94 KiB

Strategy Specifications

Deck Name And Archetype

Golgari Midrange is registered as a 60-card Standard black-green midrange deck with graveyard and removal subthemes. The submitted tags normalize to midrange and graveyard; the duplicated midrange,graveyard tag does not change the strategic identity.

  • Count validation: the main deck validates at exactly 60 cards and the sideboard validates at exactly 15 cards, so this guide treats the list as a complete registered configuration.
  • Main-deck land validation: the deck has 23 lands: Forest; Underground Mortuary; Overgrown Tomb; Swamp; Wastewood Verge; Blooming Marsh; Ba Sing Se; Deathcap Glade. This is a normal midrange land count, but the pilot must still respect tapped-land timing and double-color costs.
  • Mana identity validation: the deck is cleanly Golgari by registered mana and spell colors, with black as the highest early priority and green as the pressure, board, and sideboard support color. Black sources support Duress; Cruelclaw's Heist; Qarsi Revenant; Requiting Hex; Strategic Betrayal; Bitter Triumph; Shoot the Sheriff; Maelstrom Pulse. Green sources support Sentinel of the Nameless City; Keen-Eyed Curator; Professor Dellian Fel; Scrapshooter; Heritage Reclamation.
  • Format validation: Standard is the declared target format and the local Veles meta import records this as a Standard Golgari Midrange coverage pick from a May 16, 2026 event, retrieved June 12, 2026. Current sanctioned legality must still be confirmed by the runtime card database before playtesting, especially for mixed-era names such as Overgrown Tomb; Deathcap Glade; Maelstrom Pulse; Unholy Annex // Ritual Chamber.
  • Card-database status: local Veles card metadata recognizes Ancient Vendetta; Ba Sing Se; Bitter Triumph; Blooming Marsh; Cruelclaw's Heist; Day of Black Sun; Deathcap Glade; Duress; Firdoch Core; Ghost Vacuum; Heritage Reclamation; Intimidation Tactics; Keen-Eyed Curator; Maelstrom Pulse; Nowhere to Run; Overgrown Tomb; Professor Dellian Fel; Qarsi Revenant; Requiting Hex; Scrapshooter; Sentinel of the Nameless City; Shoot the Sheriff; Strategic Betrayal; Underground Mortuary; Wastewood Verge. Card text check required for Unholy Annex // Ritual Chamber and for any unfamiliar newer card before deterministic rules text is assumed.
  • Stock status: this is a hybrid or rogue Golgari Midrange build rather than a proven stock template in this guide. The list combines discard, removal, graveyard-adjacent threats, artifacts, enchantment pressure, and planeswalker density, so the pilot should not assume one generic Golgari script.
  • Role concern: the deck likely wins by trading resources, stripping key cards, then converting Sentinel of the Nameless City; Professor Dellian Fel; Unholy Annex // Ritual Chamber; Qarsi Revenant; Keen-Eyed Curator; Scrapshooter; and Firdoch Core into durable pressure or value. Card text check required before assigning exact engine functions to those pieces.
  • Mana concern: the list has many black two-mana demands and some green double-pip pressure, so opening hands need actual castable sequences, not just two lands. Hands that cast Duress or interaction early but cannot reach green threats may stall; hands with green only may fail to interact.
  • Coverage obligation: every main-deck nonland card with 2+ copies must receive tactical coverage in the assembled guide: Sentinel of the Nameless City; Firdoch Core; Qarsi Revenant; Intimidation Tactics; Keen-Eyed Curator; Duress; Cruelclaw's Heist; Maelstrom Pulse; Professor Dellian Fel; Shoot the Sheriff; Requiting Hex; Unholy Annex // Ritual Chamber; Strategic Betrayal.
  • Sideboard obligation: every sideboard card must be covered in the Sideboard Map and matchup guidance: Scrapshooter; Intimidation Tactics; Ghost Vacuum; Nowhere to Run; Duress; Ancient Vendetta; Day of Black Sun; Heritage Reclamation.
  • Opponent information status: no opponent decklist, matchup label, revealed cards, or game history is supplied for this specific generation request. Runtime decisions should classify opponents only from visible lands, public spells, graveyards, exile, sideboard stage, and Veles legal-action output.

Thesis

Golgari Midrange assembles early black disruption, flexible removal, and resilient green-black permanents into a resource-denial game where every traded card should either protect a future threat or buy time for a value engine. The deck wants to see the opponent's plan with Duress; Cruelclaw's Heist; Strategic Betrayal, answer the first permanent that matters with Bitter Triumph; Shoot the Sheriff; Maelstrom Pulse; Requiting Hex; Intimidation Tactics, then win with repeated pressure from Sentinel of the Nameless City; Professor Dellian Fel; Qarsi Revenant; Keen-Eyed Curator; Scrapshooter; Unholy Annex // Ritual Chamber; Firdoch Core. Card text check required before treating Unholy Annex // Ritual Chamber, Firdoch Core, Qarsi Revenant, Requiting Hex, Strategic Betrayal, Professor Dellian Fel, and Ba Sing Se as having any exact mode, trigger, or transformation pattern.

This deck wins by making the opponent's highest-impact cards irrelevant before they resolve, then forcing them to answer multiple midrange bodies or engines with depleted resources. Prioritize hands and lines that produce castable early interaction, at least one credible board presence, and enough colored mana to double-spell by the middle turns; do not keep slow speculative hands that only become good if a specific unfamiliar card text performs like an engine.

This deck is not trying to race blindly, combo through hidden interaction, or conserve removal for perfect targets while falling behind on visible pressure. Trade aggressively when the exchange preserves life, stops snowballing permanents, or opens a window for Sentinel of the Nameless City; Professor Dellian Fel; Unholy Annex // Ritual Chamber; Qarsi Revenant to dominate the next turns. Respect legal actions first: if Veles exposes only pass, no attack, or a narrow target set, follow the rules-engine output rather than the guide's preferred posture.

The highest strategic priority is to identify whether the current game is about survival, hand control, or engine conversion. Against visible creature pressure, spend removal and stabilize before taking low-impact value actions. Against visible control or combo posture, lead discard and hand-denial before committing a fragile payoff. Against midrange mirrors, preserve flexible answers and make every permanent demand a different answer type.

Role Package

  • Threats: Sentinel of the Nameless City; Professor Dellian Fel; Qarsi Revenant; Keen-Eyed Curator; Scrapshooter are the main bodies that convert traded resources into damage, board control, or value. Commit the first threat when the opponent is pressured by discard or tapped mana; delay a higher-value threat when visible removal, open mana, or a known answer makes a cheaper bait threat better.

  • Payoffs: Unholy Annex // Ritual Chamber; Firdoch Core; Requiting Hex are payoff candidates that may turn parity into inevitability, but card text check required before using them as deterministic engines. Treat them as commitment pieces: deploy when the board is stable, when discard has reduced the chance of a clean answer, or when waiting gives the opponent more draw steps than the current line can afford.

  • Engines: Professor Dellian Fel; Unholy Annex // Ritual Chamber; Keen-Eyed Curator; Sentinel of the Nameless City are the likely repeat-value cards. Protect them with Duress; Cruelclaw's Heist; Strategic Betrayal before tapping low, and prefer lines where the engine begins affecting combat, cards, graveyards, or board state immediately if its text allows that.

  • Velocity: Duress; Cruelclaw's Heist; Strategic Betrayal provide information velocity by clarifying what matters before removal or threat sequencing. Use these cards early when the hand lacks a clear plan, before a key threat turn, or before choosing between killing a visible permanent and preserving removal for a later one.

  • Interaction: Bitter Triumph; Shoot the Sheriff; Maelstrom Pulse; Requiting Hex; Intimidation Tactics are the main-deck answer suite. Spend narrow removal first when the target is legal and relevant; save Maelstrom Pulse for permanents that are otherwise hard to answer or where duplicate-name value is visible; use discard to take nonbattlefield cards that removal cannot touch.

  • Protection: Duress; Cruelclaw's Heist; Strategic Betrayal protect engines by removing sweepers, removal, counterplay, or combo pieces from the opponent's hand when legally revealed. Do not call these cards protection if the opponent's hand is hidden and no legal discard action is exposed; at runtime, act only on visible choices and public history.

  • Recursion and graveyard: Keen-Eyed Curator; Qarsi Revenant; Requiting Hex; Underground Mortuary suggest graveyard relevance, but card text check required for exact recursion, exile, threshold, or graveyard-count decisions. Use graveyard resources only when Veles shows the relevant legal action and the visible graveyard supports the line.

  • Mana: Forest; Swamp; Blooming Marsh; Wastewood Verge; Underground Mortuary; Overgrown Tomb; Deathcap Glade; Ba Sing Se must support early black interaction and timely green threats. Prioritize black on turns one and two unless the hand requires early green pressure; sequence tapped or conditional lands so the first removal, discard, and threat turns remain live.

  • Sideboard modules: Scrapshooter; Ancient Vendetta; Heritage Reclamation answer artifacts, enchantments, or graveyard-adjacent board textures if their card text confirms those roles. Ghost Vacuum is the graveyard-pressure module; Nowhere to Run and Day of Black Sun are anti-creature or board-control modules pending exact text; Duress and Intimidation Tactics increase discard or tactical interaction in matchups where visible opposing plans justify them.

Primary Win Conditions

  • Threat-plus-disruption pressure is the default win path: use Duress; Cruelclaw's Heist; Strategic Betrayal to expose or reduce the opponent's answer density, then commit Sentinel of the Nameless City; Professor Dellian Fel; Qarsi Revenant; Keen-Eyed Curator as the first board presence that Veles shows as legal. Prioritize this line when the opening hand has early black mana, one interaction spell, and a threat that can start attacking before the opponent's larger engine or card-advantage plan is online.

  • Sentinel of the Nameless City is the cleanest visible-board pressure plan when the deck needs a creature that can attack while preserving defensive stability. Set it up by trading one-for-one first, execute by attacking when blocks are not punishing or by holding it back when it is the only stabilizing body, and protect it by stripping visible sweepers or removal with Duress; Cruelclaw's Heist; Strategic Betrayal before committing further threats.

  • Professor Dellian Fel is a primary engine threat if its text produces repeated material advantage or makes other creatures more threatening; card text check required for exact activation, trigger, and target rules. Prioritize Professor Dellian Fel when the board is not under immediate lethal pressure and when legal actions let it generate value without walking into a known removal spell from revealed information.

  • Unholy Annex // Ritual Chamber is a primary inevitability candidate when the game has slowed and both players are trading resources; card text check required before assuming draw, life-loss, token, transformation, room, or demon-related outcomes. Set it up after early discard or after removal has contained the board, execute by choosing legal modes that increase cards or pressure, and deprioritize it when tapping out would leave a visible attacker, planeswalker-equivalent permanent, or combo piece unanswered.

  • Requiting Hex is a main win-path support card only if its exact text converts a threat, graveyard, life swing, or removal exchange into damage or material advantage; card text check required. Prioritize it when Veles exposes a legal action that either removes a must-answer permanent, advances a lethal clock, or stabilizes while preserving another threat in hand.

  • Firdoch Core is a long-game pressure or utility-land win path only if the visible legal actions show it can produce damage, bodies, card selection, recursion, or mana advantage; card text check required. Prioritize Firdoch Core in stalled games where spell resources are low, but do not spend turns activating it over casting Professor Dellian Fel; Sentinel of the Nameless City; Unholy Annex // Ritual Chamber unless the legal action text clearly advances the board.

Secondary Win Conditions

  • Backup combat wins come from ordinary creature damage after removal clears blockers. Use Bitter Triumph; Shoot the Sheriff; Maelstrom Pulse; Requiting Hex; Intimidation Tactics to open attacks for Sentinel of the Nameless City; Qarsi Revenant; Keen-Eyed Curator; Scrapshooter, and avoid trading away the last pressure source unless survival requires it.

  • Value attrition wins come from making every opposing card line up poorly against a different answer. Use Duress against noncreature threats and interaction, use Shoot the Sheriff or Bitter Triumph on urgent creature threats when legal, use Maelstrom Pulse for permanents that otherwise demand multiple cards, and let Unholy Annex // Ritual Chamber; Professor Dellian Fel; Sentinel of the Nameless City convert parity into a lead.

  • Graveyard-resource wins are possible if Keen-Eyed Curator; Qarsi Revenant; Requiting Hex; Underground Mortuary provide legal graveyard actions; card text check required for exact recursion, exile, counters, or threshold behavior. Treat the graveyard as a visible resource only when Veles exposes the relevant action and the public graveyard contents support it; do not assume hidden library or hand contents.

  • Scrapshooter is a secondary combat and utility body in Game 1 and can become a higher-priority role player after sideboarding when artifact or enchantment targets are visible; card text check required for exact target restrictions. Use it as pressure when no target ability matters, but preserve it when the opponent has shown public permanents that only Scrapshooter or Maelstrom Pulse can answer efficiently.

  • Ba Sing Se can support fallback pressure only if its legal actions show creature, mana, protection, or engine utility; card text check required. Use it as a stabilizing or finishing resource when the action text is explicit, not as a presumed win condition.

Emergency Lines

  • Behind on life, stop preserving perfect answers and spend legal removal on the current clock. Prioritize Bitter Triumph; Shoot the Sheriff; Maelstrom Pulse; Requiting Hex; Intimidation Tactics over discard if the opponent's battlefield is the immediate reason you are losing, and attack only when the crack-back remains survivable from visible information.

  • Behind on board, trade creatures and answer snowballing permanents before developing slow engines. Sentinel of the Nameless City and Qarsi Revenant should block when they are the only way to buy a turn, while Unholy Annex // Ritual Chamber and Professor Dellian Fel should wait unless their visible legal action immediately stabilizes.

  • Behind on cards, shift from tempo trades to engines and two-for-one opportunities. Use Duress; Cruelclaw's Heist; Strategic Betrayal only when they hit a relevant visible card or protect a payoff, and prioritize Unholy Annex // Ritual Chamber; Professor Dellian Fel; Sentinel of the Nameless City if their text or legal actions generate repeat value.

  • Behind on mana, sequence Forest; Swamp; Blooming Marsh; Wastewood Verge; Underground Mortuary; Overgrown Tomb; Deathcap Glade; Ba Sing Se to unlock both colors before holding up optional plays. Keep cheap interaction live, avoid speculative activated abilities from Firdoch Core unless they fix the bottleneck, and use discard to buy time against expensive visible threats.

  • Behind against engines, identify the permanent or hand card actually generating the advantage and answer that axis first. Maelstrom Pulse handles visible permanents, Duress; Cruelclaw's Heist; Strategic Betrayal handle revealed nonbattlefield pieces, and pressure from Sentinel of the Nameless City or Scrapshooter should start once the engine is interrupted.

  • Behind to graveyard recursion, use Keen-Eyed Curator or sideboard Ghost Vacuum only when Veles shows legal graveyard interaction and the public graveyard contains the recursive card or enabling resource. If no graveyard action is legal, race with board pressure or remove the payoff instead of pretending the graveyard can be answered.

  • If primary win conditions are removed, win by layering smaller threats and denying recovery. Preserve any remaining Sentinel of the Nameless City; Keen-Eyed Curator; Scrapshooter; Firdoch Core pressure, clear blockers with removal, and use discard to stop the opponent's next stabilizer rather than waiting for another single payoff.

Resource Model

  • Life is a spendable buffer only when the current battlefield clock is contained. Use life to absorb small attacks while developing Sentinel of the Nameless City; Professor Dellian Fel; Unholy Annex // Ritual Chamber, but stop paying life or accepting damage when visible attackers threaten a two-turn clock or when Bitter Triumph-style costs are part of the available line; card text check required for exact life payments or losses.

  • Hand size is the deck's main attrition reserve, so avoid spending two cards to answer one low-impact permanent unless the clock or engine demands it. Duress; Cruelclaw's Heist; Strategic Betrayal convert information and disruption into safer threat deployment, while Unholy Annex // Ritual Chamber and Professor Dellian Fel should be prioritized when legal actions show they can recover cards or material.

  • Mana is the limiting resource for double-spelling, removal plus discard, and holding up responses. Sequence turns to keep black available for Duress; Cruelclaw's Heist; Bitter Triumph; Shoot the Sheriff; Strategic Betrayal, and keep green available for Sentinel of the Nameless City; Keen-Eyed Curator; Scrapshooter and any visible Firdoch Core or Underground Mortuary action; card text check required for exact activated abilities.

  • Board presence is both pressure and survival, not a pure race plan. Sentinel of the Nameless City and Qarsi Revenant can pressure when removal has cleared blockers, but they should trade or block when the visible opponent clock would otherwise invalidate slower engines.

  • Graveyard value is conditional on public zone contents and exposed legal actions. Treat Keen-Eyed Curator; Qarsi Revenant; Requiting Hex; Underground Mortuary as graveyard-resource cards only when Veles shows the relevant action, and do not assume recursion, exile, counters, or threshold behavior without a card text check.

  • Exile is mostly a tracked consequence unless Ghost Vacuum or Keen-Eyed Curator exposes legal exile actions. Use exile interaction only when the public graveyard contains a card that matters to the opponent's visible plan or when the legal action text advances your own board.

  • Lands are strategic assets after the third land, especially if Firdoch Core; Underground Mortuary; Ba Sing Se; Wastewood Verge have visible utility. Preserve land drops through turn four for Professor Dellian Fel; Unholy Annex // Ritual Chamber and double-spell turns, but avoid flooding by choosing legal selection or discard lines that turn excess lands into value only when the action text confirms that exchange.

  • Sacrifice fodder should not be assumed unless a legal action explicitly asks for a sacrifice or names a permanent to pay a cost. If Bitter Triumph; Requiting Hex; Qarsi Revenant; Ba Sing Se or another card offers a sacrifice-related action, prefer expendable tokens or low-impact permanents only from visible board state and preserve the last meaningful attacker or blocker unless survival requires the exchange.

  • Tempo is gained by disrupting before committing and by answering the permanent that currently matters. Use Duress before tapping out when the opponent has cards in hand and the matchup rewards information, but use Bitter Triumph; Shoot the Sheriff; Maelstrom Pulse; Requiting Hex first when the visible battlefield is the urgent threat.

  • Information is a real resource from discard and revealed-zone effects. After Duress; Cruelclaw's Heist; Strategic Betrayal reveals cards, choose future plays from revealed information and public actions, then mark that information stale once draws, searches, or hidden-zone changes occur.

  • Sideboard bullets change which resource matters most after Game 1. Add role cards: Ghost Vacuum for graveyard pressure, Nowhere to Run and Day of Black Sun for creature-heavy pressure, Ancient Vendetta and Heritage Reclamation for artifact/enchantment or permanent-resource fights, extra Duress and Intimidation Tactics for hand/tempo contests, extra Scrapshooter when its target or body matters; reduce main-deck emphasis only where the matchup makes a resource axis visibly low impact.

Mana Guide

  • Keep hands that cast early black interaction and have a path to green by turn three. A strong opener normally has Swamp, Blooming Marsh, Overgrown Tomb, Deathcap Glade, Wastewood Verge, Underground Mortuary, or Firdoch Core in a sequence that enables Duress; Cruelclaw's Heist; Shoot the Sheriff while still reaching Sentinel of the Nameless City; Keen-Eyed Curator; Scrapshooter on time.

  • Mulligan hands that cannot produce black early unless the hand has multiple green plays and a reliable black source is visibly likely from legal selection. The deck's best early stabilizers and information spells are black, so Forest-only hands with no Blooming Marsh; Overgrown Tomb; Deathcap Glade; Wastewood Verge; Underground Mortuary; Firdoch Core support are high risk.

  • Sequence untapped duals to maximize two-spell turns instead of merely curving one card per turn. Blooming Marsh is usually strongest early, Overgrown Tomb and Deathcap Glade should be planned around their entering condition or life cost if applicable, and Underground Mortuary; Wastewood Verge; Firdoch Core require card text checks before assuming tapped status or fixing details.

  • Play basic Swamp early when the hand contains Duress plus another black spell. Play Forest early only when the hand needs green for Sentinel of the Nameless City; Keen-Eyed Curator; Scrapshooter or when black is already secured by another land.

  • Treat Ba Sing Se and Firdoch Core as utility lands first and colored sources only when the legal action text confirms their mana output. Do not keep a hand relying on either for a missing color unless Veles exposes enough card data or runtime actions to verify the color requirement.

  • Prioritize land drops through four mana because Professor Dellian Fel and Unholy Annex // Ritual Chamber are important stabilizing or advantage plays. A three-land hand with interaction is usually better than a speculative two-land hand with expensive engines, especially on the draw against pressure.

  • Hold lands before card draw or selection only when no landfall, discard, or mana-use action requires the land first and the spell might reveal a better land-drop choice. Play the land before drawing or selecting when you must pay for the spell, when a tapped land must be deployed for next turn, or when the legal action uses current land count.

  • Preserve both colors before activating utility lands or optional costs. If Firdoch Core, Underground Mortuary, Ba Sing Se, Unholy Annex // Ritual Chamber, Requiting Hex, or sideboard cards expose mana-consuming actions, choose them after confirming the turn still covers removal, discard, or survival needs.

  • Spend life for mana only when the gained tempo matters more than the life buffer. If Overgrown Tomb or another land presents a pay-life choice, pay when it enables Duress into protection, urgent removal, or a key three-drop; decline when the same turn can be played safely tapped or when visible attackers make life the scarce resource.

Mulligan Guide

  • Strong keep: Keep two-to-four land hands with early black mana, one proactive discard spell, one removal spell, and a turn-three or turn-four engine. Swamp or Blooming Marsh plus Duress or Cruelclaw's Heist, Shoot the Sheriff or Bitter Triumph, and Sentinel of the Nameless City or Unholy Annex // Ritual Chamber is the cleanest baseline.

  • Strong keep: Keep hands with Blooming Marsh, Overgrown Tomb, Deathcap Glade, Wastewood Verge, or Underground Mortuary that can cast Duress on turn one or Cruelclaw's Heist on turn two while still presenting green by turn three for Sentinel of the Nameless City, Keen-Eyed Curator, or Scrapshooter. The hand is stronger when the third land is already present.

  • Medium keep: Keep three-land hands with Professor Dellian Fel or Unholy Annex // Ritual Chamber and at least one early interaction spell, even if the curve starts slowly. This deck can win attrition games, but it needs Duress, Intimidation Tactics, Bitter Triumph, Shoot the Sheriff, Maelstrom Pulse, or Requiting Hex to prevent falling behind before the engine matters.

  • Medium keep: Keep two-land hands on the draw when both colors are covered and the hand has Duress plus a cheap removal or selection line. Ship the same style more often on the play if the third land is required for all meaningful spells.

  • Risky keep: Treat Forest plus utility-looking lands as risky unless Veles confirms black mana and the hand has green plays that matter immediately. Forest with Sentinel of the Nameless City and Keen-Eyed Curator can function only if the second color arrives before the opponent's pressure or key noncreature spell resolves.

  • Risky keep: Treat hands with only Professor Dellian Fel, Unholy Annex // Ritual Chamber, Maelstrom Pulse, and Requiting Hex as slow unless the lands and matchup give time. These cards are powerful later, but an opener without Duress, Cruelclaw's Heist, Shoot the Sheriff, Bitter Triumph, or Intimidation Tactics may lose before stabilizing.

  • Automatic ship: Ship zero-land, one-land, and five-plus-land hands unless the legal mulligan context is extreme and the hand contains multiple cheap actions plus verified fixing. Ship hands with no black source and no verified path to black, because Duress, Cruelclaw's Heist, Shoot the Sheriff, Bitter Triumph, and much of the interaction package require black access.

  • Automatic ship: Ship hands that cannot cast any nonland spell before turn three and do not contain a clearly stabilizing turn-three play. A hand full of Professor Dellian Fel, Unholy Annex // Ritual Chamber, Requiting Hex, and lands is not a keep against unknown opposition without early interaction.

  • Matchup-dependent keep: Against control or combo-looking opponents, prioritize Duress, Cruelclaw's Heist, Strategic Betrayal, and a fast threat over creature removal. A hand with discard plus Sentinel of the Nameless City is better than a hand with Shoot the Sheriff and Maelstrom Pulse if the opponent has few visible creature incentives.

  • Matchup-dependent keep: Against aggressive creature starts, prioritize Shoot the Sheriff, Bitter Triumph, Maelstrom Pulse, Requiting Hex, Intimidation Tactics, and enough lands to cast them. A discard-heavy hand without removal is a trap if visible or known opposing pressure can punish the tempo loss.

  • Play/draw adjustment: On the play, keep lower-resource hands only when Duress or Cruelclaw's Heist can disrupt before the opponent develops. On the draw, value the extra card and keep interactive two-land hands more often, but ship slow hands that cannot answer a turn-two creature or snowball permanent.

  • Trap hand: Do not keep double Unholy Annex // Ritual Chamber plus Professor Dellian Fel with no cheap interaction just because the late game is strong. Do not keep Ba Sing Se, Firdoch Core, and Forest as fixing unless Veles confirms the exact mana actions and they cast the hand.

Turn Arc

  • Turn 1: Lead with untapped black when Duress is available and the opponent's hand matters more than preserving life or perfect colors. If no discard is available, play the land that best enables turn-two Cruelclaw's Heist, Intimidation Tactics, Shoot the Sheriff, Keen-Eyed Curator, or a tapped fixing land for turn three.

  • Turn 1 deviation: Lead Forest only when the hand's first meaningful play is green and black is already covered next turn. Lead Ba Sing Se, Firdoch Core, Underground Mortuary, or Wastewood Verge only when their tapped or utility status will not block a necessary turn-two black spell; card text check required for exact land behavior.

  • Turn 2: Cast Cruelclaw's Heist or Duress before committing a threat when the opponent has hidden cards and the matchup rewards information. Cast Shoot the Sheriff, Bitter Triumph, or Intimidation Tactics first when the visible battlefield presents immediate pressure or a must-answer creature.

  • Turn 2 deviation: Deploy Keen-Eyed Curator only when the board is not demanding removal or when its legal action text advances graveyard control or board presence. Hold Strategic Betrayal until the opponent's revealed or visible position makes the effect meaningful; card text check required for exact tactical use.

  • Turn 3: Prefer Sentinel of the Nameless City when the opponent is disrupted or behind on board. Prefer Maelstrom Pulse or Requiting Hex when a visible permanent threatens to snowball. Prefer Scrapshooter when Veles shows a relevant artifact, enchantment, graveyard, or body-based reason; card text check required for exact modes.

  • Turn 3 deviation: Use Duress or Cruelclaw's Heist before a main-phase engine when the opponent has open mana and hidden interaction. If the opponent is empty-handed or tapped out, use the mana to add Sentinel of the Nameless City, Keen-Eyed Curator, or a removal spell that changes combat.

  • Turns 4-5: Commit Professor Dellian Fel or Unholy Annex // Ritual Chamber when the board is stable, the opponent's most dangerous card has been stripped or answered, and the land sequence supports follow-up interaction. If the opponent is pressuring life total, stabilize first with Shoot the Sheriff, Bitter Triumph, Maelstrom Pulse, Requiting Hex, Intimidation Tactics, or blocks.

  • Turns 4-5 deviation: Double-spell over single-engine plays when the legal actions let you both disrupt and add pressure. Duress plus Sentinel of the Nameless City, removal plus Keen-Eyed Curator, or Cruelclaw's Heist plus a cheap answer is often better than tapping out into an unknown hand.

  • Late game: Convert every draw step into either board pressure, hand disruption, or an answer to the opponent's best visible permanent. Professor Dellian Fel and Unholy Annex // Ritual Chamber should dominate longer games only after survival is secured; do not spend mana on utility actions from Firdoch Core, Underground Mortuary, Ba Sing Se, Keen-Eyed Curator, or Requiting Hex if that prevents necessary interaction.

  • Late-game deviation: Preserve removal for the card that beats the current board, not the first legal target. Use Duress, Cruelclaw's Heist, Strategic Betrayal, and visible revealed information to decide when to tap out, and treat all hidden-card assumptions as stale after draws, searches, or shuffle effects.

Card Roles

  • Sentinel of the Nameless City is the preferred stabilizing threat when the board is not demanding immediate removal. Cast it after Duress or Cruelclaw's Heist has reduced interaction risk, and use its generated Map-token pressure as a way to turn lands and small creatures into material advantage; do not run it into obvious removal when the same mana can answer a lethal attacker.

  • Qarsi Revenant is a graveyard-adjacent midgame card, but card text check required before treating it as recursion, pressure, or engine material. Cast it only when Veles shows its legal action advances the current battlefield or graveyard plan; hold it when removal, discard, or a cleaner Professor Dellian Fel / Unholy Annex // Ritual Chamber turn better protects the long game.

  • Intimidation Tactics is an early interactive card, but card text check required for exact target, timing, and combat implications. Use it as a tempo or survival tool when legal text confirms it changes an attack, block, or creature exchange; avoid spending it on a low-impact creature if Shoot the Sheriff, Bitter Triumph, Maelstrom Pulse, or Requiting Hex can answer a more important permanent.

  • Keen-Eyed Curator is a cheap green play that should bridge early board development and graveyard discipline. Deploy it when the opponent is not forcing immediate black removal, and activate or sequence it only when Veles confirms the graveyard action matters; against graveyard decks, value it higher, while against creature pressure do not let utility graveyard play replace blocking or removal.

  • Duress is the cleanest turn-one information and disruption spell against noncreature-heavy hands. Cast it before committing Professor Dellian Fel, Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, or a tapped-out removal-light turn; take the card that most punishes the next two turns, not automatically the most expensive card.

  • Cruelclaw's Heist is the heavier hand-disruption slot, but card text check required for exact selection, exile, cast-permission, and timing details. Use it when the opponent has enough hidden cards for information to matter, especially before an engine turn; hold it if the battlefield already contains a must-answer permanent and the same mana could prevent damage or protect life total.

  • Maelstrom Pulse is the flexible catch-up answer for visible nonland permanents that other removal cannot cleanly handle. Prioritize it for planeswalkers, enchantments, large creatures, tokens sharing a name, or board pieces that will snowball; do not spend it on a single replaceable creature when Shoot the Sheriff or Bitter Triumph can answer that threat and preserve Maelstrom Pulse for harder permanent types.

  • Professor Dellian Fel is a four-copy centerpiece and should be treated as a commitment engine until card text is verified. Cast it when the board is stable enough that tapping mana will not lose to visible pressure, and prefer it after discard has checked for removal; against control, it is a primary threat, while against aggro it is secondary to staying alive.

  • Bitter Triumph is the singleton premium emergency answer because it can remove a creature or planeswalker at an additional resource cost. Use it when the target is worth the discard or life loss, especially against lethal attackers or planeswalkers that will dominate; avoid paying life casually in races, and discard only when the card pitched is lower-impact than preserving board parity.

  • Shoot the Sheriff is efficient creature interaction with an Outlaw restriction that must be respected by visible legal actions. Use it early against non-Outlaw pressure and preserve broader answers for creatures it cannot legally hit; if Veles does not offer the action, do not assume the target is legal.

  • Requiting Hex is a repeated three-copy interaction or pressure slot, but card text check required for target rules and payoff. Treat it as a main-deck answer only when the legal action text confirms the effect stabilizes, removes, drains, or otherwise changes the board; do not choose it over Maelstrom Pulse or Shoot the Sheriff unless the confirmed text addresses the actual threat better.

  • Unholy Annex // Ritual Chamber is a four-copy long-game engine and should be cast when life total, board state, and open mana make an enchantment commitment safe. Use discard first against control or midrange when possible, and stabilize first against aggro; do not open the Room or spend mana on the wrong half unless Veles confirms the legal action and the current turn can absorb the tempo cost.

  • Strategic Betrayal is a two-copy strategic disruption card, but card text check required for exact effect and legal timing. Use it when hidden-hand information, visible board state, or matchup role makes the effect high-impact; avoid firing it blindly into an unknown low-resource opponent when a threat or removal spell creates more immediate pressure.

  • Scrapshooter is the main-deck utility bullet and gains importance when Veles shows legal artifact, enchantment, graveyard, or reach-relevant combat applications; card text check required for exact modes. Cast it as interaction with a body when the target matters, not merely as a curve filler, because the sideboard has more copies for matchups where the effect is central.

  • Forest and Swamp are the baseline lands that make awkward hands honest. Prefer Swamp early for Duress, Cruelclaw's Heist, Shoot the Sheriff, Bitter Triumph, Intimidation Tactics, and Strategic Betrayal; prefer Forest only when the hand's first relevant action is Sentinel of the Nameless City, Keen-Eyed Curator, or Scrapshooter and black is already secured.

  • Blooming Marsh is the best early dual when it enters untapped and should usually support turn-one Duress or turn-two interaction. Sequence it before slower lands when the hand needs early black and green, but account for later tapped behavior if Veles exposes it.

  • Overgrown Tomb is premium fixing when life total can pay for speed and should be conserved when untapped access matters. Shock only when the immediate spell changes the game or prevents worse damage; against aggro, compare the life payment against waiting one turn or using Blooming Marsh / Swamp.

  • Underground Mortuary is fixing plus graveyard or card-quality texture, but it is usually a tempo cost because it enters tapped. Use it early when no one-mana action is needed, and value its setup more in slow matchups where surveil-like text or graveyard filling can improve Qarsi Revenant, Keen-Eyed Curator, or other graveyard-aware lines.

  • Deathcap Glade is midgame dual fixing that improves after basics or typed lands are established. Sequence it after Swamp, Forest, Overgrown Tomb, or Underground Mortuary when possible, and do not rely on it as the only early untapped source unless Veles confirms it can produce mana on time.

  • Wastewood Verge, Firdoch Core, and Ba Sing Se require card text checks before tactical use beyond mana production. Treat them as lands with possible timing, color, or utility constraints; do not keep or sequence hands around their special functions unless Veles confirms the exact legal mana or activated actions available.

Interaction Priorities

  • Priority: spend interaction on the threat that changes the next combat, engine turn, or hand-resource exchange first. Use Maelstrom Pulse for visible nonland permanents that other answers cannot cleanly solve, Shoot the Sheriff for legal creature targets, Bitter Triumph for emergency creature or planeswalker stops, and Requiting Hex only when Veles confirms its legal text answers the current problem.

  • Remove first: kill evasive attackers, snowballing engines, planeswalkers about to gain decisive value, and creatures that make Professor Dellian Fel, Sentinel of the Nameless City, Qarsi Revenant, or Unholy Annex // Ritual Chamber too slow. Against creature swarms, preserve Maelstrom Pulse for duplicate-name boards or broad permanent problems unless immediate lethal requires a one-for-one.

  • Discard first: cast Duress before committing Professor Dellian Fel or Unholy Annex // Ritual Chamber into open mana, and take the card that beats the next two turns. Prioritize sweepers before multiple threats, removal before a single engine creature or planeswalker, countermagic before a tap-out threat, and combo payoffs before generic card draw.

  • Heist and betrayal discipline: use Cruelclaw's Heist and Strategic Betrayal as information and disruption only according to visible legal text; card text check required for exact selection, exile, cast-permission, and timing. Do not spend a whole turn on hidden-card disruption when a resolved battlefield permanent is already forcing lethal or invalidating attacks.

  • Counter and bounce note: this registered deck has no confirmed main-deck counterspell or bounce spell. If Veles exposes a counter, bounce, exile, or protection-like legal action from Intimidation Tactics, Ancient Vendetta, Heritage Reclamation, Scrapshooter, Nowhere to Run, Day of Black Sun, or another card, choose the target by confirmed text, not by assumed card role.

  • Exile and graveyard priority: use Keen-Eyed Curator, Ghost Vacuum, Scrapshooter, or Heritage Reclamation against graveyard or artifact/enchantment engines only when the legal action attacks the opponent's actual axis. Do not exile low-impact graveyard cards while dying to creatures; do not hold graveyard hate when the opponent is visibly setting up recursion, reanimation, or cast-from-graveyard value.

  • Bait first: lead with Sentinel of the Nameless City, Qarsi Revenant, Keen-Eyed Curator, or a redundant Unholy Annex // Ritual Chamber when the opponent represents premium interaction and Professor Dellian Fel is the higher-value commitment. Do not bait with the only stabilizing removal spell or only blocker against aggro.

  • Ignore first: ignore small ground creatures, low-impact value permanents, and blockers that do not change the clock when your hand is configured to win through Professor Dellian Fel, Unholy Annex // Ritual Chamber, or repeated midrange pressure. Ignore opponent graveyard cards until they enable a visible payoff or make a legal hate action high-impact.

  • Archetype shift: against aggro, interaction is life-total protection and should trade down when it buys a full turn. Against control, discard and bait sequencing matter more than early removal. Against midrange, answer engines before bodies. Against combo, disrupt the revealed enabler or payoff before developing a slower threat.

Combat And Trading Rules

  • Attack rule: attack when the swing pressures life total, planeswalkers, or a race without exposing the only stabilizer. Sentinel of the Nameless City and Qarsi Revenant should pressure slower decks, but they should stay home when their block buys the turn needed for Maelstrom Pulse, Bitter Triumph, Shoot the Sheriff, or Unholy Annex // Ritual Chamber.

  • Block rule: block earlier against fast creature decks once life falls near 10, and become conservative near 7 or less unless a lethal counterattack is visible. This deck can recover cards with engines; it cannot recover from preserving a creature while taking damage that makes Overgrown Tomb, Bitter Triumph, or slow Room sequencing unsafe.

  • Trade rule: trade Keen-Eyed Curator, Scrapshooter, or a redundant Sentinel of the Nameless City for an attacker that shortens the clock or protects a snowballing permanent. Preserve Professor Dellian Fel, Qarsi Revenant, and an active Unholy Annex // Ritual Chamber plan unless the trade prevents lethal, wins combat, or Veles shows the permanent has already generated enough value.

  • Engine preservation: protect Professor Dellian Fel and Unholy Annex // Ritual Chamber turns by removing attackers before combat when damage would make the engine too slow. If a creature must survive to keep a planeswalker safe, block with lower-value bodies first and use removal only when the block plus spell changes the next turn.

  • Race rule: race only when your visible attack clock is faster and a legal removal or discard line covers the opponent's best crack-back. If the opponent's next attack is larger, switch roles immediately: hold back a blocker, kill the most damaging attacker, and delay optional graveyard or utility actions.

  • Protection rule: avoid attacks that let the opponent trade a small creature into Professor Dellian Fel support, Qarsi Revenant, or the only creature holding off lethal. Use Intimidation Tactics or Nowhere to Run in combat only when Veles confirms legal timing and the effect changes survival, lethal pressure, or a key trade.

  • Archetype shift: against aggro, trade almost any non-engine creature for time and keep removal for the biggest or evasive attacker. Against control, attack steadily with medium threats to tax answers while holding redundant commitments. Against midrange, avoid low-value trades that leave the opponent with the better engine. Against combo, attack more freely when battlefield damage is your fastest clock.

Selection And Tutor Rules

  • Selection rule: treat this deck as pseudo-selection, not true tutoring, unless Veles exposes an exact search, look, reveal, scry, exile-from-library, or cast-permission action. There is no confirmed main-deck card that may be assumed to find any card on demand; Card text check required for Cruelclaw's Heist, Strategic Betrayal, Sentinel of the Nameless City, Qarsi Revenant, Professor Dellian Fel, Firdoch Core, Wastewood Verge, Ba Sing Se, Ghost Vacuum, Ancient Vendetta, Day of Black Sun, and Heritage Reclamation before treating them as selection engines.

  • Land-drop timing: make the land drop after Duress, Cruelclaw's Heist, or any confirmed look-at-hand effect when the revealed information can change whether green, black, untapped, or pain-free mana matters this turn. Make the land drop before casting a spell only when Veles shows the spell is currently illegal without that land or when holding the land cannot change the decision.

  • Early smoothing: prioritize keeping black access for Duress, Cruelclaw's Heist, Bitter Triumph, Shoot the Sheriff, Maelstrom Pulse, Requiting Hex, Strategic Betrayal, Professor Dellian Fel, and Unholy Annex // Ritual Chamber lines when Veles shows those costs. Prioritize green access when Sentinel of the Nameless City, Keen-Eyed Curator, Scrapshooter, Heritage Reclamation, or other visible legal actions require it.

  • Hand-information sequencing: cast Duress before other ambiguous selection whenever the opponent has unknown cards and the main choice is whether to commit Professor Dellian Fel, Unholy Annex // Ritual Chamber, or a removal spell this turn. Use the revealed hand to decide whether to take interaction, a sweeper, a combo piece, or a card-advantage engine; do not infer unshown cards.

  • Heist and betrayal selection: use Cruelclaw's Heist and Strategic Betrayal only according to Veles-visible candidate lists and exact legal text. If the action offers a choice from an opponent's hand, exile, graveyard, or library, choose the card that most directly affects the next turn cycle: lethal setup first, engine payoff second, premium answer to your current threat third, generic value last.

  • Graveyard selection: use Keen-Eyed Curator, Ghost Vacuum, Scrapshooter, or Heritage Reclamation graveyard choices only when the selected card is visible in a public zone or explicitly revealed by the engine. Target recursion payoffs, escape/flashback-like resources, reanimation targets, and artifact/enchantment engines before low-impact card types; Card text check required for exact growth, exile, storage, or return incentives.

  • Scry and bottoming discipline: bottom redundant tapped lands when the current mana already casts the visible hand, bottom expensive engines when under lethal pressure, and bottom narrow interaction with no legal targets. Keep removal when behind, keep Duress or Cruelclaw's Heist against unknown control/combo hands, and keep lands when missing a color or the next spell is stranded.

  • Token or map-like selection: if Sentinel of the Nameless City or another card creates a selection object such as a Map, Clue, or similar permanent, use it after making necessary land drops and before committing a fragile threat only when the resulting information can change sequencing. Card text check required; do not assume explore, draw, surveil, sacrifice timing, or counter placement unless Veles exposes the legal action.

Priority And Stack Rules

  • Priority rule: pass priority when no legal action changes combat, stack resolution, mana development, or the opponent's next meaningful turn. Spend priority actions from Duress, removal, graveyard hate, or utility permanents only when Veles shows a legal action and the visible board or stack rewards acting now.

  • Main-phase commitment: cast Duress before tapping out for Professor Dellian Fel or Unholy Annex // Ritual Chamber when the opponent has unknown cards and you can still use the information this turn. If Duress is unavailable, commit the engine only when the visible clock, mana, and hand make waiting worse than exposing the card to interaction.

  • Removal timing: use Maelstrom Pulse, Shoot the Sheriff, Bitter Triumph, Requiting Hex, Intimidation Tactics, Nowhere to Run, Ancient Vendetta, or Day of Black Sun at sorcery speed only when Veles limits timing or when acting now prevents attacks, planeswalker activations, sacrifice value, or protective mana. Hold instant-speed removal to combat or end step when waiting can catch a better target without risking lethal.

  • Stack discipline: respond to opponent spells only when the response changes the spell's effect, removes a required target, protects life total, attacks a graveyard dependency, or prevents an engine from resolving. Let low-impact draw, cantrip, or setup spells resolve when your best answer must be saved for a visible permanent, lethal threat, or known payoff.

  • Graveyard timing: activate or cast Keen-Eyed Curator, Ghost Vacuum, Scrapshooter, or Heritage Reclamation in response to a visible graveyard-use spell or ability when legal. Do not fire graveyard hate during your own main phase just to spend mana if the opponent can still put the important card into the graveyard later.

  • Optional payment discipline: decline optional costs, unlocks, or payments when paying prevents holding up removal, graveyard hate, or a necessary second spell. Pay only when the effect is confirmed by Veles and advances the current role: stabilize against aggro, protect an engine against control, or close the game against combo.

  • Room and engine timing: unlock or use Unholy Annex // Ritual Chamber only when Veles confirms the legal side, cost, and timing. Against pressure, stabilize before spending mana on a slow engine; against control or midrange, resolve the engine when discard has cleared the way or when the opponent must answer another threat first.

  • Combat windows: act before attackers when removal prevents the largest attack, after attackers when the opponent has committed a risky attack, after blockers when a trick changes a trade, and before damage when survival or lethal depends on it. Use Intimidation Tactics, Nowhere to Run, Shoot the Sheriff, Bitter Triumph, or Requiting Hex in combat only through confirmed legal actions.

  • End-step policy: use instant-speed selection, graveyard hate, or removal on the opponent's end step when there is no stack threat and your next turn benefits from untapping with information or a cleared board. Keep priority actions unused if the opponent has a more important visible card that must be answered later.

  • Rules humility: if Veles exposes a legal activated ability from Firdoch Core, Wastewood Verge, Ba Sing Se, Qarsi Revenant, Professor Dellian Fel, Sentinel of the Nameless City, or any sideboard card, choose from the visible legal text and current board state only. Card text check required before treating any of those actions as mana fixing, recursion, draw, sacrifice, or removal.

Sideboard Map

  • Sideboard principle: sideboard by visible opponent role first, not by card reputation. Add narrow sideboard cards only when their target class appears in Game 1 logs, revealed deck context, or matchup metadata; keep maindeck threats and engines when the opponent's plan is unclear.

  • Scrapshooter: add extra copies against artifact engines, enchantment engines, evasive pressure, or board states where Veles shows legal artifact/enchantment interaction from Scrapshooter. Card text check required; treat its tactical role as conditional until the rules engine exposes the exact action, target class, and timing. Scrapshooter is bad when the opponent presents mostly creatures, planeswalker-style threats, or hand/combo pressure with few legal targets.

  • Intimidation Tactics: add the sideboard copy when extra cheap interaction is needed against creature decks, combat-heavy aggro, or threat-light decks where the effect shown by Veles trades for a key attacker or protects a race. Card text check required; do not assume discard, removal, or combat text unless Veles displays it. Intimidation Tactics is bad when the opponent's key cards are noncreature engines or when topdeck attrition matters more than a narrow tactical exchange.

  • Ghost Vacuum: add against graveyard recursion, self-mill, reanimation, escape/flashback-like resources, and decks whose public graveyard becomes a second hand. Use it reactively when legal if the opponent is about to use a visible graveyard card; use it proactively only when the graveyard already contains a named payoff. Ghost Vacuum is bad against low-graveyard aggro, exile-heavy decks, and control decks whose graveyard is mostly spent interaction with no visible reuse.

  • Nowhere to Run: add against creature decks where cheap removal, ward/hexproof pressure, or combat timing matters according to Veles-visible text. Card text check required; if Veles shows it as an answer to a creature with protection-like text, prioritize it over slower removal. Nowhere to Run is bad against decks with few creatures, large threats outside its visible range, or engines that must be answered by Maelstrom Pulse, Scrapshooter, Ancient Vendetta, or discard instead.

  • Ancient Vendetta: add against artifacts, enchantments, token engines, or permanent types explicitly legal for Ancient Vendetta in the current engine prompt. Card text check required; do not infer exact target restrictions or life/payment clauses. Ancient Vendetta is bad when the opponent's threats are mostly creatures with no supporting artifact/enchantment engine, or when spending mana on narrow answers slows Professor Dellian Fel and Unholy Annex // Ritual Chamber too much.

  • Day of Black Sun: add against go-wide creature decks, boards with many small creatures, recursive creature pressure, and matchups where one-for-one removal will fall behind. Card text check required; treat it as a sweeper or mass-shrink effect only when Veles confirms legal text and expected affected objects. Day of Black Sun is bad when your Sentinel of the Nameless City, Professor Dellian Fel, Qarsi Revenant, Keen-Eyed Curator, or Scrapshooter board is already ahead and the opponent is playing one threat at a time.

  • Heritage Reclamation: add against graveyard-centric decks, artifact/enchantment engines, or attrition mirrors where Veles exposes a legal use that recovers resources or disrupts a graveyard plan. Card text check required; do not assume recursion, exile, or permanent removal unless shown. Heritage Reclamation is bad against fast decks when spending mana on setup does not affect the next combat or life-total race.

Creature aggro with many small attackers Side in: 2 Nowhere to Run, 2 Day of Black Sun, 1 Intimidation Tactics Cut: 3 Cruelclaw's Heist, 2 Strategic Betrayal

  • Plan rule: lower slow selection and opponent-resource theft against fast creature starts because survival is the first job. Keep Maelstrom Pulse, Shoot the Sheriff, Bitter Triumph, Requiting Hex, and main-deck Intimidation Tactics when they have legal targets; use Day of Black Sun only when it improves the board more than damaging your own threat base.

Artifact or enchantment engine decks Side in: 2 Scrapshooter, 3 Ancient Vendetta, 2 Heritage Reclamation Cut: 2 Shoot the Sheriff, 1 Bitter Triumph, 2 Requiting Hex, 2 Strategic Betrayal

  • Plan rule: raise permanent-specific answers when Game 1 shows artifacts or enchantments that outscale creature removal. Keep Duress and Cruelclaw's Heist because they can clear protection, payoffs, or redundant engines before committing Professor Dellian Fel or Unholy Annex // Ritual Chamber.

Graveyard recursion or self-mill decks Side in: 2 Ghost Vacuum, 2 Heritage Reclamation, 1 Duress Cut: 1 Bitter Triumph, 2 Shoot the Sheriff, 2 Strategic Betrayal

  • Plan rule: attack the graveyard only when the opponent's public cards or matchup label prove it matters. Keep Keen-Eyed Curator and main-deck Scrapshooter as overlapping tools if Veles exposes graveyard or permanent actions; avoid spending Ghost Vacuum before the important card is visible unless the engine shows a timing reason.

Control, combo, or low-creature spell decks Side in: 1 Duress, 2 Ghost Vacuum Cut: 1 Bitter Triumph, 2 Shoot the Sheriff

  • Plan rule: increase hand disruption and graveyard insurance while reducing creature-only answers when the opponent presents few targets. Keep Cruelclaw's Heist because it can punish slow hands and revealed payoffs; keep Professor Dellian Fel and Unholy Annex // Ritual Chamber as pressure plus card-advantage commitments after discard.

Midrange mirrors Side in: 1 Duress, 2 Heritage Reclamation, 1 Intimidation Tactics Cut: 1 Bitter Triumph, 1 Scrapshooter, 2 Strategic Betrayal

  • Plan rule: favor cards that trade on resources while keeping enough removal for must-answer creatures. Add role cards: Ghost Vacuum if the mirror uses graveyard recursion, Ancient Vendetta if artifacts or enchantments are central, and Scrapshooter if flyers or artifact/enchantment targets appear. Reduce main-deck emphasis: narrow creature removal when the opponent wins through engines, and slow theft effects when the opponent empties hand quickly.

  • Role-change rule: after sideboarding, Golgari Midrange should become either the stabilizing control deck against creature pressure or the disruptive pressure deck against control and combo. Do not sideboard into all answers with no clock; Sentinel of the Nameless City, Professor Dellian Fel, Unholy Annex // Ritual Chamber, Qarsi Revenant, and Keen-Eyed Curator still need to close games.

  • Runtime legality rule: every sideboarded card remains conditional on Veles-visible legal actions. If a sideboard card has no legal target or the target text is uncertain, prefer advancing mana, deploying a threat, or using confirmed interaction over speculative narrow-card timing.

Matchup Guidance

  • Aggro: stabilize first, then convert one surviving engine permanent into inevitability. Keep opening hands with early black mana, at least one cheap interaction spell such as Duress, Intimidation Tactics, Bitter Triumph, Shoot the Sheriff, Requiting Hex, or Nowhere to Run after sideboard, and a path to cast Sentinel of the Nameless City, Professor Dellian Fel, or Unholy Annex // Ritual Chamber before falling too far behind. Reduce main-deck emphasis on Cruelclaw's Heist and Strategic Betrayal when the opponent empties their hand quickly; add role cards such as Day of Black Sun, Nowhere to Run, and the extra Intimidation Tactics. Use Maelstrom Pulse on clustered permanents or the most snowballing threat, but do not wait for a perfect two-for-one if the next combat would put life total in burn range.

  • Go-wide: prioritize board compression over single-threat efficiency. Day of Black Sun is the clearest sideboard role card when Veles shows many small creatures or tokens, while Maelstrom Pulse can punish same-name permanents if the board state makes that legal and relevant. Trade Sentinel of the Nameless City, Qarsi Revenant, Keen-Eyed Curator, or Scrapshooter when the trade preserves life total and keeps Unholy Annex // Ritual Chamber active as a later resource engine. Avoid overcommitting extra creatures into a visible sweeper-like effect unless pressure is required to stop the opponent from going wider.

  • Burn: treat life total as the primary resource and hand disruption as removal for future damage. Duress and Cruelclaw's Heist are stronger when they take a visible or revealed damage spell, but they are weak if spending mana on them lets the current battlefield deal too much damage. Add role cards: Duress and Nowhere to Run when the opponent mixes burn with cheap creatures. Reduce main-deck emphasis: Strategic Betrayal and slow Cruelclaw's Heist lines when the hand does not also contain removal. Card text check required for Requiting Hex, Intimidation Tactics, and Day of Black Sun before using them as life-total stabilizers.

  • Tempo: respect the opponent's ability to punish tapped-out turns with threats plus interaction. Sequence Duress before Professor Dellian Fel or Unholy Annex // Ritual Chamber when possible, and use Cruelclaw's Heist only when the revealed hand or legal action text shows it can break up the tempo turn. Prioritize removal that answers the current clock over speculative engine setup. Add role cards: Nowhere to Run if Veles shows evasive or protection-like creatures that it can legally answer, Scrapshooter if flyers or artifact/enchantment threats appear, and Duress when counterplay or bounce is central. Keep lands untapped when Veles presents relevant instant-speed interaction choices.

  • Control: become the disruptive pressure deck, not a pure value deck. Lead with Duress when legal to clear sweepers, counters, or finishers before committing Professor Dellian Fel, Sentinel of the Nameless City, or Unholy Annex // Ritual Chamber. Cruelclaw's Heist is a priority when the opponent's hand is rich and the board is not demanding immediate removal; Strategic Betrayal is conditional on visible legal text and should not replace a threat when the opponent has already stabilized. Add role cards: Duress, Ghost Vacuum if graveyard reuse matters, and Heritage Reclamation if Veles shows relevant graveyard or permanent-resource text. Reduce main-deck emphasis: Shoot the Sheriff, Bitter Triumph, and Requiting Hex when there are few creature targets.

  • Combo: disrupt the first deterministic engine piece before racing. Duress and Cruelclaw's Heist should take the card that Veles-visible hand information identifies as enabling the combo, protecting the combo, or converting the combo into a win; do not guess hidden contents. Commit Professor Dellian Fel or Unholy Annex // Ritual Chamber only after deciding whether the current turn must hold interaction. Add role cards: Duress, Ghost Vacuum for graveyard combo, Ancient Vendetta or Heritage Reclamation for artifact/enchantment combo, and Scrapshooter when the combo permanent is a legal target. Reduce main-deck emphasis: creature-only removal unless the combo uses creatures as visible engines.

  • Midrange: make every exchange either trade up on mana, trade up on card quality, or protect an engine. Sentinel of the Nameless City is valuable when it attacks, blocks, or pressures planeswalker-like permanents shown by the engine; Professor Dellian Fel and Unholy Annex // Ritual Chamber are the cards most likely to win long games if protected from obvious removal windows. Maelstrom Pulse should answer the permanent that your creatures cannot attack through or the duplicated card that generates a clean exchange. Add role cards: Duress, Heritage Reclamation, Intimidation Tactics, and situational Ghost Vacuum if public graveyards matter. Reduce main-deck emphasis: narrow removal when the opponent wins through noncreature engines.

  • Removal-heavy decks: do not turn every creature into an isolated target. Deploy threats so that Sentinel of the Nameless City, Professor Dellian Fel, Qarsi Revenant, Keen-Eyed Curator, and Scrapshooter either demand different answers or leave a follow-up engine behind. Duress is strongest before the first expensive commitment, while Cruelclaw's Heist can punish a hand full of removal if the board is stable. Unholy Annex // Ritual Chamber is a major commitment gate; cast it when the opponent's visible pressure is low or when waiting gives them more draw steps than you can afford. Avoid sacrificing tempo for speculative Strategic Betrayal unless Veles shows a high-impact legal use.

  • Big mana: apply pressure while attacking payoff timing. Keep hands that combine a fast threat with Duress, Cruelclaw's Heist, Maelstrom Pulse, or another confirmed answer; slow hands full of creature removal are risky unless the opponent's ramp uses creatures. Prioritize discard on payoff cards over ramp only when the opponent already has enough mana visible or the payoff beats your battlefield. Add role cards: Duress, Ancient Vendetta, Heritage Reclamation, or Scrapshooter if the ramp engine is artifact/enchantment based. Reduce main-deck emphasis: Shoot the Sheriff, Bitter Triumph, and Requiting Hex when legal targets are scarce or too small to matter.

  • Graveyard decks: let the public graveyard tell you when to spend hate. Keen-Eyed Curator, Ghost Vacuum, and Heritage Reclamation should be used on the card or resource pattern that Veles shows as relevant, not on filler cards just because they are in a graveyard. Duress and Cruelclaw's Heist can remove enablers before the graveyard is stocked; Maelstrom Pulse and removal handle creatures that already resolved. Add role cards: Ghost Vacuum, Heritage Reclamation, Duress, and sometimes Scrapshooter if the graveyard deck uses artifact/enchantment permanents. Reduce main-deck emphasis: Strategic Betrayal and narrow creature removal if recursion ignores one-for-one exchanges.

  • Artifact/enchantment decks: answer the engine permanent before trading with replaceable creatures. Scrapshooter, Ancient Vendetta, Heritage Reclamation, and Maelstrom Pulse are the main role cards when Veles shows legal artifact or enchantment targets. Use Duress and Cruelclaw's Heist to clear protection or payoff pieces before firing a narrow answer if timing permits. Reduce main-deck emphasis: Shoot the Sheriff, Bitter Triumph, and Requiting Hex when creatures are secondary. Card text check required for Ancient Vendetta and Heritage Reclamation; choose them only when their legal action text clearly matches the permanent or graveyard problem.

  • Single-threat decks: concentrate answers and avoid diluting pressure. Shoot the Sheriff, Bitter Triumph, Requiting Hex, Maelstrom Pulse, Nowhere to Run, and Intimidation Tactics are better when the opponent relies on one creature or one protected attacker. Use Duress before the answer if protection or a counter is visible or likely by matchup role, but do not pass a legal removal window if the threat will immediately dominate combat. Keep enough pressure from Sentinel of the Nameless City, Professor Dellian Fel, Unholy Annex // Ritual Chamber, or Qarsi Revenant so the opponent cannot rebuild around a second threat uncontested.

Specific Matchup Notes

  • General note: exact opponents are absent, so treat these notes as archetype-only and let revealed cards, legal actions, and public board state override assumptions. Do not assume hidden copies or familiar format staples; use Duress and Cruelclaw's Heist to convert revealed information into priority targets, then sequence Professor Dellian Fel, Sentinel of the Nameless City, Qarsi Revenant, or Unholy Annex // Ritual Chamber around the answer profile Veles actually shows.

  • Against creature aggro: protect life total before maximizing long-game value. Prioritize Shoot the Sheriff, Bitter Triumph, Requiting Hex, Maelstrom Pulse, Intimidation Tactics, Nowhere to Run, and Day of Black Sun when they answer the visible clock or force a favorable combat reset. Add role cards: Nowhere to Run, Day of Black Sun, Intimidation Tactics, and Scrapshooter if flyers, artifacts, or enchantments are visible. Reduce main-deck emphasis: Strategic Betrayal and slow discard when the opponent is emptying hand quickly.

  • Against control: lead with information before committing the highest-value permanent. Duress should take the visible card that stops Professor Dellian Fel, Sentinel of the Nameless City, Unholy Annex // Ritual Chamber, or a decisive Maelstrom Pulse; Cruelclaw's Heist is strongest when the opponent's revealed hand contains multiple expensive or reactive cards. Add role cards: Duress, Ghost Vacuum if graveyard recursion appears, Heritage Reclamation if graveyards or artifacts/enchantments matter. Reduce main-deck emphasis: Shoot the Sheriff, Bitter Triumph, and Requiting Hex when legal creature targets are sparse.

  • Against midrange mirrors: make removal answer the permanent that blocks your engines from winning. Maelstrom Pulse is a premium answer to duplicated threats or a single snowballing permanent; Requiting Hex, Shoot the Sheriff, Bitter Triumph, and Nowhere to Run should be spent on threats that beat Sentinel of the Nameless City in combat or pressure Unholy Annex // Ritual Chamber. Add role cards: Duress, Intimidation Tactics, Heritage Reclamation, and situational Ghost Vacuum. Reduce main-deck emphasis: Strategic Betrayal only when Veles shows low-impact legal use.

  • Against graveyard decks: spend hate on the card that creates the next visible payoff, not the first card in the graveyard. Keen-Eyed Curator, Ghost Vacuum, and Heritage Reclamation should be held until public graveyard contents or legal action text identifies a recursion, threshold, flashback-like, or resource-conversion threat. Add role cards: Ghost Vacuum, Heritage Reclamation, Duress, and Scrapshooter if the engine uses artifacts or enchantments. Reduce main-deck emphasis: one-for-one creature removal when the opponent's visible plan ignores normal death trades.

  • Against artifact or enchantment engines: remove the engine permanent before fighting replaceable bodies. Scrapshooter, Ancient Vendetta, Heritage Reclamation, and Maelstrom Pulse are the likely role cards; Card text check required for Ancient Vendetta and Heritage Reclamation, so choose them only when Veles legal action text confirms the target and timing. Add role cards: Scrapshooter, Ancient Vendetta, Heritage Reclamation, and Duress. Reduce main-deck emphasis: Shoot the Sheriff, Bitter Triumph, and Requiting Hex if creatures are not the source of inevitability.

  • Against combo or big mana: disrupt the payoff window and keep pressure moving. Duress and Cruelclaw's Heist should prioritize the revealed card that enables the combo, protects it, or converts mana into a win; if the opponent's battlefield already produces enough mana, take payoff over setup. Add role cards: Duress, Ghost Vacuum for graveyard combo, Ancient Vendetta or Heritage Reclamation for permanent engines, and Scrapshooter for legal artifact/enchantment targets. Reduce main-deck emphasis: creature removal without visible engine targets.

Risk Summary

  • Mana risk: the deck has demanding black-green sequencing with Blooming Marsh, Wastewood Verge, Deathcap Glade, Overgrown Tomb, Underground Mortuary, Firdoch Core, Ba Sing Se, Forest, and Swamp. Do not keep hands that cannot cast early Duress, removal, or a stabilizing threat unless Veles shows a slow matchup and the hand has a clear land-development path.

  • Draw risk: hands with only discard and conditional removal can lose to resolved permanents or empty opposing hands. Convert Duress and Cruelclaw's Heist into pressure quickly with Sentinel of the Nameless City, Professor Dellian Fel, Qarsi Revenant, Keen-Eyed Curator, Scrapshooter, or Unholy Annex // Ritual Chamber.

  • Over-sideboarding risk: adding too many narrow cards can remove the deck's threat density. Keep enough main-deck pressure after adding Ghost Vacuum, Ancient Vendetta, Day of Black Sun, Heritage Reclamation, Nowhere to Run, Scrapshooter, Intimidation Tactics, or Duress so the opponent is punished after disruption.

  • Graveyard risk: Keen-Eyed Curator, Ghost Vacuum, and Heritage Reclamation may be wasted if fired before the opponent commits the relevant public resource. Let Veles-visible graveyard contents and legal action text identify the target.

  • Sweeper/removal risk: Day of Black Sun and Maelstrom Pulse can punish your own battlefield or tempo if used for small gains. Prefer them when the exchange resets a losing board, answers duplicates, or clears a blocker that lets a closer finish.

  • Closer risk: Professor Dellian Fel, Sentinel of the Nameless City, Qarsi Revenant, and Unholy Annex // Ritual Chamber are commitment cards, not disposable bodies. Sequence Duress first when visible interaction matters, but do not wait so long that the opponent's topdecks outscale your board.

  • Interaction risk: Shoot the Sheriff, Bitter Triumph, Requiting Hex, Nowhere to Run, Ancient Vendetta, and Heritage Reclamation are only as good as their legal targets. Card text check required for Requiting Hex, Strategic Betrayal, Firdoch Core, Ba Sing Se, Ancient Vendetta, and Heritage Reclamation; follow Veles legality and action text over assumptions.

  • Sequencing risk: Strategic Betrayal and Cruelclaw's Heist can consume a turn that should answer the battlefield. Use them when the revealed hand or legal action text justifies the tempo cost, especially before a major commitment or against combo/control.

Test Feedback Checklist

  • Deciding factor: identify whether the game was decided by early disruption, battlefield stabilization, graveyard pressure, mana development, unanswered engine cards, or a failed closing window. Name the exact cards involved, especially Duress, Cruelclaw's Heist, Professor Dellian Fel, Sentinel of the Nameless City, Qarsi Revenant, Keen-Eyed Curator, Maelstrom Pulse, Requiting Hex, and Unholy Annex // Ritual Chamber.

  • Mulligan quality: record whether the opener had castable early action, enough black and green access, and a realistic first threat or interaction sequence. Flag hands that kept Forest, Swamp, Blooming Marsh, Wastewood Verge, Deathcap Glade, Overgrown Tomb, Underground Mortuary, Firdoch Core, or Ba Sing Se in a pattern that stranded Duress, removal, or engines.

  • Mana friction: note every turn where a land entered, tapped, or colored source constraint changed the legal action chosen. Track whether Firdoch Core, Wastewood Verge, Underground Mortuary, Ba Sing Se, Deathcap Glade, or Overgrown Tomb caused a missed removal, discard, or threat deployment window.

  • Velocity check: ask whether the deck spent too many early turns on discard or selection-like actions without adding pressure. A hand with Duress, Cruelclaw's Heist, Strategic Betrayal, and removal should be reviewed if Sentinel of the Nameless City, Professor Dellian Fel, Qarsi Revenant, or Unholy Annex // Ritual Chamber arrived too late to matter.

  • Engine performance: record whether Unholy Annex // Ritual Chamber, Professor Dellian Fel, Sentinel of the Nameless City, Qarsi Revenant, or Keen-Eyed Curator produced repeated material advantage, forced removal, or sat inactive. Card text check required for Qarsi Revenant and Strategic Betrayal; judge only from visible game logs and legal action text.

  • Removal timing: review whether Shoot the Sheriff, Bitter Triumph, Requiting Hex, Maelstrom Pulse, Intimidation Tactics, Nowhere to Run, Day of Black Sun, Ancient Vendetta, Heritage Reclamation, or Scrapshooter answered the permanent that mattered most. Card text check required for Requiting Hex, Ancient Vendetta, and Heritage Reclamation; do not infer missed lines unless Veles showed the legal action.

  • Sideboard value: compare each post-board role card to the permanents, graveyards, hand contents, and clocks actually shown. Ghost Vacuum, Heritage Reclamation, Scrapshooter, Ancient Vendetta, Nowhere to Run, Intimidation Tactics, Duress, and Day of Black Sun should be credited only when their legal actions changed a real pressure point.

  • Closing discipline: ask whether the pilot turned disruption into a win quickly enough after a successful Duress or Cruelclaw's Heist. Flag games where the opponent recovered because the deck passed, held threats, or spent mana on low-board-impact actions while Professor Dellian Fel, Sentinel of the Nameless City, Qarsi Revenant, or Unholy Annex // Ritual Chamber could advance the clock.

  • Role accuracy: record whether the deck correctly became control against creature pressure, pressure against control, and attrition against midrange. Mark mistakes where removal was saved too long, discard was cast after the opponent had emptied hand, or graveyard hate was spent before Ghost Vacuum, Keen-Eyed Curator, or Heritage Reclamation had a visible target.

  • Stranded-card audit: list cards that remained unusable or low impact for multiple turns. Separate mana-stranded cards from target-stranded cards, especially Shoot the Sheriff, Bitter Triumph, Requiting Hex, Maelstrom Pulse, Scrapshooter, Ancient Vendetta, Heritage Reclamation, Strategic Betrayal, and Day of Black Sun.

  • Overperformers and underperformers: identify cards that repeatedly changed winning chances, not just cards that appeared in wins. Track whether additional copies would improve the plan or whether the card needs narrower matchup use.

First Tuning Questions

  • Main-deck discard quantity: are 3 Duress, 3 Cruelclaw's Heist, 2 Strategic Betrayal, and 2 Intimidation Tactics creating enough proactive disruption, or are too many games lost with discard stranded against empty hands and creature pressure?

  • Removal mix: does the split of 2 Maelstrom Pulse, 1 Bitter Triumph, 2 Shoot the Sheriff, and 3 Requiting Hex answer the threats Veles sees most often? If target restrictions or timing fail repeatedly, adjust quantities toward the removal that was legally castable in losing games.

  • Engine density: are 4 Professor Dellian Fel and 4 Unholy Annex // Ritual Chamber enough to win longer games, or are they too slow without more early stabilization? Review whether these cards are excellent after Duress or merely expose the deck to tempo losses.

  • Threat curve: do 3 Sentinel of the Nameless City, 2 Qarsi Revenant, 2 Keen-Eyed Curator, and 1 Scrapshooter provide enough battlefield presence before the opponent snowballs? If early turns lack bodies, consider whether the main deck needs more resilient threats rather than more conditional spells.

  • Mana base: does the current land mix cast early black spells and green permanents consistently while supporting later double-spell turns? Review every missed action caused by Forest, Swamp, Blooming Marsh, Wastewood Verge, Deathcap Glade, Overgrown Tomb, Underground Mortuary, Firdoch Core, and Ba Sing Se.

  • Aggro plan: are Nowhere to Run, Day of Black Sun, Intimidation Tactics, Scrapshooter, and existing main-deck removal enough to survive fast starts? If losses cluster around early combat, the sideboard may need more cheap interaction or the main deck may need fewer slow hand-disruption effects.

  • Control plan: are Duress, Cruelclaw's Heist, Strategic Betrayal, Professor Dellian Fel, Sentinel of the Nameless City, and Unholy Annex // Ritual Chamber enough to punish slow opponents? If control losses involve unresolved answers to one threat at a time, increase pressure diversity before increasing narrow disruption.

  • Graveyard plan: are Keen-Eyed Curator, Ghost Vacuum, and Heritage Reclamation appearing at the correct times, or are graveyard cards too narrow outside graveyard matchups? Tune by observed legal targets and public graveyard pressure, not by assumed metagame fear.

  • Artifact/enchantment plan: are Scrapshooter, Ancient Vendetta, Heritage Reclamation, and Maelstrom Pulse sufficient against visible permanent engines? Card text check required for Ancient Vendetta and Heritage Reclamation; only raise their priority if logs show legal, high-impact targets.

  • Closer problem: if games stabilize but do not end, should the deck increase its highest-impact threats or reduce low-impact reactive slots? Focus on whether Professor Dellian Fel, Sentinel of the Nameless City, Qarsi Revenant, and Unholy Annex // Ritual Chamber actually convert advantage into lethal pressure.

  • Role conflict: is the deck trying to be discard-control, graveyard midrange, and removal-heavy attrition at once without enough pressure? Use match logs to decide which role wins most often, then tune card quantities around that role instead of preserving every package equally.

Veles Tactical Policy

Policy: Keep Opening Hands With Mana Plus Action

Priority: High Decision families: mulligan Cards: Blooming Marsh; Swamp; Forest; Wastewood Verge; Deathcap Glade; Overgrown Tomb; Underground Mortuary; Firdoch Core; Ba Sing Se; Duress; Sentinel of the Nameless City; Professor Dellian Fel; Unholy Annex // Ritual Chamber Phase windows: opening hand, mulligan decisions Runtime cues: action:keep; action:take mulligan Use when: keep hands that can make black mana early and have at least one threat, discard spell, or removal spell shown by Veles. Avoid when: mulligan hands with no castable early spell, one-land hands without clear legal development, or hands whose colors cannot cast visible early actions. Instructions: Prefer hands that curve disruption into Sentinel of the Nameless City, Professor Dellian Fel, Qarsi Revenant, or Unholy Annex // Ritual Chamber. Treat card text for Firdoch Core and Ba Sing Se as runtime-dependent. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Early Black Source Priority

Priority: Medium Decision families: mana Cards: Blooming Marsh; Swamp; Overgrown Tomb; Underground Mortuary; Wastewood Verge; Deathcap Glade; Firdoch Core; Ba Sing Se; Duress; Cruelclaw's Heist; Bitter Triumph; Shoot the Sheriff Phase windows: turns 1-3 main phases Runtime cues: action:play land; action:produce black Use when: choose early land sequencing to enable Duress, Cruelclaw's Heist, Bitter Triumph, Shoot the Sheriff, or Strategic Betrayal before committing slower engines. Avoid when: the visible hand requires immediate green for Keen-Eyed Curator, Sentinel of the Nameless City, Maelstrom Pulse, or Scrapshooter and black actions are not legal. Instructions: Lead with untapped black when Veles shows a black spell that matters this turn. Preserve dual lands for double-spell turns when no current action depends on them. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Early Green Setup Permanent

Priority: Medium Decision families: mana, priority Cards: Sentinel of the Nameless City; Keen-Eyed Curator; Scrapshooter; Forest; Blooming Marsh; Overgrown Tomb; Underground Mortuary; Wastewood Verge; Deathcap Glade Phase windows: turns 2-4 main phases Runtime cues: action:cast Sentinel of the Nameless City; action:cast Keen-Eyed Curator; action:cast Scrapshooter Use when: deploy the first green creature if it is legal and the opponent is not presenting a must-answer threat or stack action. Avoid when: removal or discard is needed immediately to prevent visible lethal pressure or an exposed engine from resolving. Instructions: Sentinel of the Nameless City is the preferred stabilizing body when legal. Keen-Eyed Curator and Scrapshooter are role cards; Card text check required for tactical activation or target details. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Discard Before Committing Engines

Priority: Medium Decision families: priority, interaction Cards: Duress; Cruelclaw's Heist; Strategic Betrayal; Intimidation Tactics; Professor Dellian Fel; Unholy Annex // Ritual Chamber Phase windows: precombat main, postcombat main Runtime cues: action:cast Duress; action:cast Cruelclaw's Heist; action:cast Strategic Betrayal; action:cast Intimidation Tactics Use when: cast discard before Professor Dellian Fel or Unholy Annex // Ritual Chamber if the opponent has cards in hand and the spell is legal. Avoid when: the opponent has no hand, battlefield pressure demands removal, or a threat must be deployed to avoid falling behind. Instructions: Use hand disruption to clear removal, sweepers, or key engine pieces from visible revealed options. Card text check required for Strategic Betrayal and Intimidation Tactics; follow legal target and selection text exactly. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Unholy Annex Commitment Gate

Priority: High Decision families: priority, mana Cards: Unholy Annex // Ritual Chamber; Duress; Cruelclaw's Heist; Professor Dellian Fel; Sentinel of the Nameless City Phase windows: main phases, especially turns 3-6 Runtime cues: action:cast Unholy Annex // Ritual Chamber Use when: consider casting Unholy Annex // Ritual Chamber only after comparing visible pressure, available follow-up, known opposing answers, and whether waiting gives the opponent a better window. Avoid when: tapping out leaves visible lethal pressure unanswered or Veles shows a higher-priority removal action needed for survival. Instructions: Treat this as a defining engine commitment. Prefer it after discard has reduced known interaction or when a stable board lets the card generate repeated advantage. Card text check required for exact room-side sequencing. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Professor Dellian Fel Commitment Gate

Priority: High Decision families: priority, mana Cards: Professor Dellian Fel; Duress; Cruelclaw's Heist; Sentinel of the Nameless City; Unholy Annex // Ritual Chamber Phase windows: main phases before attacks or after clearing interaction Runtime cues: action:cast Professor Dellian Fel Use when: cast Professor Dellian Fel when the board is stable enough for a high-impact permanent or when pressure must start immediately. Avoid when: the opponent has visible lethal pressure, a revealed answer that must be handled first, or a legal interaction spell that prevents a critical opposing play. Instructions: Use discard first when legal and tactically relevant. Card text check required for Professor Dellian Fel; rely on Veles legal actions for activated or triggered choices. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Remove The Current Pressure Point

Priority: High Decision families: interaction, priority Cards: Bitter Triumph; Shoot the Sheriff; Maelstrom Pulse; Requiting Hex; Intimidation Tactics; Nowhere to Run; Day of Black Sun Phase windows: opponent combat, end step, own main phase, stack windows Runtime cues: action:cast Bitter Triumph; action:cast Shoot the Sheriff; action:cast Maelstrom Pulse; action:cast Requiting Hex; action:cast Nowhere to Run; action:cast Day of Black Sun Use when: choose removal for the visible permanent or attack pattern that threatens lethal, disables your engine, or prevents profitable attacks. Avoid when: the target is low impact and a legal threat or engine action advances the win faster. Instructions: Spend one-for-one removal early against fast pressure and hold broader removal for clustered threats when life total allows. Card text check required for Requiting Hex, Nowhere to Run, and Day of Black Sun. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Maelstrom Pulse Unique Permanent Check

Priority: Medium Decision families: interaction, selection Cards: Maelstrom Pulse Phase windows: own main phase, priority windows Runtime cues: action:cast Maelstrom Pulse; action:target Maelstrom Pulse Use when: use Maelstrom Pulse on a visible nonland permanent that is the opponent's main threat, engine, or duplicated permanent group. Avoid when: a cheaper removal spell legally answers the same threat and preserving Maelstrom Pulse for a broader permanent type matters. Instructions: Do not assume hidden copies. Target only from visible legal candidates and prefer the candidate whose removal changes the current board most. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Artifact And Enchantment Answer Gate

Priority: Medium Decision families: interaction, sideboard Cards: Scrapshooter; Ancient Vendetta; Heritage Reclamation; Maelstrom Pulse Phase windows: main phases, opponent end step if legal, sideboarded games Runtime cues: action:cast Scrapshooter; action:activate Scrapshooter; action:cast Ancient Vendetta; action:cast Heritage Reclamation; action:target artifact; action:target enchantment Use when: answer a visible artifact or enchantment that is generating repeated advantage, enabling lethal pressure, or shutting off your own plan. Avoid when: the target is incidental and the board needs creature removal, a threat, or discard first. Instructions: Card text check required for Ancient Vendetta and Heritage Reclamation. Use Scrapshooter only through visible legal action text and target lists. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Graveyard Hate Timing

Priority: Medium Decision families: interaction, priority, selection Cards: Keen-Eyed Curator; Ghost Vacuum; Heritage Reclamation Phase windows: main phases, response windows, opponent graveyard setup turns Runtime cues: action:cast Ghost Vacuum; action:activate Ghost Vacuum; action:activate Keen-Eyed Curator; action:cast Heritage Reclamation Use when: use graveyard hate against visible graveyard cards, legal recursion windows, or public graveyard engines shown by Veles. Avoid when: no relevant graveyard card is visible or the action delays a needed blocker, removal spell, or engine. Instructions: Do not infer hidden graveyard plans. Preserve hate until it changes a legal action, visible resource, or known graveyard payoff. Card text check required for Heritage Reclamation. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Combat Stabilization

Priority: High Decision families: combat, interaction Cards: Sentinel of the Nameless City; Qarsi Revenant; Keen-Eyed Curator; Scrapshooter; Requiting Hex; Bitter Triumph; Shoot the Sheriff Phase windows: declare attackers, declare blockers, before combat damage Runtime cues: action:block; action:attack; action:cast Bitter Triumph; action:cast Shoot the Sheriff; action:cast Requiting Hex Use when: block or remove creatures to prevent lethal, protect life total under a short clock, or preserve an engine that will win a long game. Avoid when: attacking creates a faster visible lethal clock and life total is not under immediate pressure. Instructions: Trade smaller creatures for tempo against aggro. Preserve Sentinel of the Nameless City or Qarsi Revenant if their continued presence is the only stable path. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Attack With Stable Advantage

Priority: Medium Decision families: combat Cards: Sentinel of the Nameless City; Professor Dellian Fel; Qarsi Revenant; Keen-Eyed Curator; Scrapshooter Phase windows: beginning of combat, declare attackers Runtime cues: action:attack with Sentinel of the Nameless City; action:attack with Professor Dellian Fel; action:attack with Qarsi Revenant Use when: attack when blockers, crack-back damage, and postcombat legal actions do not put the deck behind on board. Avoid when: the creature is needed to block visible lethal or to protect a planeswalker-like or engine role shown by Veles. Instructions: Convert disruption into pressure once the opponent is low on resources. Do not attack merely because an attack is legal. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Deterministic Pass With Empty Stack

Priority: Low Decision families: priority Cards: none Phase windows: priority windows with empty stack Runtime cues: action:pass priority Use when: Veles shows only pass priority as a legal non-mana action and the stack is empty. Avoid when: any legal cast, activate, attack, block, target, discard, selection, or payment action is also shown. Instructions: Submit the exact pass action when it is the only non-mana legal action. Do not use this policy for combat trick windows with multiple choices. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes

Policy: Deterministic Keep At No Mulligan Pressure

Priority: Low Decision families: mulligan Cards: none Phase windows: opening hand Runtime cues: action:keep Use when: Veles shows keep as the only legal mulligan action. Avoid when: Veles also shows a legal mulligan action. Instructions: Submit the visible keep action exactly. Do not evaluate hand quality in no-API mode. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes

Policy: Target Opponent With Hand Disruption

Priority: Low Decision families: interaction, selection Cards: Duress; Cruelclaw's Heist; Strategic Betrayal; Intimidation Tactics Phase windows: spell target prompts Runtime cues: action:target opponent Duress; action:target opponent Cruelclaw's Heist; action:target opponent Strategic Betrayal; action:target opponent Intimidation Tactics Use when: the only visible legal target for the named discard spell is target opponent. Avoid when: multiple target players, modes, or candidate objects are shown. Instructions: Submit the exact opponent-target action after the decision to cast the discard spell has already been made. Pilot skill floor: no-api No-API allowed: yes Light-model allowed: yes

Policy: Sideboard Aggro Survival

Priority: Medium Decision families: sideboard Cards: Nowhere to Run; Day of Black Sun; Intimidation Tactics; Scrapshooter; Duress; Cruelclaw's Heist; Strategic Betrayal Phase windows: between games Runtime cues: action:submit sideboard plan Use when: sideboarding against visible fast creature pressure, low curve attackers, or board-flood plans. Avoid when: the opponent showed slow control, few creatures, or graveyard/artifact engines as the main pressure. Instructions: Add role cards for cheap creature interaction and sweep effects; reduce main-deck emphasis on slow discard that is poor after the opponent empties hand. Exact swaps must come only from the Sideboard Map. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Sideboard Graveyard And Permanent Engines

Priority: Medium Decision families: sideboard Cards: Ghost Vacuum; Heritage Reclamation; Ancient Vendetta; Scrapshooter; Maelstrom Pulse; Keen-Eyed Curator Phase windows: between games Runtime cues: action:submit sideboard plan Use when: sideboarding against public graveyard recursion, artifact engines, enchantment engines, or permanent types that main removal answered poorly. Avoid when: the opponent won through ordinary creature combat or stack interaction and no relevant graveyard/artifact/enchantment pressure appeared. Instructions: Add role cards that match the visible engine; reduce main-deck emphasis on narrow removal or discard that missed legal targets. Use exact plans only from Sideboard Map. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Late Game Double-Spell Sequencing

Priority: Medium Decision families: mana, priority Cards: Blooming Marsh; Wastewood Verge; Deathcap Glade; Overgrown Tomb; Underground Mortuary; Firdoch Core; Ba Sing Se; Professor Dellian Fel; Unholy Annex // Ritual Chamber; Maelstrom Pulse; Duress Phase windows: turns 5+, main phases, postcombat main Runtime cues: action:cast; action:play land; action:activate mana ability Use when: choose a line that spends mana efficiently while preserving interaction for the opponent's most threatening visible action. Avoid when: spending all mana prevents a required removal spell or response to a known card. Instructions: Prefer threat plus discard, threat plus removal, or engine plus removal when legal. Do not float mana or choose land modes without matching Veles action text. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes

Policy: Selection And Unknown Text Safety

Priority: Low Decision families: selection, priority Cards: Strategic Betrayal; Requiting Hex; Qarsi Revenant; Firdoch Core; Ba Sing Se; Ancient Vendetta; Heritage Reclamation Phase windows: any prompt with modes, names, piles, cards, or counters Runtime cues: action:choose; action:select; action:mode Use when: Veles exposes a finite choice for a card whose exact text needs verification. Avoid when: the prompt affects lethal, survival, or a major engine commitment; escalate those to light-model reasoning. Instructions: Card text check required. Choose only from legal visible candidates and prefer options that align with current role: survival against pressure, disruption against control, and resource conversion in attrition. Pilot skill floor: light-model No-API allowed: no Light-model allowed: yes