98 KiB
Strategy Specifications
Deck Name And Archetype
Aminatou, the Fateshifter is a Duel Commander Esper combo-control deck built around a compact Jace, Wielder of Mysteries finish, broad one-for-one interaction, and command-zone value from Aminatou, the Fateshifter. Treat the deck as a 100-card singleton command-zone deck with a 10-card Veles policy sideboard, not as a 60-card constructed list.
- Format: Duel Commander.
- Commander: Aminatou, the Fateshifter.
- Registered main deck: 100 cards.
- Registered sideboard: 10 cards.
- Current archetype/mechanic tags: combo, combo.
- Validation status: the supplied format-aware validation result passes.
- Singleton status: the main deck is singleton outside basic lands; the only duplicate name is Island at two copies, which is legal as a basic land.
- Sideboard status: the registered Veles policy sideboard contains exactly 10 cards: Rest in Peace, Dovin's Veto, Pithing Needle, Grafdigger's Cage, Duress, Disenchant, Kaya's Guile, Supreme Verdict, Surgical Extraction, and Dress Down.
The deck is hybrid/rogue rather than a pure stock shell. It uses familiar Esper combo-control structure with Thoughtseize, Inquisition of Kozilek, Force of Negation, Daze, Mana Leak, Fatal Push, Swords to Plowshares, Demonic Tutor, Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries, but the registered list also contains unusual or card-text-sensitive entries such as Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Wan Shi Tong, Librarian, Boggart Trawler, Witch Enchanter, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors. Card text check required for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, and any other card whose current Oracle or engine text is not visible in the rules-engine action labels before making deterministic assumptions about its function.
The strategic label is Esper consultation-combo control with commander-supported value. The main finish is to resolve Jace, Wielder of Mysteries and then legally use Demonic Consultation or Tainted Pact only when the engine exposes the action sequence and the visible state supports the plan. The pilot must not assume library-empty victory, spell resolution, or protection from interaction unless the rules engine confirms the relevant legal actions and resulting state.
The default role is control-first, combo-second. Trade resources with discard, permission, removal, sweepers, and temporary exile effects until the opponent is low on pressure or shields, then commit to Jace, Wielder of Mysteries with Demonic Consultation or Tainted Pact. When the combo is not safe, win through incremental pressure and value from Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, The Wandering Emperor, Creeping Tar Pit, Aminatou, the Fateshifter, and legal blink or recursion actions involving visible permanents.
The mana concern is Esper density under tempo pressure. Blue is the most important operational color for Jace, Wielder of Mysteries, Brainstorm, Omen of the Sea, Lorien Revealed, permission, Tainted Pact support turns, and many interaction windows. Black is required early for Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Tutor, Demonic Consultation, Tainted Pact, Toxic Deluge, Grief, Snuff Out, and edict effects. White is required for Swords to Plowshares, Solitude, Teferi, Time Raveler, Oath of Kaya, Static Prison, Parallax Wave, Skyclave Apparition, The Wandering Emperor, Damn, and several sideboard cards. Fetch sequencing should prioritize untapped blue-black when discard, permission, or combo setup matters, and should secure white early against creature pressure.
The legality concern is that Veles must follow the rules-engine output at runtime. Choose only legal action IDs, respect visible board state and public information, and never invent hidden cards, unexposed modes, unlisted targets, or unsupported timing shortcuts. Opponent information status is unknown-open-field unless the engine, match context, or revealed cards identify an archetype; use matchup guidance conditionally and update decisions from public actions, commander identity, graveyards, battlefield texture, and known sideboarded cards.
Thesis
Aminatou, the Fateshifter assembles an Esper control shell that buys time, filters into a compact library-win finish, and converts command-zone value into enough pressure to punish opponents who overrespect the combo. The primary plan is to trade early with Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, cheap counters, and tempo creatures, then commit to Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact only when the legal-action list and visible shields make the line supportable.
The deck wins by making the opponent choose between respecting a protected combo and fighting through incremental Esper permanents. Jace, Wielder of Mysteries is the clean payoff; Demonic Consultation and Tainted Pact are not generic value spells in normal games unless a legal, tactically justified line exists. Demonic Tutor and Wishclaw Talisman should usually find the missing piece, protection, or a stabilizer, not a flashy card that fails to change the current public board.
The deck is not trying to race as a creature deck, flood the board without regard for sweepers, or fire Demonic Consultation and Tainted Pact into visible open interaction because the combo exists. Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, The Wandering Emperor, Creeping Tar Pit, and Aminatou, the Fateshifter are pressure and value tools that become primary only when the combo is unavailable, too exposed, or unnecessary.
Prioritize mana, information, and time before raw card count. Hands and lines should first secure Esper mana, an early play, and a credible path to either interaction or velocity; Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, and Wan Shi Tong, Librarian are best when they locate the next needed answer or protected finish rather than consume turns while public pressure grows.
Protect the endgame by spending counters and discard on cards that break the immediate plan. Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder should preserve tempo, stop decisive threats, or clear a Jace, Wielder of Mysteries turn; do not spend them on low-impact bait when the visible board is stable.
Role Package
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Threats: Psychic Frog, Orcish Bowmasters, Baleful Strix, Snapcaster Mage, Palace Jailer, The Wandering Emperor, Creeping Tar Pit, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, Troll of Khazad-dum, Witch Enchanter, Quantum Riddler, and Wan Shi Tong, Librarian are the pressure and body suite. Use them to block, chip in, force planeswalker pressure, or close after control is established; Card text check required before assuming exact functions for Quantum Riddler, Boggart Trawler, Witch Enchanter, Metamorphosis Fanatic, Eagles of the North, Troll of Khazad-dum, and Wan Shi Tong, Librarian beyond visible engine text.
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Payoffs: Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, and Wishclaw Talisman form the compact finish package. Treat Jace, Wielder of Mysteries as the payoff that turns library-empty lines into wins only if the engine confirms the legal sequence and the opponent cannot visibly punish the commitment; treat Wishclaw Talisman as high-risk because passing access to the opponent can create a dangerous window.
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Engines: Aminatou, the Fateshifter, Teferi, Time Raveler, Omen of the Sea, Oath of Kaya, Skyclave Apparition, Palace Jailer, Baleful Strix, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Parallax Wave, Parallax Tide, Phelia, Exuberant Shepherd, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, and Starting Town are value or texture pieces. Use Aminatou, the Fateshifter activations for immediate legal value, not speculative loops; Card text check required for Fire Nation Occupation, Cryogen Relic, Momentum Breaker, and Starting Town.
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Velocity: Brainstorm, Omen of the Sea, Lorien Revealed, Demonic Tutor, Tainted Pact, Demonic Consultation, Snapcaster Mage, Overlord of the Floodpits, Wan Shi Tong, Librarian, and Psychic Frog help find action or turn resources into pressure. Use velocity after answering urgent public threats unless the selection spell is the only path to an answer this turn.
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Interaction: Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Damn, Toxic Deluge, Oath of Kaya, Parallax Wave, The Wandering Emperor, Snuff Out, Solitude, Subtlety, Grief, Thoughtseize, Inquisition of Kozilek, Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, Tishana's Tidebinder, and Otawara, Soaring City are the main control tools. Match the answer to the threat type, mana window, and life total rather than using the first legal answer.
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Protection: Thoughtseize, Inquisition of Kozilek, Grief, Teferi, Time Raveler, Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Wash Away, Spell Snare, Stern Scolding, Mental Misstep, Tale's End, Stifle, Tishana's Tidebinder, Subtlety, and Solitude protect either survival or the combo turn. Prefer proactive information before committing Jace, Wielder of Mysteries when mana and timing allow.
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Recursion: Snapcaster Mage, Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, and Boggart Trawler are the registered recursion or graveyard-adjacent module, subject to visible legal actions and card text. Avoid leaning on graveyard lines into known Rest in Peace, Grafdigger's Cage, Surgical Extraction, or opposing graveyard hate unless the engine exposes a safe line.
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Mana: Fetchlands, duals, typed lands, surveil lands, channel lands, modal lands, Island, Snow-Covered Plains, Snow-Covered Swamp, Command Tower, Creeping Tar Pit, Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Glacial Fortress, Deserted Beach, Shipwreck Marsh, and Raffine's Tower form the Esper base. Sequence for untapped blue-black early, then white removal, while remembering Daze, Snuff Out, Solitude, Force of Negation, and Subtlety can stress cards in hand, life, and land development.
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Sideboard modules: Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile attack graveyards; Duress and Dovin's Veto improve stack and combo fights; Pithing Needle answers activated permanent problems; Disenchant handles artifacts and enchantments; Dress Down changes creature-text combat or combo turns when legal; Supreme Verdict is the broad creature reset.
Primary Win Conditions
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Compact Jace finish: Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact is the cleanest win path. Setup requires blue-heavy mana, one combo payoff, one library-emptying effect, and enough information or protection from Thoughtseize, Inquisition of Kozilek, Grief, Teferi, Time Raveler, Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Wash Away, Spell Snare, Stern Scolding, Tale's End, Stifle, Tishana's Tidebinder, or Subtlety. Execute only when the rules engine exposes the legal sequence and the visible stack/board does not make waiting clearly safer; prioritize this line when the opponent is slower, tapped low, stripped by discard, or about to outscale the board.
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Tutored combo assembly: Demonic Tutor and Wishclaw Talisman should find the missing Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, or protection piece when the combo turn is close. Use Demonic Tutor more freely because it does not give the opponent a future activation; use Wishclaw Talisman only when the same-turn or protected next-turn payoff is credible, because passing access to the opponent can convert a controlled game into a loss.
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Protected planeswalker/control finish: Teferi, Time Raveler, Jace, Wielder of Mysteries, Aminatou, the Fateshifter, Palace Jailer, The Wandering Emperor, and repeated removal can turn the game into a locked resource contest. Prioritize this path when public pressure is contained, graveyard or hand resources are thin, or the opponent must commit into Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Damn, Toxic Deluge, Snuff Out, Solitude, or Subtlety.
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Commander value conversion: Aminatou, the Fateshifter wins by repeatedly converting legal blink or topdeck actions into material advantage with Baleful Strix, Omen of the Sea, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors. Prioritize this when the combo is disrupted or too exposed, but require immediate visible value from each activation rather than speculative engine-building.
Secondary Win Conditions
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Creature pressure becomes primary when the opponent spends resources stopping the combo. Psychic Frog, Orcish Bowmasters, Baleful Strix, Snapcaster Mage, Palace Jailer, The Wandering Emperor tokens if exposed by legal action text, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, Troll of Khazad-dum, Witch Enchanter, Quantum Riddler, and Wan Shi Tong, Librarian can pressure life totals or planeswalkers while interaction protects tempo; Card text check required before assuming exact pressure, recursion, or evasion roles for the unfamiliar names.
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Creeping Tar Pit is the registered creature-land closer when normal threats are answered. Preserve it as a land early when mana is tight, then use it to attack planeswalkers or finish low-life opponents only when activation and attack are legal and the visible board does not punish tapping mana.
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Oath of Kaya and The Wandering Emperor provide reach-like stabilization rather than a burn plan. Use Oath of Kaya as removal, life-buffer, or planeswalker support when legal targets matter; use Aminatou, the Fateshifter with Oath of Kaya only when the engine exposes a legal blink and the immediate life or damage swing changes the race.
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Parallax Wave and Parallax Tide are tempo-lock or stall tools, not assumed deterministic locks. Use them to buy turns, protect a planeswalker, break combat, or constrain mana only through legal engine actions; pair with Aminatou, the Fateshifter or Phelia, Exuberant Shepherd only when visible legal actions confirm the interaction and the resulting board is safer than holding interaction.
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Recursion and reuse lines win longer games by rebuying high-impact effects. Snapcaster Mage should reuse discard, removal, counters, or selection according to the urgent public problem; Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, and Boggart Trawler are graveyard-adjacent resources only when legal action text confirms the target and timing.
Emergency Lines
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Behind on life: prioritize Swords to Plowshares, Fatal Push, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Oath of Kaya, Damn, Toxic Deluge, The Wandering Emperor, Snuff Out, Solitude, and Subtlety before slow selection. Avoid unnecessary Snuff Out, Toxic Deluge, fetch-shock, or Force of Negation pitch costs if the life total or hand count makes the stabilizing line collapse.
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Behind on board: reset or contain the battlefield before protecting the combo. Damn, Toxic Deluge, Parallax Wave, Supreme Verdict after sideboarding, The Wandering Emperor, Solitude, Subtlety, Skyclave Apparition, Static Prison, and Oath of Kaya are emergency stabilizers; do not spend counters on medium setup spells if a visible lethal or planeswalker-killing attack is developing.
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Behind on cards: convert Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, Wan Shi Tong, Librarian, Snapcaster Mage, Palace Jailer, and Aminatou, the Fateshifter into specific answers, not generic velocity. If Palace Jailer is exposed, protect the monarch-like advantage only when the engine state confirms the relevant status and combat math supports it.
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Behind on mana: use fetchlands and typed lands to restore blue-black first, then white removal, while respecting Daze land bounce and pitch-resource tension from Force of Negation, Solitude, and Subtlety. If legal action text offers Lorien Revealed, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Sink into Stupor, or Witch Enchanter as a mana-fixing or modal land-style action, choose it only when fixing beats casting the spell side this turn.
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Combo disrupted or win conditions removed: shift to commander value, creature pressure, Creeping Tar Pit, Palace Jailer, The Wandering Emperor, and recursive Snapcaster Mage lines. Do not fire remaining Demonic Consultation or Tainted Pact as desperation unless Jace, Wielder of Mysteries or a rules-engine-confirmed payoff is already protected or the game is otherwise lost.
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Graveyard recursion shut off: stop valuing Snapcaster Mage, Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, or Boggart Trawler as recursion until the hate is removed. Use Disenchant, Kaya's Guile, or normal board control after sideboarding when legal, and win through non-graveyard combo, planeswalkers, or pressure.
Resource Model
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Life is a spendable buffer only when it preserves control or enables a protected finish. Fetch-shock sequencing, Thoughtseize, Snuff Out, Toxic Deluge, and painful race choices must be weighed against visible pressure; pay life aggressively when stopping a decisive spell or clearing a lethal board, and conserve it when stabilizing through Baleful Strix, Oath of Kaya, Solitude, The Wandering Emperor, Damn, or Static Prison is available.
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Hand size is the deck's permission and combo shield. Force of Negation, Solitude, Subtlety, Grief, Daze, and Snapcaster Mage all pressure specific card types or card counts, so avoid spending a flexible card on low-impact exchanges when the hand already contains Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, or Wishclaw Talisman.
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Mana converts into control first, then inevitability. Use early mana for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Mental Misstep, Spell Snare, Stern Scolding, Force Spike, Daze, Mana Leak, Lose Focus, Memory Lapse, No More Lies, and Omen of the Sea before investing in slower permanents; commit Aminatou, the Fateshifter, Palace Jailer, Overlord of the Floodpits, Overlord of the Balemurk, Overlord of the Mistmoors, Parallax Wave, or Parallax Tide when the board and stack are contained.
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Board resources buy time and become win pressure after the exchange phase. Baleful Strix, Psychic Frog, Orcish Bowmasters, Snapcaster Mage, Skyclave Apparition, Phelia, Exuberant Shepherd, The Wandering Emperor, Solitude, Subtlety, and Creeping Tar Pit should trade, block, pressure planeswalkers, or force action according to visible combat math; Card text check required before assigning exact tactical functions to Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Wan Shi Tong, Librarian, Boggart Trawler, Metamorphosis Fanatic, Eagles of the North, Troll of Khazad-dum, Sink into Stupor, and Witch Enchanter.
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Graveyard resources are powerful but conditional. Snapcaster Mage, Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, Boggart Trawler, and possibly other visible legal actions can reuse or leverage graveyards, but Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile from the sideboard may also shut off parts of that plan; after bringing in graveyard hate, stop assuming graveyard value unless the engine exposes it.
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Exile is both a cost and a danger zone. Demonic Consultation and Tainted Pact can convert the library into a win with Jace, Wielder of Mysteries, but they can also strand key cards or lose if fired without payoff; Force of Negation, Solitude, and Subtlety convert pitch cards into tempo only when the protected exchange matters more than the lost resource.
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Information is a real resource. Thoughtseize, Inquisition of Kozilek, Grief, Duress after sideboarding, and revealed public zones should guide whether to hold counters, jam Teferi, Time Raveler, deploy Wishclaw Talisman, or wait on Demonic Consultation and Tainted Pact; never infer hidden cards beyond revealed information.
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Sideboard bullets convert narrow matchups into solvable exchanges. Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Dovin's Veto, Duress, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict should answer public problems without diluting the compact Jace, Wielder of Mysteries finish.
Mana Guide
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Keep hands need Esper access plus action. A strong keep has at least two mana sources or one land plus legal fixing from Brainstorm, Omen of the Sea, Lorien Revealed, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Sink into Stupor, or Witch Enchanter, while also presenting early interaction or velocity; mulligan hands that cannot cast black discard/removal, blue selection/permission, or white removal before public pressure matters.
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Sequence colors as blue-black first unless the matchup demands immediate white removal. Blue supports Brainstorm, Omen of the Sea, Jace, Wielder of Mysteries, Teferi, Time Raveler, counters, and selection; black supports Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Tutor, Demonic Consultation, Tainted Pact, Toxic Deluge, and Snuff Out; white supports Swords to Plowshares, Solitude, Static Prison, Oath of Kaya, Skyclave Apparition, The Wandering Emperor, Parallax Wave, and sideboard Supreme Verdict.
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Fetchlands should find typed sources that unlock the current hand, not abstract perfect mana. Use Windswept Heath, Arid Mesa, Bloodstained Mire, Polluted Delta, Marsh Flats, Misty Rainforest, Flooded Strand, Prismatic Vista, Scalding Tarn, and Verdant Catacombs to assemble Underground Sea, Tundra, Scrubland, Hallowed Fountain, Godless Shrine, Watery Grave, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Snow-Covered Swamp, Snow-Covered Plains, or Island according to visible needs and life pressure.
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Tapped and conditional lands require planning before priority windows. Deserted Beach, Glacial Fortress, Shipwreck Marsh, Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Creeping Tar Pit, and Starting Town may affect same-turn interaction; Card text check required for Starting Town and exact Verge behavior, so follow engine legality and prefer untapped sources when holding Swords to Plowshares, Fatal Push, Spell Snare, Stern Scolding, Force Spike, Mental Misstep, or Daze.
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Utility lands are spells when tempo allows. Otawara, Soaring City, Eiganjo, Seat of the Empire, Takenuma, Abandoned Mire, Creeping Tar Pit, Sink into Stupor, Witch Enchanter, Boggart Trawler, Eagles of the North, and Troll of Khazad-dum should be treated as modal resources only when legal action text exposes the relevant mode; choose land functionality when missing colors or land drops, and choose spell functionality when the board or stack demands it.
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Play lands before draw effects when the drawn card is unlikely to change land choice and holding mana matters. Delay the land drop before Brainstorm, Omen of the Sea, Lorien Revealed, Demonic Tutor, Tainted Pact setup, or visible surveil/scry-style actions when the decision may reveal whether to fetch, preserve shuffle, play tapped, or keep Daze available.
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Preserve mana for interaction on commitment turns. Before casting Jace, Wielder of Mysteries, activating Wishclaw Talisman, resolving Demonic Consultation or Tainted Pact, or tapping out for Aminatou, the Fateshifter, Teferi, Time Raveler, Palace Jailer, Parallax Wave, or Parallax Tide, check whether the remaining mana and pitch resources still cover the opponent's visible stack, combat, and removal windows.
Mulligan Guide
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Strong keep: Keep two-to-three-source hands with blue-black access, one early play, and either interaction or velocity, such as Polluted Delta plus Island with Thoughtseize, Brainstorm, Fatal Push, Mana Leak, and Jace, Wielder of Mysteries. Prefer hands that can trade on turn one or two while naturally developing toward Demonic Consultation, Tainted Pact, Demonic Tutor, Wishclaw Talisman, or commander value.
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Strong keep: Keep protected compact-combo hands when they have mana, time, and disruption, such as Underground Sea, Tundra, Inquisition of Kozilek, Force Spike, Teferi, Time Raveler, Jace, Wielder of Mysteries, and Tainted Pact. Do not keep a combo hand that cannot cast its interaction or that must fire Demonic Consultation or Tainted Pact before Jace, Wielder of Mysteries is present or safely imminent.
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Medium keep: Keep slower hands with Omen of the Sea, Lorien Revealed, Brainstorm, Baleful Strix, Snapcaster Mage, or Overlord of the Floodpits only when the lands cast the first spell on time and the opponent is not already presenting a fast public clock. Treat tapped lands such as Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Creeping Tar Pit, and conditional lands as tempo costs, not free fixing.
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Risky keep: A one-land hand is acceptable only with an untapped blue source, Brainstorm or Omen of the Sea, a cheap interaction spell, and a clear second-land plan from a fetchland or legal land-mode card. Ship one-land hands that rely on Lorien Revealed, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Sink into Stupor, Witch Enchanter, or Starting Town unless the engine exposes a mana-fixing action and the matchup gives time; Card text check required for uncertain modal functions.
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Automatic ship: Mulligan hands with no lands, one color only without selection, all expensive cards, no early castable play, or only reactive spells that miss the visible matchup. Ship hands that contain Demonic Consultation or Tainted Pact without Jace, Wielder of Mysteries, a tutor path, or enough interaction to survive until the payoff.
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Matchup-dependent keep: Keep Fatal Push, Swords to Plowshares, Long Goodbye, Stern Scolding, Mental Misstep, Spell Snare, Baleful Strix, and Orcish Bowmasters higher against fast creature or cheap-spell starts; keep Daze, Force Spike, Memory Lapse, Mana Leak, No More Lies, Force of Negation, Thoughtseize, and Inquisition of Kozilek higher against spell-combo, planeswalker, or commander-tempo starts.
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Play/draw adjustment: On the play, reward Force Spike, Daze, Thoughtseize, Inquisition of Kozilek, Psychic Frog, and early Teferi, Time Raveler because tempo converts into protection. On the draw, demand cleaner mana and more one-mana answers; speculative tapland-plus-cantrip hands are worse when the opponent gets the first threat.
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Trap hand: Do not keep a hand because it has Jace, Wielder of Mysteries plus Demonic Consultation if it lacks blue mana, black mana, protection, or enough land drops. Do not keep Brainstorm hands without a shuffle source or other correction when the rest of the hand is stranded by color or curve.
Turn Arc
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Turn 1: Lead with untapped mana for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Mental Misstep, Spell Snare, Stern Scolding, Force Spike, Brainstorm, or Omen of the Sea according to legal actions and opponent pressure. Prefer discard when the opponent's plan is unknown and the hand needs information before committing Wishclaw Talisman, Teferi, Time Raveler, or a combo line.
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Turn 1 deviation: Fetch conservatively when life total matters, but take shock or dual access when failing to cast the first spell would lose tempo. Hold Brainstorm when there is no shuffle or urgent need; cast it early only to hit land, find a specific answer, or protect a key card from discard when that line is visible and legal.
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Turn 2: Stabilize with Baleful Strix, Psychic Frog, Orcish Bowmasters, Omen of the Sea, Snapcaster Mage only with a meaningful target, or cheap interaction plus a land drop. Keep mana open for Daze, Force Spike, Mana Leak, Lose Focus, Memory Lapse, No More Lies, Long Goodbye, Fatal Push, Swords to Plowshares, and Sheoldred's Edict when the opponent can make a tempo-critical play.
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Turn 2 deviation: Cast Wishclaw Talisman only when the tutor target can be used before the opponent gets a dangerous window, when Teferi, Time Raveler or discard reduces risk, or when waiting is worse than giving access later. Do not spend turn two on pure selection if a public creature, commander, or engine permanent already requires removal.
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Turn 3: Prioritize Teferi, Time Raveler, Aminatou, the Fateshifter setup, Skyclave Apparition, Oath of Kaya, Static Prison, Demonic Tutor, or protected permission turns according to visible board texture. Use Teferi, Time Raveler to force safer Jace, Wielder of Mysteries, Demonic Consultation, or Tainted Pact timing when the engine exposes legal actions.
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Turn 3 deviation: Deploy Aminatou, the Fateshifter only when she has a useful visible permanent, protects life total, or pressures a resource exchange; do not tap out for commander value into an unanswered lethal board. Card text check required before treating Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, or Wan Shi Tong, Librarian as exact turn-three engines.
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Turns 4-5: Shift from trading to locking control or assembling the finish. Cast Jace, Wielder of Mysteries only with enough protection, mana, or stack control; use Demonic Tutor, Tainted Pact, Demonic Consultation, Snapcaster Mage, The Wandering Emperor, Palace Jailer, Parallax Wave, Parallax Tide, Solitude, Subtlety, Toxic Deluge, and Damn to convert parity into inevitability.
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Turns 4-5 deviation: Sweep with Toxic Deluge, Damn, or sideboard Supreme Verdict when spot removal no longer preserves life or planeswalkers. Prefer Palace Jailer, The Wandering Emperor, Creeping Tar Pit, Psychic Frog, and Orcish Bowmasters as pressure when the opponent is low on resources and a combo commitment would walk into visible interaction.
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Late game: Win with protected Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact when legal actions, known information, and stack protection support the line. If the combo is unsafe, use Aminatou, the Fateshifter with Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors for visible value; Card text check required for exact Overlord effects.
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Late-game deviation: Preserve Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Tale's End, Stifle, Tishana's Tidebinder, and Wash Away for spells or abilities that stop the win, not low-impact bait. Use Creeping Tar Pit, creature attacks, and commander value to close when the library-combo line is disrupted or the opponent has public hate such as sideboard Rest in Peace, Grafdigger's Cage, Pithing Needle, Dress Down, Surgical Extraction, or Dovin's Veto.
Card Roles
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Commander role: Aminatou, the Fateshifter is a value engine and combo-shielding planeswalker, not an automatic tap-out play. Cast her when the battlefield contains a legal blink target such as Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors, or when her presence protects a future Jace, Wielder of Mysteries turn. Do not expose Aminatou, the Fateshifter into pressure if the legal activation does not immediately improve cards, life, board, or protection.
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Compact finish role: Jace, Wielder of Mysteries is the primary payoff, while Demonic Consultation and Tainted Pact are the compact library-conversion tools. Commit to Jace, Wielder of Mysteries only when blue mana, stack protection, life total, and public board pressure make the win attempt better than waiting. Use Demonic Consultation and Tainted Pact as selection only when the legal action text and visible state show that the risk is acceptable; do not fire either card blindly before the payoff unless losing without action is more likely.
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Tutor role: Demonic Tutor finds the missing half of the finish, an emergency sweeper, a protection spell, or a stabilizing answer according to public pressure. Wishclaw Talisman is powerful but dangerous because the opponent can receive access later; deploy or activate it when the chosen card can be used before the opponent's next meaningful window, when Teferi, Time Raveler or discard has reduced the danger, or when no slower line survives.
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Discard role: Thoughtseize and Inquisition of Kozilek are early information tools, combo-protection tools, and tempo disruption. Cast them before committing Wishclaw Talisman, Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, or Teferi, Time Raveler when the opponent has unknown interaction. Grief is a higher-resource discard effect; use it when the hand can absorb the card cost or when stripping a visible-critical card is worth tempo loss.
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Permission role: Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, and Tishana's Tidebinder protect tempo and the combo window. Spend soft permission early on cards that change the race, answer Jace, Wielder of Mysteries, establish an engine, or punish a commander curve-out. Preserve Force of Negation, Tale's End, Stifle, and Tishana's Tidebinder for high-impact spells, activated abilities, triggered abilities, or stack fights when visible legal actions show they matter.
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Cheap removal role: Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Snuff Out, and Solitude buy the turns needed to become the control deck. Match the answer to the threat type: use edict effects when targeting is weak or a single large creature matters, exile effects when death triggers or recursion matter, and Snuff Out or Solitude when spending mana would lose the turn. Avoid unnecessary life payments from Snuff Out or Toxic Deluge when a normal mana answer is legal and sufficient.
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Sweep and reset role: Damn and Toxic Deluge reset creature boards when spot removal cannot protect life total, Aminatou, the Fateshifter, or Jace, Wielder of Mysteries. Use Damn as targeted removal or a reset only according to the legal mode exposed by the engine. Set Toxic Deluge payments from visible lethal math and post-resolution survival, not from a desire to clear every creature at any cost.
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Planeswalker and tempo role: Teferi, Time Raveler is a bridge between control and combo because it can force safer main-phase commitment and punish instant-speed interaction if its legal abilities are available. The Wandering Emperor stabilizes combat, pressures planeswalkers, and creates a closing path; hold it for combat or end-step windows when the engine offers a higher-value timing than tapping out on your own turn.
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Creature pressure role: Psychic Frog, Orcish Bowmasters, Baleful Strix, Snapcaster Mage, Palace Jailer, Skyclave Apparition, Phelia, Exuberant Shepherd, and Creeping Tar Pit form the non-combo closing package. Baleful Strix blocks and replaces itself, making it a premium Aminatou, the Fateshifter blink target. Psychic Frog and Orcish Bowmasters should attack or threaten damage when the opponent is constrained; do not let them become passive blockers if the combo is disrupted and pressure is the cleanest path.
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Recursion and reuse role: Snapcaster Mage turns Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Brainstorm, permission, or Demonic Consultation into a second decision point. Use Snapcaster Mage only when the graveyard target is legal and the timing matters; do not flash it in as a body if a later recast would protect a combo attempt or answer a known threat. Takenuma, Abandoned Mire may support recursion only through legal engine text.
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Card selection role: Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, Wan Shi Tong, Librarian, and Quantum Riddler provide velocity or selection, but Card text check required for Overlord of the Floodpits, Wan Shi Tong, Librarian, and Quantum Riddler before exact lines are assumed. Use Brainstorm with fetchlands or urgent hidden-card protection; avoid locking bad cards on top without a shuffle. Omen of the Sea is acceptable early when mana is unused, but it should not delay removal against public pressure.
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Blink and permanent-value role: Oath of Kaya, Skyclave Apparition, Palace Jailer, Baleful Strix, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors are the main visible blink payoffs for Aminatou, the Fateshifter and Phelia, Exuberant Shepherd. Blink lines should produce immediate material value, removal, cards, tempo, or life stabilization. Card text check required before treating Phelia, Exuberant Shepherd or the Overlord cards as deterministic engines.
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Big-stabilizer role: Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Subtlety, Solitude, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Metamorphosis Fanatic, Sink into Stupor, and Witch Enchanter are late-game or modal-resource cards whose exact use depends on legal action text. Card text check required for Boggart Trawler, Metamorphosis Fanatic, Sink into Stupor, Witch Enchanter, and the Overlord cards before treating them as lands, spells, removal, recursion, or threats.
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Prison and tempo-permanent role: Parallax Wave and Parallax Tide are commitment cards that can swing board or mana texture but should not be fired without a clear visible payoff. Use them to protect a combo window, remove lethal attackers, delay a critical mana turn, or enable pressure; do not spend them as generic value if the opponent can rebuild while the deck fails to close.
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Unknown-text role: Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Quantum Riddler, Wan Shi Tong, Librarian, Boggart Trawler, Witch Enchanter, Metamorphosis Fanatic, Sink into Stupor, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors require card text checks before tactical certainty. At runtime, choose actions involving these cards only from visible legal labels, observed costs, and public outcomes; do not infer hidden modes, triggers, or mana functions.
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Mana-base role: Underground Sea, Tundra, Scrubland, Watery Grave, Hallowed Fountain, Godless Shrine, Command Tower, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Deserted Beach, Glacial Fortress, Shipwreck Marsh, Snow-Covered Swamp, Snow-Covered Plains, and Island provide color structure. Fetchlands Windswept Heath, Arid Mesa, Bloodstained Mire, Polluted Delta, Marsh Flats, Misty Rainforest, Flooded Strand, Prismatic Vista, Scalding Tarn, and Verdant Catacombs should prioritize untapped blue-black early unless white removal is immediately needed. Otawara, Soaring City, Eiganjo, Seat of the Empire, Creeping Tar Pit, and Takenuma, Abandoned Mire are lands first unless the engine exposes a higher-impact channel, activation, or recursion action.
Interaction Priorities
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Removal priority: Kill creatures or permanents that immediately threaten Jace, Wielder of Mysteries, Aminatou, the Fateshifter, life total, or a protected combo turn before spending answers on medium attackers. Use Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Snuff Out, Solitude, Damn, Toxic Deluge, The Wandering Emperor, Skyclave Apparition, Oath of Kaya, and Parallax Wave according to visible legal targets and costs.
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Targeting priority: Use clean targeted removal on single must-answer threats when targeting is legal, and save Sheoldred's Edict for hexproof, ward-taxed, protected, indestructible, or singular-board threats when the opponent controls few expendable permanents. Do not waste edict pressure into visible token clutter unless the sacrifice outcome is still acceptable.
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Exile priority: Prefer Swords to Plowshares, Solitude, Static Prison, Skyclave Apparition, and Palace Jailer-style exile effects against recursive threats, graveyard-dependent threats, or creatures whose death triggers matter. Card text check required before assuming the exact duration or return condition of Static Prison or Palace Jailer in a specific rules-engine state.
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Counter priority: Spend Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Subtlety, and Tishana's Tidebinder on spells or abilities that change the race, break the combo plan, answer Jace, Wielder of Mysteries, remove Teferi, Time Raveler, or generate more value than the deck can answer later. Let low-impact cantrips, redundant bodies, and slow value plays resolve when holding interaction protects the actual closing window.
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Discard priority: Use Thoughtseize, Inquisition of Kozilek, Grief, and sideboard Duress to take the opponent's fastest clock when behind, their best permission or instant-speed answer when preparing Demonic Consultation or Tainted Pact, and their card-advantage engine when the game is stable. Do not take a narrow removal spell over a visible threat or counter unless the hand shows that removal is the only card stopping Jace, Wielder of Mysteries or Aminatou, the Fateshifter value.
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Bounce and tempo priority: Use Otawara, Soaring City, Subtlety, Tishana's Tidebinder, Stifle, Tale's End, Parallax Tide, and Parallax Wave to buy the exact turn needed for stabilization or combo protection, not as generic tempo when the opponent can replay the same threat profitably. Card text check required for Sink into Stupor, Momentum Breaker, and Fire Nation Occupation before treating them as removal, bounce, or tempo interaction.
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Bait rule: Lead with Brainstorm, Omen of the Sea, Baleful Strix, Orcish Bowmasters, Psychic Frog, or a removal spell before committing Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Wishclaw Talisman, Parallax Wave, or Parallax Tide when the opponent visibly has open mana and a stack fight is likely. If Teferi, Time Raveler is legal and likely to resolve, it can become the safer first commitment before the compact combo.
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Ignore rule: Ignore creatures that cannot attack profitably, planeswalkers with no visible threatening activation, and value permanents that do not beat the combo clock when the hand contains a protected Demonic Consultation or Tainted Pact path. Against fast creature starts, reverse this rule and answer board pressure before spending mana on selection.
Combat And Trading Rules
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Preserve engine creatures when their text or enters-the-battlefield value matters more than damage. Baleful Strix should usually block because it replaces itself and trades up, but keep it available for Aminatou, the Fateshifter blink only when life total is stable and the engine value is immediate.
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Attack when pressure is the closing plan, especially with Psychic Frog, Orcish Bowmasters, Palace Jailer, The Wandering Emperor tokens, Creeping Tar Pit, or incidental creatures after the opponent is low on cards. Do not sit behind blockers forever if permission and discard have already constrained the opponent and the combo is not assembled.
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Block conservatively above ten life and urgently below six life. Above ten, protect Jace, Wielder of Mysteries, Teferi, Time Raveler, Aminatou, the Fateshifter, and high-value bodies unless a trade prevents a snowballing threat. Below six, trade almost any nonessential creature to prevent lethal setups, burn-range compression, or forced Toxic Deluge life payments.
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Trade removal for tempo against aggro and preserve removal for quality against control or combo. Against creature pressure, use Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Damn, and Toxic Deluge early enough that Brainstorm, Omen of the Sea, and Lorien Revealed do not become too slow. Against slower decks, hold removal for threats that attack the combo, commander, or card-advantage axis.
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Protect Jace, Wielder of Mysteries as a win condition, not as a normal planeswalker. If Jace is in play without an immediate Demonic Consultation or Tainted Pact kill, block and remove attackers that can kill it before spending resources on opponent life total.
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Preserve Aminatou, the Fateshifter when a legal activation can blink Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors for immediate value. Do not protect Aminatou at the cost of dying on board or losing a protected combo window.
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Use The Wandering Emperor as combat interaction when the engine exposes a legal timing that changes blocks, removes an attacker, or creates a surprise stabilizer. Avoid main-phase use if waiting preserves a stronger combat choice and does not risk losing access to the action.
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Treat Parallax Wave as a combat reset only when it prevents lethal, clears blockers for a closing attack, protects key creatures, or creates a safe planeswalker/combo turn. Card text check required before assuming exact exile-return sequencing with Aminatou, the Fateshifter or Phelia, Exuberant Shepherd.
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Do not pay life casually with Snuff Out or Toxic Deluge when the opponent's visible board can convert that life loss into lethal next turn. Pay life aggressively only when spending mana would prevent a counterspell, discard spell, combo commitment, or survival line from happening this turn.
Selection And Tutor Rules
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Sequence selection after survival actions when public pressure is urgent. Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Damn, Toxic Deluge, Sheoldred's Edict, Static Prison, or Get Lost should usually happen before Brainstorm, Omen of the Sea, Lorien Revealed, or Aminatou, the Fateshifter selection if the visible board threatens lethal, planeswalker death, or a forced bad block.
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Use Brainstorm with a shuffle or top-card tool when possible. Prefer casting Brainstorm before a fetchland activation from Polluted Delta, Flooded Strand, Marsh Flats, Scalding Tarn, Verdant Catacombs, Windswept Heath, Arid Mesa, Bloodstained Mire, Misty Rainforest, or Prismatic Vista when the hand contains dead cards, redundant lands, or a combo piece that must be hidden from discard. Without a shuffle, Brainstorm is still legal velocity, but avoid locking weak cards on top when the next turns require interaction.
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Time land drops after selection when the decision can improve mana. If a legal Brainstorm, Omen of the Sea, Lorien Revealed landcycling action, Eagles of the North action, Troll of Khazad-dum action, Sink into Stupor modal land choice, Boggart Trawler modal land choice, or Witch Enchanter modal land choice can reveal or create a better land decision, use it before playing a land unless immediate untapped mana is needed for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Mental Misstep, Force Spike, Spell Snare, Stern Scolding, or Daze.
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Tutor for the missing half of the compact finish only when the window is defensible. Demonic Tutor and Wishclaw Talisman should find Jace, Wielder of Mysteries when Demonic Consultation or Tainted Pact is already available, find Demonic Consultation or Tainted Pact when Jace is available and protectable, or find Teferi, Time Raveler, Force of Negation, Dovin's Veto, discard, or removal when protection or survival is the real bottleneck.
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Treat Wishclaw Talisman as a commitment card, not a casual value artifact. Activate it only when the searched card can be used before the opponent meaningfully benefits, when Teferi, Time Raveler constrains interaction, when discard has cleared the way, or when the opponent's next tutor access is less dangerous than waiting.
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Use Demonic Consultation and Tainted Pact as combo execution only after Jace, Wielder of Mysteries is legal on the battlefield or another engine-exposed draw-from-empty-library win is already present. Do not exile the library speculatively for value, and remember that two Island are registered, so Tainted Pact full-library lines require visible rules-engine legality and careful stop choices.
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Bottom or shuffle away low-impact cards according to the current role. Against pressure, prioritize finding cheap removal, untapped lands, Baleful Strix, Oath of Kaya, Toxic Deluge, Solitude, or The Wandering Emperor; against control or combo, prioritize Thoughtseize, Inquisition of Kozilek, Grief, permission, Teferi, Time Raveler, Demonic Tutor, Wishclaw Talisman, Jace, Wielder of Mysteries, Demonic Consultation, and Tainted Pact.
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Rebuy only high-leverage spells with Snapcaster Mage. Favor discard before a combo turn, removal before lethal combat, permission during a stack fight, or Brainstorm when a fetchland can clean up the hand. Do not spend Snapcaster Mage on a low-impact cantrip if graveyard timing, mana, or board pressure makes the body irrelevant.
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Use Aminatou, the Fateshifter selection to improve known top cards and protect key hand texture. Her draw-putback pattern is strongest with shuffle effects, miracle-free hand sculpting, and hiding combo pieces; do not activate for marginal smoothing if a blink of Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, or an Overlord permanent is the higher-impact legal action. Card text check required for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Wan Shi Tong, Librarian, and the Overlord cards before using them as deterministic selection engines.
Priority And Stack Rules
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Hold priority discipline around the compact finish. Cast or resolve Jace, Wielder of Mysteries only when the opponent is tapped low, Teferi, Time Raveler is constraining responses, discard has checked the hand, or enough permission is available to beat visible interaction; then execute Demonic Consultation or Tainted Pact only through legal engine actions.
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Spend permission on spells or abilities that change the game, not on harmless bait. Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Subtlety, and Tishana's Tidebinder should answer threats to the combo, lethal pressure, opposing card-advantage engines, stack interaction, commander-breaking abilities, or must-stop graveyard/tutor effects.
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Let low-impact spells resolve when holding interaction protects a better window. Cantrips, small creatures, redundant removal, and slow engines may be acceptable if the hand is preparing Teferi, Time Raveler plus Jace, Wielder of Mysteries, a protected tutor chain, or an end-step interaction line.
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Use instant-speed removal before damage when the visible attack or block math matters. Swords to Plowshares, Fatal Push, Long Goodbye, Snuff Out, Solitude, Sheoldred's Edict, Get Lost, The Wandering Emperor, Otawara, Soaring City, and Subtlety should be fired in the combat window that prevents the most damage, saves Jace, Wielder of Mysteries or Aminatou, the Fateshifter, or converts a block into a favorable trade.
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Use discard during main phase before committing protected actions. Thoughtseize, Inquisition of Kozilek, Grief, and Duress should precede Demonic Tutor, Wishclaw Talisman, Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Parallax Wave, or Parallax Tide when the opponent has unknown cards and mana that could represent permission or removal.
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Respect graveyard timing and hate conflicts. Snapcaster Mage, Takenuma, Abandoned Mire, Kaya's Guile, Surgical Extraction, Rest in Peace, and Grafdigger's Cage can conflict in role; use graveyard recursion before deploying graveyard shutdown when both are legal, unless the opponent's graveyard is the immediate public problem.
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Treat optional payments and pitch spells as resource commitments. Pay life for Snuff Out, pitch to Force of Negation, Solitude, Subtlety, or Grief, and return a land for Daze only when the tempo gained protects life total, wins a stack fight, or enables the combo turn; decline optional costs when they strand Jace, Wielder of Mysteries, counterspell mana, or removal mana.
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Activate channel and utility lands at the latest useful window. Use Otawara, Soaring City, Eiganjo, Seat of the Empire, Takenuma, Abandoned Mire, and Creeping Tar Pit only when their legal action clearly improves the current turn cycle, because spending a land effect can reduce colored mana, expose a tapped land, or remove a future uncounterable line.
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Pass with a reason whenever interaction is available. A pass is correct when the opponent's spell does not matter, when removal is better after targets or attacks are declared, when permission must cover a stronger card, or when acting would weaken a protected combo turn. A pass is suspicious when public pressure is lethal soon, Jace is exposed, or a known must-counter spell is on the stack.
Sideboard Map
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Sideboard identity: use the 10-card policy sideboard to sharpen the control half without diluting the Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries finish. Add hate that directly answers public graveyard, creature, stack, artifact, enchantment, activated-ability, or combat-text problems; reduce slower value cards, uncertain text cards, and narrow removal when the opponent’s revealed plan makes them low-impact.
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Rest in Peace: bring it against graveyard engines, recursive creatures, escape-style pressure, reanimation, dredge-like decks, and strategies where graveyard count is a visible resource. It is bad when Snapcaster Mage, Takenuma, Abandoned Mire, Kaya's Guile, Surgical Extraction, or graveyard-fueled main-deck lines matter more than shutting the opponent down; if deployed, treat Snapcaster Mage as mostly a body unless legal text still offers useful play. Rest in Peace changes the role toward tap-down control: win with Jace, Wielder of Mysteries, planeswalkers, commander value, Palace Jailer, Creeping Tar Pit, or stabilized creature pressure rather than recursion.
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Grafdigger's Cage: bring it against creature-from-library, creature-from-graveyard, flashback-like, reanimation, and commander-adjacent engines only when the public archetype or revealed cards show that axis. It is bad when the opponent is a fair spell deck, when Rest in Peace is already sufficient and Cage adds little, or when the deck needs Snapcaster Mage flexibility and Cage conflicts with legal graveyard casting. Grafdigger's Cage is a low-mana shield, so prefer it when early turns are about surviving before permission is online.
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Surgical Extraction: bring it when a single named graveyard card, combo piece, recursive threat, or already-countered spell is likely to decide the game. It is bad as blind graveyard hate, bad against diversified fair decks, and bad when life payment or card disadvantage worsens pressure. Use it after Thoughtseize, Inquisition of Kozilek, Grief, removal, counterspells, or Kaya's Guile put a relevant card into the graveyard; do not fire it just because a card is legal to target.
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Kaya's Guile: bring it against graveyard decks, sacrifice-sensitive creature boards, go-wide pressure, and matchups where life total, edict pressure, and incidental graveyard control all matter. It is bad when the opponent has few creatures, no graveyard reliance, or when holding up cheap permission is more important than a modal midgame spell. Role changes: Kaya's Guile supports stabilizing control and buys time for Jace, Wielder of Mysteries rather than accelerating the combo.
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Duress: bring it against combo, control, planeswalker-heavy shells, sweepers, and stack-interaction decks where clearing a path matters. It is bad against creature-dense pressure with few noncreature hits, especially when Thoughtseize, Inquisition of Kozilek, Grief, Fatal Push, Swords to Plowshares, and sweepers are already needed. Use Duress before Demonic Tutor, Wishclaw Talisman, Teferi, Time Raveler, Jace, Wielder of Mysteries, Demonic Consultation, or Tainted Pact when the opponent has untapped mana and unknown cards.
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Dovin's Veto: bring it against control, combo, noncreature engines, planeswalkers, sweepers, and stack fights over the compact finish. It is bad against low-curve creature decks where the danger is mostly battlefield damage and combat math. Role changes: Dovin's Veto makes the combo turn more credible, so treat it as protection for Jace, Wielder of Mysteries or Teferi, Time Raveler rather than as a routine answer to the first legal spell.
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Disenchant: bring it against artifact or enchantment engines, prison permanents, graveyard hate that blocks Snapcaster Mage or Tainted Pact support lines, equipment-like pressure, and public permanents that stop Jace, Wielder of Mysteries from resolving or winning. It is bad when the opponent has few targets or when Get Lost, Skyclave Apparition, Static Prison, Oath of Kaya, or Teferi, Time Raveler already cover the relevant permanent class. Keep mana open for Disenchant only when a visible target or likely hate card matters more than developing Aminatou, the Fateshifter.
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Pithing Needle: bring it against commanders, planeswalkers, activated combo pieces, utility lands, equipment-adjacent engines, and permanents whose activated abilities are publicly central. It is bad when the opponent’s threats are static, triggered, spell-based, or too diverse to name confidently. Name only from revealed or commander-known information; do not invent hidden permanents. If legal action text asks for a name and the public commander is the clear engine, naming that commander is often the safest low-information line.
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Dress Down: bring it against creature-combo decks, enters-the-battlefield value chains, combat-keyword threats, token pump boards, protection-text creatures, and commanders whose creature text matters at instant speed. It is bad against spell combo, planeswalker control, and boards where removing abilities does not change attacks, blocks, or the combo race. Role changes: Dress Down is a tempo and rules-text interruption card, so hold it for the turn where it changes combat, stops a trigger, or protects a removal spell from creature text.
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Supreme Verdict: bring it against creature swarms, resilient aggro, creature-tempo shells, and boards where Toxic Deluge, Damn, Solitude, Swords to Plowshares, Fatal Push, and The Wandering Emperor are not enough. It is bad against creature-light control or combo and can be awkward when Baleful Strix, Psychic Frog, Orcish Bowmasters, Skyclave Apparition, Phelia, Exuberant Shepherd, Palace Jailer, or commander pressure is your own best clock. Role changes: Supreme Verdict pushes the deck into full control; plan to win after stabilization with Jace, Wielder of Mysteries, Teferi, Time Raveler, Aminatou, the Fateshifter value, or Creeping Tar Pit.
Graveyard combo or recursive graveyard midrange Side in: Rest in Peace; Grafdigger's Cage; Surgical Extraction; Kaya's Guile Cut: Nowhere to Run; Parallax Tide; Palace Jailer; Quantum Riddler
Creature swarm and battlefield pressure Side in: Supreme Verdict; Kaya's Guile; Dress Down Cut: Parallax Tide; Wishclaw Talisman; Quantum Riddler
Spell combo or permission control Side in: Duress; Dovin's Veto; Pithing Needle Cut: Fatal Push; Long Goodbye; Damn
Artifact, enchantment, or activated-permanent engine Side in: Disenchant; Pithing Needle; Dovin's Veto Cut: Snuff Out; Stern Scolding; Quantum Riddler
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Add role cards: against graveyard decks, prioritize Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile according to speed. Use Rest in Peace for broad shutdown, Grafdigger's Cage for cheap prevention, Surgical Extraction for single-card dependency, and Kaya's Guile when creature pressure and graveyard pressure are both visible.
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Add role cards: against creature decks, prioritize Supreme Verdict, Kaya's Guile, Dress Down, and existing main-deck removal. Reduce main-deck emphasis on slow tap-pressure permanents, uncertain text cards, and Wishclaw Talisman when giving the opponent a tutor window is dangerous.
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Add role cards: against control and combo, prioritize Duress, Dovin's Veto, Pithing Needle, and sometimes Surgical Extraction after discard or counters. Reduce main-deck emphasis on narrow creature removal that lacks targets, but keep cheap removal if the opponent’s commander or early creature engine must die.
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Add role cards: against artifact or enchantment decks, prioritize Disenchant and Pithing Needle, then Dovin's Veto if the dangerous cards are noncreature spells. Reduce main-deck emphasis on edicts and creature-only answers when public permanents, not combat damage, are the axis.
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Preserve combo density unless hate is mandatory. Do not weaken Demonic Tutor, Demonic Consultation, Tainted Pact, Jace, Wielder of Mysteries, Teferi, Time Raveler, or the key protection suite merely to add medium sideboard cards; the sideboard should make the combo safer or buy time, not create a slower deck with no closing plan.
Matchup Guidance
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Aggro: Stabilize before sculpting. Keep hands with Esper mana plus one cheap answer such as Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Sheoldred's Edict, Damn, Toxic Deluge, Static Prison, Nowhere to Run, or Oath of Kaya; mulligan hands that only offer Brainstorm, Omen of the Sea, Lorien Revealed, or slow value. Add role cards: Supreme Verdict, Kaya's Guile, and Dress Down when public pressure is creature-based. Reduce main-deck emphasis: Parallax Tide, Wishclaw Talisman, uncertain-text cards such as Quantum Riddler, and slow tap-out value when life total is already under attack. Use Baleful Strix, Psychic Frog, Orcish Bowmasters, Phelia, Exuberant Shepherd, Skyclave Apparition, Palace Jailer, The Wandering Emperor, and Creeping Tar Pit as blockers or pressure only when the visible board supports the trade.
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Control: Protect the compact finish instead of fighting every spell. Prioritize discard and stack interaction around Teferi, Time Raveler, Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, and Wishclaw Talisman. Add role cards: Duress, Dovin's Veto, Pithing Needle, and sometimes Surgical Extraction after discard or a counter creates a known graveyard target. Reduce main-deck emphasis: Fatal Push, Long Goodbye, Damn, Toxic Deluge, and other creature-only interaction when the opponent has few public creatures. Do not activate Wishclaw Talisman into an opponent with mana and unknown cards unless the same turn wins, Teferi, Time Raveler constrains interaction, or the legal line is otherwise forced.
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Combo: Trade for time, then win with protection. Keep discard, fast counters, and a credible clock or tutor; hands with only removal and no pressure or selection are risky unless the opponent's combo is creature-board dependent. Add role cards: Duress, Dovin's Veto, Pithing Needle, Surgical Extraction, Rest in Peace, Grafdigger's Cage, or Kaya's Guile according to the public axis. Reduce main-deck emphasis: narrow removal if no creature target class is visible, but keep Swords to Plowshares, Solitude, Sheoldred's Edict, and The Wandering Emperor when a commander or single creature is the engine. Spend Force of Negation, Daze, Force Spike, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder on the first spell or ability that changes the race, not on low-impact setup.
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Tempo: Preserve mana efficiency and avoid falling behind while sculpting. Cheap interaction is more important than maximum card advantage, so sequence untapped lands for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Spell Snare, Stern Scolding, Mental Misstep, Force Spike, and Daze. Add role cards: Duress or Dovin's Veto when the opponent's tempo plan is stack-heavy, and Supreme Verdict or Dress Down when the tempo plan is creature-heavy. Reduce main-deck emphasis: slow engines that require tapping low, especially Parallax Tide, Palace Jailer, Overlord of the Mistmoors, Overlord of the Floodpits, and Overlord of the Balemurk unless their legal action text gives immediate stabilization. Card text check required before assigning deterministic tempo roles to Momentum Breaker, Fire Nation Occupation, Cryogen Relic, Starting Town, and Quantum Riddler.
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Midrange: Win the resource exchange while preserving a clean closer. Use Thoughtseize, Inquisition of Kozilek, Grief, Baleful Strix, Snapcaster Mage, Orcish Bowmasters, Omen of the Sea, Palace Jailer, Aminatou, the Fateshifter, and The Wandering Emperor to trade into a position where Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact is protected. Add role cards: Kaya's Guile, Supreme Verdict, Duress, Dovin's Veto, or Pithing Needle depending on whether the public problem is graveyard, board, planeswalker, commander, or spell density. Reduce main-deck emphasis: life-payment interaction such as Snuff Out and Toxic Deluge when life is the limiting resource, but keep them when answering one visible threat prevents more damage than the life paid.
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Big mana: Attack the payoff window, not only the mana. Use discard and permission on accelerants only when the visible game state shows the payoff will otherwise arrive before your combo, or when the legal spell is itself an engine. Add role cards: Duress, Dovin's Veto, Pithing Needle, Disenchant, and sometimes Surgical Extraction if a known payoff or engine card reaches the graveyard. Reduce main-deck emphasis: Fatal Push, Long Goodbye, Stern Scolding, and creature-only answers if the opponent's public threats are lands, artifacts, enchantments, planeswalkers, or high-cost spells. Parallax Tide can matter as mana denial only when legal action text and public board state make the tempo loss concrete; do not assume exact lock text beyond engine output.
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Graveyard decks: Identify whether the graveyard is the engine, a backup resource, or just incidental value. Add role cards: Rest in Peace for broad shutdown, Grafdigger's Cage for cheap prevention, Surgical Extraction for known single-card dependency, and Kaya's Guile when graveyard pressure and creatures both matter. Reduce main-deck emphasis: graveyard-dependent Snapcaster Mage lines if Rest in Peace is active or likely, and slow value that does not affect the graveyard race. Use Surgical Extraction only on a public graveyard card whose removal changes the opponent's visible plan; do not guess hidden copies or hidden dependencies.
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Artifact/enchantment decks: Answer the permanent class that actually constrains the game. Add role cards: Disenchant, Pithing Needle, Dovin's Veto, and sometimes Dress Down if creature text is part of the engine. Reduce main-deck emphasis: Snuff Out, Fatal Push, Long Goodbye, Sheoldred's Edict, and Damn when public noncreature permanents are the danger. Main-deck answers such as Get Lost, Skyclave Apparition, Static Prison, Oath of Kaya, Teferi, Time Raveler, and Witch Enchanter can help only when the engine exposes legal actions and legal targets; Card text check required for Witch Enchanter if the action label is unclear.
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Go-wide decks: Prioritize sweepers and life stabilization over one-for-one perfection. Toxic Deluge, Damn, Supreme Verdict, The Wandering Emperor, Kaya's Guile, Dress Down, Oath of Kaya, Solitude, and Baleful Strix are the key stabilizers. Add role cards: Supreme Verdict, Kaya's Guile, and Dress Down. Reduce main-deck emphasis: Wishclaw Talisman, Parallax Tide, and slow selection when the opponent can add lethal power before the tutor turn pays off. Do not fire Toxic Deluge for cosmetic cleanup; use it when the visible board threatens lethal, invalidates blocks, or forces too many one-for-one answers.
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Single-threat decks: Preserve the right answer for the protected threat. Swords to Plowshares, Solitude, Sheoldred's Edict, Get Lost, Static Prison, Skyclave Apparition, The Wandering Emperor, Subtlety, Tale's End, Stifle, Tishana's Tidebinder, and counterspells all matter depending on whether the threat is a creature, commander, trigger, activated ability, or spell. Add role cards: Pithing Needle for activated commanders or engines, Dress Down for creature text, Dovin's Veto for noncreature protection, and Kaya's Guile for edict pressure. Reduce main-deck emphasis: sweepers when one threat is the whole public plan, unless the opponent also deploys support creatures.
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Burn: Treat life total as a resource with a hard floor, not a cushion. Avoid unnecessary Snuff Out and Toxic Deluge payments, fetch/shock decisions, and Thoughtseize damage when Inquisition of Kozilek or permission can cover the same public problem. Add role cards: Kaya's Guile, Dovin's Veto, Duress, and Supreme Verdict only if creatures are part of the burn clock. Reduce main-deck emphasis: slow self-damaging lines and Wishclaw Talisman windows. Oath of Kaya, The Wandering Emperor, Solitude, Baleful Strix, and Creeping Tar Pit can buy time, but the pilot should still close quickly with Jace, Wielder of Mysteries rather than trying to win a long life-total exchange.
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Removal-heavy decks: Make their answers inefficient and protect the card that matters. Favor discard, permission, planeswalkers, Omen of the Sea, Brainstorm, Lorien Revealed, Snapcaster Mage, Wan Shi Tong, Librarian, Creeping Tar Pit, Aminatou, the Fateshifter, and the compact combo over leaning on one creature. Add role cards: Duress and Dovin's Veto against removal plus planeswalkers or sweepers, Pithing Needle against activated engines, and Rest in Peace or Surgical Extraction only if graveyard recursion is public. Reduce main-deck emphasis: creature-only pressure when removal density is visible. Card text check required before relying on Wan Shi Tong, Librarian, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, or Troll of Khazad-dum for exact resilience roles.
Specific Matchup Notes
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General/archetype-only note: exact opponents are absent, so revealed cards, commander identity, public board texture, and rules-engine legal actions override these assumptions. Start from Esper control-combo discipline: trade only for threats that change the clock or block the Jace, Wielder of Mysteries finish, then close with Demonic Consultation, Tainted Pact, Demonic Tutor, Wishclaw Talisman, Teferi, Time Raveler, or protected pressure.
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Fast creature pressure: priority targets are early creatures that invalidate Baleful Strix, Psychic Frog, Orcish Bowmasters, or Creeping Tar Pit as stabilizers. Add role cards: Supreme Verdict, Kaya's Guile, Dress Down, and sometimes Pithing Needle if the public threat is an activated commander or engine. Reduce main-deck emphasis: Parallax Tide, Wishclaw Talisman windows, slow Overlord of the Mistmoors, Overlord of the Floodpits, Overlord of the Balemurk, and selection that does not answer lethal pressure. Preserve Swords to Plowshares, Fatal Push, Long Goodbye, Sheoldred's Edict, Get Lost, Static Prison, Solitude, Snuff Out, Damn, Toxic Deluge, The Wandering Emperor, and Oath of Kaya for threats that matter now.
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Spell-combo or control: priority targets are enablers, protection spells, and the first card that makes the opponent's kill deterministic from public information. Add role cards: Duress, Dovin's Veto, Surgical Extraction when a known graveyard card is central, and Pithing Needle when a visible activated permanent or commander is the engine. Reduce main-deck emphasis: creature-only removal such as Fatal Push, Long Goodbye, Snuff Out, and Damn when public threats are mostly stack-based. Spend Force of Negation, Daze, Force Spike, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Subtlety, and Tishana's Tidebinder on tempo-critical spells, triggers, and abilities rather than bait.
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Graveyard engine: priority targets are public cards that convert the graveyard into mana, creatures, cards, or an immediate kill. Add role cards: Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile. Reduce main-deck emphasis: Snapcaster Mage lines if Rest in Peace is active or about to be used, and slow value cards that do not affect the graveyard clock. Surgical Extraction should hit a card already visible in a graveyard only when removing that exact card changes the opponent's public plan.
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Artifact, enchantment, or planeswalker engine: priority targets are permanents that constrain casting, combat, graveyards, targeting, or the combo finish. Add role cards: Disenchant, Pithing Needle, Dovin's Veto, and Dress Down if creature text is the engine. Reduce main-deck emphasis: removal that cannot target the public permanent class. Use Teferi, Time Raveler, Get Lost, Skyclave Apparition, Static Prison, Oath of Kaya, Witch Enchanter, and counterspells only through legal engine actions and visible targets.
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Midrange attrition: priority targets are cards that generate repeated value faster than Aminatou, the Fateshifter, Omen of the Sea, Brainstorm, Palace Jailer, Snapcaster Mage, Wan Shi Tong, Librarian, and The Wandering Emperor can recover. Add role cards: Duress, Dovin's Veto, Kaya's Guile, Pithing Needle, or Supreme Verdict based on the public permanent mix. Reduce main-deck emphasis: life-payment spells when life is the limiting resource, but keep Snuff Out or Toxic Deluge when the life paid prevents more damage than it costs.
Risk Summary
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Mana risk: Esper requirements are tight because Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Consultation, Tainted Pact, Swords to Plowshares, Teferi, Time Raveler, counterspells, and Jace, Wielder of Mysteries pull in different directions. Fetchlands and typed lands must prioritize untapped blue-black early, white removal by turn two or three, and double-blue access before committing to Jace, Wielder of Mysteries.
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Matchup risk: the deck can misassign role by playing pure control against inevitability or racing against faster pressure. Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, Creeping Tar Pit, and Aminatou, the Fateshifter should become pressure when the opponent is giving time but not inevitability.
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Draw risk: Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, and Wan Shi Tong, Librarian can consume turns that should answer public pressure. Keep selection hands only when mana and time are visible, not because selection might find both.
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Over-sideboarding risk: Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Duress, Dovin's Veto, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict must solve public problems without diluting Demonic Consultation, Tainted Pact, Jace, Wielder of Mysteries, and protection density.
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Graveyard risk: Rest in Peace and Grafdigger's Cage can weaken Snapcaster Mage and any graveyard-dependent legal action. Use them when the opponent's graveyard plan is stronger than your graveyard value.
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Sweeper/removal risk: Toxic Deluge, Damn, Supreme Verdict, Snuff Out, Solitude, and The Wandering Emperor can be mistimed into low-impact exchanges. Fire sweepers when the visible board threatens lethal, invalidates blocks, or demands too many one-for-one answers.
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Closer risk: Demonic Consultation, Tainted Pact, Wishclaw Talisman, and Jace, Wielder of Mysteries create dangerous commitment windows. Do not commit through visible open interaction, unresolved pressure, or a Wishclaw Talisman pass-back unless waiting is worse.
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Interaction risk: Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder lose value when spent on bait. Preserve them for cards that change the clock, break the combo, or create an engine.
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Sequencing risk: card text check required for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Boggart Trawler, Witch Enchanter, Metamorphosis Fanatic, Eagles of the North, Troll of Khazad-dum, and the Overlord cards before deterministic reliance on exact modes or triggers.
Test Feedback Checklist
- Result cause: For each loss, name one primary cause and one secondary cause from mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, card selection problem, card quantity problem, or closing-power problem.
- Win contributor: For each win, name the exact card, package, or tactical policy that most contributed, such as Jace, Wielder of Mysteries plus Demonic Consultation, Tainted Pact, discard information, permission tempo, creature-board stabilization, sideboard hate, or Aminatou, the Fateshifter value.
- Deciding factor: Identify whether the game turned on the compact Jace, Wielder of Mysteries finish, creature-board stabilization, permission tempo, Thoughtseize or Inquisition of Kozilek information, sideboard hate, commander value, or failure to close after gaining control.
- Mulligan review: Record whether the opener had Esper mana, an early play, and a credible path to interaction or velocity; flag keeps that relied on Brainstorm, Omen of the Sea, Lorien Revealed, or Overlord of the Floodpits without enough time to use them.
- Mana review: Track whether fetchlands and typed lands found colors for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, counterspells, and Jace, Wielder of Mysteries; note when Daze, Snuff Out, Solitude, Force of Negation, or Subtlety stressed the same resource base.
- Velocity review: Ask whether Brainstorm, Omen of the Sea, Lorien Revealed, Snapcaster Mage, Overlord of the Floodpits, and Wan Shi Tong, Librarian found action fast enough, or whether selection consumed turns that should have answered public pressure.
- Engine review: Review every Aminatou, the Fateshifter activation and ask whether blinking Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors produced immediate value.
- Removal review: Check whether Fatal Push, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Damn, Toxic Deluge, The Wandering Emperor, Snuff Out, and Solitude matched the public threat type and clock.
- Stack review: Record whether Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder were spent on tempo-critical cards or low-impact bait.
- Sideboard review: Ask whether Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Duress, Dovin's Veto, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict answered public problems without diluting Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries.
- Closing review: Note whether Demonic Tutor, Wishclaw Talisman, Demonic Consultation, Tainted Pact, Teferi, Time Raveler, and Jace, Wielder of Mysteries were sequenced with enough protection, and whether Wishclaw Talisman gave the opponent a dangerous window.
- Role review: Decide whether the deck correctly shifted between control, tempo, combo, and attrition; flag games where Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, or Creeping Tar Pit should have pressured instead of merely blocking.
- Mistake review: Identify any pass with legal interaction available, any cantrip before an urgent removal spell, any unnecessary life payment, any delayed land drop, and any commitment to Demonic Consultation or Tainted Pact through visible open interaction.
- Stranded-card review: Record cards stuck because of mana, timing, target absence, graveyard conflict, or board texture, especially Parallax Wave, Parallax Tide, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, Troll of Khazad-dum, Sink into Stupor, and Witch Enchanter.
- Text-uncertainty review: Keep tuning conclusions conditional for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, and Starting Town until Card text check required is resolved by actual rules-engine behavior.
First Tuning Questions
- Mana tuning: Are Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Deserted Beach, Glacial Fortress, Shipwreck Marsh, Creeping Tar Pit, and tapped typed lands costing too many early interaction windows, or are fetchlands plus Underground Sea, Tundra, Scrubland, Watery Grave, Hallowed Fountain, Godless Shrine, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, and Undercity Sewers producing stable Esper access?
- Combo density: Does the deck find Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, and Wishclaw Talisman often enough, or are games being controlled without a reliable finish?
- Protection density: Are Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force Spike, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Tishana's Tidebinder, and Teferi, Time Raveler enough to protect the finish against open mana?
- Aggro plan: Are Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Sheoldred's Edict, Damn, Toxic Deluge, Oath of Kaya, Static Prison, The Wandering Emperor, Baleful Strix, Orcish Bowmasters, Psychic Frog, and Supreme Verdict enough to survive fast creature starts without overloading life payments?
- Control plan: Are Thoughtseize, Inquisition of Kozilek, Grief, Duress, Dovin's Veto, and the permission suite producing enough information and tempo, or does the deck need more threats that close before the opponent recovers?
- Velocity balance: Are Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, Snapcaster Mage, Wan Shi Tong, Librarian, and Aminatou, the Fateshifter improving card quality, or delaying necessary interaction?
- Commander package: Do Aminatou, the Fateshifter blink lines with Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, and the Overlord cards win material games, or are they too slow against the field?
- Sideboard slots: Which of Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Duress, Dovin's Veto, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict changed actual outcomes, and which were stranded or redundant?
- Role conflict: Are Parallax Wave, Parallax Tide, Phelia, Exuberant Shepherd, Palace Jailer, and The Wandering Emperor supporting stabilization, or pulling the deck away from the compact combo-control plan?
- Closing power: When Jace, Wielder of Mysteries is unavailable or unsafe, are Psychic Frog, Orcish Bowmasters, Palace Jailer, Creeping Tar Pit, Overlord of the Mistmoors, Overlord of the Balemurk, and Overlord of the Floodpits sufficient to end games?
- Uncertain-card tuning: Do not tune around Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Boggart Trawler, Witch Enchanter, Eagles of the North, Troll of Khazad-dum, or Metamorphosis Fanatic until logs show exact legal actions and impact.
Veles Tactical Policy
Policy: Opening Keep Gate
Priority: High Decision families: mulligan Cards: Thoughtseize; Inquisition of Kozilek; Fatal Push; Swords to Plowshares; Brainstorm; Omen of the Sea; Jace, Wielder of Mysteries; Demonic Consultation; Tainted Pact Phase windows: opening hand, mulligan decisions. Runtime cues: prompt:mulligan, visible opening hand, commander available. Use when: deciding whether a hand has Esper mana, an early play, and either interaction or velocity before public pressure can snowball. Avoid when: the hand has no stable land plan, only tapped mana against fast pressure, or only late cards with no legal early action. Instructions: Keep hands with two or more mana sources, access to blue plus either black or white, and a one- or two-mana interaction/selection spell. Treat Brainstorm, Omen of the Sea, Lorien Revealed, and Overlord of the Floodpits as support, not as the whole keep rationale, when the opponent can pressure early. Pilot skill floor: baseline. No-API allowed: no Light-model allowed: yes
Policy: Early Esper Setup
Priority: Medium Decision families: mana Cards: Underground Sea; Tundra; Scrubland; Watery Grave; Hallowed Fountain; Godless Shrine; Raffine's Tower; Meticulous Archive; Shadowy Backstreet; Undercity Sewers; Polluted Delta; Flooded Strand; Marsh Flats; Prismatic Vista Phase windows: turns one through three, land play and fetch decisions. Runtime cues: action:play, action:activate, visible hand color requirements. Use when: selecting the first land, fetch target, or typed land to unlock discard, removal, counterspells, and Jace, Wielder of Mysteries. Avoid when: the engine exposes a mandatory payment or exact spell action already selected; use payment-specific legal actions then. Instructions: Prioritize untapped blue-black when discard or Demonic Consultation lines matter, untapped white when Swords to Plowshares or Fatal Push plus white follow-up is needed, and avoid spending life on shock lands when public pressure makes life total the limiting resource. Pilot skill floor: baseline. No-API allowed: no Light-model allowed: yes
Policy: Exact Legal Mana Payment
Priority: Low Decision families: mana Cards: none Phase windows: any cost-payment prompt. Runtime cues: action:pay Use when: exactly one legal action text pays the full pending cost and no alternate legal payment action is displayed. Avoid when: two or more legal payment actions spend different colored sources, life, exile cards, or tempo resources. Instructions: Submit the displayed payment action exactly; do not invent source substitutions or reserve mana the rules engine has not offered. Pilot skill floor: baseline. No-API allowed: yes Light-model allowed: yes
Policy: Combo Commitment Gate
Priority: High Decision families: priority; selection; interaction Cards: Jace, Wielder of Mysteries; Demonic Consultation; Tainted Pact; Demonic Tutor; Wishclaw Talisman; Teferi, Time Raveler; Force of Negation; Daze; Mana Leak; No More Lies; Lose Focus Phase windows: main phases, end steps, protected priority windows. Runtime cues: action:cast Jace, Wielder of Mysteries, action:cast Demonic Consultation, action:cast Tainted Pact, action:activate Wishclaw Talisman. Use when: deciding whether to start the compact library-exile finish or tutor for a combo piece. Avoid when: opponent has visible open interaction, an unresolved stack threat, lethal pressure requiring removal first, or Wishclaw Talisman would give the opponent an immediate dangerous activation window. Instructions: Commit only when Jace, Wielder of Mysteries is on board or can be protected, the engine exposes the follow-up legal actions, and waiting risks losing more than acting. Prefer Teferi, Time Raveler or discard/counter backup before Demonic Consultation or Tainted Pact when the opponent can interact. Pilot skill floor: expert. No-API allowed: no Light-model allowed: yes
Policy: Tainted Pact Combo Resolution
Priority: High Decision families: selection Cards: Tainted Pact; Jace, Wielder of Mysteries Phase windows: resolving Tainted Pact with a self-library win condition visible. Runtime cues: action:exile, action:continue, action:put into hand Use when: Jace, Wielder of Mysteries is visible under your control and the current Tainted Pact prompt offers continue/exile choices from your library. Avoid when: Jace, Wielder of Mysteries is not visible under your control, replacement effects are unresolved, or stopping on a revealed card is required to survive. Instructions: Continue exiling while the visible win condition requires an empty or near-empty library; stop only if the legal prompt shows a card whose immediate use is necessary and the combo line is no longer the selected plan. Pilot skill floor: expert. No-API allowed: no Light-model allowed: yes
Policy: Permission Spend Gate
Priority: High Decision families: interaction; priority Cards: Force of Negation; Daze; Mana Leak; Memory Lapse; No More Lies; Lose Focus; Force Spike; Mental Misstep; Spell Snare; Stern Scolding; Wash Away; Tale's End; Stifle; Tishana's Tidebinder Phase windows: opponent cast/activate triggers, stack response windows, combo-protection windows. Runtime cues: action:cast, action:counter, action:activate Use when: deciding whether to counter, tax, stifle, or bind a visible spell, ability, or trigger. Avoid when: the visible object is low impact, can be answered by cheaper removal later, or spending the permission exposes Jace, Wielder of Mysteries or the next turn to a higher-impact threat. Instructions: Spend permission on tempo-critical threats, opposing protection, hate pieces, lethal pressure, and interaction aimed at your combo. Preserve free permission for protected finish turns unless the current stack object changes the game immediately. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Removal Match Gate
Priority: High Decision families: interaction; priority Cards: Fatal Push; Swords to Plowshares; Long Goodbye; Get Lost; Nowhere to Run; Static Prison; Sheoldred's Edict; Damn; Toxic Deluge; The Wandering Emperor; Snuff Out; Solitude Phase windows: main phases, combat, end steps, lethal-prevention windows. Runtime cues: action:cast Fatal Push, action:cast Swords to Plowshares, action:cast Toxic Deluge, action:cast Solitude Use when: selecting removal against public creatures, commanders, planeswalkers, or pressure pieces. Avoid when: a cheaper visible answer covers the same threat and the broader answer is needed for a known permanent type, or life payment from Snuff Out or Toxic Deluge moves you into lethal range. Instructions: Match narrow removal to early threats, exile or edict recursive/indestructible-looking threats only when legal text supports it, and save sweepers for boards where one-for-one trading cannot stabilize. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Exact Target Opponent Discard
Priority: Medium Decision families: interaction; selection Cards: Thoughtseize; Inquisition of Kozilek; Grief; Duress Phase windows: discard resolution, revealed-hand prompt. Runtime cues: action:target opponent Use when: the legal action text names the opponent as the only selectable player for Thoughtseize, Inquisition of Kozilek, Grief, or Duress. Avoid when: multiple target players or copied effects are legal. Instructions: Choose the legal opponent target exactly, then use light-model reasoning for the revealed-card selection if more than one card can be taken. Pilot skill floor: baseline. No-API allowed: yes Light-model allowed: yes
Policy: Revealed-Hand Take Choice
Priority: High Decision families: selection; interaction Cards: Thoughtseize; Inquisition of Kozilek; Grief; Duress Phase windows: discard choice after legal reveal. Runtime cues: prompt:choose card, visible revealed hand. Use when: choosing which legal revealed card to remove. Avoid when: the rules engine shows only one legal card; exact action submission may be deterministic. Instructions: Take the card that beats the current role: interaction against combo setup, pressure against low life or weak board, card advantage against attrition, and mana development only when the opponent is visibly constrained. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Aminatou Value Activation Gate
Priority: Medium Decision families: priority; selection Cards: Aminatou, the Fateshifter; Baleful Strix; Oath of Kaya; Skyclave Apparition; Palace Jailer; Solitude; Subtlety; Overlord of the Balemurk; Overlord of the Floodpits; Overlord of the Mistmoors Phase windows: main phases with planeswalker activation available. Runtime cues: action:activate Aminatou, the Fateshifter, action:target Use when: choosing whether to activate Aminatou, the Fateshifter and what permanent to blink or manipulate. Avoid when: activating exposes Aminatou to immediate loss without material gain, removes a needed blocker before combat, or targets a permanent whose return timing is unclear. Instructions: Prefer activations that immediately draw, remove, reset, or create a blocker. Route target choice through light-model unless the legal action names a single target permanent. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Early Board Stabilizer Deployment
Priority: Medium Decision families: priority; combat Cards: Baleful Strix; Orcish Bowmasters; Psychic Frog; Oath of Kaya; Skyclave Apparition; Static Prison Phase windows: early main phases, precombat stabilization turns. Runtime cues: action:cast Baleful Strix, action:cast Orcish Bowmasters, action:cast Psychic Frog, action:cast Oath of Kaya Use when: deciding whether to deploy the first creature or stabilizing permanent before holding up interaction. Avoid when: holding up a visible counter/removal action is required to stop lethal or a known combo turn. Instructions: Cast Baleful Strix or Psychic Frog when a blocker plus card flow changes combat, cast Orcish Bowmasters into visible draw pressure or small creatures, and deploy Oath of Kaya or prison-style removal when the public board demands immediate life/tempo stabilization. Pilot skill floor: baseline. No-API allowed: no Light-model allowed: yes
Policy: Combat Pressure Conversion
Priority: Medium Decision families: combat Cards: Psychic Frog; Orcish Bowmasters; Baleful Strix; Palace Jailer; Creeping Tar Pit; The Wandering Emperor Phase windows: declare attackers, declare blockers, planeswalker combat turns. Runtime cues: prompt:declare attackers, prompt:declare blockers, action:attack, action:block Use when: choosing attacks or blocks after the deck has stabilized or needs to race. Avoid when: trading off the only blocker opens lethal, attacking loses monarch defense from Palace Jailer, or a creature is needed for a known follow-up line. Instructions: Attack when pressure shortens the clock without sacrificing stabilization; block when preserving life and planeswalkers matters more than incremental damage. Treat Baleful Strix as a defensive card unless the opponent cannot punish the attack. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Tutor Selection Gate
Priority: High Decision families: selection; priority Cards: Demonic Tutor; Wishclaw Talisman; Demonic Consultation; Tainted Pact; Jace, Wielder of Mysteries; Force of Negation; Teferi, Time Raveler; Toxic Deluge; Swords to Plowshares Phase windows: tutor resolution, main phase setup, emergency search lines. Runtime cues: action:search, prompt:choose card, action:activate Wishclaw Talisman Use when: selecting a card from library or choosing whether to activate a tutor effect. Avoid when: Wishclaw Talisman passes control before the found card can be used safely, or a public threat requires immediate board action before tutoring. Instructions: Find Jace, Wielder of Mysteries or a library-exile spell when protected combo is available; find removal, sweeper, or permission when survival or protection is the bottleneck. Pilot skill floor: expert. No-API allowed: no Light-model allowed: yes
Policy: Cantrip And Selection Timing
Priority: Medium Decision families: selection; priority Cards: Brainstorm; Omen of the Sea; Lorien Revealed; Snapcaster Mage; Overlord of the Floodpits; Wan Shi Tong, Librarian Phase windows: main phases, end steps, response windows with spare mana. Runtime cues: action:cast Brainstorm, action:cast Omen of the Sea, action:cycle, action:cast Snapcaster Mage Use when: deciding whether to spend mana on card quality instead of holding interaction. Avoid when: a public threat must be answered now, a counterspell window is expected this turn, or the selection spell would consume the only needed color. Instructions: Use selection to hit land drops, assemble combo, or find interaction only when the turn can afford it. Keep Brainstorm stronger with shuffle effects when visible, but do not delay urgent answers for theoretical card quality. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Graveyard And Hate Sideboard Gate
Priority: High Decision families: sideboard; interaction Cards: Rest in Peace; Grafdigger's Cage; Surgical Extraction; Kaya's Guile; Snapcaster Mage; Takenuma, Abandoned Mire Phase windows: sideboarding, early main phases, graveyard response windows. Runtime cues: sideboard:graveyard, action:cast Rest in Peace, action:cast Surgical Extraction Use when: opponent game actions or matchup label show graveyard dependency, recursion, reanimation, escape, delve, or library-search-to-graveyard plans. Avoid when: hate conflicts with your own Snapcaster Mage or Takenuma, Abandoned Mire without materially disrupting the opponent. Instructions: Bring and deploy graveyard hate when it attacks the opponent's engine more than it taxes your own recursion. Prefer Surgical Extraction when a key card is already in a public graveyard; prefer Rest in Peace or Grafdigger's Cage when broad prevention matters. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Artifact Enchantment Planeswalker Hate
Priority: Medium Decision families: sideboard; interaction Cards: Disenchant; Pithing Needle; Dress Down; Dovin's Veto; Get Lost; Skyclave Apparition; Static Prison Phase windows: sideboarding, main phases, response windows. Runtime cues: sideboard:permanent, action:cast Disenchant, action:cast Pithing Needle, action:cast Dress Down Use when: public matchup information or visible permanents show artifacts, enchantments, activated abilities, creature text, or noncreature spells that the main deck answers poorly. Avoid when: adding reactive hate lowers combo density against a deck that does not present those permanent types or stack fights. Instructions: Use Disenchant for visible artifact/enchantment pressure, Pithing Needle for commander or permanent abilities with known names, Dress Down for creature-text windows, and Dovin's Veto for noncreature stack battles. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes
Policy: Sweeper And Attrition Sideboard Gate
Priority: Medium Decision families: sideboard; interaction; combat Cards: Supreme Verdict; Kaya's Guile; Toxic Deluge; Damn; The Wandering Emperor; Solitude Phase windows: sideboarding, main phase sweep decisions, combat recovery turns. Runtime cues: sideboard:creature, action:cast Supreme Verdict, action:cast Kaya's Guile Use when: opponent presents wide boards, resilient creature pressure, or combat states where one-for-one removal falls behind. Avoid when: your board is the current clock and the opponent is not presenting lethal or card-advantage pressure. Instructions: Add Supreme Verdict and Kaya's Guile against creature decks that demand reset effects; preserve the combo core unless the matchup is decided entirely by surviving the board. Pilot skill floor: advanced. No-API allowed: no Light-model allowed: yes