92 KiB
Strategy Specifications
Deck Name And Archetype
4c Control is registered as a 60-card Standard control deck with a 15-card sideboard, using the submitted tags control, control; the duplicate tag should be normalized by Veles as a single control identity while preserving the user-provided archetype label. The main deck count validates at 60 cards and the sideboard count validates at 15 cards from the supplied list, so the guide can treat this as a complete registered configuration rather than an incomplete shell.
4c Control is a rogue or hybrid control strategy rather than a stock archetype, because the registered card mix combines four-color mana, heavy draw or engine cards, sweepers, spot interaction, and a large spell package without a known stock Standard template supplied in the prompt. The deck should be piloted as a reactive tap-out control deck until card text and legality checks prove a more specific engine identity for Tablet of Discovery, Jeskai Revelation, Consult the Star Charts, Stock Up, Thunder Magic, and Flashback.
Format status is declared as Standard, but card legality and exact Oracle text are not verified inside this batch. Card text check required for Mistrise Village, Cori Mountain Monastery, Erode, Three Steps Ahead, Inevitable Defeat, Flashback, Thunder Magic, Great Hall of the Biblioplex, Consult the Star Charts, Jeskai Revelation, Stock Up, Tablet of Discovery, Multiversal Passage, Riverpyre Verge, Gloomlake Verge, Fire Magic, High Noon, Wan Shi Tong, Librarian, Emeritus of Ideation, and Outrageous Robbery before any rule-specific claims are trusted. Veles should prefer rules-engine legal actions over this guide whenever the action list contradicts an assumed role.
The mana base validates as four-color with a Jeskai core and light black splash: Hallowed Fountain, Sacred Foundry, Steam Vents, Stormcarved Coast, Sundown Pass, Riverpyre Verge, Shattered Sanctum, Watery Grave, Godless Shrine, Gloomlake Verge, Great Hall of the Biblioplex, Mistrise Village, Multiversal Passage, Cori Mountain Monastery, and Plains imply white-blue-red as the main operating colors with black available for selected costs. The largest role concern is that a control deck with many colored spells may lose games to tapped lands, missing early red or white interaction, or drawing black sources when it needs Jeskai sequencing.
The main-deck nonland cards with 2+ copies that must receive full tactical coverage in the assembled guide are Inevitable Defeat, Flashback, Thunder Magic, Consult the Star Charts, Jeskai Revelation, Stock Up, and Tablet of Discovery. One-copy main-deck interaction and reset cards, including Negate, Erode, Three Steps Ahead, Pyroclasm, Abrade, Ill-Timed Explosion, Get Lost, Sear, Day of Judgment, and Fire Magic, should be treated as high-leverage singleton tools whose use depends on exact legal targets, stack state, and matchup pressure.
The sideboard contains reactive role cards rather than a transformational creature package: Disdainful Stroke, High Noon, Wan Shi Tong, Librarian, Get Lost, Pyroclasm, Emeritus of Ideation, Outrageous Robbery, Rest in Peace, Flashfreeze, and Day of Judgment must all be covered in the Sideboard Map and matchup guidance. The sideboard’s first strategic question is whether each opponent requires more stack interaction, graveyard hate, sweepers, removal density, or slow-game engines.
Opponent information status is currently unknown because no matchup decklist, archetype, revealed cards, or game history is supplied for this section. At runtime, Veles should classify the opponent from visible lands, spells, graveyard contents, sideboard stage, and match history, then apply this guide only as a control baseline until public information supports a narrower plan.
Thesis
4c Control assembles time, mana, and card volume until its singleton answers and high-copy engines can dominate a game that has slowed down. The deck’s default plan is to survive the first pressure wave with Pyroclasm, Abrade, Sear, Get Lost, Day of Judgment, Inevitable Defeat, and conditional stack interaction, then convert repeated or high-impact draw from Stock Up, Consult the Star Charts, Jeskai Revelation, and Tablet of Discovery into enough answers, lands, and finishers to lock the opponent out of meaningful attacks.
4c Control wins by exhausting opposing threats, resolving a durable engine or payoff, and eventually ending the game with whatever legal threat or damage source the rules engine presents from Thunder Magic, Fire Magic, Ill-Timed Explosion, Jeskai Revelation, Tablet of Discovery, creature-lands or utility lands such as Mistrise Village, and sideboard threats like Wan Shi Tong, Librarian or Emeritus of Ideation. Card text check required for those payoffs before treating any one of them as a deterministic finisher, so runtime decisions should ask what the visible legal action actually does rather than assuming a known kill pattern.
4c Control is not trying to curve out, race blindly, or spend interaction just because mana is available. Prioritize land drops, color stability, life-total preservation, and answer quality over early damage; pass with mana open when the opponent’s next spell matters more than your current low-impact proactive action; tap out only when the resolved spell changes the next turn cycle more than holding up interaction would.
4c Control should trade resources asymmetrically whenever possible, but it must not hoard answers until dead. Use sweepers when they protect a meaningful life buffer or recover multiple cards of material, spend spot removal on threats that shorten the clock or invalidate your engines, and reserve Negate, Three Steps Ahead, Disdainful Stroke, Flashfreeze, or similar legal stack actions for spells that beat your current plan rather than for replaceable pressure.
Role Package
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Threats: Treat
Thunder Magic,Fire Magic,Ill-Timed Explosion,Jeskai Revelation,Tablet of Discovery,Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robberyas possible win-condition cards only when their current legal action or visible text confirms they generate damage, bodies, inevitability, theft, or repeatable advantage. Card text check required for every named card in this threat module except where the rules engine exposes the effect directly. -
Payoffs: Use
Jeskai Revelation,Tablet of Discovery,Consult the Star Charts,Stock Up, andThunder Magicas the main payoff cluster when they legally convert mana into cards, selection, board control, or a closing position. Prioritize payoff deployment after stabilizing the board, unless the current hand lacks future land drops or answers and the payoff is the only legal route to find them. -
Engines: Build around repeated or scaling advantage from
Tablet of Discovery,Great Hall of the Biblioplex,Jeskai Revelation,Stock Up,Consult the Star Charts, and sideboardEmeritus of Ideationwhen the board state gives time to invest mana. Card text check required forTablet of Discovery,Great Hall of the Biblioplex,Jeskai Revelation,Stock Up,Consult the Star Charts, andEmeritus of Ideation; if the legal action is slow and the opponent has lethal or a short clock, stabilize first. -
Velocity: Use
Stock Up,Consult the Star Charts,Jeskai Revelation,Flashback,Three Steps Ahead, andOutrageous Robberyto find lands, sweepers, counters, and finishers according to the current bottleneck. Card text check required forFlashback; if it is recursion, selection, or a spell-copy effect, choose lines that recover the highest-impact known card only when the rules engine presents that exact legal action. -
Interaction: Assign
Pyroclasm,Day of Judgment,Ill-Timed Explosion,Abrade,Sear,Get Lost,Inevitable Defeat,Erode,Negate,Three Steps Ahead,Disdainful Stroke,Flashfreeze, and sideboardRest in Peaceto the opponent’s most relevant axis. Card text check required forInevitable Defeat,Erode,Sear,Three Steps Ahead, andFlashfreeze; do not assume target classes beyond legal action text. -
Protection: Protect engines and life total by holding
Negate,Three Steps Ahead,Disdainful Stroke,Flashfreeze, and instant-speed removal when passing creates a better answer window than tapping out. Protection also includes sequencing lands so white sweepers, red cheap removal, blue stack interaction, and black splash cards remain castable on the turns they matter. -
Recursion: Treat
Flashbackas the named recursion or replay module only conditionally, because card text check required. If runtime legal actions showFlashbackcan reuse a spell, rebuy interaction, or generate delayed value, select the target based on visible graveyards, current pressure, and whether the recovered card answers the next opposing turn. -
Mana: Use
Hallowed Fountain,Sacred Foundry,Steam Vents,Stormcarved Coast,Sundown Pass,Riverpyre Verge,Shattered Sanctum,Watery Grave,Godless Shrine,Gloomlake Verge,Great Hall of the Biblioplex,Mistrise Village,Multiversal Passage,Cori Mountain Monastery, andPlainsto establish Jeskai colors first, then support black splash costs when required by hand and legal actions. Prioritize untapped early red or white when facing creature pressure and untapped blue when the opponent’s next noncreature spell is the main danger. -
Sideboard modules: Use
Disdainful StrokeandFlashfreezefor stack-based matchups,High Noonfor spell-chain or velocity opponents,Rest in Peacefor graveyard reliance,PyroclasmandDay of Judgmentfor creature density,Get Lostfor extra broad removal, andWan Shi Tong, Librarian,Emeritus of Ideation, orOutrageous Robberyfor slow mirrors or attrition games. Card text check required forHigh Noon,Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robbery; sideboard use must follow exact legal plans in the Sideboard Map.
Primary Win Conditions
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Control-then-convert is the default win path: survive with
Inevitable Defeat,Pyroclasm,Abrade,Get Lost,Day of Judgment,Sear,Negate,Erode, andThree Steps Ahead, then useStock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexto find repeated answers and the eventual closing action. Prioritize this path when the opponent is presenting fair threats, your mana is developing, and each answer buys a full turn or removes multiple cards of pressure. -
Jeskai Revelationis a main endgame candidate when the legal action shows card draw, damage, life gain, token creation, or other scaling payoff. Card text check required; prioritize it after stabilizing or when the current hand needs a high-impact refill more than holding up a narrow answer. Protect the turn cycle aroundJeskai Revelationwith available blue interaction when the opponent can punish a tap-out payoff. -
Tablet of Discoveryis the primary durable-engine candidate when the rules engine exposes repeatable value, selection, mana, or inevitability. Card text check required; deploy it when the board is not threatening immediate lethal and the opponent cannot turn your setup turn into a decisive tempo loss. IfTablet of Discoveryis already active, bias toward preserving life and mana so its future activations or triggers can dominate instead of chasing low-value damage. -
Thunder MagicandFire Magicare potential direct closing tools only when legal action text confirms damage, removal-plus-damage, tokens, or another game-ending effect. Card text check required for both; prioritize them when they end the game, remove the opponent’s last meaningful threat while advancing a clock, or convert stored mana into a fast finish after card advantage is secured. -
Mistrise Villageis a likely creature-land or utility-land win path only if runtime legal actions confirm it can attack, animate, buff, or generate a threat. Card text check required; prioritize this path in long games where keeping spells in hand matters, sweepers are awkward, or the opponent is low on visible removal. Do not exposeMistrise Villageto combat or removal if it is your only stable mana source for a required color next turn.
Secondary Win Conditions
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Incremental damage becomes correct when the opponent is low on life and the rules engine presents safe attacks or burn-like actions from
Thunder Magic,Fire Magic,Ill-Timed Explosion,Sear, orMistrise Village. Card text check required for all damage assumptions except visible legal action text; choose this line only when it shortens the clock without giving up survival or a key answer window. -
Ill-Timed Explosionis a backup stabilizer-finisher when legal text shows it can sweep, deal damage, discard, draw, or otherwise swing both board and resources. Card text check required; prioritize it when one spell can reset the board while preserving a path to win, and avoid it if the discard or collateral cost removes the only remaining finisher or necessary answer. -
Value recursion or reuse through
Flashbackis a fallback win path only when the rules engine confirms the exact graveyard or spell-reuse action. Card text check required; target the visible card that either answers the opponent’s next turn or rebuilds your endgame, not a speculative future payoff. -
Sideboard threats become secondary closers after sideboarding: use
Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robberyas attrition payoffs only when their legal actions confirm cards, board presence, theft, or inevitability. Card text check required; prioritize them in slow matchups after answering the opponent’s most punishing threat axis. -
Hard-lock pressure through
High NoonorRest in Peaceis a secondary route when those cards visibly constrain the opponent’s engine enough that ordinary draw spells and lands can finish later. Card text check required forHigh Noon;Rest in Peaceshould be treated as graveyard suppression only if legal text confirms it. Do not count these cards as win conditions unless they materially stop the opponent’s primary plan.
Emergency Lines
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When behind on life, stop trying to maximize cards and spend interaction to change the next combat step. Prefer
Pyroclasm,Day of Judgment,Get Lost,Abrade,Sear,Inevitable Defeat, orIll-Timed Explosionover slowStock Up,Consult the Star Charts,Tablet of Discovery, orJeskai Revelationunless the draw spell is the only legal path to find a sweeper. -
When behind on board, prioritize sweepers and broad answers before one-for-one trades. Use
Day of JudgmentorPyroclasmwhen they remove enough visible pressure to buy at least one meaningful turn, and use spot removal only on the threat that makes sweeping too late or attacks your life total fastest. -
When behind on cards, preserve high-impact answers and use
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexto rebuild once the board is stable. If the opponent has a must-answer permanent or stack threat, answer first and rebuild second. -
When behind on mana or colors, select lands and draw effects that unlock castable answers over speculative finishers. Prioritize access to white for
Day of JudgmentandGet Lost, red forPyroclasm,Abrade,Sear,Ill-Timed Explosion,Thunder Magic, andFire Magic, blue forNegate,Three Steps Ahead,Consult the Star Charts,Stock Up, andJeskai Revelation, and black only when visible hand or legal actions requireInevitable Defeator splash costs. -
When the engine or finisher is removed, return to attrition instead of forcing a replacement threat. Win through remaining legal actions from
Jeskai Revelation,Tablet of Discovery,Thunder Magic,Fire Magic,Ill-Timed Explosion,Mistrise Village, or sideboard threats, but treat each as conditional until visible action text confirms it advances the game. -
When facing graveyard recursion or combo pressure, switch from generic value to axis-specific disruption. Use
Rest in Peace,High Noon,Disdainful Stroke,Flashfreeze,Negate,Three Steps Ahead,Erode, or removal only when the legal action interacts with the visible engine piece, stack spell, graveyard dependency, or lethal setup. Card text check required for uncertain interaction modes."}
Resource Model
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Life is a turn-buying resource, not a prize to preserve at all costs. Spend life on untapped
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave, orGodless Shrinewhen doing so enables a current-turn answer, keepsNegateorThree Steps Aheadavailable, casts a sweeper before combat, or prevents a worse life loss next turn. -
Hand size is the deck's main late-game weapon. Convert early one-for-one answers into time, then rebuild with
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexonly after visible pressure is controlled. Card text check required for exact draw or selection modes; choose the legal action that preserves answers before choosing a pure refill line. -
Mana advantage is the deck's cleanest path to inevitability. Prioritize land drops through the first six turns, because
Jeskai Revelation,Ill-Timed Explosion,Three Steps Ahead,Tablet of Discovery,Great Hall of the Biblioplex, and utility actions fromMistrise VillageorMultiversal Passagemay scale with excess mana. Card text check required for scaling assumptions. -
Board material is mostly something to neutralize, not something to race with. Convert
Pyroclasm,Day of Judgment,Get Lost,Abrade,Sear,Inevitable Defeat,Thunder Magic,Fire Magic, andIll-Timed Explosioninto fewer opposing attackers before spending mana on engines. Use one-for-one answers only when they prevent a meaningful attack, protect a future sweeper, or stop a must-answer permanent. -
Graveyard value is conditional and must follow engine output.
Flashbackmay convert graveyard cards into extra spells only if legal action text confirms the exact card or mode. Opposing graveyards become a resource to attack after sideboarding withRest in Peace; do not assume graveyard suppression unless the rules engine confirms the action or static effect. -
Exile is primarily a public-information zone and a permission zone. Track exiled cards for known resources,
Rest in Peaceeffects, and any temporary play permissions from visible legal actions; never assume exiled cards are castable unless the engine presents them as legal actions. -
Lands are both resources and constraints. Treat
Great Hall of the Biblioplex,Mistrise Village,Multiversal Passage, and possible Verge or Village actions as utility only after color needs are met. Do not risk a key utility land in combat or activation if losing it would lock you out of white sweepers, blue interaction, or red removal. -
Sacrifice fodder is not a default part of the maindeck plan. Unless
Jeskai Revelation,Tablet of Discovery,Thunder Magic,Fire Magic, or another visible card creates expendable material, decline sacrifice-cost lines that consume important lands, engines, or the only blocker. Card text check required for any token or fodder assumption. -
Tempo is purchased through cheap answers and untapped mana. Use
Pyroclasm,Abrade,Sear,Get Lost,Negate,Erode, andThree Steps Aheadto stop the opponent's highest-impact turn, then convert the recovered tempo into a draw spell, sweeper, or durable engine. -
Information is worth mana when it changes the next decision. Use revealed cards, graveyards, known matchup roles, and legal action labels to decide whether to hold
Negate, fireDay of Judgment, or tap out forStock Up; do not infer exact hidden cards beyond archetype-level risk. -
Sideboard bullets convert narrow cards into axis control.
Disdainful Stroke,Flashfreeze,High Noon,Rest in Peace,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery, extraGet Lost, extraPyroclasm, and extraDay of Judgmentshould be valued by the visible matchup axis they answer, not by generic card quality. Card text check required for all uncertain bullet functions.
Mana Guide
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Build mana around white, blue, and red first, then black. White unlocks
Day of JudgmentandGet Lost; blue unlocksNegate,Three Steps Ahead,Stock Up,Consult the Star Charts, andJeskai Revelation; red unlocksPyroclasm,Abrade,Sear,Ill-Timed Explosion,Thunder Magic, andFire Magic; black appears to supportInevitable Defeatand splash costs only when visible hand or legal action text requires it. -
Keep hands that cast early interaction and develop toward four or more lands. A keep should usually have at least two lands, at least two relevant colors, and either early removal, a sweeper path, or a draw spell that can find the missing piece. Mulligan hands with lands that cannot cast any early spell, hands with only utility-color access, or hands that rely on one tapped land plus expensive spells against fast pressure.
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Sequence shock lands by the next two turns, not by life total alone. Play
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave, orGodless Shrineuntapped when a current answer matters; play them tapped when the turn has no useful instant-speed action and the opponent cannot punish the tempo loss. -
Lead with tapped or conditional lands when the hand already has the colors for the next interaction window. Use
Shattered Sanctum,Stormcarved Coast,Sundown Pass,Riverpyre Verge,Gloomlake Verge,Cori Mountain Monastery,Great Hall of the Biblioplex,Mistrise Village, andMultiversal Passageto preserve life only if they still let you cast the next required spell. -
Prioritize untapped red against creature starts.
Pyroclasm,Abrade,Sear,Thunder Magic,Fire Magic, andIll-Timed Explosionmay be the bridge to the late game; do not delay red access for a speculative blue draw spell when visible attackers threaten a large life swing. -
Prioritize untapped blue against stack-centric or control opponents. Holding
Negate,Three Steps Ahead, or possiblyErodematters more than spending mana onTablet of DiscoveryorStock Upwhen the opponent's likely high-impact play is a noncreature spell or engine piece. Card text check required forErode. -
Prioritize untapped white when sweepers or clean removal are needed. If
Day of JudgmentorGet Lostis the stabilizing play, sequence lands so white is available on the critical turn even if that delays black splash mana or a utility activation. -
Play lands before draw effects when land-drop certainty or mana availability changes the current turn. If
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexcan reveal or draw a land that you may still play, consider waiting on the land drop unless a pre-draw land is needed to cast the spell or hold interaction. -
Hold a land before draw effects only when the current land drop is optional and the hand has multiple choices. After seeing new cards, choose the land that fixes the next missing color, enters untapped for the opponent's turn, or preserves a utility land for later. Do not hold lands so long that you miss land drops in a control deck built to spend large mana.
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Activate utility lands only after checking color obligations.
Great Hall of the Biblioplex,Mistrise Village, andMultiversal Passagemay be powerful mana sinks, but their activation is wrong if it prevents a necessaryNegate,Get Lost,Pyroclasm,Day of Judgment, or post-combat answer from being legal.
Mulligan Guide
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Strong keep: keep three lands with at least two of
Hallowed Fountain,Steam Vents,Sacred Foundry,Stormcarved Coast,Shattered Sanctum, orRiverpyre Verge, plus one early answer such asPyroclasm,Abrade,Sear,Get Lost,Negate,Erode, orThree Steps Ahead, and one reload spell such asStock Up,Consult the Star Charts,Jeskai Revelation, orTablet of Discovery. This hand can answer the first threat, hit land drops, and turn the corner without gambling on unknown draws. -
Medium keep: keep two lands plus
Stock UporTablet of Discoverywhen the lands already cast one relevant early spell and can plausibly reach the third land. Prefer this on the draw, against slower decks, or when one land is an untapped shock land; be more skeptical on the play against creature decks. -
Risky keep: consider two tapped or conditional lands plus multiple three-mana spells only when the matchup is slow and the hand contains
Stock Up,Consult the Star Charts, orTablet of Discoveryto recover. Ship this shape against visible aggro pressure becauseDay of Judgment,Ill-Timed Explosion, and lateJeskai Revelationdo not matter if the early turns are skipped. -
Automatic ship: mulligan zero-land, one-land, six-land, and seven-land hands unless the rules engine presents an exceptional legal pregame effect. Also ship hands whose lands cannot cast any visible nonland spell by turn two, hands with only utility access such as
Great Hall of the BiblioplexplusMistrise Village, and hands with expensive draw or sweepers but no early red, white, or blue access. -
Matchup-dependent keep: keep answer-heavy hands with
Pyroclasm,Abrade,Sear,Get Lost, orDay of Judgmentagainst fast creature decks even if the card-advantage spell is delayed. KeepNegate,Three Steps Ahead,Erode,Stock Up, andJeskai Revelationhands against control or combo only if mana lets you hold interaction before tapping out. Card text check required forErode,Flashback,Thunder Magic,Fire Magic,Inevitable Defeat,Consult the Star Charts,Jeskai Revelation, andTablet of Discovery; use their keep value only when visible text or legal actions confirm the role. -
Play/draw adjustment: on the play, require a proactive stabilizing plan by turn two or three because missed mana is punished harder. On the draw, accept slightly slower two-land keeps with
Stock Up,Consult the Star Charts, orTablet of Discoverywhen the first two turns still provide legal interaction or land development. -
Trap hand: ship hands that look powerful because they contain
Day of Judgment,Ill-Timed Explosion,Jeskai Revelation, andStock Upbut have no untapped early color or no red/white source for the first removal window. Ship hands that contain multipleInevitable Defeat,Thunder Magic, orFlashbackwithout confirmed mana and card text, because unknown high-impact cards are not a substitute for legal early plays.
Turn Arc
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Turn 1: play the land that unlocks the next two turns, usually
Hallowed Fountainfor blue-white,Steam Ventsfor blue-red, orSacred Foundryfor red-white. UseShattered Sanctum,Stormcarved Coast,Sundown Pass,Riverpyre Verge,Gloomlake Verge,Cori Mountain Monastery,Great Hall of the Biblioplex,Mistrise Village, orMultiversal Passagetapped or utility-first only when the hand already has the required early color. Do not shock yourself for no legal instant or relevant next-turn spell. -
Turn 2: hold or cast cheap interaction according to visible pressure. Cast
Abrade,Sear,Get Lost,Pyroclasm, or a confirmed legalThunder Magic/Fire Magicline when it prevents a meaningful attack or protects life total; holdNegate,Erode, orThree Steps Aheadagainst noncreature engines, planeswalker-like threats, sweepers, or combo pieces when the opponent can cast them. If no answer is needed, developTablet of Discoveryonly when card text and legal actions confirm it improves future turns without exposing you. -
Turn 3: stabilize first, then draw. Use
Pyroclasm,Abrade,Get Lost,Sear,Inevitable Defeat,Thunder Magic, orFire Magicif legal and tactically necessary; otherwise castStock Up,Consult the Star Charts,Tablet of Discovery, or holdNegate/Three Steps Aheadif the opponent's next spell matters more than raw cards. Card text check required before treating any uncertain spell as removal, selection, or card advantage. -
Turns 4-5: choose between sweeper, reload, and protected tap-out. Cast
Day of Judgmentwhen multiple visible creatures or one overwhelming board makes one-for-one answers insufficient. UseIll-Timed Explosiononly when legal action text confirms its effect and the exchange improves survival or board parity. Tap out forStock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexactions when the opponent cannot punish with a known high-impact spell; otherwise leaveNegate,Erode, orThree Steps Aheadavailable. -
Late game: convert land drops into inevitability while preserving an answer. Use
Jeskai Revelation,Stock Up,Consult the Star Charts,Great Hall of the Biblioplex,Mistrise Village,Tablet of Discovery, and any legalFlashbacklines to pull ahead, but keep mana forGet Lost,Day of Judgment,Abrade,Negate, orThree Steps Aheadwhen the opponent can still present lethal, a protected engine, or a haymaker. Attack or activateMistrise Villageonly when losing that mana or blocker role cannot reopen the game.
Card Roles
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Stock Up: useStock Upas the cleanest early reload spell when the board is stable or when missing the next land drop would lose the game. Prioritize casting it over slower engines when you need to hit land four, findPyroclasm/Day of Judgment, or maintain a counter-plus-answer turn. Avoid tapping out forStock Upwhen the opponent can resolve a known haymaker and you haveNegate,Erode, orThree Steps Aheadavailable. -
Jeskai Revelation: treatJeskai Revelationas a major late-game resource conversion spell, not an automatic curve play. Card text check required; when legal action text confirms card draw, lifegain, damage, selection, or other scalable value, cast it after stabilizing or with enough mana to keep interaction available. Against aggro, value the life or board-stabilizing mode only if visible text confirms it; against control, use it to pull ahead at end step or through a protected tap-out window. -
Tablet of Discovery: treatTablet of Discoveryas an engine piece that rewards time, mana, or repeated use only when visible text confirms the payoff. Card text check required; deploy it early only when the opponent is not pressuring life total or when the legal action improves future card flow without skipping removal. Do not spend turn two or three onTablet of DiscoveryoverAbrade,Sear,Pyroclasm,Get Lost, orInevitable Defeatwhen a creature is already creating a short clock. -
Consult the Star Charts: useConsult the Star Chartsas selection or card advantage only after checking legal action text. Card text check required; prioritize it when you need a specific category such as land, sweeper, counter, or finisher and can afford a setup turn. Against control, it is a way to keep land drops and interaction dense; against aggro, it is secondary to any legal answer that changes the board immediately. -
Inevitable Defeat: assignInevitable Defeatthe role shown by the rules engine, usually as a high-impact answer or finisher only if legal text confirms that function. Card text check required; hold it for the permanent, spell, or combat state it actually answers rather than firing it because it is expensive or dramatic. With three copies, it can be spent more freely than singleton interaction, but do not strand early turns waiting for it when cheaper legal removal stabilizes. -
Thunder Magic: treatThunder Magicas a repeatable role card whose exact tactical value depends on visible text. Card text check required; if legal actions show damage, removal, or tempo, use it before broader sweepers when it answers one threat cleanly and preservesDay of Judgment. If it is selection, reach, or a spell-matters effect, cast it only when that advances the current role and does not consume mana needed forNegateorThree Steps Ahead. -
Flashback: useFlashbackonly according to the legal actions the engine exposes, because the card name alone does not establish the effect. Card text check required; if it recasts, copies, returns, or reuses a spell, prioritize lines that rebuyStock Up,Consult the Star Charts,Pyroclasm,Get Lost,Abrade,Negate, or a confirmed high-impact spell. Do not assume graveyard access, timing permission, or target legality unless Forge presents the action. -
Negate: holdNegatefor noncreature spells that swing the game: opposing card engines, planeswalker-like permanents, sweepers against your activeMistrise Village, combo pieces, opposing permission fights, or large finishers. Do not useNegateon a low-impact cantrip if your hand already has removal for creatures and the opponent can still cast a decisive noncreature. Against creature decks, keep it only when the opposing list has visible engines, burn finishers, or sideboard haymakers. -
Three Steps Ahead: treatThree Steps Aheadas flexible permission or a modal instant only after reading the legal action text. Card text check required for available modes and costs; preserve it when the opponent can force through a must-answer spell, and cash it in for a lower mode only when mana efficiency or survival matters more than holding a premium counter. In long games, its flexibility can justify passing with mana up instead of sorcery-speed draw. -
Erode: useErodeas interaction only when the rules engine confirms what it counters, removes, taxes, or disrupts. Card text check required; prefer it overNegateorThree Steps Aheadwhen its legal text matches the current threat more narrowly and preserves broader answers. Do not assume it handles creatures, artifacts, lands, or graveyards without visible legality. -
Pyroclasm: usePyroclasmto reset small-creature boards before damage snowballs, especially when it kills multiple attackers or clears utility creatures without spendingDay of Judgment. Avoid casting it into a board where it only damages creatures that survive unless the damage combines with blocks,Sear,Abrade,Fire Magic, orThunder Magicto finish key threats. Against creature-light control, treat it as a low-value card unless tokens or small utility creatures appear. -
Day of Judgment: reserveDay of Judgmentfor boards where one-for-one removal cannot preserve life total or tempo. Cast it even through your own creature land plan when visible attackers threaten lethal or force too many future answers. Do not delayDay of Judgmentfor theoretical extra value if the next combat step makes stabilization unlikely. -
Ill-Timed Explosion: treatIll-Timed Explosionas a risky sweeper, removal, or card-selection spell only when legal text confirms the exchange. Card text check required; use it when the board state makes the downside acceptable and the effect either stabilizes immediately or finds a missing answer. Do not choose it overDay of Judgmentwhen the clean sweeper is legal and the uncertainty ofIll-Timed Explosionis unnecessary. -
Abrade: useAbradeas cheap flexible interaction, especially against early creatures or artifacts that create immediate pressure. PreferAbradeoverGet Loston small creatures when it trades cleanly and preserves premium exile/destroy effects for larger permanents. Against artifact decks, hold it when an artifact engine or payoff is more dangerous than the current creature. -
Get Lost: useGet Lostfor threats that cheap damage cannot handle, including large creatures, planeswalker-like permanents, or must-remove nonland permanents if legal. Respect any drawback the engine shows; do not give the opponent extra material unless the target is worth the exchange or survival requires it. Post-sideboard, the secondGet Lostincreases willingness to answer medium threats, but the first copy should still be protected from bait. -
Sear: treatSearas cheap removal or reach only if legal text confirms damage or a similar effect. Card text check required; spend it early when it prevents multiple damage steps or enablesPyroclasmmath. Do not point it at the opponent unless the legal action contributes to a clear lethal clock or closes a game that is otherwise stabilized. -
Fire Magic: assignFire Magicthe role shown by visible legal text. Card text check required; if it is burn or removal, use it to preserve broader answers for threats outside damage range. If it is a modal or engine spell, choose the mode that solves the current bottleneck rather than the mode with the largest theoretical value. -
Great Hall of the Biblioplex: treatGreat Hall of the Biblioplexas both mana and late-game utility, with mana consistency taking priority. Activate it only when the action text is legal, the activation will not strandNegate,Get Lost,Day of Judgment,Abrade, or a key draw spell, and the current turn does not require holding up interaction. Multiple copies make it a strong inevitability source, but utility lands should not replace colored requirements in opening-hand evaluation. -
Mistrise Village: useMistrise Villageas a late-game threat or utility land only after stabilizing. Card text check required for activation and creature stats; attack when the opponent is low on visible blockers/removal or when pressure matters more than holding mana. Do not expose it into a sweeper, removal spell, or combat trade unless the damage materially advances the endgame. -
Multiversal Passage: treatMultiversal Passageas a flexible land or fixer only according to legal text. Card text check required; use it to solve color bottlenecks before using it as a value sink. Do not spend an activation if it prevents same-turn interaction. -
Shock and dual lands: use
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave,Godless Shrine,Shattered Sanctum,Stormcarved Coast,Riverpyre Verge,Gloomlake Verge,Sundown Pass,Cori Mountain Monastery, andPlainsto sequence colors around the next two turns, not just the current spell. Blue supportsStock Up,Consult the Star Charts,Negate, andThree Steps Ahead; white supportsGet LostandDay of Judgment; red supportsPyroclasm,Abrade,Sear,Ill-Timed Explosion, and likelyThunder Magic/Fire Magic; black access appears splash-oriented and should not be prioritized unless legal actions demand it.
Interaction Priorities
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Priority: answer threats that change the clock or invalidate your answers before answering cards that merely spend mana. Use
Pyroclasm,Abrade,Sear,Fire Magic,Thunder Magic,Inevitable Defeat,Get Lost,Day of Judgment,Ill-Timed Explosion,Negate,Erode, andThree Steps Aheadonly through legal engine prompts, and prefer the narrowest answer that fully solves the visible problem. -
Remove first: kill early creatures that represent repeated damage, mana acceleration, snowballing attack triggers, or engine text before spending interaction on single small attackers.
Pyroclasmis best when it clears two or more small creatures or pairs with damage already marked;Abrade,Sear,Fire Magic, andThunder Magicshould pick off one creature when waiting for a sweeper would cost too much life. Card text check required forSear,Fire Magic,Thunder Magic, andInevitable Defeat; choose their legal targets only if the visible action text confirms the target class and effect. -
Counter first: save
Negate,Erode, andThree Steps Aheadfor noncreature engines, planeswalker-like permanents, sweepers, opposing permission over a decisive spell, graveyard payoffs, combo pieces, or haymakers that cannot be cleaned up efficiently after resolution. Do not counter bait such as low-impact card selection, redundant small removal, or a creature already covered byPyroclasm,Abrade,Get Lost, orDay of Judgmentunless the current life total or mana state makes that spell decisive. -
Exile first: use
Rest in Peacepost-board as graveyard containment when the opponent’s public graveyard, flashback-style permissions, recursion, or graveyard-scaling threat is central to the current game. Do not fire graveyard hate only because it is legal if the opponent is winning through battlefield pressure and you needPyroclasm,Day of Judgment,Get Lost,Flashfreeze, orDisdainful Strokemana instead. No main-deck exile, discard, or bounce role should be assumed unless a legal action fromInevitable Defeat,Flashback,Consult the Star Charts,Jeskai Revelation, or another card explicitly shows that effect. -
Ignore first: leave harmless creatures, temporary tokens, low-power blockers, and non-engine artifacts alone when they do not affect lethal math, mana, cards, or your ability to resolve
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplex. A control deck can take small hits if the exchange preserves a clean answer for the first card that truly matters. -
Bait discipline: expect aggressive decks to bait with medium creatures before committing a wider board, and expect control decks to bait counters with draw spells before resolving a finisher. Against aggro, spend cheap removal early and protect sweepers; against midrange, trade one-for-one until
Stock Up,Consult the Star Charts, orJeskai Revelationpulls ahead; against control, avoid tapping low for sorcery-speed value whenNegate,Erode, orThree Steps Aheadcan protect the long game; against graveyard or recursion shells, valueRest in Peace,High Noon,Disdainful Stroke, andFlashfreezeaccording to visible legality and matchup context.
Combat And Trading Rules
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Priority: preserve life total until the deck’s card advantage and sweepers dominate. Treat combat as a defensive resource exchange, not as the primary route to victory, unless
Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation, or another resolved permanent becomes a legal and safe finisher. -
Attack: attack with
Mistrise Villageonly after stabilization, when the legal activation leaves enough mana for relevant interaction or when the damage meaningfully shortens the game. Card text check required forMistrise Village; do not expose it to a visible profitable block, open removal, or your own plannedDay of Judgmentunless the attack changes lethal math or forces the opponent to spend a key resource. -
Block: block early when a trade preserves a major life threshold or turns a doomed creature land or sideboard creature into damage prevention. Avoid blocking with a unique engine creature such as
Wan Shi Tong, LibrarianorEmeritus of Ideationunless the alternative is a lethal attack, a forced sweeper next turn, or the engine text is no longer relevant. -
Trade: accept trades that convert a creature land activation, sideboard creature, or expendable body into a full turn of survival against aggro. Reject trades that sacrifice your only win condition when your hand already contains
Pyroclasm,Day of Judgment,Get Lost,Abrade, or another legal answer that can handle the attacker without losing the permanent. -
Protection: hold up
Negate,Erode, orThree Steps Aheadover attacking when the opponent can punish a tapped-out turn with a sweeper, planeswalker-like permanent, graveyard engine, burn finisher, or counter-war. UseHigh Noonpost-board as a combat-adjacent constraint only if its legal text meaningfully limits the opponent’s ability to double-spell threats or tricks; card text check required. -
Life thresholds: above 14 life, prefer mana development and card advantage unless the board is snowballing; from 8 to 13 life, prioritize killing attackers before draw spells; at 7 or less, treat every attack step as potentially lethal through burn, haste, creature land activations, or combat tricks known from public information. Do not save
Day of Judgmentfor extra value if the next combat can put you into burn range. -
Archetype changes: against aggro, block and remove aggressively, then win later with
Jeskai Revelation,Stock Up,Great Hall of the Biblioplex, orMistrise Village; against midrange, trade only when the exchange protects your draw engines or prevents a large threat from dominating; against control, avoid meaningless attacks into open mana and use creature lands after forcing action on their end step; against combo or spell-heavy decks, combat pressure matters only after interaction has covered the decisive spell window.
Selection And Tutor Rules
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Selection priority: use
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexas pseudo-selection, not as assumed tutors. Card text check required for each nonland selection engine; choose from only the cards, zones, and ordering options shown by the rules engine. -
Land-drop timing: cast legal draw or look effects before making the land drop when you are missing a required color, need a fourth land for
Day of Judgment, need untapped interaction mana, or have multiple land options in hand. Make the land drop first when the draw spell depends on using all current mana, when an untapped shock land is required to holdNegate,Erode,Abrade,Sear,Get Lost, orThree Steps Ahead, or when waiting risks wasting mana with no legal follow-up. -
Color finding: prioritize land choices that unlock white sweepers and answers, blue draw or counters, and red early removal before splashing black.
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave,Godless Shrine,Shattered Sanctum,Stormcarved Coast,Riverpyre Verge,Gloomlake Verge,Sundown Pass,Cori Mountain Monastery,Mistrise Village,Great Hall of the Biblioplex,Plains, andMultiversal Passageshould be sequenced from visible legal mana needs, not from assumed perfect fixing. Card text check required forMultiversal Passage,Riverpyre Verge,Gloomlake Verge,Cori Mountain Monastery,Mistrise Village, andGreat Hall of the Biblioplex. -
Keep from selection: take the first missing resource that changes the next turn cycle. Against pressure, value
Pyroclasm,Abrade,Sear,Fire Magic,Thunder Magic,Get Lost,Inevitable Defeat,Ill-Timed Explosion, andDay of Judgmentover extra draw. Against control or slow boards, valueStock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery,Great Hall of the Biblioplex,Negate,Erode, andThree Steps Aheadover redundant spot removal. -
Bottom or decline: put away excess tapped lands, off-color lands after colors are covered, redundant expensive answers, and narrow interaction with no visible target. Do not bottom the only sweeper against a board that can grow, the only counter against a known noncreature engine, or the only untapped source needed to cast a legal response this turn.
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No true tutor assumption: do not describe any line as finding a specific card unless the legal prompt explicitly offers that card or searches a revealed zone with visible candidates. If
Tablet of Discovery,Consult the Star Charts,Great Hall of the Biblioplex, orMultiversal Passagepresents a search, reveal, scry, surveil, impulse, or draw choice, rank visible candidates by survival first, then mana completion, then card advantage, then win condition.
Priority And Stack Rules
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Priority discipline: pass when no legal action improves survival, mana, card advantage, or protection before the next relevant opponent action. Explain the pass by naming what is being held up, especially
Negate,Erode,Three Steps Ahead,Abrade,Sear,Get Lost,Thunder Magic,Fire Magic, orJeskai Revelation. -
End-step use: spend instant-speed draw or activation windows on the opponent’s end step when shields can stay up through their main phase. If
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery,Great Hall of the Biblioplex, orThree Steps Aheadhas an instant-speed legal mode, prefer using it after the opponent commits threats or passes with unused mana; card text check required before assuming instant timing. -
Counter windows: use
Negate,Erode, andThree Steps Aheadon spells that create a persistent engine, protect lethal pressure, beat your resolved answer, or win a counter fight overDay of Judgment,Jeskai Revelation,Stock Up, or a stabilizing removal spell. Let low-impact cantrips, redundant creatures, and answered permanents resolve when your hand already hasPyroclasm,Day of Judgment,Get Lost,Abrade, or other legal cleanup. -
Removal timing: remove attackers before combat damage when life total, combat tricks, or snowballing triggers matter; otherwise wait until the latest safe window to gather information. Use
Abrade,Sear,Fire Magic,Thunder Magic,Inevitable Defeat, andGet Lostonly on legal targets shown by the engine; card text check required for all uncertain target restrictions and damage or destroy effects. -
Sweeper timing: cast
Pyroclasm,Day of Judgment, orIll-Timed Explosionon your main phase when waiting gives the opponent another attack or a chance to protect the board. Do not fire a sweeper into your own necessaryMistrise Village,Wan Shi Tong, Librarian, orEmeritus of Ideationunless the visible board or stack makes survival more important than preserving the permanent. -
Optional payments and modes: choose optional modes, taxes, kicker-like payments, copied spells, or extra costs only when the legal text shows the cost and the payoff is visible. Card text check required for
Jeskai Revelation,Three Steps Ahead,Thunder Magic,Fire Magic,Flashback,High Noon,Emeritus of Ideation,Wan Shi Tong, Librarian, andOutrageous Robbery; do not assume a mode, trigger, or graveyard permission exists without the prompt. -
Stack patience: let opposing removal resolve when it targets a nonessential permanent and countering would expose you to a larger threat. Fight over
Mistrise Village,Tablet of Discovery,Great Hall of the Biblioplex,Wan Shi Tong, Librarian, orEmeritus of Ideationonly when that permanent is the current win path or card engine and you have enough mana to still cover the next major spell. -
Graveyard timing: post-board, deploy
Rest in Peacebefore the opponent converts graveyard cards into mana, creatures, flashback-style value, or lethal damage, but do not tap out for it when the current stack or battlefield requiresFlashfreeze,Disdainful Stroke,Get Lost,Pyroclasm, orDay of Judgment. Main-deckFlashbackrequires card text check; treat any graveyard-related prompt as conditional on visible legal action text.
Sideboard Map
- Sideboard rule: make changes only between games and only from registered cards shown by Veles. Preserve 60 cards after boarding, choose from legal submitted plans, and do not assume text for unfamiliar cards; card text check required for
High Noon,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Flashfreeze, and any set-specific version ofDisdainful Stroke.
Creature swarm or low-curve aggro Side in: 1 Pyroclasm; 1 Day of Judgment; 1 Get Lost; 2 High Noon Cut: 1 Negate; 1 Erode; 1 Three Steps Ahead; 1 Flashback; 1 Tablet of Discovery
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Plan rule: increase cheap battlefield control and reduce permission or slow setup when the opponent wins by committing multiple early creatures.
PyroclasmandDay of Judgmentare the clearest role cards;Get Lostcovers a single oversized or resilient permanent if its legal target text applies;High Noonis valuable only if its visible text slows multi-spell turns or combat-development bursts. -
When bad: avoid overloading on
High Noonagainst creature decks that spend one impactful spell per turn, have already deployed a board, or punish you for tapping mana without changing combat. Avoid extra sweepers when the opponent presents few creatures and wins through planeswalkers, artifacts, enchantments, lands, or direct noncreature pressure.
Big mana, ramp, expensive midrange, and top-heavy control Side in: 2 Disdainful Stroke; 1 Wan Shi Tong, Librarian; 2 Emeritus of Ideation Cut: 1 Pyroclasm; 1 Abrade; 1 Sear; 1 Fire Magic; 1 Day of Judgment
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Plan rule: increase answers or engines that matter after turn four and reduce creature-only cleanup when the opponent’s threats are expensive, singular, or noncombat.
Disdainful Strokeshould protect the midgame from large spells only if the rules engine presents legal targets that match its text.Wan Shi Tong, LibrarianandEmeritus of Ideationbecome threat-engine cards when the board is slow enough for a permanent to survive. -
When bad: reduce
Disdainful Strokeagainst low-curve decks, token swarms, cheap burn, and opponents that win before expensive spells matter. Be careful withWan Shi Tong, LibrarianandEmeritus of Ideationagainst decks with heavy creature pressure or abundant cheap removal, because tapping out for an engine can lose the stabilizing window.
Graveyard recursion, flashback, reanimation, or graveyard-count combo Side in: 2 Rest in Peace; 1 Disdainful Stroke; 1 Get Lost Cut: 2 Flashback; 1 Ill-Timed Explosion; 1 Tablet of Discovery
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Plan rule: use
Rest in Peaceas the clean graveyard-hate role card when the opponent’s visible graveyard, revealed cards, or known archetype converts graveyard resources into threats, mana, or card advantage. Deploy it before the opponent’s graveyard payoff turn when doing so does not leave a lethal board unanswered. -
When bad: avoid
Rest in Peaceagainst decks with no graveyard dependency, against battlefields requiring immediate sweeper mana, and when your own legalFlashbacktext is important enough that graveyard denial would strand visible resources. Card text check required forFlashback; if it depends on your graveyard, treatRest in Peaceas a self-tax and board accordingly.
Red or green spell-heavy pressure, ramp, and creature-combat decks Side in: 2 Flashfreeze; 1 Pyroclasm; 1 Get Lost Cut: 1 Negate; 1 Erode; 1 Flashback; 1 Tablet of Discovery
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Plan rule: use
Flashfreezeonly when the opponent’s visible cards, colors, and archetype make red or green legal targets common enough that it will not sit dead. It is strongest against red burn-pressure, green ramp, green creature piles, and red-green threats where a two-mana answer buys a full turn cycle. -
When bad: reduce
Flashfreezeagainst blue-white control, black midrange, artifact-centric decks, and multicolor opponents whose red or green cards are incidental. Do not keep a hand post-board that relies onFlashfreezeas interaction unless the matchup and known colors make it likely to have legal targets.
Spell-chain combo, cascade-style turns, and low-permanent engines Side in: 2 High Noon; 2 Disdainful Stroke; 1 Outrageous Robbery Cut: 1 Pyroclasm; 1 Day of Judgment; 1 Abrade; 1 Sear; 1 Fire Magic
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Plan rule: use
High Noonas a constraint piece only when its visible text restricts multiple spells, timing, or repeated actions in a way that directly attacks the opponent’s engine. Pair it withDisdainful Strokewhen the opponent’s payoff spells are expensive enough for legal counter windows. -
When bad: avoid
High Noonwhen you must cast multiple spells in one turn to stabilize, such as removal plus draw, sweeper plus counter, or answer plusJeskai Revelation. AvoidOutrageous Robberywhen the opponent’s deck is faster than your ability to spend mana on a theft or draw-style effect; card text check required, so use only if legal text shows a concrete card-advantage or win-condition role.
Control mirrors and slow attrition Side in: 2 Disdainful Stroke; 1 Wan Shi Tong, Librarian; 2 Emeritus of Ideation; 1 Outrageous Robbery Cut: 1 Pyroclasm; 1 Day of Judgment; 1 Abrade; 1 Sear; 1 Fire Magic; 1 Inevitable Defeat
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Plan rule: become the patient engine deck when the opponent cannot punish slower permanents.
Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexshould fight over cards, mana, and inevitability rather than early life total. -
When bad: avoid overboarding into slow engines if the opponent has post-board creatures, cheap planeswalker pressure, or must-answer artifacts and enchantments. Keep enough
Get Lost,Inevitable Defeat,Thunder Magic,Three Steps Ahead,Negate, orErodestyle interaction to answer the first resolved permanent that matters. -
Disdainful Strokerole: use against expensive threats, sweepers, haymakers, ramp payoffs, and control finishers. It is poor against one- and two-mana aggro, cheap discard, cheap counters, and wide boards wherePyroclasm,Day of Judgment,Get Lost, or damage-based interaction matters more. -
High Noonrole: use as an anti-chain or pacing card when the legal text constrains the opponent more than it constrains this deck. It is poor when your comeback requires multiple spells in one turn or when the opponent is already ahead on board and can spend one spell per turn effectively. -
Wan Shi Tong, Librarianrole: use as a slow matchup card-advantage or finisher slot when legal text supports that role. It is poor against fast combat decks, open removal plus pressure, and board states where a non-answer loses tempo. -
Get Lostrole: use as flexible permanent interaction when the opponent’s threats dodge damage, counters are unreliable, or a resolved permanent must be answered. It is poor when giving the opponent any visible compensation from the card text would create a worse board than the original threat. -
Pyroclasmrole: use against tokens, small creatures, go-wide starts, and boards where two damage or the shown effect clears multiple attackers. It is poor against large creatures, noncreature engines, and your own creature-engine plans withWan Shi Tong, Librarian,Emeritus of Ideation, or animatedMistrise Village. -
Emeritus of Ideationrole: use as an attrition engine or blocker only when card text and board state make it durable enough to matter. It is poor when the opponent can ignore it, remove it cheaply, or force you to spend the turn answering combat instead. -
Outrageous Robberyrole: use in slow mirrors, big-mana games, or resource stalls where its legal text provides a concrete source of cards, threats, or inevitability. It is poor against fast pressure and graveyard hate scenarios unless the rules text shows it does not depend on vulnerable zones. -
Rest in Peacerole: use against graveyard recursion, flashback-like value, reanimation, delve-style costs, death triggers that depend on graveyards, or graveyard-count payoffs. It is poor against fair creature combat and may conflict with main-deckFlashbackif that card uses your graveyard. -
Flashfreezerole: use against red or green decks with enough legal targets to justify a narrow counter. It is poor against non-red, non-green threats, colorless engines, and multicolor control decks where it may fail to answer the actual win condition. -
Day of Judgmentrole: use as the second clean reset against creature decks that can exceedPyroclasmrange or rebuild around spot removal. It is poor against low-threat control, combo with few creatures, and boards where holding up permission is more important than tapping out.
Matchup Guidance
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Aggro: prioritize survival and untapped interaction over engine setup until the first wave is contained. Use
Pyroclasm,Day of Judgment,Get Lost,Abrade,Sear,Fire Magic,Thunder Magic, andInevitable Defeataccording to legal targets and visible toughness; card text check required forSear,Fire Magic,Thunder Magic, andInevitable Defeat, so treat them as conditional removal only when rules text and legal actions confirm that role. Add role cards:Pyroclasm,Day of Judgment,Get Lost,Flashfreezeagainst red or green pressure. Reduce main-deck emphasis: slowTablet of Discovery, graveyard-dependentFlashbackif tempo-negative, and expensive card draw that cannot affect the board before damage. -
Burn: treat life total as the primary resource and do not tap out for card advantage when open mana can answer a lethal spell or attacker.
Negate,Three Steps Ahead,Flashfreezeagainst red spells, and any legal life-swinging mode onJeskai Revelationdeserve higher priority than slow engines; card text check required forJeskai Revelation, so only count life gain or stabilization if visible rules text confirms it. Add role cards:Flashfreeze, sometimesHigh Noonif the legal text limits spell chains and does not block your own defensive turn. Reduce main-deck emphasis:Day of JudgmentandPyroclasmonly when creatures are a real part of the burn plan. -
Go-wide: make the opponent commit into sweepers when your life total allows one more attack step.
Pyroclasmis the first check against small creatures and tokens, whileDay of Judgmentis the reset when creatures exceed damage range or when individual removal cannot cover the board.Thunder Magic,Sear,Fire Magic,Abrade,Get Lost, andInevitable Defeatshould buy time only if they prevent more damage than saving mana for a sweeper. Add role cards:Pyroclasm,Day of Judgment,Get Lost; addFlashfreezeonly for red or green creature decks. -
Tempo: preserve mana efficiency and avoid forcing expensive draw into open counterspell or bounce windows. Use
Stock UpandConsult the Star Chartswhen they improve land drops or find interaction without giving the opponent a free attack cycle; card text check required forConsult the Star Charts.Negate,Three Steps Ahead,Erode,Get Lost, and cheap removal should fight the threat currently converting tempo, not every small spell. Add role cards:Flashfreezeversus red or green tempo,Get Lostfor hard-to-answer threats, andDisdainful Strokeonly if the opponent’s threats or finishers are expensive enough. -
Midrange: trade one-for-one early, then win by drawing more live cards than the opponent.
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation, andGreat Hall of the Biblioplexshould be sequenced after you have answered the first must-kill threat or when the opponent cannot punish the mana.Day of Judgmentis valuable when midrange extends multiple creatures;Get LostandInevitable Defeathandle single resilient permanents if legal text confirms the answer. Add role cards:Get Lost,Day of Judgment,Emeritus of Ideation, andWan Shi Tong, Librarianif the matchup slows down. -
Control: become patient and fight over engines, finishers, and card advantage rather than low-impact removal.
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation,Great Hall of the Biblioplex, and animated or utilityMistrise Villageshould pressure resources when the stack is favorable. SaveNegate,Three Steps Ahead,Erode, andDisdainful Strokefor opposing draw, sweepers, finishers, planeswalker-like permanents, or haymakers shown by legal action text. Add role cards:Disdainful Stroke,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery. Reduce main-deck emphasis:Pyroclasm,Abrade,Sear,Fire Magic, and excessDay of Judgmentwhen they lack targets. -
Removal-heavy decks: do not expose creature-sideboard engines unless they either replace themselves, immediately matter, or tax the opponent’s turn.
Emeritus of Ideation,Wan Shi Tong, Librarian, andMistrise Villageshould be committed when the opponent is low on mana, when you can protect the threat, or when trading for removal leavesJeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexahead. Add role cards:Outrageous Robbery,Disdainful Stroke, and durable card-advantage permanents if card text confirms that role. -
Combo: identify whether the combo is spell-chain, graveyard, artifact/enchantment, creature, or big-spell based, then keep only interaction that can touch the actual axis.
High Noonis for repeated-spell engines if its visible text constrains them;Negate,Three Steps Ahead,Erode, andDisdainful Strokeare for payoff windows;Rest in Peaceis for graveyard engines.Stock Upis acceptable when it finds interaction before the combo turn;Tablet of Discoveryis too slow unless it immediately advances mana or cards under no pressure. Add role cards:High Noon,Disdainful Stroke,Rest in Peace,Outrageous Robberyonly in slow combo mirrors. -
Big mana: counter or remove the payoff, not the harmless ramp, unless ramp visibly crosses a decisive mana threshold.
Disdainful Stroke,Negate,Three Steps Ahead, andErodeshould be saved for expensive threats, sweepers, extra-turn-like effects, or card-advantage bombs; card text check required forErode.Jeskai RevelationandStock Uphelp keep pace if you can hold up permission on the opponent’s payoff turn. Add role cards:Disdainful Stroke,Flashfreezeagainst green ramp,Outrageous Robberyin slow resource games. -
Graveyard decks: deploy
Rest in Peacebefore the graveyard becomes the opponent’s active resource when doing so does not lose to the battlefield. Prioritize graveyard hate over spot removal if the visible graveyard is the engine; prioritizePyroclasm,Day of Judgment, orGet Lostfirst if creatures already threaten lethal. Check whether your ownFlashbackdepends on the graveyard before relying on it post-hate. Add role cards:Rest in Peace,Get Lost,Day of Judgmentif graveyard decks also pressure with creatures. -
Artifact/enchantment decks: preserve flexible answers for the permanent that enables the engine, not the first legal target.
Abrade,Get Lost,Erode,Negate, andThree Steps Aheadshould be mapped to visible artifacts, enchantments, or stack windows only when card text and legal targets confirm they answer the problem. Add role cards:Get Lost,Negate,Erode; addHigh Noononly if the deck depends on chaining spells or repeated casts. -
Single-threat decks: answer the threat cleanly and avoid spending sweepers as bad spot removal unless the clock demands it.
Get Lost,Inevitable Defeat,Thunder Magic,Sear,Fire Magic,Abrade,Three Steps Ahead,Negate, andDisdainful Strokeshould be chosen by legality, mana, and whether the threat can be recast or protected.Mistrise Villagepressure is useful after the threat is contained, but do not animate into open removal when holding up interaction is stronger.
Specific Matchup Notes
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General/archetype-only: exact opponents are absent, so revealed cards, visible mana, graveyards, stack contents, and legal action text override these assumptions. Treat sideboarding as role selection, not certainty, and reclassify the opponent when their public cards show a different axis.
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Red aggro or burn: prioritize life preservation and cheap answers over long-game engines.
Pyroclasm,Sear,Fire Magic,Abrade,Thunder Magic, andInevitable Defeatshould answer visible damage sources beforeStock Up,Tablet of Discovery, orJeskai Revelationunless the draw spell finds immediate interaction. Likely sideboarding: addFlashfreeze,Pyroclasm,Get Lost, and sometimesDay of Judgment; reduce slow or narrow permission such asNegateor expensive draw when the battlefield is the threat. Priority targets are haste creatures, repeatable damage permanents, and any spell that represents lethal or a short two-turn clock. -
Creature-wide aggro: preserve sweepers until they change the race, but do not die waiting for maximum value.
Pyroclasmis the small-board reset andDay of Judgmentis the emergency reset for larger boards; use spot removal first only when it prevents a decisive attack or protects a later sweeper. Likely sideboarding: addPyroclasm,Day of Judgment, andGet Lost; addFlashfreezeonly when red or green cards are visible. Priority targets are lords, token engines, protection pieces, and creatures that survivePyroclasm. -
Midrange: trade early, then make every draw engine resolve under lower pressure.
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation, andGreat Hall of the Biblioplexare strongest after the first must-answer permanent is handled. Likely sideboarding: addGet Lost,Day of Judgment,Emeritus of Ideation, andWan Shi Tong, Librarianwhen the matchup slows; reducePyroclasmif it misses most creatures. Priority targets are engines, sticky threats, planeswalker-like permanents if legal text confirms, and discard-backed threats that punish slow hands. -
Control mirrors: conserve permission for engines, finishers, and card advantage rather than small exchanges.
Negate,Three Steps Ahead,Erode, andDisdainful Strokeshould fight opposing draw, sweepers, expensive threats, and lock pieces; card text check required forErode. Likely sideboarding: addDisdainful Stroke,Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robbery; reducePyroclasm,Abrade,Sear,Fire Magic, and excessDay of Judgmentwhen they lack targets. Priority targets are resolved card engines, protected closers, and any effect that strands your hand. -
Combo or engine decks: identify the axis before spending interaction.
High Noonis for repeated-spell turns if its text applies,Rest in Peaceis for graveyard engines,Disdainful Strokeis for expensive payoffs, andNegate,Three Steps Ahead, orErodehandle stack-based enablers when legal. Likely sideboarding: addHigh Noon,Rest in Peace,Disdainful Stroke, andOutrageous Robberyonly in slower resource combo games. Priority targets are payoff spells, graveyard dependency, spell-chain enablers, and cards that remove your hate. -
Big mana: counter the payoff unless the ramp visibly creates the decisive turn.
Disdainful Stroke,Negate,Three Steps Ahead, andErodeshould be held for expensive threats and card-advantage bombs;Flashfreezeis strong only against green or red ramp. Likely sideboarding: addDisdainful Stroke,Flashfreeze, and sometimesOutrageous Robbery; reduce narrow creature removal if it has no targets. Priority targets are the first threat that invalidates sweepers or overwhelmsJeskai Revelation.
Risk Summary
-
Mana risk: the deck is four colors with many named dual lands, so early hands must prove access to white for
Day of JudgmentorGet Lost, red forPyroclasmand burn, blue forNegate,Three Steps Ahead,Stock Up, andJeskai Revelation, and black only when visible costs require it. Avoid sequencingMistrise Village,Great Hall of the Biblioplex,Multiversal Passage, or off-color lands in a way that delays the first interactive spell. -
Matchup risk: the deck can draw the wrong half against linear opponents. Do not keep removal-heavy hands against control without card draw, do not keep permission-heavy hands against fast creatures without early answers, and do not assume
Rest in Peace,High Noon, orDisdainful Strokematters until public cards prove the axis. -
Draw risk:
Stock Up,Consult the Star Charts,Tablet of Discovery, andJeskai Revelationcan stabilize only if the life total and board allow the mana investment. Casting a draw spell into lethal pressure is worse than usingThunder Magic,Inevitable Defeat,Abrade,Sear,Fire Magic,Get Lost,Pyroclasm, orDay of Judgmentto survive. -
Over-sideboarding risk: bringing in too many narrow cards can dilute the control shell. Keep enough removal, sweepers, draw, and finishers to execute a game plan; do not add
Rest in Peace,High Noon,Flashfreeze, orDisdainful Strokewithout visible or strongly inferred targets. -
Graveyard risk:
Rest in Peacemay conflict with your ownFlashbackifFlashbackuses the graveyard; card text check required. Use graveyard hate when it attacks the opponent’s actual engine, not merely because a graveyard contains cards. -
Sweeper/removal risk:
Pyroclasmcan be too small andDay of Judgmentcan be too slow or punish your own sideboard creatures. Do not spendGet Lost,Abrade, or burn on low-impact targets when a larger threat, protected permanent, or post-sweeper follow-up is likely. -
Closer risk: the deck may answer everything but fail to end the game. Convert a stable board into pressure with
Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Tablet of Discovery,Great Hall of the Biblioplex, orJeskai Revelationwhen holding extra answers no longer improves survival. -
Interaction risk: passing with
Negate,Three Steps Ahead,Erode,Disdainful Stroke, orFlashfreezeis correct only when the likely target matters more than using mana now. If the opponent’s battlefield already threatens lethal, stack interaction that cannot affect combat may be functionally dead. -
Sequencing risk: tap-out turns must be gated by visible pressure and open opposing mana. Prefer land drops and colors that preserve legal interaction, cast sweepers before committing sideboard creatures, and avoid using optional or value actions when they consume mana needed for a known tax, counter, removal spell, or survival line.
Test Feedback Checklist
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Deciding factor: identify whether the game turned on mana access, survival timing, card-advantage velocity, a resolved engine, a missed interaction window, or inability to close after stabilization. Name the exact card or legal action that changed the game when visible.
-
Mulligan result: record whether the opening hand had enough lands, correct colors, and at least one relevant early play for the matchup. Flag keeps that lacked early interaction against aggro, lacked card flow against control, or relied on a land sequence that delayed
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation,Get Lost,Pyroclasm, orDay of Judgment. -
Mana performance: note every game where
Mistrise Village,Great Hall of the Biblioplex,Multiversal Passage,Gloomlake Verge,Riverpyre Verge,Stormcarved Coast,Shattered Sanctum,Hallowed Fountain,Sacred Foundry,Steam Vents,Watery Grave,Godless Shrine,Sundown Pass,Cori Mountain Monastery, orPlainsstranded a legal spell by color or timing. Separate color failure from tapped-land or sequencing failure. -
Velocity check: ask whether
Stock Up,Consult the Star Charts,Tablet of Discovery, andJeskai Revelationfound interaction before the opponent’s next decisive turn. Mark draw spells as successful only when they produced survival, pressure, or a protected endgame, not merely extra cards. -
Engine check: track whether
Tablet of Discovery,Great Hall of the Biblioplex,Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation, orOutrageous Robberyconverted a stable board into a win. If an engine was cast while behind, record whether that line beat immediate removal, sweeper, or counterplay alternatives. -
Removal check: record whether
Inevitable Defeat,Thunder Magic,Pyroclasm,Abrade,Ill-Timed Explosion,Get Lost,Sear,Day of Judgment, andFire Magicanswered the right class of threat. Flag games where spot removal was spent before a better target appeared, or where a sweeper was held past the safe window. -
Permission check: record whether
Negate,Erode,Three Steps Ahead,Disdainful Stroke, andFlashfreezecountered decisive spells or sat unused while battlefield pressure won. Card text check required forErode; evaluate it by the legal prompts and actual game result. -
Sideboard check: verify that every brought-in card had visible or strongly inferred targets. Call out narrow-card failures involving
Rest in Peace,High Noon,Flashfreeze,Disdainful Stroke,Get Lost,Pyroclasm,Day of Judgment,Emeritus of Ideation,Wan Shi Tong, Librarian, orOutrageous Robbery. -
Closing check: ask whether the deck stabilized but gave the opponent too many draw steps. Record the first turn when attacking with
Mistrise Village, committingEmeritus of Ideation, protectingWan Shi Tong, Librarian, or usingJeskai Revelationas an endgame line became correct from visible state. -
Role check: identify whether the pilot correctly played control, tap-out stabilizer, draw-go, or inevitability role. Flag role mistakes such as casting draw into lethal pressure, holding counters against an already-dominant battlefield, or spending sweepers before the opponent committed enough material.
-
Stranded-card check: list cards that remained uncast because of mana, matchup irrelevance, timing, or legal-action absence. Treat repeated stranding of
Flashback,Ill-Timed Explosion,Fire Magic,Erode, orJeskai Revelationas a card-text or deck-construction review trigger. -
Overperformer and underperformer check: name the exact cards that won games, bought key turns, or failed repeatedly. Separate pilot mistakes from card weakness so tuning does not punish a card for one bad sequence.
First Tuning Questions
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Quantity question: should the main deck increase or reduce early interaction if fast creature games are lost before
Stock Up,Consult the Star Charts,Tablet of Discovery, orJeskai Revelationmatter? Compare extraPyroclasm,Get Lost,Abrade,Sear,Thunder Magic, orDay of Judgmentagainst the cost of weakening control mirrors. -
Mana question: does the four-color base reliably cast the first relevant spell on time? If losses involve color bottlenecks, review the counts of
Hallowed Fountain,Sacred Foundry,Steam Vents,Shattered Sanctum,Stormcarved Coast,Riverpyre Verge,Gloomlake Verge,Watery Grave,Godless Shrine,Sundown Pass,Cori Mountain Monastery,Mistrise Village,Great Hall of the Biblioplex,Multiversal Passage, andPlainsbefore changing spell slots. -
Aggro-plan question: is the deck leaning too hard on single sweepers to stabilize? If
Pyroclasmis too small orDay of Judgmentarrives too late, test whether more cheap removal, the sideboardPyroclasm, the sideboardDay of Judgment, or the sideboardGet Lostshould become main-deck emphasis. -
Control-plan question: does the deck have enough stack interaction and endgame threats after sideboard? If mirrors are lost to resolved engines, consider whether
Disdainful Stroke,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Negate,Three Steps Ahead, orErodeshould occupy more post-board space. -
Closer question: does stabilization fail to become victory quickly enough? If games drag after control is established, evaluate whether
Mistrise Village,Tablet of Discovery,Great Hall of the Biblioplex,Jeskai Revelation,Wan Shi Tong, Librarian,Emeritus of Ideation, orOutrageous Robberyprovide enough closing pressure. -
Sideboard-slot question: are
Rest in Peace,High Noon,Flashfreeze, andDisdainful Strokeeach winning enough targeted matchups to justify their copies? If any narrow card is repeatedly boarded in without a decisive target, reassign that slot to broader interaction or a more reliable engine. -
Role-conflict question: are
Flashback, graveyard hate, sweepers, and sideboard creatures pulling the deck in incompatible directions? Card text check required forFlashback; ifRest in Peaceinterferes with it or ifDay of JudgmentpunishesEmeritus of IdeationandWan Shi Tong, Librarian, tune sideboard plans to avoid self-conflict. -
Expensive-spell question: do
Jeskai Revelation,Ill-Timed Explosion,Day of Judgment, andOutrageous Robberywin when cast, or are they stranded under pressure? If expensive cards are repeatedly dead, lower the curve or increase early survival tools before adding more finishers.
Veles Tactical Policy
Policy: Opening Hand Control Baseline
- Priority: High
- Decision families: mulligan
- Cards: Hallowed Fountain; Sacred Foundry; Steam Vents; Shattered Sanctum; Stormcarved Coast; Riverpyre Verge; Gloomlake Verge; Stock Up; Consult the Star Charts; Tablet of Discovery; Pyroclasm; Abrade; Get Lost
- Phase windows: pregame and mulligan prompts.
- Runtime cues: action:keep; action:mulligan
- Use when: choosing whether the visible opener can make land drops and interact before the opponent's first major pressure turn.
- Avoid when: the rules engine exposes a clearly forced mulligan or hidden information is unavailable.
- Instructions: Keep hands with stable mana, at least two lands, and a plan involving early interaction or velocity; ship hands that cannot cast visible early spells, have only slow engines, or rely on drawing exact colors.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: First Engine Setup
- Priority: Medium
- Decision families: mana; priority; selection
- Cards: Tablet of Discovery; Great Hall of the Biblioplex; Mistrise Village; Stock Up; Consult the Star Charts
- Phase windows: early main phases when not under lethal or near-lethal pressure.
- Runtime cues: action:cast Tablet of Discovery; action:play Great Hall of the Biblioplex; action:activate Mistrise Village
- Use when: selecting whether to spend early mana on a durable engine, card flow, or land development.
- Avoid when: visible attackers, open stack threats, or known removal windows require immediate interaction.
- Instructions: Establish
Tablet of Discoveryor mana development before reactive posture only when survival is not compromised; preferStock UporConsult the Star Chartswhen the hand lacks a specific answer. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Four-Color Mana Sequencing
- Priority: Medium
- Decision families: mana
- Cards: Hallowed Fountain; Sacred Foundry; Steam Vents; Watery Grave; Godless Shrine; Shattered Sanctum; Stormcarved Coast; Riverpyre Verge; Gloomlake Verge; Sundown Pass; Cori Mountain Monastery; Plains; Multiversal Passage; Great Hall of the Biblioplex
- Phase windows: land play prompts and mana payment prompts.
- Runtime cues: action:play; action:pay
- Use when: choosing lands or payment sources for interaction, sweepers, draw spells, or endgame actions.
- Avoid when: a single legal mana action exists and no future colored choice remains.
- Instructions: Preserve colors for visible near-term spells first, untapped interaction second, and utility lands third; do not use
Great Hall of the BiblioplexorMistrise Villageactivation mana if it strandsNegate,Abrade,Get Lost,Pyroclasm, orDay of Judgment. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Forced Pass
- Priority: Low
- Decision families: priority
- Cards: none
- Phase windows: any priority window.
- Runtime cues: action:pass
- Use when: the legal action list contains exactly one action and its visible text is
pass. - Avoid when: any other legal action is present.
- Instructions: Submit the sole pass action without strategic reasoning because the engine has exposed no alternative.
- Pilot skill floor: no API.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Tap-Out Commitment Gate
- Priority: High
- Decision families: priority; mana; selection
- Cards: Jeskai Revelation; Ill-Timed Explosion; Day of Judgment; Tablet of Discovery; Wan Shi Tong, Librarian; Emeritus of Ideation; Outrageous Robbery
- Phase windows: own main phases and end-step draw windows.
- Runtime cues: action:cast Jeskai Revelation; action:cast Day of Judgment; action:cast Outrageous Robbery; action:cast Wan Shi Tong, Librarian; action:cast Emeritus of Ideation
- Use when: committing most mana to a sweeper, engine, or finisher could decide the next turn cycle.
- Avoid when: the action is mandatory or the opponent has no meaningful next-turn pressure or engine to compare against.
- Instructions: Tap out only when the payoff stabilizes, wins resource advantage, or prevents a worse line; keep mana open when
Negate,Erode,Three Steps Ahead,Disdainful Stroke, orFlashfreezeis more important than the tap-out card. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Permission Spending Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Negate; Erode; Three Steps Ahead; Disdainful Stroke; Flashfreeze
- Phase windows: opponent spell windows and stack-response prompts.
- Runtime cues: action:cast Negate; action:cast Erode; action:cast Three Steps Ahead; action:cast Disdainful Stroke; action:cast Flashfreeze
- Use when: a visible stack spell can be countered or answered by legal permission.
- Avoid when: card text check required prevents confidence in what the counter can legally hit; follow the engine's legal targets.
- Instructions: Spend permission on threats that beat your current battlefield plan, engines that outscale
Stock UpandJeskai Revelation, or spells that invalidate a sweeper; do not counter low-impact spells just to use mana. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Spot Removal Target Gate
- Priority: High
- Decision families: interaction
- Cards: Inevitable Defeat; Thunder Magic; Abrade; Get Lost; Sear; Fire Magic; Flashback
- Phase windows: opponent combat, end step, and main-phase threat windows.
- Runtime cues: action:cast Inevitable Defeat; action:cast Thunder Magic; action:cast Abrade; action:cast Get Lost; action:cast Sear; action:cast Fire Magic; action:cast Flashback
- Use when: legal removal can answer a visible permanent, creature, or stack-relevant object.
- Avoid when: the target choice requires unknown card text; Card text check required for unfamiliar effects and
Flashback. - Instructions: Kill threats that create lethal pressure, protect an opposing engine, or survive sweepers; conserve broad answers like
Get Lostfor permanents that narrower burn or damage cannot answer. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Sweeper Timing Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Pyroclasm; Day of Judgment; Ill-Timed Explosion
- Phase windows: own main phase, precombat main phase, and emergency response windows if the engine exposes them.
- Runtime cues: action:cast Pyroclasm; action:cast Day of Judgment; action:cast Ill-Timed Explosion
- Use when: visible battlefield pressure can be reduced by a legal sweeper action.
- Avoid when: a spot answer preserves your own engine and prevents the same immediate danger.
- Instructions: Fire
Pyroclasmagainst small boards before damage snowballs, holdDay of Judgmentfor boards that spot removal cannot contain, and evaluateIll-Timed Explosionby actual legal text and visible damage outcomes. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Draw Spell Selection Gate
- Priority: Medium
- Decision families: selection; priority
- Cards: Stock Up; Consult the Star Charts; Jeskai Revelation; Three Steps Ahead
- Phase windows: own main phase, opponent end step, and selection prompts.
- Runtime cues: action:cast Stock Up; action:cast Consult the Star Charts; action:cast Jeskai Revelation; action:select
- Use when: legal card-flow actions or selection prompts determine the next answer or endgame plan.
- Avoid when: the opponent has visible lethal pressure that requires immediate interaction first.
- Instructions: Select lands when missing colors or land drops, select removal against creature pressure, select permission against stack engines, and select engines only after survival is covered.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Single Target After Chosen Spell
- Priority: Low
- Decision families: interaction; selection
- Cards: Abrade; Get Lost; Inevitable Defeat; Thunder Magic; Sear; Fire Magic; Negate; Disdainful Stroke; Flashfreeze
- Phase windows: target-selection prompts after the spell has already been legally chosen.
- Runtime cues: action:target
- Use when: the legal action list contains exactly one target action for the already pending spell.
- Avoid when: two or more target actions are present.
- Instructions: Submit the sole target action because the strategic spell choice has already passed and the engine exposes no target alternative.
- Pilot skill floor: no API.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Combat With Creature Lands And Engines
- Priority: Medium
- Decision families: combat; mana; priority
- Cards: Mistrise Village; Wan Shi Tong, Librarian; Emeritus of Ideation
- Phase windows: beginning of combat, declare attackers, declare blockers, and postcombat main phase.
- Runtime cues: action:attack; action:block; action:activate Mistrise Village
- Use when: visible combat actions involve a creature land or sideboard engine creature.
- Avoid when: exactly one legal combat action exists and it is forced by the engine.
- Instructions: Attack only when damage advances the clock without losing needed blockers or exposing a key engine; block to preserve life total when the exchange buys time for sweepers, draw, or
Jeskai Revelation. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Graveyard And Spell-Chain Hate
- Priority: Medium
- Decision families: sideboard; interaction; priority
- Cards: Rest in Peace; High Noon; Flashback
- Phase windows: sideboard decisions, early main phases, and graveyard-dependent opponent windows.
- Runtime cues: action:cast Rest in Peace; action:cast High Noon
- Use when: opponent public cards, revealed cards, or matchup label indicate graveyard reliance or multi-spell turns.
- Avoid when: your own visible
Flashbackplan or draw-engine plan is more important and the hate card has no visible target. - Instructions: Deploy
Rest in Peacebefore graveyard payoff windows andHigh Noonbefore chain turns; Card text check required forFlashbackinteractions, so follow engine legality and visible replacement outcomes. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Anti-Large-Spell Sideboard Permission
- Priority: Medium
- Decision families: sideboard; interaction; priority
- Cards: Disdainful Stroke; Flashfreeze; Negate; Erode; Three Steps Ahead
- Phase windows: sideboarding and stack-response windows.
- Runtime cues: action:cast Disdainful Stroke; action:cast Flashfreeze
- Use when: matchup or public game actions show expensive spells, green threats, red threats, or noncreature engines that permission can answer.
- Avoid when: opponent wins through small battlefield pressure before counters matter.
- Instructions: Bring and spend narrow counters only for the classes the engine says they can legally hit; preserve broader permission for threats outside
Disdainful StrokeorFlashfreezecoverage. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Exact Sideboard Plan Review
- Priority: High
- Decision families: sideboard
- Cards: Disdainful Stroke; High Noon; Wan Shi Tong, Librarian; Get Lost; Pyroclasm; Emeritus of Ideation; Outrageous Robbery; Rest in Peace; Flashfreeze; Day of Judgment; Abrade; Sear; Pyroclasm; Day of Judgment; Stock Up; Consult the Star Charts; Tablet of Discovery; Jeskai Revelation; Inevitable Defeat; Thunder Magic
- Phase windows: between games only.
- Runtime cues: action:sideboard
- Use when: the sideboard prompt offers legal in-and-out plans or generated swap candidates.
- Avoid when: an exact executable Sideboard Map plan already matches the matchup and game stage with no validation errors.
- Instructions: Add narrow cards only for visible or strongly matchup-indicated targets, reduce slow engines against fast pressure, reduce dead removal against low-creature control, and keep the registered 75 intact.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Endgame Conversion
- Priority: Medium
- Decision families: priority; combat; selection
- Cards: Jeskai Revelation; Great Hall of the Biblioplex; Tablet of Discovery; Mistrise Village; Wan Shi Tong, Librarian; Emeritus of Ideation; Outrageous Robbery
- Phase windows: late main phases, opponent end step, and combat after stabilization.
- Runtime cues: action:activate Great Hall of the Biblioplex; action:activate Mistrise Village; action:cast Jeskai Revelation; action:cast Outrageous Robbery
- Use when: life total, board state, and cards in hand show stabilization but no immediate win.
- Avoid when: holding interaction is required to survive the opponent's next visible attack or stack threat.
- Instructions: Convert control into a clock by drawing extra cards, attacking with
Mistrise Village, or committing sideboard engines once protection or redundancy exists; do not give infinite draw steps after the board is controlled. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes