93 KiB

Strategy Specifications

Deck Name And Archetype

  • Identity: Reanimator is a Premodern combo-reanimator deck built to put a large creature into the graveyard and return it ahead of normal mana timing with Reanimate, Exhume, Animate Dead, or Life / Death.
  • Registered counts: The main deck validates as 60 cards and the sideboard validates as 15 cards from the supplied list.
  • Tags: Use combo, reanimator, graveyard as the current archetype and mechanic tags; do not add control, prison, ramp, or midrange tags unless later testing proves those roles dominate actual games.
  • Stock status: Treat this as a hybrid/rogue Reanimator configuration, not a generic stock list, because it combines fast black reanimation with a sideboard Oath of Druids package and unusual target spread including Phantom Nishoba, Symbiotic Wurm, Ihsan's Shade, Petradon, Rorix Bladewing, Visara the Dreadful, and Akroma, Angel of Wrath.
  • Main proactive shell: The deck has 4 Putrid Imp, 4 Careful Study, 4 Cabal Therapy, 2 Unmask, 4 Dark Ritual, 4 Lotus Petal, 4 Reanimate, 4 Exhume, 2 Animate Dead, and 1 Life / Death as the core engine, so pilot decisions should prioritize fast setup, discard outlet access, graveyard target quality, and whether disruption is needed before committing.
  • Main target suite: The registered reanimation targets are 2 Akroma, Angel of Wrath, 1 Ihsan's Shade, 1 Petradon, 4 Phantom Nishoba, 1 Rorix Bladewing, 2 Symbiotic Wurm, and 1 Visara the Dreadful; later policy must choose among these by visible matchup pressure, life total, board state, and known interaction rather than assuming one universal best creature.
  • Mana base validation: The main deck has 4 City of Brass, 4 Gemstone Mine, 2 Swamp, 4 Underground River, 4 Lotus Petal, and 4 Dark Ritual, giving high explosive potential but meaningful pain, depletion, and one-shot resource risk.
  • Mana concern: The pilot must not treat colored mana as guaranteed after spending Lotus Petal, exhausting Gemstone Mine, or using City of Brass and Underground River under low-life pressure, because Reanimate and pain lands can make life total a real constraint.
  • Role concern: The deck is primarily a fast combo deck, but it can become a discard-protected threat deck when Cabal Therapy, Unmask, or Duress after sideboarding exposes a safe window.
  • Sideboard identity: The sideboard contains 1 Ascendant Evincar, 1 Duress, 1 Llanowar Wastes, 3 Multani, Maro-Sorcerer, 3 Naturalize, 4 Oath of Druids, 1 Sickening Dreams, and 1 Tranquil Domain, so post-board plans may shift into an Oath of Druids threat plan, add specific disruption, or add enchantment/artifact answers.
  • Sideboard legality concern: Exact sideboard plans must side in only those listed sideboard cards and cut only registered main-deck cards; do not invent extra copies or off-list staples.
  • Format validation: The deck is labeled Premodern; no final claim is made here about event-specific legality beyond the supplied format label, and any tournament run should confirm the active Premodern banned list and local policy before execution.
  • Card-text caution: Broad roles in this guide rely on recognizable card identities, but runtime decisions must follow legal actions from the rules engine and must not assume hidden card text, hidden zones, or unexposed replacement effects.
  • Opponent information status: No matchup opponent decklist is supplied for this strategy specification, so all opponent-specific guidance must be written as archetype-conditional advice or use opponent: prefixes in policy card examples when named outside this registered deck.
  • Runtime authority: Veles must obey legal actions, visible board state, public logs, revealed information, and rules-engine prompts before this guide; this document supplies strategic preferences, not permission to synthesize actions or infer hidden cards.

Thesis

  • Assemble graveyard plus recursion before the opponent stabilizes: put Akroma, Angel of Wrath, Phantom Nishoba, Symbiotic Wurm, Rorix Bladewing, Visara the Dreadful, Ihsan's Shade, or Petradon into the graveyard with Putrid Imp, Careful Study, or conditional self-discard lines, then return it with Reanimate, Exhume, Animate Dead, or Life / Death.
  • Win by converting one early reanimated creature into an immediate clock, life swing, board lock, or resource denial position; the deck is strongest when the first threat arrives before normal removal, permission, graveyard hate, or racing pressure can line up cleanly.
  • Prioritize enabler plus reanimation spell plus mana over raw threat count, because large creatures stranded in hand do not win until Putrid Imp, Careful Study, Sickening Dreams, Cabal Therapy self-target lines, or Unmask self-target lines make them available to the graveyard.
  • Prioritize disruption before commitment when the visible or revealed context suggests permission, graveyard hate, bounce, exile removal, or a faster combo; Cabal Therapy and Unmask are not just protection after the fact, because they can define whether the first Reanimate, Exhume, Animate Dead, or Life / Death should be fired immediately or delayed.
  • Prioritize life total as a real combo resource, because Reanimate, City of Brass, Underground River, and opposing pressure can make the correct target or recursion spell depend on survival math rather than maximum damage.
  • Do not play as a fair attrition deck when a protected reanimation window exists; the main deck has little long-game card advantage, no broad removal suite beyond Sickening Dreams and Visara the Dreadful after recursion, and no plan to trade one-for-one indefinitely.
  • Do not assume one universal best creature; Akroma, Angel of Wrath and Rorix Bladewing pressure quickly, Phantom Nishoba stabilizes races, Visara the Dreadful can dominate creature boards if it survives, Symbiotic Wurm gives body density against removal, Petradon may punish mana-dependent opponents when its text and legality are confirmed by the engine, and Ihsan's Shade is a narrower durable body. Card text check required for exact Petradon, Ihsan's Shade, and Ascendant Evincar tactical claims in unfamiliar board states.
  • Treat Exhume as high-ceiling but opponent-sensitive recursion; prefer it when the opponent's graveyard has no relevant creature or when your returned creature outclasses the visible opponent return, and be careful after opposing discard, sacrifice, or creature cycling has stocked their graveyard.

Role Package

  • Threats: Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Symbiotic Wurm, Visara the Dreadful, Ihsan's Shade, and Petradon are the main deck bodies that turn graveyard access into a win condition; choose among them from visible pressure, life total, opposing board texture, known interaction, and whether haste, stabilization, repeatable creature control, token resilience, or mana pressure matters most.
  • Payoffs: Reanimate, Exhume, Animate Dead, and Life / Death are the payoff spells, so hands without one should usually be mulliganed unless they have exceptional velocity and disruption; sequence payoffs around life payment, opposing graveyard contents, enchantment vulnerability, black mana availability, and whether a second payoff protects against the first being answered.
  • Engines: Putrid Imp is the repeatable discard outlet and a key early permanent, Careful Study is the best one-shot velocity enabler, and the deck's functional engine is the combination of discard outlet plus large creature plus recursion rather than any single permanent that must remain in play.
  • Velocity: Careful Study, Putrid Imp, Lotus Petal, Dark Ritual, and cheap disruption create turn-one or turn-two conversion pressure; keep velocity hands that actually connect the zones, and downgrade hands that only accelerate mana without a creature, discard outlet, or recursion spell.
  • Interaction: Cabal Therapy, Unmask, and Sickening Dreams are the main deck interaction package; use Cabal Therapy and Unmask to clear known or likely disruption before a commitment, and reserve Sickening Dreams for creature pressure, hand-dump necessity, or emergency board control when the discard and damage are legal and survivable.
  • Protection: Cabal Therapy and Unmask protect the combo by removing opposing answers before the reanimation spell resolves; Cabal Therapy also becomes stronger when Careful Study, prior discard, public play patterns, or revealed information gives a real card name rather than a blind guess.
  • Recursion: Reanimate is the fastest and most life-sensitive recursion spell, Exhume is explosive but can help the opponent, Animate Dead is slower and vulnerable as an enchantment-based line, and Life / Death is a low-copy backup that should be used according to rules-engine text and visible legal actions.
  • Mana: City of Brass, Gemstone Mine, Swamp, Underground River, Lotus Petal, and Dark Ritual make the deck explosive but fragile; spend Lotus Petal and Gemstone Mine counters with a concrete payoff in view, and account for pain lands before choosing Reanimate lines at low life.
  • Sideboard modules: Oath of Druids, Multani, Maro-Sorcerer, Llanowar Wastes, Ascendant Evincar, Duress, Naturalize, Sickening Dreams, and Tranquil Domain let the deck pivot after sideboarding into alternate threat deployment, extra discard, sweep pressure, or artifact/enchantment answers; exact sideboard use belongs in Sideboard Map, but the strategic posture is to punish opponents who overfocus on graveyard-only hate while preserving enough reanimation density to keep fast kills possible.

Primary Win Conditions

  • Fast graveyard conversion is the primary win path: use Putrid Imp or Careful Study to put Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Symbiotic Wurm, Visara the Dreadful, Ihsan's Shade, or Petradon into the graveyard, then resolve Reanimate, Exhume, Animate Dead, or Life / Death before the opponent has stable mana, pressure, or graveyard interaction.
  • Akroma, Angel of Wrath is the default quick-kill target when life is safe and a fast clock matters; prioritize it against low-board opponents, known slow hands, and spots where haste immediately changes the race. Protect this line with Cabal Therapy or Unmask when a revealed or strongly implied answer could undo the first recursion spell.
  • Rorix Bladewing is the backup haste-kill target when the hand already contains a reanimation spell and the opponent is not presenting a board that demands lifegain or repeatable removal. Prefer it over slower bodies when one immediate attack materially shortens the clock or punishes the opponent for tapping low.
  • Phantom Nishoba is the stabilizing win path when life total is under pressure, Reanimate life loss is dangerous, or the opponent is racing with creatures. Prioritize it when the deck needs both a large body and lifegain to escape burn, pain-land damage, City of Brass damage, Underground River damage, or early combat pressure.
  • Visara the Dreadful is the board-control win path when the opponent has creature pressure that a single attacker cannot safely race. Use this line when repeatable creature removal, if exposed as legal by the engine, is more important than maximum speed; do not assume it beats noncreature disruption without checking visible context.
  • Symbiotic Wurm is the resilient-body win path when sacrifice, removal, or combat attrition is likely and token aftermath would matter. Prioritize it when one answered creature still needs to leave material pressure, but do not choose it over haste or lifegain when the visible board says immediate damage or life swing is required.
  • Petradon is a resource-denial win path only when the rules engine confirms the relevant action text and targets; Card text check required. Prioritize it if legal targets can materially delay the opponent's ability to answer the reanimated threat, especially when your hand already has follow-up recursion or disruption.

Secondary Win Conditions

  • Putrid Imp can become fallback pressure when the combo stalls, but it should not replace a live reanimation setup. Attack with it when damage is free, discard decisions have already served the graveyard plan, and preserving it as an outlet is less important than shortening the clock.
  • Animate Dead and Life / Death provide slower recursion redundancy after the first Reanimate or Exhume fails. Use them to rebuild after removal, discard, or counterplay, and choose targets based on current survival math rather than graveyard size or headline power.
  • Sickening Dreams can act as emergency reach or a reset button when the legal discard count and damage amount are explicit. Use it to clear small creatures, finish a low-life opponent, or place a large creature into the graveyard only when the self-damage and discarded cards do not leave the deck unable to complete a winning line.
  • Cabal Therapy flashback-style value is a secondary pressure amplifier only when the engine presents the legal sacrifice line and the sacrificed creature is expendable. Use Cabal Therapy to strip the answer before committing a second recursion spell, not to make blind guesses that cost the only outlet or attacker without a strong reason.
  • Exhume can win from either graveyard, so treat opponent graveyards as part of the line. Choose Exhume when your returned creature clearly dominates the visible opposing return or when the opponent has no relevant creature card available; shift to Reanimate, Animate Dead, or Life / Death when Exhume would give back a blocker, threat, or utility creature that changes the race.
  • Life / Death can be a tactical fallback beyond normal recursion only if legal action text identifies the mode and effect. Card text check required for any land-animation or alternate use; select it only when the visible legal action creates immediate lethal damage, survival blockers, or a clearly superior line to holding it as recursion.

Emergency Lines

  • When behind on life, favor Phantom Nishoba and avoid unnecessary Reanimate, City of Brass, Underground River, and Sickening Dreams damage. If Reanimate is the only recursion spell, compare the life payment against the next visible attack or burn-risk clock before choosing the largest creature.
  • When behind on board, prioritize Visara the Dreadful, Phantom Nishoba, or Sickening Dreams over pure haste pressure unless the haste attack wins first. Stabilize before racing if the opponent's next combat step is visibly lethal or forces losing blocks.
  • When behind on cards, convert the best available two-card package instead of holding for perfection. A hand with one enabler, one payoff, and one suitable creature should usually act before discard, permission, or graveyard hate reduces the window.
  • When behind on mana, use Lotus Petal and Dark Ritual only toward a concrete legal payoff or disruption-plus-payoff turn. Do not spend temporary mana to make a partial setup that leaves the deck with no reanimation spell, no discard outlet, or no black source for the follow-up.
  • When the graveyard is pressured or recursion is removed, pivot to hand-based setup with Putrid Imp and Careful Study while using Cabal Therapy and Unmask to clear the hate if legal. If the opponent has visible graveyard hate, delay commitment until the action list shows an answer, a protected discard spell, or a line that wins despite the hate.
  • When key win conditions are exiled, discarded, or otherwise unavailable, choose the remaining threat by role: Akroma, Angel of Wrath or Rorix Bladewing for speed, Phantom Nishoba for lifegain, Visara the Dreadful for creature boards, Symbiotic Wurm for resilience, Ihsan's Shade for a durable body if its text is confirmed, and Petradon only with confirmed legal resource-denial value.

Resource Model

  • Life is a spendable combo resource until the opponent's visible clock makes it scarce. Reanimate, City of Brass, Underground River, and Sickening Dreams all convert life into speed or board control, so prefer Phantom Nishoba when the line must repay life quickly and prefer Exhume or Animate Dead when Reanimate would put the pilot within the next visible attack or burn-risk range.
  • Hand size is the deck's main engine fuel, not a resource to preserve abstractly. Careful Study, Putrid Imp, Cabal Therapy, Unmask, and Sickening Dreams all turn cards in hand into graveyard setup, disruption, or damage; spend cards aggressively only when the hand keeps at least one complete path of creature plus recursion, or when the chosen action immediately protects or executes that path.
  • Mana is judged by black access plus burst timing. One black source can cast Cabal Therapy, Putrid Imp, Reanimate, or Dark Ritual; Dark Ritual and Lotus Petal convert a single window into discard plus reanimation, but should not be consumed for setup that leaves no follow-up recursion or no graveyard target.
  • Board presence matters only when it changes survival, sacrifice, or clock math. Putrid Imp is primarily a discard outlet and only secondarily a creature; sacrifice it to Cabal Therapy only when the engine exposes that legal action and the loss of a discard outlet does not strand Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Symbiotic Wurm, Visara the Dreadful, Ihsan's Shade, or Petradon in hand.
  • The graveyard is the deck's staging zone and must be evaluated against both players' contents. Exhume is strongest when the opponent has no relevant creature in the graveyard; shift toward Reanimate, Animate Dead, or Life / Death when Exhume would return a visible opposing creature that changes combat, interaction, or lethal timing.
  • Exile is a real attrition loss, not just a moved card. If Unmask exiles a black card or an opponent effect exiles a threat, recalculate remaining roles by visible names: speed from Akroma, Angel of Wrath or Rorix Bladewing, stabilization from Phantom Nishoba, board control from Visara the Dreadful, resilience from Symbiotic Wurm, and conditional utility from Ihsan's Shade or Petradon with card text checks as needed.
  • Lands are damage sources and color sources at the same time. City of Brass and Underground River enable speed but tax life; Gemstone Mine provides flexible early color but is finite; Swamp is the safest black source and becomes more valuable when life is low or the game is expected to last multiple turns.
  • Sacrifice fodder is scarce before sideboarding and should be treated as tactical material. Putrid Imp is the normal expendable body, but sacrificing it to Cabal Therapy before the graveyard is stocked can cost more tempo than the discard gains; reanimated Symbiotic Wurm may create bodies if its death trigger is confirmed by the engine, but do not assume token value unless Forge reports it.
  • Tempo is the deck's biggest advantage and decays every turn the opponent untaps. A turn-one or turn-two protected reanimation is often worth cards and life, while a slow hand must compensate with Cabal Therapy, Unmask, or a target that stabilizes immediately.
  • Information is converted into commitment safety. Use Cabal Therapy and Unmask to identify counterplay, removal, graveyard hate, or racing pieces before choosing between Reanimate, Exhume, Animate Dead, and Life / Death; after a revealed hand changes, stop relying on old assumptions.
  • Sideboard bullets change which resource is scarce. Oath of Druids and Multani, Maro-Sorcerer reduce dependence on the graveyard plan, Naturalize and Tranquil Domain answer visible enchantments or artifacts, Duress adds information and protection, Sickening Dreams increases reset density, Ascendant Evincar is a creature-board bullet, and Llanowar Wastes improves green access at another life cost.

Mana Guide

  • Keep hands need black mana or a clearly legal Lotus Petal path to black. A hand with Careful Study but no black source, no Lotus Petal, and no way to cast Reanimate, Exhume, Cabal Therapy, Putrid Imp, Dark Ritual, Animate Dead, or Unmask should be treated as high risk even if it contains a creature and blue mana.
  • Prioritize first-turn black when the hand contains Putrid Imp, Cabal Therapy, Dark Ritual, Reanimate, Exhume, or Unmask. City of Brass, Gemstone Mine, Underground River, Swamp, Lotus Petal, and Dark Ritual should be sequenced to produce the exact legal action chain, not to preserve theoretical future colors.
  • Use blue access for Careful Study when it completes the graveyard plus recursion package. Underground River, City of Brass, Gemstone Mine, or Lotus Petal can supply blue; spend Lotus Petal on Careful Study only when the remaining hand can still produce black for the reanimation spell or disruption.
  • Preserve Gemstone Mine counters when another land pays the same cost without changing the turn. Use Swamp for black when life and color flexibility matter later, and use Underground River or City of Brass when the immediate color mix is more important than damage.
  • Sequence Dark Ritual only into a concrete payoff. Strong Ritual turns cast discard plus Exhume, Animate Dead, or Reanimate, or enable multiple protective actions; weak Ritual turns spend black burst mana before the graveyard target or recursion spell is actually ready.
  • Spend Lotus Petal as a bridge, not as a cosmetic accelerant. Use it to unlock turn-one Careful Study, Cabal Therapy plus reanimation, or sideboard green for Oath of Druids, Naturalize, or Tranquil Domain; hold it when the current land already casts the same legal action and the next turn may need a missing color.
  • Play Swamp first when the hand's only early requirements are black and life total is tactically important. Play City of Brass or Gemstone Mine first when the hand needs both Careful Study and black recursion, or when sideboard green from Oath of Druids, Naturalize, Tranquil Domain, or Llanowar Wastes matters.
  • Play Underground River carefully against pressure because repeated colored activations add up. Prefer it for blue or black when the line is fast; avoid unnecessary pain when Swamp or Gemstone Mine can pay the visible cost without reducing the combo clock.
  • After sideboarding, count green before keeping Oath of Druids, Naturalize, or Tranquil Domain hands. City of Brass, Gemstone Mine, Lotus Petal, and Llanowar Wastes provide green, but a hand that cannot cast the sideboard card before the relevant opposing permanent or creature window may be slower than a main-plan reanimation keep.
  • Play lands before draw effects when the extra mana or color is needed for the same-turn action after Careful Study. Delay the land drop until after Careful Study only when all current spells are already castable and the drawn cards could reveal whether Swamp, City of Brass, Gemstone Mine, or Underground River is the least costly land for the turn.
  • Mulligan mana-light hands that require drawing both a land and a discard or recursion piece. Keep one-land hands when that land plus Lotus Petal, Dark Ritual, Putrid Imp, Careful Study, Cabal Therapy, and a reanimation spell creates an observable turn-one or turn-two plan; otherwise value stable black mana over a hand full of expensive creatures.

Mulligan Guide

  • Strong keep: keep hands with black mana, a discard outlet, a reanimation spell, and a high-impact creature. City of Brass, Careful Study, Reanimate, Cabal Therapy, Phantom Nishoba, Lotus Petal, and any second mana source is a premium keep because it can stock the graveyard, check interaction, and act quickly.
  • Strong keep: keep Putrid Imp hands when black mana and Reanimate, Exhume, Animate Dead, or Life / Death are already present. Putrid Imp plus Akroma, Angel of Wrath or Phantom Nishoba turns slow creature-heavy hands into real turn-one or turn-two plans.
  • Medium keep: keep disruption-heavy hands with mana and a clear two-turn plan. Cabal Therapy plus Unmask can buy time, but the hand still needs Careful Study, Putrid Imp, or a naturally discarded creature soon; do not keep protection with no engine unless the matchup is known to be interaction-heavy.
  • Medium keep: keep one-land hands only when Lotus Petal or Dark Ritual makes the first two actions legal. Underground River plus Lotus Petal plus Careful Study plus Exhume is acceptable if the remaining black source plan is visible; Swamp plus Putrid Imp plus Reanimate plus a creature is much safer.
  • Risky keep: keep creature-heavy hands only when one card immediately converts them into the graveyard. Akroma, Angel of Wrath, Phantom Nishoba, Symbiotic Wurm, Rorix Bladewing, and Visara the Dreadful are liabilities until Careful Study or Putrid Imp is legal.
  • Automatic ship: mulligan hands with no black mana and no Lotus Petal route to black. Careful Study alone does not justify a keep if the hand cannot cast Reanimate, Exhume, Cabal Therapy, Putrid Imp, Dark Ritual, Animate Dead, or Unmask afterward.
  • Automatic ship: mulligan hands with only expensive creatures, lands, and no Careful Study, Putrid Imp, Reanimate, Exhume, Animate Dead, Life / Death, Cabal Therapy, or Unmask. This deck does not win by casting Akroma, Angel of Wrath, Phantom Nishoba, Symbiotic Wurm, Petradon, Ihsan's Shade, Rorix Bladewing, or Visara the Dreadful fairly.
  • Matchup-dependent keep: keep slower protected hands against visible or expected disruption when Cabal Therapy or Unmask can clear the way before committing. Against fast creature pressure, prefer hands that produce Phantom Nishoba or Sickening Dreams quickly over hands that only sculpt.
  • Play/draw adjustment: on the play, favor turn-one Putrid Imp, Careful Study, Cabal Therapy, or Unmask into a fast reanimation. On the draw, value extra mana stability and protection higher because the opponent gets the first chance to present pressure, graveyard interaction, or discard.
  • Trap hand: do not keep City of Brass, Gemstone Mine, Underground River, Akroma, Angel of Wrath, Phantom Nishoba, Symbiotic Wurm, and Visara the Dreadful just because the threats are powerful. Without Careful Study, Putrid Imp, or a reanimation spell, it is only a pile of stranded cards.
  • Trap hand: do not keep Dark Ritual plus reanimation spells when no creature can enter the graveyard. Dark Ritual is acceleration, not a discard outlet, and spending it before the target exists wastes the deck's best tempo resource.

Turn Arc

  • Turn 1 priority: establish the graveyard or clear the path before committing. Preferred starts are Careful Study discarding Akroma, Angel of Wrath or Phantom Nishoba, Putrid Imp into a discarded creature, Cabal Therapy naming the most relevant visible or inferred disruption, or Unmask when exiling a black card does not collapse the hand.
  • Turn 1 fast kill line: reanimate immediately when the hand has legal mana, a graveyard creature, and Reanimate, Exhume, Animate Dead, or Life / Death. Prefer Akroma, Angel of Wrath or Rorix Bladewing for speed, Phantom Nishoba for stabilization, and Visara the Dreadful when repeated creature control is better than raw damage.
  • Turn 1 deviation: delay Exhume if the opponent already has a visible graveyard creature that changes the race or board. Use Reanimate or Animate Dead instead when legal, or spend the turn on Cabal Therapy, Unmask, Careful Study, or Putrid Imp to improve the next action.
  • Turn 2 priority: convert setup into a protected reanimation. Use Cabal Therapy or Unmask first when the opponent could stop the spell, then cast Reanimate, Exhume, Animate Dead, or Life / Death with the best visible target for the board.
  • Turn 2 pressure line: choose Phantom Nishoba when life total or combat stabilization matters more than speed. Choose Akroma, Angel of Wrath or Rorix Bladewing when the opponent is unlikely to race and the fastest clock is the cleanest plan.
  • Turn 2 disruption line: flashback Cabal Therapy only when sacrificing Putrid Imp will not strand the graveyard plan or when the revealed hand makes protection more important than keeping the outlet. Do not sacrifice the only discard engine just to gain marginal information.
  • Turn 3 priority: either present lethal pressure or rebuild after disruption. If the first creature survived, attack and preserve mana for follow-up protection or a second threat; if it died, restock with Careful Study or Putrid Imp and choose the recursion spell that avoids helping the opponent.
  • Turn 3 reset line: use Sickening Dreams only when the visible board, hand size, life totals, and discarded cards make the exchange necessary. It can clear pressure and stock the graveyard, but it can also damage your own life total and discard essential reanimation pieces.
  • Turns 4-5 priority: stop treating every action as all-in and start sequencing redundancy. Reanimate a second creature when life permits, use Animate Dead or Life / Death when Reanimate life loss is dangerous, and avoid Exhume if the opponent's graveyard has become threatening.
  • Turns 4-5 threat selection: use Visara the Dreadful when Forge shows repeatable creature control matters, Symbiotic Wurm when a large body and possible death value are relevant, and Petradon only after Card text check required or engine-visible text confirms the role you need.
  • Late game priority: win with the threat already in play or force one high-quality reanimation through visible resistance. Count remaining reanimation spells, remaining discard outlets, life cost from Reanimate, damage from City of Brass and Underground River, and whether Gemstone Mine still has counters before choosing a line.
  • Late game deviation: pivot to sideboard plans when configured and legal. Oath of Druids, Multani, Maro-Sorcerer, Naturalize, Tranquil Domain, Duress, Ascendant Evincar, Llanowar Wastes, and the second Sickening Dreams change the turn arc after sideboarding; follow exact sideboard guidance rather than assuming the main-deck graveyard plan is always fastest.

Card Roles

  • Putrid Imp is the most important creature spell because it converts stranded reanimation targets into live graveyard resources at instant speed when Forge offers the discard action. Cast Putrid Imp early when the hand contains Reanimate, Exhume, Animate Dead, or Life / Death and at least one large creature; hold it only when the opponent can clearly remove it before any discard is possible and Careful Study already supplies a safer outlet. Use Putrid Imp to discard the intended target before casting the reanimation spell, not after spending mana on setup. Do not sacrifice Putrid Imp to flashback Cabal Therapy unless the revealed or strongly inferred card is more dangerous than losing the deck's repeatable discard outlet.
  • Careful Study is the cleanest setup spell when the hand contains too many expensive creatures or needs to find a reanimation spell. Cast it before committing Lotus Petal or Dark Ritual unless that mana is required to make Careful Study legal. Prefer discarding Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Symbiotic Wurm, Visara the Dreadful, Ihsan's Shade, or Petradon over discarding live reanimation spells. Do not discard both the only reanimation spell and the only discard outlet unless the remaining hand already has a legal follow-up.
  • Reanimate is the fastest and most flexible recursion spell, but its life payment is a real tactical cost. Use Reanimate for Akroma, Angel of Wrath or Rorix Bladewing when speed wins before the life loss matters; use it for Phantom Nishoba when lifegain is needed to offset the payment or stabilize combat. Avoid Reanimate on the most expensive target when City of Brass, Underground River, attacks, or Sickening Dreams make your life total fragile. Reanimate can target an opponent's graveyard creature if Forge exposes a legal target, but this is a fallback line, not the main plan.
  • Exhume is the best tempo reanimation spell when only your graveyard contains a relevant creature. Cast Exhume quickly after Careful Study or Putrid Imp when the opponent has no visible graveyard creature that changes the board. Delay Exhume or choose Reanimate, Animate Dead, or Life / Death instead when the opponent's graveyard contains a creature that races, answers, or invalidates your target. Do not use Exhume as a reflex after discard; check both graveyards first.
  • Animate Dead is the lower-life-cost reanimation plan and becomes more important when Reanimate would put you into burn, attack, or pain-land danger. Use Animate Dead when the target only needs to dominate combat or generate pressure, and when the opponent has no visible enchantment interaction that obviously punishes the aura. Remember that Animate Dead creates a different vulnerability profile than Reanimate or Exhume; if the engine shows a removal or enchantment-answer window, protect the commitment with Cabal Therapy or Unmask first when legal.
  • Life / Death is a flexible fifth-style reanimation effect, with Death functioning as another graveyard-to-battlefield line when legal. Use it when Reanimate life loss is acceptable or when other reanimation spells are absent. Treat Life mode as exceptional and rules-dependent; Card text check required before using Life as a combat or mana-line plan. Do not choose Life / Death over Reanimate, Exhume, or Animate Dead unless the visible legal action and life total make the specific half clearly appropriate.
  • Dark Ritual is acceleration for protected fast starts, not a discard outlet. Use Dark Ritual to cast Putrid Imp plus reanimation, Cabal Therapy plus reanimation, or a black reanimation spell ahead of schedule. Avoid spending Dark Ritual before the target is in the graveyard unless the same sequence also creates that target through Putrid Imp or enables a decisive Cabal Therapy or Unmask line. In longer games, Dark Ritual is still useful for double-spell turns that force through disruption.
  • Lotus Petal fixes colors and creates explosive one-turn windows. Use Lotus Petal to make Careful Study, Putrid Imp, Cabal Therapy, Reanimate, Exhume, Animate Dead, Life / Death, or Unmask sequencing legal when lands alone cannot. Preserve Lotus Petal when the current spell is already castable and the hand may need a future black or blue source. Do not spend Lotus Petal just to avoid one pain from Underground River if it prevents a same-turn reanimation or protection action.
  • Cabal Therapy is both protection and information, and its strength depends on visible context. Cast Cabal Therapy before the reanimation spell when the opponent could have interaction and your hand can still execute afterward. Name only cards supported by revealed information, matchup knowledge, or the opponent's previous actions; do not invent hidden cards. Flashback Cabal Therapy with Putrid Imp only when the first Therapy revealed a must-answer card or when sacrificing Putrid Imp will not strand the graveyard plan.
  • Unmask is the fastest protection spell when the hand can afford the black card exile cost. Use Unmask before committing a fragile reanimation line when the opponent has open interaction or when losing to one specific answer is worse than losing card quantity. Avoid exiling the only Reanimate, Exhume, Animate Dead, Life / Death, Putrid Imp, or Cabal Therapy unless the remaining hand still has a complete plan. Unmask is much weaker when it protects nothing immediate.
  • Sickening Dreams is a reset button and discard outlet, not a casual value spell. Use Sickening Dreams when the opponent's battlefield pressure must be cleared, the damage does not kill you, and the discarded cards either enable reanimation or are expendable. Count your life total, opponent life total, hand size, and the creatures you are discarding before selecting it. Do not discard essential reanimation spells to Sickening Dreams unless the alternative is losing on board.
  • Akroma, Angel of Wrath is the premier fast-clock target when the opponent is unlikely to answer a single large creature immediately. Prioritize Akroma, Angel of Wrath when haste, combat dominance, and a short clock matter more than life stabilization. Do not automatically choose Akroma, Angel of Wrath into visible board states where Phantom Nishoba's lifegain or Visara the Dreadful's creature control is more important.
  • Phantom Nishoba is the stabilizing target and often the best creature against creature pressure or burn pressure. Prioritize Phantom Nishoba when Reanimate life loss, City of Brass damage, Underground River damage, or opponent attacks threaten your life total. It is slower than Akroma, Angel of Wrath and Rorix Bladewing, so do not choose it when the fastest lethal clock is required and life is not under pressure.
  • Rorix Bladewing is the clean haste-pressure target when the goal is to end the game quickly. Use Rorix Bladewing when the opponent is light on blockers or when haste damage changes the race immediately. It provides less stabilization than Phantom Nishoba and less long-game control than Visara the Dreadful, so avoid it when the board already demands defense.
  • Visara the Dreadful is the attrition target for creature-heavy boards and stalled games. Reanimate Visara the Dreadful when repeated creature removal is likely to matter and when waiting a turn cycle does not lose the race. Do not choose Visara the Dreadful solely because it is powerful; choose it when the visible battlefield contains or is likely to produce creatures that must be answered.
  • Symbiotic Wurm is the resilient body role, especially when a single removal spell might otherwise reset the game. Use Symbiotic Wurm when the opponent is trying to trade one-for-one with the first reanimation target or when a large ground body plus death value matters. Card text check required for exact token outcome and timing; keep tactical use conditional on Forge-visible resolution.
  • Ihsan's Shade is a singleton specialized threat with matchup-dependent value. Use Ihsan's Shade only when its visible characteristics line up better than the larger default targets, or when it is the only available creature to reanimate. Card text check required before relying on protection, evasion, or color-specific assumptions.
  • Petradon is a singleton disruption target whose role depends on exact current Oracle text and Forge implementation. Card text check required before using Petradon as a land-denial or mana-disruption plan. If Forge clearly shows the intended enter-the-battlefield effect and the opponent's mana is the bottleneck, Petradon can be correct; otherwise prefer the more reliable pressure or stabilization creatures.
  • City of Brass is premium fixing but pressures your own life total. Use City of Brass aggressively for turn-one setup or reanimation, then account for every future activation when deciding Reanimate, Sickening Dreams, or pain-land lines.
  • Gemstone Mine is burst fixing with a finite resource ceiling. Spend Gemstone Mine counters on colors that unlock immediate setup or protection; preserve counters when Swamp, Underground River, Lotus Petal, or City of Brass can produce the same mana without compromising future turns.
  • Underground River is stable blue-black fixing with pain decisions. Use colored mana from Underground River when it enables Careful Study, Putrid Imp, Cabal Therapy, Reanimate, Exhume, Animate Dead, or Life / Death; choose colorless when Forge offers it and colored mana is unnecessary.
  • Swamp is the cleanest black source and should support the deck's lowest-risk lines. Prefer Swamp for Putrid Imp, Cabal Therapy, Dark Ritual, Reanimate, Exhume, and Unmask turns when available so City of Brass, Gemstone Mine, and Underground River remain flexible for blue or multicolor needs.

Interaction Priorities

  • Protection comes before speed when the reanimation spell is the whole turn. Use Cabal Therapy, Unmask, or sideboard Duress before Reanimate, Exhume, Animate Dead, or Life / Death when the opponent has open mana, revealed interaction, visible graveyard hate, or a known card that can stop the creature from entering or staying in play.
  • Discard the opponent's immediate stop first, not the most powerful long-game card. Prioritize cards that counter or invalidate the current reanimation action, remove the graveyard, remove or steal the reanimated creature, force a sacrifice, or produce lethal pressure before your next attack. Ignore expensive threats, slow draw engines, or creatures that lose to a resolved Phantom Nishoba, Akroma, Angel of Wrath, Rorix Bladewing, or Visara the Dreadful.
  • Name with Cabal Therapy only from evidence. Use revealed cards, previous game logs, matchup guide expectations, or the opponent's visible sequencing; do not guess an exact hidden card when the legal choice can instead wait for Unmask, Duress, or a flashback after information is gained.
  • Use Putrid Imp as Cabal Therapy fuel only when the flashback protects a real commitment. Sacrifice Putrid Imp when the first discard spell revealed a must-answer card, when Putrid Imp already discarded the needed creature, or when keeping it does not matter to the next turn. Preserve Putrid Imp when the hand still needs repeat discard or a body to pressure planes of play after disruption.
  • Treat Sickening Dreams as emergency removal and a discard outlet. Fire it first against creature swarms, lethal attackers, or boards where Reanimate life loss would put you dead to combat; avoid it when the opponent's board is irrelevant and the hand contains a clean reanimation line. Discard creatures to Sickening Dreams only when that enables the follow-up or the reset is required to survive.
  • Use Visara the Dreadful as repeat interaction when Forge shows the ability and the battlefield demands creature control. Prioritize Visara the Dreadful over faster threats when one opposing creature dominates combat or when creature decks can rebuild after a single Sickening Dreams.
  • Bait with expendable setup before committing irreplaceable payoff. Careful Study, Putrid Imp, Cabal Therapy, and sometimes Animate Dead can draw interaction or expose information before the best Reanimate or Exhume window. Do not bait with the only reanimation spell unless another legal reanimation line remains.
  • Shift interaction priorities by archetype. Against aggro, remove the board or reanimate Phantom Nishoba before discard wars. Against control, lead with Cabal Therapy, Unmask, or Duress and force a protected fast target. Against combo, strip the card that wins before your next turn unless you can present lethal first. Against graveyard hate or enchantment hate after sideboard, value Naturalize and Tranquil Domain only when the target is visible and legally answerable.

Combat And Trading Rules

  • Attack when the reanimated creature advances the clock without exposing the game to a losing crack-back. Akroma, Angel of Wrath and Rorix Bladewing are preferred when haste or evasion shown by Forge creates immediate pressure; Phantom Nishoba is preferred when stabilizing life matters more than maximum damage.
  • Preserve life total as a combo resource. City of Brass, Underground River, Reanimate, and Sickening Dreams all pressure your own life, so switch from racing to stabilizing when the opponent can represent lethal on board or with visible burn-like pressure. Phantom Nishoba becomes the default combat plan when your life total is low enough that another pain source or Reanimate payment is dangerous.
  • Block to preserve survival, not to protect a theoretical faster kill. Trade or block with Putrid Imp when it prevents lethal, buys the turn needed to reanimate, or no longer has discard work. Avoid blocking with a dominant reanimated creature unless the block prevents lethal, removes an essential attacker, or Forge-visible combat text makes the exchange clearly favorable.
  • Do not trade away the only winning threat casually. If Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Visara the Dreadful, Symbiotic Wurm, Ihsan's Shade, Petradon, or Ascendant Evincar is your only board presence, decline attacks or blocks that let the opponent convert a small creature into a reset unless the damage race requires it. Card text check required for Symbiotic Wurm, Ihsan's Shade, and Petradon before relying on resilience or protection.
  • Use Visara the Dreadful to change combat before attacks when legal. If Forge offers a creature-removal activation and the target is a key blocker, attacker, or engine creature, consider using it before combat instead of attacking into a bad board. Preserve the activation if the opponent can present a more important creature after combat.
  • Treat Putrid Imp as an engine piece until its job is finished. Early Putrid Imp should usually enable discards, Cabal Therapy flashback, and pressure only after the graveyard target is established. Attack with Putrid Imp when the extra damage matters and the discard outlet is no longer needed; keep it back when it can block a lethal point or enable future reanimation.
  • Attack differently by matchup. Against aggro, stabilize first, block often, and force the opponent to answer Phantom Nishoba or Visara the Dreadful. Against control, shorten the game with the fastest safe threat and avoid unnecessary creature exposure. Against combo, race aggressively unless discard can remove the immediate kill. Against boards with visible sacrifice or bounce effects, diversify threats when possible instead of committing every resource to one combat body.
  • Protect the reanimated creature through sequencing rather than imaginary shields. This deck mostly protects by discard, timing, and choosing the right threat; it should not assume hidden protection exists. If the legal action list offers no protection and the opponent has shown an answer, decide whether waiting improves the position or whether the current attack/reanimation is still the least bad line.

Selection And Tutor Rules

  • Treat Careful Study as the deck's main selection spell, not as generic card draw. Use it to put Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Visara the Dreadful, Symbiotic Wurm, Ihsan's Shade, or Petradon into the graveyard while preserving at least one live reanimation effect whenever possible.
  • Cast Careful Study before choosing a reanimation target when the hand contains multiple creatures or incomplete mana. The new cards can change whether Reanimate, Exhume, Animate Dead, or Life / Death is the safest line, and it can reveal whether Lotus Petal, Dark Ritual, City of Brass, Gemstone Mine, or Underground River should be spent this turn.
  • Use Putrid Imp as repeatable pseudo-selection when the hand already contains the payoff creature. Discard the creature that matches the visible board: Phantom Nishoba when life stabilization matters, Akroma, Angel of Wrath or Rorix Bladewing when immediate pressure matters, Visara the Dreadful when repeat creature control matters, and Symbiotic Wurm when resilience matters after card text is confirmed.
  • Do not discard every large creature just because Putrid Imp allows it. Keep a backup payoff in hand when the opponent has visible graveyard interaction, when Exhume could return a dangerous opposing creature, or when Cabal Therapy flashback may need a creature-independent sacrifice line.
  • Choose Reanimate targets with life total in mind. Reanimate is strongest when it wins quickly or stabilizes immediately, but the life payment can make Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Visara the Dreadful, Symbiotic Wurm, Ihsan's Shade, Petradon, or Multani, Maro-Sorcerer risky at low life; let Forge's visible life totals and legal actions decide whether a cheaper Animate Dead, Exhume, or Life / Death line is safer.
  • Treat Exhume as board-state selection because it uses both graveyards. Prefer Exhume when the opponent has no meaningful creature in graveyard, when your creature clearly dominates any visible opposing return, or when speed matters more than giving the opponent a body.
  • Use Cabal Therapy and Unmask to select the commitment window. When information is incomplete, discard first if the hand can still reanimate afterward; when the current turn is the only viable window, commit first only if waiting gives the opponent a better visible board or lethal clock.
  • Make land drops after considering mana color and pain sequencing. City of Brass and Underground River can cost life, Gemstone Mine has limited uses, Swamp is painless but narrow, and Llanowar Wastes after sideboard affects green access; play the land that enables the current legal line without spending scarce colored sources unnecessarily.
  • Respect that the deck has no true main-deck tutor. Do not plan as though a missing Reanimate, Exhume, Animate Dead, Careful Study, Putrid Imp, Dark Ritual, Lotus Petal, or payoff creature can be found on demand; use available draw, discard, and mulligan decisions as the selection engine.

Priority And Stack Rules

  • Commit reanimation at the earliest protected window that produces a winning or stabilizing creature. If Cabal Therapy, Unmask, or sideboard Duress can clear visible interaction first without losing the turn, use discard before Reanimate, Exhume, Animate Dead, or Life / Death.
  • Pass priority quickly only when no meaningful legal action advances the combo, protects the creature, or prevents lethal. This deck is proactive, so holding priority for imaginary interaction is wrong; however, passing with a reanimation spell, discard outlet, or emergency Sickening Dreams available requires checking the visible board and opponent clock.
  • Let opposing low-impact setup resolve when the current hand can present a faster reanimation line. Save discard or removal decisions for cards that stop the graveyard, counter or remove the reanimated threat, create lethal pressure, or force an unfavorable sacrifice.
  • Fire Sickening Dreams only when the timing solves a real problem. Use it before combat or before lethal damage when Forge shows dangerous attackers or a swarm, and use the discard component to place a payoff creature only if the damage choice and hand loss still leave a legal follow-up.
  • Use Lotus Petal and Dark Ritual as commitment resources, not as automatic first actions. Spend them when they produce the same-turn Careful Study plus reanimation, discard plus protected reanimation, or emergency Sickening Dreams; preserve them when the legal line can wait and visible interaction makes the current spell likely to fail.
  • Sequence Animate Dead with awareness that it creates an enchantment-based vulnerability. Prefer Reanimate or Exhume when the opponent has visible enchantment removal pressure after sideboard, and prefer Animate Dead when life total makes Reanimate dangerous or Exhume would give the opponent a threatening creature.
  • Handle optional or follow-up payments conservatively. If Life / Death, Animate Dead, Oath of Druids, Naturalize, Tranquil Domain, or any Forge prompt presents text that is not clearly understood, use the visible prompt and write "Card text check required" in reasoning rather than assuming a rules outcome.
  • Use Visara the Dreadful activations before the relevant combat or priority pass when the target creature is the reason you might lose. Do not spend the activation on a small creature if a larger visible threat, sacrifice engine, or lethal attacker is likely to matter before your next untap.
  • Time sideboard Naturalize and Tranquil Domain only against visible legal targets. Do not hold them for a guessed hidden card when a visible graveyard hate, prison, or enchantment effect is already stopping Reanimate, Exhume, Animate Dead, Life / Death, Oath of Druids, or combat damage.
  • Treat Oath of Druids as a priority-plan shift after sideboard. If Forge shows Oath of Druids is active or asking a choice, let the rules engine expose the legal trigger or selection action; do not assume creature counts, trigger timing, or library contents beyond public state and your registered deck.

Sideboard Map

  • Use sideboarding to change the attack angle, not to dilute the reanimation core below functionality. Keep enough discard outlets, reanimation effects, and payoff creatures to produce early pressure; add sideboard cards only when they answer a visible matchup problem or give a stronger post-board plan.
  • Use Duress against counterspells, discard, graveyard hate, combo pieces, and removal-heavy hands. It is weakest against creature-swarm decks where the first turns are about surviving board pressure, but it still improves commitment windows when the opponent relies on noncreature disruption.
  • Use Naturalize against visible or strongly expected artifacts and enchantments that stop graveyard use, reanimation permanents, Oath of Druids, or combat. It is weak when the opponent presents mostly creatures and spells with no durable target; do not bring all copies just because the opponent might have one unknown permanent.
  • Use Tranquil Domain when multiple enchantments matter or when enchantment-based hate is central to the opposing plan. It is bad against artifact hate, creature pressure, and decks where the only relevant permanent answer needed is a single target; prefer Naturalize when artifact coverage matters.
  • Use Oath of Druids as a transformational engine against creature decks that reliably control more creatures than you. It is poor against creature-light control, combo, and opponents that can avoid committing creatures; after adding Oath of Druids, value fewer self-damaging all-in lines and more stable mana that can cast green spells.
  • Use Llanowar Wastes when the sideboard plan needs repeatable green access for Oath of Druids, Naturalize, or Tranquil Domain. It is not a generic upgrade over Swamp; the pain and color profile matter when Reanimate, City of Brass, Underground River, and Gemstone Mine already pressure life totals.
  • Use Multani, Maro-Sorcerer when a large threat that does not depend on the graveyard plan is valuable or when Oath of Druids needs additional high-impact creatures. Card text check required before assuming exact protection or size; treat it as a green-sideboard threat whose value depends on visible hands and the current board.
  • Use Ascendant Evincar against creature decks with many small creatures or one-toughness boards where a single reanimated or Oath-revealed creature can dominate combat. It is weak against large-creature decks, creature-light combo, and situations where its symmetrical effects might damage your own Putrid Imp or other board development. Card text check required for exact continuous effects before choosing lines that rely on toughness changes.
  • Use the sideboard Sickening Dreams as a second sweeper and discard outlet against swarm pressure, token pressure, or matchups where stabilizing before reanimation matters. It is bad when your hand is already small, when life totals make symmetric damage dangerous, or when discarding multiple cards would remove your only functional reanimation plan.

Anti-creature Oath pivot Side in: 4 Oath of Druids; 1 Llanowar Wastes; 1 Ascendant Evincar; 1 Sickening Dreams Cut: 2 Unmask; 1 Ihsan's Shade; 1 Petradon; 1 Life / Death; 1 Animate Dead; 1 Cabal Therapy

  • Plan rule: choose this plan against creature-forward decks that pressure life totals and are likely to put creatures onto the battlefield before you can safely reanimate. Oath of Druids and Ascendant Evincar give a slower but more board-resilient route, while the extra Sickening Dreams protects the setup turn.
  • Mana rule: prioritize green access more highly after this plan. City of Brass, Gemstone Mine, Lotus Petal, and Llanowar Wastes become Oath of Druids enablers, but do not spend Lotus Petal on green if the current turn needs black for Reanimate, Exhume, Cabal Therapy, or Sickening Dreams.
  • Role rule: reduce all-in discard pressure and increase battlefield stabilization. Unmask is weaker when life and card economy are under pressure, while Oath of Druids rewards a game where the opponent is forced to keep creatures in play.

Anti-hate interaction plan Side in: 3 Naturalize; 1 Tranquil Domain; 1 Duress Cut: 1 Sickening Dreams; 1 Life / Death; 1 Petradon; 1 Ihsan's Shade; 1 Cabal Therapy

  • Plan rule: choose this plan when the opponent is expected to rely on artifacts, enchantments, or noncreature disruption to stop the graveyard or reanimation. Naturalize handles single visible lock pieces, Tranquil Domain covers enchantment-heavy boards, and Duress improves the turn you commit Reanimate, Exhume, Animate Dead, or Oath of Druids if Oath is also used in a custom plan.
  • Timing rule: do not spend Naturalize or Tranquil Domain on low-impact permanents while a visible graveyard-hate, enchantment lock, or reanimation-stopping permanent remains. If Forge exposes only one legal target, verify whether that permanent actually blocks the current line before selecting it.
  • Role rule: keep the combo fast enough to punish opponents who overboard. This plan answers hate, but it should not become a slow control plan unless the visible board says the opponent has already stopped the graveyard route.

Anti-control discard-pressure plan Side in: 1 Duress; 3 Multani, Maro-Sorcerer Cut: 1 Sickening Dreams; 1 Petradon; 1 Symbiotic Wurm; 1 Animate Dead

  • Plan rule: choose this plan against creature-light control or disruption decks where discard and threat diversity matter more than sweeping the battlefield. Duress improves information before commitment, and Multani, Maro-Sorcerer gives a sideboard threat angle when graveyard interaction is heavy. Card text check required before relying on exact combat or targeting properties.

  • Commitment rule: discard before reanimation when possible, but do not wait forever for perfect cover. If Duress, Cabal Therapy, or Unmask shows no relevant answer and the hand can produce Reanimate, Exhume, or Animate Dead this turn, commit the best visible threat.

  • Threat rule: keep Akroma, Angel of Wrath, Phantom Nishoba, Rorix Bladewing, Symbiotic Wurm, Visara the Dreadful, and Multani, Maro-Sorcerer roles distinct. Choose speed when the opponent is low on life, choose stabilization when life total is pressured, and choose resilience when graveyard hate or removal is visible.

  • Add role cards: Oath of Druids, Llanowar Wastes, Ascendant Evincar, and Sickening Dreams against creature decks that can race or swarm before the first reanimation target stabilizes.

  • Reduce main-deck emphasis: Unmask, excess expensive single-purpose creatures, and fragile enchantment reanimation when the matchup is about board survival rather than one protected spell.

  • Add role cards: Naturalize, Tranquil Domain, and Duress against decks presenting artifacts, enchantments, discard, counters, or other noncreature interaction that interferes with Reanimate, Exhume, Animate Dead, Life / Death, or Oath of Druids.

  • Reduce main-deck emphasis: Sickening Dreams and slow creature bullets against creature-light decks where sweeping is low value and every card should either force through the combo, answer hate, or diversify threats.

  • Add role cards: Multani, Maro-Sorcerer against opponents that can fight the graveyard but may struggle with a separate high-impact creature plan. Keep the use conditional until card text is checked, and do not assume it solves every removal or combat board.

  • Add role cards: Naturalize rather than Tranquil Domain when artifacts are part of the opposing hate profile. Add Tranquil Domain only when enchantments are numerous or central enough that a broader enchantment answer is worth a narrow card.

  • Keep sideboard plans legal at runtime by preserving a 60-card main deck and registered 75. If a generated plan names more copies than registered, names a sideboard card on a Cut line, or names a main-deck card on a Side in line, reject the plan and request a corrected legal plan.

Matchup Guidance

  • Aggro: prioritize survival plus the fastest credible reanimation line. Keep hands that can put Akroma, Angel of Wrath, Phantom Nishoba, Symbiotic Wurm, or Ascendant Evincar onto the battlefield quickly, and value Putrid Imp or Careful Study when they make that line immediate. Use Reanimate life loss carefully; if the visible race is tight, Exhume or Animate Dead may be safer even if Reanimate is faster. Add role cards: Oath of Druids, Llanowar Wastes, Ascendant Evincar, and Sickening Dreams. Reduce main-deck emphasis: Unmask and slow single-purpose creature bullets when hand size and life total are under pressure.

  • Control: force the first decisive threat through discard rather than waiting for perfect certainty. Cabal Therapy, Unmask, and Duress are most valuable before committing Reanimate, Exhume, Animate Dead, or Life / Death, but do not pass multiple turns if the opponent is developing mana and the current legal action can reanimate a high-impact creature. Akroma, Angel of Wrath and Rorix Bladewing pressure quickly; Phantom Nishoba stabilizes against creature pressure; Multani, Maro-Sorcerer can diversify the post-board threat plan, but card text check required before relying on exact protection or size. Add role cards: Duress and Multani, Maro-Sorcerer. Reduce main-deck emphasis: Sickening Dreams and creature bullets with low relevance to a creature-light battlefield.

  • Combo: race first, disrupt only when the disruption changes the clock. Use Cabal Therapy, Unmask, and Duress to clear a known or highly likely stop-card, then commit the fastest available reanimation spell. Prefer Akroma, Angel of Wrath or Rorix Bladewing when damage speed matters more than stabilization, and prefer Phantom Nishoba only when the opponent can race through life pressure. Do not spend Careful Study or Putrid Imp purely for card flow if the hand already contains creature plus reanimation plus mana; convert the hand into a battlefield threat.

  • Tempo: respect open mana and visible pressure without playing scared. If Cabal Therapy, Unmask, or Duress can clear interaction before the same-turn reanimation, use it; if the opponent is applying a short clock and the current action window offers a legal Reanimate or Exhume, waiting for additional discard may be worse. Animate Dead is more exposed to enchantment interaction than Reanimate or Exhume, so choose it when it is the only line, when life loss matters, or when discard has shown the way is clear. Add role cards: Duress and Naturalize when the tempo deck is likely to combine counters with permanent-based hate.

  • Midrange: choose the threat that dominates the visible board, not just the largest creature. Phantom Nishoba is often the stabilization target against creature combat, Akroma, Angel of Wrath is the pressure target when racing or punishing tapped mana, Visara the Dreadful is attractive when a repeatable creature-control body matters, and Symbiotic Wurm can be strong when removal-heavy boards make a single body fragile. Card text check required before relying on exact Ihsan's Shade, Petradon, Visara the Dreadful, or Symbiotic Wurm details. Add role cards: Oath of Druids if the opponent reliably controls creatures, and Sickening Dreams if small-creature pressure is visible.

  • Big mana: attack before the opponent converts mana into inevitability. Keep explosive hands with Dark Ritual, Lotus Petal, Entomb-free discard outlets from Careful Study or Putrid Imp, and a legal reanimation spell; do not keep slow disruption-only hands unless Cabal Therapy, Unmask, or Duress clearly removes the opponent's only relevant early play. Akroma, Angel of Wrath and Rorix Bladewing are preferred when the race is about ending the game quickly, while Petradon is conditional and needs card text check before using it as a mana-denial plan. Add role cards: Duress when noncreature payoff or interaction is expected.

  • Graveyard: assume the opponent may interact with the graveyard once they have shown the capability, but do not invent specific hidden hate. If visible permanent-based hate blocks Reanimate, Exhume, Animate Dead, or Life / Death, use Naturalize or Tranquil Domain only on the relevant permanent and only when the legal target matches the current plan. If the opponent's graveyard is also stocked, remember Exhume can give them a creature; choose Reanimate or Animate Dead when returning their creature is tactically dangerous. Add role cards: Naturalize, Tranquil Domain, Duress, and Multani, Maro-Sorcerer. Reduce main-deck emphasis: narrow creature bullets that do not help force or diversify the plan.

  • Artifact/enchantment: answer the hate that stops the current winning line, not the first target Forge exposes. Naturalize is the precise answer for a single artifact or enchantment, while Tranquil Domain is for enchantment-heavy positions where multiple visible permanents matter. If Oath of Druids is part of the post-board plan, protect it from opposing enchantment interaction only when the board state makes Oath the actual route to winning. Add role cards: Naturalize, Tranquil Domain, and Duress. Reduce main-deck emphasis: Sickening Dreams when the opponent is not pressuring with creatures.

  • Go-wide: stabilize before maximizing speed. Sickening Dreams can reset small boards while also discarding reanimation targets, but avoid using it when the discard cost destroys your only live reanimation sequence or when the life loss makes a burn finish lethal. Phantom Nishoba and Ascendant Evincar are priority stabilizers; card text check required for exact Ascendant Evincar effects before relying on toughness modification. Oath of Druids is strongest when the opponent must keep creatures in play and you can avoid giving them time to go wide again.

  • Single-threat: choose removal-like bodies and racing bodies according to the visible threat. Visara the Dreadful can matter if its text is available and the game is about one creature; card text check required before treating it as repeatable removal. Akroma, Angel of Wrath can ignore many combat races, while Phantom Nishoba is safer when your life total is low. Do not use Sickening Dreams as a one-threat answer unless the damage, discard, and life payment are all clearly acceptable from visible state.

  • Burn: preserve life total as a resource but still respect the combo clock. Reanimate can be dangerous on large creatures when City of Brass, Underground River, and opposing damage have already lowered life, so prefer Exhume or Animate Dead when they produce the same tactical outcome. Phantom Nishoba is the premium stabilizing target when legal, while Rorix Bladewing may be correct if speed ends the game before burn can finish you. Add role cards: Oath of Druids and Sickening Dreams only when burn is creature-heavy enough for board stabilization to matter; otherwise prioritize discard and fast reanimation.

  • Removal-heavy decks: diversify threat texture and avoid overcommitting discard outlets. Symbiotic Wurm and Phantom Nishoba are better than fragile all-speed targets when the opponent is built to answer one creature, while Akroma, Angel of Wrath or Multani, Maro-Sorcerer may punish removal if their exact text supports that role; card text check required for Multani, Maro-Sorcerer. Animate Dead is vulnerable to enchantment removal, so prefer Reanimate or Exhume when visible interaction suggests enchantment removal. Use Cabal Therapy after seeing a hand when possible, but name only from known public information or matchup-level reasoning, never invented hidden cards.

Specific Matchup Notes

  • General/archetype-only note: revealed cards override assumptions. Use the opponent's visible battlefield, graveyard, mana, and previously revealed hand to decide whether this is a speed race, a disruption fight, a creature-stabilization game, or a hate-answer game; do not infer a specific hidden card unless Cabal Therapy, Unmask, Duress, or public game actions revealed it.

  • Blue permission or tempo: force the first clean reanimation window rather than sculpting forever. Priority targets are discard before commitment, then Akroma, Angel of Wrath or Rorix Bladewing when a fast clock matters, with Phantom Nishoba preferred if the race has become damage-based. Add role cards: Duress and Naturalize when visible or expected interaction includes noncreature permission plus artifact/enchantment hate. Reduce main-deck emphasis: Sickening Dreams when the opponent is not building a creature board.

  • Creature rush or go-wide pressure: stabilize before chasing maximum damage. Phantom Nishoba is the default stabilizing reanimation target, Sickening Dreams is a conditional reset plus discard outlet when the life and discard costs are survivable, and Ascendant Evincar is a sideboard stabilizer only after card text check confirms the relevant board impact. Add role cards: Sickening Dreams, Ascendant Evincar, and Oath of Druids when the opponent reliably keeps creatures in play. Reduce main-deck emphasis: slow or narrow creature bullets that do not stabilize immediately.

  • Removal-heavy midrange: diversify the first threat according to the removal shown. Symbiotic Wurm and Phantom Nishoba are attractive when a single answered body is not enough, Akroma, Angel of Wrath pressures quickly, and Multani, Maro-Sorcerer is a sideboard closer only after card text check confirms it fits the visible removal profile. Add role cards: Oath of Druids, Multani, Maro-Sorcerer, and Duress. Reduce main-deck emphasis: Animate Dead if enchantment removal is visible and Reanimate or Exhume can accomplish the same job.

  • Graveyard hate or artifact/enchantment hate: answer only the permanent or effect that blocks the current line. Naturalize handles one visible artifact or enchantment, Tranquil Domain is for enchantment-heavy boards, and Duress can clear noncreature hate before committing Putrid Imp, Careful Study, Reanimate, Exhume, Animate Dead, or Life / Death. Add role cards: Naturalize, Tranquil Domain, Duress, and Multani, Maro-Sorcerer. Reduce main-deck emphasis: redundant graveyard-only lines when a non-graveyard plan is needed.

  • Combo mirrors or graveyard mirrors: account for Exhume helping the opponent. If the opponent's graveyard contains a dangerous visible creature, prefer Reanimate or Animate Dead unless Exhume still wins immediately or returns a superior threat. Cabal Therapy and Unmask should prioritize the opponent's enabler, payoff, or protection based on revealed cards, not format memory. Add role cards: Duress and Multani, Maro-Sorcerer; consider Naturalize only if visible hate or engine permanents matter.

  • Big mana or slow control: punish setup turns with Dark Ritual, Lotus Petal, and the fastest legal reanimation sequence. Akroma, Angel of Wrath and Rorix Bladewing are preferred closers when speed is decisive, while Petradon is conditional and needs card text check before treating it as mana denial. Add role cards: Duress and possibly Multani, Maro-Sorcerer. Reduce main-deck emphasis: Sickening Dreams unless creature pressure is present.

Risk Summary

  • Mana risk: City of Brass and Underground River can make Reanimate life payments dangerous. Count life loss from lands, Reanimate, Sickening Dreams, and opponent pressure before choosing a large target; prefer Exhume or Animate Dead when they produce the same board without lethal life exposure.

  • Draw risk: fast hands without a creature, discard outlet, or reanimation spell are incomplete. Putrid Imp, Careful Study, Cabal Therapy targeting self, and Sickening Dreams can enable the graveyard, but do not spend them casually if the hand has only one payoff path.

  • Graveyard risk: the deck is powerful but narrow before sideboarding. Visible graveyard hate should redirect decisions toward Duress, Naturalize, Tranquil Domain, Oath of Druids, or Multani, Maro-Sorcerer rather than repeated failed Reanimate, Exhume, Animate Dead, or Life / Death attempts.

  • Over-sideboarding risk: boarding too many answers can dilute the turn-one or turn-two kill. Keep enough creatures, outlets, fast mana, and reanimation spells to present a real clock; role cards should solve a matchup problem, not replace the deck's core engine.

  • Sweeper/removal risk: one huge creature can still be the wrong texture. Against visible removal-heavy play, value Symbiotic Wurm, Phantom Nishoba, Oath of Druids, or Multani, Maro-Sorcerer when they reduce reliance on a single fragile body; card text check required before relying on exact protection or death-trigger details.

  • Closer risk: choosing the wrong reanimation target loses tempo. Akroma, Angel of Wrath and Rorix Bladewing pressure quickly, Phantom Nishoba stabilizes races, Visara the Dreadful and Ihsan's Shade need card text check for exact tactical roles, and Petradon should not be chosen for disruption unless its visible/legal text supports that line.

  • Interaction risk: Cabal Therapy and Unmask are strongest when tied to known information. Name or take cards from revealed hands and public context; if no information is available, prefer clearing the class of interaction that stops the current legal line.

  • Sequencing risk: committing before discard can lose to visible open interaction, but waiting can lose to pressure. Use Dark Ritual and Lotus Petal for same-turn discard plus reanimation when possible, and let legal engine output decide whether the current window contains a real action rather than assuming another window will appear.

Test Feedback Checklist

  • Deciding factor: record whether the game was won or lost by speed, disruption, mana, life total, graveyard access, sideboard hate, or target choice; tie the answer to the exact legal sequence that mattered most.

  • Mulligan quality: note whether the opening hand contained a discard outlet or setup spell, a reanimation spell, a reanimation target, and enough mana; flag hands that kept Putrid Imp or Careful Study without a payoff, or Reanimate, Exhume, Animate Dead, or Life / Death without a credible graveyard path.

  • Mana execution: record whether City of Brass, Underground River, Gemstone Mine, Swamp, Lotus Petal, and Dark Ritual enabled the intended turn, stranded a color, or created life-total pressure that changed the correct reanimation spell.

  • Velocity check: ask whether Careful Study, Putrid Imp, Cabal Therapy targeting self, Sickening Dreams, Lotus Petal, and Dark Ritual converted into a turn-one or turn-two threat when available; if not, identify the legal prompt where the pilot slowed down.

  • Graveyard engine check: record whether Akroma, Angel of Wrath, Phantom Nishoba, Symbiotic Wurm, Rorix Bladewing, Petradon, Ihsan's Shade, or Visara the Dreadful reached the graveyard at the right time, and whether Exhume risked returning an opponent creature from a public graveyard.

  • Disruption check: record whether Cabal Therapy, Unmask, and post-board Duress used revealed information, protected the current commitment, or were spent without a line that immediately benefited.

  • Removal and reset check: note whether Sickening Dreams stabilized creature pressure, functioned as a discard outlet, or cost too much life and hand material; after sideboarding, compare the main-deck Sickening Dreams with the sideboard Sickening Dreams role.

  • Closing check: identify whether the chosen reanimation target matched the job. Akroma, Angel of Wrath and Rorix Bladewing should be reviewed for clock speed, Phantom Nishoba for racing and stabilization, Symbiotic Wurm for resilience, and Petradon, Ihsan's Shade, and Visara the Dreadful only under confirmed legal text and visible tactical need.

  • Sideboard execution: record whether Naturalize, Tranquil Domain, Oath of Druids, Multani, Maro-Sorcerer, Ascendant Evincar, Duress, Llanowar Wastes, and the sideboard Sickening Dreams solved the problem they were brought for, or diluted the core reanimation engine.

  • Role discipline: ask whether the pilot acted as a fast combo deck, a protected combo deck, a stabilizing reanimator deck, or a sideboard threat deck; flag turns where the chosen role conflicted with visible pressure or public interaction.

  • Mistake review: mark any legal-action miss involving passing with a live Putrid Imp discard, failing to sequence Dark Ritual or Lotus Petal before discard plus reanimation, choosing Exhume into a dangerous public graveyard, or taking unnecessary Reanimate life loss.

  • Stranded-card review: list cards stuck in hand at game end or at decisive failure, especially large creatures without an outlet, reanimation spells without a creature, Naturalize or Tranquil Domain without a visible target, and Oath of Druids without a board state that supports it.

  • Overperformer and underperformer review: rank which exact cards directly produced wins, prevented losses, or stayed low-impact across the match; separate main-deck performance from sideboard performance.

First Tuning Questions

  • Core quantity question: does the deck need the full set of Putrid Imp and Careful Study to maintain velocity, or did one outlet type repeatedly underperform because hands lacked reanimation spells or targets?

  • Reanimation mix question: did Reanimate, Exhume, Animate Dead, and Life / Death each win distinct games, or did life loss, opponent graveyards, enchantment vulnerability, or speed make one effect meaningfully worse in practice?

  • Threat package question: are Akroma, Angel of Wrath, Phantom Nishoba, Symbiotic Wurm, Rorix Bladewing, Petradon, Ihsan's Shade, and Visara the Dreadful correctly balanced between speed, stabilization, resilience, and matchup bullets, or are too many draws clogged by situational creatures?

  • Mana base question: did City of Brass, Underground River, Gemstone Mine, Swamp, Lotus Petal, and Dark Ritual cast the deck's spells on time, or did colored pain, Gemstone Mine depletion, or one-shot mana produce avoidable losses?

  • Life-total question: did Reanimate plus City of Brass, Underground River, and Sickening Dreams create a recurring survival problem against pressure, and should target selection or spell mix change before changing the decklist?

  • Disruption question: were Cabal Therapy and Unmask enough to protect the combo, or did the post-board Duress effect show that more proactive hand interaction is needed in control and combo matchups?

  • Aggro plan question: did Phantom Nishoba and Sickening Dreams stabilize creature rushes often enough, or should Ascendant Evincar, the sideboard Sickening Dreams, or Oath of Druids receive more emphasis in those matchups?

  • Control plan question: did the deck win by speed through disruption, or did post-board games require Multani, Maro-Sorcerer, Oath of Druids, Duress, Naturalize, or Tranquil Domain to avoid overcommitting to the graveyard?

  • Hate-answer question: did Naturalize and Tranquil Domain answer the actual artifact or enchantment problems seen, or were they stranded often enough that the sideboard needs a cleaner split between answers and alternate threats?

  • Oath plan question: did Oath of Druids create a real alternate engine, or did it conflict with Putrid Imp, sideboard pacing, or the need to present immediate reanimation pressure?

  • Closer question: did games end quickly enough after the first successful reanimation, or did the deck need more emphasis on Akroma, Angel of Wrath and Rorix Bladewing versus stabilizers like Phantom Nishoba and Symbiotic Wurm?

  • Role-conflict question: did sideboarding make the deck half combo and half answer deck without enough pressure, and which exact cards caused that conflict most often?

  • Utility land question: did Llanowar Wastes fix meaningful post-board green requirements for Naturalize, Oath of Druids, or Tranquil Domain, or did adding it weaken black and blue consistency too much?

  • Bullet-creature question: did Petradon, Ihsan's Shade, Visara the Dreadful, and Ascendant Evincar justify their slots after card text and matchup results were verified, or did they function as uncertain targets that should become more consistent threats or interaction?

Veles Tactical Policy

Policy: Opening Hand Commitment Gate

Priority: High Decision families: mulligan; pregame Cards: Putrid Imp; Careful Study; Reanimate; Exhume; Animate Dead; Life / Death; Lotus Petal; Dark Ritual Phase windows: opening hand; mulligan decisions Runtime cues: prompt:mulligan; action:keep; action:mulligan Use when: the hand is being evaluated before the game begins. Avoid when: legal mulligan actions are absent or sideboard decisions are still pending. Instructions: Keep hands that can put a large creature into the graveyard and reanimate it by turn two or three with enough mana; favor Putrid Imp or Careful Study plus Reanimate or Exhume over hands with only threats. Treat Dark Ritual and Lotus Petal as acceleration, not as a substitute for an outlet or reanimation spell. Pilot skill floor: high No-API allowed: no Light-model allowed: yes

Policy: First Outlet Setup

Priority: Medium Decision families: mana; priority; selection Cards: Putrid Imp; Careful Study; Cabal Therapy; Sickening Dreams Phase windows: main phase with priority Runtime cues: action:cast Putrid Imp; action:cast Careful Study; action:cast Cabal Therapy; action:cast Sickening Dreams Use when: the hand contains a reanimation target and at least one legal outlet action. Avoid when: casting the outlet prevents a same-turn legal reanimation already available with a creature in graveyard. Instructions: Establish the first discard outlet before spending redundant reanimation spells. Prefer Putrid Imp when repeated discard matters, Careful Study when velocity matters, Cabal Therapy targeting self only when the name/discard line is visible and necessary, and Sickening Dreams only when its damage/life/card cost is acceptable. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Combo Go-Now Gate

Priority: High Decision families: priority; interaction; mana Cards: Reanimate; Exhume; Animate Dead; Life / Death; Cabal Therapy; Unmask; Duress Phase windows: main phase; priority before committing a reanimation spell Runtime cues: action:cast Reanimate; action:cast Exhume; action:cast Animate Dead; action:cast Life / Death Use when: a legal reanimation action is available and at least one creature card is visible in a graveyard. Avoid when: no reanimation target is visible or the engine has not exposed the relevant graveyard zone. Instructions: Commit when waiting risks losing the window, when disruption has checked the opponent, or when the threat stabilizes the visible board. Delay when visible graveyard hate, opposing graveyard creatures for Exhume, low life for Reanimate, or open interaction makes another setup or hand-attack action materially better. Pilot skill floor: high No-API allowed: no Light-model allowed: yes

Policy: Reanimate Target Selection

Priority: Medium Decision families: selection; priority Cards: Reanimate; Akroma, Angel of Wrath; Phantom Nishoba; Rorix Bladewing; Symbiotic Wurm; Visara the Dreadful; Petradon; Ihsan's Shade Phase windows: target prompt for Reanimate Runtime cues: action:target Akroma, Angel of Wrath Reanimate; action:target Phantom Nishoba Reanimate; action:target Rorix Bladewing Reanimate Use when: the legal target list contains one or more visible creature cards for Reanimate. Avoid when: Reanimate life loss would put the pilot at or below visible lethal pressure without stabilization. Instructions: Choose the target that solves the immediate job: Akroma, Angel of Wrath or Rorix Bladewing for fastest clock, Phantom Nishoba for racing and life stabilization, Symbiotic Wurm for resilience, and bullet creatures only when their verified text addresses the board. Card text check required for uncertain bullet applications. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Animate Dead And Death Target Selection

Priority: Medium Decision families: selection; priority Cards: Animate Dead; Life / Death; Phantom Nishoba; Akroma, Angel of Wrath; Symbiotic Wurm; Visara the Dreadful; Rorix Bladewing Phase windows: target prompt for Animate Dead or Life / Death Runtime cues: action:target Phantom Nishoba Animate Dead; action:target Akroma, Angel of Wrath Animate Dead; action:target Phantom Nishoba Life / Death Use when: a legal target prompt names Animate Dead or Life / Death and visible graveyard targets are listed. Avoid when: the chosen target is exposed to a visible removal/enchantment-answer line that another legal line can avoid. Instructions: Account for Animate Dead vulnerability and any Life / Death life payment shown by the engine. Prefer resilient or stabilizing bodies when the opponent can race; prefer haste or evasion only when the visible clock matters more than durability. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Exhume Opponent Graveyard Check

Priority: High Decision families: priority; selection Cards: Exhume Phase windows: main phase before casting Exhume Runtime cues: action:cast Exhume Use when: Exhume is legal and both graveyards are visible. Avoid when: the opponent graveyard contains a visible creature that can race, stabilize, or answer the pilot's intended threat. Instructions: Treat Exhume as fastest when the opponent graveyard is empty or low-impact. Prefer Reanimate, Animate Dead, or Life / Death when Exhume would return a dangerous opposing creature, unless the pilot's target clearly wins the visible exchange. Pilot skill floor: high No-API allowed: no Light-model allowed: yes

Policy: Deterministic Self-Discard Target

Priority: Low Decision families: selection Cards: Putrid Imp Phase windows: discard prompt from Putrid Imp Runtime cues: action:discard Akroma, Angel of Wrath; action:discard Phantom Nishoba; action:discard Symbiotic Wurm; action:discard Rorix Bladewing Use when: a Putrid Imp discard prompt is active and the visible hand contains exactly one large creature card among the listed legal discard actions. Avoid when: more than one large creature discard action is legal. Instructions: Choose the single visible large creature discard action so a later reanimation spell can use it. Pilot skill floor: low No-API allowed: yes Light-model allowed: yes

Policy: Cabal Therapy Self Target

Priority: Low Decision families: selection; interaction Cards: Cabal Therapy Phase windows: target/name prompts for Cabal Therapy Runtime cues: action:target self Cabal Therapy Use when: Cabal Therapy target prompt is active and the selected strategic line is to target self to discard a known card from visible hand. Avoid when: the opponent hand is revealed and Cabal Therapy can remove relevant disruption before a same-turn combo. Instructions: Use self-targeting only as a discard outlet with visible certainty. If the engine asks for a card name, name the exact visible card intended to be discarded; do not invent hidden card names. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Hand Disruption Before Commitment

Priority: Medium Decision families: interaction; priority Cards: Cabal Therapy; Unmask; Duress Phase windows: precombat main phase; priority before combo Runtime cues: action:cast Cabal Therapy; action:cast Unmask; action:cast Duress Use when: a hand-disruption spell is legal before a reanimation commitment. Avoid when: spending the disruption prevents the only legal same-turn reanimation line and the opponent has no visible or inferred interaction pressure. Instructions: Use disruption to clear counterplay, graveyard hate, removal for Animate Dead, or racing combo pieces. With revealed hands, choose the card that most directly stops the current reanimation line; without revealed information, follow deck matchup guidance rather than naming absent staples. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Fast Mana Sequencing

Priority: Medium Decision families: mana; priority Cards: Lotus Petal; Dark Ritual; City of Brass; Gemstone Mine; Underground River; Swamp Phase windows: main phase; spell payment prompts Runtime cues: action:activate Lotus Petal; action:cast Dark Ritual; prompt:pay mana Use when: legal mana actions are required to cast outlet plus reanimation or disruption plus reanimation in the same turn. Avoid when: one-shot mana is not required for the current legal spell sequence. Instructions: Spend Lotus Petal and Dark Ritual to compress decisive turns, not to cast low-impact setup that can wait. Preserve colored lands when possible; respect City of Brass, Underground River, and Reanimate life pressure when visible combat pressure is high. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Mandatory Listed Mana Payment

Priority: Low Decision families: mana Cards: none Phase windows: mana payment prompt Runtime cues: action:pay exact mana; action:confirm payment Use when: the engine presents exactly one legal mana payment action for the spell currently being cast. Avoid when: multiple payment actions are listed. Instructions: Select the single legal payment action shown by the rules engine. Pilot skill floor: low No-API allowed: yes Light-model allowed: yes

Policy: Sickening Dreams Stabilization Gate

Priority: Medium Decision families: interaction; selection Cards: Sickening Dreams Phase windows: main phase; damage/discard selection prompts Runtime cues: action:cast Sickening Dreams Use when: Sickening Dreams is legal and opposing creatures or life totals make a reset or discard outlet relevant. Avoid when: life loss or hand discard would remove the only reanimation line without preventing visible lethal or enabling a stronger line. Instructions: Use Sickening Dreams as a stabilizer, discard outlet, or finisher only after checking life totals, cards to discard, and visible creature toughness. Do not spend it merely because it is castable. Pilot skill floor: high No-API allowed: no Light-model allowed: yes

Policy: Combat With Reanimated Threat

Priority: Medium Decision families: combat Cards: Akroma, Angel of Wrath; Rorix Bladewing; Phantom Nishoba; Symbiotic Wurm; Ihsan's Shade; Visara the Dreadful; Petradon Phase windows: declare attackers; declare blockers; combat damage windows Runtime cues: prompt:declare attackers; prompt:declare blockers Use when: a reanimated creature can attack or block and combat choices are legal. Avoid when: combat prompt has only one legal no-attack or no-block action. Instructions: Attack when the threat advances the clock without exposing survival; block when Phantom Nishoba life gain, Symbiotic Wurm resilience, or large toughness stabilizes the race. Card text check required before relying on bullet-creature abilities or protections. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Priority Pass Discipline

Priority: Low Decision families: priority; interaction Cards: Reanimate; Exhume; Animate Dead; Life / Death; Putrid Imp; Cabal Therapy; Unmask Phase windows: all priority windows Runtime cues: action:pass priority Use when: pass priority is legal and no immediate spell or ability has been selected. Avoid when: visible legal actions include outlet plus reanimation setup, hand disruption before commitment, or interaction required for survival. Instructions: Pass only after checking whether the current window can advance the graveyard plan, protect the combo, or prevent visible lethal pressure. Do not pass through a main phase with a live reanimation line unless waiting has a specific tactical reason. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Sideboard Role Gate

Priority: High Decision families: sideboard Cards: Oath of Druids; Multani, Maro-Sorcerer; Naturalize; Tranquil Domain; Ascendant Evincar; Duress; Llanowar Wastes; Sickening Dreams Phase windows: sideboarding between games Runtime cues: prompt:sideboard Use when: sideboarding choices are requested after a completed game. Avoid when: main-deck configuration is locked for the current game. Instructions: Choose whether the next game is fastest graveyard combo, protected combo, anti-hate answer plan, Oath of Druids threat plan, or anti-creature stabilizer plan. Add Naturalize or Tranquil Domain only for artifact/enchantment problems; add Oath of Druids and Multani, Maro-Sorcerer when creature-board dynamics support the alternate engine; add Duress for disruption; add Llanowar Wastes when green requirements increase. Pilot skill floor: high No-API allowed: no Light-model allowed: yes

Policy: Artifact Or Enchantment Answer Use

Priority: Medium Decision families: interaction; priority Cards: Naturalize; Tranquil Domain Phase windows: priority with visible artifact or enchantment Runtime cues: action:cast Naturalize; action:cast Tranquil Domain Use when: a sideboard answer is legal and visible artifact or enchantment permanents are present. Avoid when: no visible legal target is relevant to graveyard access, combat survival, or the current kill turn. Instructions: Use Naturalize for a specific visible permanent; use Tranquil Domain when multiple enchantments or a global enchantment problem must be answered. Do not fire answers into unknowns. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Oath Plan Commitment

Priority: Medium Decision families: priority; sideboard; selection Cards: Oath of Druids; Multani, Maro-Sorcerer; Llanowar Wastes Phase windows: main phase; upkeep trigger windows if applicable Runtime cues: action:cast Oath of Druids; prompt:Oath of Druids Use when: Oath of Druids is legal or its trigger/selection prompt appears. Avoid when: the pilot's own creature board prevents the plan from functioning or the graveyard combo already has a faster legal line. Instructions: Commit to Oath of Druids only when it is the selected alternate engine against creature decks or graveyard hate. Preserve green mana sources and avoid unnecessary Putrid Imp deployment if it undermines the visible Oath setup. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes

Policy: Threat Bullet Verification

Priority: Low Decision families: selection; combat; priority Cards: Ascendant Evincar; Ihsan's Shade; Petradon; Visara the Dreadful Phase windows: target selection; combat; main phase ability windows Runtime cues: action:target Ascendant Evincar; action:target Ihsan's Shade; action:target Petradon; action:target Visara the Dreadful Use when: a legal action names one of these threat bullets and the board state suggests a specialized role. Avoid when: card text is unverified or a generic fast/stabilizing threat already satisfies the visible need. Instructions: Treat these as conditional bullets, not default targets. Card text check required before relying on exact static abilities, enters effects, activated abilities, or combat protections. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes