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Strategy Specifications

Deck Name And Archetype

  • Identity: Living End is a Modern Temur-based cascade graveyard combo-midrange deck using Violent Outburst and Shardless Agent to cast Living End from the library while returning cycled creatures and clearing opposing battlefields.

  • Registration check: The supplied main deck contains exactly 60 cards, the sideboard contains exactly 15 cards, and the registered total is 75 cards.

  • Copy-limit check: No nonbasic card exceeds four registered copies across main deck and sideboard; the largest four-copy groups are Curator of Mysteries, Force of Negation, Generous Ent, Street Wraith, Subtlety, Violent Outburst, Shardless Agent, Wistfulness, Endurance, and sideboard Obsidian Charmaw.

  • Format declaration: Treat the deck as Modern for tactical and sideboarding purposes, but require the rules engine or card database to confirm final legality before tournament-grade output.

  • Legality concern: Wistfulness requires card database validation; Card text check required, and the agent must not assume its mana value, type, timing, or legality until Veles or the rules engine exposes legal actions involving it.

  • Cascade integrity concern: The decks core plan depends on Violent Outburst and Shardless Agent finding Living End; verify every castable nonland spell other than Living End has mana value three or greater, with special attention to Wistfulness because its card text and mana value are not confirmed here.

  • Stock status: This is a stock-archetype Living End shell with rogue or hybrid tuning choices, especially maindeck Endurance, maindeck Wistfulness, a one-copy Sink into Stupor, and a sideboard heavily weighted toward land and artifact pressure through Obsidian Charmaw, Force of Vigor, and Ingot Chewer.

  • Archetype tags: Normalize the supplied duplicate tags to combo, midrange, cascade, and graveyard; the agent should treat the deck as combo-first when a protected cascade is available and midrange-control when graveyard hate, countermagic, or battlefield pressure makes immediate combo commitment poor.

  • Color and mana identity: The main deck is primarily blue-green-red, with Violent Outburst requiring red-green, Shardless Agent requiring green-blue, and free interaction from Force of Negation, Subtlety, and Endurance reducing dependence on untapped lands during opposing turns.

  • Mana-base concern: The fetchland and surveil-land package includes Misty Rainforest, Wooded Foothills, Breeding Pool, Steam Vents, Stomping Ground, Commercial District, Hedge Maze, Thundering Falls, Boseiju, Who Endures, Mistrise Village, Forest, and Island; runtime choices must balance color access, life total, tapped-land timing, and the need to hold cascade or pitch-interaction windows.

  • Role package preview: The deck wins by stocking the graveyard with cyclers such as Curator of Mysteries, Generous Ent, Street Wraith, Oliphaunt, Striped Riverwinder, and Colossal Skyturtle, then resolving Living End through cascade while using Force of Negation, Subtlety, Endurance, Boseiju, Who Endures, and Sink into Stupor to contest opposing disruption or speed.

  • Required coverage inventory: Later sections must explicitly cover every two-plus-copy main-deck nonland card: Colossal Skyturtle, Curator of Mysteries, Force of Negation, Living End, Generous Ent, Oliphaunt, Street Wraith, Subtlety, Violent Outburst, Shardless Agent, Wistfulness, and Endurance.

  • Sideboard coverage inventory: Later sections must cover every sideboard card in both the Sideboard Map and matchup guidance: Brazen Borrower, Brotherhood's End, Dismember, Faerie Macabre, Ingot Chewer, Mystical Dispute, Obsidian Charmaw, and Force of Vigor.

  • Opponent information status: No specific opposing deck, matchup spread, known sideboard plan, play/draw status, or testing concern was supplied, so pregame decisions should begin from unknown Modern opponent assumptions and update only from matchup labels, revealed cards, public zones, and legal actions supplied by the rules engine.

  • Runtime discipline: This guide is advisory only; Veles must choose only legal action IDs from the current engine prompt and must not infer hidden cards, guaranteed cascade outcomes, exact combat math, or unverified Wistfulness text beyond visible rules-engine output.

Thesis

  • Core assembly: This Living End deck assembles a graveyard full of large cycling creatures, then uses Violent Outburst or Shardless Agent to cascade into Living End, converting the graveyard into a battlefield while removing most opposing creatures from the battlefield.

  • Primary win pattern: Prioritize early cycling and land development, protect or time the first cascade, then win by attacking with returned Curator of Mysteries, Generous Ent, Oliphaunt, Striped Riverwinder, Colossal Skyturtle, and other creatures that entered from the graveyard.

  • Tactical identity: Treat the deck as combo-first when cascade is available and the opponent cannot visibly stop graveyard or stack execution, and treat it as midrange-control when graveyard hate, countermagic, pressure, or awkward mana makes waiting better than firing Living End immediately.

  • What this deck is not: Do not play as a normal creature-curve deck, do not spend early turns hardcasting expensive creatures unless the game has shifted into a post-hate fallback plan, and do not cascade merely because the action is legal when the graveyard is too small or the opponents visible board makes Living End low-impact.

  • Priority order: Build mana for Violent Outburst and Shardless Agent, put creatures into the graveyard, preserve a cascade spell, protect the cascade turn with Force of Negation, Subtlety, Endurance, Boseiju, Who Endures, or Sink into Stupor when legal, and only then optimize extra value.

  • Graveyard discipline: Count both graveyards before committing, because Living End affects opposing graveyard creatures too; when the opponent has better creatures in graveyard than you do, delay, interact, or find a different line unless survival requires immediate reset.

  • Unknown-card discipline: Wistfulness requires card database validation; Card text check required, so treat it only through legal actions and visible rules-engine output until Veles confirms its timing, cost, effect, and cascade compatibility.

Role Package

  • Threats: Curator of Mysteries, Generous Ent, Oliphaunt, Striped Riverwinder, and Colossal Skyturtle are the main bodies to stock in the graveyard before Living End; value them by returned power, evasion or resilience shown by the engine, and whether cycling or landcycling improves the next cascade window.

  • Payoffs: Living End is the payoff and battlefield reset, not a normal spell to draw and cast; prioritize cascade access over drawing extra copies, and recognize that drawn Living End can be awkward unless a legal discard, shuffle, or other engine-supported line appears.

  • Engines: Violent Outburst and Shardless Agent are the functional engine pieces because they convert any legal cascade cast into Living End; protect at least one when possible, and avoid exposing a cascade spell into obvious stack interaction unless waiting is worse.

  • Velocity: Street Wraith, Curator of Mysteries, Generous Ent, Oliphaunt, Striped Riverwinder, and Colossal Skyturtle provide graveyard velocity through cycling or similar legal actions when exposed; use them to find lands, increase post-Living End pressure, and keep hands from stalling without committing battlefield material.

  • Interaction: Force of Negation, Subtlety, Endurance, Boseiju, Who Endures, and Sink into Stupor are the main ways to contest opposing speed, hate, or stack pressure before the combo turn; spend them on cards that stop cascade, invalidate the graveyard, produce lethal pressure, or create a superior opposing Living End outcome.

  • Protection: Force of Negation protects the cascade turn against noncreature disruption when legal, Subtlety can buy time against creature pressure or hate creatures when legal, and Endurance can disrupt opposing graveyard plans or manage dangerous opposing graveyards before Living End resolves.

  • Recursion: Living End is the central mass-recursion effect; Colossal Skyturtle may offer recursion or bounce lines only if legal actions expose them, so choose those lines when they recover a cascade spell, answer hate, or preserve a winning battlefield plan.

  • Mana: Misty Rainforest, Wooded Foothills, Breeding Pool, Steam Vents, Stomping Ground, Commercial District, Hedge Maze, Thundering Falls, Forest, Island, Boseiju, Who Endures, and Mistrise Village support Temur cascade colors; prioritize green-blue for Shardless Agent, red-green for Violent Outburst, and enough blue cards/resources for pitch interaction.

  • Sideboard modules: Mystical Dispute supports stack fights, Force of Vigor, Ingot Chewer, and Brotherhood's End pressure artifacts or hate permanents when legal, Obsidian Charmaw attacks greedy mana, Dismember answers specific creatures, Faerie Macabre contests graveyards without relying on the stack, and Brazen Borrower provides a flexible tempo or threat role when its legal modes are exposed.

Primary Win Conditions

  • Cascade into Living End is the main win path: stock the graveyard with Curator of Mysteries, Generous Ent, Oliphaunt, Street Wraith, Striped Riverwinder, and Colossal Skyturtle, then cast Violent Outburst or Shardless Agent when the resulting battlefield is likely to be better for you than for the opponent.

  • Prioritize the first cascade when it converts at least two meaningful creatures into play, removes opposing battlefield pressure, or forces the opponent to answer a lethal two-turn board; delay when the opponent's graveyard creatures, visible hate, open stack interaction, or your weak graveyard makes Living End a low-impact reset.

  • Execute Violent Outburst more aggressively than Shardless Agent when instant timing is legally available and the opponent has tapped low, moved to combat, or committed creatures that Living End will clear; execute Shardless Agent when sorcery-speed pressure is acceptable or when preserving Violent Outburst for a later instant-speed window is more valuable.

  • Protect the cascade turn with Force of Negation when the rules engine exposes a legal pitch or hardcast counter line against noncreature interaction that would stop cascade, counter Living End, remove the graveyard, or lock out the graveyard plan.

  • Use Subtlety, Endurance, Boseiju, Who Endures, Sink into Stupor, and legal Colossal Skyturtle modes to create the cascade window when visible permanents, creatures, graveyard contents, or stack actions would otherwise make Living End fail; choose these support lines before firing the payoff if waiting one turn materially improves the outcome.

  • Win after Living End by attacking with the returned creature mass, not by preserving resources forever; once a strong board is in play, prioritize clean attacks, lethal sequencing, and holding only interaction that protects the clock or prevents an immediate reversal.

Secondary Win Conditions

  • Hardcast creature pressure is the main fallback when graveyard hate, drawn Living End, or missing cascade makes the combo unreliable; cast Endurance, Subtlety, Shardless Agent, and eventually landcycled threats such as Generous Ent, Oliphaunt, Colossal Skyturtle, or Striped Riverwinder only when the engine confirms legal mana and the game has shifted toward midrange combat.

  • Endurance beats are a real backup plan against graveyard decks, control decks, and stalled boards; use Endurance both to disrupt an opposing graveyard and to start a flash-pressure clock when holding it no longer protects a more important Living End turn.

  • Subtlety tempo can become a win path when it clears or delays a key creature and leaves a body for combat; choose this line when the visible opposing threat would race or block profitably and your hand or graveyard suggests the combo is not immediately ready.

  • Shardless Agent plus small creature combat is acceptable chip pressure when the opponent has graveyard hate but weak board presence; do not overvalue chip damage if casting Shardless Agent would spend the last cascade access into a bad Living End line.

  • Mistrise Village may provide creature-land or utility pressure only if the rules engine exposes a legal activation; Card text check required, so use it as a fallback attacker, mana sink, or utility permanent only from visible legal action text.

  • Boseiju, Who Endures and Sink into Stupor support fallback pressure by answering hate or tempo obstacles before combat; spend them on permanents that block the combo, prevent attacks, or create a faster opposing clock rather than on low-impact targets.

  • Wistfulness may contribute selection, interaction, or another role only as shown by legal engine actions; Card text check required, so never plan a win path around unverified Wistfulness text.

Emergency Lines

  • When behind on life, prioritize survival over combo purity: use Living End as a sweeper even with a modest graveyard if it removes lethal or near-lethal pressure and leaves any stabilizing board.

  • When behind on board, treat Violent Outburst and Shardless Agent as reset buttons before value engines; a mediocre Living End is correct if passing lets the opponent attack for lethal, protect a lethal board, or invalidate your next turn.

  • When behind on cards, preserve high-impact resources rather than cycling blindly; keep cascade access, pitch-card requirements for Force of Negation, and interaction that answers visible hate, then cycle only when legal actions improve land drops, graveyard size, or the next decision point.

  • When behind on mana, use landcycling and fetchlands to reach cascade colors before stocking extra creatures; Generous Ent, Oliphaunt, and any other legal land-search or cycling actions should prioritize casting Violent Outburst, Shardless Agent, and interaction on time.

  • When graveyard recursion is threatened, respond to visible graveyard hate before committing more resources if legal actions allow it; otherwise shift toward hardcast Endurance, Subtlety, Shardless Agent, creature-land pressure, and answering the hate permanent.

  • When opposing graveyards are dangerous, use Endurance or delay Living End if the opponent would return better creatures than you; if survival requires cascading anyway, accept the risk and choose the line that leaves the most blockers or fastest counterclock.

  • When win conditions are removed, rebuild through cycling, land drops, and hardcast threats; do not concede strategic agency just because one Living End failed, because the deck can still win with returned later waves, pitch-elemental pressure, and sideboarded interaction in post-board games.

Resource Model

  • Life is a setup resource until the opponent presents a short clock: spend life on Street Wraith, shocklands such as Breeding Pool, Steam Vents, and Stomping Ground, and fetch sequencing when the payoff is a faster cascade turn, a protected Force of Negation, or a larger graveyard for Living End.

  • Hand size is both fuel and protection: cycling or landcycling Curator of Mysteries, Generous Ent, Oliphaunt, Striped Riverwinder, Colossal Skyturtle, and Street Wraith converts cards into graveyard mass and selection, but preserve blue cards for Force of Negation or Subtlety when visible stack or creature threats matter.

  • Mana converts into timing windows: three mana enables Violent Outburst and Shardless Agent, four-plus mana makes hardcast Endurance, Subtlety, Force of Negation, Sink into Stupor, or large creatures more realistic, and landcycling converts early turns into exact colors rather than random draw steps.

  • Board material before Living End is disposable only when it does not weaken the cascade turn: Shardless Agent, hardcast Endurance, and hardcast Subtlety can trade or pressure, but avoid putting valuable creatures onto the battlefield if a near-future Living End would exile them without returning equal or better graveyard material.

  • Graveyard count is the main combo currency: prioritize putting high-impact creatures into your graveyard while tracking opposing graveyards, because Living End can return opposing creatures too and is not automatically favorable just because you can cascade.

  • Exile is a real cost: cards pitched to Force of Negation, evoked through Subtlety or Endurance, or otherwise exiled are no longer Living End bodies, so spend them when the protected window, survival gain, or disruption is worth losing that future material.

  • Lands are both mana and spell-equivalents: Boseiju, Who Endures answers visible hate or utility permanents when legal, fetchlands fix colors and fill the graveyard, and utility lands such as Mistrise Village require legal-action confirmation before being treated as pressure or support. Card text check required for Mistrise Village.

  • Sacrifice fodder is not a core resource in this list: do not preserve creatures for sacrifice lines unless a sideboard or revealed legal action explicitly creates one, and treat any sacrifice choice as rules-engine-dependent rather than assumed deck functionality.

  • Tempo is bought with free interaction and instant cascade: Force of Negation, Subtlety, Endurance, Brazen Borrower, Dismember, Faerie Macabre, and Violent Outburst let the deck act while tapped low, but using them too early can leave the actual cascade turn unprotected.

  • Information is converted through cycling choices, public graveyards, revealed cards, and opponent timing: delay commitment when visible mana, graveyard hate, stack interaction, or opposing graveyard contents make the first Living End poor; commit when waiting gives the opponent a stronger board, hate piece, or lethal attack.

  • Sideboard bullets are narrow resources: Force of Vigor, Ingot Chewer, Brotherhood's End, Obsidian Charmaw, Mystical Dispute, Dismember, Faerie Macabre, and Brazen Borrower should answer the matchup axis they were brought for, not be spent on low-impact targets merely to use mana.

Mana Guide

  • Build first toward cascade mana: prioritize access to red and green for Violent Outburst, green and blue for Shardless Agent, and enough total mana to cast either on turn three when the graveyard and matchup make that plan plausible.

  • Keep hands with a credible three-mana path: a functional opener normally needs lands, fetchlands, or landcycling through Generous Ent or Oliphaunt that reaches cascade colors; mulligan or distrust hands that cycle many cards but cannot produce the colors to cast Violent Outburst or Shardless Agent on time.

  • Use fetchlands as color commitments: Misty Rainforest and Wooded Foothills should find the shockland or land type that supports the next two turns, with Breeding Pool often covering blue-green, Stomping Ground covering red-green, and Steam Vents covering red-blue when hand texture demands it.

  • Respect tapped-land tempo: Commercial District, Hedge Maze, and Thundering Falls may enter tapped depending on their land text and game state, so choose them early when the turn does not need immediate mana and avoid them when they would miss a cascade, interaction, or sideboard-bullet window.

  • Sequence basics for life and resilience: fetch Forest or Island when life total, opposing land disruption, or color needs make basics sufficient, but do not take a basic that strands Violent Outburst, Shardless Agent, Force of Negation, Subtlety, or Endurance without a realistic follow-up color source.

  • Landcycle before normal draw-dependent planning when mana is missing: if Generous Ent or Oliphaunt has a legal land-search action and the hand lacks cascade colors, use the landcycling line before spending other selection so future decisions know the available colors. Card text check required for exact landcycling restrictions.

  • Play lands after cycling when land choice depends on the drawn card: use Street Wraith, normal cycling from Curator of Mysteries, and legal cycling actions first if no immediate landfall, mana, or discard-to-hand-size issue requires playing a land now.

  • Play lands before cycling when mana will be used this turn: make the land drop first if it enables a legal cycling chain, Violent Outburst, Shardless Agent, Endurance, Subtlety, Sink into Stupor, Boseiju, Who Endures, or sideboard interaction before the opponent's next meaningful action.

  • Preserve blue-card density for free counters: when choosing between cycling, pitching, or holding Curator of Mysteries, Colossal Skyturtle, Subtlety, Wistfulness, or another blue card, keep enough blue material for Force of Negation if the current game is likely to hinge on a noncreature hate or counterspell exchange. Card text check required for Wistfulness.

  • Do not over-shock without a timing reason: take untapped shocklands when it enables a same-turn action, a turn-three cascade, or protective interaction; take tapped lands or basics when the extra life is likely to matter and the engine shows no urgent legal action.

Mulligan Guide

  • Strong keep: keep two or three mana sources plus Violent Outburst or Shardless Agent, at least two graveyard enablers such as Street Wraith, Curator of Mysteries, Generous Ent, Oliphaunt, Striped Riverwinder, or Colossal Skyturtle, and one protection spell such as Force of Negation, Subtlety, or Endurance when the matchup can disrupt or race.

  • Medium keep: keep a hand with no cascade spell only when it has multiple cheap cyclers, a clear three-mana path, and interaction that buys time; this hand is a setup hand, so prioritize cycling and landcycling until Violent Outburst or Shardless Agent appears.

  • Risky keep: keep one-land hands only with Street Wraith plus landcycling through Generous Ent or Oliphaunt, and only when the legal land-search line can find cascade colors without relying on perfect draw steps.

  • Automatic ship: mulligan hands with Living End as the main action and no cascade spell, no functional graveyard setup, or no route to three mana; drawing Living End is not a castable plan unless the engine exposes a legal action.

  • Automatic ship: mulligan hands that cannot produce or find green by turn three and cannot interact meaningfully, because both Violent Outburst and Shardless Agent require green access.

  • Matchup-dependent keep: keep interaction-heavy hands with Force of Negation, Subtlety, and Endurance against fast combo, graveyard, or creature pressure when the hand still has a realistic cascade path; ship them when they only trade cards and never build a graveyard.

  • Play/draw adjustment: on the play, accept slightly slower graveyard setup if the hand has turn-three cascade and protection; on the draw, prefer hands with faster cycling, Subtlety, Force of Negation, or Endurance because the opponent gets the first development window.

  • Trap hand: do not keep many large creatures plus lands if the creatures are not actually entering the graveyard; Generous Ent, Oliphaunt, Curator of Mysteries, Striped Riverwinder, Colossal Skyturtle, and Street Wraith matter because they become graveyard material through legal cycling, landcycling, or channel-style actions, not because they are expensive bodies in hand.

  • Trap hand: do not keep Force of Negation plus too few blue cards if protecting the cascade turn is the plan; preserve Curator of Mysteries, Colossal Skyturtle, Subtlety, Wistfulness, or other blue cards only when legal card text and current hand structure support that role. Card text check required for Wistfulness.

Turn Arc

  • Turn 1 priority: establish mana and graveyard velocity before exposing a plan; use Misty Rainforest or Wooded Foothills to fix toward green-red or green-blue, cycle Street Wraith when life loss is acceptable, and landcycle Generous Ent or Oliphaunt if cascade colors are missing. Card text check required for exact landcycling restrictions.

  • Turn 1 deviation: hold a fetchland or blue card only when the visible matchup or current legal actions make Force of Negation, Subtlety, or Endurance more important than immediate velocity; do not delay mana fixing if it risks missing turn-three cascade.

  • Turn 2 priority: continue filling the graveyard with Curator of Mysteries, Striped Riverwinder, Colossal Skyturtle, Street Wraith, Generous Ent, and Oliphaunt, while choosing lands that leave turn-three Violent Outburst or Shardless Agent available.

  • Turn 2 deviation: keep mana open or preserve pitch cards when the opponent can present hate, a must-answer creature, or a stack fight; use Subtlety, Force of Negation, Endurance, Boseiju, Who Endures, or Sink into Stupor only if the rules engine offers a legal action and the exchange protects survival or the cascade turn. Card text check required for Sink into Stupor.

  • Turn 3 priority: cascade only when Living End is favorable from visible graveyards and battlefield state; prefer Violent Outburst at instant speed when passing keeps interaction open or lets the opponent commit creatures, and prefer Shardless Agent when sorcery-speed pressure is sufficient or the body matters after resolution.

  • Turn 3 deviation: delay cascade if the opponent's graveyard returns better creatures, visible hate is active, stack interaction is likely from revealed or public information, or your graveyard has too little material; spend the turn cycling, landcycling, holding Force of Negation, or using legal interaction instead.

  • Turns 4-5 priority: protect the first decisive Living End or set up a second wave; use extra mana to hardcast Endurance, Subtlety, or large creatures only when that line improves the board without weakening a pending cascade.

  • Turns 4-5 deviation: if the first Living End resolved, shift into combat and protection; attack with returned creatures when the damage race is favorable, preserve Force of Negation for sweepers or hate, and use Endurance to control graveyard recursion or shrink opposing future Living End value.

  • Late game priority: treat every cascade as a board-reset decision, not an automatic combo button; count visible creatures in both graveyards, current battlefield pressure, life totals, and available interaction before choosing Violent Outburst or Shardless Agent.

  • Late game deviation: win by hardcast threats and interaction when graveyards are hostile or depleted; Generous Ent, Oliphaunt, Colossal Skyturtle, Subtlety, and Endurance can become fair-game resources if the rules engine confirms legal casts and the cascade plan is currently worse.

Card Roles

  • Living End is the payoff, not a normal three-mana spell; treat it as the cascade hit that converts graveyard setup into a battlefield reset and creature swing. Cast or suspend it only when the rules engine exposes a legal action and the visible outcome is better than waiting. Before cascading, count both graveyards because Living End can return opposing creatures too. Do not cascade into a board where the opponent's graveyard is stronger unless survival, tempo, or a follow-up Endurance line justifies it. Drawing Living End is awkward but not fatal; preserve other copies for Violent Outburst and Shardless Agent, and use the drawn copy only through a legal engine-offered line.

  • Violent Outburst is the preferred cascade spell when instant timing matters. Use it on the opponent's end step, after attackers, after blockers, or in response to pressure only when the visible stack and board make that timing better than a main-phase Shardless Agent. The pump text can matter after creatures already exist, but do not treat it as the primary reason to cast the card unless combat damage is immediately relevant. Hold Violent Outburst when passing keeps Force of Negation, Subtlety, Endurance, or a bluff-relevant mana window available.

  • Shardless Agent is the proactive cascade body and the cleanest main-phase way to start the combo. Cast it when sorcery-speed cascade is acceptable, when a 2/2 artifact creature adds pressure after resolution, or when waiting exposes you to a worse board. Do not run Shardless Agent into obvious visible hate or a graveyard disadvantage just because it is legal; the body is secondary to resolving a favorable Living End.

  • Street Wraith is free velocity and graveyard material, but the life payment is a real resource. Cycle it early to find lands, cascade spells, protection, and more cyclers when life total is not under immediate pressure. Stop treating it as free against Burn-style pressure, large visible attackers, or low-life racing spots. After Living End, its body is a meaningful stabilizer and attacker, and swampwalk can matter only if the rules engine and visible lands make it relevant.

  • Curator of Mysteries is a premium blue cycler, evasive payoff, and pitch card. Cycle it early when the plan needs velocity or graveyard mass; preserve it when Force of Negation or Subtlety needs a blue card and the cascade turn is near. If a Curator of Mysteries is already on the battlefield, use its cycling/discard-triggered selection only according to legal engine prompts and visible card identities; do not assume hidden top cards. Returned copies pressure planeswalkers and life totals through flying, so they are among the best creatures to reanimate into stalled boards.

  • Generous Ent is mana fixing, graveyard size, and a large stabilizing body in one slot. Landcycle it when green access, a third land, or a fetchable typed land is missing; avoid holding it as a seven-mana creature unless the game has become a fair hardcast game. Its large body is important after Living End against creature decks, and any enter-the-battlefield value should be used only as exposed by the engine. Prioritize landcycling over speculative cycling when the hand cannot otherwise cast Violent Outburst or Shardless Agent on time.

  • Oliphaunt fixes red through Mountain landcycling and becomes a high-pressure reanimation body. Use it to find red-green or red-blue access when Violent Outburst or sideboard red cards matter. After Living End, account for trample and any attack requirements shown by the engine; pressure is valuable, but forced attacks can reduce blocking capacity. Do not strand Oliphaunt in hand as a hardcast plan unless mana is abundant and graveyard conversion is blocked.

  • Colossal Skyturtle is a flexible channel threat, late-game body, and recursion/tempo tool. Use its creature-bounce channel when a visible hate creature, lethal attacker, or key blocker must be removed temporarily and the engine exposes a legal target. Use its graveyard-recursion channel to recover Violent Outburst, Shardless Agent, Force of Negation, Endurance, or another important card only when returning that card is worth putting Colossal Skyturtle into the graveyard and spending mana. After Living End, flying plus ward makes it one of the strongest finishers; do not pitch it casually when it is your best future threat.

  • Subtlety is tempo interaction, pitch protection, and a reanimation creature. Use evoke on creature or planeswalker spells that would stop the combo, race you before turn three, or invalidate the board after Living End. Pitching a blue card is costly, so compare whether Force of Negation needs that card more. If evoked and sacrificed, Subtlety can become graveyard material for Living End; if exiled to another pitch spell, it will not return. Hardcast it in longer games when flash, flying pressure, or defense matters more than saving it as a pitch spell.

  • Force of Negation protects the cascade turn and stops noncreature engines, hate, and combo. Use it for visible noncreature spells that counter Living End, exile graveyards, lock cascade, sweep your returned board, or win before your plan resolves. Do not spend it on low-impact card selection or mana development unless the matchup and current clock make that exchange decisive. Preserve blue cards for it, especially Curator of Mysteries, Subtlety, Colossal Skyturtle, Striped Riverwinder, and any verified blue Wistfulness role.

  • Endurance is graveyard control, flash defense, and a resilient fair threat. Target the opponent when their graveyard would make Living End bad, when a graveyard combo is developing, or when a specific public graveyard card must be removed from access. Target yourself only when legal and strategically necessary, such as protecting against mill, recovering resources, or denying an opponent's graveyard interaction; do not shuffle away your own stocked graveyard before cascade without a strong visible reason. Evoke can put Endurance into your graveyard for a later Living End, but the exiled green card is gone.

  • Wistfulness must be treated as a verified-text dependency. Card text check required. Until verified, do not assume it cycles, pitches to blue or green pitch spells, fills the graveyard, selects cards, or affects cascade math. If the rules engine exposes a legal action from Wistfulness, use the action text, mana cost, card type, and visible outcome to classify it as velocity, interaction, selection, or setup in that moment. If metadata confirms it is blue, it may support Force of Negation and Subtlety; if it confirms graveyard movement, it may support Living End setup.

  • Striped Riverwinder is a single-copy blue cycler that becomes a protected post-combo threat. Cycle it when looking for lands, cascade, or protection; preserve it only when a blue pitch card is more valuable than the graveyard body. Its hexproof body is excellent against removal-heavy decks after Living End, so do not undervalue one copy in matchups where a single protected attacker can finish the game.

  • Sink into Stupor is a flexible interaction or mana-slot card only when the engine exposes the relevant face or action. Use it as interaction for visible spells or nonland permanents when bouncing or delaying that object protects the combo, prevents lethal pressure, or clears hate. Use it as a land when hitting mana is more important than holding a speculative answer. Do not rely on it as permanent removal; it usually buys time rather than solving the card forever.

  • Boseiju, Who Endures is the cleanest main-deck answer to visible artifact, enchantment, or nonbasic land hate. Channel it when a permanent is stopping cascade, graveyard use, or combat math, and accept the opponent's possible land compensation only when removing the object matters more. As a land, it provides green and should not be spent casually if green mana is constrained.

  • The fetchland and typed-land package is a role card, not just mana. Misty Rainforest and Wooded Foothills find the shock, surveil, and basic lands that make turn-three cascade possible while managing life total. Breeding Pool, Steam Vents, Stomping Ground, Commercial District, Hedge Maze, and Thundering Falls should be chosen by required colors and whether tapped timing is acceptable. Forest and Island reduce life loss and play through some land pressure. Mistrise Village should be treated as a mana source unless the engine exposes exact utility text; Card text check required for non-mana tactical use.

Interaction Priorities

  • Priority: Protect the cascade turn before fighting over marginal exchanges. Save Force of Negation, Subtlety, Boseiju, Who Endures, Sink into Stupor, Colossal Skyturtle, and Endurance for cards that stop Living End, exile or neutralize the graveyard, prevent cascade, counter the payoff, or create lethal pressure before the next cascade window.

  • Counter first: Use Force of Negation on visible noncreature hate, counterspells, combo engines, planeswalkers, sweepers, or prison pieces that would make Violent Outburst or Shardless Agent fail to produce a winning Living End. Do not spend Force of Negation on cantrips, mana rocks, discard after the key card is already gone, or low-impact value spells unless the opponent is clearly assembling a faster kill.

  • Tempo first: Use Subtlety on creature or planeswalker spells that either stop the combo, present a pre-combo lethal clock, or dominate the post-Living End battlefield. Against fair creature decks, it is often better to let ordinary attackers resolve so Living End can clear them, but answer hate creatures, snowball threats, and planeswalkers that will survive or invalidate the swing.

  • Exile/shuffle first: Use Endurance on the opponent when their graveyard makes Living End bad, when they are a graveyard combo deck, or when a public graveyard card is about to be reused. Avoid targeting yourself before cascade unless the visible legal context demands it, because shuffling away Curator of Mysteries, Street Wraith, Generous Ent, Oliphaunt, Colossal Skyturtle, Subtlety, Endurance, or Striped Riverwinder weakens the payoff.

  • Remove or bounce first: Use Boseiju, Who Endures, Sink into Stupor, or Colossal Skyturtle on a visible permanent that blocks cascade, attacks the graveyard, prevents attacks, or creates immediate lethal pressure. Bounce is a tempo answer, so prefer it when the same turn contains cascade, lethal, or a clear survival need; do not bounce a replaceable creature merely to spend mana.

  • Bait deliberately: Lead with the less precious cascade spell when both Violent Outburst and Shardless Agent are available and the opponent may have interaction. Shardless Agent can draw sorcery-speed resistance and still leaves Violent Outburst for an end-step or combat-window attempt; Violent Outburst should be preserved when instant timing is the main way to beat open mana.

  • Ignore deliberately: Let small creatures, routine card selection, ordinary removal aimed at pre-combo creatures, and nonlethal damage resolve when they do not change the next cascade window. Trading pitch cards for low-impact spells is a common way to arrive at turn three with no protection and no stocked graveyard.

  • Archetype shift: Against fast combo, treat Force of Negation, Subtlety, and Endurance as survival tools first and graveyard setup second. Against fair midrange, preserve card count and build a large graveyard. Against control, fight over timing, use end-step Violent Outburst, and avoid exposing the only cascade spell without protection. Against graveyard decks or mirrors, evaluate whether Endurance improves your Living End or denies theirs before committing.

Combat And Trading Rules

  • Attack after Living End when the returned board advances lethal or forces blocks that favor your larger creatures. Curator of Mysteries, Colossal Skyturtle, Striped Riverwinder, Generous Ent, Oliphaunt, Subtlety, and Endurance are your real battlefield material; do not trade them for small creatures unless the exchange protects life total, removes a key blocker, or closes the race.

  • Preserve the engine before combo by avoiding unnecessary combat with hardcast or flashed creatures. A flashed Endurance or hardcast Subtlety can block when survival requires it, but losing a future reanimation body or pitch resource before the cascade turn is costly.

  • Block aggressively only at danger thresholds. If life total is high enough to take a hit and cascade is imminent, taking damage is often better than losing Endurance, Subtlety, or a hardcast threat; if the next attack threatens lethal or forces bad future blocks, trade or chump with the least important body.

  • Stabilize creature matchups by making Living End convert their battlefield into your battlefield advantage. Before cascade, avoid killing or bouncing ordinary creatures unless they are lethal or disruptive; after cascade, use large bodies to block profitably and force the opponent to rebuild into your pressure.

  • Race combo and control differently. Against combo, attack with any meaningful post-combo clock while holding interaction for their kill. Against control, do not overvalue tiny damage before the combo; the important combat step is the first attack after Living End resolves, especially with flying or protected threats.

  • Protect key attackers when pressure is already established. If a single Colossal Skyturtle, Striped Riverwinder, or large Generous Ent represents the cleanest clock, use interaction to stop removal, bounce, graveyard reset, or sweeper effects only when the legal action clearly protects the winning board.

  • Trade down only when the clock demands it. Do not trade a large reanimated creature for a small blocker just to clear damage unless the remaining board still threatens lethal or the opponents card is strategically important. Preserve evasive attackers when ground combat is stalled.

  • Respect forced or risky attacks from card text only as the engine exposes them. Oliphaunt, Mistrise Village, Wistfulness, and any unfamiliar visible ability require rules-engine confirmation; if a legal action implies mandatory attack, pump, or utility text, follow the legal choices while explaining the visible tactical consequence.

Selection And Tutor Rules

  • Selection goal: Put large creatures into the graveyard while keeping enough mana, cascade access, and protection to resolve Living End. Treat Curator of Mysteries, Street Wraith, Generous Ent, Oliphaunt, Colossal Skyturtle, and Striped Riverwinder as graveyard material first unless the visible game state requires hardcasting, pitching, or channeling them.

  • Free cycling: Use Street Wraith early when life total is not under immediate pressure and the extra card meaningfully improves land drops, cascade access, or graveyard size. Delay Street Wraith when life is low against burn or prowess-style pressure, when preserving a black card identity matters only if the engine exposes one, or when a known top card should not be disturbed.

  • Mana cycling: Use Generous Ent and Oliphaunt to fix the first three turns before spending fetchlands carelessly. Prioritize lands that enable Violent Outburst, Shardless Agent, and pitch interaction; a stocked graveyard is not useful if the third-turn cascade spell is stranded.

  • Blue cycling: Use Curator of Mysteries and Striped Riverwinder to increase both hand quality and Living End payoff size. If Curator of Mysteries exposes a visible triggered selection choice while cycling another card, resolve it toward finding lands, cascade, or protection before marginal extra bodies.

  • Wistfulness check: Card text check required. If the engine exposes Wistfulness as draw, filter, discard, surveil, mill, or graveyard setup, use it only when the legal text improves cascade access, graveyard density, protection, or land development without walking into a known timing penalty.

  • Pseudo-tutor role: Treat landcycling from Generous Ent and Oliphaunt as the deck's main tutor package. Find colored sources that unlock the next planned legal action, not the land with the most theoretical future value.

  • Fetch sequencing: Use Misty Rainforest and Wooded Foothills after deciding whether landcycling already found the required color. Fetch before draw/filter only when the deck should remove an unwanted land type from future draws; fetch after draw/filter when the current card choice could change which shock, surveil, or typed land is needed.

  • Land-drop timing: Make the land drop before cascade when the land enables Violent Outburst, Shardless Agent, Force of Negation backup, Subtlety hardcast lines, or channel/interaction mana. Delay a land drop only when visible selection, cycling, or fetch information could change which land is correct and no legal action requires mana immediately.

  • Recursion selection: Use Colossal Skyturtle channel or similar visible graveyard-return text only when the target card immediately restores a missing cascade spell, protection spell, or lethal board. Do not spend graveyard material for a slow value return when Living End is still the cleaner engine.

  • Graveyard self-management: Avoid targeting yourself with Endurance before a planned Living End unless the legal context requires survival, prevents decking, or protects against an opposing graveyard play that is worse than losing your graveyard. A self-Endurance reset usually undoes the deck's selection work.

Priority And Stack Rules

  • Priority default: Pass priority when no legal instant-speed action protects the cascade plan, stops a decisive opponent action, or creates a better Living End window. This deck wins by choosing the right fight, not by spending every available response.

  • Cascade commitment: Cast Violent Outburst at instant speed when the opponent is tapped low, after they commit attackers, on their end step, or when waiting gives them a better hate or counterspell window. Cast Shardless Agent when sorcery-speed pressure is acceptable, when baiting interaction is useful, or when the available mana cannot support the instant plan.

  • Cascade stack discipline: Once Violent Outburst or Shardless Agent is on the stack, protect the cascade chain and resulting Living End from visible counters, graveyard hate, or stack interaction. Do not pitch Force of Negation, Subtlety, or Endurance to fight over irrelevant spells while the cascade payoff is pending.

  • Letting spells resolve: Let ordinary creatures, removal aimed at nonessential pre-combo bodies, cantrips, and low-impact development resolve when Living End will answer them or outscale them. Intervene only when the spell changes the next cascade turn, presents lethal, attacks the graveyard, or blocks cascade legality.

  • Force of Negation windows: Use Force of Negation on noncreature stack objects that counter Living End, exile or lock the graveyard, prevent cascade, combo kill first, or sweep the post-combo board. Be cautious pitching the only blue card if that card is the best cycler, threat, or future interaction in hand.

  • Subtlety windows: Use Subtlety against creature or planeswalker spells that stop cascade, create immediate lethal pressure, or survive Living End in a way that dominates the battlefield. Let normal creatures resolve when they become liabilities after Living End.

  • Endurance windows: Use Endurance at instant speed against opposing graveyard recursion, opposing Living End-style graveyard setups, delirium/escape-style payoffs, or a lethal graveyard spell. Prefer targeting the opponent unless the engine shows a concrete reason self-targeting is required.

  • Bounce and channel timing: Use Boseiju, Who Endures, Sink into Stupor, and Colossal Skyturtle in the last safe window before cascade, lethal combat, or survival-critical damage. Temporary answers should convert immediately into a resolved Living End, a protected attack, or another decisive turn.

  • Combat windows: After attackers are declared, consider Violent Outburst before blocks when instant-speed cascade turns the opponent's attack into a one-sided battlefield reset. After blocks, use interaction only if the resulting board or life total is materially better than saving resources for the next cascade or attack.

  • Optional payments and triggers: Accept optional effects only when the engine's legal text advances mana, protection, graveyard size, or lethal pressure. Decline optional costs that consume the mana needed for Force of Negation backup, channel abilities, or the next cascade spell unless the current stack makes that cost decisive.

Sideboard Map

  • Sideboard principle: Change only the cards that improve a specific contested axis while preserving cascade density, graveyard body count, blue pitch count, and three-mana access. Living End still needs stocked graveyards, a legal cascade spell, and enough protection to resolve it; do not overload on reactive cards until the deck stops functioning as a combo deck.

  • Mystical Dispute: Add against blue decks where counter wars, Teferi-style stack pressure, or blue combo protection decide the game. Its role is protecting Violent Outburst, Shardless Agent, and Living End turns while also fighting opposing blue threats; it is weaker against creature-heavy nonblue decks, artifact decks without blue interaction, and matchups where one-mana counter text is rarely live.

  • Force of Vigor: Add against artifact or enchantment hate that can stop the graveyard, cascade, or post-Living End attack. Prioritize it against Rest in Peace, Leyline of the Void, Chalice of the Void, The One Ring, artifact mana, and prison pieces when visible legal targets exist; reduce emphasis when the opponents hate is creature-based, stack-based, or mostly lands.

  • Ingot Chewer: Add when artifact permanents are the main obstacle and a cheap answer with creature-card upside matters. Use it as an early artifact answer that can later return through Living End if it reaches the graveyard; it is poor against enchantment hate, creature combo without artifacts, and blue decks where a sorcery-speed artifact answer walks into counterspell pressure.

  • Brazen Borrower: Add when a temporary bounce effect opens a cascade window through hate, large threats, tokens, planeswalkers, or a single problematic permanent. Treat it as tempo interaction first and a secondary evasive body second; it is weaker when the opponent has many redundant hate permanents or when returning the permanent to hand does not create an immediate Living End or lethal window.

  • Dismember: Add against creature decks where one specific creature changes the race or blocks the combo plan before Living End can reset the board. Use it on hate creatures, fast threats, or creatures that survive or invalidate the expected battlefield; avoid it against decks where life payment is dangerous and normal opposing creatures are already handled by Living End.

  • Brotherhood's End: Add against small-creature boards, artifact clusters, and decks that pressure before turn three with multiple low-toughness threats. Use the mode shown by the engine that actually matters for the visible board; it is weaker when your own post-combo battlefield is already established, when the opponents threats are too large, or when the main threat is graveyard hate that Brotherhood's End cannot legally answer.

  • Faerie Macabre: Add against graveyard mirrors, reanimation, dredge-style engines, and decks where a free graveyard action is needed while holding cascade mana. Its role is interaction that does not require tapping lands; it is weaker against fair creature decks, blue control without graveyard reliance, and hate-piece matchups where the graveyard problem is a permanent rather than cards in a graveyard.

  • Obsidian Charmaw: Add against Tron, big-mana, greedy nonbasic manabases, and control decks where destroying a key nonbasic land changes the clock or forces the opponent to act without protection. Its role changes from disruption to threat when it can be cast cheaply and pressure planeswalkers or life totals; it is poor against basic-heavy decks, fast creature decks, and games where a six-mana land-destruction body is slower than cascading.

Blue Control / Counterspell Decks Side in: 3 Mystical Dispute, 1 Brazen Borrower Cut: 1 Sink into Stupor, 1 Oliphaunt, 1 Wistfulness, 1 Generous Ent

Artifact Or Enchantment Hate Decks Side in: 2 Force of Vigor, 1 Ingot Chewer, 1 Brazen Borrower Cut: 1 Sink into Stupor, 1 Wistfulness, 1 Oliphaunt, 1 Curator of Mysteries

Small Creature Aggro Side in: 2 Brotherhood's End, 1 Dismember, 1 Brazen Borrower Cut: 1 Force of Negation, 1 Wistfulness, 1 Oliphaunt, 1 Colossal Skyturtle

Graveyard Mirror Or Reanimator Side in: 1 Faerie Macabre, 3 Mystical Dispute Cut: 1 Sink into Stupor, 1 Oliphaunt, 1 Wistfulness, 1 Generous Ent

Tron / Big Mana / Greedy Nonbasic Mana Side in: 4 Obsidian Charmaw, 2 Force of Vigor Cut: 1 Sink into Stupor, 2 Oliphaunt, 1 Wistfulness, 1 Generous Ent, 1 Curator of Mysteries

  • Against blue control: Add role cards: Mystical Dispute, Brazen Borrower, and sometimes Force of Vigor if visible or known enchantment/artifact hate is central. Reduce main-deck emphasis: slower landcyclers and flexible interaction that does not fight stack battles. Protect the first serious cascade attempt, but do not throw away Force of Negation or Mystical Dispute on cantrips unless the legal stack context shows the opponent is assembling a decisive turn.

  • Against artifact prison: Add role cards: Force of Vigor, Ingot Chewer, Brazen Borrower, and sometimes Brotherhood's End when small artifacts are clustered. Reduce main-deck emphasis: slow graveyard-building cards that do not answer a lock. Use bounce only when the returned permanent enables an immediate cascade or attack; prefer destruction when the same hate piece can be replayed before you can win.

  • Against enchantment graveyard hate: Add role cards: Force of Vigor and Brazen Borrower. Reduce main-deck emphasis: interaction that cannot touch the hate permanent. Do not cascade into an empty or locked graveyard just because the action is legal; first clear or bounce the hate if the engine exposes a legal line.

  • Against fast creature decks: Add role cards: Brotherhood's End, Dismember, and Brazen Borrower. Reduce main-deck emphasis: painful cycling, slow channel value, and narrow stack interaction when the opponent is presenting mostly creatures. Preserve life total when deciding whether to cycle Street Wraith; surviving to the first Living End is more important than adding one extra creature if the board is already lethal.

  • Against burn or prowess-style pressure: Add role cards: Dismember only when a specific creature must die, Brotherhood's End when it clears multiple visible threats, and Mystical Dispute only if blue stack interaction or blue threats are actually relevant. Reduce main-deck emphasis: Street Wraith cycling at low life and expensive value lines. Avoid spending life for Dismember unless the prevented damage or protected combo turn is clearly worth it.

  • Against graveyard mirrors: Add role cards: Faerie Macabre, Mystical Dispute, and sometimes Endurance remains a core main-deck role rather than a sideboard change. Reduce main-deck emphasis: slow selection that does not interact with the opponents graveyard or stack. Hold free graveyard interaction for the opponents commitment window when possible, but respect the engines legal timing and choose only visible graveyard targets.

  • Against Tron and big mana: Add role cards: Obsidian Charmaw, Force of Vigor, and sometimes Mystical Dispute if their decisive spells or protection are blue. Reduce main-deck emphasis: redundant slow cyclers. Use Obsidian Charmaw to break the land engine when the engine exposes a legal target that delays their decisive turn; do not abandon a protected turn-three cascade merely to pursue land destruction that arrives too late.

  • Against creature-combo decks: Add role cards: Dismember, Brazen Borrower, Subtlety remains a main-deck role, and Mystical Dispute only when blue spells are central. Reduce main-deck emphasis: slow graveyard setup that fails to interact before the combo turn. Use Living End as both reset and clock, but stop the creature or stack object that wins before cascade resolves.

  • Against midrange: Add role cards: Brazen Borrower, selective Mystical Dispute against blue builds, and Force of Vigor only for real hate. Reduce main-deck emphasis: narrow answers that do not line up with discard, removal, or graveyard hate. Accept that some post-board games are attrition games; keep enough cyclers and threats so a late Living End is still lethal.

  • Sideboard legality check: Exact plans are baselines, not forced runtime choices. If the rules engine, matchup metadata, or revealed cards show a different configuration is legal and tactically superior, choose from legal sideboard actions while keeping the registered 75 intact and preserving the decks cascade plan.

Matchup Guidance

  • Aggro decks: Preserve life and reach a clean first Living End before maximizing graveyard size. Treat Street Wraith cycling as conditional when life is under pressure; one extra creature in the graveyard is not worth enabling lethal burn or haste damage. Add role cards: Brotherhood's End, Dismember, and Brazen Borrower. Reduce main-deck emphasis: slow value setup, excess painful cycling, and narrow stack interaction when the opponent is mostly battlefield-based. Use Subtlety to buy the turn that lets Violent Outburst or Shardless Agent resolve, but do not pitch a key blue card if the visible attack is already survivable.

  • Burn decks: Minimize self-inflicted damage and force them to win through a fast, protected graveyard swing. Do not cycle Street Wraith at low life unless the legal decision is clearly necessary to find cascade, interaction, or lethal. Add role cards: Dismember only for a visible creature whose damage matters, Brotherhood's End if it clears multiple threats, and Mystical Dispute only against blue burn-adjacent shells. Reduce main-deck emphasis: expensive channel lines and speculative draw. Force of Negation should answer a decisive noncreature spell or hate piece, not a low-impact spell that does not change the race.

  • Go-wide creature decks: Use Living End as a sweeper first and a reanimation spell second. A small graveyard is enough if it resets a lethal board and leaves any pressure. Add role cards: Brotherhood's End, Dismember, and Brazen Borrower. Reduce main-deck emphasis: slow graveyard padding and interaction that cannot affect the board. If Brotherhood's End is legal and clears the visible battlefield without harming a committed post-Living End board too much, consider it before spending the cascade turn; if cascade is already lethal or stabilizing, preserve sideboard sweepers for the next rebuild.

  • Single-threat creature decks: Prioritize tempo answers that stop the one visible threat from ending the game before cascade. Subtlety, Brazen Borrower, Dismember, and Colossal Skyturtle channel lines can buy time, but use each only when the legal target is the actual clock or hate carrier. Add role cards: Brazen Borrower and Dismember. Reduce main-deck emphasis: broad sweep setup if the matchup presents one resilient threat at a time. Living End is strongest when it both removes the threat and returns enough creatures to close before the opponent recasts or replaces it.

  • Control decks: Make them answer repeated cascade threats while protecting the commitment turn. Add role cards: Mystical Dispute, Brazen Borrower, and sometimes Obsidian Charmaw against greedy nonbasic mana. Reduce main-deck emphasis: slow landcyclers and flexible cards that do not fight counterspells or hate. Prefer end-step Violent Outburst when legal because it can force action before your turn, but do not jam into open interaction if waiting preserves Force of Negation, Mystical Dispute, or another cascade spell. Force of Negation should protect Living End, answer graveyard hate, or stop a game-ending noncreature spell.

  • Tempo decks: Respect both clock and stack pressure; the winning line is often a smaller Living End that resolves before their soft permission and pressure compound. Add role cards: Mystical Dispute, Brazen Borrower, and selective Dismember for a visible threat that shortens the clock. Reduce main-deck emphasis: slow setup and life-cost cycling when racing. Use Endurance and Subtlety as interactive bodies when the graveyard plan is delayed, but do not convert into fair beatdown unless the visible stack and board make cascade unreliable for the next turn cycle.

  • Midrange decks: Expect discard, removal, graveyard hate, and attrition, then keep enough redundant cascade and cyclers to rebuild. Add role cards: Brazen Borrower, Force of Vigor for visible artifact or enchantment hate, and Mystical Dispute against blue midrange. Reduce main-deck emphasis: narrow cards that only answer one axis they are not showing. Living End can punish their creature development even through removal, but avoid overcommitting all cyclers if public information suggests graveyard exile is likely or already present. Endurance can be a threat, graveyard reset, or protection against opposing recursion depending on legal timing.

  • Removal-heavy decks: Treat creature removal as less important than graveyard hate, discard, and counterplay. Their spot removal is poor before Living End, but strong after a small cascade, so build a graveyard that creates multiple bodies when time allows. Add role cards: Brazen Borrower for hate or tempo and Mystical Dispute against blue interaction. Reduce main-deck emphasis: fragile single-threat fair plans. Do not pitch too many creatures to Force of Negation or Subtlety if the post-combo battlefield would become too small to survive removal.

  • Combo decks: Identify whether their decisive turn beats your cascade turn, then choose disruption over extra cycling when necessary. Add role cards: Mystical Dispute against blue stack combo, Dismember or Brazen Borrower against creature-based combo, Faerie Macabre against graveyard combo, and Force of Vigor against artifact or enchantment engines. Reduce main-deck emphasis: slow value cards and speculative graveyard size. Force of Negation, Subtlety, and Endurance are not generic resources here; save them for visible or strongly signaled commitment windows when the legal action can stop the combo.

  • Graveyard decks: Fight over timing, not just volume. Endurance and Faerie Macabre are strongest when the opponent has committed resources to the graveyard and before their payoff resolves, but choose only legal visible targets. Add role cards: Faerie Macabre and Mystical Dispute if stack fights matter. Reduce main-deck emphasis: slow selection that does not interact. In mirrors, avoid casting Living End into an opponent graveyard that returns a better battlefield unless your own attack, interaction, or graveyard reset makes the exchange favorable from visible information.

  • Big mana decks: Race their mana engine while disrupting the land or artifact that unlocks the decisive turn. Add role cards: Obsidian Charmaw, Force of Vigor, and sometimes Mystical Dispute if their payoffs or protection are blue. Reduce main-deck emphasis: slow redundant cycling and low-impact flexible cards. Use Obsidian Charmaw when the legal target delays their next major play enough to matter; do not choose land destruction over a protected cascade that already creates lethal or near-lethal pressure.

  • Artifact decks: Separate hate pieces from normal artifacts and answer the permanent that blocks the combo or creates lethal speed. Add role cards: Force of Vigor, Ingot Chewer, Brotherhood's End, and Brazen Borrower. Reduce main-deck emphasis: interaction that cannot touch artifacts. Use Force of Vigor carefully because pitching a green card can shrink the graveyard or remove protection; choose it when the visible artifacts prevent Living End, create an immediate lethal line, or make the opponents engine faster than your cascade.

  • Enchantment decks: Prioritize removing graveyard hate, prison pieces, or protection shields before committing cascade. Add role cards: Force of Vigor and Brazen Borrower. Reduce main-deck emphasis: creature-only interaction and slow cycling that ignores the lock. If Brazen Borrower only bounces a hate enchantment temporarily, prefer a cascade or lethal attack in the same window; if no immediate payoff exists, destruction through Force of Vigor is usually the cleaner role when legal and affordable.

  • Unknown decks: Keep the main decks default identity intact until public information says otherwise: cycle creatures, develop mana, hold free interaction, and threaten Violent Outburst or Shardless Agent into Living End. Add role cards only after visible cards or matchup metadata identify the axis. Reduce main-deck emphasis only when the opponent proves a faster clock, stack fight, graveyard fight, or permanent-based hate plan. Card text check required for Wistfulness; use it only according to the legal action text and visible tactical role supplied at runtime.

Specific Matchup Notes

  • Unknown opponent note: These notes are general/archetype-only because exact opposing decklists are absent; revealed cards, legal actions, and public board state override every archetype assumption. Preserve the core Living End plan until the opponent proves a faster clock, hard graveyard hate, stack pressure, or a permanent type that demands sideboard interaction.

  • Blue control and tempo: Prioritize forcing a protected cascade window over maximizing graveyard size. Likely sideboarding uses Mystical Dispute, Brazen Borrower, and sometimes Obsidian Charmaw if their mana is nonbasic-dependent. Priority targets are counterspells, hate permanents, and threats that make waiting impossible. Use Violent Outburst on the opponent's end step when legal and tactically supported; use Shardless Agent when sorcery-speed pressure is better than passing into their mana.

  • Fast creature decks: Prioritize survival and a timely Living End reset over extra cycling. Likely sideboarding uses Brotherhood's End, Dismember, Brazen Borrower, and sometimes Force of Vigor against artifact or enchantment pressure. Priority targets are the permanents that represent lethal next turn, hate pieces that stop the cascade turn, and creatures that survive or punish the reset.

  • Big mana and land-engine decks: Prioritize clock plus mana disruption, not a slow perfect graveyard. Likely sideboarding uses Obsidian Charmaw, Force of Vigor for artifact engines, and Mystical Dispute only when blue stack interaction or blue payoffs are visible. Priority targets are lands or artifacts that unlock the next decisive spell. Do not spend the turn on Obsidian Charmaw if a protected cascade creates lethal or prevents their payoff first.

  • Artifact and enchantment decks: Prioritize removing the permanent that blocks Living End or creates an immediate kill. Likely sideboarding uses Force of Vigor, Ingot Chewer, Brotherhood's End, and Brazen Borrower. Priority targets are graveyard hate, prison effects, artifact mana that accelerates a kill, and permanents whose removal opens a same-turn cascade. Avoid pitching the only green card to Force of Vigor if that removes necessary protection or shrinks the post-Living End battlefield below survival.

  • Graveyard mirrors and graveyard combo: Prioritize timing Endurance or Faerie Macabre after the opponent commits resources and before their payoff resolves, choosing only visible legal targets. Likely sideboarding uses Faerie Macabre, Mystical Dispute if the stack matters, and selective Brazen Borrower for hate. In mirrors, do not cast Living End when the opponent's graveyard visibly returns the stronger battlefield unless Endurance, Subtlety, Force of Negation, or combat math changes the exchange.

  • Midrange and discard decks: Prioritize redundant cascade access and rebuild capacity. Likely sideboarding uses Brazen Borrower, Force of Vigor for shown hate, Mystical Dispute against blue builds, and Dismember for must-answer creatures. Priority targets are graveyard hate, discard engines, and threats that force an early small cascade. Do not overprotect a single Living End line if cycling into another cascade threat is the better visible route.

  • Combo decks: Prioritize disrupting their commitment turn over growing a large graveyard. Likely sideboarding uses Mystical Dispute, Force of Vigor, Faerie Macabre, Dismember, or Brazen Borrower according to the visible combo axis. Hold Force of Negation, Subtlety, and Endurance for legal windows that stop the opponent's payoff, not for low-impact setup spells.

Risk Summary

  • Mana risk: The deck needs specific cascade timing and colored access, so fetch-shock-surveil sequencing with Misty Rainforest, Wooded Foothills, Breeding Pool, Steam Vents, Stomping Ground, Commercial District, Hedge Maze, and Thundering Falls must preserve both immediate interaction and future cascade turns. Do not cycle landcyclers so aggressively that the hand loses access to the colors required for Violent Outburst, Shardless Agent, Force of Negation, Subtlety, or Endurance.

  • Matchup risk: The deck can lose when the opponent attacks a different axis than expected, so sideboard and interaction choices must follow revealed cards rather than archetype labels. Overvaluing Obsidian Charmaw into a creature rush or overvaluing Brotherhood's End into stack control wastes the small number of post-board slots.

  • Draw risk: Hands with cyclers but no cascade, or cascade with too little graveyard pressure, can fail both halves of the deck. Mulligan and early turns should value at least one credible path to Living End, enough creatures such as Street Wraith, Curator of Mysteries, Generous Ent, Oliphaunt, Colossal Skyturtle, or Striped Riverwinder, and interaction when the opponent is faster.

  • Over-sideboarding risk: Cutting too many cyclers, cascade spells, or pitch resources makes Living End smaller and less consistent. Sideboard cards must answer a proven problem; do not dilute Violent Outburst, Shardless Agent, graveyard density, or blue/green pitch coverage just to add narrow tools.

  • Graveyard risk: Opposing graveyard hate can turn a winning cascade into a blank or a liability. Use Brazen Borrower, Force of Vigor, Ingot Chewer, Endurance, or Faerie Macabre only when the legal action and visible target actually protect the Living End turn or stop the opposing graveyard plan.

  • Sweeper and removal risk: Spot removal is weak before Living End but strong after a small cascade, while sweepers can punish an overextended reset. Build enough returned material to survive one answer when time allows, and use Force of Negation, Subtlety, or pressure sequencing to prevent the opponent from freely untapping into a sweeper.

  • Closer risk: A resolved Living End does not automatically win if the returned board lacks power, evasion, or a follow-up plan. Count visible damage, blockers, and possible crack-back before committing; use Colossal Skyturtle, Curator of Mysteries, Generous Ent, Oliphaunt, and Striped Riverwinder as the actual closing body package, not just cycling text.

  • Interaction risk: Free interaction costs cards and can shrink the combo battlefield. Pitch to Force of Negation, Subtlety, Endurance, or Force of Vigor only when stopping the visible spell or permanent matters more than the lost creature, color card, or backup plan.

  • Sequencing risk: Cascading before cycling, fetching, or answering hate can waste the deck's strongest turn. Card text check required for Wistfulness and Sink into Stupor; use those cards only according to legal engine text and visible tactical role, especially when the choice affects whether the next cascade is protected or lethal.

Test Feedback Checklist

  • Deciding factor: Record whether each win or loss was decided by resolving Living End, failing to find cascade, losing to hate, losing before turn three or four, losing a stack fight, or failing to close after a resolved reset.

  • Mulligans: Record whether opening hands had a cascade spell (Violent Outburst or Shardless Agent), enough cyclers, enough lands, and at least one relevant interaction piece such as Force of Negation, Subtlety, or Endurance when the matchup demanded it.

  • Mana: Record whether Misty Rainforest, Wooded Foothills, shock lands, surveil lands, Boseiju, Who Endures, Mistrise Village, and landcyclers produced the colors needed on the decisive turn without excessive life loss or tapped-land delay.

  • Velocity: Record whether Street Wraith, Curator of Mysteries, Generous Ent, Oliphaunt, Colossal Skyturtle, and Striped Riverwinder put enough bodies into the graveyard before the first cascade, and note games where cycling for volume conflicted with holding pitch cards.

  • Engine execution: Record whether Violent Outburst timing was materially better than Shardless Agent timing, especially around instant-speed end-step cascades, combat windows, and keeping mana open for interaction.

  • Interaction: Record whether Force of Negation, Subtlety, Endurance, Boseiju, Who Endures, Sink into Stupor, and sideboard answers were used on threats that mattered, or spent too early on cards that did not stop the opponent's winning line.

  • Graveyard pressure: Record the visible graveyard size and returned power at every Living End; flag cascades that returned too little pressure, returned a stronger opposing board, or failed because hate was still active.

  • Closing: Record whether post-Living End boards with Curator of Mysteries, Generous Ent, Oliphaunt, Colossal Skyturtle, and Striped Riverwinder killed quickly enough, or whether the opponent stabilized with removal, blockers, sweepers, or a faster combo.

  • Sideboard: Record whether each brought-in card solved a visible problem: Force of Vigor and Ingot Chewer for artifacts/enchantments, Brotherhood's End and Dismember for creature pressure, Mystical Dispute for blue stack fights, Faerie Macabre for graveyards, Brazen Borrower for bounce tempo, and Obsidian Charmaw for land-engine pressure.

  • Role: Record whether the pilot correctly identified combo, midrange-control, tempo, or survival mode. Flag games where the deck waited too long against combo, cascaded too early against interaction, or tried to grind when lethal setup was available.

  • Mistakes: Record legal alternatives the agent rejected at key turns, especially passing with cascade available, pitching the wrong card, fetching the wrong land, attacking into a bad race, or failing to answer a visible hate permanent.

  • Stranded cards: Record cards stuck in hand at game end, especially Living End, extra cascade spells, pitch interaction without pitch cards, sideboard bullets without targets, or landcyclers held too long.

  • Overperformers and underperformers: Track which exact cards changed outcomes, including main-deck cards with 2+ copies and every sideboard card. Card text check required for Wistfulness; evaluate it only from confirmed legal actions and observed game impact.

First Tuning Questions

  • Cascade count: If losses often come from not finding Violent Outburst or Shardless Agent, should the deck preserve all eight cascade enablers after sideboarding more aggressively, even when matchup-specific cards look attractive?

  • Graveyard density: If resolved Living End boards are too small, are too many cyclers or pitchable creatures being reduced post-board, especially Curator of Mysteries, Generous Ent, Oliphaunt, Street Wraith, Colossal Skyturtle, or Striped Riverwinder?

  • Interaction quantity: If combo and control losses happen before Living End matters, does the main deck need the current mix of Force of Negation, Subtlety, and Endurance, or should sideboard Mystical Dispute enter more often against blue decks?

  • Mana stability: If hands lose to tapped lands, shock damage, or missing colors, should the fetchable land mix around Breeding Pool, Steam Vents, Stomping Ground, Commercial District, Hedge Maze, and Thundering Falls change before altering spell slots?

  • Anti-hate plan: If graveyard hate repeatedly wins post-board games, are Force of Vigor, Ingot Chewer, Brazen Borrower, Boseiju, Who Endures, and Sink into Stupor enough, or is the deck sideboarding answers without preserving enough cascade pressure?

  • Aggro plan: If creature decks kill before the reset, should Brotherhood's End or Dismember be increased, or are mulligan and fetch-shock decisions creating avoidable life-total pressure?

  • Big-mana plan: If Tron or land-engine decks win through slow cascades, does Obsidian Charmaw deserve all four slots, or are those slots too narrow when the same matchup can demand Force of Negation or faster graveyard pressure?

  • Graveyard mirror plan: If opposing graveyard decks benefit from our Living End, should Faerie Macabre or Endurance usage become more conservative and timed around their commitment, rather than fired at the first legal target?

  • Closer package: If post-reset boards stabilize instead of winning, are Colossal Skyturtle, Curator of Mysteries, Generous Ent, Oliphaunt, and Striped Riverwinder the right body mix, or is the deck overvaluing interaction at the cost of lethal pressure?

  • Role conflict: If sideboard games show hands split between midrange answers and combo execution, which matchups require staying pure combo, and which justify becoming a slower interactive deck?

  • Card verification: Card text check required for Wistfulness and any uncertain mode on Sink into Stupor; do not tune around those cards until logs show their confirmed legal choices and actual contribution.

Veles Tactical Policy

Policy: Opening Hand Gate

  • Priority: High
  • Decision families: mulligan
  • Cards: Violent Outburst; Shardless Agent; Street Wraith; Curator of Mysteries; Generous Ent; Force of Negation; Subtlety; Endurance
  • Phase windows: pregame mulligan decisions.
  • Runtime cues: prompt:mulligan; hand contains cascade spell count, lands, cyclers, and pitch interaction.
  • Use when: deciding whether the hand can execute or defend a turn-three or turn-four Living End plan.
  • Avoid when: judging hidden opponent cards as certain; use only matchup, revealed information, and visible hand contents.
  • Instructions: Keep hands with mana plus Violent Outburst or Shardless Agent plus cycler volume unless the matchup visibly requires specific interaction. Mulligan hands with no cascade and no strong selection path unless they contain matchup-critical interaction and a realistic draw window.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Early Graveyard Setup

  • Priority: Medium
  • Decision families: selection, mana, priority
  • Cards: Street Wraith; Curator of Mysteries; Generous Ent; Oliphaunt; Colossal Skyturtle; Striped Riverwinder
  • Phase windows: turns one through three, opponent end step, pre-cascade setup.
  • Runtime cues: action:cycle; visible graveyard creature count; available cascade spell.
  • Use when: deciding whether to cycle, landcycle, or preserve a card for pitch interaction or later hard-cast pressure.
  • Avoid when: life payment, mana color, or pitch-card needs make cycling strategically contested.
  • Instructions: Put enough creatures into the graveyard before the first cascade, but preserve Force of Negation, Subtlety, or Endurance pitch material when the opponent can win or stop the combo before the next turn cycle.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Landcycling For Required Colors

  • Priority: Medium
  • Decision families: mana, selection
  • Cards: Generous Ent; Oliphaunt; Misty Rainforest; Wooded Foothills; Breeding Pool; Steam Vents; Stomping Ground; Commercial District; Hedge Maze; Thundering Falls
  • Phase windows: early turns, upkeep, main phase, opponent end step.
  • Runtime cues: action:search; action:cycle; visible lands and known hand costs.
  • Use when: choosing a landcycling target or fetch target needed to cast Violent Outburst, Shardless Agent, or interaction.
  • Avoid when: the legal search list does not expose exact target names; do not infer unavailable lands.
  • Instructions: Prioritize green-blue-red access for cascade, then preserve untapped interaction windows. Fetch or landcycle tapped lands only when the lost tempo does not delay the next required cascade or answer.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Cascade Commitment Gate

  • Priority: High
  • Decision families: priority, interaction
  • Cards: Violent Outburst; Shardless Agent; Living End; Force of Negation; Mystical Dispute; Endurance
  • Phase windows: main phase, opponent end step, combat before blockers, combat after blockers, stack fights.
  • Runtime cues: action:cast Violent Outburst; action:cast Shardless Agent; graveyards and hate permanents visible.
  • Use when: deciding whether to start the Living End cascade line now.
  • Avoid when: graveyard hate, opposing graveyard advantage, lethal opposing stack threat, or insufficient returned pressure makes waiting materially better.
  • Instructions: Cast Violent Outburst at instant speed when it denies sorcery-speed answers or creates lethal combat pressure. Cast Shardless Agent when sorcery-speed commitment is acceptable and board reset plus returned creatures advances the game.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Deterministic Cascade Payoff

  • Priority: Medium
  • Decision families: selection, priority
  • Cards: Living End; Violent Outburst; Shardless Agent
  • Phase windows: cascade resolution.
  • Runtime cues: action:cast Living End
  • Use when: a legal action explicitly offers casting Living End from a resolving cascade trigger and no other exact spell name is offered in the same action text.
  • Avoid when: multiple legal action texts contain Living End with different costs, modes, or decline/cast choices that change the game state.
  • Instructions: Select the legal action that casts Living End from cascade after the cascade spell has already been chosen.
  • Pilot skill floor: no-api.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Do Not Cast Living End From Hand Assumption

  • Priority: Low
  • Decision families: priority
  • Cards: Living End
  • Phase windows: any main phase or stack prompt.
  • Runtime cues: action:cast Living End; action:suspend Living End; hand contains Living End.
  • Use when: Living End appears in hand or as a legal action outside a cascade-resolution context.
  • Avoid when: the rules engine explicitly offers a legal line and visible context makes it necessary for survival or lethal setup.
  • Instructions: Treat hand copies as normally stranded combo pieces unless the engine offers a legal special action; do not assume alternate casting permission.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Force Protection Gate

  • Priority: High
  • Decision families: interaction, priority
  • Cards: Force of Negation; Violent Outburst; Shardless Agent; Living End; Mystical Dispute
  • Phase windows: opponent turn, combo turn stack fight, response to hate or payoff.
  • Runtime cues: action:cast Force of Negation; action:cast Mystical Dispute; visible stack spell.
  • Use when: deciding whether to spend permission to protect cascade, stop graveyard hate, stop a combo payoff, or stop lethal interaction.
  • Avoid when: the spell does not stop the opponent's current win, does not stop hate, and does not materially protect Living End.
  • Instructions: Preserve pitch counters for the decisive stack exchange unless the visible spell will end the game, lock the graveyard, or remove the only path to a meaningful cascade.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Subtlety Survival Or Tempo Gate

  • Priority: Medium
  • Decision families: interaction, priority, combat
  • Cards: Subtlety
  • Phase windows: opponent creature or planeswalker cast, combat setup, lethal-pressure turns.
  • Runtime cues: action:cast Subtlety; visible stack permanent spell.
  • Use when: a visible creature or planeswalker spell threatens lethal, graveyard hate, combo speed, or a blocker that invalidates post-Living End pressure.
  • Avoid when: spending a blue card prevents Force of Negation protection and the stack spell is not decisive.
  • Instructions: Use Subtlety as a tempo counter to survive until cascade or force through post-reset attacks; keep it when the matchup is about a later stack fight.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Endurance Graveyard Timing

  • Priority: Medium
  • Decision families: interaction, priority, selection
  • Cards: Endurance; Faerie Macabre; Living End
  • Phase windows: opponent graveyard commitment, response to opposing reanimation, pre-cascade mirror spots, end step.
  • Runtime cues: action:cast Endurance; action:activate Faerie Macabre; target graveyard prompt.
  • Use when: a visible graveyard enables the opponent more than it enables your next Living End, or when recycling your own deck matters.
  • Avoid when: removing the opponent's graveyard also makes your imminent Living End too small or leaves a stronger opposing battlefield untouched.
  • Instructions: Time graveyard interaction around the opponent's commitment or your cascade turn; do not fire it merely because a graveyard has cards.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Hate-Permanent Answer Gate

  • Priority: High
  • Decision families: interaction, priority, mana
  • Cards: Force of Vigor; Ingot Chewer; Boseiju, Who Endures; Sink into Stupor; Brazen Borrower
  • Phase windows: before cascade, response to hate, opponent end step, main phase setup.
  • Runtime cues: action:destroy; action:bounce; action:channel; visible artifact or enchantment hate.
  • Use when: a visible permanent prevents graveyard use, cascade resolution, attacking for lethal, or normal spell execution.
  • Avoid when: the permanent is not affecting the current plan and spending the answer exposes the combo to a stronger known threat.
  • Instructions: Remove graveyard hate before committing cascade when the hate would change Living End output. Prefer answers that preserve the fastest protected cascade line.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Brotherhoods End And Dismember Survival

  • Priority: Medium
  • Decision families: interaction, combat, priority
  • Cards: Brotherhood's End; Dismember
  • Phase windows: main phase, combat before damage, opponent threat development.
  • Runtime cues: action:cast Brotherhood's End; action:cast Dismember; visible attackers or hate creature.
  • Use when: visible creatures threaten lethal, prevent combo execution, or force a cascade before the graveyard is ready.
  • Avoid when: removal would shrink the opponent's battlefield in a way that makes their graveyard stronger than yours after Living End.
  • Instructions: Use sideboard removal to buy the turn needed for a protected reset, not to trade down while the combo remains unassembled.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Wistfulness Verification

  • Priority: Low
  • Decision families: selection, priority
  • Cards: Wistfulness
  • Phase windows: any legal prompt involving Wistfulness.
  • Runtime cues: action:cast Wistfulness; action:cycle Wistfulness; action:target Wistfulness
  • Use when: the rules engine exposes a legal Wistfulness action with visible costs, modes, and targets.
  • Avoid when: relying on unverified card text or assuming a mode not shown in legal actions.
  • Instructions: Card text check required. Treat Wistfulness only by confirmed legal action text and current visible result expectations; do not build the combo plan around unverified text.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Post-Living End Combat Conversion

  • Priority: Medium
  • Decision families: combat, priority
  • Cards: Curator of Mysteries; Generous Ent; Oliphaunt; Colossal Skyturtle; Striped Riverwinder; Street Wraith
  • Phase windows: combat after a resolved Living End, following turns, lethal attack checks.
  • Runtime cues: action:attack; visible returned creatures; visible blockers and life totals.
  • Use when: deciding attacks after the reset or whether to hold creatures back against a counterattack.
  • Avoid when: broad attack text is the only cue and multiple legal attacks differ by creature set.
  • Instructions: Convert the reset into a short clock, but preserve enough blockers when the opponent's returned board or hasty pressure can race back.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Mistrise Village Utility Gate

  • Priority: Low
  • Decision families: mana, combat, selection
  • Cards: Mistrise Village
  • Phase windows: mana development, late combat, post-reset pressure.
  • Runtime cues: action:activate Mistrise Village; visible available mana and attackers.
  • Use when: the engine offers a legal Mistrise Village action and its text is visible in the legal action or state output.
  • Avoid when: activating it would consume mana needed for cascade, permission, hate removal, or survival interaction.
  • Instructions: Use Mistrise Village only after verifying the visible legal action text; prioritize core combo and interaction mana over utility activation.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Sideboard Role Selection

  • Priority: Medium
  • Decision families: sideboard
  • Cards: Brazen Borrower; Brotherhood's End; Dismember; Faerie Macabre; Ingot Chewer; Mystical Dispute; Obsidian Charmaw; Force of Vigor; Force of Negation; Subtlety; Endurance; Street Wraith; Curator of Mysteries; Generous Ent; Oliphaunt; Colossal Skyturtle; Wistfulness
  • Phase windows: sideboarding after game one or game two.
  • Runtime cues: prompt:sideboard; matchup label; revealed opposing cards; previous game log.
  • Use when: choosing a legal sideboard plan or generated swaps from the registered 75.
  • Avoid when: adding answers cuts too many cascade spells, cyclers, or pitch cards to execute the deck's main plan.
  • Instructions: Add Force of Vigor or Ingot Chewer for artifacts and enchantments, Mystical Dispute for blue stack fights, Brotherhood's End or Dismember for creature pressure, Faerie Macabre for graveyards, Obsidian Charmaw for land engines, and Brazen Borrower for bounce tempo.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Exact Sideboard Lock Execution

  • Priority: Low
  • Decision families: sideboard
  • Cards: Brazen Borrower; Brotherhood's End; Dismember; Faerie Macabre; Ingot Chewer; Mystical Dispute; Obsidian Charmaw; Force of Vigor
  • Phase windows: sideboard submission prompt.
  • Runtime cues: action:submit sideboard plan
  • Use when: a previously selected legal plan is displayed as one exact submit action and all listed sideboard changes match the registered 75.
  • Avoid when: multiple submit actions differ, validation warnings are visible, or the plan includes a card count mismatch.
  • Instructions: Submit the exact already-selected sideboard action; do not alter card counts during no-API execution.
  • Pilot skill floor: no-api.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Obsidian Charmaw Commitment

  • Priority: Medium
  • Decision families: interaction, mana, priority
  • Cards: Obsidian Charmaw
  • Phase windows: sideboard games, main phase, opponent land-engine setup.
  • Runtime cues: action:cast Obsidian Charmaw; visible opposing nonbasic lands.
  • Use when: deciding whether land pressure advances the clock or disrupts the opponent more than holding cascade or interaction mana.
  • Avoid when: tapping out lets the opponent win, deploy hate, or stop a pending Living End line.
  • Instructions: Use Obsidian Charmaw to punish land-engine decks when the tempo swing matters; keep the combo protected when the reset is already decisive.
  • Pilot skill floor: light-model.
  • No-API allowed: no
  • Light-model allowed: yes