93 KiB
Strategy Specifications
Deck Name And Archetype
Mardu Synthesizer is a Pauper Mardu artifact midrange deck built around artifact-value permanents, bounce creatures, black attrition, and red-white removal pressure. Treat it as a hybrid of established Pauper Synthesizer shells and a black-sacrifice midrange package rather than as pure stock Boros Synthesizer, Affinity, or sacrifice combo.
- Count validation: The registered main deck is 60 cards: 20 lands and 40 nonlands. The registered sideboard is 15 cards. No companion is registered.
- Format validation: The declared format is Pauper. Veles must still defer final legality to the rules engine/card database at runtime, because legality depends on current format lists and card-specific rarity legality.
- Banned-list check: No exact registered card name from this list appears in the Pauper banned section of the official Wizards banned and restricted list page inspected for this guide: https://magic.wizards.com/en/banned-restricted-list. This does not replace card-by-card Pauper legality validation.
- Card-text caution: Black Mage's Rod needs a card text check required before authoritative tactical claims; use it as a registered artifact/value card only when Veles/Forge exposes legal actions and visible text-supported effects.
- Name caution: Preserve the exact registered name Black Mage's Rod, including the apostrophe, and do not substitute similar card names.
- Legality concern: Verify Black Mage's Rod, Shattered Landscape, Refurbished Familiar, and any recent-release cards through the active Veles card database before high-stakes testing; if Forge imports them and enumerates legal actions, the pilot may use only those enumerated actions.
- Mana concern: The deck is three colors with many artifact lands and tapped or conditional development pieces, so opening hands must be judged by colored-source timing, not only raw land count.
- Role concern: The deck is not a pure speed deck; it wins by compounding small artifact exchanges, removal, evasive or recursive pressure, and card-flow permanents while denying opposing battlefield traction.
- Artifact concern: Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, and Black Mage's Rod make artifact count strategically important for visible synergies, but the pilot must never assume an artifact threshold matters unless a legal action or card text confirms it.
- Main-deck coverage obligation: Every nonland main-deck card with 2+ copies must be covered in the assembled guide: Refurbished Familiar, Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Cleansing Wildfire, Galvanic Blast, Cast Down, Lembas, Black Mage's Rod, Tithing Blade, Nihil Spellbomb, and Eviscerator's Insight.
- Singleton main-deck coverage note: Terminate and Bojuka Bog should be handled as high-impact singletons when drawn or visible, but the 2+ copy coverage requirement does not depend on them.
- Sideboard coverage obligation: Every sideboard card must appear in Sideboard Map and matchup guidance: Dust to Dust, Navigator's Compass, Tithing Blade, Thraben Charm, Snuff Out, Nihil Spellbomb, Electrickery, and Duress.
- Opponent info status: No specific opponent decklists or metagame targets were supplied with this batch, so matchup sections must distinguish broad archetype guidance from runtime-known facts.
- Runtime discipline: The decision agent must follow only legal Veles actions, visible board state, public zones, revealed information, and rules-engine prompts; do not infer hidden cards as certainty from archetype tags.
- Stock status: The shell is recognizably stock-adjacent because Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Galvanic Blast, artifact lands, and Cleansing Wildfire are known Pauper value patterns, but the black splash and Black Mage's Rod package make this a customized Mardu build.
- Strategic label: Use the runtime strategy name Mardu Synthesizer with tags midrange, artifact, sacrifice; treat the duplicated tag list in the source as the same three strategic axes, not as extra mechanics.
Thesis
Mardu Synthesizer assembles artifact lands, cheap artifact permanents, bounce creatures, and efficient removal into a midrange resource engine that turns small exchanges into a locked-up battlefield. Prioritize making land drops, preserving colored mana, resolving repeatable value objects, and using removal only on threats that block the engine, shorten the clock, or invalidate your flyers.
- Core plan: Develop Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, and Black Mage's Rod as artifact material, then convert that material through Glint Hawk, Kor Skyfisher, Refurbished Familiar, Cleansing Wildfire, Eviscerator's Insight, and Galvanic Blast.
- Win pattern: Attack in the air with Glint Hawk, Kor Skyfisher, and Refurbished Familiar while Galvanic Blast, Cast Down, Terminate, Tithing Blade, and sideboard removal keep the opponent from racing or stabilizing.
- Advantage pattern: Reuse Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, and artifact lands with Glint Hawk or Kor Skyfisher when the legal action preserves tempo or converts a low-impact permanent into a fresh card, edict, graveyard check, or future artifact count.
- Mana pattern: Treat Cleansing Wildfire plus indestructible artifact lands as a development tool only when Veles exposes a legal target and the resulting line advances colors, cards, or tempo; do not assume a land can be destroyed, protected, or replaced except through rules-engine output.
- Attrition pattern: Use Refurbished Familiar, Tithing Blade, Nihil Spellbomb, Eviscerator's Insight, and Black Mage's Rod to pressure hand, creatures, graveyard, and card economy across several turns rather than trying to produce a single combo turn.
- Not the plan: Do not play like Burn, Affinity combo, or all-in sacrifice; this deck normally wins by incremental material and evasive pressure, not by emptying its hand blindly or sacrificing real board position for speculative value.
- Priority rule: Stabilize against fast creature pressure before maximizing bounce value, but choose value lines over one-for-one trades when life total, blockers, and known opposing pressure allow another turn cycle.
- Information rule: Let legal actions and visible card text decide exact artifact, sacrifice, discard, and graveyard interactions; if Black Mage's Rod or any recent card text is not exposed clearly, mark the use conditional and choose only actions whose effect is known from the prompt.
Role Package
- Threats: Glint Hawk, Kor Skyfisher, and Refurbished Familiar are the primary bodies, so preserve them when their evasion or blocking role matters more than rebuying a small artifact. Use Glint Hawk as a cheap pressure piece when a safe artifact return is available, and use Kor Skyfisher as the larger stabilizing flyer when returning a permanent will not break mana or board defense.
- Payoffs: Galvanic Blast, Refurbished Familiar, Cleansing Wildfire, and Eviscerator's Insight reward artifact density or expendable permanents, but Veles must confirm the exact legal mode, cost, target, and damage/card outcome at runtime. Treat Galvanic Blast as both removal and reach; spend it on creatures when survival or pressure improves, and hold it for lethal only when the visible race supports that plan.
- Engines: Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, and Black Mage's Rod are the repeatable or recyclable value package. Bounce Experimental Synthesizer or Lembas when the immediate card-flow or reset is worth the mana; reuse Tithing Blade when edict pressure is stronger than developing another attacker; use Nihil Spellbomb when graveyard denial matters or when cycling into a card is explicitly legal.
- Velocity: Experimental Synthesizer, Lembas, Cleansing Wildfire, Eviscerator's Insight, and Shattered Landscape keep cards moving through the hand. Sequence velocity before narrow removal when digging for land, colors, or artifact count is more important than answering a nonlethal permanent this turn.
- Interaction: Galvanic Blast, Cast Down, Terminate, Tithing Blade, Nihil Spellbomb, Bojuka Bog, and sideboard Snuff Out, Electrickery, Thraben Charm, Duress, Dust to Dust, and extra Tithing Blade answer different axes. Match the answer to the threat type: targeted removal for must-kill creatures, edicts for protected or singular threats, graveyard hate for recursion or combo, discard for noncreature engines, and artifact hate for artifact-centric boards.
- Protection: The deck has little true protection, so protect its plan by sequencing tapped lands early, keeping blockers when under pressure, using Duress from the sideboard before committing a key engine into open interaction, and avoiding bounce lines that strand mana or expose you to lethal. Navigator's Compass is a sideboard stabilizer and fixing tool when its visible legal text supports that role.
- Recursion: No main-deck card should be treated as guaranteed recursion unless the rules engine exposes that text or action. The practical recursion substitute is rebuying enters-the-battlefield or sacrifice-ready permanents with Glint Hawk and Kor Skyfisher.
- Mana: Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Shattered Landscape, Mountain, Plains, Swamp, and Bojuka Bog form a slow three-color base with artifact-land upside. Prioritize hands and lines that produce red for Galvanic Blast/Cleansing Wildfire, white for Glint Hawk/Kor Skyfisher, and black for Refurbished Familiar/Cast Down/Tithing Blade/Eviscerator's Insight without delaying the first relevant play.
- Sideboard modules: Dust to Dust attacks artifacts, Navigator's Compass supports life/fixing, Tithing Blade adds edict density, Thraben Charm is flexible interaction with card text check required at prompt time, Snuff Out adds tempo removal, Nihil Spellbomb adds graveyard pressure, Electrickery handles small-creature boards, and Duress attacks spell-heavy or combo hands.
Primary Win Conditions
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Evasive pressure is the default kill: assemble Glint Hawk, Kor Skyfisher, and Refurbished Familiar while artifact permanents keep their costs and bounce triggers useful. Setup requires at least one safe artifact or permanent to return, enough colored mana to keep replaying value pieces, and removal held for blockers or race threats; execute by attacking in the air each turn while using Galvanic Blast, Cast Down, Terminate, and Tithing Blade to prevent the opponent from stabilizing. Prioritize this path when you have two or more flyers, the opponent lacks visible reach/flying pressure, or your hand can keep producing artifacts after bounce triggers.
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Artifact attrition is the main long-game win: chain Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, Black Mage's Rod, and artifact lands through Glint Hawk, Kor Skyfisher, Eviscerator's Insight, and Refurbished Familiar. Setup requires artifacts that can be replayed without stranding mana; execute by converting each small permanent into a card, discard, edict, sacrifice value, graveyard check, or artifact count. Prioritize this path when combat is stalled, both players are trading resources, or the opponent is likely to beat one-for-one removal with bigger draws.
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Burn reach closes games after board control: preserve Galvanic Blast as a finisher when the opponent is within visible lethal range and your artifact count or legal action text supports the damage output. Setup requires enough artifacts on board or in play patterns to make Galvanic Blast reliable; execute only through rules-engine legal targets and visible damage text. Prioritize removal mode over reach when an opposing creature represents lethal, shuts off attacks, or will undo multiple turns of flyer pressure.
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Cleansing Wildfire development wins by mana and cards, not direct pressure: target Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Shattered Landscape, Bojuka Bog, or opposing lands only when Veles exposes a legal target and the outcome advances your mana, card flow, or opponent disruption. Prioritize self-target development when behind on colors or cards and not under immediate attack pressure; prioritize opposing-land use only when the visible target is strategically important and the rules text confirms the exchange.
Secondary Win Conditions
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Backup ground pressure matters after flyers are answered: use repeated Glint Hawk, Kor Skyfisher, Refurbished Familiar, and token or artifact-related bodies only when legal card text exposes those bodies. Experimental Synthesizer has a sacrifice ability in known printings, but use the exact token or effect only if the engine presents it; otherwise treat it as Card text check required. Pressure with small bodies when removal has cleared blockers or when forcing trades protects life total.
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Edict and discard soft-locks can win creature-light games: reuse Tithing Blade with Kor Skyfisher or Glint Hawk when the opponent has one important creature or a low-resource board. Combine Refurbished Familiar discard pressure with Duress after sideboard to strip answers before committing a larger flyer or value engine. Prioritize this line against decks relying on a single threat, a protected creature, or a small hand.
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Graveyard containment can become a win condition against recursion or combo: use Nihil Spellbomb and Bojuka Bog to interrupt graveyard-dependent turns while continuing flyer pressure. Do not fire graveyard hate for a minor card unless the opponent's visible graveyard, known archetype, or current legal prompt shows a high-value window; holding it may force the opponent to play slower.
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Sideboard role cards create alternate paths: Dust to Dust can decide artifact matchups by removing key artifact resources, Navigator's Compass can buy time and fix colors when its legal text supports that use, Snuff Out can swing tempo while tapped out, Electrickery can clear small boards, Thraben Charm is flexible but Card text check required, and extra Tithing Blade or Nihil Spellbomb increase pressure on the relevant axis.
Emergency Lines
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Behind on life: stop maximizing bounce value and preserve blockers first. Use Cast Down, Terminate, Galvanic Blast, Tithing Blade, Snuff Out, Electrickery, or Navigator's Compass when legal actions show they reduce the next attack, gain time, or remove lethal pressure; attack only when the damage does not expose you to a worse crack-back.
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Behind on board: trade resources for time before chasing card advantage. Remove the creature that changes the clock most, use Tithing Blade against singular or protected threats, and keep Kor Skyfisher back when its blocking body matters more than replaying Experimental Synthesizer or Lembas.
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Behind on cards: prioritize Experimental Synthesizer, Lembas, Cleansing Wildfire, Eviscerator's Insight, and bounce loops that produce a real card-flow action. Avoid sacrificing or returning mana-critical permanents unless the legal result immediately replaces cards or stabilizes the board.
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Behind on mana or colors: choose land drops and Cleansing Wildfire development over speculative pressure. Keep hands and lines that produce red, white, and black in functional order; avoid Glint Hawk or Kor Skyfisher bounce choices that return your only source of a needed color.
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Behind against graveyard recursion or combo: hold Nihil Spellbomb, Bojuka Bog, Duress, and sideboard Nihil Spellbomb for the turn where the opponent's visible graveyard, hand-reveal, or stack action makes the payoff imminent. If forced to act early, choose the line that leaves the most pressure plus future interaction.
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Removed win conditions: convert into attrition instead of conceding pressure. If flyers are gone, win through repeated value, edicts, discard, burn reach, and sideboard hate; if engines are gone, protect life total, make land drops, and use every creature as a source of incremental damage or trade leverage.
Resource Model
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Life is a tempo buffer, not a free resource: spend early life to develop tapped Bridges, hold removal, or take a small hit when it enables Experimental Synthesizer, Lembas, Cleansing Wildfire, or a double-spell turn, but switch to stabilization when the opponent's visible board threatens a short clock. Navigator's Compass and Black Mage's Rod may change life math only when the rules engine exposes the relevant legal text; Card text check required for exact Black Mage's Rod use.
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Hand cards should become board plus replacement cards: convert Experimental Synthesizer, Lembas, Cleansing Wildfire, Eviscerator's Insight, and Nihil Spellbomb into fresh looks while using Glint Hawk and Kor Skyfisher to reuse artifact permanents. Avoid bounce lines that leave a good hand stranded without colored mana.
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Mana is the deck's bottleneck more often than cards: many strong turns need red for Galvanic Blast or Cleansing Wildfire, white for Glint Hawk or Kor Skyfisher, and black for Refurbished Familiar, Cast Down, Terminate, Tithing Blade, Nihil Spellbomb activations, or Eviscerator's Insight. Treat Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Bojuka Bog, Shattered Landscape, Mountain, Plains, and Swamp as a color puzzle before choosing a value line.
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Board material is recursive currency: artifact lands, Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, and Black Mage's Rod can support affinity-style discounts, bounce costs, sacrifice costs, or artifact-count payoffs only when legal actions confirm the interaction. Preserve a cheap artifact for Glint Hawk unless the current turn's removal, draw, or survival need is higher.
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Graveyard and exile are tactical zones: Nihil Spellbomb and Bojuka Bog answer graveyard plans, while Eviscerator's Insight and Experimental Synthesizer may create graveyard or exile decisions only as exposed by Forge. Do not act on assumed flashback, exile timing, or token text unless the engine presents the legal action.
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Lands are resources after they enter: Cleansing Wildfire can convert an eligible own land into mana fixing and a card when legal, especially with Drossforge Bridge or Rustvale Bridge, but losing the wrong land can cut off white bounce creatures or black interaction. Against opponents, use land destruction only when the visible land is worth more than your development spell.
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Sideboard bullets change the resource axis: Dust to Dust attacks artifacts, Duress attacks hidden plans after reveal, Snuff Out trades life or tempo for removal when legal, Electrickery attacks small boards, extra Tithing Blade attacks single threats, extra Nihil Spellbomb attacks graveyards, Navigator's Compass buys fixing or life if legal text supports it, and Thraben Charm is flexible but Card text check required.
Mana Guide
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Prioritize functional three-color access over perfect curve: a keep usually needs two lands or one land plus reliable card-flow/fixing, with at least one source that casts an early play. Red is needed early for Galvanic Blast and Cleansing Wildfire, white enables Glint Hawk and Kor Skyfisher engines, and black enables Refurbished Familiar, Cast Down, Tithing Blade, Eviscerator's Insight, Nihil Spellbomb use, and Terminate.
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Sequence tapped lands before pressure when safe: lead Drossforge Bridge or Rustvale Bridge on turns where no one-mana action matters, then use Mountain, Plains, Swamp, Ancient Den, Vault of Whispers, or Bojuka Bog to unlock the color that creates the strongest next turn. Do not play Bojuka Bog early against graveyard decks unless the color is mandatory or the opponent's graveyard already matters.
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Use Cleansing Wildfire as fixing when the legal target and timing are clear: self-target an expendable or indestructible land only when the engine confirms legality and the resulting basic search/card flow helps cast your hand. Prefer this line before committing color-intensive hands; delay it if spending the turn leaves a lethal or high-pressure creature unanswered.
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Play lands before draw effects when the current land drop is obvious: if the hand already contains the land that fixes the turn, play it before Experimental Synthesizer, Lembas, Nihil Spellbomb draw, or Eviscerator's Insight so drawn cards can inform spell choices. Hold the land until after drawing when you have multiple possible land drops, need to know whether to preserve Bojuka Bog, or may reveal a card that changes required colors.
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Protect bounce mana: Glint Hawk and Kor Skyfisher should not return the only land or artifact that lets the rest of the hand function unless the legal line immediately replaces itself or prevents a worse loss. Returning Experimental Synthesizer or Lembas is usually preferable to returning a color-critical land.
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Mulligan mana failures aggressively: reject hands that cannot cast a meaningful spell by turn two, hands with only one color and no visible path to fix, or hands where Glint Hawk has no safe artifact support. Keep slower tapped-land hands when they have Cleansing Wildfire, Lembas, Experimental Synthesizer, or interaction that realistically bridges to the midgame.
Mulligan Guide
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Strong keep: keep two or three lands with Drossforge Bridge or Rustvale Bridge, one early artifact/value piece, and one interaction spell. Examples include Drossforge Bridge, Rustvale Bridge, Experimental Synthesizer, Glint Hawk, Galvanic Blast, Kor Skyfisher, and any castable black spell; this hand develops colors, enables bounce value, and can answer pressure.
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Strong keep: keep Cleansing Wildfire plus an eligible land and enough time to cast it. A hand with Drossforge Bridge, Rustvale Bridge, Cleansing Wildfire, Lembas, Galvanic Blast, Refurbished Familiar, and Kor Skyfisher is slow but functional because it turns mana into cards while preserving interaction.
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Medium keep: keep tapped-land value hands when the opponent is not visibly fast or when the hand contains Galvanic Blast, Cast Down, Terminate, or Tithing Blade. A three-land hand with Experimental Synthesizer, Lembas, Kor Skyfisher, and Eviscerator's Insight is acceptable if it has colors, but it becomes risky without red or without an early play.
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Risky keep: keep one-land hands only with a legal first-turn artifact/value action and a realistic path to the second land. One land plus Experimental Synthesizer, Glint Hawk, Galvanic Blast, and multiple two-drops is a trap unless the land casts the first spell and the engine output can find mana before the hand stalls.
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Automatic ship: ship hands with no land, one land with no castable spell, all tapped lands with no turn-two legal play against pressure, or Glint Hawk with no artifact or safe permanent to return. Also ship hands that contain only white creatures and black spells without the colors to cast either half.
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Trap hand: do not keep artifact-bounce hands that look explosive but require returning the only mana source. Ancient Den, Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Refurbished Familiar, Cast Down, and Eviscerator's Insight can collapse if the only white source must be bounced and black is missing.
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Matchup-dependent keep: keep Nihil Spellbomb or Bojuka Bog hands higher against visible graveyard decks, but do not keep a nonfunctional hand solely for graveyard hate. After sideboarding, Duress, Dust to Dust, Navigator's Compass, Snuff Out, Electrickery, Thraben Charm, extra Tithing Blade, or extra Nihil Spellbomb raise a hand only when the mana and matchup make the role card castable and relevant; Card text check required for exact Thraben Charm and Navigator's Compass use.
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Play/draw adjustment: on the play, prefer hands with a turn-one or turn-two action and at least one removal spell or value engine. On the draw, tolerate one extra tapped land or a slower Cleansing Wildfire hand because the extra card improves color assembly, but still ship hands that do not affect the game by turn two.
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London bottoming: bottom redundant late cards before mana or early engines. Usually preserve two lands, one red source, one white path for Glint Hawk or Kor Skyfisher, one black path if black spells are in hand, and the cheapest card-flow piece among Experimental Synthesizer, Lembas, Nihil Spellbomb, or Eviscerator's Insight.
Turn Arc
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Turn 1 preferred: play the land that unlocks the best turn-two line. Lead Drossforge Bridge or Rustvale Bridge when no one-mana action is needed; lead Ancient Den, Vault of Whispers, Mountain, Plains, Swamp, or Shattered Landscape only when it casts Experimental Synthesizer, Galvanic Blast, Nihil Spellbomb, or another legal early play.
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Turn 1 deviation: use Galvanic Blast immediately only when a visible creature threatens a short clock, mana engine, or snowballing combat. Hold Nihil Spellbomb against graveyard decks unless the opponent already has a public graveyard target or the draw action is needed to hit land drops.
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Turn 2 preferred: establish Experimental Synthesizer, Lembas, Cleansing Wildfire, Tithing Blade, or a removal spell according to pressure. Choose Cleansing Wildfire on your own eligible land when legal and fixing/card flow beats adding a creature; choose Galvanic Blast, Cast Down, Terminate, or Tithing Blade when a visible threat would punish a value turn.
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Turn 2 deviation: cast Glint Hawk only when returning Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, Ancient Den, Vault of Whispers, Drossforge Bridge, or Rustvale Bridge does not break mana for the next turn. Avoid bouncing the only source of red, white, or black unless the current legal action prevents a worse loss.
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Turn 3 preferred: convert early artifacts into pressure and cards with Glint Hawk, Kor Skyfisher, Refurbished Familiar, or another value action. Prefer Kor Skyfisher returning Experimental Synthesizer or Lembas when the board is stable; prefer interaction plus a cheap artifact when the opponent has a must-answer creature or engine.
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Turn 3 deviation: prioritize Refurbished Familiar when the legal cost and artifact count make it efficient and the opponent is not presenting a must-kill threat. Delay Eviscerator's Insight until the sacrifice or draw line is legal and does not consume the only artifact or creature needed for defense.
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Turns 4-5 preferred: double-spell whenever possible, pairing removal with a value permanent or bounce creature. The best midgame turns usually answer one opposing permanent with Galvanic Blast, Cast Down, Terminate, or Tithing Blade while reusing Experimental Synthesizer, Lembas, Nihil Spellbomb, or Black Mage's Rod if the engine exposes useful legal text; Card text check required for exact Black Mage's Rod use.
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Turns 4-5 deviation: tap out for card flow only when the visible board cannot punish the shields-down turn. Hold mana for removal, graveyard hate, or a stack/priority response when the opponent has open mana, a known threat pattern, or a public graveyard setup.
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Late game preferred: win by looping value, preserving flyers, and converting every draw into removal, pressure, or hate. Rebuy Experimental Synthesizer and Lembas with Kor Skyfisher or Glint Hawk, use Eviscerator's Insight when the sacrifice is acceptable, and aim Galvanic Blast at the opponent only when the visible clock or legal lethal math supports it.
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Late game deviation: shift from value to survival when life totals or board pressure create a short clock. Trade Glint Hawk, Kor Skyfisher, or Refurbished Familiar if blocking buys the turn needed for removal, and use Bojuka Bog or Nihil Spellbomb only at the graveyard window the engine makes visible.
Card Roles
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Refurbished Familiar: treat Refurbished Familiar as the deck's artifact-payoff threat and discard pressure, not as a vanilla curve creature. Cast it when the visible artifact count makes the legal cost efficient or when making the opponent discard before their next main phase matters; hold it when the same mana must answer a must-kill permanent. Its flyer body is a real win condition in stalled games, but do not expose it to combat trades unless life total or board pressure requires a blocker. It improves after Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, Black Mage's Rod, Ancient Den, Vault of Whispers, Drossforge Bridge, and Rustvale Bridge are on the battlefield, so sequence cheap artifacts before it when the rules engine offers both lines. Against low-resource control or combo, prioritize the discard trigger early; against creature pressure, cast it only if the body stabilizes or if removal is already available.
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Glint Hawk: use Glint Hawk as the cheapest way to rebuy artifact value while adding evasive pressure. Prefer returning Experimental Synthesizer or Lembas when the legal bounce trigger appears, because those cards convert the replay into another look at cards; returning Nihil Spellbomb is strong when graveyards still matter and mana remains for activation. Return Ancient Den, Vault of Whispers, Drossforge Bridge, or Rustvale Bridge only when the land bounce does not strand future colors or reduce the next turn below the needed mana count. Do not cast Glint Hawk into an empty artifact board, into a forced return of the only critical mana source, or when bouncing the only artifact would turn off a legal metalcraft Galvanic Blast line needed this turn.
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Kor Skyfisher: use Kor Skyfisher as the durable value creature and main permanent-reuse engine. Prefer returning Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, or Bojuka Bog when the visible board rewards another trigger or hate window; return lands only when the mana loss is acceptable and the hand can still spend next turn. Kor Skyfisher blocks many small attackers better than Glint Hawk, so preserve it as a stabilizer against aggro unless attacking meaningfully changes the race. Avoid replay loops that spend the whole turn drawing without affecting a dangerous battlefield; the correct Skyfisher turn often pairs a replayed artifact with Galvanic Blast, Cast Down, Terminate, or Tithing Blade.
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Experimental Synthesizer: treat Experimental Synthesizer as the highest-priority cheap engine artifact when mana can use the exiled card. Cast it before making land drops only if the current rules output allows playing an exiled land or spell profitably; otherwise play required mana first to avoid wasting temporary access. Bounce or sacrifice it when the visible legal actions let you use the leave-the-battlefield card before it expires. Do not return or sacrifice Experimental Synthesizer with no spare mana unless the current line needs an artifact count change, a body, or survival more than card access. It is one of the best Glint Hawk and Kor Skyfisher targets because it turns bounce costs into material.
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Cleansing Wildfire: use Cleansing Wildfire as ramp, color fixing, and card replacement when targeting your own eligible indestructible artifact land is legal. The preferred targets are Drossforge Bridge or Rustvale Bridge when the engine confirms the action, because the land survives if rules text applies as expected and the search can fix basics; respect the engine result and do not assume the land survives unless Forge presents the legal outcome. Use it on an opponent land only when the visible target is strategically important and the replacement basic does not help them more than the disruption helps you. Against fast pressure, delay Cleansing Wildfire if removal is needed now; against midrange and control, early Wildfire helps double-spell later.
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Galvanic Blast: use Galvanic Blast as the flexible removal spell first and reach spell second. Preserve artifact count for metalcraft when four damage is needed for a visible creature or lethal line, but do not refuse a two-damage kill that prevents snowballing. Point Galvanic Blast at the opponent only when the legal damage plus current board creates lethal, a forced short clock, or prevents losing a race; otherwise creatures and planes of combat matter more. Avoid spending it on low-impact creatures when Cast Down, Terminate, Tithing Blade, or combat can handle the same threat and Galvanic Blast is your only instant-speed answer.
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Cast Down: use Cast Down as clean creature removal for large or must-answer nonlegendary threats when the engine offers a legal target. Hold it over Galvanic Blast when metalcraft is unavailable or when the threat exceeds burn range. Use Cast Down before edict effects if the opponent controls expendable creatures that would weaken Tithing Blade. Do not cast it merely to use mana if the opponent has a more dangerous likely follow-up and the current creature is not pressuring life, mana, or an engine.
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Lembas: treat Lembas as a stabilizing artifact cantrip and premium bounce target. Cast it early to smooth draws, raise artifact count, and enable Refurbished Familiar or Galvanic Blast; replay it with Glint Hawk or Kor Skyfisher when the extra card selection matters more than board tempo. Use the life-gain or sacrifice mode only when Forge exposes the legal action and the life swing, artifact movement, or graveyard/library implication is relevant; Card text check required for exact shuffle and activation details. Against burn or aggro, Lembas is a real survival card; against slow decks, it is mostly engine fuel.
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Black Mage's Rod: treat Black Mage's Rod as a conditional value engine until exact text is verified. Card text check required. Cast it only when the legal actions and visible board make its triggered or activated text relevant, and avoid prioritizing it over removal or Experimental Synthesizer unless the matchup is slow. If it creates repeatable drain, material, or pressure through future black spells, sequence it before cheap black interaction when survival allows; if the engine presents no immediate value or the opponent is attacking hard, hold it or use mana elsewhere.
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Tithing Blade: use Tithing Blade as both an edict and a reusable artifact permanent. Cast it when the opponent has one important creature, hexproof/protection-like constraints, or a board where targeted removal is poor; avoid it when expendable tokens or small creatures clearly absorb the sacrifice. Rebuy it with Kor Skyfisher or Glint Hawk when repeated edicts matter and the tempo loss is acceptable. Card text check required for any transformed or later-side effect; treat non-ETB modes as conditional on rules-engine legal output.
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Nihil Spellbomb: use Nihil Spellbomb as graveyard control that also raises artifact count. Deploy it early against graveyard decks when keeping mana open threatens activation, but hold activation until a visible graveyard card, threshold, recursion action, or lethal setup makes the exile matter. Against non-graveyard decks, it can be played as cheap artifact material and cashed in for a card when mana would otherwise go unused. Do not sacrifice it just to draw if losing graveyard coverage opens an immediate public recursion or delve-style line.
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Eviscerator's Insight: use Eviscerator's Insight as a card-advantage conversion spell when the sacrifice is replaceable or already spent. Prefer sacrificing Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb after its hate job, or a creature that is blanked or about to die. Do not sacrifice the only flyer applying lethal pressure, the only blocker preserving survival, or the only artifact needed for metalcraft unless the draw is required to find an answer. Card text check required for exact flashback or additional-cost details; follow the legal cost and target prompts exactly.
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Terminate: use Terminate as the singleton unconditional creature answer for the threat that other removal cannot cleanly solve. Hold it for high-toughness, regeneration-relevant, or must-answer creatures when Galvanic Blast, Cast Down, or Tithing Blade are worse, but cast it immediately if the visible board presents lethal or an engine creature that will snowball. Because there is only one Terminate, avoid spending it on small attackers unless life total or tempo makes that exchange necessary.
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Bojuka Bog: use Bojuka Bog as a land drop with a graveyard-hate trigger, not just as black mana. Play it when the opponent has a meaningful public graveyard or when waiting risks them using the graveyard before your next land drop. If black mana is required and no other source exists, playing Bojuka Bog for mana is acceptable, but record that the hate value was sacrificed to cast spells on time.
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Artifact lands and basics: use Drossforge Bridge and Rustvale Bridge to power Cleansing Wildfire, metalcraft, Refurbished Familiar, Glint Hawk, and Kor Skyfisher lines. Use Ancient Den and Vault of Whispers as artifact count and bounce-compatible lands, but avoid bouncing them if doing so cuts off required colors. Use Mountain, Plains, Swamp, and Shattered Landscape to keep the deck functional through artifact hate and to make Cleansing Wildfire searches useful; Card text check required for exact Shattered Landscape utility.
Interaction Priorities
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Priority: answer visible lethal, mana engines, repeatable card engines, and creatures that invalidate combat before spending interaction on ordinary attackers. Use Galvanic Blast, Cast Down, Terminate, Tithing Blade, and sideboard Snuff Out according to what the rules engine says is legal; do not assume a target can be killed if Forge does not expose the action.
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Remove first: kill creatures that will snowball before your next turn, creatures carrying a large damage clock, evasive threats that race Glint Hawk and Kor Skyfisher, and combo creatures whose presence enables a known public line. Use Terminate or Cast Down for large threats outside reliable Galvanic Blast range, and preserve Galvanic Blast when four damage or instant-speed reach is likely to matter.
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Edict first: cast Tithing Blade when the opponent controls one important creature, a protected/hexproof-style creature that targeted removal cannot answer, or a board where their expendable creatures are absent. Avoid Tithing Blade into tokens, small artifacts, or spare creatures unless the sacrifice still improves survival or clears the way for attacks.
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Exile first: use Nihil Spellbomb and Bojuka Bog when the opponent’s graveyard visibly enables recursion, flashback, delve, threshold, reanimation, or a named payoff already seen. Against graveyard-light decks, delay activation and treat Nihil Spellbomb as artifact count until drawing a card or protecting metalcraft is better than holding hate.
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Land interaction: use Cleansing Wildfire on your own Drossforge Bridge or Rustvale Bridge when the legal line fixes mana, increases velocity, and does not cost needed removal tempo. Use it on an opponent land only when that land is visibly central and the replacement basic does not solve their problem better than your disruption solves yours.
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Discard and counters: this deck has no main-deck counterspell and no main-deck hand discard, so never plan as if those effects exist. After sideboarding, use Duress before committing Experimental Synthesizer chains, Black Mage's Rod, or a removal-light hand against control/combo; take the visible card that most directly stops your next two turns or wins before your pressure matters.
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Bounce priorities: use Glint Hawk and Kor Skyfisher to rebuy Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, or artifact lands only when the tempo loss is covered. Do not bounce the only colored source needed for current legal spells, and do not pick up Nihil Spellbomb when an immediate graveyard activation must remain available.
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Bait cards: lead with Lembas, Nihil Spellbomb, spare Tithing Blade, or a low-impact Experimental Synthesizer when trying to draw removal/countermagic before Refurbished Familiar, Black Mage's Rod, or a key Kor Skyfisher turn. Against artifact hate, diversify with basics and creatures rather than exposing every artifact payoff at once.
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Ignore first: ignore small non-evasive creatures when life is high, blockers that cannot profitably block flyers, graveyard filler without a visible payoff, and value permanents that do not change the next turn cycle. Spend mana on engine and pressure instead of answering harmless permanents.
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Archetype shift: against aggro, interaction is survival-first and Galvanic Blast should kill attackers early. Against control, interaction protects pressure and taxes resources, so avoid firing removal at irrelevant blockers. Against combo, prioritize graveyard hate, Duress, and killing enabling creatures over incremental value. Against artifact decks, sideboard Dust to Dust changes the highest-priority targets to artifact lands and artifact engines that strand mana or remove multiple resources.
Combat And Trading Rules
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Attack rule: attack with Glint Hawk and Kor Skyfisher when they create a real clock without giving up the only blocker needed to survive the crackback. Flyers are your cleanest pressure against stalled boards, so do not trade or sacrifice them casually when they are the only route to closing.
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Block rule: block early against fast decks when preserving life buys time for Lembas, Tithing Blade, Cast Down, Terminate, or Galvanic Blast to stabilize. Above roughly 12 life, favor keeping engine creatures if the incoming damage is small; below roughly 8 life, prioritize survival and accept trades that prevent a two-turn clock.
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Trade rule: trade Refurbished Familiar or a ground creature for a better attacker when its entry value has already happened and it is not needed for sacrifice, bounce, or pressure. Do not trade Glint Hawk or Kor Skyfisher into a replaceable creature unless the trade prevents lethal, unlocks lethal attacks, or protects a more important engine.
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Engine preservation: preserve Experimental Synthesizer, Lembas, Nihil Spellbomb, and Tithing Blade as bounce or sacrifice material until their immediate use is better than future value. Sacrifice them to Eviscerator's Insight only when the permanent is spent, redundant, or the cards are needed to find removal or land; do not sacrifice the artifact that keeps Galvanic Blast at lethal damage if four damage is required.
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Protection posture: protect life total with removal before combat when a known attacker must die and the opponent has no visible reason to overcommit first. Hold instant-speed removal through combat when the opponent may equip, pump, sacrifice, or commit a more important threat, but do not get greedy if waiting risks lethal.
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Race posture: race control and slow midrange with flyers, repeated artifact value, and Galvanic Blast reach. Race aggro only after the board is stable; otherwise convert creatures into blocks and use Lembas or Navigator's Compass after sideboarding to stretch the game.
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Edict combat: use Tithing Blade before attacks when it removes the only blocker or forces sacrifice of the only meaningful attacker. Use it after attacks only when waiting makes the opponent commit another creature or when precombat use would let them make blocks with full information.
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Removal combat: use Galvanic Blast on a blocker precombat only when it opens profitable damage or lethal; otherwise save it for the opponent’s creature or face at the decisive moment. Use Cast Down, Terminate, and Snuff Out on creatures that invalidate attacks, threaten lethal, or punish waiting.
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Archetype shift: against go-wide decks, value Electrickery and blocks that preserve flyers over one-for-one removal on small creatures. Against big-creature decks, avoid chump attacks and keep hard removal for the largest threat. Against graveyard decks, combat trades can be bad if they fuel recursion, so pair trades with Nihil Spellbomb or Bojuka Bog when the graveyard will matter.
Selection And Tutor Rules
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Selection baseline: this deck has no true hand tutor, so treat selection as artifact cantrips, top-card access, bounce loops, and land search from Cleansing Wildfire or Shattered Landscape. Do not assume a hidden card is available; choose only from visible legal actions and known cards in hand, exile, graveyard, battlefield, or revealed zones.
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Experimental Synthesizer sequencing: cast or bounce Experimental Synthesizer when you can use most likely exile outcomes this turn or when missing a land drop makes the extra look valuable. Prefer playing your normal land after seeing the exiled card if you have not made a land drop, because Experimental Synthesizer can expose Shattered Landscape, Mountain, Plains, Swamp, Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, or Bojuka Bog.
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Experimental Synthesizer exits: return Experimental Synthesizer with Glint Hawk or Kor Skyfisher before using slower draw when the available mana can cast the exiled spell or play the exiled land. Sacrifice it only when the token/action is legal and the immediate body or extra exile trigger matters more than keeping artifact count for Galvanic Blast, Refurbished Familiar, or bounce material.
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Lembas scry: bottom a card that does not solve the next pressure point, such as excess tapped lands when mana is already stable, late Nihil Spellbomb with no graveyard text visible, or extra Cleansing Wildfire when land count is sufficient. Keep lands when missing colors or the fourth mana, keep cheap artifacts when enabling Refurbished Familiar or Galvanic Blast, and keep removal when a current or likely attacker must be answered.
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Lembas draw timing: cast Lembas before committing to a land or one-for-one spell when the draw could change the turn. Delay Lembas when mana must remain open for Galvanic Blast, Cast Down, Terminate, Nihil Spellbomb activation, or post-sideboard Snuff Out/Thraben Charm decisions.
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Cleansing Wildfire target policy: target your own Drossforge Bridge or Rustvale Bridge when the legal action draws a card, finds a needed basic, and does not expose you to missing interaction this turn. Target an opponent land only when visible mana denial is worth giving the opponent a basic and drawing a card is not the main reason for the cast.
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Shattered Landscape timing: use Shattered Landscape as a land early when it is needed for mana, and cash it in only when the engine shows the activation is legal and a basic color matters more than keeping a land on board. Delay sacrificing it if losing the land prevents casting Kor Skyfisher, Refurbished Familiar, Black Mage's Rod, Cast Down, Terminate, or multiple spells.
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Bojuka Bog selection: play Bojuka Bog when the opponent graveyard already contains relevant cards or when the tapped black source is still acceptable. Avoid spending the graveyard exile window into an empty or low-impact graveyard unless land development is the only practical line.
Priority And Stack Rules
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Priority baseline: pass when no legal instant-speed action improves the next turn cycle, but explain what is being declined. This deck often gains by waiting with Galvanic Blast, Cast Down, Terminate, Nihil Spellbomb, Eviscerator's Insight, and sideboard Snuff Out, Thraben Charm, Electrickery, or Duress timing when legal.
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Removal windows: use Galvanic Blast, Cast Down, Terminate, or Snuff Out before damage when a creature must die to prevent lethal, preserve a key blocker, or stop a combat trigger from mattering. Let a spell or attack proceed when the threat is replaceable and removal can answer a better target after the opponent commits more mana or information.
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Galvanic Blast reach: hold Galvanic Blast for the opponent’s life total only when visible pressure plus artifact count makes burn a realistic closing line. Spend it on creatures when survival, tempo, or protecting flyers matters more than potential face damage.
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Nihil Spellbomb timing: activate Nihil Spellbomb in response to visible graveyard use, recursion targeting, flashback, delve pressure, or a spell/ability that would gain value from the graveyard. Do not crack it merely because priority appears; keep it as artifact count or future hate unless drawing a card is the concrete best use of mana.
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Eviscerator's Insight timing: sacrifice a spent Experimental Synthesizer, Lembas, Nihil Spellbomb, Tithing Blade, artifact land, or expendable creature only when cards are needed now and the sacrificed permanent is not protecting metalcraft, mana, graveyard hate, or bounce lines. Prefer sacrificing permanents after their enter/leave value is already captured.
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Bounce trigger handling: with Glint Hawk, return an artifact that can be replayed profitably or safely held; if no acceptable artifact exists, do not choose a line that forces sacrifice unless the body or trigger is still worth it. With Kor Skyfisher, return Experimental Synthesizer, Lembas, Tithing Blade, Bojuka Bog, or a tapped land when the replay value beats the tempo loss.
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Optional payments and triggers: pay optional costs only when the visible mana left after payment still supports required removal, graveyard hate, or follow-up spells. Decline optional value when preserving interaction or a key future cast is more important than a small immediate gain.
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Stack patience: let opponent cantrips, low-impact creatures, and setup spells resolve when your available response is better saved for a named payoff, lethal threat, or graveyard action. Respond immediately when waiting would remove the legal window, such as a target about to resolve, combat damage about to happen, or graveyard cards about to leave.
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Sideboard priority shift: after sideboarding, cast Duress before tapping out for Black Mage's Rod, Experimental Synthesizer chains, or a fragile removal-light keep against control or combo. Use Dust to Dust at the first high-impact artifact window that removes mana or engine pieces, and use Electrickery when the visible board contains multiple one-toughness creatures or a decisive combat blowout.
Sideboard Map
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Sideboard discipline: change roles only when the opposing deck makes a sideboard card materially better than a main-deck engine card. Mardu Synthesizer wins many post-board games by keeping the artifact-value shell intact, so avoid overloading on narrow answers when Experimental Synthesizer, Lembas, Glint Hawk, Kor Skyfisher, Refurbished Familiar, Galvanic Blast, and Cleansing Wildfire still create the main resource edge.
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Exact anti-artifact plan versus Affinity, artifact lands, artifact mana, and artifact engines: Side in: 3 Dust to Dust, 1 Tithing Blade, 1 Nihil Spellbomb Cut: 2 Eviscerator's Insight, 2 Black Mage's Rod, 1 Bojuka Bog
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Dust to Dust role: bring Dust to Dust against artifact-land mana bases, Grixis Affinity-style boards, Myr Enforcer-style pressure, Blood Fountain-style loops, and any opponent whose battlefield has multiple artifact permanents that matter. It is bad against creature-light nonartifact control, spell combo, and decks where the opponent presents only incidental artifacts; in those games preserve the normal value engine instead. Role change: become a tap-out prison/removal deck that uses Dust to Dust to break mana and material, then closes with flyers, Refurbished Familiar, Black Mage's Rod, or Galvanic Blast.
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Navigator's Compass role: bring Navigator's Compass against fast red damage, Burn-like decks, aggressive creature decks where life total is the main bottleneck, and mana-pressure matchups where fixing a color lets you keep interaction-heavy hands. It is bad when the opponent is slow, when life total is not under pressure, or when spending one mana on a low-impact artifact delays Galvanic Blast, Cast Down, Terminate, Tithing Blade, or Dust to Dust. Role change: treat Navigator's Compass as a defensive artifact that buys time, supports metalcraft, and gives Glint Hawk or Kor Skyfisher a low-risk artifact to return.
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Tithing Blade role: bring the sideboard Tithing Blade against Bogles, large single-threat decks, hexproof, protection-heavy creatures, and midrange boards where edict pressure is stronger than one-for-one targeting. It is bad against token decks, go-wide creature decks, and artifact decks whose disposable creatures make edicts low impact. Role change: shift from pure removal control into attrition, using Tithing Blade with Kor Skyfisher or Glint Hawk only when the bounce line does not sacrifice too much tempo.
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Thraben Charm role: bring Thraben Charm when its legal modes visibly answer the matchup's threats, graveyard plan, or board state; Card text check required for exact mode text, so use only modes the rules engine exposes as legal actions. It is bad when no visible legal mode lines up with the opponent's plan or when holding up its mana prevents stronger plays. Role change: treat it as flexible interaction, not as guaranteed removal or graveyard hate unless the legal action text confirms the mode and target.
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Snuff Out role: bring Snuff Out against fast creature decks, Delver/Faeries-style tempo, Terror-style threats when legal, and matchups where answering a creature while tapped down preserves the turn cycle. It is bad when life payment is dangerous, when black targets are illegal or uncertain, and against decks with few creatures. Role change: keep developing Experimental Synthesizer, Lembas, Cleansing Wildfire, and bounce creatures while retaining emergency interaction even when mana is committed.
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Nihil Spellbomb role: bring the sideboard Nihil Spellbomb against graveyard recursion, Terror, Dread Return, flashback, Blood Fountain loops, dredge-like engines, and any deck that makes graveyard size or contents a public resource. It is bad against linear aggro, artifact decks without graveyard recursion, and control decks whose graveyard does not matter. Role change: treat Nihil Spellbomb as both hate and artifact count; do not spend it for a card unless the graveyard window is gone or drawing is clearly necessary.
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Electrickery role: bring Electrickery against Faeries, Elves, tokens, Battle Screech boards, Kuldotha-style one-toughness creature starts, and any deck where one legal spell can clear multiple visible creatures. It is bad against large-creature midrange, Bogles with toughness beyond the exposed damage mode, and control decks with few creatures. Role change: protect life total and flyers by holding Electrickery for the widest visible board or the combat step where it changes blocks.
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Duress role: bring Duress against combo, control, Terror decks with key noncreature spells, Burn, Tron, and slow decks where a noncreature card is more important than battlefield tempo. It is bad against creature-dense aggro when the opponent can empty hand quickly or when top-decked creatures are the real threat. Role change: cast Duress before tapping out for Black Mage's Rod, Dust to Dust, Cleansing Wildfire, or a bounce chain when the matchup has permission, sweepers, combo pieces, or high-impact removal.
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Against Affinity and artifact midrange: Add role cards: Dust to Dust, Tithing Blade, Nihil Spellbomb when graveyard recursion is visible, and Snuff Out only if the creature threats must be answered while tapped down. Reduce main-deck emphasis: slow sacrifice draw, excess Black Mage's Rod pressure, and Bojuka Bog when graveyard text is not visible. Prioritize artifact mana disruption over small creature trades because removing artifact lands can strand expensive threats and shrink the opponent's ability to double-spell.
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Against Burn and fast red: Add role cards: Navigator's Compass, Duress, and Snuff Out only when the life payment does not create lethal risk. Reduce main-deck emphasis: slow Eviscerator's Insight lines, Nihil Spellbomb without graveyard text, and Cleansing Wildfire lines that spend a turn without affecting life, blockers, or mana need. Prioritize life preservation, cheap blockers, and Galvanic Blast on creatures when face damage from the opponent is the main clock.
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Against Faeries, Delver, and one-toughness tempo: Add role cards: Electrickery, Snuff Out, Duress, and possibly Thraben Charm when legal modes are relevant. Reduce main-deck emphasis: expensive value engines that walk into tempo loss and slow graveyard hate without targets. Prioritize keeping mana open, clearing multiple small creatures, and protecting Kor Skyfisher or Glint Hawk from becoming the only blocker against flyers.
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Against Dimir Terror and graveyard threats: Add role cards: Nihil Spellbomb, Duress, Snuff Out when legal, and Thraben Charm if the exposed legal mode handles graveyard or creature pressure. Reduce main-deck emphasis: slow Black Mage's Rod pressure and removal that does not answer the visible threat. Prioritize graveyard timing; activate Nihil Spellbomb in response to a graveyard-dependent spell or before the opponent can convert the graveyard into a threat.
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Against Bogles, heroic, and single-threat auras: Add role cards: Tithing Blade, Duress, Thraben Charm only when legal action text confirms relevance, and Navigator's Compass when racing matters. Reduce main-deck emphasis: targeted removal that cannot legally target the key creature and graveyard hate without text. Prioritize edict timing before the opponent develops disposable creatures, and keep bounce/value lines secondary to preserving an edict window.
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Against Tron and big-mana control: Add role cards: Duress, Dust to Dust when artifact mana or artifact lands are visible, Nihil Spellbomb when graveyard recursion appears, and Thraben Charm only for confirmed legal modes. Reduce main-deck emphasis: creature-only removal with few targets and low-pressure artifacts that do not disrupt mana or hand. Prioritize Duress before commitment turns and use Cleansing Wildfire carefully; targeting the opponent's land is worth considering only when the legal result meaningfully disrupts their mana plan.
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Against combo and spell-chain decks: Add role cards: Duress, Nihil Spellbomb when the graveyard is part of the combo, and Snuff Out only if a creature is an exposed engine piece. Reduce main-deck emphasis: creature removal without targets and slow artifact value that gives the opponent too many draw steps. Prioritize discard before the opponent's critical turn, hold graveyard hate for the conversion window, and avoid tapping down for Black Mage's Rod unless the opponent is already constrained.
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Against go-wide creature decks: Add role cards: Electrickery, Navigator's Compass, Snuff Out, and Thraben Charm if legal modes clearly affect the board. Reduce main-deck emphasis: Tithing Blade when edicts hit expendable creatures and Nihil Spellbomb when graveyards are irrelevant. Prioritize stabilizing the battlefield before value loops; Glint Hawk and Kor Skyfisher are blockers first when life total is under short-clock pressure.
Matchup Guidance
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Aggro: become the stabilizing midrange deck and spend early turns preserving life, creating blockers, and converting artifacts into repeatable material only after the board is contained. Keep hands with early colored mana, Galvanic Blast, Cast Down, Terminate, Tithing Blade, Glint Hawk, Kor Skyfisher, or a cheap artifact to enable bounce tempo; be suspicious of hands that only cast Cleansing Wildfire, Black Mage's Rod, and slow draw. Add role cards: Navigator's Compass, Snuff Out when the life payment does not expose lethal, Electrickery against one-toughness boards, and the extra Tithing Blade against creature starts that rely on one important attacker. Reduce main-deck emphasis: Nihil Spellbomb without graveyard text, slow Eviscerator's Insight lines, and Black Mage's Rod when spending three mana does not affect the next attack.
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Burn and fast red: treat life total as the primary resource and make Navigator's Compass, Lembas, and cheap blockers matter more than maximum card velocity. Use Galvanic Blast on creatures when it prevents multiple damage across future turns; aim it at the opponent only when lethal or when the race is clearly locked by visible damage. Add role cards: Navigator's Compass, Duress, and Snuff Out only when paying life still leaves a safe buffer against visible and likely burn. Reduce main-deck emphasis: Eviscerator's Insight, Nihil Spellbomb, and Cleansing Wildfire lines that do not fix your mana or deny a critical land. Cast Duress before committing a slow artifact chain if the opponent has cards in hand and mana to punish a tapped-out turn.
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Go-wide creature decks: prioritize sweep-like or multi-creature exchanges over one-for-one value and avoid letting Tithing Blade hit a disposable body unless the legal board gives no better timing. Electrickery is the highest-impact sideboard role card when legal action text can punish multiple one-toughness creatures; hold it through combat if waiting changes attacks, blocks, or saves a flyer. Add role cards: Electrickery, Navigator's Compass, Snuff Out, and Thraben Charm when the exposed mode or target text clearly affects the board. Reduce main-deck emphasis: Nihil Spellbomb without graveyard relevance and Black Mage's Rod when the opponent can attack around a delayed engine. Glint Hawk and Kor Skyfisher should block before they become bounce engines if the visible clock is short.
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Tempo and flyers: protect mana efficiency and do not walk Glint Hawk or Kor Skyfisher into a turn where bouncing your own artifact leaves you unable to answer a threat. Against Faeries or Delver-style starts, value Electrickery, Snuff Out, Galvanic Blast, and Cast Down as ways to recover from mana-light or tapped-land turns. Add role cards: Electrickery, Snuff Out, Duress, and Thraben Charm when legal text confirms a relevant mode. Reduce main-deck emphasis: slow Black Mage's Rod pressure, expensive sacrifice draw, and graveyard hate without a visible graveyard plan. When the opponent holds open mana, use Duress before a key Black Mage's Rod, Dust to Dust, or bounce-value turn if that line is legal and tempo loss would matter.
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Control: become the recursive artifact-value deck and force the opponent to answer small permanents repeatedly instead of overcommitting into sweepers or removal-heavy turns. Experimental Synthesizer, Lembas, Refurbished Familiar, Glint Hawk, Kor Skyfisher, and Eviscerator's Insight are better when they generate material without exposing all threats at once. Add role cards: Duress, Nihil Spellbomb if graveyard recursion is visible, Dust to Dust against artifact mana or artifact lands, and Thraben Charm only when legal action text shows a useful mode. Reduce main-deck emphasis: excess creature removal when targets are scarce and Tithing Blade when the opponent has few creatures. Cast Duress before tapping out for Black Mage's Rod or a high-value bounce chain, and preserve Galvanic Blast as reach once the opponent's life total is under pressure.
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Combo and spell-chain decks: shorten the clock while using Duress and graveyard hate to break the critical turn, because pure value gives combo too many draw steps. Add role cards: Duress, Nihil Spellbomb when the graveyard is part of the combo, Snuff Out if a creature is the exposed engine, and Thraben Charm only when the rules engine exposes a relevant legal mode. Reduce main-deck emphasis: creature removal with no targets, slow Black Mage's Rod setup, and Eviscerator's Insight if sacrificing material delays pressure. Use Duress before commitment turns and hold Nihil Spellbomb for the conversion window unless drawing a card is necessary to find lethal, mana, or interaction.
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Midrange mirrors: win by making every card trade twice and avoid spending premium removal on threats that Tithing Blade, combat, or bounce tempo can handle later. Experimental Synthesizer and Lembas are key because Glint Hawk and Kor Skyfisher turn them into extra looks while keeping pressure in the air. Add role cards: the extra Tithing Blade for creature mirrors, Nihil Spellbomb against recursion, Duress against removal-heavy or planeswalker-like noncreature packages if present, and Dust to Dust only when artifact permanents are central. Reduce main-deck emphasis: narrow removal if legal targets are poor and Bojuka Bog value if graveyards do not matter. Preserve Cast Down, Terminate, Snuff Out, and Galvanic Blast for threats that change combat or invalidate your flyers.
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Big mana and Tron: disrupt mana when it materially slows the opponent, then convert the pause into flyer pressure and artifact-card advantage. Cleansing Wildfire can be self-directed for fixing or directed at the opponent only when the legal action and visible lands make disruption worth giving them the spell's compensation; do not assume the result beyond the engine output. Add role cards: Duress, Dust to Dust for artifact mana or artifact lands, Nihil Spellbomb for graveyard loops, and Thraben Charm only for confirmed text relevance. Reduce main-deck emphasis: creature-only removal with few targets and slow life-gain artifacts if the matchup is about inevitability rather than racing. Commit Black Mage's Rod after checking whether Duress or pressure is more important that turn.
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Graveyard decks and Terror-style threats: treat the graveyard as a public resource and time Nihil Spellbomb or Bojuka Bog to deny the payoff, not merely to cycle. Against Dimir Terror, reanimator, flashback, Dread Return, Blood Fountain, or recursion loops, the sideboard Nihil Spellbomb is both hate and an artifact; keep it on board when the opponent can convert graveyard contents soon. Add role cards: Nihil Spellbomb, Duress, Snuff Out when legal, and Thraben Charm if legal action text exposes graveyard or creature relevance. Reduce main-deck emphasis: slow Black Mage's Rod pressure and removal that cannot answer the actual visible threat. Use Galvanic Blast, Cast Down, Terminate, or Snuff Out according to legal targeting and expected follow-up, not card-name assumptions.
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Artifact and enchantment decks: attack the resource base before fighting every creature, because Dust to Dust can create larger tempo swings than normal removal when artifact lands or key artifacts are visible. Against Affinity or artifact midrange, prioritize Dust to Dust, Cleansing Wildfire on meaningful lands, Galvanic Blast with artifact count enabled, and bounce loops that keep Experimental Synthesizer flowing. Add role cards: Dust to Dust, Tithing Blade for large single attackers, Nihil Spellbomb if Blood Fountain or graveyard recursion appears, and Snuff Out only when a creature must die through tapped mana. Against enchantment-heavy decks, use Thraben Charm only when legal action text confirms the relevant mode; Card text check required for exact Thraben Charm mode selection.
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Single-threat aura, heroic, or Bogles decks: preserve edict timing and do not spend Tithing Blade into boards where a spare creature can absorb it. Add role cards: Tithing Blade, Duress, Navigator's Compass for racing, and Thraben Charm only when the legal mode and target are explicitly useful. Reduce main-deck emphasis: targeted removal that cannot legally target the protected creature, Nihil Spellbomb without graveyard relevance, and slow draw that misses the edict window. If only one opposing creature is visible and Tithing Blade is legal, consider acting before the opponent adds another creature; if multiple creatures are visible, use removal or combat to reduce shields before relying on edict effects.
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Removal-heavy decks: diversify threats and make the opponent answer artifacts, flyers, discard bodies, and Black Mage's Rod rather than one large creature. Refurbished Familiar is valuable when it pressures hand size while leaving a body, and Glint Hawk or Kor Skyfisher should often return Experimental Synthesizer or Lembas for material instead of racing blindly. Add role cards: Duress, Nihil Spellbomb if recursion matters, and Navigator's Compass only if racing or life pressure remains relevant. Reduce main-deck emphasis: Tithing Blade when the opponent is creature-light and narrow removal with no durable targets. Hold Eviscerator's Insight for a creature or artifact that is already neutralized by removal, combat, or a sacrifice window when the legal actions make that conversion available.
Specific Matchup Notes
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General/archetype-only note: revealed cards, legal actions, and rules-engine output override all matchup assumptions here. Use these notes as a tie-breaker after checking visible permanents, graveyards, hand-reveal windows, life totals, current legal targets, and whether the opponent has already shown the expected archetype cards.
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Against Kuldotha Red or fast go-wide red: prioritize survival and artifact count before value loops, because your flyer engine only matters if life total remains above burn range. Add role cards: Navigator's Compass, Electrickery, Snuff Out, and Tithing Blade when large single attackers appear. Reduce main-deck emphasis: slow Eviscerator's Insight turns and Black Mage's Rod setups that do not affect the next combat. Priority targets are high-power attackers, token producers when Electrickery has a legal high-impact action, and creatures that make Galvanic Blast or Cast Down necessary before damage.
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Against Dimir Terror or graveyard-tempo decks: deny graveyard conversion windows and preserve clean answers for actual large threats. Add role cards: Nihil Spellbomb, Duress, Snuff Out, and Thraben Charm only when legal action text confirms a relevant mode; Card text check required for exact Thraben Charm use. Reduce main-deck emphasis: Tithing Blade if multiple small creatures insulate edicts and slow Lembas loops when the graveyard clock is active. Priority targets are Tolarian Terror-style threats once legal, graveyard fuel before payoff, and countermagic or removal exposed by Duress before committing Experimental Synthesizer plus bounce chains.
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Against Affinity or artifact midrange: attack artifact mana and artifact lands when the legal action produces a real tempo swing, then pressure with Glint Hawk and Kor Skyfisher while they rebuild. Add role cards: Dust to Dust, Nihil Spellbomb if Blood Fountain or recursion appears, Snuff Out for oversized creature pressure, and Duress when noncreature payoffs are visible from earlier games. Reduce main-deck emphasis: Navigator's Compass unless racing matters and creature-only removal if legal targets are poor. Priority targets are artifact lands, Blood Fountain-like recursion pieces, large blockers that halt flyers, and any threat that makes Galvanic Blast reach insufficient.
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Against Tron or big mana control: convert early turns into disruption plus a clock, because pure card advantage rarely beats their late game. Add role cards: Duress, Dust to Dust for artifact mana, Nihil Spellbomb for graveyard loops, and Thraben Charm only when legal text proves relevance. Reduce main-deck emphasis: excess Cast Down or Terminate if creatures are scarce and Navigator's Compass unless life total is under pressure. Priority targets are mana artifacts, graveyard recursion engines, sweepers or haymakers found by Duress, and lands only when Cleansing Wildfire is legally aimed at a land whose loss matters more than the compensation.
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Against Bogles, heroic, or single-threat aura decks: preserve edicts and avoid spending targeted removal into illegal or low-impact targets. Add role cards: Tithing Blade, Duress, Navigator's Compass, and Thraben Charm only with confirmed legal mode relevance. Reduce main-deck emphasis: Cast Down, Terminate, Galvanic Blast, or Snuff Out when protection, hexproof, or target legality makes them unusable. Priority targets are spare creatures that protect against Tithing Blade, the single suited-up creature if an edict is legal, and noncreature protection or aura cards revealed by Duress.
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Against creature mirrors and removal-heavy midrange: win by making Experimental Synthesizer, Lembas, Refurbished Familiar, Glint Hawk, and Kor Skyfisher trade across multiple resources. Add role cards: Tithing Blade, Duress, Nihil Spellbomb against recursion, and Snuff Out when tempo removal matters. Reduce main-deck emphasis: Bojuka Bog and Nihil Spellbomb if graveyards are irrelevant, and Dust to Dust unless artifact permanents are central. Priority targets are creatures that dominate combat, removal spells revealed by Duress before a flyer commitment, and sacrifice fodder opportunities for Eviscerator's Insight.
Risk Summary
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Mana risk: Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers, Bojuka Bog, Shattered Landscape, Mountain, Plains, and Swamp create strong fixing but many tapped-land starts. Mulligan or sequence conservatively when the hand cannot cast Experimental Synthesizer, Lembas, Galvanic Blast, or the first white bounce creature on time.
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Matchup risk: the deck can look like a control deck while lacking hard permission, so do not give combo, Tron, or graveyard engines unlimited draw steps. Use Duress, Nihil Spellbomb, Bojuka Bog, Dust to Dust, and pressure to force decisions before inevitability takes over.
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Draw risk: Experimental Synthesizer, Lembas, Eviscerator's Insight, and Glint Hawk or Kor Skyfisher can snowball, but bounce chains that ignore the board lose to pressure. Prefer stabilizing legal removal over drawing when the opponent's next attack threatens a short clock.
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Over-sideboarding risk: too many Navigator's Compass, Duress, Dust to Dust, or narrow removal effects can dilute artifact velocity and flyer pressure. Keep enough Experimental Synthesizer, Lembas, Glint Hawk, Kor Skyfisher, Refurbished Familiar, and Galvanic Blast density to actually end games.
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Graveyard risk: Nihil Spellbomb and Bojuka Bog are strongest when timed near the opponent's payoff window. Cycling Nihil Spellbomb too early can leave the deck exposed to Terror, flashback, recursion, or Dread Return-style turns.
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Sweeper and removal risk: committing every Glint Hawk, Kor Skyfisher, and Refurbished Familiar into obvious removal or sweeper mana can strand bounce value and reduce pressure. Diversify with Black Mage's Rod, artifacts, and held creatures when the opponent represents mass removal or repeated spot removal.
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Closer risk: the deck may stabilize without finishing. Preserve Galvanic Blast as reach when possible, keep flyers attacking when blocks are not required, and recognize when Black Mage's Rod or repeated artifact loops are the realistic win condition.
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Interaction risk: Cast Down, Terminate, Snuff Out, Tithing Blade, Galvanic Blast, Electrickery, and Thraben Charm all depend on legal targets or modes. If the engine does not expose a legal action, do not assume the card answers the threat.
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Sequencing risk: Glint Hawk and Kor Skyfisher can rescue Experimental Synthesizer or Lembas, but bouncing the wrong land or artifact can cost a whole turn. Before choosing a bounce action, check next-turn mana, current artifact count for Galvanic Blast, and whether the permanent is needed for immediate blocking, sacrifice, or mana.
Test Feedback Checklist
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Deciding factor: identify whether the game turned on early mana, artifact velocity, removal timing, graveyard pressure, sideboard cards, flyer damage, or failure to close after stabilizing.
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Mulligans: record whether each keep had castable early action, at least one of Experimental Synthesizer, Lembas, Refurbished Familiar, Galvanic Blast, or a white bounce creature, and enough colored mana to use the hand before falling behind.
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Mana: note every game where Drossforge Bridge, Rustvale Bridge, Bojuka Bog, Shattered Landscape, Ancient Den, Vault of Whispers, Mountain, Plains, or Swamp caused a missed spell, delayed Galvanic Blast, delayed Glint Hawk or Kor Skyfisher, or forced an unsafe pass.
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Velocity: track whether Experimental Synthesizer and Lembas produced meaningful card flow or became slow bounce targets while the opponent advanced a lethal board.
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Engine use: ask whether Glint Hawk and Kor Skyfisher bounced the highest-leverage legal permanent, preserved next-turn mana, and avoided returning a land or artifact needed for Galvanic Blast, blocking, or sacrifice.
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Removal timing: review each Galvanic Blast, Cast Down, Terminate, Tithing Blade, Snuff Out, Electrickery, and Thraben Charm decision against the visible threat, open mana, legal targets, and the opponent's next combat step. Card text check required for exact Thraben Charm mode evaluation.
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Graveyard timing: flag whether Nihil Spellbomb or Bojuka Bog was used before the opponent exposed a payoff window, after the payoff was already protected, or at the correct moment to deny a visible graveyard plan.
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Sacrifice value: check whether Eviscerator's Insight converted expendable material, threatened creatures, Experimental Synthesizer value, Lembas value, or Refurbished Familiar into cards without sacrificing a needed blocker or clock.
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Sideboard impact: compare each post-board game to the intended role of Dust to Dust, Navigator's Compass, Tithing Blade, Thraben Charm, Snuff Out, Nihil Spellbomb, Electrickery, and Duress, and record whether any card was stranded without legal text or a meaningful target.
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Closing: record turns where the deck stabilized but failed to end the game, especially when Glint Hawk, Kor Skyfisher, Galvanic Blast, Black Mage's Rod, or repeated artifact loops could have shifted from defense to pressure.
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Role discipline: ask whether the pilot correctly changed roles between stabilizing, attacking with flyers, protecting resources, holding removal, and forcing action with Duress or Dust to Dust.
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Mistakes: mark any pass, bounce, attack, block, sideboard choice, graveyard action, or removal spell that looked legal but ignored visible board pressure, known public information, or the rules engine's actual action list.
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Stranded cards: list cards held too long because of mana, target legality, timing, or role mismatch, especially Cast Down, Terminate, Tithing Blade, Dust to Dust, Duress, Snuff Out, Nihil Spellbomb, and Eviscerator's Insight.
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Overperformers and underperformers: identify exact cards that repeatedly created wins or losses, separating raw card strength from pilot sequencing errors and matchup-specific legality constraints.
First Tuning Questions
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Card quantity: if Experimental Synthesizer or Lembas was missing too often, should the deck preserve all artifact velocity pieces and avoid reducing them for narrow sideboard cards?
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Bounce density: if Glint Hawk or Kor Skyfisher was stranded without a safe return target, is the artifact and land mix sufficient, or did sideboarding lower the artifact count too far?
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Mana base: if tapped lands repeatedly cost tempo, should Shattered Landscape, Bojuka Bog, bridge counts, or basic counts be adjusted, and which colors were actually missing in failed games?
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Removal mix: if creatures survived because Cast Down, Terminate, Galvanic Blast, Tithing Blade, or Snuff Out had poor legal targets, should the removal suite change toward more edict effects, more unconditional removal, or more cheap tempo removal?
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Aggro plan: if fast decks beat slow value starts, should Navigator's Compass, Electrickery, Snuff Out, or the third Tithing Blade occupy more sideboard space, and which main-deck cards were least useful under pressure?
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Control plan: if Tron or control decks outlasted the deck, should Duress, Dust to Dust, Black Mage's Rod, or more resilient threats become a larger share of post-board plans?
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Artifact matchup: if opposing artifact decks won through mana or recursion, was Dust to Dust enough, or does the sideboard need more artifact-specific pressure while keeping Experimental Synthesizer and Lembas density intact?
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Graveyard matchups: if Terror, flashback, recursion, or combo graveyards remained strong, is the main-deck Nihil Spellbomb plus Bojuka Bog package enough, or should the sideboard Nihil Spellbomb be treated as mandatory more often?
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Closers: if games stalled after stabilization, does the deck need more Black Mage's Rod-style inevitability, more flyer pressure, or stricter Galvanic Blast conservation for reach?
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Role conflict: if hands mixed slow value, reactive removal, and narrow hate without pressure, should mulligan policy become stricter about having either early engine plus mana or interaction plus a clock?
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Sideboard slots: if Thraben Charm, Electrickery, Navigator's Compass, or extra Tithing Blade lacked repeated legal impact, which matchup-specific failure are they meant to solve, and did logs prove that failure happened often enough?
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Pilot guidance: if most losses came from sequencing rather than card access, should the guide emphasize mana-before-bounce checks, pass-under-pressure audits, and graveyard-hate timing before changing deck slots?
Veles Tactical Policy
Policy: Opening Hand Keep Gate
- Priority: High
- Decision families: mulligan
- Cards: Experimental Synthesizer, Lembas, Refurbished Familiar, Galvanic Blast, Glint Hawk, Kor Skyfisher, Drossforge Bridge, Rustvale Bridge
- Phase windows: pregame, mulligan decisions
- Runtime cues: prompt:mulligan, action:keep, action:mulligan
- Use when: deciding whether the visible opener can cast early spells and either interact or generate artifact velocity.
- Avoid when: the hand cannot produce required colors on time, has only tapped mana with no relevant play, or relies on hidden draws to function.
- Instructions: Keep hands with stable mana plus early Experimental Synthesizer, Lembas, Refurbished Familiar, Galvanic Blast, or a white bounce creature with a legal return plan. Mulligan hands that neither affect the board nor build card flow before pressure matters.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Early Artifact Engine Setup
- Priority: Medium
- Decision families: priority, mana
- Cards: Experimental Synthesizer, Lembas, Glint Hawk, Kor Skyfisher, Refurbished Familiar
- Phase windows: turns 1-3 main phases
- Runtime cues: action:cast Experimental Synthesizer, action:cast Lembas, action:cast Refurbished Familiar, action:cast Glint Hawk, action:cast Kor Skyfisher
- Use when: choosing the first development play while no immediate lethal or severe board-pressure answer is required.
- Avoid when: casting removal prevents a visible snowball threat or a bounce creature would force returning a permanent needed for mana, artifact count, or blocking.
- Instructions: Establish a cheap artifact or Refurbished Familiar before bounce creatures when possible. Treat Glint Hawk and Kor Skyfisher as engine converters, not just bodies; cast them early only when the return target preserves next-turn mana and improves material.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Bridge And Wildfire Mana Acceleration
- Priority: Medium
- Decision families: mana, selection
- Cards: Cleansing Wildfire, Drossforge Bridge, Rustvale Bridge, Mountain, Plains, Swamp
- Phase windows: main phases with priority
- Runtime cues: action:cast Cleansing Wildfire, action:target Drossforge Bridge, action:target Rustvale Bridge
- Use when: a self-controlled bridge is a legal target and spending the turn on mana plus card flow advances the next-turn plan more than removal or pressure.
- Avoid when: the bridge is needed for current-turn colored mana, the opponent has a land whose destruction is tactically urgent, or tapping out exposes a critical threat.
- Instructions: Prefer self-targeting Drossforge Bridge or Rustvale Bridge for the deck’s mana-and-card-flow plan only after checking colors, tapped mana, and the opponent’s next attack. Do not assume the outcome beyond the rules engine’s legal resolution.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Self-Bridge Target After Wildfire Commitment
- Priority: Low
- Decision families: selection
- Cards: Cleansing Wildfire, Drossforge Bridge, Rustvale Bridge
- Phase windows: target selection during Cleansing Wildfire
- Runtime cues: action:target Drossforge Bridge, action:target Rustvale Bridge
- Use when: Cleansing Wildfire is already being resolved, exactly one legal action targets a self-controlled Drossforge Bridge or Rustvale Bridge, and no legal action targets an opponent land.
- Avoid when: multiple self-bridge targets exist, an opponent land target exists, or the target action text does not identify Drossforge Bridge or Rustvale Bridge.
- Instructions: Choose the visible self-bridge target matching the legal action text.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes
Policy: Bounce Target Commitment
- Priority: Medium
- Decision families: selection, mana
- Cards: Glint Hawk, Kor Skyfisher, Experimental Synthesizer, Lembas, Tithing Blade, Nihil Spellbomb, Bojuka Bog, Drossforge Bridge, Rustvale Bridge, Ancient Den, Vault of Whispers
- Phase windows: cast resolution or triggered return choices
- Runtime cues: action:return, action:choose permanent, action:target permanent
- Use when: Glint Hawk or Kor Skyfisher requires choosing a permanent to return.
- Avoid when: the return would cut off needed mana, remove a required blocker, break Galvanic Blast artifact count, or strand follow-up plays.
- Instructions: Prefer returning Experimental Synthesizer or Lembas when the legal text and board make the recast useful. Return lands only after checking land drop, colored requirements, and whether Bojuka Bog timing or bridge mana matters.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Mandatory Single Bounce Execution
- Priority: Low
- Decision families: selection
- Cards: Glint Hawk, Kor Skyfisher
- Phase windows: bounce-trigger selection
- Runtime cues: action:return Experimental Synthesizer
- Use when: a bounce trigger is resolving and exactly one legal action contains
return Experimental Synthesizer. - Avoid when: two or more return actions are legal or the only matching action returns an opponent-controlled permanent.
- Instructions: Select the single visible action that returns Experimental Synthesizer.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes
Policy: Removal Commitment Gate
- Priority: High
- Decision families: interaction, priority
- Cards: Galvanic Blast, Cast Down, Terminate, Tithing Blade, Snuff Out, Electrickery, Thraben Charm
- Phase windows: opponent main phase, combat, end step, own main phase
- Runtime cues: action:cast Galvanic Blast, action:cast Cast Down, action:cast Terminate, action:cast Tithing Blade, action:cast Snuff Out, action:cast Electrickery, action:cast Thraben Charm
- Use when: deciding whether to spend removal on a visible creature, board state, or stack window.
- Avoid when: the target is low-impact relative to a larger visible threat, the spell is needed for survival next combat, or card text/mode legality is unclear.
- Instructions: Use removal to stop lethal pressure, snowball engines, or blockers preventing a winning clock. Preserve Galvanic Blast as reach when life totals make that plan realistic. Card text check required for exact Thraben Charm and Electrickery mode use.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Exact Single Lethal Blast
- Priority: High
- Decision families: interaction
- Cards: Galvanic Blast
- Phase windows: priority with legal target opponent
- Runtime cues: action:target opponent Galvanic Blast
- Use when: Galvanic Blast is already being cast, exactly one legal action targets opponent, and visible opponent life is less than or equal to the damage shown or implied by the legal action text.
- Avoid when: damage amount is not visible, prevention or replacement prompts are pending, or more than one opponent-target action is legal.
- Instructions: Choose the opponent-target action.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes
Policy: Graveyard Hate Timing
- Priority: Medium
- Decision families: interaction, priority
- Cards: Nihil Spellbomb, Bojuka Bog, Thraben Charm
- Phase windows: before graveyard payoff resolution, opponent end step, own main phase if deploying tapped hate
- Runtime cues: action:activate Nihil Spellbomb, action:play Bojuka Bog, action:cast Thraben Charm
- Use when: opponent graveyard contains visible cards that enable recursion, delve, flashback, Terror-style cost reduction, or combo pressure.
- Avoid when: graveyard pressure is absent and using hate would delay engine setup, removal, or lethal pressure.
- Instructions: Fire graveyard hate before the opponent converts the visible graveyard into mana, creatures, or recursion. Prefer holding Nihil Spellbomb when the opponent must commit more graveyard resources first and you can still respond legally.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Sacrifice Draw Commitment
- Priority: Medium
- Decision families: priority, selection
- Cards: Eviscerator's Insight, Experimental Synthesizer, Lembas, Refurbished Familiar, Tithing Blade, Nihil Spellbomb
- Phase windows: main phase, combat with threatened material, end step
- Runtime cues: action:cast Eviscerator's Insight, action:sacrifice
- Use when: choosing whether to convert a visible permanent or creature into cards.
- Avoid when: the sacrifice removes a needed blocker, clock, mana artifact function, graveyard hate, or only answer to a visible threat.
- Instructions: Sacrifice expendable artifacts, spent value permanents, or creatures that are already outclassed or threatened. Do not spend Eviscerator's Insight just to use mana if the board requires removal or pressure.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Black Mage's Rod Commitment
- Priority: Medium
- Decision families: priority, mana
- Cards: Black Mage's Rod
- Phase windows: own main phase, longer-game setup turns
- Runtime cues: action:cast Black Mage's Rod
- Use when: the game is slowing and a durable value or pressure piece is better than holding mana for immediate interaction.
- Avoid when: tapping out lets a visible threat attack unchecked, graveyard hate must be held up, or mana is needed for removal this turn.
- Instructions: Deploy Black Mage's Rod to shift stable boards toward inevitability. In fast matchups, cast it only after survival is covered or when no meaningful interaction is available.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Combat Role Gate
- Priority: High
- Decision families: combat
- Cards: Glint Hawk, Kor Skyfisher, Refurbished Familiar
- Phase windows: declare attackers, declare blockers, combat tricks before damage
- Runtime cues: action:attack, action:block
- Use when: choosing attacks or blocks with visible creatures and life totals.
- Avoid when: combat would trade away the only engine piece, only blocker against lethal, or a flyer needed to close after stabilization.
- Instructions: Attack with flyers when damage shortens the clock without exposing survival. Block aggressively against short clocks, especially when a creature is outclassed or can be converted later; preserve evasive pressure when racing is favorable.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Exact Forced Single Block
- Priority: High
- Decision families: combat
- Cards: none
- Phase windows: declare blockers
- Runtime cues: action:block
- Use when: exactly one legal block action exists and visible unblocked combat damage would reduce your life total to 0 or less.
- Avoid when: multiple block actions exist or damage, life total, or combat assignment is not visible.
- Instructions: Select the only visible block action.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes
Policy: Priority Pass Under Pressure
- Priority: High
- Decision families: priority, interaction
- Cards: Galvanic Blast, Cast Down, Terminate, Tithing Blade, Nihil Spellbomb, Eviscerator's Insight, Snuff Out, Electrickery, Thraben Charm
- Phase windows: all priority windows, especially before combat damage and opponent end step
- Runtime cues: action:pass, action:cast, action:activate
- Use when: pass is legal while interaction, sacrifice draw, or graveyard hate is also legal.
- Avoid when: passing allows a visible lethal attack, stack payoff, graveyard conversion, or missed end-step use of mana with no better future window.
- Instructions: Pass only after naming what you are declining to do. Hold instant-speed interaction when the opponent may commit a higher-value target, but act before the last legal window that protects life total or stops a visible engine.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Sideboard Role Selection
- Priority: High
- Decision families: sideboard
- Cards: Dust to Dust, Navigator's Compass, Tithing Blade, Thraben Charm, Snuff Out, Nihil Spellbomb, Electrickery, Duress
- Phase windows: between games
- Runtime cues: prompt:sideboard, action:submit sideboard
- Use when: choosing a post-board plan from legal registered 75-card options.
- Avoid when: the plan is unbalanced, reduces artifact count below functional bounce support without compensation, or adds narrow cards with no visible matchup role.
- Instructions: Add Dust to Dust for artifact-heavy opponents, Duress for control/combo or removal-heavy plans, Navigator's Compass for fast damage races, Snuff Out and Electrickery for creature tempo, Nihil Spellbomb for graveyard decks, and Tithing Blade for tall or protected creatures. Keep enough Experimental Synthesizer and Lembas support for Glint Hawk and Kor Skyfisher.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Duress Commitment
- Priority: Medium
- Decision families: interaction, selection
- Cards: Duress
- Phase windows: own main phase before committing threats or engines
- Runtime cues: action:cast Duress, action:choose card
- Use when: opponent hand is legally revealed by Duress and the choice affects whether a key engine, removal spell, hate card, or clock survives.
- Avoid when: the revealed cards do not contain a legal or strategically relevant choice, or casting Duress delays necessary board interaction.
- Instructions: Take the visible noncreature card that most threatens the current plan: counter/removal before engine commitment, combo piece before a race, sweeper before creature pressure, or card draw when the opponent’s hand is otherwise low-impact.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
Policy: Artifact Hate Commitment
- Priority: Medium
- Decision families: interaction, priority
- Cards: Dust to Dust
- Phase windows: own main phase with legal artifact targets
- Runtime cues: action:cast Dust to Dust, action:target artifact
- Use when: opponent artifacts are visible and removing them changes mana, pressure, engine function, or lethal timing.
- Avoid when: target choice is low-impact, the opponent can punish tapping out, or removal/pressure is needed first.
- Instructions: Aim Dust to Dust at artifact lands or engine artifacts that materially constrain the opponent’s next turn. Do not fire it into marginal targets merely because two artifacts are legal.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes