98 KiB
Strategy Specifications
Deck Name And Archetype
Fang Plays Pauper is a Pauper Commander deck built as mono-black graveyard midrange with sacrifice, recursion, attrition removal, and drain-finisher texture. The registered commander is Fang, Fearless l'Cie; Card text check required before assuming any commander-trigger timing, protection need, or payoff math, so runtime decisions must treat Fang, Fearless l'Cie as a command-zone resource whose legal cast, tax, and visible text come from the rules engine.
- Validation: The active format contract is Pauper Commander, and the registered configuration passes the supplied format-aware validation as 100 main-deck cards plus a 10-card Veles policy sideboard.
- Count check: The main deck contains exactly 100 cards, using singleton construction outside the 28 Swamp basic-land package.
- Sideboard check: The sideboard contains exactly 10 cards: Duress; Chainer's Edict; Snuff Out; Nihil Spellbomb; Relic of Progenitus; Crypt Rats; Unexpected Fangs; Suffocating Fumes; Wrench Mind; Faerie Macabre.
- Commander status: Fang, Fearless l'Cie is the named commander and should be evaluated separately from normal hand resources because command-zone recasts, commander tax, and commander-specific visibility are runtime matters.
- Archetype tags: The current tags are midrange and graveyard; the duplicate supplied tag string
midrange,graveyardshould be normalized to those two tactical tags rather than treated as separate plans. - Stock status: This is a rogue or highly customized Pauper Commander list, not a stock archetype shell; pilot policy should rely on the exact registered card pool instead of importing generic black staples or common commander assumptions.
- Hybrid status: The deck is a hybrid of attrition midrange, graveyard resource conversion, and sacrifice-for-cards gameplay, with individual threats and recursion spells replacing redundant constructed-style playsets.
- Primary color identity assumption: The visible decklist is black-focused, with Swamp as the dominant mana source and support from Bojuka Bog, Mortuary Mire, Witch's Cottage, Polluted Mire, Desert of the Glorified, Hidden Grotto, Crystal Grotto, Conduit Pylons, Wayfarer's Bauble, Charcoal Diamond, and Pristine Talisman.
- Mana concern: The deck has many black mana requirements and several colorless or utility permanents, so opening hands need real black access before slow value cards are trusted; do not let Pristine Talisman, Conduit Pylons, or colorless utility substitute for required black mana unless the legal mana actions prove payment is possible.
- Role concern: The deck can look like control when it draws Defile, Murder, Tendrils of Corruption, Feed the Swarm, Bone Shards, Bone Splinters, or Eaten Alive, but it wins by converting material into recursive pressure and drain/value rather than by answering everything forever.
- Graveyard concern: The deck uses its graveyard as a resource through cards such as Dread Return, Unearth, Soul Salvage, Wander in Death, Macabre Waltz, Grim Discovery, Ghoulcaller's Chant, Gravedig, Bone Harvest, Pull from the Grave, and Return from Extinction; avoid unnecessary self-exile or graveyard trades unless survival, tempo, or a decisive payoff justifies them.
- Sacrifice concern: Cards such as Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, Eviscerator's Insight, Bone Shards, Bone Splinters, and Eaten Alive can turn creatures or permanents into cards or removal, so the pilot must track which expendable bodies are replaceable and which bodies are needed for board stability.
- Removal concern: The list has mostly one-for-one answers and edict-style effects, so spend removal on threats that change the race, block the deck's recursion plan, threaten commander access, or invalidate Gray Merchant of Asphodel reach.
- Opponent information status: No specific opponent decklist or metagame target was supplied for this guide batch, so matchup decisions must be based on visible battlefield, graveyard, exile, revealed cards, commander identity if known, and legal actions rather than assumed hidden staples.
- Legality boundary: The guide may recommend priorities, but Veles must obey the rules engine for legal actions, target eligibility, mana payment, commander casting, graveyard permissions, and sideboarding constraints at runtime.
Thesis
Fang Plays Pauper assembles mono-black mana, disposable creatures, sacrifice-for-cards effects, graveyard recursion, and selective removal into an attrition engine that wins after both players have traded resources. The ideal game uses early bodies such as Persistent Specimen, Retrofitted Transmogrant, Dusk Legion Zealot, Wailing Ghoul, Dogged Detective, or commander access to create material, then turns that material into cards with Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, or Eviscerator's Insight while removal keeps the opponent from converting tempo into lethal pressure.
The deck wins by making every creature matter more than once, not by assembling a deterministic combo. Pressure from recursive or sticky creatures, command-zone access to Fang, Fearless l'Cie, and late drain from Gray Merchant of Asphodel, Syphon Soul, Tendrils of Corruption, or Charity Extractor should close games after the opponent's first wave has been answered. Card text check required for Fang, Fearless l'Cie, Skeleton Crew, Haunt of the Dead Marshes, Purple Pentapus, Scarblade Scout, Scrounger of Souls, Diresight, Risky Shortcut, Cost of Brilliance, Pull from the Grave, Masterful Flourish, Charity Extractor, Wreckage Wickerfolk, Scales of Shale, and several Universes Beyond cards before assuming exact triggers, stats, costs, or timing.
The deck is not trying to race from turn one, hold up permission forever, or spend removal on every legal target. Prioritize black mana, a board presence that can block or be sacrificed, one source of velocity or recursion, and interaction for threats that compress the clock, shut off graveyard value, exile key creatures, or force bad blocks. When ahead, convert excess material into cards and make removal trades that preserve pressure. When behind, protect life total first, then rebuild through recursion rather than chasing low-impact card advantage.
The pilot should treat the graveyard as a second hand only when the rules engine shows legal access. Dread Return, Unearth, Soul Salvage, Wander in Death, Macabre Waltz, Grim Discovery, Ghoulcaller's Chant, Gravedig, Bone Harvest, Pull from the Grave, Return from Extinction, Mortuary Mire, and Witch's Cottage make dead creatures valuable, so avoid casual self-exile with Crypt Creeper, Cremate, Bojuka Bog timing, Nihil Spellbomb, Relic of Progenitus, or Faerie Macabre unless the opponent's graveyard plan or immediate survival is worth the cost.
Role Package
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Threats: Fang, Fearless l'Cie, Skeleton Crew, Retrofitted Transmogrant, Dogged Detective, Haunt of the Dead Marshes, Purple Pentapus, Scrounger of Souls, Persistent Specimen, Cabal Initiate, Desperate Farmer // Depraved Harvester, Wreckage Wickerfolk, Troll of Khazad-dûm, Shadow Alley Denizen, Mindwrack Harpy, and Gray Merchant of Asphodel are the main bodies or pressure sources. Use them to demand blocks, feed sacrifice costs, hold the ground, or create devotion-style closing pressure when their visible text supports that role.
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Payoffs: Gray Merchant of Asphodel is the cleanest late-game drain payoff, while Tendrils of Corruption, Syphon Soul, Charity Extractor, and Pristine Talisman can shift races through life movement. Preserve black permanents and life-total buffers when they make a future Gray Merchant of Asphodel or Tendrils of Corruption turn decisive.
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Engines: Fang, Fearless l'Cie, Dogged Detective, Persistent Specimen, Retrofitted Transmogrant, Skeleton Crew, Haunt of the Dead Marshes, Wailing Ghoul, Dread Return, Bone Harvest, and repeatable graveyard access form the attrition core. Card text check required before treating any one engine as mandatory; if visible text proves recursion or death synergy, protect it from low-value sacrifice.
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Velocity: Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, Eviscerator's Insight, Resentful Revelation, Dusk Legion Zealot, Wailing Ghoul, Diresight, Risky Shortcut, Cost of Brilliance, Cremate, Polluted Mire, Desert of the Glorified, and Hidden Grotto provide cards, filtering, cycling, or selection. Spend expendable bodies first, but keep blockers when facing visible lethal pressure.
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Interaction: Defile, Murder, Tendrils of Corruption, Feed the Swarm, Bone Shards, Bone Splinters, Eaten Alive, Accursed Marauder, Dash Hopes, Crypt Creeper, Cremate, and Bojuka Bog answer creatures, permanents, spells, or graveyards according to legal runtime text. Sideboard interaction expands with Duress, Chainer's Edict, Snuff Out, Nihil Spellbomb, Relic of Progenitus, Crypt Rats, Suffocating Fumes, Wrench Mind, and Faerie Macabre.
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Protection: Unnatural Endurance, Professor's Warning, Armor of Shadows, Without Weakness, Azra Smokeshaper, Unlikely Aid, Masterful Flourish, Scales of Shale, and Unexpected Fangs are tactical protection or combat-role cards only when visible text and legal targets confirm that use. Save them for commander preservation, profitable combat, saving a payoff, or forcing a race swing.
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Recursion: Unearth, Soul Salvage, Wander in Death, Macabre Waltz, Grim Discovery, Ghoulcaller's Chant, Gravedig, Dread Return, Bone Harvest, Pull from the Grave, Return from Extinction, Mortuary Mire, Witch's Cottage, and Cheerful Osteomancer // Raise Dead let the deck rebuy key creatures. Rank Gray Merchant of Asphodel, Fang, Fearless l'Cie if it can legally change zones, high-impact blockers, and sacrifice engines above generic attackers.
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Mana: Swamp is the core resource, with Bojuka Bog, Mortuary Mire, Witch's Cottage, Polluted Mire, Desert of the Glorified, Hidden Grotto, Crystal Grotto, Conduit Pylons, Wayfarer's Bauble, Charcoal Diamond, Overeager Apprentice, and Pristine Talisman supporting mana or utility. Keep hands that cast early black spells; do not count colorless or tapped utility as black access unless legal mana actions prove it.
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Sideboard modules: Duress and Wrench Mind pressure hands, Chainer's Edict and Snuff Out increase removal density, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre fight graveyards, Crypt Rats and Suffocating Fumes cover small-creature boards, and Unexpected Fangs supports racing or stabilizing with a key body.
Primary Win Conditions
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Attrition pressure: Build the main win path by making early creatures trade, die, return, and become cards before the opponent can stabilize. Setup uses Persistent Specimen, Retrofitted Transmogrant, Dusk Legion Zealot, Wailing Ghoul, Dogged Detective, Skeleton Crew, Fang, Fearless l'Cie, and other cheap bodies as blockers or sacrifice stock; execution turns spare material into velocity with Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, Eviscerator's Insight, and Resentful Revelation while Defile, Murder, Bone Shards, Bone Splinters, Eaten Alive, Feed the Swarm, Accursed Marauder, and Tendrils of Corruption keep the board manageable. Prioritize this line when the hand has black mana, at least one body, and a draw or recursion spell. Disruption risk is exile, graveyard hate, or losing all bodies before sacrifice spells resolve, so do not sacrifice the last relevant blocker under pressure unless the drawn cards can immediately change the board.
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Graveyard recursion loop: Win long games by rebuying the best dead creature repeatedly instead of trying to answer every opposing card one-for-one. Setup is a graveyard containing Gray Merchant of Asphodel, Fang, Fearless l'Cie if legally reachable, Troll of Khazad-dûm, a key blocker, or a sacrifice engine; execution uses Unearth, Dread Return, Soul Salvage, Wander in Death, Macabre Waltz, Grim Discovery, Ghoulcaller's Chant, Gravedig, Bone Harvest, Pull from the Grave, Return from Extinction, Mortuary Mire, Witch's Cottage, or Cheerful Osteomancer // Raise Dead when legal text confirms the target. Prioritize this path when the opponent is low on resources, removal has already traded, or the graveyard contains a higher-impact threat than anything in hand. Disruption risk is self-exiling the wrong graveyard with Crypt Creeper, Cremate, Bojuka Bog, or similar effects; use those cards on the opponent unless survival or a rules-engine legal target makes self-use correct.
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Drain finish: Close stalled games by preserving black permanents and converting life totals with Gray Merchant of Asphodel, Syphon Soul, Tendrils of Corruption, Charity Extractor, and repeated small attacks. Setup requires enough Swamp count, black devotion-style board presence, or legal life-drain text to make the spell materially change the race; execution is to hold the drain payoff until it either stabilizes life, kills the opponent, or forces them to spend their next turn answering the board rather than advancing. Prioritize this line when combat is stalled, the opponent is at a low life total, or the deck can recur Gray Merchant of Asphodel. Disruption risk is tapping out before the payoff is decisive; if the opponent has a visible lethal attack, use Tendrils of Corruption as removal and life gain before greedier sequencing.
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Large-body and reanimation pressure: Use Troll of Khazad-dûm, Gray Merchant of Asphodel, Wreckage Wickerfolk, Purple Pentapus, Scrounger of Souls, Desperate Farmer // Depraved Harvester, and other substantial bodies as the closing board once the opponent's early threats are exhausted. Setup often involves cycling, self-mill, discard, or normal casting; execution is to recur or cast the largest legal threat and protect it with Unnatural Endurance, Professor's Warning, Armor of Shadows, Without Weakness, Azra Smokeshaper, Unlikely Aid, Masterful Flourish, or Scales of Shale only when visible text confirms the protection mode. Card text check required for Purple Pentapus, Wreckage Wickerfolk, Scales of Shale, Masterful Flourish, and several newer cards before assuming exact combat math.
Secondary Win Conditions
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Backup combat: Win with ordinary attacks when the opponent has spent removal on engines and drain payoffs. Shadow Alley Denizen can matter if its visible text grants evasion or favorable attacks, Cabal Initiate and Desperate Farmer // Depraved Harvester can pressure after trades if legal text supports it, and recursive creatures can attack in waves because dying is acceptable when recursion is available. Prioritize combat when the opponent is shields-down, when holding back does not improve blocks, or when a protection spell turns a block into a one-sided exchange.
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Value conversion: Win by drawing two-for-one exchanges until the opponent cannot match card flow. Sacrifice Persistent Specimen, Retrofitted Transmogrant, Dusk Legion Zealot after its entry value, expendable tokens or recursive bodies first; preserve Gray Merchant of Asphodel, Fang, Fearless l'Cie, Dogged Detective, and key blockers unless the sacrifice spell is needed to hit land, removal, or lethal drain. Do not use Bone Shards, Bone Splinters, Eaten Alive, Village Rites, or Deadly Dispute as automatic value buttons when the sacrificed creature is the only thing preventing lethal damage.
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Incremental life buffer: Use Pristine Talisman, Tendrils of Corruption, Syphon Soul, Charity Extractor, and Gray Merchant of Asphodel to turn races into long games. This is a secondary win condition because it buys enough turns for recursion to matter, not because gaining life alone wins. Card text check required for Charity Extractor before assuming how much life swing or board effect it provides.
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Utility-topdeck pressure: Mortuary Mire, Witch's Cottage, Bone Harvest, and Grim Discovery can make future draw steps into threats. Use this line when hand size is low and the graveyard contains a specific creature that will dominate the next turn cycle. Avoid burying an urgent removal draw under a slow creature when the visible board demands an answer now.
Emergency Lines
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Behind on life: Stabilize before value by blocking, trading, and using Defile, Murder, Tendrils of Corruption, Bone Shards, Bone Splinters, Eaten Alive, Accursed Marauder, or Feed the Swarm on the threat that shortens the clock most. Spend protection as a defensive spell when it saves a blocker and prevents lethal or near-lethal damage.
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Behind on board: Stop attacking with needed blockers and convert low-impact bodies into cards only if the resulting draw can find removal, life gain, or multiple blockers. Accursed Marauder and sacrifice removal are emergency equalizers, but do not expose yourself to sacrificing the only relevant creature if the opponent can rebuild faster.
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Behind on cards: Use Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, Eviscerator's Insight, Resentful Revelation, Dusk Legion Zealot, Polluted Mire, Desert of the Glorified, Hidden Grotto, Diresight, Risky Shortcut, or Cost of Brilliance to reload, with card text check required for Diresight, Risky Shortcut, and Cost of Brilliance. Prefer draw that keeps mana open for removal when the opponent has a visible threat.
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Behind on mana: Prioritize Swamp drops, Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, Overeager Apprentice, and legal land-cycling or cycling actions from Polluted Mire, Desert of the Glorified, or Troll of Khazad-dûm when they improve future turns. Do not keep sacrificing lands or spending utility lands for marginal selection if commander tax or recursion costs are already stranding spells.
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Graveyard shut off: Pivot to hard-cast creatures, removal, and drain rather than fighting over every recursion card. If the opponent presents graveyard hate, use the graveyard before it is exiled when legal, or accept the exile and preserve hand resources for a normal midrange game.
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Win conditions removed: Rebuild around the remaining axis instead of chasing the lost one. If Gray Merchant of Asphodel is gone, win through recursive combat and Tendrils of Corruption or Syphon Soul. If recursion is gone, protect live threats and trade removal for tempo. If Fang, Fearless l'Cie is too expensive or unavailable, treat the deck as a black attrition pile and conserve every card that creates material.
Resource Model
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Life is a stabilizing resource, not a fuel source, unless the legal action immediately protects a higher-value exchange. Spend life or accept damage to keep removal, recursion, or Fang, Fearless l'Cie pressure available only when the visible clock leaves enough turns; use Tendrils of Corruption, Syphon Soul, Pristine Talisman, Gray Merchant of Asphodel, and Charity Extractor to reset races once the opponent has committed threats. Card text check required for Charity Extractor before assuming the exact life swing.
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Hand cards are the deck's most flexible resource because many spells convert one card into material, removal, or graveyard access. Prioritize Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, Eviscerator's Insight, Dusk Legion Zealot, Resentful Revelation, Diresight, Risky Shortcut, and Cost of Brilliance when the hand lacks lands, removal, or a next-turn play; avoid drawing at the cost of the only blocker against a visible lethal or near-lethal attack. Card text check required for Diresight, Risky Shortcut, and Cost of Brilliance.
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Board material is spendable when it has already produced value, can return, or is worse than the card or removal it unlocks. Sacrifice Persistent Specimen, Retrofitted Transmogrant, Dusk Legion Zealot, expendable tokens, or a creature that will die anyway before sacrificing Fang, Fearless l'Cie, Gray Merchant of Asphodel, Dogged Detective, or the only relevant blocker. Treat Bone Shards, Bone Splinters, Eaten Alive, Deadly Dispute, Village Rites, Corrupted Conviction, and Merciless Resolve as conversion tools, not automatic buttons.
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Graveyard is a second hand when it contains creatures worth recurring, but it is vulnerable and must not be overfilled without payoff. Use Unearth, Soul Salvage, Wander in Death, Pull from the Grave, Ghoulcaller's Chant, Gravedig, Return from Extinction, Macabre Waltz, Grim Discovery, Bone Harvest, Mortuary Mire, Witch's Cottage, and Dread Return to convert traded creatures into future pressure. If opponent graveyard hate is visible, use the best legal recursion before exile effects resolve when that is tactically better than saving mana.
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Exile is mostly a denial and finality zone, so do not assume exiled cards can be reused. Cremate, Bojuka Bog, Crypt Creeper, Eaten Alive, and sideboard graveyard bullets can remove opposing resources; prefer using them against opponent cards that enable recursion, flashback-like lines, or combo turns. If your own key card is exiled, pivot to hard-cast creatures, drain, and ordinary attrition rather than chasing unavailable recursion.
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Tempo is earned by making the opponent answer low-cost threats while you hold removal for the card that matters. Sequence cheap bodies, sacrifice fodder, and mana rocks before five-mana plays when the board is not under pressure; under pressure, spend Defile, Murder, Tendrils of Corruption, Feed the Swarm, Accursed Marauder, Bone Shards, Bone Splinters, or Eaten Alive before slow value.
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Information is a resource because singleton Pauper Commander games punish blind commitment. Use revealed hands, public graveyards, known commanders, stack contents, and legal-action text to choose discard, removal, recursion targets, and whether to commit Fang, Fearless l'Cie or Dread Return. Sideboard bullets convert information into narrow power: Duress and Wrench Mind attack hands, Chainer's Edict and Snuff Out add interaction, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre fight graveyards, Crypt Rats and Suffocating Fumes answer wide boards, and Unexpected Fangs changes races.
Mana Guide
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Keep mana hands that cast early black spells and reach three mana on time. A functional opener usually has at least two mana sources, at least one Swamp or black-producing source, and either Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, cycling from Polluted Mire or Desert of the Glorified, or a cheap spell that affects the first turns. Mulligan one-land hands unless the legal hand contains a reliable way to find mana and several castable plays.
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Prioritize Swamp count because Defile and Tendrils of Corruption scale with Swamps and the deck is almost entirely black. Play Swamp over utility lands when holding Defile, Tendrils of Corruption, multiple black spells, or a curve that needs untapped black mana. Utility lands are valuable, but losing removal strength or missing a black pip is usually worse than gaining small selection.
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Sequence tapped and utility lands before pressure only when the turn does not require removal or a creature. Bojuka Bog should be timed for graveyard impact when possible, but play it early if missing land drops would strand the hand. Mortuary Mire and Witch's Cottage should be saved for a meaningful creature on top when feasible; play them untapped or as ordinary mana only when the rules engine says that is legal and tempo matters more than the recursion setup. Hidden Grotto, Crystal Grotto, and Conduit Pylons are selection or utility lands; card text check required before assuming exact filtering or mana behavior.
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Use mana rocks and land search to jump from setup into attrition turns. Wayfarer's Bauble is best before holding up expensive interaction unless the board demands immediate removal. Charcoal Diamond and Pristine Talisman improve long games and commander-tax recovery; play them before card draw when the hand already has action, and after draw when the current turn may reveal a land drop or urgent removal line.
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Play land before draw when you already know the land drop and need maximum mana this turn. Draw first with Deadly Dispute, Village Rites, Eviscerator's Insight, Dusk Legion Zealot, Polluted Mire, Desert of the Glorified, Diresight, Risky Shortcut, or Cost of Brilliance when the drawn card can change which land to play, whether to use Bojuka Bog, or whether to preserve Mortuary Mire or Witch's Cottage.
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Spend exact mana with future turns in mind. Preserve black mana for Defile, protection, sacrifice interaction, and recursion when the opponent can act; use colorless or utility mana for artifacts and generic costs when legal. Do not tap Pristine Talisman, Charcoal Diamond, or utility lands in a way that prevents a visible defensive spell unless the chosen play stabilizes the board more decisively.
Mulligan Guide
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Strong keeps have two or three mana sources, one early play, and one stabilizer or draw-conversion spell. Keep Swamp plus Swamp or utility land with Wayfarer's Bauble, Dusk Legion Zealot, Defile, Deadly Dispute, Village Rites, Persistent Specimen, Retrofitted Transmogrant, or Dogged Detective because the hand can spend mana early and convert creatures into cards later.
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Medium keeps need a clear correction plan by turn two. Keep two lands with Polluted Mire or Desert of the Glorified only when cycling, a cheap creature, or Dusk Legion Zealot can bridge toward the third land; keep Charcoal Diamond or Pristine Talisman hands when at least one black source already casts removal or a creature.
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Risky keeps are acceptable on the draw when they contain cheap interaction and a recovery engine. A one-Swamp hand with Wayfarer's Bauble, Defile, Persistent Specimen, and Dusk Legion Zealot can be considered on the draw, but ship it on the play if missing the second mana source would skip both development and defense.
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Automatic ships lack black mana, lack early actions, or contain only expensive recursion and finishers. Ship hands built around Dread Return, Gray Merchant of Asphodel, Troll of Khazad-dûm, Tendrils of Corruption, Resentful Revelation, Pull from the Grave, and no reliable first-three-turn play, because the deck cannot assume the graveyard or Swamp count will appear in time.
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Matchup-dependent keeps change around speed and graveyard pressure. Against fast creature decks, prioritize Defile, Bone Shards, Bone Splinters, Eaten Alive, Accursed Marauder, Murder, Tendrils of Corruption, Dusk Legion Zealot, and cheap blockers; against slow control or attrition, prioritize Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, Deadly Dispute, Eviscerator's Insight, Soul Salvage, Wander in Death, and Fang, Fearless l'Cie.
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Play/draw decisions should value tempo on the play and correction on the draw. On the play, keep hands that deploy Persistent Specimen, Retrofitted Transmogrant, Wayfarer's Bauble, or Charcoal Diamond before holding removal; on the draw, accept slightly slower hands with extra lands, cycling, Dusk Legion Zealot, Cremate, or early draw if they still answer a visible commander or early attacker.
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Trap hands show synergy without a first legal step. Do not keep multiple sacrifice payoffs such as Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, Bone Shards, and Bone Splinters without expendable material; do not keep recursion-heavy hands with Ghoulcaller's Chant, Gravedig, Return from Extinction, Macabre Waltz, Bone Harvest, and no creatures expected to die.
Turn Arc
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Turn 1 should establish mana or a reusable body before holding up small effects. Preferred plays are Swamp into Wayfarer's Bauble, Persistent Specimen, Retrofitted Transmogrant, or a tapped/cycling land when legal; deviate for Defile, Cremate, or Bone Shards only when a visible opposing play makes immediate interaction worth slowing development.
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Turn 2 should either fix mana, place fodder, or answer a snowballing threat. Preferred plays are activating Wayfarer's Bauble, casting Charcoal Diamond, Dusk Legion Zealot, Dogged Detective, Crypt Creeper, Wailing Ghoul, or a second cheap creature; deviate to Feed the Swarm, Bone Splinters, Bone Shards, Eaten Alive, or Accursed Marauder when the opponent's board will punish waiting.
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Turn 3 should convert early material into cards or stabilize the board. Preferred plays include Deadly Dispute, Village Rites, Corrupted Conviction, Eviscerator's Insight, Merciless Resolve, Pristine Talisman, Fang, Fearless l'Cie, or removal plus a cheap body. Sacrifice Persistent Specimen, Retrofitted Transmogrant, Dusk Legion Zealot, or a creature already neutralized before sacrificing the only blocker or a future recursion target.
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Turns 4-5 should choose between attrition engine, life stabilization, and graveyard payoff. Use Murder, Tendrils of Corruption, Defile, Feed the Swarm, or edict-style effects to stop the best visible threat; use Soul Salvage, Wander in Death, Pull from the Grave, Gravedig, Ghoulcaller's Chant, Macabre Waltz, Grim Discovery, Mortuary Mire, or Witch's Cottage when the graveyard contains a creature that improves the next two turns.
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Turns 4-5 can also pivot into finishers when the board is stable. Cast Gray Merchant of Asphodel when devotion and life swing matter now; cast Dread Return only when the target is visible, legal, and worth the sacrifice or mana commitment; deploy Charity Extractor, Purple Pentapus, Skeleton Crew, Scrounger of Souls, Haunt of the Dead Marshes, or Wreckage Wickerfolk only after a card text check or when Veles legal-action context confirms the role.
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Late game should turn every zone into pressure without exposing all resources to one answer. Recast Fang, Fearless l'Cie when commander tax is payable and the board needs a persistent plan; use Bone Harvest to stack future draws when the graveyard is stocked; use Bojuka Bog, Crypt Creeper, and Cremate to deny opposing graveyard turns before they resolve; preserve one protection spell such as Unnatural Endurance, Professor's Warning, Armor of Shadows, Without Weakness, Azra Smokeshaper, or Unlikely Aid for a decisive combat or removal exchange when legal.
Card Roles
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Commander: Fang, Fearless l'Cie is the repeatable command-zone plan, but Card text check required before assuming whether it is removal, recursion, sacrifice payoff, or combat pressure. Cast Fang, Fearless l'Cie when the legal action and visible board show it either stabilizes the current turn or turns future sacrifice/recursion loops into advantage; delay recasting through commander tax when the same mana must answer a lethal board.
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Fodder and recursive bodies: Persistent Specimen, Retrofitted Transmogrant, Dogged Detective, Dusk Legion Zealot, Desperate Farmer // Depraved Harvester, and Wailing Ghoul are the best early material because they either replace themselves, recur, stock the graveyard, or leave a body to cash in. Lead with these before Deadly Dispute, Village Rites, Corrupted Conviction, Merciless Resolve, Bone Shards, Bone Splinters, and Eaten Alive so the deck has legal sacrifice material without spending high-value creatures.
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Sacrifice draw: Deadly Dispute, Village Rites, Corrupted Conviction, Eviscerator's Insight, and Merciless Resolve convert creatures or permanents into cards, and they should usually target expendable bodies, creatures already about to die, or permanents no longer needed. Hold instant-speed sacrifice draw when opposing removal is visible or likely from open mana; cast proactively only when missing land drops, digging for interaction, or turning a death trigger into the next stable play.
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Sacrifice removal: Bone Shards, Bone Splinters, and Eaten Alive are efficient answers that demand material discipline. Use them on commanders, must-answer engines, evasive clocks, or creatures that invalidate blocking; avoid sacrificing Fang, Fearless l'Cie, Gray Merchant of Asphodel, Troll of Khazad-dûm, or a sole blocker unless the visible threat is worse than the lost body.
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Clean removal: Defile scales with Swamp count and is strongest after developing black sources; Tendrils of Corruption stabilizes life totals while killing a creature when the Swamp count supports it; Murder is the unconditional creature answer; Feed the Swarm is the important black answer to enchantments and creatures. Spend Defile early against tempo threats, save Murder for threats Defile cannot kill, and treat Feed the Swarm as scarce enchantment interaction unless a creature will otherwise decide the game.
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Edict and attrition creatures: Accursed Marauder pressures opponents with low creature counts and works best when the deck has disposable bodies to pay symmetrical costs if required. Cast it before the opponent floods the board with expendable creatures; avoid it when your only creature is the commander or a critical payoff and the opponent can choose a low-value sacrifice.
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Graveyard recursion: Unearth, Ghoulcaller's Chant, Soul Salvage, Wander in Death, Gravedig, Return from Extinction, Macabre Waltz, Grim Discovery, Pull from the Grave, Dread Return, Bone Harvest, Mortuary Mire, and Witch's Cottage turn deaths into late-game material. Choose targets by next-turn impact: removal bodies or blockers when behind, Gray Merchant of Asphodel when devotion and life swing matter, Dusk Legion Zealot or Dogged Detective when card flow is needed, and Troll of Khazad-dûm or another large threat when the board is stable.
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Graveyard setup and disruption: Wailing Ghoul and Mindwrack Harpy can stock graveyards, but Card text check required for exact milling triggers and risk. Cremate, Crypt Creeper, and Bojuka Bog are graveyard interaction; use them before a visible graveyard payoff resolves, not after the opponent has already gained value. Avoid exiling your own best recursion targets unless the legal action explicitly rewards it or survival requires it.
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Finishers and life swings: Gray Merchant of Asphodel is the clearest drain payoff and should be timed for devotion, survival, or lethal pressure rather than cast as a small body. Syphon Soul provides multiplayer-style life swing if legal and relevant, but Card text check required for exact table impact in the current rules engine. Charity Extractor, Scrounger of Souls, Skeleton Crew, Haunt of the Dead Marshes, Purple Pentapus, Wreckage Wickerfolk, and Cabal Initiate need Card text check required; treat them as conditional threats or stabilizers only when visible legal text confirms their role.
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Large threat and land smoothing: Troll of Khazad-dûm is a late-game body and may have land-search utility; Card text check required for exact landcycling action and target limits. Use its early search mode when the hand lacks mana or Swamp count, and preserve it as a threat when mana is already functional and the matchup rewards a resilient top-end creature.
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Protection and combat tricks: Unnatural Endurance, Professor's Warning, Scales of Shale, Armor of Shadows, Without Weakness, Azra Smokeshaper, Unlikely Aid, and Masterful Flourish are tactical cards, but several need Card text check required for exact effects. Use protection on Fang, Fearless l'Cie, Gray Merchant of Asphodel, a key blocker, or a creature being sacrificed only when the legal action preserves material or wins combat; do not spend a trick merely to push small damage unless racing math demands it.
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Card selection and draw spells: Diresight, Risky Shortcut, Cost of Brilliance, Resentful Revelation, Polluted Mire, and Desert of the Glorified help correct draws, but Card text check required for exact modes, costs, and timing. Use them before land decisions when they can change the land drop, after holding up removal when the opponent can present a threat, and before recursion when the graveyard lacks a target worth buying back.
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Mana development: Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, Hidden Grotto, Crystal Grotto, Conduit Pylons, and Swamp support a slow attrition curve. Prioritize Swamp count because Defile and Tendrils of Corruption care about it; use Wayfarer's Bauble early, Charcoal Diamond when tempo permits a tapped rock, and Pristine Talisman when life padding matters or the turn does not require immediate black mana.
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Utility lands: Bojuka Bog is interaction, Mortuary Mire and Witch's Cottage are recursion, Polluted Mire and Desert of the Glorified are flood insurance, and Crystal Grotto or Hidden Grotto can smooth draws. Do not play Bojuka Bog into an empty opposing graveyard unless the hand needs the land now; delay Mortuary Mire or Witch's Cottage until a high-impact creature is already in the graveyard when the tempo loss is acceptable.
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Unclear or narrow role cards: Cheerful Osteomancer // Raise Dead, Overeager Apprentice, Scarblade Scout, Shadow Alley Denizen, Scales of Shale, Diresight, Risky Shortcut, Cost of Brilliance, Pull from the Grave, and Purple Pentapus require Card text check required before exact tactical commitments. When Veles shows legal action text, classify each by immediate function: mana, sacrifice material, recursion, removal, pressure, or protection, then choose the line that preserves life and material while advancing the graveyard midrange plan.
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Dash Hopes is a punisher-style interaction card if its printed text matches the familiar version, but Card text check required before assuming the opponent can pay life. Use it when either outcome is acceptable: countering the spell is strong, or the life payment meaningfully shortens the clock. Do not rely on it as hard permission when the opponent has enough life and the spell must be stopped.
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Mistake avoidance: Do not overload the graveyard with self-mill before checking for opposing graveyard hate, do not cash in all creatures before Dread Return or sacrifice removal matters, and do not spend recursion on the first available creature when a later Gray Merchant of Asphodel, Accursed Marauder, or answer creature would change the game. Treat every unknown card-text line as conditional on runtime legal actions rather than assumed synergy.
Interaction Priorities
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Kill engine pieces before large bodies when the engine will snowball faster than Fang Plays Pauper can recur material. Use Defile for early creatures that must die now, Murder for threats outside Defile range, Tendrils of Corruption when the life swing matters and the Swamp count makes the damage sufficient, and Feed the Swarm only on a creature when no enchantment target or survival constraint is more important.
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Save unconditional or exile-style answers for recursive, protected, or must-answer threats. Bone Shards, Bone Splinters, Eaten Alive, and Accursed Marauder can convert expendable bodies into removal, but do not spend Fang, Fearless l'Cie, Gray Merchant of Asphodel, or the only active blocker unless the opposing permanent is deciding the game. Eaten Alive needs Card text check required for exact costs and exile wording; follow the legal action text.
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Counter only when both outcomes of Dash Hopes are acceptable. Treat Dash Hopes as pressure interaction, not guaranteed permission; cast it when countering the spell is strong and the alternate result, if offered by card text, still advances lethal pressure or stabilizes the race. Do not hold Dash Hopes as the only answer to a spell the opponent can afford to force through.
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Exile graveyards before visible payoff actions resolve. Cremate, Crypt Creeper, Bojuka Bog, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre should target the card or graveyard that will immediately enable recursion, flashback, threshold-style pressure, or combo execution. Preserve your own graveyard when Unearth, Ghoulcaller's Chant, Soul Salvage, Wander in Death, Gravedig, Return from Extinction, Macabre Waltz, Grim Discovery, Pull from the Grave, Dread Return, Bone Harvest, Mortuary Mire, or Witch's Cottage is a live plan.
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Discard high-impact noncreature interaction before deploying a fragile graveyard engine. Duress should take visible removal, graveyard hate, counterplay, or combo pieces according to the current matchup; Wrench Mind needs Card text check required for exact discard and artifact exception behavior. Use discard before committing Dread Return, Gray Merchant of Asphodel recursion, or a protection-dependent combat line.
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Ignore low-impact creatures when life is stable and recursion will outscale them. Preserve removal for evasive threats, sacrifice engines, graveyard payoffs, monarch-like card advantage, or creatures that invalidate blocking. Against go-wide boards, value Crypt Rats and Suffocating Fumes higher than one-for-one removal; both need Card text check required for exact damage, cycling, and timing.
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Bait interaction with replaceable material before exposing the decisive card. Dusk Legion Zealot, Wailing Ghoul, Persistent Specimen, Retrofitted Transmogrant, Dogged Detective, and expendable tokens or bodies can draw removal or force awkward blocks; commit Gray Merchant of Asphodel, Dread Return, or a protected Fang, Fearless l'Cie line after the opponent spends visible answers or taps down.
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Use no bounce plan unless Veles shows a legal registered-card action that actually bounces. This deck has no obvious registered bounce card, so do not ask the agent to preserve mana for bounce or choose a bounce line from strategy memory.
Combat And Trading Rules
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Trade early when the trade fuels recursion or protects life total. A creature that dies into Unearth, Ghoulcaller's Chant, Soul Salvage, Wander in Death, Gravedig, Return from Extinction, Macabre Waltz, Grim Discovery, Pull from the Grave, Bone Harvest, Mortuary Mire, or Witch's Cottage is often worth trading for an opposing attacker that would otherwise pressure life or planeswalker-like resources.
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Preserve Fang, Fearless l'Cie unless the legal text shows a decisive exchange. Commander tax and deck identity make Fang, Fearless l'Cie more valuable than a normal body; block with disposable creatures first, and use Unnatural Endurance, Professor's Warning, Scales of Shale, Armor of Shadows, Without Weakness, Azra Smokeshaper, Unlikely Aid, or Masterful Flourish only when card text and legal actions confirm the trick preserves Fang or wins a critical combat.
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Defend life aggressively below ten life, and defend even earlier against burn, evasive pressure, or wide boards. Tendrils of Corruption, Pristine Talisman, Syphon Soul, Charity Extractor, Scrounger of Souls, and Gray Merchant of Asphodel may recover life, but Card text check required for several of those cards; do not assume life gain will arrive before the next attack step.
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Attack only when the crack-back is acceptable or the attack converts into a real resource. Shadow Alley Denizen, Cabal Initiate, Skeleton Crew, Haunt of the Dead Marshes, Purple Pentapus, Wreckage Wickerfolk, Desperate Farmer // Depraved Harvester, and Scrounger of Souls require Card text check required for exact combat roles; treat them as attackers when Veles shows evasion, favorable stats, or a reason to pressure life, and hold them back when they are needed as sacrifice material or blockers.
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Block with replaceable bodies before spending removal on ordinary attackers. Persistent Specimen, Retrofitted Transmogrant, Wailing Ghoul, Dusk Legion Zealot, Dogged Detective, and creatures already targeted for recursion can absorb damage or trade while keeping Murder, Defile, Feed the Swarm, and sacrifice removal for threats that cannot be profitably blocked.
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Protect sacrifice fodder only when the protected creature is worth more than the trick. Do not use Unnatural Endurance, Professor's Warning, Armor of Shadows, Without Weakness, Azra Smokeshaper, Unlikely Aid, Scales of Shale, or Masterful Flourish merely to save a creature that can be recurred cheaply, unless that creature is the only sacrifice outlet fuel, blocks lethal damage, or enables a next-turn Gray Merchant of Asphodel or Dread Return line.
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Shift combat posture by archetype. Against aggro, prioritize blocking, life gain, and sweepers over chip damage; against control, pressure with recurring bodies and force answers before resolving recursion; against graveyard decks, keep combat conservative while holding Cremate, Crypt Creeper, Bojuka Bog, Nihil Spellbomb, Relic of Progenitus, or Faerie Macabre for the visible graveyard payoff; against combo, attack faster and spend removal on enablers rather than value creatures.
Selection And Tutor Rules
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Sequence selection before the land drop when the legal action can change the land decision. Hidden Grotto, Crystal Grotto, Diresight, Risky Shortcut, Cremate, Polluted Mire, Desert of the Glorified, Resentful Revelation, and any draw spell shown by Veles can reveal whether to play a tapped utility land, hold Bojuka Bog, or keep Swamp available for Defile, Cremate, protection, or sacrifice-draw.
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Treat this list as pseudo-selection, not a tutor deck. Wayfarer's Bauble is the cleanest mana-search action and should normally find Swamp unless Veles shows another legal basic choice; it fixes future Defile, Tendrils of Corruption, Fang, Fearless l'Cie recasts, and multi-spell turns rather than finding a silver bullet.
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Use scry and surveil effects to balance mana against graveyard fuel. Keep early Swamp, Charcoal Diamond, Pristine Talisman, or Wayfarer's Bauble when mana is short; bottom excess lands after the fourth or fifth mana only when a recursive card, removal spell, or payoff is already available. Diresight, Hidden Grotto, Crystal Grotto, and Risky Shortcut need Card text check required for exact selection mode.
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Put graveyard cards on purpose only when recursion is live. Wailing Ghoul, Mindwrack Harpy, Bone Harvest, Mortuary Mire, Witch's Cottage, Grim Discovery, Ghoulcaller's Chant, Unearth, Soul Salvage, Wander in Death, Gravedig, Return from Extinction, Pull from the Grave, Macabre Waltz, and Dread Return reward stocked graveyards, but do not self-mill blindly into visible opposing graveyard hate.
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Choose recursion targets by immediate role, not raw mana value. Return Gray Merchant of Asphodel when devotion and life totals make the trigger matter; return Fang, Fearless l'Cie when commander access or combat pressure is the plan; return Dusk Legion Zealot or Wailing Ghoul when more cards or graveyard setup are needed; return Accursed Marauder, Bone Splinters fodder, or Eaten Alive fodder when board control is the next bottleneck.
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Order Bone Harvest and top-of-library recursion for the next draw step first. Put the card needed this turn cycle or next upkeep closest to draw, then stack secondary value behind it; if Veles exposes only one legal order, accept it, but otherwise prefer removal or stabilizing lifegain over slow value when under pressure.
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Use discard-to-draw and sacrifice-to-draw only after identifying the expendable object. Deadly Dispute, Village Rites, Corrupted Conviction, Eviscerator's Insight, Merciless Resolve, Cost of Brilliance, and Resentful Revelation need Card text check required for exact costs, but the tactical rule is stable: sacrifice or discard creatures that already replaced themselves, are recursive, are blank in combat, or are about to die to removal.
Priority And Stack Rules
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Hold priority for graveyard interaction when a visible graveyard action is pending. Cremate, Crypt Creeper, Bojuka Bog, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre should be used before the opponent resolves recursion, flashback, reanimation, threshold-style payoff, or a known graveyard-dependent spell; avoid exiling your own graveyard while Soul Salvage, Unearth, Dread Return, or Bone Harvest is the active plan.
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Respond to removal with sacrifice-draw when the target is already lost. If Veles shows Deadly Dispute, Village Rites, Corrupted Conviction, Eviscerator's Insight, Merciless Resolve, or Cost of Brilliance as legal while an opponent targets your creature, convert the threatened creature into cards or value unless protecting it is more important than the replacement resource.
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Protect only meaningful permanents on the stack or in combat. Unnatural Endurance, Professor's Warning, Scales of Shale, Armor of Shadows, Without Weakness, Azra Smokeshaper, Unlikely Aid, and Masterful Flourish need Card text check required for exact timing and effect; use them for Fang, Fearless l'Cie, lethal combat, a key blocker, Gray Merchant of Asphodel setup, or a creature carrying the next sacrifice or recursion line.
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Let ordinary spells resolve when your response does not change the next decision. Do not spend Murder, Defile, Feed the Swarm, Tendrils of Corruption, Bone Shards, Bone Splinters, Eaten Alive, or Accursed Marauder into a stack where the threat is not yet known to matter, unless Veles shows a lethal, combo, or must-answer permanent action.
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Cast Dash Hopes only when both branches are acceptable. If the opponent can pay or choose an alternate outcome according to legal text, the action is good only when countering the spell is strong and the alternate result still improves the race, protects life, or pressures the opponent.
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Activate mana and utility abilities with future prompts in mind. Pristine Talisman, Charcoal Diamond, Wayfarer's Bauble, Retrofitted Transmogrant, Persistent Specimen, Crypt Creeper, and other activated permanents need exact legal-action confirmation; leave mana open when removal, protection, Cremate, or sacrifice-draw can answer the current stack.
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Use Dread Return only after checking priority risk and sacrifice costs. If flashback or reanimation is legal, confirm the target is visible, the sacrificed creatures are expendable, and the opponent is not representing visible graveyard interaction; target choice should follow the recursion role rule, with Gray Merchant of Asphodel favored only when its visible trigger context is decisive.
Sideboard Map
- Sideboarding principle: change roles only after Veles confirms the opponent archetype, visible threats, and game stage. Fang Plays Pauper is a black graveyard midrange Commander-family deck, so sideboard cards should strengthen a specific axis rather than dilute recursion, sacrifice material, or Gray Merchant of Asphodel devotion. Preserve enough creatures and cheap fodder for Deadly Dispute, Village Rites, Bone Shards, Bone Splinters, Eaten Alive, Dread Return, and commander combat. Every locked plan must return to exactly 100 main-deck cards and use only the registered 10 sideboard cards.
Aggro Creature Pressure Side in: Chainer's Edict; Snuff Out; Crypt Rats; Unexpected Fangs; Suffocating Fumes Cut: Dash Hopes; Resentful Revelation; Risky Shortcut; Mindwrack Harpy; Scrounger of Souls
- Plan rule: become a stabilizing control deck against fast creature boards. Chainer's Edict adds edict pressure against single large attackers or protected creatures; Snuff Out adds tempo-positive removal when life can be spent safely; Crypt Rats and Suffocating Fumes punish clustered small creatures; Unexpected Fangs turns one durable body into a race-stabilizer. This plan is bad when the opponent is slow, creature-light, or built around graveyard inevitability rather than combat volume.
Go-Wide Small Creatures Side in: Crypt Rats; Suffocating Fumes; Snuff Out; Unexpected Fangs Cut: Dash Hopes; Masterful Flourish; Resentful Revelation; Risky Shortcut
- Plan rule: prioritize effects that change combat math for multiple attackers. Crypt Rats is the reset button when life totals allow it; Suffocating Fumes is strongest against one-toughness creatures, tokens, and attacks where a shrink effect creates profitable blocks. Snuff Out should answer the lord, evasive threat, or engine creature that makes the swarm lethal. Unexpected Fangs belongs on Fang, Fearless l'Cie or a recursive blocker that can keep racing after the first exchange. Avoid this configuration against tall creatures, creature-light control, and burn decks that punish life payment.
Graveyard Mirror Or Reanimation Side in: Nihil Spellbomb; Relic of Progenitus; Faerie Macabre; Duress Cut: Syphon Soul; Masterful Flourish; Scrounger of Souls; Purple Pentapus
- Plan rule: add graveyard interaction without abandoning your own recursion. Nihil Spellbomb is the cleanest graveyard-answer role card when the opponent depends on one graveyard burst; Relic of Progenitus is stronger against repeated graveyard accumulation but can pressure your own Soul Salvage, Unearth, Bone Harvest, Dread Return, Ghoulcaller's Chant, Wander in Death, Grim Discovery, and Macabre Waltz. Faerie Macabre is best when instant, uncountered graveyard interruption matters and the legal action text exposes the relevant graveyard cards. Duress helps before the opponent resolves reanimation, draw, or protection. Do not bring all graveyard hate against fair decks unless the public graveyard is already central to their plan.
Control Or Spell-Heavy Midrange Side in: Duress; Wrench Mind; Chainer's Edict; Snuff Out Cut: Bone Splinters; Bone Shards; Eaten Alive; Tendrils of Corruption
- Plan rule: attack hand resources and preserve threats against control. Duress should take the visible noncreature card that most disrupts recursion, Fang, Fearless l'Cie pressure, or Gray Merchant of Asphodel setup. Wrench Mind is pressure only if the opponent cannot cheaply discard irrelevant material; card text check required for exact artifact clause and legal resolution. Chainer's Edict handles lone finishers, while Snuff Out answers a critical creature without spending mana. This plan is weaker when the opponent floods the board with small creatures, has low-value discard fodder, or can punish life payment.
Tall Creature Or Voltron Pressure Side in: Chainer's Edict; Snuff Out; Unexpected Fangs; Duress Cut: Mindwrack Harpy; Syphon Soul; Resentful Revelation; Risky Shortcut
- Plan rule: answer one decisive threat while keeping life total high. Chainer's Edict is strongest when the opponent controls exactly one relevant creature or when sacrifice is difficult for them; Snuff Out is a tempo answer for a must-kill creature when life remains above the danger line; Unexpected Fangs changes from race card to survival tool on Fang, Fearless l'Cie or another durable blocker. Duress checks protection, pump, or recursion before committing removal. This plan is bad when the opponent presents many expendable bodies or when life payment creates lethal exposure.
Combo Or Big Mana Setup Side in: Duress; Wrench Mind; Nihil Spellbomb; Chainer's Edict Cut: Bone Splinters; Masterful Flourish; Syphon Soul; Scrounger of Souls
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Plan rule: disrupt setup before the opponent reaches an overwhelming payoff. Duress is the best early card against visible tutors, engines, sweepers, or protection; Wrench Mind pressures slow hands that need multiple pieces; Nihil Spellbomb comes in only when graveyard use is part of the payoff or protection plan; Chainer's Edict covers a lone large creature after setup. Avoid Relic of Progenitus unless repeated graveyard accumulation is clearly important, because it can weaken your own late-game recursion.
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Duress role: bring Duress against control, combo, graveyard engines, removal-heavy decks, and opponents whose best cards are visible noncreature spells. It is poor against creature-heavy aggro when the hand is likely all threats or when immediate board survival matters more than information. On the play it can clear a path for Fang, Fearless l'Cie or a draw engine; on the draw it should answer the card that blocks your stabilizing turn.
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Chainer's Edict role: bring Chainer's Edict against hexproof-style plans, commanders relying on one creature, tall threats, and creature-light control finishers. It is poor against token boards, sacrifice fodder, or boards where Accursed Marauder, Bone Splinters, Bone Shards, Eaten Alive, Murder, Defile, and Tendrils of Corruption already cover the same role. Against aggro it is survival removal; against control it is an answer to a protected finisher.
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Snuff Out role: bring Snuff Out when tempo matters and the creature must die before you can spend mana. It is poor when life total is under pressure, when the legal creature does not matter, or when black restrictions in the card text make the visible creature illegal. Card text check required for exact alternate cost and restrictions. Against aggro it is emergency removal; against control it protects your mana for recursion or discard.
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Nihil Spellbomb role: bring Nihil Spellbomb against decks using graveyard recursion, flashback, reanimation, threshold-like payoffs, or death-trigger loops. It is poor when your own graveyard plan is more important and the opponent has no visible graveyard payoff. Against graveyard combo hold it until the payoff window; against fair recursion use it after extracting maximum information from public graveyards.
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Relic of Progenitus role: bring Relic of Progenitus when the opponent uses repeated graveyard accumulation and one-shot exile is too narrow. It is poor when your own graveyard is stocked with essential recursion cards or Dread Return lines. Early it can slow both graveyards; late it should be used only when the opponent graveyard payoff exceeds the value of your own graveyard.
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Crypt Rats role: bring Crypt Rats against creature swarms, small commanders, and boards where life can be converted into a reset. It is poor against burn pressure, high-toughness boards, or when your battlefield contains the only path to winning. Card text check required for exact activation and damage rules. Against aggro it is a sweeper; against stalled midrange it can be a finisher when life totals and prevention effects allow.
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Unexpected Fangs role: bring Unexpected Fangs when lifelink or permanent combat sizing changes the race. It is poor against exile removal, bounce-heavy decks, or creature-light control where the Aura risks losing tempo. Card text check required for exact effect. Against aggro it belongs on a durable blocker; against midrange it can turn Fang, Fearless l'Cie or a recursive body into a threat that must be answered.
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Suffocating Fumes role: bring Suffocating Fumes against one-toughness creatures, token boards, and go-wide attacks. It is poor against tall creatures, creature-light control, and boards where the debuff does not alter combat or survival. Card text check required for exact mode and cycling text. Against aggro it is a combat blowout or sweeper; against midrange it is only worthwhile when it changes blocks or kills multiple visible creatures.
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Wrench Mind role: bring Wrench Mind against slow control, low-resource midrange, and combo hands that need specific noncreature pieces. It is poor against empty-handed aggro, graveyard decks that benefit from discard, or artifact-heavy hands if the exact card text permits them to blunt it. Card text check required. Early it pressures setup; late it should be cast only if the opponent still has relevant cards.
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Faerie Macabre role: bring Faerie Macabre when instant graveyard exile must happen while tapped low or through stack interaction. It is poor when the opponent does not expose graveyard cards that matter or when a battlefield card would matter more. Against reanimation it protects the exact payoff window; against value recursion it should wait for the highest-impact visible pair rather than early low-value cards.
Matchup Guidance
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Aggro: stabilize before extracting value. Keep hands with early Swamp access, a cheap blocker or sacrifice body, and at least one interaction spell such as Defile, Bone Shards, Bone Splinters, Eaten Alive, Murder, Feed the Swarm, or Tendrils of Corruption. Trade Persistent Specimen, Retrofitted Transmogrant, Dusk Legion Zealot, Wailing Ghoul, Accursed Marauder, and small graveyard bodies aggressively when the trade protects life or loads later recursion. Role cards after sideboarding are Chainer's Edict, Snuff Out, Crypt Rats, Unexpected Fangs, and Suffocating Fumes, but keep enough creatures and sacrifice material for Fang, Fearless l'Cie and the draw/removal engine.
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Burn: protect life total as the primary resource. Do not spend life for Snuff Out, Corrupted Conviction-style sacrifice draw, or risky race lines unless the visible board or stack shows that waiting is worse. Tendrils of Corruption, Syphon Soul, Pristine Talisman, Gray Merchant of Asphodel, Charity Extractor, and Unexpected Fangs become survival tools first and win conditions second. Duress is useful only when burn is spell-dense and the revealed hand contains a noncreature spell that changes the race; Chainer's Edict is for creature-light pressure, not wide boards.
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Go-wide: prioritize sweepers, shrink effects, and blockers over one-for-one removal. Crypt Rats and Suffocating Fumes are the highest-impact sideboard cards when multiple small creatures are visible or expected; preserve life and mana so those effects can change combat rather than arriving after lethal pressure. Main-deck edict effects like Accursed Marauder are weaker against expendable bodies, so use them only when the opponent has one meaningful attacker or when clearing any body enables a favorable block. Snuff Out is for the creature that enables the swarm, while Unexpected Fangs should go on a durable blocker that can survive the next combat.
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Single-threat: force the opponent to commit before spending premium answers. Chainer's Edict, Accursed Marauder, Bone Shards, Bone Splinters, Eaten Alive, Murder, Defile, Tendrils of Corruption, and Snuff Out should answer the threat that actually matters, not the first legal creature. Use Duress before removal when visible mana or known hand contents suggest protection, pump, recursion, or a counter. Unexpected Fangs can race a tall creature only if the lifelink carrier survives combat and the opponent cannot remove it profitably.
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Tempo: spend mana so the opponent cannot turn bounce, soft counters, or evasive pressure into a time walk. Prioritize cheap plays, land drops, and action density over slow graveyard sculpting. Fang, Fearless l'Cie should be cast when the board can protect the commander or when forcing interaction improves later Dread Return, Soul Salvage, Unearth, Wander in Death, Return from Extinction, Pull from the Grave, Macabre Waltz, Ghoulcaller's Chant, Gravedig, Grim Discovery, or Bone Harvest lines. Duress, Snuff Out, Chainer's Edict, and Wrench Mind are role cards when they trade up on mana or cards; avoid bringing in narrow hate just because it is available.
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Control: pressure cards in hand before committing the best recursion or finisher. Duress and Wrench Mind are high-priority sideboard cards when the opponent relies on noncreature answers, sweepers, or card advantage. Dash Hopes is only useful when the life-payment fork is meaningful; do not treat it as guaranteed permission. Preserve Soul Salvage, Wander in Death, Return from Extinction, Pull from the Grave, Gravedig, Ghoulcaller's Chant, Macabre Waltz, Bone Harvest, Dread Return, and Grim Discovery until they return threats that matter after removal. Fang, Fearless l'Cie, Gray Merchant of Asphodel, Troll of Khazad-dûm, Wreckage Wickerfolk, Charity Extractor, and Haunt of the Dead Marshes are late-game pressure if the hand can support them.
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Combo: disrupt setup, then shorten the clock. Duress should take the visible piece that enables the combo or protects it; Wrench Mind is strongest before the opponent empties their hand. Use Crypt Creeper, Cremate, Nihil Spellbomb, Relic of Progenitus, Faerie Macabre, Bojuka Bog, and graveyard timing only when public information shows graveyard dependence or a specific payoff window. Do not spend graveyard hate on low-impact cards if a visible future recursion or reanimation card is more dangerous.
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Midrange: win by making every trade recursive. Trade creatures early when Soul Salvage, Unearth, Wander in Death, Return from Extinction, Pull from the Grave, Macabre Waltz, Ghoulcaller's Chant, Gravedig, Grim Discovery, Bone Harvest, Mortuary Mire, or Witch's Cottage can convert the graveyard into a second hand. Removal should answer creatures that beat Fang, Fearless l'Cie in combat, blank lifegain races, or threaten card advantage. Gray Merchant of Asphodel is a stabilizer and closer when devotion and life totals make the drain meaningful. Unexpected Fangs, Chainer's Edict, Snuff Out, and Wrench Mind are role cards, but do not trim so much recursion that the deck becomes a thin removal pile.
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Big mana: pressure their setup while saving removal for payoff permanents. Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, Hidden Grotto, Crystal Grotto, Conduit Pylons, Polluted Mire, Desert of the Glorified, Bojuka Bog, Mortuary Mire, Witch's Cottage, and Swamp sequencing should support casting two relevant spells in a turn once possible. Duress and Wrench Mind matter more than small removal when the opponent's threats are expensive and few. Use Chainer's Edict or hard removal after they commit a single large threat; Snuff Out is for a legal creature where tempo changes the next turn.
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Graveyard: separate their graveyard value from your own recursion plan. Nihil Spellbomb, Relic of Progenitus, Faerie Macabre, Crypt Creeper, Cremate, Bojuka Bog, and Diresight should be timed around visible graveyard payoffs, not used automatically on the first legal exile action. If Relic of Progenitus would damage your own stocked graveyard more than theirs, prefer one-sided or targeted graveyard interaction when available. Keep Dread Return and recursion live unless stopping the opponent immediately matters more.
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Artifact/enchantment: identify whether the artifact or enchantment is the engine, the protection, or only support. Feed the Swarm is the main named enchantment answer if runtime text confirms the object is legal to answer; card text check required for exact restrictions and life loss. Against artifact-heavy hands, Wrench Mind may be weaker if card text lets artifacts blunt it, so choose it only when the visible or expected hand still makes discard valuable. If artifacts are mostly graveyard fuel, use Nihil Spellbomb, Relic of Progenitus, Faerie Macabre, Crypt Creeper, or Cremate at the payoff window.
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Removal-heavy: avoid putting all value on one creature unless protection or recursion is ready. Professor's Warning, Unnatural Endurance, Armor of Shadows, Without Weakness, Unlikely Aid, Azra Smokeshaper, and Masterful Flourish should be used only when the legal mode or target actually beats the visible removal, combat exchange, or damage pattern. Sacrifice draw can punish removal when the creature was going to die anyway. Duress and Wrench Mind are strong role cards; Unexpected Fangs is only worth the risk when the carrier is resilient or the opponent is tapped low.
Specific Matchup Notes
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General note: these notes are archetype-only because exact opponents are absent; revealed cards, legal actions, and public board state override every assumption. Use Duress and Wrench Mind to attack noncreature engines or protected combo hands, use Defile, Murder, Tendrils of Corruption, Bone Shards, Bone Splinters, Eaten Alive, Feed the Swarm, Chainer's Edict, Snuff Out, Crypt Rats, and Suffocating Fumes only against visible objects they legally answer, and hold recursion until it returns material that changes the clock or stabilizes the board.
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Aggro note: prioritize life total, blockers, and cheap interaction before graveyard value. Role cards are Snuff Out, Chainer's Edict, Crypt Rats, Suffocating Fumes, and Unexpected Fangs. Reduce emphasis on slow draw spells when they do not affect board state this turn. Priority threats are evasive attackers, creatures carrying combat pressure, and permanents that make blocking impossible; do not spend removal on a small attacker if Gray Merchant of Asphodel, Scrounger of Souls, Charity Extractor, or Tendrils of Corruption can stabilize from visible life totals.
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Go-wide note: do not fight a swarm only with one-for-one removal. Crypt Rats and Suffocating Fumes should be preserved for turns where they kill multiple creatures, change blocks, or stop lethal pressure. Chainer's Edict is weaker until the board narrows. Unexpected Fangs should go on a durable blocker or Fang, Fearless l'Cie only when that creature can survive the exchange.
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Single-threat note: answer the creature that determines the game, not the first legal creature. Chainer's Edict is best when the opponent lacks expendable bodies; Snuff Out is for the tempo-critical threat; Duress should clear protection, pump, or recursion before removal when the legal window allows. Unexpected Fangs can race tall pressure, but only if the carrier is not exposed to an obvious blowout.
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Control note: commit threats in layers instead of concentrating value on one creature. Role cards are Duress, Wrench Mind, and Chainer's Edict, with Faerie Macabre only if public graveyards matter. Reduce emphasis on narrow removal and protection spells without a current target. Priority cards for Duress are visible sweepers, hard answers to Fang, Fearless l'Cie, graveyard exile, or cards that stop Dread Return, Soul Salvage, Wander in Death, Return from Extinction, Pull from the Grave, Macabre Waltz, Ghoulcaller's Chant, Gravedig, Grim Discovery, or Bone Harvest from mattering.
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Graveyard note: choose graveyard hate timing around a visible payoff window, not the first legal exile action. Role cards are Nihil Spellbomb, Relic of Progenitus, Faerie Macabre, and Duress. Reduce emphasis on slow graveyard setup if the opponent can exile or race it. Priority graveyard cards are those the opponent is about to recur, flash back, reanimate, or count for lethal; protect your own recursion density unless immediate exile prevents a stronger opposing line.
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Combo note: disrupt first, then shorten the clock with resilient pressure. Role cards are Duress, Wrench Mind, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre. Reduce emphasis on slow lifegain and creature-only removal when no legal creature matters. Priority cards are visible enablers, payoff cards, protection, and graveyard pieces that make the next turn deterministic; do not assume hidden combo contents beyond revealed cards.
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Tempo note: choose low-curve actions and avoid letting the opponent convert bounce or soft permission into a full turn advantage. Duress is best before a key commander or recursion turn, Snuff Out is best when spending no mana preserves double-spell sequencing, and Wrench Mind is good only while the opponent still holds relevant cards. Avoid slow graveyard setup when board pressure is already forcing blocks.
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Midrange note: trade early if recursion will make the trade asymmetrical. Unexpected Fangs, Chainer's Edict, Snuff Out, and Wrench Mind can all matter, but the plan should not remove too many recursive bodies or sacrifice enablers. Priority threats are creatures that outclass Fang, Fearless l'Cie, engines that turn combat trades into card advantage, and lifegain blockers that invalidate Gray Merchant of Asphodel races.
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Big-mana note: pressure mana development while preserving answers for payoff permanents. Role cards are Duress, Wrench Mind, Chainer's Edict, and Snuff Out. Reduce emphasis on small sweepers and low-impact trades. Priority cards are expensive threats, draw engines, and mana pieces only when removing the mana piece changes the next turn's legal cast pattern.
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Artifact/enchantment note: identify whether the artifact or enchantment is the engine, protection, or only support. Feed the Swarm remains the key named enchantment answer when runtime text confirms legality. Wrench Mind may be weaker against artifact-heavy hands, so use it only when the opponent still has relevant nonartifact resources or cannot blunt the discard profitably. Graveyard hate matters if artifacts or enchantments are primarily fueling recursion.
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Removal-heavy note: avoid putting all value on one creature unless protection or recursion is ready. Professor's Warning, Unnatural Endurance, Armor of Shadows, Without Weakness, Unlikely Aid, Azra Smokeshaper, and Masterful Flourish should be used only when the legal mode or target actually beats the visible removal, combat exchange, or damage pattern. Duress and Wrench Mind are the cleanest role cards; Unexpected Fangs is a calculated risk only when the carrier is resilient or the opponent is tapped low.
Risk Summary
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Mana risk: this singleton black deck can keep hands that look spell-dense but fail to cast multiple relevant spells on time. Prioritize Swamp access, Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, and land sequencing before holding colorless utility lands such as Hidden Grotto, Crystal Grotto, Conduit Pylons, Polluted Mire, Desert of the Glorified, Bojuka Bog, Mortuary Mire, or Witch's Cottage for marginal value.
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Draw risk: sacrifice draw from Village Rites, Deadly Dispute, Corrupted Conviction, Eviscerator's Insight, Merciless Resolve, and Cost of Brilliance can convert doomed creatures into cards, but sacrificing the only blocker, only Fang, Fearless l'Cie pressure, or only recursion target can lose tempo. Use the draw engine when the sacrificed object is replaceable, already dying, or unlocks a stronger graveyard line.
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Over-sideboarding risk: adding all attractive sideboard cards can dilute the creature-recursion shell. Use Duress and Wrench Mind against hands, Snuff Out and Chainer's Edict against creatures, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre against graveyards, and keep enough threats, sacrifice fodder, and recursion to close.
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Graveyard risk: Bojuka Bog, Crypt Creeper, Cremate, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre can conflict with Dread Return, Unearth, Soul Salvage, Wander in Death, Return from Extinction, Pull from the Grave, Macabre Waltz, Ghoulcaller's Chant, Gravedig, Grim Discovery, Bone Harvest, Mortuary Mire, and Witch's Cottage. Exile only when the opposing graveyard payoff is more important than your next recursion line.
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Sweeper/removal risk: protection cards such as Professor's Warning, Unnatural Endurance, Armor of Shadows, Without Weakness, Unlikely Aid, Azra Smokeshaper, and Masterful Flourish are conditional; Card text check required before assuming they beat a specific spell or combat outcome. Do not expose Fang, Fearless l'Cie or Gray Merchant of Asphodel without recursion, protection, or a reason to force action.
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Closer risk: Gray Merchant of Asphodel, Troll of Khazad-dûm, Scrounger of Souls, Wreckage Wickerfolk, Charity Extractor, Haunt of the Dead Marshes, Skeleton Crew, Purple Pentapus, and Fang, Fearless l'Cie may require time or board texture to finish. If the opponent is faster, trade early and recur later instead of saving every creature for theoretical value.
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Sequencing risk: Mortuary Mire, Witch's Cottage, Bone Harvest, and draw effects can conflict over library-top timing. Put a card on top only when the next draw, selection, or shuffle pattern preserves the intended card.
Test Feedback Checklist
- Deciding factor: record whether the game was decided by early board pressure, commander access through Fang, Fearless l'Cie, graveyard recursion, life drain from Gray Merchant of Asphodel or Syphon Soul, or a failure to convert sacrifice draw into pressure.
- Mulligan quality: note whether the opener had black mana, a castable early creature, a draw or recursion engine, and a realistic path to use Fang, Fearless l'Cie without falling behind.
- Mana function: track whether Swamp count, Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, Crystal Grotto, Hidden Grotto, Conduit Pylons, Polluted Mire, Desert of the Glorified, Bojuka Bog, Mortuary Mire, or Witch's Cottage caused tapped-land delays, colorless bottlenecks, or useful sequencing advantages.
- Velocity check: ask whether Village Rites, Deadly Dispute, Corrupted Conviction, Eviscerator's Insight, Merciless Resolve, Cost of Brilliance, Dusk Legion Zealot, Resentful Revelation, Diresight, or Risky Shortcut found action at the right time or sacrificed too much board.
- Engine check: identify whether Persistent Specimen, Retrofitted Transmogrant, Dogged Detective, Skeleton Crew, Haunt of the Dead Marshes, Wailing Ghoul, Mindwrack Harpy, Dread Return, Unearth, Soul Salvage, Wander in Death, Return from Extinction, Pull from the Grave, Macabre Waltz, Ghoulcaller's Chant, Gravedig, Grim Discovery, Bone Harvest, Mortuary Mire, and Witch's Cottage produced meaningful recursion or merely delayed losing.
- Removal timing: review whether Defile, Murder, Tendrils of Corruption, Bone Shards, Bone Splinters, Eaten Alive, Feed the Swarm, Accursed Marauder, and sideboard Chainer's Edict, Snuff Out, Crypt Rats, or Suffocating Fumes answered the threat that mattered most from visible board state.
- Graveyard-hate discipline: check whether Crypt Creeper, Cremate, Bojuka Bog, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre exiled an opposing payoff window without damaging this deck's next legal recursion line.
- Combat discipline: record whether Scarblade Scout, Scrounger of Souls, Purple Pentapus, Wreckage Wickerfolk, Desperate Farmer // Depraved Harvester, Charity Extractor, Cabal Initiate, Troll of Khazad-dûm, and Fang, Fearless l'Cie traded, attacked, or stayed back according to the visible race.
- Protection usage: ask whether Professor's Warning, Unnatural Endurance, Scales of Shale, Armor of Shadows, Without Weakness, Azra Smokeshaper, Unlikely Aid, and Masterful Flourish changed combat or removal math; Card text check required before crediting any exact rules interaction.
- Closing plan: note whether Gray Merchant of Asphodel, Syphon Soul, Tendrils of Corruption, Scrounger of Souls, Charity Extractor, Troll of Khazad-dûm, Wreckage Wickerfolk, Skeleton Crew, Purple Pentapus, or Fang, Fearless l'Cie actually closed before the opponent recovered.
- Sideboard impact: record whether Duress, Wrench Mind, Unexpected Fangs, Chainer's Edict, Snuff Out, Nihil Spellbomb, Relic of Progenitus, Crypt Rats, Suffocating Fumes, and Faerie Macabre matched the opponent's visible plan after boarding.
- Mistake review: flag any pass with available interaction, sacrifice of the only stabilizing blocker, recursion target chosen before checking graveyard value, or land-top effect from Mortuary Mire, Witch's Cottage, or Bone Harvest made before draw sequencing was clear.
- Stranded-card review: list cards stuck in hand because of mana, missing creatures to sacrifice, missing graveyard targets, poor timing, or opponent board texture.
- Overperformer and underperformer review: name exact cards that created the win or failed repeatedly, and separate pilot error from structural deck weakness.
First Tuning Questions
- Mana tuning question: should 28 Swamp plus Wayfarer's Bauble, Charcoal Diamond, Pristine Talisman, Crystal Grotto, Hidden Grotto, Conduit Pylons, Polluted Mire, Desert of the Glorified, Bojuka Bog, Mortuary Mire, and Witch's Cottage change if games show repeated slow starts or too many tapped utility turns?
- Aggro-plan question: does the deck need more early stabilizing emphasis if Accursed Marauder, Defile, Bone Shards, Bone Splinters, Eaten Alive, Tendrils of Corruption, Scrounger of Souls, Charity Extractor, and Gray Merchant of Asphodel arrive too late against pressure?
- Control-plan question: does the deck have enough discard and layered threats if Duress, Wrench Mind, Dash Hopes, Fang, Fearless l'Cie, Dogged Detective, Skeleton Crew, Haunt of the Dead Marshes, and recursion spells fail to beat removal-heavy games?
- Velocity question: are Village Rites, Deadly Dispute, Corrupted Conviction, Eviscerator's Insight, Merciless Resolve, Cost of Brilliance, Resentful Revelation, Diresight, and Risky Shortcut too many draw effects when the deck lacks expendable bodies, or not enough when games stall?
- Sacrifice-density question: do Persistent Specimen, Retrofitted Transmogrant, Wailing Ghoul, Dusk Legion Zealot, Overeager Apprentice, Desperate Farmer // Depraved Harvester, and expendable tokens or bodies support Bone Shards, Bone Splinters, Eaten Alive, Village Rites, Deadly Dispute, and Dread Return often enough?
- Closer question: if wins take too long, should the plan emphasize Gray Merchant of Asphodel, Troll of Khazad-dûm, Wreckage Wickerfolk, Scrounger of Souls, Charity Extractor, Skeleton Crew, Purple Pentapus, and Fang, Fearless l'Cie more aggressively instead of looping small value creatures?
- Graveyard-role question: if opposing graveyard hate blanks Dread Return, Unearth, Soul Salvage, Wander in Death, Return from Extinction, Pull from the Grave, Macabre Waltz, Ghoulcaller's Chant, Gravedig, Grim Discovery, Bone Harvest, Mortuary Mire, and Witch's Cottage, should sideboard plans lean harder on discard and standalone threats?
- Sideboard-slot question: which of Duress, Chainer's Edict, Snuff Out, Nihil Spellbomb, Relic of Progenitus, Crypt Rats, Unexpected Fangs, Suffocating Fumes, Wrench Mind, and Faerie Macabre actually changed losing matchups rather than duplicating already sufficient main-deck roles?
- Role-conflict question: does the deck lose more often by spending too much time on graveyard value, by overprotecting Fang, Fearless l'Cie, or by using removal before the opponent commits a threat that matters?
Veles Tactical Policy
Policy: Opening Hand Function Gate
- Priority: High
- Decision families: mulligan
- Cards: Fang, Fearless l'Cie; Swamp; Wayfarer's Bauble; Charcoal Diamond; Pristine Talisman; Dusk Legion Zealot; Persistent Specimen; Retrofitted Transmogrant
- Phase windows: pregame mulligan decisions.
- Runtime cues: prompt:mulligan; opening hand; commander available.
- Use when: choosing keep or mulligan from visible opening hand only.
- Avoid when: runtime exposes a forced keep or no mulligan action.
- Instructions: Keep hands with black mana, a castable early play, and either interaction, draw, or recursion; mulligan hands with no black source, no early spell, or only expensive recursion/payoffs. Treat Fang, Fearless l'Cie as command-zone access, not as a keep excuse without mana and board development.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Early Graveyard Engine Setup
- Priority: Medium
- Decision families: priority; selection
- Cards: Persistent Specimen; Retrofitted Transmogrant; Wailing Ghoul; Dogged Detective; Skeleton Crew; Haunt of the Dead Marshes; Mindwrack Harpy
- Phase windows: early main phases before combat, postcombat main phase.
- Runtime cues: action:cast; action:activate; graveyard count visible; expendable creature visible.
- Use when: developing the first creature, recursion piece, or self-mill/value permanent.
- Avoid when: visible board pressure requires immediate removal or blocker deployment.
- Instructions: Establish one reusable body or graveyard enabler before spending sacrifice draw whenever the hand contains Bone Shards, Bone Splinters, Eaten Alive, Village Rites, Deadly Dispute, Corrupted Conviction, or Dread Return. Card text check required for exact Skeleton Crew, Haunt of the Dead Marshes, and Mindwrack Harpy triggers.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Mana Development And Tapped Land Timing
- Priority: Medium
- Decision families: mana; priority
- Cards: Swamp; Polluted Mire; Desert of the Glorified; Bojuka Bog; Mortuary Mire; Witch's Cottage; Crystal Grotto; Hidden Grotto; Conduit Pylons; Wayfarer's Bauble; Charcoal Diamond; Pristine Talisman
- Phase windows: precombat main phase, land-play decisions, mana ability prompts.
- Runtime cues: action:play; action:activate mana; legal land actions.
- Use when: choosing land sequencing or whether to spend mana on a setup permanent.
- Avoid when: lethal defense or mandatory removal is visible this turn.
- Instructions: Prioritize untapped black mana for Defile, Bone Shards, Bone Splinters, Feed the Swarm, or early creatures; use tapped utility lands when the current turn has no required instant-speed black mana. Preserve Bojuka Bog timing when opponent graveyard use is visible.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Basic Mana Payment
- Priority: Low
- Decision families: mana
- Cards: Swamp; Charcoal Diamond; Pristine Talisman
- Phase windows: any payment prompt.
- Runtime cues: action:pay with Swamp; action:tap Swamp; action:activate Charcoal Diamond; action:activate Pristine Talisman
- Use when: a single legal payment action spends only black mana from visible Swamp or visible black-producing artifact and no alternate payment choice is offered.
- Avoid when: multiple sources produce different future colors or life/mana side effects matter.
- Instructions: Execute the displayed payment that completes the already selected spell or ability. Do not choose between utility lands, sacrifice costs, or optional payments through this policy.
- Pilot skill floor: no-api.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Sacrifice Resource Gate
- Priority: High
- Decision families: priority; interaction; selection
- Cards: Village Rites; Deadly Dispute; Corrupted Conviction; Eviscerator's Insight; Merciless Resolve; Bone Shards; Bone Splinters; Eaten Alive; Dread Return; Persistent Specimen; Retrofitted Transmogrant; Dusk Legion Zealot; Overeager Apprentice
- Phase windows: main phases, combat trick windows, response windows.
- Runtime cues: action:cast; prompt:sacrifice; creature candidates visible.
- Use when: a legal action asks whether to spend or sacrifice a permanent.
- Avoid when: the only sacrifice candidate is the only stabilizing blocker, the only commander pressure, or required for a stronger visible line.
- Instructions: Prefer expendable or recursive bodies over unique pressure. Spend sacrifice draw to hit land, interaction, or recursion; spend sacrifice removal only when the visible opposing permanent changes the race or blocks the deck's engine.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Recursion Target Selection
- Priority: Medium
- Decision families: selection
- Cards: Unearth; Soul Salvage; Wander in Death; Return from Extinction; Pull from the Grave; Macabre Waltz; Ghoulcaller's Chant; Gravedig; Grim Discovery; Bone Harvest; Mortuary Mire; Witch's Cottage; Dread Return
- Phase windows: main phases, resolution prompts, graveyard target prompts.
- Runtime cues: action:target; prompt:choose card in graveyard.
- Use when: selecting one or more visible graveyard cards for return, topdeck placement, or reanimation.
- Avoid when: the legal action text names an exact deterministic target covered by another policy.
- Instructions: Route through light-model because target identity depends on board, mana, hand, and clock. Prioritize immediate stabilizers, Gray Merchant of Asphodel reach, removal creatures if any are legal, or recursive sacrifice fuel; Card text check required for exact modal restrictions.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Dread Return Payoff Commitment
- Priority: High
- Decision families: priority; selection
- Cards: Dread Return; Gray Merchant of Asphodel; Troll of Khazad-dûm; Wreckage Wickerfolk; Scrounger of Souls; Charity Extractor; Fang, Fearless l'Cie
- Phase windows: main phases, graveyard-cast permission windows.
- Runtime cues: action:cast Dread Return; prompt:target creature card.
- Use when: Dread Return is legal from hand or graveyard and target candidates are visible.
- Avoid when: sacrificing required blockers would expose lethal, or a visible exile effect can answer the target before payoff matters.
- Instructions: Treat Dread Return as a commitment gate, not routine value. Reanimate Gray Merchant of Asphodel for visible life swing when devotion is meaningful; otherwise choose the threat or stabilizer that changes the current board. Card text check required for Charity Extractor and Wreckage Wickerfolk exact payoff.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Removal Priority Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Defile; Murder; Tendrils of Corruption; Feed the Swarm; Bone Shards; Bone Splinters; Eaten Alive; Accursed Marauder; Chainer's Edict; Snuff Out; Crypt Rats; Suffocating Fumes
- Phase windows: opponent combat, end step, own main phases, stack response windows.
- Runtime cues: action:cast; action:activate; visible opposing threat.
- Use when: choosing whether to answer a visible permanent or board.
- Avoid when: the target is low-impact relative to a visible lethal threat, engine piece, or commander damage clock.
- Instructions: Spend removal on threats that shorten the clock, stop recursion, invalidate blocking, or prevent Fang, Fearless l'Cie from safely operating. Use sorcery-speed edicts and sacrifice removal before combat when delaying loses a blocker or life; save instant-speed interaction for attacks or stack windows when legal.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Target Opponent Drain
- Priority: Low
- Decision families: selection
- Cards: Syphon Soul; Gray Merchant of Asphodel
- Phase windows: spell or trigger target prompts.
- Runtime cues: action:target opponent Syphon Soul; action:target opponent Gray Merchant of Asphodel
- Use when: the legal action text offers exactly one opponent target for Syphon Soul or Gray Merchant of Asphodel and no permanent, player, or mode alternative is listed.
- Avoid when: multiple opponent/player choices or prevention/redirection prompts are visible.
- Instructions: Choose target opponent for the already committed drain line. Do not infer lethal unless the engine exposes the legal target and resulting action text clearly.
- Pilot skill floor: no-api.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Graveyard Hate Timing
- Priority: Medium
- Decision families: interaction; priority
- Cards: Crypt Creeper; Cremate; Bojuka Bog; Nihil Spellbomb; Relic of Progenitus; Faerie Macabre
- Phase windows: opponent graveyard action windows, end step, land-play window for Bojuka Bog, response windows.
- Runtime cues: action:exile; action:play Bojuka Bog; opponent graveyard visible.
- Use when: opponent graveyard contains a visible card or threshold that a legal hate action can affect.
- Avoid when: using symmetrical graveyard hate removes this deck's required Unearth, Dread Return, Soul Salvage, Wander in Death, Bone Harvest, or Grim Discovery line without stopping an opposing payoff.
- Instructions: Fire hate at the last legal window before opponent recursion or threshold payoff resolves. Prefer one-sided hate before symmetrical exile when this deck's graveyard is stocked.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Fang Commitment Gate
- Priority: High
- Decision families: priority; combat
- Cards: Fang, Fearless l'Cie; Professor's Warning; Unnatural Endurance; Scales of Shale; Armor of Shadows; Without Weakness; Azra Smokeshaper; Unlikely Aid; Masterful Flourish
- Phase windows: main phases, combat, removal response windows.
- Runtime cues: action:cast Fang, Fearless l'Cie; action:attack; action:block; action:cast protection.
- Use when: deciding whether to deploy, attack with, block with, or protect Fang, Fearless l'Cie.
- Avoid when: commander tax, visible removal, or unfavorable combat makes deployment fail to affect the board this turn.
- Instructions: Cast Fang when it stabilizes, pressures, or enables graveyard value with protection or recursion available. Protect Fang only when the protected permanent changes combat, engine access, or commander pressure; Card text check required for exact protection effects.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Combat Stabilization And Trades
- Priority: Medium
- Decision families: combat
- Cards: Scarblade Scout; Scrounger of Souls; Purple Pentapus; Wreckage Wickerfolk; Desperate Farmer // Depraved Harvester; Charity Extractor; Cabal Initiate; Troll of Khazad-dûm; Fang, Fearless l'Cie
- Phase windows: declare attackers, declare blockers, combat damage, postcombat.
- Runtime cues: prompt:attackers; prompt:blockers; visible power and toughness.
- Use when: choosing attacks or blocks with visible creatures.
- Avoid when: exactly one legal no-attack or no-block action is forced by the engine.
- Instructions: Stabilize life before chip damage against faster boards. Trade recursive or replaceable creatures for real pressure; keep high-impact closers back when they are the only blocker preventing lethal. Card text check required for exact combat keywords and transform status.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Protection And Combat Trick Gate
- Priority: Medium
- Decision families: combat; interaction; priority
- Cards: Professor's Warning; Unnatural Endurance; Scales of Shale; Armor of Shadows; Without Weakness; Azra Smokeshaper; Unlikely Aid; Masterful Flourish; Unexpected Fangs
- Phase windows: combat trick windows, removal response windows, damage-prevention prompts.
- Runtime cues: action:cast; prompt:target creature; stack contains removal or combat damage pending.
- Use when: a legal trick can target a visible creature in combat or response.
- Avoid when: the creature would survive without help or the trick does not change damage, survival, lifelink race, or engine access.
- Instructions: Use tricks to save Fang, Fearless l'Cie, preserve the only stabilizing blocker, win combat involving a relevant attacker, or swing a race with Unexpected Fangs. Card text check required before assuming indestructible, regeneration, lifelink, or counter details.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Card Selection And Topdeck Ordering
- Priority: Medium
- Decision families: selection
- Cards: Diresight; Risky Shortcut; Crystal Grotto; Hidden Grotto; Bone Harvest; Mortuary Mire; Witch's Cottage; Resentful Revelation; Cremate
- Phase windows: resolution prompts, draw-step setup, main phases.
- Runtime cues: prompt:scry; prompt:surveil; prompt:choose order; action:draw; action:cycle.
- Use when: choosing visible card selection, top/bottom placement, or draw sequencing.
- Avoid when: current prompt is a graveyard recursion target requiring another policy.
- Instructions: Select lands when missing land drops, interaction when behind, sacrifice fodder when hand has sacrifice payoffs, and closers when stable. Put recursion targets on top only when the next draw timing is clear and the target changes the next turn.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Permission And Dash Hopes Gate
- Priority: Medium
- Decision families: interaction; priority
- Cards: Dash Hopes
- Phase windows: stack response windows.
- Runtime cues: action:cast Dash Hopes; opponent spell on stack.
- Use when: Dash Hopes is legal against a visible opposing spell.
- Avoid when: opponent can pay or ignore the life pressure from visible totals and board, or when holding mana for removal is stronger.
- Instructions: Treat Dash Hopes as conditional disruption and tempo pressure, not guaranteed permission. Cast it when the spell materially changes the board or when visible life totals make the opponent payment punishing. Card text check required for exact payment and counter condition.
- Pilot skill floor: light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic No-Block Pass
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: declare blockers.
- Runtime cues: action:no blocks; action:decline blockers
- Use when: the only legal blocker action text is no blocks or decline blockers and no alternate block assignment is listed.
- Avoid when: any creature can legally block or any prevention/protection action is legal in the same prompt.
- Instructions: Select the displayed no-block action to advance the engine after combat choices are exhausted.
- Pilot skill floor: no-api.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Sideboard Role Selection
- Priority: High
- Decision families: sideboard
- Cards: Duress; Chainer's Edict; Snuff Out; Nihil Spellbomb; Relic of Progenitus; Crypt Rats; Unexpected Fangs; Suffocating Fumes; Wrench Mind; Faerie Macabre
- Phase windows: between games, sideboard lock prompts.
- Runtime cues: prompt:sideboard; match stage; opponent archetype label; public game log; visible commander plan; prior-game kill pattern.
- Use when: selecting a legal sideboard configuration after Game 1 or Game 2.
- Avoid when: runtime already supplies a fixed validated configuration or public information is too thin to justify role changes.
- Instructions: Choose the smallest role-focused change that answers the opponent's proven axis. Favor Duress and Wrench Mind against spell-heavy setup, Chainer's Edict and Snuff Out against single important creatures, Crypt Rats and Suffocating Fumes against go-wide pressure, Nihil Spellbomb, Relic of Progenitus, and Faerie Macabre against graveyard reliance, and Unexpected Fangs when life-race stabilization matters. Keep the main deck at exactly 100 cards and preserve sacrifice fodder, recursion density, and Fang, Fearless l'Cie pressure.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Sideboard Lock Legality Check
- Priority: Critical
- Decision families: sideboard
- Cards: Duress; Chainer's Edict; Snuff Out; Nihil Spellbomb; Relic of Progenitus; Crypt Rats; Unexpected Fangs; Suffocating Fumes; Wrench Mind; Faerie Macabre
- Phase windows: sideboard validation, sideboard lock prompts.
- Runtime cues: prompt:sideboard_lock; registered deck; registered sideboard; proposed swaps; validation result.
- Use when: submitting or auditing a between-game sideboard configuration.
- Avoid when: no sideboard mutation is being submitted.
- Instructions: Submit only a validated 100-card main deck plus 10-card sideboard state. Every incoming card must be one of the registered sideboard cards, every outgoing card must be an exact main-deck card, and the resulting registration must preserve the same 110 total cards. Reject invented card names, duplicate sideboard entries beyond registration, and plans that remove core lands or recursion without matchup proof.
- Pilot skill floor: deterministic
- No-API allowed: no
- Light-model allowed: yes
Policy: Narrow Hate Deployment After Boarding
- Priority: Medium
- Decision families: sideboard, priority, graveyard, discard, removal
- Cards: Duress; Nihil Spellbomb; Relic of Progenitus; Faerie Macabre; Wrench Mind; Snuff Out; Crypt Rats; Suffocating Fumes; Unexpected Fangs
- Phase windows: post-sideboard games, priority windows, opponent graveyard payoff windows, combat setup, pre-combat and end-step windows.
- Runtime cues: public graveyards; visible hand from Duress effects; opponent hand count; battlefield pressure; life totals; stack contents; legal activation or casting actions.
- Use when: a sideboard card is already in the active game and Veles must decide whether to spend it now.
- Avoid when: the effect is low-impact, the opponent has not exposed the relevant axis, or using it would damage Fang Plays Pauper's own recursion or life total more than the opponent's plan.
- Instructions: Hold graveyard hate for a visible payoff window unless waiting risks losing the game. Cast Duress before committing a key threat or answer when it can remove protection, a sweeper, or a combo piece. Use Wrench Mind while the opponent still has meaningful cards and before they empty their hand. Spend Snuff Out only on a creature whose death changes tempo enough to justify life payment. Use Crypt Rats and Suffocating Fumes when they alter combat or remove multiple creatures, and use Unexpected Fangs only on a carrier likely to survive long enough to matter.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes