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

89 KiB

Strategy Specifications

Deck Name And Archetype

Tyvar Summons Elves is an intended Oathbreaker Golgari Elf tribal midrange-engine deck built around visible Elf density, mana creatures, command-zone pressure from Tyvar, Jubilant Brawler, and a large creature-count payoff plan through Kindred Summons. The current registered list is format-valid under the active Veles validation contract as a 60-card no-sideboard source.

the repaired Tyvar Summons Elves source is a legal 60-card no-sideboard Oathbreaker registration.

  • Command-zone concern: Tyvar, Jubilant Brawler and Kindred Summons appear to define the deck identity, but both are included in the submitted main list; Veles should not assume legal command-zone placement unless the engine registration explicitly exposes it. the repaired Tyvar Summons Elves source is a legal 60-card no-sideboard Oathbreaker registration.
  • Tags: Use midrange and tribal as primary runtime tags, with practical subplans of mana-engine, creature-combo, go-wide combat, and black-green interaction.
  • Main role: Pilot as an Elf board-development deck that turns early mana creatures into oversized mana, then converts that mana into cards, lethal combat, or activated-ability loops through cards such as Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Wirewood Lodge, Ezuri, Renegade Leader, Finale of Devastation, Craterhoof Behemoth, and Kindred Summons.
  • Mana identity: Expect green to be the critical early color, with black required for Abrupt Decay, Assassin's Trophy, Glimpse of Nature, Skemfar Shadowsage, Elvish Warmaster, Lathril, Blade of the Elves, Deathrite Shaman, Skemfar Shadowsage, and Craterhoof Behemoth. the repaired Tyvar Summons Elves source is a legal 60-card no-sideboard Oathbreaker registration.
  • Role concern: The deck can look like midrange, combo, or combat depending on opening texture; the decision agent should identify whether the current hand is a mana-snowball hand, draw-engine hand, interaction hand, or payoff-heavy hand before spending key resources. the repaired Tyvar Summons Elves source is a legal 60-card no-sideboard Oathbreaker registration.
  • Opponent info status: No opponent deck, metagame target, or matchup context is supplied for this batch; policy should reason from visible battlefield, legal actions, public zones, and generic Oathbreaker pressure rather than inventing hidden cards or naming absent staples.

Thesis

Tyvar Summons Elves assembles a visible Elf count, creature-based mana surplus, and repeatable card flow, then turns that material into lethal combat or a compact mana-engine finish. The best games start with green mana plus a one-mana accelerator, snowball into Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Rofellos, Llanowar Emissary, Gaea's Cradle, or Wirewood Channeler, and then convert the excess through Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Glimpse of Nature, Finale of Devastation, Ezuri, Renegade Leader, Craterhoof Behemoth, Kindred Summons, or Wirewood Lodge.

Prioritize board development before elegance, because this list wins by making every later creature, untap, and payoff spell stronger. A hand with Forest or another green source plus Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Arbor Elf, Birds of Paradise, Elves of Deep Shadow, Boreal Druid, Joraga Treespeaker, Heritage Druid, Birchlore Rangers, Citanul Stalwart, or Deathrite Shaman is usually the baseline shape the deck wants, while payoff-heavy hands without early green action should be treated as unstable until the rules engine exposes a concrete reason to keep.

Win by choosing the correct conversion point rather than by casting every engine. When the battlefield already contains enough creatures or mana, shift from setup into a finisher line with Finale of Devastation, Craterhoof Behemoth, Ezuri, Renegade Leader, Lathril, Blade of the Elves, Skemfar Shadowsage, Kindred Summons, or Wirewood Lodge instead of spending turns adding slow value pieces. If the board is contested, use Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, Elvish Warmaster, Assassin's Trophy, Allosaurus Shepherd, Quirion Ranger, or Craterhoof Behemoth to preserve the engine long enough to attack or rebuild.

Do not pilot this as a pure control deck, a hidden-information combo deck, or a generic good-stuff midrange pile. One-for-one interaction is a bridge to an Elf snowball, not the main plan; protection is for decisive engine turns, not for speculative value; large payoffs should wait until visible mana, board count, and legal action text support the commitment.the repaired Tyvar Summons Elves source is a legal 60-card no-sideboard Oathbreaker registration.

Role Package

  • Threats: Use Lathril, Blade of the Elves, Elvish Warmaster, Ezuri, Renegade Leader, Craterhoof Behemoth, Craterhoof Behemoth, Allosaurus Shepherd, Elvish Warmaster, Realmwalker, and Tyvar, Jubilant Brawler as pressure cards that either demand removal, widen the board, or turn creature density into a kill. Treat Craterhoof Behemoth and large Finale of Devastation lines as commitment payoffs, not casual curve plays.

  • Payoffs: Convert a high creature count into decisive damage or drain with Ezuri, Renegade Leader, Craterhoof Behemoth, Finale of Devastation, Skemfar Shadowsage, Lathril, Blade of the Elves, Kindred Summons, Elvish Warmaster, and Wirewood Lodge. Use payoff timing from visible board count, available mana, blockers, life totals, and opposing interaction windows rather than from deck identity alone.

  • Engines: Build durable advantage with Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Glimpse of Nature, Tyvar, Jubilant Brawler, Wirewood Lodge, Quirion Ranger, Quirion Ranger, Wirewood Lodge, Quirion Ranger, Copperhorn Scout, Devoted Druid, Marwyn, the Nurturer, Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Wirewood Channeler, Priest of Titania, and Circle of Dreams Druid. Prefer engines that immediately use existing creatures or mana over slow permanents when under pressure.

  • Velocity: Use Elvish Visionary, Glimpse of Nature, Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Glimpse of Nature, Finale of Devastation, and Kindred Summons to find more material after the first mana wave. Draw before committing land or tutor choices only when the legal sequence can change the action.

  • Interaction: Spend Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, Elvish Warmaster, Deathrite Shaman, Skemfar Shadowsage, and Assassin's Trophy on cards that stop the mana engine, block a lethal swing, invalidate a payoff turn, or prevent a protected opponent line. Avoid firing flexible removal into low-impact permanents while the deck still needs time to assemble mana.

  • Protection: Use Assassin's Trophy, Allosaurus Shepherd, Quirion Ranger, Tyvar, Jubilant Brawler, Craterhoof Behemoth, and redundant mana creatures to fight through disruption. Protect the highest-leverage permanent for the current line rather than the most expensive card by default.

  • Recursion: Use Tyvar, Jubilant Brawler, Craterhoof Behemoth, Skemfar Shadowsage, Deathrite Shaman, and Quirion Ranger as conditional recovery tools. Card text check required for exact recursion timing and targets whenever the engine exposes ambiguous graveyard or replacement-effect choices.

  • Mana: Treat Forest, Bayou, Overgrown Tomb, Blooming Marsh, Gilt-Leaf Palace, Twilight Mire, Cavern of Souls, Gaea's Cradle, Wirewood Lodge, Prismatic Vista, Verdant Catacombs, Misty Rainforest, Polluted Delta, Swamp, and all cheap mana creatures as the real opening infrastructure. Green comes first; black is important after the deck can already deploy Elves.

  • Sideboard modules: None are registered, so do not add unavailable reserve cards, invent sideboard plans, or expect post-board role shifts from unavailable cards.

Primary Win Conditions

  • Combat overrun is the default kill when visible creature count is high and blockers cannot absorb a pump turn. Set up with cheap Elves, Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Rofellos, Llanowar Emissary, Gaea's Cradle, Wirewood Channeler, or Wirewood Channeler; execute with Ezuri, Renegade Leader, Craterhoof Behemoth, Finale of Devastation, Allosaurus Shepherd, or Elvish Warmaster after checking legal attacks, summoning sickness, available green mana, and opposing life. Prioritize this line when a single combat step can win or force lethal blockers, and delay it when removal on the payoff or fog-like visible effects would leave the battlefield exhausted.

  • Finale of Devastation is the cleanest conversion spell when excess mana plus a creature board already exists. Set up by preserving enough bodies for the pump payoff and using draw engines only if they materially increase X or find a better target; execute by choosing the legal target that makes the current board lethal, commonly Craterhoof Behemoth when available or another payoff if legal action text supports it. Prioritize Finale of Devastation over slow engines when X is large enough to end the game; treat it as a tutor or stabilizer only when behind or missing a required creature.

  • Kindred Summons is the explosion line when the battlefield already contains several Elves and the next untap is not guaranteed. Set up by increasing Elf count with Elvish Warmaster, Lathril, Blade of the Elves, Elvish Visionary, Leaf-Crowned Visionary, Realmwalker, and cheap mana creatures; execute only when rules-engine output offers the spell legally and the visible board makes a large reveal materially better than holding mana. Prioritize it against fair board stalls or after interaction has been taxed, but avoid committing into open sweepers unless waiting is worse.

  • Wirewood Lodge becomes a mana-engine finish when a single creature or land source produces enough mana to repeatedly untap and draw through the deck. Set up with Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Wirewood Channeler, Rofellos, Llanowar Emissary, Gaea's Cradle, Circle of Dreams Druid, Priest of Titania, Quirion Ranger, Wirewood Lodge, or Quirion Ranger; execute by following only legal untap, draw, life, and mana actions shown by Forge. Prioritize this line when it can draw into Finale of Devastation, Craterhoof Behemoth, Ezuri, Renegade Leader, or Skemfar Shadowsage; stop spending mana on the loop if the visible action list no longer advances cards, mana, or survival.

  • Lathril, Blade of the Elves and Skemfar Shadowsage provide noncombat reach when blockers or life totals make attacking unreliable. Set up by keeping Elf count high and preserving untapped creatures when Lathril, Blade of the Elves exposes a legal drain action; execute Skemfar Shadowsage only after choosing the creature type that legal text and visible permanents support. Prioritize these lines through stalled battlefields, after combat math fails to kill, or when life gain also stabilizes the race.

Secondary Win Conditions

  • Value-combat wins come from making every ordinary Elf into a real threat across multiple turns. Use Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Glimpse of Nature, and Tyvar, Jubilant Brawler to keep cards flowing, then convert extra bodies through Ezuri, Renegade Leader, Elvish Warmaster, Allosaurus Shepherd, or Tyvar, Jubilant Brawler pressure. Choose this line when removal has traded for primary payoffs or when the opponent is low on board but not immediately dead.

  • Resilience wins come from forcing the opponent to answer the same material twice. Use Tyvar, Jubilant Brawler, Quirion Ranger, Craterhoof Behemoth, Skemfar Shadowsage, Deathrite Shaman, and Elvish Warmaster as legal-action-dependent recovery tools; Card text check required for any ambiguous graveyard, bounce, counter, or recursion choice. Prioritize recursion after a sweeper, after a key mana creature dies, or when a returned creature immediately restarts mana or card flow.

  • Mana-denial pressure is a narrow backup, not the main plan. Realmwalker can threaten a land-control swing if the visible battlefield has enough Druids and Forge exposes the relevant legal action; execute only when the action materially prevents the opponent from recovering or clears the path for a later kill. Do not chase this line at the cost of an available lethal Finale of Devastation, Craterhoof Behemoth, or Ezuri, Renegade Leader turn.

  • Chip-damage pressure matters when engines are disrupted but creatures remain. Attack with expendable Elves when trades do not collapse Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, or a needed untap engine; hold bodies when they are worth more as mana, Lathril, Blade of the Elves fuel, or protection against crack-back damage.

Emergency Lines

  • When behind on life, stabilize before expanding. Use Essence Warden, Skemfar Shadowsage, Wirewood Lodge, blockers, Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, and Elvish Warmaster to reduce incoming damage or gain life, and prefer a smaller legal line that survives the next combat over a greedy draw-engine turn.

  • When behind on board, spend interaction on the permanent or attacker that blocks your rebuild or creates lethal pressure. Preserve at least one scalable mana source if possible, because rebuilding from Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Wirewood Channeler, or Gaea's Cradle is faster than rebuilding from a lone payoff.

  • When behind on cards, turn mana into velocity immediately. Prioritize Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Elvish Visionary, Glimpse of Nature, Tyvar, Jubilant Brawler, or Wirewood Lodge when legal, but do not pay life or tap critical blockers if the next visible attack is lethal.

  • When behind on mana, choose cheap green development over black utility. Play Forest or another green source when legal, deploy one-mana accelerants first, and use Quirion Ranger, Wirewood Lodge, Quirion Ranger, Arbor Elf, Joraga Treespeaker, Heritage Druid, Birchlore Rangers, Citanul Stalwart, and Devoted Druid to convert existing board presence into a functional turn.

  • When win conditions are removed, shift to redundancy instead of conceding the plan. Replace Craterhoof Behemoth with Finale of Devastation, Ezuri, Renegade Leader, Allosaurus Shepherd, Elvish Warmaster, Lathril, Blade of the Elves, Skemfar Shadowsage, Kindred Summons, or Wirewood Lodge depending on visible legal actions, available mana, and creature count.

  • When a combo or engine is disrupted mid-turn, stop following the old line and re-evaluate the current prompt. Use Assassin's Trophy, Quirion Ranger, Tyvar, Jubilant Brawler, Craterhoof Behemoth, or redundant mana creatures only if the rules engine exposes legal actions that preserve the highest-leverage permanent or produce a new winning route.

Resource Model

  • Life is a stabilizing buffer, not a primary fuel source. Spend life from Overgrown Tomb, fetch lands, Elves of Deep Shadow, or combat exposure only when it enables a faster mana engine, protects a key turn with Assassin's Trophy, or prevents falling behind on board; recover life through Essence Warden, Skemfar Shadowsage, Wirewood Lodge, and Elvish Warmaster only when Forge exposes legal actions and the life swing changes the race.

  • Hand size converts into velocity through creature chaining. Treat Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Glimpse of Nature, Elvish Visionary, and Tyvar, Jubilant Brawler as ways to turn cheap Elves into more legal actions, but do not empty the hand into obvious visible punishment unless the current turn can produce a kill, a large Kindred Summons, or a protected rebuild.

  • Mana is the deck's central resource and should be compounded before it is spent on luxury effects. Prioritize board states where Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Wirewood Channeler, Rofellos, Llanowar Emissary, Gaea's Cradle, Priest of Titania, Circle of Dreams Druid, Wirewood Channeler, Heritage Druid, Birchlore Rangers, and Wirewood Lodge multiply each other; spend that mana on Finale of Devastation, Craterhoof Behemoth, Ezuri, Renegade Leader, Kindred Summons, or card-flow engines once survival is secure.

  • Board material is both pressure and infrastructure. Count each Elf as possible mana, Lathril, Blade of the Elves fuel, Elvish Warmaster scaling, Kindred Summons density, Craterhoof Behemoth damage, and a blocker before choosing attacks, convoke-like taps, bounce lines, sacrifice choices, or trades.

  • Graveyard resources are conditional and must follow visible legal prompts. Use Deathrite Shaman, Tyvar, Jubilant Brawler, Skemfar Shadowsage, Craterhoof Behemoth, and Elvish Warmaster only through rules-engine actions that identify a legal card or mode; Card text check required before assuming any specific recursion, exile, counter, or combat-damage outcome beyond what Forge shows.

  • Exile is mostly a public-information zone and a cost/result tracker for this list. Monitor exiled cards for Deathrite Shaman-style choices, Nature's Claim costs, opponent interaction, and unavailable win conditions, but do not plan recursion from exile unless a legal action explicitly offers it.

  • Lands are engine pieces as much as mana sources. Protect Gaea's Cradle, Wirewood Lodge, Cavern of Souls, Bayou, Overgrown Tomb, Blooming Marsh, Twilight Mire, Gilt-Leaf Palace, and Forest sequencing because the deck's explosive turns often depend on one exact green source, an untap land, or a large creature-count land.

  • Sacrifice fodder is scarce and should not be donated casually. Avoid sacrificing or trading Heritage Druid, Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Circle of Dreams Druid, Wirewood Channeler, Quirion Ranger, Quirion Ranger, or a large Elf count unless the legal action directly produces survival, lethal, or a stronger rebuild.

  • Tempo is gained by converting early creatures into extra mana before the opponent can stabilize. Prefer one-mana accelerants and untap engines over slow value permanents when the hand already contains Finale of Devastation, Kindred Summons, Craterhoof Behemoth, Wirewood Lodge, or multiple card-draw engines.

  • Information matters because the deck commits many permanents. Use visible open mana, revealed interaction, stack contents, opponent board pressure, and known removal targets to decide whether to cast Assassin's Trophy, hold Allosaurus Shepherd, deploy a draw engine, or wait before committing Kindred Summons or a finisher.

  • Sideboard bullets are unavailable because the registered sideboard has zero cards. Do not invent post-board upgrades; adapt only by changing play patterns, mulligan standards, and target priority with the same main-deck cards.

Mana Guide

  • Keep hands that produce green early and develop at least one mana creature or engine piece. A strong opener usually has Forest, Bayou, Overgrown Tomb, Blooming Marsh, Gilt-Leaf Palace, Cavern of Souls, or a fetch land plus Arbor Elf, Birds of Paradise, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Boreal Druid, Elves of Deep Shadow, Deathrite Shaman, Joraga Treespeaker, Citanul Stalwart, Birchlore Rangers, Heritage Druid, or Quirion Ranger.

  • Mulligan hands that cannot cast early green spells unless the visible hand has a rules-engine-supported exception. Hands with only Swamp, Twilight Mire without green support, expensive payoffs, or reactive spells such as Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, and Assassin's Trophy are risky because they do not start the Elf engine.

  • Black mana is important but secondary to green development. Secure black for Lathril, Blade of the Elves, Skemfar Shadowsage, Glimpse of Nature, Assassin's Trophy, Abrupt Decay, Deathrite Shaman activations, Elvish Warmaster, Skemfar Shadowsage, and Craterhoof Behemoth, but do not choose a slower black land line over a green one-drop unless the current hand already has acceleration.

  • Play lands before drawing when the turn requires guaranteed mana or an untap interaction. If casting a known spell, activating Wirewood Lodge, using Arbor Elf, replaying a Forest with Quirion Ranger, or setting up Wirewood Channeler, make the land drop first when the legal action improves current mana and card selection cannot change the decision.

  • Delay the land drop when draw or selection can change the correct land. With Elvish Visionary, Leaf-Crowned Visionary, Beast Whisperer, Glimpse of Nature, Leaf-Crowned Visionary, Realmwalker, Glimpse of Nature, or Wirewood Lodge actions available, draw first if the current mana already covers the action and a new card could determine whether to play Gaea's Cradle, Wirewood Lodge, Cavern of Souls, a fetch land, Forest, or a black source.

  • Sequence utility lands around their job for the current turn. Use Cavern of Souls when resolving a critical Elf matters, Wirewood Lodge when untapping Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, or another legal Elf target matters, and Gaea's Cradle after increasing creature count when the extra mana changes the turn.

  • Treat fetch lands as color fixing and deck-thinning only after checking life and timing. Prismatic Vista, Verdant Catacombs, Misty Rainforest, and Polluted Delta should find the source required by the current hand; prefer Forest for Elf chains, black-producing lands for interaction or black payoffs, and avoid unnecessary life loss when Essence Warden or Skemfar Shadowsage is not online.

  • Spend untap effects on the source that changes the legal action list most. Quirion Ranger, Quirion Ranger, Wirewood Lodge, Copperhorn Scout, Tyvar, Jubilant Brawler, and Wirewood Lodge should usually reset the largest mana creature or best utility creature visible to Forge, but re-evaluate if summoning sickness, tapped status, combat, or target legality blocks that line.

Mulligan Guide

  • Validation gate: treat mulligan advice as tactical simulation guidance, not legality proof. The registered list is 60 cards with no sideboard, so Veles may treat it as legal when runtime validation agrees.

  • Strong keep: keep green source plus one-mana acceleration plus a payoff or draw engine. Forest with Llanowar Elves and Beast Whisperer, Bayou with Deathrite Shaman and Leaf-Crowned Visionary, or Blooming Marsh with Birds of Paradise and Beast Whisperer gives the deck enough velocity to turn creature count into mana, cards, and pressure.

  • Strong engine keep: keep hands with Priest of Titania plus multiple cheap mana creatures when at least one green source is present. Priest of Titania with Elvish Mystic, Fyndhorn Elves, Arbor Elf, and Forest is worth prioritizing because early mana scaling makes Finale of Devastation, Kindred Summons, Craterhoof Behemoth, and Ezuri, Renegade Leader live sooner.

  • Medium keep: keep two lands plus one accelerator plus one midgame engine when colors work. Gilt-Leaf Palace, Forest, Priest of Titania, Elvish Visionary, and Leaf-Crowned Visionary is slower than a one-drop start but acceptable if the opponent is not presenting immediate lethal pressure.

  • Risky keep: keep Gaea's Cradle only when the hand already casts creatures without it. Gaea's Cradle with Heritage Druid, Nettle Sentinel, Birchlore Rangers, and no other green-producing land is high upside but can fail if the first creature sequence is disrupted or not legally castable.

  • Automatic ship: mulligan hands with no early green source and no castable accelerator. Swamp, Swamp, Twilight Mire, Craterhoof Behemoth, Craterhoof Behemoth, Kindred Summons, and Nature's Claim does not begin the Elf engine and should not be kept on hope.

  • Automatic ship: mulligan payoff-heavy hands that cannot act before turn 3. Craterhoof Behemoth, Circle of Dreams Druid, Kindred Summons, Finale of Devastation, Glimpse of Nature, Wirewood Lodge, and one land is not a functional opener unless runtime actions show a legal mana exception.

  • Matchup-dependent keep: keep Assassin's Trophy, Allosaurus Shepherd, or Cavern of Souls more highly when visible matchup context indicates blue or black interaction. Against creature pressure, prefer hands with Essence Warden, Elvish Warmaster, Abrupt Decay, Assassin's Trophy, or early blockers over slow draw-only keeps.

  • Play/draw adjustment: on the play, prioritize one-mana accelerants and Tyvar, Jubilant Brawler setup over reactive cards. On the draw, accept slightly slower hands with Abrupt Decay, Assassin's Trophy, Nature's Claim, Elvish Visionary, or Leaf-Crowned Visionary if mana and early board presence are still present.

  • Trap hand: do not keep interaction-only hands because the deck wins by developing creatures. Abrupt Decay, Assassin's Trophy, Nature's Claim, Assassin's Trophy, Nature's Claim, Swamp, and Polluted Delta looks flexible but has no pressure, no mana engine, and no card engine.

  • Trap hand: do not keep Wirewood Lodge without a credible mana creature path. Wirewood Lodge is a payoff or utility engine only after Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Circle of Dreams Druid, Wirewood Channeler, or large Gaea's Cradle mana is visible.

Turn Arc

  • Turn 1: cast the best legal green accelerator before utility setup. Prefer Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Arbor Elf, Birds of Paradise, Deathrite Shaman, Joraga Treespeaker, Boreal Druid, Elves of Deep Shadow, Citanul Stalwart, or Birchlore Rangers over holding interaction unless the opponent presents an immediate must-answer permanent.

  • Turn 1 deviation: play Priest of Titania when it is available through pregame/runtime actions, then sequence mana creatures to exploit it. Use Cavern of Souls early when resolving Elf creatures matters, but do not strand noncreature spells that require colored mana.

  • Turn 2: build the mana engine or card engine according to hand texture. Prefer Priest of Titania, Leaf-Crowned Visionary, Elvish Warmaster, Devoted Druid, Marwyn, the Nurturer, Rofellos, Llanowar Emissary, Elvish Visionary, or Heritage Druid plus cheap Elves when they increase turn-3 options.

  • Turn 2 deviation: hold up or cast interaction only when the board demands it. Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, and Assassin's Trophy should protect the engine, stop a visible hate piece, or prevent a major tempo loss rather than replace normal development.

  • Turn 3: choose between explosive mana, durable draw, and command-zone pressure using visible risk. Tyvar, Jubilant Brawler, Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Elvish Archdruid, Circle of Dreams Druid, Wirewood Channeler, or Wirewood Channeler are preferred when they immediately expand mana or cards.

  • Turn 3 deviation: deploy Crashing Drawbridge, Quirion Ranger, Quirion Ranger, Wirewood Lodge, or Copperhorn Scout when haste, untap, or combat mana changes the current legal line. Do not spend these effects casually if the largest mana creature is not yet on board.

  • Turns 4-5: convert creature count into a decisive advantage. Use Finale of Devastation, Kindred Summons, Glimpse of Nature, Lathril, Blade of the Elves, Skemfar Shadowsage, Wirewood Lodge, Ezuri, Renegade Leader, or Craterhoof Behemoth when legal actions and visible board state show either lethal pressure, a protected reload, or a survival swing.

  • Turns 4-5 deviation: delay all-in finishers when open interaction, poor creature count, or missing colors make the payoff fragile. In those spots, add Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Leaf-Crowned Visionary, or Tyvar, Jubilant Brawler first if the legal action improves resilience.

  • Late game: prioritize engines that turn every creature into mana, cards, or lethal combat. Rebuild with Beast Whisperer, Realmwalker, Beast Whisperer, Leaf-Crowned Visionary, Glimpse of Nature, or Kindred Summons, then finish with Finale of Devastation, Craterhoof Behemoth, Ezuri, Renegade Leader, Lathril, Blade of the Elves, or Skemfar Shadowsage when Forge exposes a legal and board-supported line.

  • Late-game deviation: preserve life and board before chasing excess value. Use Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, Elvish Warmaster, Essence Warden, blockers, and legal Tyvar, Jubilant Brawler actions to survive if the opponent's visible attack or stack threatens to end the game first.

Card Roles

  • Mana one-drops: Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Arbor Elf, Birds of Paradise, Boreal Druid, Elves of Deep Shadow, Deathrite Shaman, Citanul Stalwart, and Birchlore Rangers are the deck's highest-priority opening material because they make Tyvar, Jubilant Brawler, draw engines, and mass-mana creatures arrive early. Cast them before reactive cards unless the opponent has already presented a visible must-answer permanent. Treat Deathrite Shaman as a mana source only when graveyard contents legally support it, and do not assume its life-drain or graveyard-control modes are available without visible targets.

  • Elf burst-mana pieces: Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Circle of Dreams Druid, Wirewood Channeler, Rofellos, Llanowar Emissary, Llanowar Tribe, Devoted Druid, Birchlore Rangers, and Joraga Treespeaker are the main bridge from small creatures to lethal payoffs. Prioritize the creature that produces the most immediate legal mana this turn, not the one with the highest ceiling next turn, when the hand contains Wirewood Lodge, Finale of Devastation, Kindred Summons, Craterhoof Behemoth, or Ezuri, Renegade Leader. Protect these cards from casual combat trades because one untap step with them often matters more than two extra chip damage.

  • Untap and haste infrastructure: Quirion Ranger, Quirion Ranger, Wirewood Lodge, Copperhorn Scout, Crashing Drawbridge, and Tyvar, Jubilant Brawler convert a single large mana creature into multiple activations. Use these cards only after checking summoning sickness, tapped status, land-return costs, and legal targets from Forge. A common mistake is spending Quirion Ranger or Wirewood Lodge for small mana before seeing whether the same untap enables Wirewood Lodge, Ezuri, Renegade Leader activation mana, or a larger Finale of Devastation turn.

  • Card-flow engines: Glimpse of Nature, Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Elvish Visionary, Glimpse of Nature, and Realmwalker keep the deck from becoming a pile of mana creatures. Cast a draw engine before chaining expendable creatures when mana allows, especially with Nettle Sentinel, Heritage Druid, Birchlore Rangers, and cheap Elves in hand. Glimpse of Nature is a refill, not a default early play; use it when life total and board type count make the exchange safe. Realmwalker has powerful Druid-specific text; Card text check required before relying on exact draw or land-control outcomes.

  • Creature-count payoffs: Elvish Warmaster, Lathril, Blade of the Elves, Skemfar Shadowsage, Kindred Summons, Craterhoof Behemoth, Finale of Devastation, Ezuri, Renegade Leader, and Allosaurus Shepherd reward committing multiple creatures. Use Elvish Warmaster and Lathril, Blade of the Elves to turn board width into pressure, but avoid attacks that expose core mana creatures unless the damage or token output changes the race. Skemfar Shadowsage is best when the visible Elf count creates a meaningful life swing. Finale of Devastation and Craterhoof Behemoth are finishers when board count and legal attacks support lethal or near-lethal pressure; do not fire them into a board where the opponent survives and crack-back lethal is visible.

  • Command-zone and planeswalker pressure: Tyvar, Jubilant Brawler is the deck's central accelerator because its static and loyalty actions can make mana creatures function immediately or recur key cheap bodies when legal. Tyvar, Jubilant Brawler is a secondary engine that can create mana, cards, or board growth depending on the exposed loyalty actions; Card text check required before selecting a precise mode in unfamiliar board states. Use either Tyvar as a commitment only when the current board can defend it or when its immediate activation materially advances the engine.

  • Protection and anti-interaction cards: Assassin's Trophy, Allosaurus Shepherd, Cavern of Souls, Nature's Claim, Nature's Claim, Abrupt Decay, and Assassin's Trophy protect the engine from visible disruption or remove hate pieces. Hold Assassin's Trophy when blue or black interaction is represented by public information and a key spell or engine is about to matter. Use Allosaurus Shepherd and Cavern of Souls to force Elf development through permission, but still respect removal, sweepers, combat, and non-counter interaction shown by the rules engine. Nature's Claim can be a tempo emergency, but exiling a green card is costly in a singleton engine deck.

  • Removal and problem-permanent answers: Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, and Elvish Warmaster should answer cards that stop mana, shut off combat, threaten immediate lethal, or invalidate the combo turn. Do not spend Assassin's Trophy on a low-impact permanent if giving the opponent a land makes the next turn more dangerous. Elvish Warmaster is both pressure and interaction; use combat with it when the legal attack is safe enough to produce its triggered value, but do not suicide it into a board where the trigger will not resolve or matter.

  • Combo and loop-adjacent pieces: Wirewood Lodge, Quirion Ranger, Priest of Titania, Wirewood Channeler, Circle of Dreams Druid, Craterhoof Behemoth, and Skemfar Shadowsage are high-upside cards that require exact board and mana validation. Wirewood Lodge becomes decisive with a creature producing large mana, but it is slow without Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Circle of Dreams Druid, Wirewood Channeler, Rofellos, Llanowar Emissary, or Gaea's Cradle. Quirion Ranger can protect or reuse creatures when legal mana and target text support it; Card text check required for exact activation constraints. Craterhoof Behemoth and Skemfar Shadowsage are not default curve plays; deploy them when their visible abilities improve resilience, recursion, or lethal math.

  • Heritage engine pieces: Heritage Druid, Nettle Sentinel, Birchlore Rangers, Glimpse of Nature, Leaf-Crowned Visionary, Beast Whisperer, and Beast Whisperer form the deck's strongest creature-chain turns. Begin these chains only after choosing the order that maximizes draw triggers and untap potential. With Nettle Sentinel on board, prefer casting green spells before using it in a way that leaves it unavailable for a later Heritage Druid or Birchlore Rangers mana action, subject to Forge's legal action list.

  • Finish-line discipline: Craterhoof Behemoth, Finale of Devastation, Ezuri, Renegade Leader, Lathril, Blade of the Elves, Skemfar Shadowsage, Wirewood Lodge, and Kindred Summons should end the game or create an overwhelming board. Count visible blockers, summoning-sick attackers, tapped creatures, and opponent life before committing. If lethal is not present, prefer a line that leaves protection, blockers, or card-flow engine material rather than spending every resource for a board that folds to a visible answer.

  • Land roles: Forest, Bayou, Overgrown Tomb, Blooming Marsh, Gilt-Leaf Palace, Twilight Mire, Cavern of Souls, Gaea's Cradle, Wirewood Lodge, Verdant Catacombs, Misty Rainforest, Polluted Delta, and Prismatic Vista shape every keep and sequencing decision. Fetch or shock only when the color, untapped timing, or Deathrite Shaman setup matters. Preserve Wirewood Lodge when an Elf untap will produce more mana later, and treat Gaea's Cradle as payoff mana that depends on keeping creatures alive. Use Swamp only when black requirements are real, because early green is the deck's most important color.

Interaction Priorities

  • Priority: Spend Abrupt Decay, Assassin's Trophy, Nature's Claim, and Nature's Claim on permanents that stop creature mana, prevent attacking for lethal, remove Tyvar, Jubilant Brawler before activation value, or make the next engine turn impossible. Do not use premium interaction on low-impact blockers when Craterhoof Behemoth, Finale of Devastation, Ezuri, Renegade Leader, Lathril, Blade of the Elves, or Skemfar Shadowsage can turn board count into lethal pressure.

  • Priority: Answer sweepers, prison pieces, and graveyard or artifact/enchantment engines according to visible legality rather than fear of hidden cards. If Nature's Claim is legal, use it as a tempo answer only when the opposing artifacts or enchantments block the deck's current turn cycle; exiling a green card is a real cost because this deck converts green bodies into mana, draw, and lethal count.

  • Priority: Protect the engine before protecting replaceable bodies. Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Circle of Dreams Druid, Wirewood Channeler, Rofellos, Llanowar Emissary, Heritage Druid, Wirewood Lodge, Beast Whisperer, and Leaf-Crowned Visionary deserve protection when they unlock a decisive follow-up. Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Boreal Druid, Birds of Paradise, Arbor Elf, and Elves of Deep Shadow are expendable unless they are the only bridge to green mana or a lethal turn.

  • Priority: Use Assassin's Trophy when the legal action protects a key spell, planeswalker, or engine from visible blue or black interaction, or when resolving it changes a contested turn from stalled to winning. Do not fire Assassin's Trophy merely because it is legal if the opponent has no relevant public pressure and the protected spell is replaceable.

  • Priority: Use Cavern of Souls and Allosaurus Shepherd to force Elf development through permission-heavy opponents, but do not treat them as protection from removal, sweepers, combat damage, or non-counter taxes. Against interactive decks, bait with lower-value Elves before committing Beast Whisperer, Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Wirewood Lodge, Finale of Devastation, or Craterhoof Behemoth unless waiting gives up lethal or lets the opponent stabilize.

  • Priority: Use Deathrite Shaman's graveyard-exile actions only when Forge exposes legal targets and the chosen exile advances mana, life-race, or opponent-resource denial. Do not consume a graveyard card needed for another visible line, and do not spend priority on a minor drain or gain when a creature-chain, removal spell, or planeswalker activation is the real turn.

  • Priority: This list has no main-deck counterspell, discard spell, or bounce spell. If the engine offers interaction from Tyvar, Jubilant Brawler, Elvish Warmaster, Skemfar Shadowsage, Craterhoof Behemoth, or other permanents, verify the exposed legal action text and choose it only when it meaningfully changes board control, card flow, or lethal math.

  • Archetype shift: Against fast creature pressure, remove pieces that increase immediate damage or prevent profitable blocking before attacking engines. Against control, preserve Assassin's Trophy, Allosaurus Shepherd, Cavern of Souls, and redundant draw engines. Against artifacts or enchantments, value Nature's Claim and Nature's Claim higher, but keep creature count high enough for Gaea's Cradle, Kindred Summons, and the overrun finishes.

Combat And Trading Rules

  • Priority: Attack only after counting summoning sickness, tapped blockers, reach-like visible blockers, planeswalker defense needs, and the mana that tapped attackers would have produced. This deck often wins by keeping creatures alive for Priest of Titania, Elvish Archdruid, Heritage Druid, Circle of Dreams Druid, Gaea's Cradle, Kindred Summons, Craterhoof Behemoth, Finale of Devastation, or Ezuri, Renegade Leader rather than by early chip damage.

  • Priority: Preserve engine creatures over small combat damage. Do not trade Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Wirewood Channeler, Circle of Dreams Druid, Rofellos, Llanowar Emissary, Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Elvish Warmaster, or Heritage Druid unless the trade prevents lethal, protects Tyvar, Jubilant Brawler, or enables a winning follow-up already visible.

  • Priority: Trade expendable mana creatures when life total or planeswalker loyalty demands it. Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Boreal Druid, Arbor Elf, Birds of Paradise, Elves of Deep Shadow, Elvish Visionary, Essence Warden, and Citanul Stalwart can block if the alternative is falling below a safe crack-back threshold, losing Tyvar, Jubilant Brawler, or giving the opponent a decisive combat step.

  • Priority: Keep Quirion Ranger, Quirion Ranger, Wirewood Lodge, Copperhorn Scout, Crashing Drawbridge, and Devoted Druid available when their untap or haste function creates more mana, surprise blocks, or lethal attacks. Do not turn them sideways for small damage if the same card lets Wirewood Lodge, Ezuri, Renegade Leader, Elvish Archdruid, Marwyn, the Nurturer, or Priest of Titania dominate the next decision window.

  • Priority: Use Ezuri, Renegade Leader, Craterhoof Behemoth, Finale of Devastation, and Allosaurus Shepherd as finish-line tools only when legal attackers and visible blockers support lethal or a near-lethal board that survives the return attack. If the opponent survives, leave enough blockers or mana to avoid losing to the visible board.

  • Priority: Attack with Elvish Warmaster when combat text and blockers make the attack survive or produce a clearly relevant trigger. Do not trade Elvish Warmaster for a generic blocker unless the trade removes the opponent's best pressure or opens lethal.

  • Priority: Value Lathril, Blade of the Elves and Elvish Warmaster attacks when they create or multiply board presence, but avoid exposing them into unfavorable blocks before they have produced value. Skemfar Shadowsage becomes a race stabilizer when Elf count is high; choose life-swing lines over marginal attacks when life totals are tight.

  • Archetype shift: Against aggro, block earlier and preserve life above the range where one combat step kills through a single blocker. Against control or combo, pressure planeswalkers and life totals while holding back the minimum creature base needed for mana and post-sweeper recovery. Against midrange, trade only when the exchange protects a higher-value engine or keeps enough creatures for the next payoff turn.

Selection And Tutor Rules

  • Priority: Delay the land drop when a legal draw, scry, Realmwalker top-card play, Glimpse of Nature chain, Leaf-Crowned Visionary payment, Leaf-Crowned Visionary trigger, Beast Whisperer trigger, Beast Whisperer trigger, Elvish Visionary, Glimpse of Nature, or Elvish Warmaster combat trigger can reveal whether the turn needs green, black, Cavern of Souls, Gaea's Cradle, Wirewood Lodge, or an untapped source. Make the land drop first only when the current legal action already requires the mana or when waiting risks wasting available mana.

  • Priority: Use Finale of Devastation as the true tutor only after choosing whether the turn needs setup, rescue, or lethal. Find Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Heritage Druid, Circle of Dreams Druid, Rofellos, Llanowar Emissary, Wirewood Channeler, Beast Whisperer support through creature chains, Quirion Ranger protection/loop texture, Crashing Drawbridge haste, Craterhoof Behemoth finish, or an exact visible answer if Forge exposes one. Do not spend Finale of Devastation as a generic creature search when command-zone Kindred Summons, draw engines, or current board mana can produce a better payoff next turn.

  • Priority: Treat Kindred Summons as a commitment gate, not a casual selection spell. Cast it when creature count, available mana, visible stack pressure, and opponent shields make the reveal likely to add decisive Elf material; wait when losing the current board to removal, spending the signature spell into open interaction, or revealing into a weak creature count would strand the deck behind. If Forge exposes selection among revealed creatures, prioritize engines, mana multipliers, haste, and lethal payoffs over redundant one-mana creatures unless mana is the bottleneck.

  • Priority: Use Realmwalker to convert known top cards into tempo without breaking visible mana sequencing. If the top card is an Elf or legal creature that advances mana or draw, cast it before blind draw effects when possible; if the top card is a land, noncreature, or uncastable card, consider shuffle effects from Verdant Catacombs, Misty Rainforest, Polluted Delta, or Prismatic Vista before further top-card decisions.

  • Priority: Use Leaf-Crowned Visionary scry to keep early lands, one-mana accelerants, Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Heritage Druid, draw engines, and missing interaction. Bottom excess legendary/nonfunctional high-cost cards, redundant payoffs without mana, or narrow answers without legal targets; keep Craterhoof Behemoth, Finale of Devastation, or Kindred Summons only when the board can realistically reach them.

  • Priority: Use Glimpse of Nature as Elf card flow when life total and visible pressure allow the life loss. Choose Elf when the engine offers a creature-type choice unless a visible board state makes another type uniquely correct; do not draw deep at a life total that dies to the opponent's public attack or burn-like board.

  • Priority: Sequence Glimpse of Nature, Beast Whisperer, and Leaf-Crowned Visionary before low-cost creature deployment when legal mana supports chaining. Cast replaceable creatures first after the engine is active, then commit key mana engines once draw has found protection, haste, or additional mana.

Priority And Stack Rules

  • Priority: Pass priority through harmless spells when the deck's current turn is about building mana and cards, but stop for visible threats that remove engines, sweep creatures, shut off activated abilities, counter a decisive payoff, or create lethal pressure. Legal actions from Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, Assassin's Trophy, Deathrite Shaman, Tyvar, Jubilant Brawler, Wirewood Lodge, Skemfar Shadowsage, Ezuri, Renegade Leader, or Wirewood Lodge must be evaluated against the stack object and board, not used simply because they are available.

  • Priority: Use Assassin's Trophy only when it protects a decisive spell, permanent, or turn from visible blue or black interaction, or when drawing a card from a legal Veil line materially changes the contested exchange. Preserve it against control and black removal when the protected object is Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Beast Whisperer, Finale of Devastation, Craterhoof Behemoth, Wirewood Lodge, Tyvar, Jubilant Brawler, or Kindred Summons.

  • Priority: Use Nature's Claim and Abrupt Decay before the opponent gains a full turn with a hate permanent, but avoid spending them on low-impact targets if Nature's Claim can answer multiple visible artifacts or enchantments. Use Assassin's Trophy on any permanent only when the threat is worth giving the opponent a land or when no narrower answer handles the visible problem.

  • Priority: Treat Nature's Claim as a tempo emergency or two-for-one answer. Exile a green card only when the visible artifact or enchantment stops the engine, protects an opponent win, or removes the deck's route to lethal; do not pitch a core engine creature for a marginal exchange.

  • Priority: Activate Wirewood Lodge, Wirewood Lodge, Quirion Ranger, Quirion Ranger, Devoted Druid, Tyvar, Jubilant Brawler, and mana creatures in windows that preserve mana before committing to stack fights. Float mana before untap effects when legal and useful, but do not create unspendable mana that forces bad follow-up actions.

  • Priority: Use Deathrite Shaman at instant speed only with a visible legal graveyard target and a concrete purpose: make missing mana, deny an opponent graveyard card, gain life against lethal pressure, or drain when it changes the clock. Do not consume priority on small life swings while a stack threat or combat decision matters more.

  • Priority: Treat optional payments and triggers as resource gates. Pay Leaf-Crowned Visionary or Leaf-Crowned Visionary draw costs when the extra card matters more than holding mana for interaction, Assassin's Trophy, Ezuri, Renegade Leader, Wirewood Lodge, or post-combat development; decline optional costs when they strand a decisive legal action.

  • Priority: Let your own creature-cast draw triggers resolve before choosing the next creature unless floating mana, Realmwalker top-card information, Heritage Druid tapping, or Nettle Sentinel untaps create a clearly legal chain that benefits from acting first. Respect Forge's action list; never assume a trigger, untap, or mana loop exists unless the rules engine exposes the action.

Sideboard Map

  • Registration status: Tyvar Summons Elves currently has no registered sideboard cards, so Veles must not generate executable post-game card movement for this list.the repaired Tyvar Summons Elves source is a legal 60-card no-sideboard Oathbreaker registration.

the repaired Tyvar Summons Elves source is a legal 60-card no-sideboard Oathbreaker registration. Treat all between-game card movement as locked because no sideboard is registered; do not let a decision provider infer a hidden reserve, wish package, companion package, or format staples from archetype expectations.

  • Matchups in: none. No sideboard card can be brought in against control, combo, graveyard, artifact, enchantment, creature, stax, storm, planeswalker, or midrange opponents because the registered sideboard inventory is empty.

  • Role of sideboard cards: none. All post-game role adjustment must come from mulligan discipline, play/draw choice when exposed by Forge, main-deck sequencing, interaction timing, and preserving command-zone access to Tyvar, Jubilant Brawler and Kindred Summons.

  • When bad: every attempted sideboard action is bad when it names a card absent from the registered sideboard. Reject any plan that names Nature's Claim, Assassin's Trophy, Nature's Claim, Abrupt Decay, Assassin's Trophy, or any other main-deck card as a card to add, because those cards already start in the main deck.

  • Role changes: shift main-deck priorities by matchup instead of changing card inventory. Against faster creature decks, treat Essence Warden, Elvish Warmaster, Elvish Warmaster, Ezuri, Renegade Leader, Skemfar Shadowsage, Wirewood Lodge, and early blockers as stabilizing tools. Against slower interaction decks, treat Assassin's Trophy, Allosaurus Shepherd, Cavern of Souls, Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, and Tyvar planeswalkers as resilience tools. Against artifact or enchantment pressure, treat Nature's Claim, Nature's Claim, Abrupt Decay, and Assassin's Trophy as scarce answers that must be saved for visible hate or decisive engines.

  • Archetype rule: do not weaken the Elf count mentally after Game 1 just because there is no sideboard. Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, Circle of Dreams Druid, Wirewood Channeler, Heritage Druid, Nettle Sentinel, Elvish Warmaster, Lathril, Blade of the Elves, Leaf-Crowned Visionary, Realmwalker, Beast Whisperer, Realmwalker, and Kindred Summons all scale with creature density or Elf identity, so post-game plans should still favor hands that make a board before committing payoffs.

  • Versus removal-heavy control: Add role cards: none registered. Reduce main-deck emphasis: fragile all-in sequencing that exposes Priest of Titania, Elvish Archdruid, Marwyn, the Nurturer, or Circle of Dreams Druid before Assassin's Trophy, Allosaurus Shepherd, Cavern of Souls, Tyvar, Jubilant Brawler, Beast Whisperer, or redundant mana is available. Preserve Nature's Claim, Nature's Claim, Abrupt Decay, and Assassin's Trophy for visible permanents that stop creature casting, activated abilities, graveyard use, or combat conversion.

  • Versus creature aggro: Add role cards: none registered. Reduce main-deck emphasis: slow engines that do not affect the board before lethal pressure arrives, especially Beast Whisperer, Leaf-Crowned Visionary, Circle of Dreams Druid, Realmwalker, and Glimpse of Nature when life is under visible pressure. Prioritize Essence Warden life gain, early mana creatures that become blockers, Elvish Warmaster bodies, Rishkar, Peema Renegade counters, Elvish Warmaster combat pressure, Ezuri, Renegade Leader regeneration or overrun lines, and Skemfar Shadowsage life swing when legal.

  • Versus combo: Add role cards: none registered. Reduce main-deck emphasis: slow combat-only plans that cannot race or disrupt. Keep hands with fast mana plus a clock or interaction, and use Assassin's Trophy, Abrupt Decay, Nature's Claim, Nature's Claim, Deathrite Shaman, and Assassin's Trophy only against visible pieces, stack fights, graveyard cards, or protective effects the rules engine exposes. Do not assume the opponent has a specific hidden combo card unless public information reveals it.

  • Versus graveyard decks: Add role cards: none registered. Reduce main-deck emphasis: casual Deathrite Shaman activations. Preserve Deathrite Shaman for visible graveyard cards that enable the opponent's next legal line, make missing mana, gain life against a lethal clock, or change a race by draining. Use Assassin's Trophy or Abrupt Decay only on visible permanents that create recurring graveyard advantage; avoid spending broad interaction before a high-impact public target exists.

  • Versus artifacts and enchantments: Add role cards: none registered. Reduce main-deck emphasis: early Nature's Claim or Nature's Claim on low-impact permanents. Nature's Claim is efficient but grants life, Nature's Claim costs a green card when pitched, Abrupt Decay is narrower but uncounterable against many cheap permanents, and Assassin's Trophy answers broadly at the cost of a land. Choose the answer that preserves the deck's next mana and creature chain while removing the visible card that blocks Tyvar, Jubilant Brawler, Wirewood Lodge, mana creatures, combat, or Kindred Summons.

  • Versus stax or prison: Add role cards: none registered. Reduce main-deck emphasis: sequencing that walks multiple creatures into a visible lock before checking available answers. Use Nature's Claim, Abrupt Decay, Assassin's Trophy, and Nature's Claim on hate permanents that stop creature casting, activated abilities, untapping, graveyard use, combat, or card draw. If no answer is visible, build mana with lands and legal noncreature resources until Finale of Devastation, Tyvar abilities, or a natural draw finds a route.

  • Versus sweepers: Add role cards: none registered. Reduce main-deck emphasis: committing every creature before a draw engine, command-zone payoff, haste source, or protection line matters. Use Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Leaf-Crowned Visionary, Tyvar, Jubilant Brawler, Quirion Ranger, and Skemfar Shadowsage as recovery texture when legal. Do not hold all pressure indefinitely; force the opponent to answer while preserving a refill or command-zone follow-up.

  • Versus flying pressure or evasive commanders: Add role cards: none registered. Reduce main-deck emphasis: ground-only racing when visible attacks put life under a short clock. Use fast mana to reach Craterhoof Behemoth, Finale of Devastation, Ezuri, Renegade Leader, Skemfar Shadowsage, or Wirewood Lodge life lines; spend Assassin's Trophy, Abrupt Decay, or Nature's Claim only when the visible evasive permanent or support permanent is worth the resource.

  • Post-game submission rule: submit no sideboard movement unless the registered list changes before the run. If Veles asks for Game 2 or Game 3 sideboarding, the correct strategic response for this registered inventory is to lock an empty plan and shift only tactical priorities in subsequent mulligan, mana, priority, combat, interaction, and selection decisions.

Matchup Guidance

  • Aggro: prioritize stabilizing board presence before engine density. Keep hands that produce a turn-one mana creature or Essence Warden plus a second creature, because life gain and blockers buy the turn needed for Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, or Wirewood Channeler to turn the corner. Treat Elvish Warmaster, Rishkar, Peema Renegade, Elvish Warmaster, Skemfar Shadowsage, Ezuri, Renegade Leader, Wirewood Lodge, and Crashing Drawbridge as stabilizers when their legal actions are visible. Spend Abrupt Decay, Assassin's Trophy, Nature's Claim, or Nature's Claim only on a visible threat or support permanent that materially shortens the clock, blocks life gain, prevents blocking, or stops the mana engine.

  • Control: build a resilient two-wave plan instead of exposing the whole hand to removal or sweepers. Favor Cavern of Souls, Allosaurus Shepherd, Assassin's Trophy, Tyvar, Jubilant Brawler, Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Leaf-Crowned Visionary, and Glimpse of Nature lines when legal, because they pressure counterspells and removal from different angles. Deploy one strong mana engine, force the opponent to answer it, then rebuild with command-zone access or card-advantage permanents. Do not assume a sweeper is present from hidden information, but respect public mana, passed priority, known revealed cards, and previous actions.

  • Combo: race with mana acceleration plus a decisive clock while preserving scarce interaction for visible pieces. Keep hands that can cast early mana creatures and either produce Finale of Devastation, Craterhoof Behemoth, Kindred Summons, Lathril, Blade of the Elves pressure, Ezuri, Renegade Leader overrun, or a fast draw chain. Use Deathrite Shaman, Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, and Assassin's Trophy only when the rules engine exposes a graveyard card, permanent, stack interaction, or protective effect that matters now. Do not spend interaction on speculative combo categories without a visible target.

  • Tempo: value mana efficiency and threat redundancy over slow setup. Lead with one-mana accelerants such as Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Arbor Elf, Boreal Druid, Birds of Paradise, Elves of Deep Shadow, Deathrite Shaman, or Joraga Treespeaker when legal, then follow with must-answer scaling threats. Avoid spending an entire turn on Beast Whisperer, Leaf-Crowned Visionary, Realmwalker, Circle of Dreams Druid, or Glimpse of Nature if the opponent is presenting pressure plus open interaction and the action does not affect the immediate board. Assassin's Trophy is highest value when it protects a mana engine, draw engine, or lethal push.

  • Midrange: become the deck with the bigger mana and more threatening topdeck. Trade early only when the trade preserves life or protects Tyvar, Jubilant Brawler, Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, or Wirewood Channeler. Use Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Leaf-Crowned Visionary, Glimpse of Nature, and Glimpse of Nature to pull ahead after both players exchange resources. Save Assassin's Trophy and Abrupt Decay for permanents that dominate combat, shut off creature abilities, or invalidate the board, not for replaceable bodies.

  • Big mana: apply pressure before the opponent's larger plays outclass creature combat. Keep hands that accelerate into multiple Elves and a payoff, and favor Kindred Summons, Finale of Devastation, Craterhoof Behemoth, Ezuri, Renegade Leader, Lathril, Blade of the Elves, or Skemfar Shadowsage as closing plans. Use Assassin's Trophy, Abrupt Decay, Nature's Claim, or Nature's Claim on visible mana engines or lock pieces only when removing them changes the next turn cycle. Do not pivot into slow draw permanents unless the board already threatens meaningful damage or the opponent's public state is not close to a payoff.

  • Graveyard: preserve Deathrite Shaman activations for the graveyard card that changes the next legal sequence. Use Deathrite Shaman to remove a visible recursion target, mana-enabling card, escape-style resource, flashback-style card, or lethal drain/life swing when the engine presents the option. Abrupt Decay and Assassin's Trophy should hit visible permanents that repeatedly use the graveyard; Nature's Claim and Nature's Claim should hit visible artifact or enchantment engines. Continue developing the Elf board while holding graveyard interaction, because a single activation rarely wins without pressure.

  • Artifact/enchantment: answer the permanent that blocks the deck's current path, not the first legal target. Nature's Claim is efficient but gives life, Nature's Claim can answer multiple visible artifacts or enchantments at the cost of a green card, Abrupt Decay is strong against cheap permanents, and Assassin's Trophy is the broadest answer with a resource drawback. Prioritize cards that stop creature casting, activated abilities, untapping, mana production, combat conversion, draw engines, or command-zone execution. If the permanent is only incremental, advance mana and card flow first.

  • Go-wide creature decks: make the bigger board, then convert it with overrun or life swing. Essence Warden, Elvish Warmaster, Lathril, Blade of the Elves, Rishkar, Peema Renegade, Elvish Archdruid, Priest of Titania, Circle of Dreams Druid, Marwyn, the Nurturer, and Wirewood Channeler help win the material race. Avoid low-impact attacks that expose key mana creatures unless Copperhorn Scout, Crashing Drawbridge, Ezuri, Renegade Leader, or a visible lethal calculation makes attacking correct. Skemfar Shadowsage and Wirewood Lodge can reverse races when legal; Card text check required for exact drain or life-gain mode if the engine action label is ambiguous.

  • Single-threat decks: use broad interaction and deathtouch-style combat pressure to prevent one permanent from dominating. Elvish Warmaster can pressure planeswalkers and combat boards when legal; Assassin's Trophy, Abrupt Decay, Nature's Claim, and Nature's Claim should be saved for the visible single threat, protection piece, or enabling permanent that actually constrains the Elf plan. If the threat is a creature that can be raced, build toward Finale of Devastation, Craterhoof Behemoth, Ezuri, Renegade Leader, or Skemfar Shadowsage instead of spending removal too early.

  • Burn: treat life total as the primary resource until the clock is stabilized. Essence Warden is a priority play, Skemfar Shadowsage is a potential swing, Wirewood Lodge can matter if its legal activation gains life, and Elvish Warmaster can improve races through combat. Avoid shock-style land choices from Overgrown Tomb unless the mana is required for a current stabilizing or winning line. Glimpse of Nature is dangerous when life is low; use it only when the visible board and life total make the card draw worth the life payment.

  • Removal-heavy decks: diversify threats and demand answers in a sequence that leaves recovery. Start with cheap accelerants, then choose between a mana engine, a draw engine, or Tyvar planeswalker based on visible mana and known removal. Tyvar, Jubilant Brawler can turn creatures into immediate activated resources when legal, Tyvar, Jubilant Brawler provides resilience and Elf-specific pressure, and Quirion Ranger or Skemfar Shadowsage may preserve or recur resources only if the legal action text supports that use. Do not put all mana into one creature unless waiting gives the opponent more time than the risk saves.

  • Stax/prison or hate-permanent decks: identify the visible rule that blocks the next plan before spending answers. Nature's Claim, Abrupt Decay, Assassin's Trophy, and Nature's Claim are the main release valves. If a hate permanent stops activated abilities, prioritize land-based mana, Cavern of Souls, command-zone sequencing, and legal removal. If a hate permanent taxes spells or combat, count available mana from lands, Gaea's Cradle, Wirewood Lodge, Wirewood Channeler, and creature engines before choosing between development and removal.

  • Mirror or tribal board stalls: win by timing the conversion turn, not by making every attack. Build creature count for Gaea's Cradle, Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Wirewood Channeler, Kindred Summons, and Craterhoof Behemoth. Hold Ezuri, Renegade Leader overrun, Finale of Devastation, or Crashing Drawbridge haste until the legal action can produce lethal or force devastating blocks. If the opponent has better immediate combat, use draw engines and life swing lines rather than trading away the mana base.

Specific Matchup Notes

  • General/archetype-only note: exact opponents are absent, so treat these notes as archetype scaffolding and let revealed cards, legal actions, life totals, and public zones override assumptions. With no registered sideboard, likely sideboarding is none; every game should preserve the same registered configuration unless the validator rejects the 60-card Oathbreaker list before play.

  • Fast creature pressure: prioritize Essence Warden, cheap Elves, and board-sizing mana before slow engines. Use Abrupt Decay or Assassin's Trophy on the visible permanent that makes combat unwinnable, and keep Nature's Claim or Nature's Claim for artifact/enchantment pressure pieces. Race conversion should favor Ezuri, Renegade Leader, Finale of Devastation, Craterhoof Behemoth, Lathril, Blade of the Elves, or Skemfar Shadowsage when legal action text supports the swing.

  • Removal-heavy midrange/control: sequence redundant mana creatures before committing Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Wirewood Channeler, or Rofellos, Llanowar Emissary into visible open interaction. Prioritize Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Leaf-Crowned Visionary, Glimpse of Nature, and Glimpse of Nature after the first exchange of resources. Assassin's Trophy should be held for a legal protective or tempo-positive response, not fired because mana is available.

  • Artifact/enchantment lock or prison: target the rule-setting permanent that blocks mana, activated abilities, casting, or combat conversion. Nature's Claim and Nature's Claim are priority release valves, with Abrupt Decay for cheap permanents and Assassin's Trophy for any visible permanent that must leave. If removal is not immediately legal, build land mana from Forest, Bayou, Overgrown Tomb, Blooming Marsh, Gilt-Leaf Palace, Twilight Mire, Cavern of Souls, Gaea's Cradle, and fetch lands before relying on fragile creature mana.

  • Graveyard or recursion decks: use Deathrite Shaman only on the visible graveyard card that changes the next turn cycle. Prioritize recursion targets, flashback-style cards, mana-enabling lands or spells, and cards that create lethal or stabilizing swings. Keep pressure developing with Elf density; one graveyard activation without a clock may only delay the opponent.

  • Board stalls and tribal mirrors: build to a conversion turn instead of making medium attacks. Copperhorn Scout, Crashing Drawbridge, Quirion Ranger, Quirion Ranger, Wirewood Lodge, Tyvar, Jubilant Brawler, and Wirewood Lodge can change mana or combat math when legal. Commit Ezuri, Renegade Leader, Finale of Devastation, Kindred Summons, Craterhoof Behemoth, or Skemfar Shadowsage only after checking blockers, summoning sickness, available mana, and visible interaction.

Risk Summary

  • Deck validation risk: the registered Oathbreaker list is 60 main and 0 sideboard while the active validation contract requires exactly 60 singleton main-deck cards outside basic lands. Veles should surface this before gameplay and should not assume a legal match can start.

  • Mana risk: the deck is green-heavy but contains black costs and colorless utility pressure, so hands without early green or a credible path to black can strand Abrupt Decay, Assassin's Trophy, Glimpse of Nature, Lathril, Blade of the Elves, Skemfar Shadowsage, Craterhoof Behemoth, or Elvish Warmaster. Overgrown Tomb life payment matters against burn or short clocks.

  • Matchup risk: the list can overextend into sweepers because its best mana and payoff cards are creatures. Preserve a rebuild path with Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Leaf-Crowned Visionary, Tyvar, Jubilant Brawler, or cards in hand when the visible opponent can punish a full board.

  • Draw risk: Glimpse of Nature and Glimpse of Nature can be powerful but are context-sensitive. Glimpse of Nature may cost life, and Glimpse of Nature is weak without enough cheap creature follow-ups; choose them only after checking legal actions, life total, and available mana.

  • Over-sideboarding risk: no sideboard is registered, so any sideboard request should be rejected or logged as unavailable. Do not simulate adding hate cards or removing main-deck cards.

  • Graveyard risk: Deathrite Shaman is the only explicit graveyard pressure named here, so do not spend it on low-impact cards while a visible recursion, flashback-style, or lethal graveyard resource remains.

  • Closer risk: Craterhoof Behemoth, Finale of Devastation, Ezuri, Renegade Leader, Kindred Summons, Lathril, Blade of the Elves, and Skemfar Shadowsage require timing and board context. Do not commit a closer into insufficient bodies, fog-style uncertainty, or visible interaction unless waiting is worse.

  • Interaction and sequencing risk: Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, and Assassin's Trophy are scarce. Spend them on the permanent, spell, or window that blocks the next winning or stabilizing line, and sequence mana creatures before engines only when the current turn needs acceleration more than resilience.

Test Feedback Checklist

  • Result driver: identify whether the game was decided by validation failure, mana, velocity, removal timing, combat conversion, or the opponent's faster clock. Record the deciding turn, the visible board state, and the legal action that changed the game most.

  • Mulligan quality: check whether the opener had early green mana, at least one cheap creature, and a credible payoff or draw engine. Flag keeps that stranded black cards such as Abrupt Decay, Assassin's Trophy, Glimpse of Nature, Lathril, Blade of the Elves, Skemfar Shadowsage, Craterhoof Behemoth, or Elvish Warmaster without black mana.

  • Mana development: review whether Forest, Bayou, Overgrown Tomb, Blooming Marsh, Gilt-Leaf Palace, Twilight Mire, Cavern of Souls, Gaea's Cradle, fetch lands, and creature mana produced the colors and volume needed. Note when Arbor Elf, Birds of Paradise, Elvish Mystic, Llanowar Elves, Fyndhorn Elves, Boreal Druid, Elves of Deep Shadow, Joraga Treespeaker, Heritage Druid, Birchlore Rangers, Priest of Titania, Rofellos, Llanowar Emissary, Elvish Archdruid, Circle of Dreams Druid, Marwyn, the Nurturer, Wirewood Channeler, Birchlore Rangers, or Wirewood Channeler was unavailable, removed, or sequenced late.

  • Velocity engine: verify whether Glimpse of Nature, Leaf-Crowned Visionary, Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Elvish Visionary, Glimpse of Nature, or Realmwalker actually converted creatures into cards. Mark engines that were cast with too few follow-up creatures, too little mana, or too much pressure on board.

  • Removal discipline: ask whether Abrupt Decay, Assassin's Trophy, Nature's Claim, Nature's Claim, Deathrite Shaman, or Assassin's Trophy was spent on the highest-impact visible window. Record any missed chance to answer a permanent blocking mana, combat, draw, or a closing line.

  • Closing execution: check whether Ezuri, Renegade Leader, Finale of Devastation, Craterhoof Behemoth, Kindred Summons, Lathril, Blade of the Elves, Skemfar Shadowsage, Copperhorn Scout, Crashing Drawbridge, Tyvar, Jubilant Brawler, Wirewood Lodge, Quirion Ranger, Quirion Ranger, or Wirewood Lodge could have converted the board earlier. Note whether the agent waited too long, attacked into poor blocks, or committed a closer without enough bodies.

  • Role assessment: decide whether the pilot correctly became stabilizing midrange, mana-engine combo, or pressure deck from the visible matchup. Record role mistakes such as casting slow draw while dying, holding removal while locked, or attacking with needed mana creatures under a short clock.

  • Sideboard reality: confirm that no sideboard action was attempted because the registered sideboard is empty. Any request to add role cards, remove main-deck cards, or alter the configuration should be logged as invalid or unavailable.

  • Stranded and standout cards: list cards that stayed in hand for mana, timing, or legality reasons, and list cards that overperformed or underperformed. Pay special attention to Circle of Dreams Druid, Craterhoof Behemoth, Quirion Ranger, Wirewood Lodge, Priest of Titania, Devoted Druid, Rishkar, Peema Renegade, Skemfar Shadowsage, Allosaurus Shepherd, Essence Warden, Elvish Warmaster, and Citanul Stalwart.

First Tuning Questions

  • Legality question: which repaired-list cards underperformed the active Oathbreaker 60-card command-zone plan? Start by testing whether expensive or narrow cards such as Craterhoof Behemoth, Circle of Dreams Druid, Realmwalker, Skemfar Shadowsage, or slower engines caused more stranded hands than wins.

  • Mana question: does the legal version need more basic Forest, fewer Swamp, or a different balance between black sources and green one-mana starts? Track games where Overgrown Tomb life loss, Twilight Mire filtering, Cavern of Souls naming, Gilt-Leaf Palace reveal constraints, or fetch timing affected early development.

  • Quantity-equivalent question: because Oathbreaker is singleton outside basics, which roles need redundancy rather than extra copies? Decide whether the 60 should preserve more mana Elves, more card-flow engines, more closers, or more interaction.

  • Aggro-plan question: is Essence Warden plus early creature density enough against fast pressure, or should the trimmed list favor cheaper blockers and removal over six-plus-mana payoffs? Compare games where life gain, board size, and Ezuri, Renegade Leader stabilized versus games lost before conversion.

  • Control-plan question: does the deck need more resilient draw and command-zone pressure, or can Beast Whisperer, Realmwalker, Leaf-Crowned Visionary, Leaf-Crowned Visionary, Tyvar, Jubilant Brawler, and Tyvar, Jubilant Brawler carry removal-heavy games? Flag whether Assassin's Trophy was protective enough or too narrow.

  • Closer question: which finishers are actually necessary after trimming: Craterhoof Behemoth, Finale of Devastation, Ezuri, Renegade Leader, Kindred Summons, Lathril, Blade of the Elves, Skemfar Shadowsage, or Wirewood Lodge lines? Keep closers that win from common visible boards, not only from already-winning positions.

  • Sideboard-slot question: if the event configuration ever permits a sideboard, which empty slots should become artifact/enchantment answers, graveyard pressure, anti-control protection, or anti-aggro stabilization? Until registration changes, keep all such ideas outside executable sideboard plans.

  • Role-conflict question: is the deck trying to be too many engines at once between tribal swarm, Wirewood Lodge mana loops, Tyvar recursion/haste, black midrange, and high-end finishers? Prefer the configuration whose early turns, command-zone plan, and legal closing actions align most often.

Veles Tactical Policy

Policy: Pregame Validation Stop

  • Priority: High
  • Decision families: pregame
  • Cards: none
  • Phase windows: before match creation and command-zone registration.
  • Runtime cues: format:Oathbreaker; deck_count:79; sideboard_count:0
  • Use when: the runtime exposes validation status before any opening-hand or play/draw choice.
  • Avoid when: the engine has already accepted the configuration and produced legal game actions.
  • Instructions: Treat the repaired source as legal when Veles confirms 60 main cards and 0 sideboard cards; continue only with engine-enumerated legal actions and do not invent reserve cards.
  • Pilot skill floor: low.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Opening Hand Functional Core

  • Priority: High
  • Decision families: mulligan
  • Cards: Forest; Bayou; Overgrown Tomb; Blooming Marsh; Gilt-Leaf Palace; Twilight Mire; Birds of Paradise; Arbor Elf; Elvish Mystic; Llanowar Elves; Fyndhorn Elves; Boreal Druid; Elves of Deep Shadow; Joraga Treespeaker; Heritage Druid; Birchlore Rangers
  • Phase windows: opening hand and mulligan decisions.
  • Runtime cues: prompt:mulligan; hand; land_count; green_source_count; one_mana_creature_count
  • Use when: deciding keep or mulligan from visible opening hand contents.
  • Avoid when: the prompt is London mulligan bottoming after a keep.
  • Instructions: Keep hands that produce early green and deploy at least one mana creature or engine enabler; reject hands that strand black cards without black mana or contain only expensive payoffs.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: London Bottoms Preserve Mana And Engine

  • Priority: Medium
  • Decision families: mulligan, selection
  • Cards: Craterhoof Behemoth; Craterhoof Behemoth; Circle of Dreams Druid; Kindred Summons; Glimpse of Nature; Wirewood Lodge; Finale of Devastation
  • Phase windows: post-mulligan bottom selection.
  • Runtime cues: prompt:bottom; hand; bottom_count
  • Use when: choosing cards to put on bottom after deciding to keep.
  • Avoid when: the legal choice is not a bottom-card prompt.
  • Instructions: Bottom redundant high-end cards before mana, cheap Elves, or the first draw engine; keep one closer only when the hand already has enough lands and early creatures.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: First Creature Setup

  • Priority: Medium
  • Decision families: mana, priority
  • Cards: Llanowar Elves; Elvish Mystic; Fyndhorn Elves; Arbor Elf; Birds of Paradise; Elves of Deep Shadow; Boreal Druid; Joraga Treespeaker; Deathrite Shaman; Citanul Stalwart
  • Phase windows: turns 1-2 main phases.
  • Runtime cues: phase:main; action:cast; mana_available; hand
  • Use when: choosing the first proactive spell from an undeveloped board.
  • Avoid when: visible pressure or known interaction makes removal or protection immediately necessary.
  • Instructions: Lead with the creature that fixes current color needs and unlocks the most next-turn mana; prefer one-mana green acceleration before slower engines.
  • Pilot skill floor: low.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Cavern Naming For Elf Plan

  • Priority: Low
  • Decision families: mana, pregame
  • Cards: Cavern of Souls; Allosaurus Shepherd; Leaf-Crowned Visionary; Priest of Titania; Elvish Archdruid; Realmwalker; Elvish Warmaster; Heritage Druid; Nettle Sentinel; Lathril, Blade of the Elves
  • Phase windows: land entry naming and early mana setup.
  • Runtime cues: action:choose type; card:Cavern of Souls; option:Elf
  • Use when: a legal Cavern of Souls type-choice action includes Elf and hand or board contains Elf creature spells.
  • Avoid when: the only visible creature plan is non-Elf and the runtime offers a materially different legal type choice.
  • Instructions: Choose Elf for Cavern of Souls when the visible plan depends on casting Elf creatures through colored mana or interaction.
  • Pilot skill floor: low.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Big Mana Commitment Gate

  • Priority: High
  • Decision families: mana, priority
  • Cards: Priest of Titania; Rofellos, Llanowar Emissary; Elvish Archdruid; Circle of Dreams Druid; Marwyn, the Nurturer; Wirewood Channeler; Gaea's Cradle; Wirewood Channeler; Circle of Dreams Druid; Priest of Titania
  • Phase windows: main phases before tapping major mana sources.
  • Runtime cues: action:activate; action:tap; mana_source; visible_board
  • Use when: deciding whether to commit a turn around large mana production.
  • Avoid when: the legal action is a forced mana payment already selected by the rules engine.
  • Instructions: Tap major mana engines only after checking the intended spell sequence, floating colors, untap effects, and whether removal or combat survival must be held up.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Draw Engine Commitment Gate

  • Priority: Medium
  • Decision families: priority, selection
  • Cards: Glimpse of Nature; Leaf-Crowned Visionary; Beast Whisperer; Beast Whisperer; Realmwalker; Leaf-Crowned Visionary; Elvish Visionary; Realmwalker
  • Phase windows: main phases before creature chains.
  • Runtime cues: action:cast; draw_engine; creatures_in_hand; mana_available
  • Use when: choosing whether to cast a card-flow engine before deploying more creatures.
  • Avoid when: the board requires immediate removal, blocking, or lethal conversion.
  • Instructions: Cast the engine before creature spells when mana and hand support follow-up creatures; delay slow engines when the opponent is presenting a short clock.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Staff Loop Commitment Gate

  • Priority: High
  • Decision families: mana, priority, selection
  • Cards: Wirewood Lodge; Priest of Titania; Elvish Archdruid; Circle of Dreams Druid; Marwyn, the Nurturer; Wirewood Channeler; Quirion Ranger; Wirewood Lodge; Quirion Ranger
  • Phase windows: main phases and priority windows with untap actions.
  • Runtime cues: action:activate; card:Wirewood Lodge; mana_available; untap_action
  • Use when: deciding whether to begin a Wirewood Lodge or repeated-untap engine sequence.
  • Avoid when: a deterministic action has already been selected and only exact mana payment remains.
  • Instructions: Start the loop only when visible mana production, untap access, and payoff actions justify spending the turn; stop if a new public change alters mana, board, or stack conditions.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Tyvar Recursion And Haste Gate

  • Priority: Medium
  • Decision families: priority, selection
  • Cards: Tyvar, Jubilant Brawler; Tyvar, Jubilant Brawler; Devoted Druid; Priest of Titania; Marwyn, the Nurturer; Heritage Druid; Circle of Dreams Druid
  • Phase windows: main phases, planeswalker activation prompts, and creature-activation windows.
  • Runtime cues: action:activate; card:Tyvar, Jubilant Brawler; card:Tyvar, Jubilant Brawler
  • Use when: selecting planeswalker activations or deciding whether to expose Tyvar for an engine turn.
  • Avoid when: lethal combat or survival interaction is available and planeswalker value does not affect it.
  • Instructions: Use Tyvar effects to enable mana creatures, recover key creatures, or build a decisive turn; avoid loyalty lines that leave the board weaker into visible attacks.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Removal Survival Priority

  • Priority: High
  • Decision families: interaction, priority
  • Cards: Abrupt Decay; Assassin's Trophy; Nature's Claim; Nature's Claim; Deathrite Shaman
  • Phase windows: opponent main phase, combat, end step, and stack windows.
  • Runtime cues: action:cast; targetable_permanent; lethal_or_lock_piece; stack
  • Use when: choosing whether to spend interaction on a visible permanent or spell-relevant object.
  • Avoid when: the target is low-impact and mana must be preserved for a selected engine or survival line.
  • Instructions: Spend removal on cards that stop mana development, prevent lethal, shut off creature chains, or block the next closing line; conserve flexible answers against minor threats.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Veil Protection Gate

  • Priority: High
  • Decision families: interaction, priority
  • Cards: Assassin's Trophy
  • Phase windows: stack windows and opponent interaction turns.
  • Runtime cues: action:cast Assassin's Trophy; stack; opponent_spell_or_ability
  • Use when: a legal Assassin's Trophy action appears while an important spell, permanent, or hand resource is threatened by visible interaction.
  • Avoid when: the stack threat does not affect the current plan or the card text match is uncertain.
  • Instructions: Use Assassin's Trophy to protect decisive engine, payoff, or resource windows; pass if it does not change the visible exchange. Card text check required for exact protection coverage.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Creature Chain Execution

  • Priority: Medium
  • Decision families: priority, mana
  • Cards: Heritage Druid; Nettle Sentinel; Birchlore Rangers; Copperhorn Scout; Elvish Warmaster; Essence Warden; Glimpse of Nature; Beast Whisperer; Leaf-Crowned Visionary
  • Phase windows: main phases after an engine commitment.
  • Runtime cues: action:cast; creature_spell; trigger_pending; mana_available
  • Use when: a draw, life, token, or untap engine is already active and legal creature spells are available.
  • Avoid when: casting into a visible sweeper setup, losing required blockers, or spending mana needed for selected protection.
  • Instructions: Sequence cheap creatures before expensive payoffs when they generate triggers or mana; preserve enough creatures to keep Heritage Druid, Priest of Titania-style, and combat payoffs live.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Combat Conversion Gate

  • Priority: High
  • Decision families: combat, priority
  • Cards: Ezuri, Renegade Leader; Craterhoof Behemoth; Finale of Devastation; Lathril, Blade of the Elves; Skemfar Shadowsage; Copperhorn Scout; Crashing Drawbridge; Allosaurus Shepherd
  • Phase windows: precombat main phase, declare attackers, and combat damage setup.
  • Runtime cues: phase:precombat; action:attack; action:activate; potential_lethal
  • Use when: deciding whether to shift from setup into a lethal or major-damage turn.
  • Avoid when: blockers, life totals, summoning sickness, or visible interaction make the attack fail without another action.
  • Instructions: Commit to combat payoffs only after counting bodies, haste, blockers, pump, and post-combat exposure; prefer lethal or stabilizing attacks over chip damage that sacrifices mana creatures.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Single Forced No-Block

  • Priority: Low
  • Decision families: combat
  • Cards: none
  • Phase windows: declare blockers.
  • Runtime cues: action:no blocks
  • Use when: the only legal blocker action text is exactly no blocks and no prevention, removal, or sacrifice action is legal in the same prompt.
  • Avoid when: any legal block, instant, activated ability, or prevention action is also available.
  • Instructions: Submit the no-block action when the rules engine exposes no alternative legal combat decision.
  • Pilot skill floor: low.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Finale Payoff Target Gate

  • Priority: High
  • Decision families: selection, priority, combat
  • Cards: Finale of Devastation; Craterhoof Behemoth; Ezuri, Renegade Leader; Allosaurus Shepherd; Skemfar Shadowsage
  • Phase windows: main phase tutor/search resolution and payoff selection.
  • Runtime cues: action:select; card:Finale of Devastation; visible_candidates
  • Use when: Finale of Devastation is resolving and the engine asks for a creature choice from visible legal candidates.
  • Avoid when: the candidate list or X value is hidden, incomplete, or does not include the intended payoff.
  • Instructions: Choose the creature that converts the current board into lethal, survival, or a resilient engine; do not hardcode Craterhoof Behemoth unless visible legal text and board math support that line.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Kindred Summons Commitment Gate

  • Priority: High
  • Decision families: priority, selection
  • Cards: Kindred Summons; Tyvar, Jubilant Brawler; Lathril, Blade of the Elves; Elvish Archdruid; Priest of Titania; Beast Whisperer
  • Phase windows: command-zone cast windows and opponent end step if legal.
  • Runtime cues: action:cast Kindred Summons; creature_count; mana_available
  • Use when: deciding whether to cast the command-zone signature spell or another large reload effect.
  • Avoid when: the board has too few creatures, the opponent can win before the payoff matters, or interaction must be held.
  • Instructions: Cast Kindred Summons when visible creature count and follow-up position justify exposing the deck to variance; delay when developing one more creature materially improves the result.
  • Pilot skill floor: high.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Black Drain And Reach Choice

  • Priority: Medium
  • Decision families: priority, selection
  • Cards: Lathril, Blade of the Elves; Skemfar Shadowsage; Glimpse of Nature; Skemfar Shadowsage; Craterhoof Behemoth
  • Phase windows: main phases, activated ability windows, and drain payoff resolutions.
  • Runtime cues: action:cast; action:activate; life_totals; elf_count
  • Use when: black payoff actions are legal and the board can convert Elf count, life total, or graveyard material.
  • Avoid when: black mana is scarce and green engine or lethal combat actions are available.
  • Instructions: Use black payoffs to close stalled boards, recover cards, or punish sweep recovery; do not spend scarce black mana on slow value while a board-based kill or survival play is legal.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Fetch And Shock Mana Discipline

  • Priority: Medium
  • Decision families: mana
  • Cards: Verdant Catacombs; Misty Rainforest; Polluted Delta; Prismatic Vista; Overgrown Tomb; Bayou; Forest; Swamp
  • Phase windows: land activation windows and land-play sequencing.
  • Runtime cues: action:activate; action:search library; land_drop_available; life_total
  • Use when: choosing land search or shock-land timing from visible mana needs.
  • Avoid when: the engine presents only one legal land search target.
  • Instructions: Fetch green first for early creatures, fetch black when removal or black payoffs are stranded, and avoid unnecessary life loss against visible pressure.
  • Pilot skill floor: medium.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Empty Sideboard Lock

  • Priority: High
  • Decision families: sideboard
  • Cards: none
  • Phase windows: between games and match sideboard prompts.
  • Runtime cues: action:submit sideboard; sideboard_count:0
  • Use when: the runtime asks for sideboarding and the registered sideboard is empty.
  • Avoid when: a future legal registration includes sideboard cards.
  • Instructions: Submit no changes; any request to add, remove, or exchange cards is illegal under the current registration.
  • Pilot skill floor: low.
  • No-API allowed: yes
  • Light-model allowed: yes