cheap permanents are the pressure and the opponent commits only one large threat at a time. Role change: withWrath of the Skies, shift from pure curve-out aggro toward threat-light control; develop one resilient threat or hold a post-wrath threat instead of flooding the board.
Vs blue control or blue combo Side in: 2 Mystical Dispute; 2 Stubborn Denial Cut: 2 Fatal Push; 2 Lightning Bolt
- Plan rule: Add role cards that trade on the stack while preserving enough pressure to punish tapped-out turns. Reduce main-deck emphasis on creature removal when the opponent's visible creature count is low, but keep
Leyline Bindingbecause it answers planeswalkers, large permanents, and resolved engines that permission missed.
Vs big mana, Tron-style, Eldrazi, or colorless payoff decks Side in: 2 Consign to Memory; 2 Obsidian Charmaw; 2 Stubborn Denial Cut: 2 Fatal Push; 2 Doorkeeper Thrull; 2 Fable of the Mirror-Breaker
- Plan rule: Add role cards that attack lands, colorless payoffs, and the stack while maintaining a fast clock. Reduce main-deck emphasis on slow value and narrow creature interaction when the opponent is trying to resolve a few decisive noncreature cards. Keep
Ragavan, Nimble Pilfereron the play more aggressively because a single hit can help cast sideboard interaction or accelerateObsidian Charmawturns.
Vs artifact or enchantment permanent decks Side in: 2 Wear // Tear; 4 Wrath of the Skies Cut: 2 Consign to Memory; 2 Fable of the Mirror-Breaker; 2 Kroxa, Titan of Death's Hunger
- Plan rule: Add role cards that remove the battlefield instead of relying only on one-for-one damage. Reduce main-deck emphasis on slow graveyard pressure when the opponent can race with artifacts, tokens, or low-cost permanents. Keep
Leyline Bindingfor the highest-impact permanent and useWear // Tearon the permanent that either enables lethal pressure or prevents your creatures from attacking profitably.
Vs go-wide creature aggro Side in: 4 Wrath of the Skies Cut: 2 Consign to Memory; 2 Fable of the Mirror-Breaker
- Plan rule: Add role cards that reset crowded boards while keeping the cheapest removal and largest creatures. Reduce main-deck emphasis on slow value engines because early life total and board parity matter more. Use
Lightning BoltandFatal Pushto survive to the first favorableWrath of the Skies, then reload withTerritorial Kavu,Scion of Draco, or escapedKroxa, Titan of Death's Hunger.
Vs storm, cascade, or spell-chain combo Side in: 1 High Noon; 2 Stubborn Denial; 2 Mystical Dispute; 2 Consign to Memory Cut: 2 Fatal Push; 4 Leyline Binding; 1 Fable of the Mirror-Breaker
- Plan rule: Add role cards that stop the decisive turn rather than answering permanents after resolution. Reduce main-deck emphasis on expensive removal when the opponent's key turn occurs on the stack. Keep pressure hands with one counter over slow hands with multiple answers, and do not cast
High Noonif the legal board state shows it strands your only immediate lethal line unless waiting is visibly worse.
Vs fair midrange with removal and discard Side in: 2 Stubborn Denial; 2 Mystical Dispute Cut: 2 Consign to Memory; 2 Doorkeeper Thrull
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Plan rule: Add role cards only when they protect a large threat or fight blue interaction; otherwise preserve threat density. Reduce main-deck emphasis on cards that do not affect the opponent's board or hand in the visible matchup.
Kroxa, Titan of Death's Hungergains value in grindy games, so avoid reducing graveyard resources unless the opponent shows graveyard hate that must be answered. -
Play/draw adjustment: On the play, keep more
Ragavan, Nimble Pilfererpressure and consider narrower interaction if it protects the snowball. On the draw, valueFatal Push,Lightning Bolt,Wrath of the Skies, andLeyline Bindinghigher against creature starts, and valueStubborn Deniallower unless a four-power threat is likely to survive. -
Mulligan adjustment after sideboarding: Keep hands whose sideboard card matches the opponent's known axis and still cast a threat by turn one or two. Do not keep a hand solely because it contains
Wear // Tear,Mystical Dispute,Consign to Memory, orHigh Noonif the rest of the hand cannot pressure or survive the board shown by the matchup. -
Runtime legality rule: Follow the rules engine's legal actions over this map whenever a sideboard card has no legal target, cannot be cast, or conflicts with visible mana. Treat these plans as registered-75 guidance, not permission to invent sideboard quantities, hidden opponent cards, or unavailable actions.
Matchup Guidance
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Aggro: Prioritize stabilizing without giving up the ability to turn the corner. Keep hands with early interaction, one efficient threat, and mana that casts
Lightning Bolt,Fatal Push, orLeyline Bindingon time.Ragavan, Nimble Pilfereris strongest on the play before blockers exist, but on the draw it becomes expendable if trading preserves life.Territorial KavuandScion of Dracoare the main blockers that convert defense into lethal pressure, especially withLeyline of the Guildpactenabling domain. Add role cards:Wrath of the Skieswhen the opponent presents multiple cheap permanents. Reduce main-deck emphasis: slowFable of the Mirror-Breakervalue when the board is already pressuring life total. -
Control: Force the opponent to answer one threat at a time while keeping interaction for the turn that matters. Lead with
Ragavan, Nimble Pilferer,Territorial Kavu, orScion of Dracowhen legal, then useKroxa, Titan of Death's Hungerto tax cards across longer games.Leyline Bindingshould answer resolved planeswalkers, large permanents, or blockers rather than the first low-impact permanent. Add role cards:Mystical Disputeagainst blue stack interaction,Stubborn Denialwhen a four-power creature can be present, and sometimes extraConsign to Memoryif colorless or triggered threats matter. Reduce main-deck emphasis:Fatal Pushand excessLightning Boltwhen the opponent has few creatures. -
Combo: Present the fastest credible clock and hold disruption for the action that starts the kill or locks the game.
Ragavan, Nimble PilfererandTerritorial Kavuare pressure first; do not spend early turns on slow value unless the legal action list lacks meaningful pressure or interaction.Doorkeeper Thrullis valuable only when the opponent's visible or known plan depends on triggered abilities; do not treat it as universal hate. Add role cards:High Noon,Stubborn Denial,Mystical Dispute, and extraConsign to Memoryaccording to the opponent's axis. Reduce main-deck emphasis:Fatal Push, someLeyline Binding, and slowFable of the Mirror-Breakerwhen the combo is primarily stack-based. -
Tempo: Fight over mana efficiency and avoid walking one expensive answer into cheap protection. Use
Lightning BoltandFatal Pushon threats that are already pressuring life or enabling repeated advantage, and reserveLeyline Bindingfor a threat that cannot be cleanly handled by damage.Stubborn Denialis strongest when protectingTerritorial Kavu,Scion of Draco, or escapedKroxa, Titan of Death's Hungerfrom removal or bounce-like interaction. Add role cards:Mystical Disputeagainst blue tempo andStubborn Denialwhen your threat density supports ferocious. Reduce main-deck emphasis: narrow anti-trigger cards ifDoorkeeper Thrulldoes not affect the opponent's visible threats. -
Midrange: Trade resources while preserving the cards that scale into the late game.
Kroxa, Titan of Death's Hungeris a key pressure source when both players exchange removal, so do not exile or discard graveyard resources casually if escape may become legal.Fable of the Mirror-Breakeris important when the board is stable because it filters dead interaction and creates a must-answer permanent.Leyline Bindingshould answer the opponent's highest-impact permanent, not merely the first target. Add role cards:Stubborn DenialorMystical Disputeonly when they protect a real threat or fight blue haymakers. Reduce main-deck emphasis:Consign to MemoryandDoorkeeper Thrullif the opponent is mostly creatures and removal. -
Big mana: End the game before the opponent's expensive permanents dominate and use disruption on mana engines or payoff turns.
Ragavan, Nimble Pilfereris a premium play on the play because any hit can accelerate pressure or interaction.Territorial KavuandScion of Dracoare the clock; do not keep slow hands that only answer a single future threat. Add role cards: extraConsign to Memory,Obsidian Charmaw, andStubborn Denial. Reduce main-deck emphasis:Fatal Push, slowFable of the Mirror-Breaker, and narrow creature-only interaction when the opponent's key cards are lands, colorless spells, or large noncreature permanents. -
Graveyard: Keep pressure high and answer graveyard payoffs only when the visible engine is actually active.
Kroxa, Titan of Death's Hungerremains part of your own plan, so avoid overvaluing graveyard-denial lines that also weaken your escape route unless the opponent's graveyard plan is faster.Leyline Bindingcan cover resolved graveyard payoffs or hate permanents that stop your pressure. Add role cards:Wear // Tearif the opposing graveyard plan uses artifact or enchantment permanents, andStubborn DenialorMystical Disputeif the key turn is spell-based. Reduce main-deck emphasis:Doorkeeper Thrullunless triggered abilities are central to the opponent's graveyard engine. -
Artifact/enchantment: Treat the matchup as a battlefield-control fight where the permanent enabling the opponent's engine is often more important than a creature in combat.
Leyline Bindingshould be saved for the permanent thatLightning BoltandFatal Pushcannot touch, especially if it blocks attacks or generates repeated material. Add role cards:Wear // TearandWrath of the Skies; addConsign to Memorywhen colorless spells, activated artifacts, or triggered permanents are central. Reduce main-deck emphasis: slowKroxa, Titan of Death's Hungerpressure andFable of the Mirror-Breakerif the opponent can race before value matters. -
Go-wide: Preserve life total and avoid flooding your own battlefield before a reset if
Wrath of the Skiesis available or likely to matter.Lightning BoltandFatal Pushshould kill the creature that adds the most damage, enables attacks, or blocks your largest threat.Territorial KavuandScion of Dracoare stabilizers after the reset, not just attackers. Add role cards:Wrath of the Skies. Reduce main-deck emphasis:Consign to Memoryand slowFable of the Mirror-Breakerwhen the board is decided by creature volume. -
Single-threat: Use the cheapest answer that cleanly handles the visible threat and preserve broader answers for harder permanents.
Fatal PushandLightning Boltshould be used first when they are legal and sufficient;Leyline Bindingshould cover large, protected, or noncreature threats.Stubborn Denialcan protect a winning attacker once you are ahead, but it should not replace removal in hands that cannot answer the first threat. Add role cards:Stubborn Denialagainst stack-heavy single-threat decks. Reduce main-deck emphasis:Wrath of the Skiesunless the single-threat deck also has a low-cost permanent shell. -
Burn: Protect life total first, then race with the largest low-cost threat. Fetch and shock decisions matter; prefer mana lines that cast spells while minimizing avoidable life loss unless the legal action list requires untapped colors.
Lightning Boltcan go to a creature when that prevents more damage than pointing it at the opponent.Kroxa, Titan of Death's Hungeris valuable when it removes a card and creates a later threat, but do not keep a hand that only becomes relevant after too much damage. Add role cards:High Noononly if the opponent relies on multiple spells per turn, andStubborn Denialonly with reliable four-power pressure. Reduce main-deck emphasis: slowFable of the Mirror-Breaker. -
Removal-heavy: Make every threat demand a different answer and avoid committing all pressure into open removal without a reason.
Kroxa, Titan of Death's HungerandFable of the Mirror-Breakerare the best long-game cards when early creatures die.Arena of Glorycan make a threat more urgent when legal, but do not assume haste or combat success unless the engine presents the action and the board supports attacking. Add role cards:Stubborn DenialandMystical Disputewhen they protect a large threat or fight blue removal. Reduce main-deck emphasis: narrow removal if the opponent has few creatures.
Specific Matchup Notes
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General/archetype-only: exact opponents are not fixed, so revealed cards, public zones, registered matchup labels, and current legal actions override every assumption here. Treat these notes as routing hints for early mulligans, priority targets, and likely sideboard role cards, not as proof of hidden cards.
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Big mana and colorless shells: Race with
Ragavan, Nimble Pilferer,Territorial Kavu, andScion of Dracowhile using disruption on the turn that matters. Priority targets are mana permanents, colorless payoff spells, and resolved noncreature permanents that outscale combat. Likely sideboard direction: Add role cards:Consign to Memory,Obsidian Charmaw,Stubborn Denial. Reduce main-deck emphasis:Fatal Push, slowerFable of the Mirror-Breaker, and creature-only removal when few targets are visible. -
Blue tempo or control: Commit one threat at a time and protect the threat that will end the game fastest. Priority targets are counter-wars over
Leyline Binding, removal aimed atScion of DracoorTerritorial Kavu, and blue card-advantage spells that stabilize the opponent. Likely sideboard direction: Add role cards:Mystical Dispute,Stubborn Denial, and extraConsign to Memoryif colorless or triggered threats are visible. Reduce main-deck emphasis:Doorkeeper Thrullwhen opposing triggers are not central. -
Creature swarms and small-permanent decks: Preserve life total until
Wrath of the Skiescan reset the board or a large domain creature can dominate combat. Priority targets are haste creatures, lords, token engines, and permanents that convert many small bodies into lethal damage. Likely sideboard direction: Add role cards:Wrath of the Skies, withWear // Tearwhen artifacts or enchantments are part of the engine. Reduce main-deck emphasis:Consign to Memoryand slow value cards if the game is purely battlefield volume. -
Artifact or enchantment engines: Use
Leyline Bindingfor the permanent that damage cannot answer, and useWear // Tearonly on visible engine pieces or lock pieces that change combat, mana, or card flow. Priority targets are artifacts/enchantments that produce repeated advantage, stop attacks, or make removal ineffective. Likely sideboard direction: Add role cards:Wear // Tear,Wrath of the Skies, andConsign to Memorywhen colorless spells or triggered permanents matter. Reduce main-deck emphasis: slow graveyard plans if the opponent can snowball beforeKroxa, Titan of Death's Hungermatters. -
Burn and spell-chain aggro: Spend fetch and shock life only when it enables immediate spell casting or prevents more damage. Priority targets are creatures that represent repeated damage; do not point
Lightning Boltat the opponent when killing a creature saves more life across visible attacks. Likely sideboard direction: Add role cards:High Noonagainst multiple-spell turns andStubborn Denialonly with reliable four-power pressure. Reduce main-deck emphasis:Fable of the Mirror-Breakerwhen tempo is too slow. -
Graveyard and attrition decks: Protect your own
Kroxa, Titan of Death's Hungerescape plan while answering the opponent's visible graveyard payoff. Priority targets are active graveyard engines, hate permanents that stop your pressure, and removal that prevents a large escaped threat from ending the game. Likely sideboard direction: Add role cards:Wear // Tearfor artifact/enchantment hate or engines,Mystical Disputefor blue graveyard spells, andStubborn Denialwhen protecting a large threat matters. Reduce main-deck emphasis:Doorkeeper Thrullunless triggered abilities are visibly important.
Risk Summary
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Mana risk: The deck needs domain colors early, so fetch choices with
Wooded Foothills,Marsh Flats, andBloodstained Miremust balance life total against enablingLeyline Binding,Territorial Kavu,Scion of Draco, andKroxa, Titan of Death's Hunger. Avoid fetching a line that casts only the current spell if it strands multiple future cards. -
Matchup risk: Wrong role assignment loses games quickly; this deck can be beatdown or midrange, but it is poor at durdling without pressure. Reassess after every revealed card and public zone change.
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Draw risk: Hands with only interaction and no clock can fail against big mana or control, while hands with only threats can fold to fast creature starts. Mulligan toward a castable threat plus either mana stability or one relevant answer.
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Over-sideboarding risk: Too many reactive cards can dilute
Ragavan, Nimble Pilferer,Territorial Kavu,Scion of Draco, andKroxa, Titan of Death's Hunger. Add role cards only when they answer visible matchup structure or protect a real closing plan. -
Graveyard risk:
Kroxa, Titan of Death's Hungerdepends on graveyard resources, so careless discard, filtering, or graveyard-hostile plans can weaken the late game. Do not assume escape is available until the engine presents it as legal. -
Sweeper/removal risk:
Wrath of the Skiescan reset the wrong board if your own permanents matter more than the opponent's. UseLightning Bolt,Fatal Push, andLeyline Bindingin the order that preserves the broadest future answer. -
Closer risk:
Fable of the Mirror-Breakerand escapedKroxa, Titan of Death's Hungerare closers in attrition games, but they are slow against fast clocks. Prefer immediate pressure when life total or opponent inevitability is the visible constraint. -
Interaction risk:
Consign to Memory,Mystical Dispute, andStubborn Denialare powerful only when the legal target matters. Do not hold up interaction at the cost of losing a clean attack or deployable lethal clock unless the opponent's next visible turn is more dangerous. -
Sequencing risk:
Leyline of the Guildpactchanges domain math, but it is not a substitute for legal mana. Confirm current legal actions before assuming a spell can be cast or a combat bonus exists.
Test Feedback Checklist
- Deciding factor: Identify the visible sequence that actually decided the game: early
Ragavan, Nimble Pilfererdamage, a largeTerritorial KavuorScion of Draco, escapedKroxa, Titan of Death's Hunger, a resolvedFable of the Mirror-Breaker, a protectedLeyline Binding, or the opponent stabilizing before pressure mattered. - Mulligans: Record whether opening hands had a castable threat, enough fetch access through
Wooded Foothills,Marsh Flats, orBloodstained Mire, and a plan for domain. Flag hands that kept interaction without pressure or threats without the colors to cast follow-up spells. - Mana: Check every fetch and shock decision against life total, domain count, and stranded cards. Note when
Steam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine,Elegant Parlor,Zagoth Triome,Mountain,Swamp, orArena of Glorychanged available lines. - Velocity: Ask whether the deck spent turns adding pressure or merely answering. A turn that passes with
Lightning Bolt,Fatal Push, orConsign to Memoryavailable may be correct only if the visible opponent line is more dangerous than deploying a threat. - Engines: Track whether
Fable of the Mirror-Breaker,Kroxa, Titan of Death's Hunger, andLeyline of the Guildpactcreated material advantage or arrived too late. Note whetherDoorkeeper Thrullsuppressed relevant opponent triggers or sat as a low-impact body. - Removal: Review each
Lightning Bolt,Fatal Push, andLeyline Bindingtarget. Confirm the chosen answer preserved the broadest future interaction and did not spend the only clean answer on a threat combat could have handled. - Sideboard: Record which sideboard cards appeared, which were stranded, and which mattered:
Consign to Memory,High Noon,Mystical Dispute,Obsidian Charmaw,Stubborn Denial,Wear // Tear, andWrath of the Skies. Judge them by visible impact, not matchup theory alone. - Closing: Check whether the pilot turned stabilized boards into wins quickly enough. Flag games where
Scion of Draco,Territorial Kavu,Kroxa, Titan of Death's Hunger, orArena of Glorycould have shortened the clock. - Role: Ask whether Domain Zoo correctly played beatdown, midrange, or survival control after the first public clues. Wrong-role losses should be tagged separately from card-power losses.
- Mistakes: Identify legal-action mistakes, missed attacks, overexposed threats, unnecessary shock damage, poor priority passes, and sideboarded-card mismatches. Do not infer hidden cards unless revealed by the engine.
- Stranded cards: List cards stuck in hand and why: missing colors, no legal target, poor timing, graveyard shortfall for
Kroxa, Titan of Death's Hunger, or reactive cards drawn without a relevant opponent line. - Overperformers and underperformers: Mark cards by board state and matchup. A card overperformed only if it changed the visible clock, resource balance, or survivability; a card underperformed only if legal alternatives would likely have improved the visible position.
First Tuning Questions
- Card quantities: Is
Doorkeeper Thrulla four-copy main-deck card in the tested field, or does it create too many low-impact draws when opposing triggered abilities are not central? - Card quantities: Are two main-deck
Consign to Memoryenough to cover big mana, colorless payoffs, and triggered threats, or do they strand too often against creature-heavy fields? - Card quantities: Does the deck want both
Fable of the Mirror-Breakercopies as attrition closers, or are they too slow when the plan must be immediate pressure? - Card quantities: Is four
Kroxa, Titan of Death's Hungercorrect with the current graveyard flow, or do multiple copies clog early hands before escape is legal? - Mana: Does the land mix support early
Ragavan, Nimble Pilferer,Territorial Kavu,Leyline Binding, and black interaction without taking too much shock damage? - Mana: Is one
Zagoth Triomeenough for domain setup, or does entering tapped cost too many tempo games when pressure is required? - Mana: Does
Arena of Gloryclose enough games with large threats to justify any color or sequencing tension it creates? - Aggro plan: Are
Ragavan, Nimble Pilferer,Territorial Kavu, andScion of Dracoproducing enough early pressure against control and big mana, or is the deck spending too many turns reacting? - Control plan: Against creature swarms, are
Fatal Push,Lightning Bolt,Leyline Binding, andWrath of the Skiesenough to survive without diluting the threat count? - Closers: Does escaped
Kroxa, Titan of Death's Hungerend attrition games reliably, or are games being lost after stabilization because the closing clock is too slow? - Sideboard slots: Are
High Noon,Mystical Dispute,Stubborn Denial, andObsidian Charmaweach winning distinct matchups, or are some roles overlapping without enough game impact? - Sideboard slots: Is
Wear // Tearanswering the permanent types that actually beat this deck, or should artifact/enchantment coverage be reassessed after more logs? - Role conflicts: Does
Leyline of the Guildpactimprove domain and combat enough to justify hands where it does not affect the board immediately? - Role conflicts: Are reactive sideboard configurations causing losses by weakening the natural creature clock, especially when
Stubborn Denialneeds a large threat to be live? - Runtime quality: Are Veles decisions respecting legal actions, visible targets, and public information, or are mistakes coming from model role assignment rather than deck construction?
Veles Tactical Policy
Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: Ragavan, Nimble Pilferer; Territorial Kavu; Scion of Draco; Leyline of the Guildpact; Lightning Bolt; Fatal Push
Phase windows: pregame opening hand and mulligan decisions.
Runtime cues: prompt:mulligan; visible:opening hand; visible:land count
Use when: deciding whether the current hand can produce an early threat, domain progress, and at least one meaningful turn-two or turn-three line.
Avoid when: the hand has only reactive cards with no castable threat, or threats are stranded by visible mana.
Instructions: Keep hands with two or more lands or one land plus multiple fetchlands and a castable Ragavan, Nimble Pilferer or Lightning Bolt only when follow-up mana is visible. Prioritize hands that can cast Territorial Kavu or Scion of Draco on curve with domain support. Do not keep a hand because Leyline of the Guildpact is present if it lacks legal pressure or interaction.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Leyline Pregame Choice
Priority: Medium
Decision families: pregame
Cards: Leyline of the Guildpact
Phase windows: pregame opening hand reveal window.
Runtime cues: action:begin with Leyline of the Guildpact on the battlefield
Use when: the legal action explicitly offers starting with Leyline of the Guildpact from the opening hand.
Avoid when: no legal pregame Leyline action is exposed.
Instructions: Put Leyline of the Guildpact onto the battlefield from the opener when the rules engine presents the legal pregame action. Treat this as domain setup, not as a reason to ignore color requirements for future spells.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
Policy: First Threat Setup
Priority: Medium
Decision families: mana; priority
Cards: Ragavan, Nimble Pilferer; Territorial Kavu; Scion of Draco; Doorkeeper Thrull; Leyline of the Guildpact
Phase windows: turns one through three, main phases with priority.
Runtime cues: prompt:priority; action:cast; visible:hand; visible:available mana
Use when: choosing the first permanent or attacker that establishes pressure.
Avoid when: visible opponent board or stack requires immediate removal or counterplay to avoid falling behind.
Instructions: Lead with Ragavan, Nimble Pilferer when it can attack before being blanked. Prefer Territorial Kavu when domain makes it a real attacker. Cast Scion of Draco once legal and sized for combat dominance. Use Doorkeeper Thrull early when opposing triggered abilities are visibly central or expected from public matchup context.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Fetchland Domain Planning
Priority: High
Decision families: mana
Cards: Wooded Foothills; Marsh Flats; Bloodstained Mire; Steam Vents; Sacred Foundry; Overgrown Tomb; Godless Shrine; Elegant Parlor; Zagoth Triome; Mountain; Swamp
Phase windows: upkeep, main phases, combat when fetch activation is legal, opponent end step.
Runtime cues: action:activate; action:search; visible:available lands; visible:hand costs
Use when: a fetchland decision determines colors, domain count, life payment, or a future Leyline Binding, Territorial Kavu, or Scion of Draco line.
Avoid when: the legal action text only offers a non-strategic shuffle after no deck search target is available.
Instructions: Fetch for the colors that unlock the next two visible spells while growing domain. Use shocklands untapped when the current turn needs pressure or interaction; prefer tapped Zagoth Triome or Elegant Parlor only when tempo loss is acceptable. Preserve life against fast creature pressure unless losing one turn of tempo is worse.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Arena Of Glory Commitment
Priority: Medium
Decision families: mana; combat
Cards: Arena of Glory; Territorial Kavu; Scion of Draco; Kroxa, Titan of Death's Hunger; Ragavan, Nimble Pilferer
Phase windows: main phase before combat and creature casting decisions.
Runtime cues: action:activate Arena of Glory; visible:creature spell; visible:combat clock
Use when: deciding whether haste or counters from Arena of Glory materially changes the visible clock or combat math.
Avoid when: colored mana from Arena of Glory would strand required interaction or prevent casting the selected threat.
Instructions: Use Arena of Glory aggressively when it turns a large Territorial Kavu, Scion of Draco, or escaped Kroxa, Titan of Death's Hunger into immediate pressure. Do not spend it for a marginal attack if holding colored interaction is necessary.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Removal Target Gate
Priority: High
Decision families: interaction; priority
Cards: Lightning Bolt; Fatal Push; Leyline Binding; Wear // Tear; Wrath of the Skies
Phase windows: all priority windows, especially before combat damage, opponent end step, and response windows.
Runtime cues: action:cast Lightning Bolt; action:cast Fatal Push; action:cast Leyline Binding; action:cast Wear // Tear; action:cast Wrath of the Skies
Use when: selecting whether to answer a visible permanent or preserve interaction.
Avoid when: combat can handle the threat without losing an important attacker, or the target does not affect the next turn cycle.
Instructions: Spend Fatal Push on efficient creatures that block pressure or threaten lethal. Use Lightning Bolt as removal when it clears attacks or prevents a faster clock; preserve it for reach only when opponent life is low and survival is stable. Use Leyline Binding on threats that other removal cannot cleanly answer. Use sideboard sweepers only when the visible exchange favors rebuilding.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Leyline Binding Target Selection
Priority: Medium
Decision families: interaction; selection
Cards: Leyline Binding
Phase windows: priority windows when Leyline Binding is legal.
Runtime cues: action:target; action:cast Leyline Binding; visible:opponent permanents
Use when: Leyline Binding is being cast and the engine exposes one or more legal permanent targets.
Avoid when: a cheaper visible answer covers the same permanent and Leyline Binding is needed for a harder target.
Instructions: Target the permanent that most blocks the current attack plan, threatens the fastest loss, or invalidates future Territorial Kavu, Scion of Draco, or Kroxa, Titan of Death's Hunger pressure. Respect exact legal targets from the engine and do not assume hidden protection or future targets.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Burn Face Finish
Priority: High
Decision families: interaction; priority
Cards: Lightning Bolt
Phase windows: main phase, combat end, opponent end step, and stack response windows.
Runtime cues: action:target opponent Lightning Bolt
Use when: exactly one legal Lightning Bolt action targets the opponent, visible opponent life total is 3 or less, and no visible survival-required action is pending.
Avoid when: the stack contains an unresolved spell or ability that must be answered to prevent losing before Lightning Bolt resolves.
Instructions: Choose the opponent-targeting Lightning Bolt action when it represents visible lethal under current public life totals. If multiple lethal lines or defensive needs exist, route to light-model reasoning.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
Policy: Permission Commitment
Priority: High
Decision families: interaction; priority
Cards: Consign to Memory; Mystical Dispute; Stubborn Denial
Phase windows: stack response windows and opponent cast/trigger prompts.
Runtime cues: action:cast Consign to Memory; action:cast Mystical Dispute; action:cast Stubborn Denial; visible:stack
Use when: deciding whether to spend permission on a visible spell, ability, or trigger.
Avoid when: the stack object is low impact and spending permission would leave a known larger visible threat unanswered.
Instructions: Use Consign to Memory for colorless spells, triggered abilities, or high-impact legal targets when the visible stack object matters this turn cycle. Use Mystical Dispute mainly against blue stack objects. Use Stubborn Denial when ferocious or visible pressure makes protecting the board decisive. Do not counter just because a counterspell is legal.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Doorkeeper Timing
Priority: Medium
Decision families: priority; interaction
Cards: Doorkeeper Thrull
Phase windows: main phases and creature deployment windows.
Runtime cues: action:cast Doorkeeper Thrull; visible:opponent archetype; visible:battlefield triggers
Use when: deciding whether Doorkeeper Thrull should enter before other threats.
Avoid when: no relevant triggered abilities are visible or expected from public matchup context and a stronger clock is available.
Instructions: Deploy Doorkeeper Thrull before opposing triggered permanents can generate value when that suppression is relevant. Treat it as a disruptive body, not as the default best attacker. If it conflicts with developing Territorial Kavu or Scion of Draco, choose based on visible opponent engine risk.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Fable Tap-Out Gate
Priority: Medium
Decision families: priority; selection
Cards: Fable of the Mirror-Breaker
Phase windows: own main phase with three mana available.
Runtime cues: action:cast Fable of the Mirror-Breaker
Use when: choosing whether to spend a turn on Fable of the Mirror-Breaker instead of immediate pressure or held interaction.
Avoid when: tapping out lets a visible threat resolve, or the opponent is under a clock that rewards adding direct combat power instead.
Instructions: Cast Fable of the Mirror-Breaker when the game is becoming attritional, the board is stable enough for a slower engine, or the token can help future mana and attacks. Delay it when immediate Scion of Draco, Territorial Kavu, removal, or permission is more important.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Kroxa Escape Commitment
Priority: High
Decision families: priority; selection; mana
Cards: Kroxa, Titan of Death's Hunger
Phase windows: own main phase when graveyard and mana make escape legal.
Runtime cues: action:escape Kroxa, Titan of Death's Hunger; visible:graveyard; visible:available mana
Use when: deciding whether to escape Kroxa, Titan of Death's Hunger as the primary attrition finisher.
Avoid when: escaping consumes graveyard resources needed for another legal line, or tapping out exposes lethal on the backswing.
Instructions: Escape Kroxa, Titan of Death's Hunger when it stabilizes attrition, pressures hand and life, or creates a fast enough clock. Cast the front side early only when the discard/life pressure is worth spending mana despite the sacrifice clause shown by rules output.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Kavu Attack And Loot Discipline
Priority: Medium
Decision families: combat; selection
Cards: Territorial Kavu
Phase windows: declare attackers, combat damage trigger choices, postcombat selection prompts.
Runtime cues: action:attack with Territorial Kavu; prompt:choose Territorial Kavu mode; visible:domain count
Use when: deciding attacks or trigger modes for Territorial Kavu.
Avoid when: attacking trades down into visible blockers and the deck needs the body to keep Stubborn Denial or combat pressure live.
Instructions: Attack with Territorial Kavu when its size pressures life or forces favorable blocks. Use its selection trigger to improve hand quality or pressure the opponent according to visible resources. Do not assume a trigger mode exists unless the engine presents it.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Scion Combat Pressure
Priority: Medium
Decision families: combat; priority
Cards: Scion of Draco; Leyline of the Guildpact
Phase windows: own main phase, declare attackers, declare blockers.
Runtime cues: action:cast Scion of Draco; action:attack with Scion of Draco; visible:domain count; visible:keyword text
Use when: Scion of Draco can be deployed or used to shape combat.
Avoid when: casting it walks into visible stack interaction that would cost the whole turn and another threat can pressure safely.
Instructions: Cast Scion of Draco once domain makes it efficient and combat-relevant. Attack when its visible size and keywords improve the race or make blocks awkward. Use Leyline of the Guildpact domain changes only as shown by current legal actions and visible stats.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Ragavan Combat Gate
Priority: Medium
Decision families: combat
Cards: Ragavan, Nimble Pilferer; Lightning Bolt; Fatal Push
Phase windows: declare attackers and precombat removal windows.
Runtime cues: action:attack with Ragavan, Nimble Pilferer; visible:blockers; visible:removal actions
Use when: deciding whether to attack with Ragavan, Nimble Pilferer or clear a blocker first.
Avoid when: the attack loses Ragavan, Nimble Pilferer to a visible blocker without gaining damage, treasure, or card access.
Instructions: Attack with Ragavan, Nimble Pilferer when it connects or forces an exchange that improves tempo. Use Lightning Bolt or Fatal Push before combat only if clearing the blocker creates a materially better attack than preserving removal.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Sweeper Survival Gate
Priority: High
Decision families: interaction; sideboard
Cards: Wrath of the Skies
Phase windows: own main phase and legal cast windows after sideboarding.
Runtime cues: action:cast Wrath of the Skies; visible:opponent battlefield; visible:own battlefield
Use when: deciding whether a visible board requires a reset.
Avoid when: your own large threat is winning the race and the opponent board can be handled by spot removal or combat.
Instructions: Cast Wrath of the Skies when the opponent's board creates a faster visible clock or wider board than spot removal can answer. Choose payment and timing to preserve the most important follow-up threat when legal actions allow it.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Consign to Memory; High Noon; Mystical Dispute; Obsidian Charmaw; Stubborn Denial; Wear // Tear; Wrath of the Skies; Doorkeeper Thrull; Fatal Push; Lightning Bolt; Fable of the Mirror-Breaker; Kroxa, Titan of Death's Hunger
Phase windows: sideboarding after game one and after game two.
Runtime cues: prompt:sideboard; visible:matchup label; visible:game number
Use when: selecting a legal sideboard configuration from registered 75-card options.
Avoid when: requested adds or cuts exceed registered copies or conflict with the exact sideboard map.
Instructions: Add Wrath of the Skies against wide creature boards, Wear // Tear against artifacts or enchantments, Mystical Dispute and Stubborn Denial against stack-centric blue or spell decks, Obsidian Charmaw against greedy or big-mana lands, High Noon against multi-spell engines, and extra Consign to Memory against colorless or trigger-heavy threats. Reduce slower or lower-impact main-deck cards only as legal sideboard plans specify.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Artifact And Enchantment Answer
Priority: Medium
Decision families: interaction; sideboard
Cards: Wear // Tear; Leyline Binding
Phase windows: priority windows after sideboarding and permanent-response windows.
Runtime cues: action:cast Wear // Tear; action:cast Leyline Binding; visible:artifact; visible:enchantment
Use when: choosing between temporary broad removal and dedicated artifact/enchantment interaction.
Avoid when: the target is not materially affecting combat, mana, or a visible engine.
Instructions: Use Wear // Tear on artifacts or enchantments that constrain attacks, enable the opponent's engine, or threaten immediate advantage. Preserve Leyline Binding for permanents outside Wear // Tear coverage when both are legal and the board permits patience.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Pass With Interaction
Priority: Medium Decision families: priority; interaction Cards: Lightning Bolt; Fatal Push; Consign to Memory; Mystical Dispute; Stubborn Denial; Leyline Binding Phase windows: opponent turn priority, end step, and own main phase before passing. Runtime cues: action:pass; visible:available interaction; visible:stack empty Use when: choosing whether to pass while holding legal instant-speed actions. Avoid when: passing wastes mana and the opponent has no visible or context-supported threat worth answering. Instructions: Pass with interaction only when holding mana answers a plausible visible stack, combat, or permanent threat better than deploying another threat. Against unknown boards, prefer adding pressure unless the available answer lines up with public matchup information or visible opponent mana. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes