93 KiB
Strategy Specifications
Deck Name And Archetype
Kethis Legends is a Historic combo-graveyard deck built around a legendary permanent density, graveyard access, and repeatable noncreature-spell loops rather than fair midrange sizing. The registered list is 61 main-deck cards and 14 sideboard cards, which passes the active Historic validation contract of at least 60 main cards and at most 15 sideboard cards, but the extra main-deck card means opening-hand quality and combo density should be evaluated more strictly than in a leaner 60-card build.
Format status is Historic, and runtime play must respect the engine's current legality, zones, costs, timing, and visible action list before applying this guide. The strategy tags are combo and graveyard; the duplicate tag string combo,graveyard should be treated as the same functional identity rather than a separate archetype signal. This is a hybrid list: the core package of Kethis, the Hidden Hand, Rona, Herald of Invasion, Emry, Lurker of the Loch, Mox Amber, and Jace, the Perfected Mind matches a known Kethis combo family, while the exact 61/14 registration, Malevolent Rumble, Agatha's Soul Cauldron, Relic of Legends, Retraction Helix, and the single Jegantha, the Wellspring create a customized build that should not be piloted as a generic stock list.
Primary role identity is engine-combo with selective resilience, not pure control. The pilot should develop mana, put legends and artifacts into play or graveyard, preserve access to Kethis, the Hidden Hand, and convert a legal combo window into a win through Jace, the Perfected Mind when the engine is assembled. The pilot should not assume the combo is deterministic until Forge exposes the exact legal actions for activating, casting, targeting, milling, and resolving each step.
Mana identity is demanding and tactical. The deck uses Delighted Halfling, Mox Amber, Relic of Legends, Plaza of Heroes, Great Hall of the Citadel, Mana Confluence, Blooming Marsh, Breeding Pool, Botanical Sanctum, Boseiju, Who Endures, and Takenuma, Abandoned Mire to support multicolor legendary sequencing, but not every source pays every cost in every context. The pilot must track whether a source can cast legendary spells, nonlegendary spells, activated abilities, sideboard interaction, or Jace, the Perfected Mind; Mana Confluence life loss also matters in races.
Legality and text-risk concerns are concentrated around exact Historic/Alchemy implementations and unusual cost or targeting windows. A-Minsc & Boo, Timeless Heroes uses an Arena-specific name, and Agatha's Soul Cauldron, Malevolent Rumble, Great Hall of the Citadel, Retraction Helix, Tyvar, Jubilant Brawler, and Jace, the Perfected Mind should be followed according to rules-engine output whenever card text, activation timing, or alternate costs matter. If the runtime exposes a legal action that conflicts with this guide's expectation, the legal action list wins.
Sideboard identity is compact and role-shifting. Thoughtseize and Pact of Negation support protected combo turns and disruption fights, Fatal Push handles creature pressure, Force of Vigor answers artifact or enchantment hate, Urza's Ruinous Blast provides a legendary-synergy reset button, Bloodchief Ascension offers a grind or punishment angle, and A-Minsc & Boo, Timeless Heroes gives a non-graveyard pressure plan. The sideboard has 14 cards, so the pilot should not assume a missing fifteenth option exists.
Opponent information status is unknown at registration time. No specific opposing archetype, known hand, metagame target, or play/draw assignment is supplied in this batch, so early decisions should use visible lands, revealed cards, companion information if any, public actions, and sideboard-stage context rather than naming hidden cards. Any opponent-only example in later policy must either stay in prose or be prefixed as opponent-only where policy syntax requires that distinction.
Thesis
Kethis Legends assembles a legendary-permanent graveyard engine that turns cheap legends, artifact mana, and recursion into a legal combo turn ending through Jace, the Perfected Mind. The priority is to establish colored mana, land at least one engine legend, stock the graveyard, and preserve a window where Kethis, the Hidden Hand, Rona, Herald of Invasion, Emry, Lurker of the Loch, Mox Amber, and supporting recursion can be converted into repeated legal actions rather than scattered fair-value plays.
This deck wins by making the graveyard an extension of the hand, not by trading every card one-for-one until the opponent runs out of material. Kethis, the Hidden Hand is the main engine gate, Rona, Herald of Invasion and Emry, Lurker of the Loch provide repeatable access and velocity, Mox Amber enables explosive mana once legends are present, and Jace, the Perfected Mind is the primary payoff when the engine can legally generate enough milling or repeated casting pressure. The pilot should treat combo commitment as a real decision: if the opponent has open interaction, known graveyard hate, lethal pressure, or a visible answer on board, wait only when waiting improves redundancy or protection.
The deck is not trying to curve out as a normal creature deck, protect life total at all costs, or use Jace, the Perfected Mind as an early standalone threat unless the board state makes a partial mill or draw line necessary. Delighted Halfling, Relic of Legends, Plaza of Heroes, Great Hall of the Citadel, and Mox Amber are infrastructure first; spend them to accelerate legends and combo windows, not to simulate generic ramp. Retraction Helix, Unearth, Takenuma, Abandoned Mire, and Boseiju, Who Endures should be conserved when they are the only bridge through disruption, hate, or a missing engine piece.
Prioritize legal engine assembly over speculative value. Keep hands and lines that can produce mana plus a real legend, put useful cards into the graveyard, and expose either Kethis, the Hidden Hand or a path to it. Deprioritize hands with isolated payoffs, off-color mana, or interaction that does not advance the engine unless the matchup is visibly fast enough that survival is the first task.
Role Package
-
Threats:
Jace, the Perfected Mind,A-Minsc & Boo, Timeless Heroes, and sometimes a transformed or enabledRona, Herald of Invasionare the cards most likely to end games outside pure engine execution. UseJace, the Perfected Mindas the main kill or card-flow payoff; useA-Minsc & Boo, Timeless Heroesonly after sideboarding when a non-graveyard pressure plan is needed. Card text check required for exact transformedRona, Herald of Invasioncombat use; follow legal actions. -
Payoffs:
Jace, the Perfected Mindis the primary combo payoff, whileKethis, the Hidden Handis the payoff-enabler that makes graveyard legends matter.Urza's Ruinous Blastis a sideboard payoff for having a legendary-heavy board, but it is a reset tool rather than a combo piece. Do not fire payoff cards just because they are castable; ask whether the visible board, graveyard, and mana make the payoff decisive or stabilizing. -
Engines:
Kethis, the Hidden Hand,Rona, Herald of Invasion,Emry, Lurker of the Loch,Mox Amber,Agatha's Soul Cauldron,Relic of Legends, andTyvar, Jubilant Brawlerform the engine suite. The strongest starts combine a mana creature or artifact with a cheap legend and graveyard access.Agatha's Soul CauldronandTyvar, Jubilant Brawlerrequire runtime text and legal-action checks before assuming an activation line. -
Velocity:
Malevolent Rumble,Oath of Nissa,Emry, Lurker of the Loch,Rona, Herald of Invasion, andJace, the Perfected Mindhelp find pieces or stock zones. Use velocity early when it improves mana or engine density; delay it when holding it preserves a specific post-disruption recovery line. -
Interaction: Main-deck interaction is narrow and tactical:
Boseiju, Who Endures,Retraction Helix, and someJace, the Perfected Minduses can affect opposing plans depending on legal targets and text. Sideboard interaction addsFatal Push,Thoughtseize,Force of Vigor,Urza's Ruinous Blast, andPact of Negation. Spend interaction to protect the combo window, answer hate, or survive lethal pressure, not to chase low-impact permanents. -
Protection:
Pact of Negation,Thoughtseize,Plaza of Heroes,Delighted Halfling, and redundancy throughUnearthandTakenuma, Abandoned Mireare the protection package.Pact of Negationprotects a commitment turn;Thoughtseizeclears known disruption before commitment;Plaza of HeroesandDelighted Halflingmatter only according to their legal mana/protection actions. -
Recursion:
Unearth,Takenuma, Abandoned Mire,Emry, Lurker of the Loch, andKethis, the Hidden Handrecover or reuse core pieces. Prioritize recurringKethis, the Hidden Hand,Rona, Herald of Invasion, orEmry, Lurker of the Lochwhen that reopens an engine line. -
Mana:
Delighted Halfling,Mox Amber,Relic of Legends,Mana Confluence,Plaza of Heroes,Great Hall of the Citadel,Blooming Marsh,Breeding Pool,Botanical Sanctum,Boseiju, Who Endures, andTakenuma, Abandoned Mireare role-specific sources. Track which sources cast legends, nonlegendary spells, activated abilities, and sideboard cards before selecting a line. -
Sideboard modules:
Fatal Pushis creature survival,Thoughtseizeis proactive disruption,Pact of Negationis combo-turn protection,Force of Vigoris hate removal,Urza's Ruinous Blastis legendary-board stabilization,Bloodchief Ascensionis an alternate attrition pressure card, andA-Minsc & Boo, Timeless Heroesis a non-graveyard threat.
Primary Win Conditions
-
Engine-mill with
Kethis, the Hidden HandplusJace, the Perfected Mindis the default kill. Set up by developing a legendary mana base, resolvingRona, Herald of InvasionorEmry, Lurker of the Loch, stocking the graveyard withMalevolent Rumble,Oath of Nissa, self-mill, or natural trading, and keeping enough legends available to fuelKethis, the Hidden Hand. Execute only through legal engine actions: cast or reuse legends from the graveyard, convertMox Amberand legendary sources into mana, and deployJace, the Perfected Mindwhen its visible mode or loyalty action advances a decisive mill line. Prioritize this path when the graveyard is stocked,Kethis, the Hidden Handis active or recoverable, and the opponent cannot visibly break the chain with graveyard hate, removal, or stack interaction. -
Rona, Herald of InvasionplusRetraction HelixplusMox Amberis the main loop-style execution shell when Forge exposes the required tap, bounce, cast, and mana actions. Set up by puttingRona, Herald of Invasionon board, keepingMox Amberavailable on board or in a castable zone, and preservingRetraction Helixuntil the same-turn action sequence matters. Execute by targeting the legal creature withRetraction Helix, using the granted ability onMox Amberor another legal nonland permanent only when that action text is exposed, recasting legendary objects to untapRona, Herald of Invasion, and converting the loop into mana, graveyard access, orJace, the Perfected Mind. Prioritize this line when a protected one-turn window is better than passing with exposed pieces. -
Emry, Lurker of the LochplusMox AmberandAgatha's Soul Cauldronis the artifact-recursion engine path whenKethis, the Hidden Handis absent or delayed. Set up by milling artifacts and legends, resolvingEmry, Lurker of the Loch, and retaining colored mana that can cast the next legend or payoff. Execute by following Forge legal actions for casting artifacts from the graveyard, activatingAgatha's Soul Cauldron, and usingMox Amberonly for colors it legally produces from visible legendary permanents. Prioritize this path against removal-heavy opponents when repeated recursion is safer than committing all graveyard fuel to oneKethis, the Hidden Handturn. -
Jace, the Perfected Mindcan win as an engine payoff or stabilize as a card-flow bridge. Set up by using mana creatures,Mox Amber,Relic of Legends, and legendary lands to reach the required mana while protecting the board enough thatJace, the Perfected Mindis not immediately irrelevant. Execute the mill plan when the opponent's library count, your available repeated actions, and legal loyalty or cast options make milling more valuable than drawing cards. Prioritize Jace as a standalone plan when the combo is partially assembled, the opponent is low on library, or card selection is required to findKethis, the Hidden Handor recursion.
Secondary Win Conditions
-
Legendary creature pressure is a real fallback when the opponent overcommits to graveyard hate or spends removal on engine pieces. Use
Kethis, the Hidden Hand,Rona, Herald of Invasion,Emry, Lurker of the Loch,Delighted Halfling, andJegantha, the Wellspringas attackers only when legal combat math supports it and the attack does not sacrifice a needed mana or combo role. Prioritize chip damage when the opponent is shields-down, your graveyard is contained, or a laterJace, the Perfected Mindactivation will need fewer turns. -
Sideboard threat pressure can replace fragile graveyard dependence after boarding.
A-Minsc & Boo, Timeless Heroesis the cleanest non-graveyard threat if it is included for the matchup; use it when the opponent is likely to hold graveyard hate or creature removal instead of planeswalker pressure.Bloodchief Ascensionis an alternate attrition card, but card text check required for exact quest and damage conditions; follow runtime legal actions and do not assume it is active. -
Disruption-backed combo is the preferred post-board plan against interaction. Use
Thoughtseizeto clear a visible or likely stopping piece before committing, usePact of Negationto protect the decisive stack exchange, and useForce of VigororBoseiju, Who Enduresto answer hate permanents before starting. Prioritize disruption over velocity when the current hand already contains engine, payoff, and mana. -
Reset-and-rebuild lines matter against creature boards.
Fatal Pushbuys time against early pressure,Urza's Ruinous Blastcan reset nonlegendary boards when your legendary permanents survive, andPlaza of Heroesmay protect a key legend if Forge exposes the legal action. Prioritize these lines when life total is the constraint and a delayed combo turn is still plausible.
Emergency Lines
-
Behind on life: stop spending
Mana Confluencelife loosely, useFatal PushorUrza's Ruinous Blastif sideboarded and legal, and chooseJace, the Perfected Minddraw or defensive lines only when they find survival or an immediate kill. Do not attack with mana creatures if blocking, tapping for mana, or preserving combo infrastructure is required. -
Behind on board: stabilize before forcing a fragile engine. Use
Boseiju, Who Endures,Retraction Helix,Fatal Push, orUrza's Ruinous Blastaccording to legal targets, then rebuild withUnearth,Takenuma, Abandoned Mire,Emry, Lurker of the Loch, andKethis, the Hidden Hand. -
Behind on cards: turn graveyard density into virtual hand size instead of chasing fair trades. Prioritize
Malevolent Rumble,Oath of Nissa,Rona, Herald of Invasion,Emry, Lurker of the Loch, andJace, the Perfected Mindmodes that increase access to engine pieces. -
Behind on mana: protect
Delighted Halfling, sequenceMox Amberafter a legend when possible, and useRelic of Legends,Great Hall of the Citadel,Plaza of Heroes, andMana Confluenceaccording to exact legal color output. Do not keep spending channel lands as spells if land count is the bottleneck. -
Engine removed: recur the most central missing piece first.
UnearthandTakenuma, Abandoned Mireshould usually recoverKethis, the Hidden Hand,Rona, Herald of Invasion, orEmry, Lurker of the Lochrather than a low-impact body, unless the visible legal action says a different card immediately wins or prevents losing. -
Graveyard shut off: answer the hate permanent before committing more resources to the graveyard, or pivot to board pressure and sideboard threats. Use
Boseiju, Who Endures,Force of Vigor,Thoughtseize, orUrza's Ruinous Blastonly when their legal actions line up with the hate or the survival need. -
Win condition removed: if
Jace, the Perfected Mindis gone or inaccessible, preserveKethis, the Hidden Handengines for recursion, pressure with legends, and lean onA-Minsc & Boo, Timeless HeroesorBloodchief Ascensionafter sideboarding. Do not concede lines unless Forge reports no legal path or the game is over.
Resource Model
-
Life total is a combo timer, not a free bank. Spend
Mana Confluencelife aggressively when it converts intoKethis, the Hidden Hand,Rona, Herald of Invasion,Emry, Lurker of the Loch, or a protected same-turn combo window, but stop bleeding for speculative setup when the opponent has visible pressure or burn-like reach. -
Hand size is best measured by engine access, not raw cards. A hand with
Mox Amber, a legend, and eitherKethis, the Hidden Hand,Emry, Lurker of the Loch,Rona, Herald of Invasion,Malevolent Rumble, orOath of Nissais usually richer than a larger hand without a way to convert graveyard or board resources. -
Mana is the main bottleneck before the engine starts and the main payoff after it starts. Prioritize permanents that create repeated mana, especially
Delighted Halfling,Mox Amber,Relic of Legends, legendary creatures, and lands that cast legends; treat one-shot color access as precious when it enables the firstKethis, the Hidden HandorJace, the Perfected Mind. -
Board presence is infrastructure first and pressure second. Keep
Delighted Halfling,Rona, Herald of Invasion,Emry, Lurker of the Loch, andKethis, the Hidden Handuntapped when their mana, loot, recursion, orRetraction Helixroles matter more than combat damage. -
Graveyard cards are virtual hand and combo fuel. Mill, loot, and selection from
Malevolent Rumble,Rona, Herald of Invasion,Oath of Nissa,Emry, Lurker of the Loch,Takenuma, Abandoned Mire, andJace, the Perfected Mindshould favor putting legends and artifacts whereKethis, the Hidden HandandEmry, Lurker of the Lochcan reuse them, while preserving enough legendary cards to pay Kethis activation costs. -
Exile is a cost zone and sometimes an engine zone. Exiling legends to
Kethis, the Hidden Handshould buy a decisive cast sequence, not merely a small discount; exiling withAgatha's Soul Cauldronis conditional on visible legal actions and should not consume a card whose graveyard role is stronger. -
Lands are both colored sources and spells. Treat
Boseiju, Who EnduresandTakenuma, Abandoned Mireas lands until mana is stable, then consider channel lines only when the legal target or recursion target materially changes the turn. -
Sacrifice fodder is not a normal resource for this list. Do not invent sacrifice lines; only sacrifice or discard permanents if Forge exposes a legal cost or effect from the current card text.
-
Tempo is gained by compacting setup into one protected turn. Use early turns to assemble legend plus
Mox Amberplus graveyard density, then spend the decisive turn onKethis, the Hidden Hand,Retraction Helix,Emry, Lurker of the Loch, orJace, the Perfected Mindrather than fair exchanges. -
Information changes commitment timing. Known removal, counterplay, graveyard hate, or artifact hate should push toward
Thoughtseize,Pact of Negation,Boseiju, Who Endures,Force of Vigor, or a non-graveyard sideboard threat before committing. -
Sideboard bullets trade speed for resilience.
Fatal Pushbuys life and time,Thoughtseizeclears interaction,Pact of Negationprotects the kill turn,Force of VigorandBoseiju, Who Enduresanswer hate,Urza's Ruinous Blastresets creature boards, andA-Minsc & Boo, Timeless HeroesorBloodchief Ascensioncan diversify threats when graveyard reliance is punished.
Mana Guide
-
Keep hands that cast an early enabler and have a plausible second color. Strong starts usually include two lands or one land plus
Mox Amberplus a castable legend, with access to green forDelighted Halfling,Malevolent Rumble,Oath of Nissa, orKethis, the Hidden Handsetup. -
Mulligan hands that cannot produce meaningful mana by turn two. A hand with only utility lands, no castable legend for
Mox Amber, or no green/blue/black path to engine cards should be treated as nonfunctional unless the visible matchup context makes a slower disruptive plan necessary. -
Sequence legends before
Mox Amberwhen the extra mana matters.Mox Amberwithout a visible legendary creature or planeswalker is often just stored potential; castDelighted Halfling,Rona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand, orJace, the Perfected Mindfirst when that makes Amber produce a needed color. -
Use
Delighted Halflingas protected legend mana first. Its colored mana should prioritizeKethis, the Hidden Hand,Rona, Herald of Invasion,Emry, Lurker of the Loch,Jace, the Perfected Mind,Tyvar, Jubilant Brawler, andJegantha, the Wellspringwhen legal; do not spend it on lower-impact actions if it strands a key legend. -
Preserve
Mana Confluencefor colors that no other source covers. Pay life to fix decisive casts, but useBlooming Marsh,Botanical Sanctum,Breeding Pool,Plaza of Heroes,Great Hall of the Citadel,Mox Amber, orDelighted Halflingfirst when they legally produce the same color without life loss. -
Treat
Plaza of HeroesandGreat Hall of the Citadelas legend-centric lands. Use them to cast or protect legendary spells and permanents when Forge exposes those actions; verify exact legal output from the engine before assuming they cast nonlegendary cards such asRetraction Helix,Unearth,Malevolent Rumble,Oath of Nissa,Agatha's Soul Cauldron, or sideboard interaction. -
Delay channel-land use until land count is safe.
Boseiju, Who EnduresandTakenuma, Abandoned Mireare usually mana sources in opening hands; channel them only when the target is legal, the mana base remains functional afterward, and the effect either answers hate, recovers a key legend, or prevents losing. -
Play land before selection when the current turn needs exact mana. If casting
Malevolent Rumble,Oath of Nissa,Rona, Herald of Invasion, orJace, the Perfected Mindcannot change this turn's land choice, make the land drop first to unlock actions and avoid missing a same-turn engine line. -
Wait on land drops when selection can reveal a better utility choice. If a draw, loot, mill, or selection action may reveal
Boseiju, Who Endures,Takenuma, Abandoned Mire,Plaza of Heroes, or the missing color source and no immediate mana is needed first, resolve selection before playing a land. -
During combo turns, count colored mana after every legal action.
Rona, Herald of Invasionuntaps,Mox Ambercolor availability,Kethis, the Hidden Handdiscounts, and recast legends can change the next payment; choose exact mana sources from Forge output rather than assuming a floating plan remains legal.
Mulligan Guide
-
Strong keep: keep two lands plus
Delighted HalflingorMox Amberplus a castable legend, especially when the hand also hasRona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand,Malevolent Rumble, orOath of Nissa. This hand develops mana, stocks the graveyard, and threatens a turn-three engine without needing perfect draw steps. -
Strong keep: keep one land plus
Delighted Halfling,Mox Amber, and multiple cheap legends only when the land casts the first creature and the visible matchup does not punish a failed mana creature. Prefer this on the play against slower decks; be stricter on the draw against removal-heavy or pressure-heavy starts. -
Medium keep: keep two or three lands plus
Rona, Herald of Invasion,Emry, Lurker of the Loch, and eitherMalevolent Rumble,Oath of Nissa,Unearth, orAgatha's Soul Cauldron. The hand is slower than aDelighted Halflingstart but has enough selection and recursion to assembleKethis, the Hidden HandorJace, the Perfected Mind. -
Risky keep: keep
Mox Amberhands withoutDelighted Halflingonly if a cheap legend is already castable and the second mana source is credible.Mox Amberplus uncastable legends is not acceleration; it is a mulligan unless the hand has strong selection and enough lands. -
Automatic ship: ship zero-land, one-land-without-castable-action, and all-spell hands that cannot cast
Delighted Halfling,Oath of Nissa,Malevolent Rumble,Rona, Herald of Invasion, orEmry, Lurker of the Lochby turn two. This deck cannot assume the engine will rescue nonfunctional mana. -
Automatic ship: ship hands with only payoff density and no setup, such as multiple
Jace, the Perfected Mind,Kethis, the Hidden Hand,Retraction Helix, orAgatha's Soul Cauldronbut no early creature, selection, or graveyard access. The first engine piece must be enabled before payoff cards matter. -
Matchup-dependent keep: keep sideboard hands with
Thoughtseizeplus mana and any engine card against visible interaction or combo, but do not keep a discard-only hand that lacksDelighted Halfling,Rona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand,Malevolent Rumble, orOath of Nissa. Against creature pressure,Fatal Pushcan justify a slower keep only when the rest of the hand still advances the engine. -
Play/draw adjustment: on the play, value explosive mana starts with
Delighted Halfling,Mox Amber, and a cheap legend because they can force the opponent to react. On the draw, value redundancy,Thoughtseize,Fatal Push,Unearth, or extra selection more highly because the first enabler is more likely to die. -
Trap hand: do not keep
Retraction Helixplus no reliable creature to target, even withMox Amber.Retraction Helixis a payoff/action bridge after a permanent sticks, not a standalone plan. -
Trap hand: do not overkeep lands plus
Jace, the Perfected Mindas a fair mill plan unless the matchup is slow and the hand has disruption or acceleration.Jace, the Perfected Mindis strongest as a combo payoff or stabilized backup, not as the only early action.
Turn Arc
-
Turn 1 priority: cast
Delighted Halflingwhen legal because it accelerates and fixes the critical legend turn. IfDelighted Halflingis absent, castOath of NissaorMox Amberonly when the action improves turn-two development; otherwise lead with the land that preserves the most colors forRona, Herald of Invasion,Emry, Lurker of the Loch, orMalevolent Rumble. -
Turn 1 deviation: cast
Thoughtseizeafter sideboarding when the matchup is interaction-heavy or faster than the combo. Take the visible card that stops the first engine commitment or kills the only enabler; do not use discard merely to confirm a hand when a mana creature or selection spell is more urgent. -
Turn 2 priority: deploy
Rona, Herald of InvasionorEmry, Lurker of the Lochbefore slower setup if the mana allows it.Rona, Herald of Invasionturns later legends into filtering, whileEmry, Lurker of the LochmakesMox Amberand graveyard artifacts matter. -
Turn 2 deviation: cast
Malevolent RumbleorOath of Nissawhen the hand is missingKethis, the Hidden Hand, a second land, a cheap legend, or an artifact to pair withEmry, Lurker of the Loch. Choose selection lines that make turn three stronger rather than filling the graveyard with no follow-up. -
Turn 3 priority: commit
Kethis, the Hidden Handwhen it is protected by mana, redundancy, or immediate value, especially with legends already in the graveyard. IfKethis, the Hidden Handwould enter and pass with no activation pressure, considerJace, the Perfected Mind,Tyvar, Jubilant Brawler,Agatha's Soul Cauldron,Relic of Legends, or more selection instead, based on legal actions. -
Turn 3 combo posture: set up
Retraction Helixonly when a target creature is legal and the bounce line has a visible reason, such asMox Amberrecast loops,Rona, Herald of Invasionfiltering,Emry, Lurker of the Lochartifact recursion, or a same-turn payoff. Do not exposeRetraction Helixinto open interaction without a payoff or necessity. -
Turns 4-5 priority: attempt the decisive engine turn when mana, graveyard count, and legal actions line up. Use
Kethis, the Hidden Handto turn graveyard legends into resources, useEmry, Lurker of the Lochto reuse artifacts when legal, and useJace, the Perfected Mindas the payoff when the engine can sustain the line. -
Turns 4-5 deviation: answer hate or pressure before committing if Forge shows legal
Boseiju, Who Endures,Fatal Push,Force of Vigor,Urza's Ruinous Blast, orThoughtseizeactions and the visible board would otherwise stop the combo or end the game. Stabilizing for one turn is correct when the next turn is materially more likely to win. -
Late-game priority: convert every graveyard, land, and legend into a concrete legal action.
Takenuma, Abandoned Mirecan recover a key card when legal,Jegantha, the Wellspringcan become a mana body or threat when the game slows, and extraKethis, the Hidden Handcopies can pay activation costs or restart the chain. -
Late-game caution: do not assume inevitability through graveyard hate, stack interaction, or lethal pressure. When the visible opponent clock is short, favor the line that either wins this turn, removes the hate piece, protects the combo with
Pact of Negation, or creates a blocker/removal sequence that survives to the next engine window.
Card Roles
-
Delighted Halfling: prioritizeDelighted Halflingas the cleanest turn-one setup card because it accelerates intoRona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand,Tyvar, Jubilant Brawler,Jace, the Perfected Mind, andJegantha, the Wellspring. Use it to fix legendary spells before spending pain mana fromMana Confluence, but do not expose it to combat trades unless blocking preserves life against a lethal clock or buys the turn needed to combo. The common mistake is keeping a hand that needsDelighted Halflingto survive but has no backup engine, selection, or second mana path. -
Rona, Herald of Invasion: treatRona, Herald of Invasionas both a cheap legend and the main filtering engine. Cast it early when the hand contains legends to trigger it, especiallyMox Amber,Kethis, the Hidden Hand,Emry, Lurker of the Loch,Jace, the Perfected Mind,Tyvar, Jubilant Brawler, or anotherRona, Herald of Invasion. During combo turns, use Rona triggers to turn redundant lands, extra copies, and dead interaction into fresh looks, but respect the rules engine's visible stack and discard choices rather than assuming every loot is free. Do not transform or spend mana on non-core text unless Forge exposes a legal action that is clearly better than advancing the combo; Card text check required for backside tactical assumptions. -
Emry, Lurker of the Loch: castEmry, Lurker of the Lochwhen the graveyard and artifact count make it more than a fragile body. Its best jobs are milling toward legends, recurringMox Amber, reusingAgatha's Soul CauldronorRelic of Legendsif legal, and givingRetraction Helixa creature that can generate repeated artifact actions. If the opponent is showing cheap removal, prefer sequencing that gets immediate mill or artifact value before relying on Emry to untap. Do not cast Emry into graveyard hate expecting normal recursion if public information says the graveyard line is currently constrained. -
Kethis, the Hidden Hand: commitKethis, the Hidden Handwhen it can immediately reduce costs, enable graveyard legendary casts, or force a decisive response. Kethis is the deck's main graveyard-to-battlefield bridge, so prioritize it when the graveyard contains legends and the hand or battlefield can convert those casts intoRona, Herald of Invasiontriggers,Mox Ambermana, orJace, the Perfected Mindaccess. Use extra legendary cards as fuel only when the current line needs them; do not exile future recovery pieces casually. The common mistake is casting Kethis as a vanilla creature into open removal with no immediate activation, no backup copy, and no graveyard pressure. -
Mox Amber: treatMox Amberas explosive mana only after a legend is on the battlefield. WithRona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand,Tyvar, Jubilant Brawler,Jace, the Perfected Mind, orJegantha, the Wellspringvisible,Mox Ambercan turn a normal turn into a chain turn. WithRetraction Helix, repeatedMox Ambercasts can become the physical object that is bounced and replayed if Forge presents those legal actions. Do not keep or sequence as ifMox Ambermakes mana while the battlefield has no qualifying legend. -
Agatha's Soul Cauldron: useAgatha's Soul Cauldronas a resilient engine and hate-adjacent artifact when its legal activated or static effects matter. It can interact with graveyards and can matter with creature abilities, but Card text check required before assuming a specific ability-copy or counter interaction. In practice, cast it when it improves a disrupted game, givesEmry, Lurker of the Lochanother artifact angle, pressures opposing graveyard plans, or turns dead creatures into future resources. Do not spend a combo turn on it when the visible legal actions already produce a Kethis/Rona/Mox/Jace line. -
Relic of Legends: useRelic of Legendsas the one main-deck stabilizing mana engine when the hand is legend-heavy orMox Amberalone is unreliable. It helps convert legendary creatures into mana, supports longer turns, and can let the deck operate through removal that killsDelighted Halfling. Because it is a singleton, do not build a plan that requires drawing it; treat it as a bonus bridge when Forge exposes it. WithEmry, Lurker of the Loch, consider recursion only if the artifact and mana timing are legal and better than advancing the main Kethis plan. -
Retraction Helix: holdRetraction Helixuntil a creature target is legal and the bounce ability has a concrete purpose. The primary uses are enabling repeatedMox Amberloops, convertingRona, Herald of InvasionorEmry, Lurker of the Lochinto a combo action, answering a visible permanent temporarily, or clearing a blocker/hate piece for the decisive turn. Do not fire it merely because it is castable; the spell needs a creature that can tap, an object worth bouncing, and enough mana or follow-up actions to capitalize. -
Unearth: useUnearthto restore cheap engine creatures after removal, mill, or combat, especiallyRona, Herald of Invasion,Emry, Lurker of the Loch,Delighted Halfling, and sometimesKethis, the Hidden Handonly if the rules engine confirms legality. It is strongest when it creates immediate mana, filtering, or combo material rather than simply rebuilding a board into another sweeper or exile effect. Cycling or alternate text should be chosen only when Forge shows the legal action and the graveyard has no meaningful creature target; Card text check required for exact mode assumptions. -
Malevolent Rumble: castMalevolent Rumblewhen the hand needs selection, graveyard density, or a bridge into lands and permanents. It should find or fuelKethis, the Hidden Hand,Rona, Herald of Invasion,Emry, Lurker of the Loch,Mox Amber,Agatha's Soul Cauldron, or missing mana, depending on legal candidates. Card text check required for exact token and selection rules, so follow Forge's candidate list and choose the card that completes the next two-turn plan. Do not choose a flashy payoff if the visible hand still lacks castable setup or a third mana source. -
Oath of Nissa: useOath of Nissaas early smoothing and later legend/planeswalker access, not as graveyard fuel. It helps find lands, creatures, or planeswalkers when the opener is missing a key piece, and it can support awkward mana forJace, the Perfected MindorTyvar, Jubilant Brawlerif its text applies; Card text check required for exact mana permission. Choose the candidate that fixes the bottleneck: mana first, early legend second, payoff third. Do not cast it before playing the land if holding it might reveal which land should be played this turn. -
Tyvar, Jubilant Brawler: useTyvar, Jubilant Brawleras a singleton acceleration and recursion engine, especially with creatures whose tap abilities matter. It can makeRona, Herald of Invasion,Emry, Lurker of the Loch, or aRetraction Helixtarget more explosive if Forge presents legal activations. Card text check required for exact loyalty modes, but tactically prefer Tyvar when it gives immediate creature value or recovers a key engine piece. Do not tap out for Tyvar when the immediate issue is graveyard hate, lethal pressure, or needingKethis, the Hidden Handthis turn. -
Jace, the Perfected Mind: treatJace, the Perfected Mindas the main deterministic payoff and a backup fair plan. In combo turns, use Jace when the legal action mills the opponent or self in a way that advances the win or reloads the graveyard, but choose targets from visible action text and do not assume hidden library contents. In fair games, Jace can pressure slow opponents, shrink a relevant creature if legal, or dig through a large graveyard state; Card text check required for exact loyalty mode text. The mistake is deploying Jace as the only plan into pressure when the board needs a blocker, removal, discard, or engine rebuild. -
Jegantha, the Wellspring: useJegantha, the Wellspringas a late stabilizer, mana source, legend, and companion-like pressure card only when the game slows enough to spend the mana. It can turn onMox Amber, triggerRona, Herald of Invasion, and makeRelic of Legendsor legendary mana patterns stronger, but it is not the first engine piece unless the hand is otherwise empty. Do not choose Jegantha lines over a live Kethis combo unless the visible board demands a body or mana bridge. -
Legendary lands: use
Boseiju, Who EnduresandTakenuma, Abandoned Mireas spells only when their channel or special legal actions answer a real problem or recover a real engine card.Boseiju, Who Enduresis precious against artifacts, enchantments, and nonbasic lands that stop the combo;Takenuma, Abandoned Mireis precious after removal or self-mill. Because both are lands and legends, do not discard or channel them automatically when land drops, Kethis fuel, or mana colors matter more. -
Mana lands: sequence
Plaza of Heroes,Great Hall of the Citadel,Mana Confluence,Blooming Marsh,Breeding Pool, andBotanical Sanctumto cast the first engine creature while preserving colors for turn two and turn three.Mana Confluencefixes everything but costs life, so use painless lands first when pressure is high.Plaza of HeroesandGreat Hall of the Citadelare strongest with legendary spells and legendary-heavy hands, but do not assume they cast every nonlegend spell unless Forge confirms legal mana payment. Lands are part of the combo plan because every missed color can turn a winning hand into a pass.
Interaction Priorities
-
Priority: protect the active combo turn before answering ordinary board clutter. Spend
Pact of Negation,Thoughtseize,Boseiju, Who Endures,Retraction Helix, orForce of Vigoron a card that stopsKethis, the Hidden Hand,Rona, Herald of Invasion,Mox Amber,Emry, Lurker of the Loch, orJace, the Perfected Mindfrom resolving or functioning; do not spend them just to make the board look cleaner. -
Discard: use
Thoughtseizefirst on visible hate, permission, instant-speed removal, or a faster combo payoff, in that order. Against control, take the card that can answer the committed turn rather than a generic draw spell. Against aggro, take the highest-pressure card only if life total or blockers cannot absorb it; otherwise take the disruption that would stop stabilization. Against combo, take the card that creates the earliest deterministic kill or protects it. -
Counter: use
Pact of Negationas a commitment shield, not as normal tempo interaction. Counter the spell that would break the chosen combo turn, remove the only engine creature, exile the graveyard, or produce lethal before the next upkeep payment matters. Do not counter low-impact setup when waiting preservesPact of Negationfor the turn whereJace, the Perfected Mindor the Kethis loop is actually winning. -
Remove: use
Fatal Pushpostboard on hate creatures, must-kill combo creatures, and attackers that change a survival clock from safe to unsafe. Do not spendFatal Pushon a creature that is only dealing small damage if the hand needs to answer a creature preventingRetraction Helix,Rona, Herald of Invasion,Emry, Lurker of the Loch, or graveyard access from mattering. -
Bounce: use
Retraction Helixas temporary interaction only when the bounce unlocks a same-turn engine line, removes a blocker for a planeswalker or lethal attack, or clears a visible hate permanent for a decisive turn. Prefer saving it forMox Amberloop execution when the board already contains a tap-ready creature; bouncing an opponent permanent without follow-up usually gives them the card back and costs the deck its cleanest combo enabler. -
Exile and permanent answers: use
Boseiju, Who Endures,Force of Vigor, andUrza's Ruinous Blaston permanents that actually block the graveyard, artifacts, legends, activated abilities, or combat survival.Urza's Ruinous Blastshould be chosen only when Forge shows the legal action and the current legendary/nonlegendary battlefield split favors this deck; Card text check required for exact exile pattern.Agatha's Soul Cauldronmay interact with graveyards or abilities when legal, but Card text check required, so choose exile targets only from Forge-visible candidates that deny an opponent resource or add a relevant ability to this deck. -
Bait: present
Delighted Halfling,Oath of Nissa,Malevolent Rumble, or a nonessentialEmry, Lurker of the Lochbefore exposingKethis, the Hidden Handwhen the opponent is representing removal or permission. Do not bait with the only copy of a required engine piece unlessUnearth,Takenuma, Abandoned Mire,Tyvar, Jubilant Brawler, or graveyard recursion makes the exchange recoverable. -
Ignore: ignore creatures, artifacts, enchantments, and planeswalkers that do not shorten the clock, disrupt the graveyard, stop activated abilities, tax spells, or answer the combo. Kethis Legends wins many games by making a narrow window decisive, so spending interaction on medium pressure can be worse than accepting damage and preserving the answer for hate.
Combat And Trading Rules
-
Preserve engine bodies before chip damage.
Rona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand,Delighted Halfling, and aRetraction Helixtarget are usually mana, selection, or combo resources first and attackers second; attack only when the creature is not needed to tap, block, crew a mana plan, survive removal, or enableMox Amberthis turn cycle. -
Block to buy the combo turn, not to win combat attrition. Trade
Delighted Halflingonly when the mana is no longer needed, lethal pressure is approaching, orUnearth/Tyvar, Jubilant Brawlercan recover the role. TradeRona, Herald of InvasionorEmry, Lurker of the Lochonly when dying without the block is likely or the graveyard/hand already contains redundancy. Avoid tradingKethis, the Hidden Handunless the block prevents lethal or Forge shows a recoverable line. -
Use life total as a resource until the next attack is dangerous. Above roughly 12 life against fair pressure, prefer engine development over defensive trades. From roughly 8 to 11, preserve blockers and reduce
Mana Confluencepain when possible. At 7 or less, treat each unblocked creature as a potential lethal setup and prioritizeFatal Push, bounce, chump blocks, or a same-turn combo attempt over slow value. -
Attack planeswalkers only when the attack prevents a visible ultimate, removal mode, or card-flow engine that will beat the combo. Attacking life totals with small legends is secondary unless
Jace, the Perfected Mind,A-Minsc & Boo, Timeless Heroes, or combat damage is already the active backup win plan. -
Against aggro, block earlier and spend interaction on clock compression.
Delighted Halflingmay become expendable after it has cast the first engine spell, butRona, Herald of InvasionandEmry, Lurker of the Lochshould survive if they create a realistic next-turn combo or filtering line. Do not pay extraMana Confluencelife for marginal sequencing when a painless legal mana payment still advances the turn. -
Against control, do not attack engine creatures into obvious removal or sweep patterns merely for damage. Keep legends available to turn on
Mox Amber, pressure with resilient resources, and force the opponent to answerKethis, the Hidden Hand,Jace, the Perfected Mind, orA-Minsc & Boo, Timeless Heroesat awkward times. -
Against creature combo, preserve blockers that interrupt attacks but prioritize racing through the graveyard engine. A chump block is correct if it creates one more draw step or untap for
Kethis, the Hidden Hand; a trade is correct if it removes the opponent's required creature and does not strand this deck without mana or a tap target. -
Protect
Jace, the Perfected Mindonly when Jace is actively winning, drawing into the combo, or shrinking a lethal attacker through a legal mode. Do not throw away engine creatures to defend a low-impact Jace activation if those creatures would produce a better Kethis turn.
Selection And Tutor Rules
-
Use selection to assemble a legal engine turn, not to maximize abstract card quality. Prefer lines that put
Kethis, the Hidden Hand,Rona, Herald of Invasion,Emry, Lurker of the Loch,Mox Amber, and a tap-ready creature into hand, battlefield, or graveyard in combinations Forge can actually execute. -
Cast
Oath of Nissaearly when mana or an engine permanent is missing. Take the card that fixes the next bottleneck: land when a land drop is needed,Kethis, the Hidden Handwhen the graveyard is stocked,Rona, Herald of InvasionorEmry, Lurker of the Lochwhen no engine body is present, andJace, the Perfected Mindwhen the game needs a noncombat payoff or card-flow pivot. -
Use
Malevolent Rumbleas setup when the deck can benefit from both the chosen permanent and graveyard fill. Prioritize missing engine permanents over extra copies, but value legends in the graveyard whenKethis, the Hidden Handis already present or easily recoverable. Card text check required for exact token and selection wording, so follow Forge candidates rather than assuming every revealed card is selectable. -
Sequence
Emry, Lurker of the Lochbefore graveyard payoffs when artifact recursion or self-mill matters more than immediate hand selection.Emry, Lurker of the Lochis strongest when it can mill toward legends, reuseMox Amber, or set up a futureRetraction Helixloop; avoid exposing it into removal if another setup spell can bait interaction first. -
Use
Rona, Herald of Invasionfiltering to convert redundant legends and dead lands into engine density. Discard extra copies that are better asKethis, the Hidden Handfuel, but keep the only copy of a required battlefield piece unlessUnearth,Takenuma, Abandoned Mire, orTyvar, Jubilant Brawlergives a visible recovery path. -
Treat
Takenuma, Abandoned Mireas selective recursion when the game needs a specific legend back. Channel or activate it only when the returned card changes the next turn cycle, such as recoveringKethis, the Hidden Hand,Rona, Herald of Invasion,Emry, Lurker of the Loch,Jace, the Perfected Mind, orTyvar, Jubilant Brawler; otherwise preserve it as a land if mana is constrained. -
Use
Jace, the Perfected Mindselection modes according to role. If the combo is close, prefer card access or self-mill modes that find missing pieces or stock the graveyard. If the opponent is low-library or Jace is the active win condition, choose the legal mill line only after checking board pressure and whether tapping out loses to visible attacks or stack interaction. -
Use
Agatha's Soul Cauldrononly through Forge-visible legal targets. Card text check required for exact ability and counter behavior; select graveyard cards that deny the opponent a real resource or grant this deck an ability relevant to the current board, not cards that merely look powerful in isolation. -
Make land drops after selection when possible if the selection spell can change the correct land. Hold a land briefly before
Oath of Nissa,Malevolent Rumble, orRona, Herald of Invasionfiltering when legal and low-risk; play the land first when mana is needed to cast the selector or when missing the land drop would block all useful actions.
Priority And Stack Rules
-
Pass priority through low-impact windows unless a visible action changes the combo turn, survival math, or a key permanent. Kethis Legends should not spend
Retraction Helix,Boseiju, Who Endures,Fatal Push,Pact of Negation, orForce of Vigorjust because Forge offers an instant-speed action. -
Commit to the combo only when the visible position supports it. Before activating
Kethis, the Hidden Hand, castingRetraction Helix, or relying onMox Amberloops, check for available mana, a tap-ready creature, enough legendary graveyard fuel, a payoff such asJace, the Perfected Mind, and whether waiting exposes the deck to lethal or graveyard disruption. -
Use
Retraction Helixat priority as an engine enabler first. Target the creature Forge shows can legally tap and keep bouncingMox Amberonly when the loop is already selected and mana/action text confirms the next step. Use it defensively only to remove a hate permanent, attacker, blocker, or stack-relevant permanent for the current decisive turn. -
Activate
Emry, Lurker of the Lochwhen the artifact cast advances the turn. RecastingMox Amberis high priority during a loop or mana bottleneck, while replaying an artifact for minor value can wait if holding priority would reveal less or preserve a blocker. -
Spend
Pact of Negationonly on spells that stop a chosen win turn, remove the only engine piece, exile the graveyard, or create lethal before the next upkeep. Do not counter ordinary removal if anotherKethis, the Hidden Hand,Unearth,Tyvar, Jubilant Brawler, or graveyard line is visibly available and the Pact payment would be dangerous. -
Use
Boseiju, Who Endures,Force of Vigor, andFatal Pushin response to hate or lethal pressure, not as generic tempo. Answer permanents that stop graveyard use, artifacts, legends, activated abilities, or survival; otherwise preserve interaction for the turn where it unlocks a kill or prevents a loss. -
Choose optional payments and triggered actions only when they improve the current plan. Decline optional lines that consume mana needed for
Pact of Negation,Kethis, the Hidden Hand,Mox Amberrecasts,Jace, the Perfected Mind, or interaction. Card text check required for any ambiguous optional trigger or payment not fully described by Forge action text. -
Let opposing spells resolve when they do not affect the clock, graveyard, engine permanents, stack protection, or next-turn kill. Holding interaction is usually stronger than trading resources for a harmless setup spell, especially when the deck needs a protected commitment turn rather than a fair exchange.
-
Use graveyard timing carefully. Exile legends for
Kethis, the Hidden Handonly when the same turn can convert the permission into mana, cards, recursion, or a win attempt; keep graveyard density intact if the only result is replaying a low-impact legend into open interaction.
Sideboard Map
-
Role card:
Thoughtseizeis the default proactive protection against interaction, graveyard hate, sweepers, and faster combo. Add it against control, combo, midrange with discard/removal, and any opponent whose visible plan can stop a single committedKethis, the Hidden Handturn. It is worse against very low-curve creature decks when life loss and tempo matter more than information. -
Role card:
Pact of Negationprotects a chosen combo turn rather than a normal setup turn. Add it when the opponent is likely to fight on the stack or when one spell can end the game afterKethis, the Hidden Hand,Retraction Helix,Mox Amber, orJace, the Perfected Mindis already assembled. It is bad when the deck cannot reliably pay on the next upkeep or when the opponent pressures life total with permanents instead of stack interaction. -
Role card:
Fatal Pushis the clean anti-creature tempo card. Add it against fast creatures, disruptive creatures, and pressure backed by removal. It is weaker against spell combo, planeswalker-heavy control, and creature-light graveyard hate unless Forge shows a specific creature that must die. -
Role card:
Force of Vigoris the emergency answer to artifacts and enchantments that block graveyard, artifact, or activated-ability plans. Add it against permanent hate, artifact engines, enchantment pressure, and decks where removing two permanents can reopen the combo turn. It is bad when the opponent has few legal targets or when exiling a green card would consume the only engine piece. -
Role card:
Urza's Ruinous Blastis a reset button for nonlegendary permanent pressure. Add it against creature battlefields, token boards, and permanent-heavy decks where Kethis can keep or rebuild from legendary permanents. It is poor against stack-based combo, sparse boards, or positions where this deck controls mostly nonlegendary permanents it needs immediately. -
Role card:
Bloodchief Ascensionis a slow alternate pressure plan for matchups where the opponent interacts heavily with the graveyard or stack and gives the game time. Card text check required for exact counters and trigger conditions; use it only when Forge-visible game flow supports a long damage/life-loss plan. It is bad against fast starts, exile-heavy pressure, and matchups where spending mana on a non-engine enchantment delays survival. -
Role card:
A-Minsc & Boo, Timeless Heroesis a post-board threat for grindy games where opponents overload on graveyard hate or one-for-one removal. Card text check required for Historic/Alchemy exact wording; treat it as a non-combo pressure and card-advantage pivot only when the mana and board can support it. It is bad when tapping out exposes the combo player to lethal or when the opponent can ignore a planeswalker and win immediately.
Creature Aggro And Low-Curve Pressure Side in: 4 Fatal Push; 1 Urza's Ruinous Blast Cut: 1 Relic of Legends; 2 Oath of Nissa; 1 Malevolent Rumble; 1 Agatha's Soul Cauldron
Stack Interaction Control Side in: 4 Thoughtseize; 2 Pact of Negation Cut: 2 Agatha's Soul Cauldron; 1 Relic of Legends; 1 Malevolent Rumble; 1 Retraction Helix; 1 Oath of Nissa
Artifact Or Enchantment Hate Decks Side in: 4 Thoughtseize; 1 Force of Vigor; 2 Pact of Negation Cut: 1 Relic of Legends; 2 Oath of Nissa; 2 Malevolent Rumble; 1 Retraction Helix; 1 Agatha's Soul Cauldron
Grindy Midrange With Removal Side in: 4 Thoughtseize; 1 Bloodchief Ascension Cut: 1 Relic of Legends; 1 Oath of Nissa; 1 Retraction Helix; 1 Malevolent Rumble; 1 Agatha's Soul Cauldron
Faster Combo Or Graveyard Race Side in: 4 Thoughtseize; 2 Pact of Negation Cut: 2 Agatha's Soul Cauldron; 1 Relic of Legends; 1 Malevolent Rumble; 1 Retraction Helix; 1 Oath of Nissa
-
Archetype rule: Against creature pressure, become a survival-combo deck. Add role cards:
Fatal Push,Urza's Ruinous Blast. Reduce main-deck emphasis: slow mana artifacts, extra selection, and expensive payoff density. Keep enoughRona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand,Mox Amber, andRetraction Helixto still threaten a sudden win after stabilizing. -
Archetype rule: Against control, protect the commitment turn instead of fighting every exchange. Add role cards:
Thoughtseize,Pact of Negation,A-Minsc & Boo, Timeless Heroes. Reduce main-deck emphasis: redundant slow setup and graveyard-only pieces that fold to a single hate card. UseThoughtseizeto clear the exact answer before committingKethis, the Hidden HandorRetraction Helix; holdPact of Negationfor the spell that stops the chosen win. -
Archetype rule: Against permanent hate, sideboard for access plus prevention. Add role cards:
Thoughtseize,Force of Vigor,Pact of Negation. Reduce main-deck emphasis: cards that do not answer hate or accelerate through it. UseThoughtseizebefore the hate resolves when possible,Force of Vigorafter Forge shows legal artifact/enchantment targets, andBoseiju, Who Enduresas a main-deck answer when mana and timing allow. -
Archetype rule: Against midrange, preserve engine redundancy while adding disruption. Add role cards:
Thoughtseize,A-Minsc & Boo, Timeless Heroes,Bloodchief Ascension. Reduce main-deck emphasis: the slowest setup pieces and low-impact duplicate payoffs. The role changes from all-in combo to resilient combo-control: trade early only for cards that prevent the opponent from breaking upKethis, the Hidden Hand, then pivot to planeswalker or enchantment pressure if graveyard access is contested. -
Archetype rule: Against faster combo, prioritize information and stack protection over removal. Add role cards:
Thoughtseize,Pact of Negation. Reduce main-deck emphasis: creature removal if present only from prior configuration, slow value permanents, and side plans that do not affect the opponent's decisive turn. Keep hands that deploy mana, selection, and disruption quickly; reject slow hands that only become powerful after multiple uncontested turns.
Matchup Guidance
-
Aggro: Play as survival-combo, not pure speed. Prioritize opening hands with
Delighted Halfling, untapped colored mana,Mox Amberwith a cheap legend, orFatal Pushafter sideboarding. Preserve life fromMana Confluencewhen another land line casts the same spell. UseRona, Herald of InvasionandEmry, Lurker of the Lochas blockers only when the legal board state says blocking buys a full turn or protectsJace, the Perfected Mind; do not trade away the only legend that enablesMox Amberunless survival requires it. Add role cards:Fatal Push,Urza's Ruinous Blast. Reduce main-deck emphasis:Relic of Legends,Jegantha, the Wellspring, slow extra selection, and nonessential graveyard setup. -
Burn: Treat life total as the primary resource until a deterministic combo window appears. Favor
Blooming Marsh,Botanical Sanctum,Breeding Poolonly when its life payment is unavoidable,Plaza of Heroes, andGreat Hall of the Citadelover repeatedMana Confluenceactivations. KeepDelighted Halflingwhen it blocks or accelerates a protectedKethis, the Hidden Hand, but do not spend turns onMalevolent RumbleorOath of Nissaif the visible clock makes a setup spell worse than presenting a blocker or combo threat. Add role cards:Thoughtseizeonly when taking a burn spell or hate card saves more life than the two-life cost;Fatal Pushwhen creatures are the damage source. Reduce main-deck emphasis: slow artifacts and long-game pivots. -
Go-wide decks: Use spot removal to bridge into a reset or combo, not to answer every token.
Fatal Pushshould hit the creature that adds the most immediate damage, grants team pressure, or disrupts combo mana; saveUrza's Ruinous Blastfor a board where exiling nonlegendary permanents materially changes lethal math or opens a safeKethis, the Hidden Handturn. Keep legendary permanents when possible becauseUrza's Ruinous Blastcan leaveRona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand, planeswalkers, and legendary lands as rebuild material. Add role cards:Fatal Push,Urza's Ruinous Blast. Reduce main-deck emphasis: cards that only improve graveyard volume without affecting the current board. -
Single-threat decks: Answer the threat only if racing is slower or the threat blocks the combo turn.
Fatal Push,Boseiju, Who Endures, andTakenuma, Abandoned Mirechannel lines should be considered from Forge-visible legal actions before committing engine pieces into combat. If the opponent has one large blocker and little pressure, prefer assemblingRetraction HelixplusMox Amberand a legend over attacking. Add role cards:Fatal Push,Thoughtseize,Pact of Negationwhen the single threat is protected by stack interaction. Reduce main-deck emphasis: broad reset plans unless the threat deck also floods the board. -
Tempo: Respect open mana and preserve redundancy. Use
Thoughtseizeto expose the opponent's exact interruption before committingKethis, the Hidden Hand,Retraction Helix, orJace, the Perfected Mind; usePact of Negationonly for the spell that breaks the selected combo or payoff turn. Sequence cheap permanents so the opponent must spend interaction before the decisive activation. Add role cards:Thoughtseize,Pact of Negation, sometimesFatal Pushfor disruptive creatures. Reduce main-deck emphasis:Relic of Legends, excess slow selection, and fragile all-in lines without backup. -
Control: Win by forcing a protected commitment turn or by pivoting to independent threats. Do not run
Kethis, the Hidden Handinto known removal or counterplay unless waiting gives the control deck more decisive resources than this deck gains.Thoughtseizeshould take the card that stops the current route, not merely the most expensive card.Pact of Negationshould protect the turn that includes a real engine payoff, not a speculative setup spell.A-Minsc & Boo, Timeless Heroesis a post-board pressure pivot when graveyard hate or counterspells make the main combo unreliable; Card text check required for exact Historic/Alchemy wording. Add role cards:Thoughtseize,Pact of Negation,A-Minsc & Boo, Timeless Heroes,Bloodchief Ascensionin slow games; Card text check required forBloodchief Ascensioncounters and trigger conditions. Reduce main-deck emphasis:Agatha's Soul Cauldron,Relic of Legends, and low-impact setup that does not pressure or protect. -
Removal-heavy midrange: Make every threat either replace itself, threaten a combo, or draw removal away from the real engine.
Unearthbecomes stronger when the graveyard contains a killedRona, Herald of Invasion,Emry, Lurker of the Loch, orKethis, the Hidden Hand; use it after removal has traded, not before the opponent commits.Takenuma, Abandoned Mireis a valuable recovery land when the legal channel line returns a critical legend or planeswalker. Add role cards:Thoughtseize,A-Minsc & Boo, Timeless Heroes,Bloodchief Ascension. Reduce main-deck emphasis: the slowest noncreature engine pieces and redundant payoffs when the opponent is trading one-for-one. -
Big mana: Pressure the combo clock and disrupt the payoff, not the ramp unless the visible ramp action is the only path to a decisive next turn. Keep hands that present early
Kethis, the Hidden Hand,Retraction Helix,Mox Amber, orJace, the Perfected Mindpressure.Thoughtseizeshould target the payoff or sweeper that beats the chosen line.Pact of Negationis strong when the opponent's decisive turn is stack-based and this deck can win immediately after. Add role cards:Thoughtseize,Pact of Negation, sometimesA-Minsc & Boo, Timeless Heroeswhen games slow after sideboarding. Reduce main-deck emphasis: creature removal and narrow board control unless Forge shows must-kill creatures. -
Faster combo: Become the interactive combo deck. Mulligan slow hands that lack acceleration, selection, or disruption; a hand with
Delighted Halfling,Mox Amber, a cheap legend, andThoughtseizeis usually better than a hand full of payoffs without early action. UseThoughtseizefor the card that starts or protects the opponent's kill, and holdPact of Negationfor the decisive spell if this deck can pay or win before the payment matters. Add role cards:Thoughtseize,Pact of Negation. Reduce main-deck emphasis:Fatal Pushunless the combo relies on creatures,Urza's Ruinous Blast, and slow alternate threats. -
Graveyard decks: Race when this deck is faster; disrupt only when the opponent's graveyard line is visibly ahead. This list does not register dedicated graveyard hate, so sideboard plans should use
Thoughtseize, pressure, and protected combo turns rather than pretending to exile cards.Jace, the Perfected Mindcan be a win condition, but do not mill an opponent whose graveyard is an active resource unless the rules-engine state shows that milling is lethal, enables immediate victory, or the opponent cannot use the graveyard. Add role cards:Thoughtseize,Pact of Negation; addFatal Pushonly for creature-based graveyard engines. Reduce main-deck emphasis: slow graveyard-value lines when the opponent punishes stocked graveyards faster. -
Artifact decks: Identify whether artifacts are pressure, hate, mana, or combo pieces before spending answers.
Force of Vigorshould be reserved for visible artifact or enchantment targets whose removal unlocksKethis, the Hidden Hand,Mox Amber,Retraction Helix, or stops a decisive artifact engine.Boseiju, Who Enduresis a main-deck answer when the legal channel mode is available and the tempo cost is lower than losing access to the combo. Add role cards:Force of Vigor,Thoughtseize,Fatal Pushonly for creature pressure,Pact of Negationfor stack-protected artifact combo. Reduce main-deck emphasis: low-impact selection that fails to answer hate. -
Enchantment decks: Treat lock pieces and graveyard hate as priority targets.
Thoughtseizeshould take the hate or payoff before it resolves when possible;Force of VigorandBoseiju, Who Enduresshould answer the visible permanent after it resolves if legal. Do not exile the only green card toForce of Vigorif that card is required for the selected engine line and the enchantment is not currently stopping that line. Add role cards:Force of Vigor,Thoughtseize,Pact of Negation. Reduce main-deck emphasis: extra value pieces that do not remove or beat hate. -
Mixed unknown field: Default to proactive combo with light respect for removal. Keep hands that cast early legends and selection, build toward
Kethis, the Hidden Hand, and contain a plausibleJace, the Perfected MindorRetraction Helixpayoff. Avoid speculative sideboard pivots until the opponent reveals whether the problem is speed, stack interaction, permanent hate, removal density, or a faster combo.
Specific Matchup Notes
-
General/archetype-only note: exact opponents are absent, so revealed cards, legal actions, public zones, and rules-engine prompts override every matchup assumption below. Treat early unknown games as proactive combo games until the opponent reveals whether the pressure point is speed, removal, graveyard hate, stack interaction, or permanent-based hate.
-
Unknown Game 1: keep hands that deploy
Delighted Halfling,Mox Amber,Rona, Herald of Invasion,Emry, Lurker of the Loch, orKethis, the Hidden Handearly and can convert setup intoJace, the Perfected MindorRetraction Helix. Prioritize protecting the first real engine turn over maximizing incidental value. Likely sideboarding after reveal: Add role cards matching the revealed pressure; useThoughtseizeandPact of Negationagainst stack or combo pressure,Fatal Pushagainst creature pressure,Force of Vigoragainst artifact or enchantment hate, andA-Minsc & Boo, Timeless HeroesorBloodchief Ascensionfor slower attrition games where card text checks support the plan. -
Fast creature decks: prioritize survival long enough to assemble a compact engine rather than chasing perfect graveyard volume.
Fatal Pushshould answer the creature that most changes the clock or disruptsRona, Herald of Invasion,Emry, Lurker of the Loch, orKethis, the Hidden Hand.Delighted HalflingandMox Amberare mana pieces first and blockers only when blocking preserves a combo turn. Add role cards:Fatal Push, sometimesUrza's Ruinous Blastif the opponent's battlefield is nonlegendary and this deck can keep key legends. Reduce main-deck emphasis: slow selection and fragile nonessential engine pieces. -
Removal-heavy decks: sequence redundant legends before the decisive
Kethis, the Hidden HandorRetraction Helixturn when the visible game allows it.Unearthis strongest after the opponent has already traded withRona, Herald of Invasion,Emry, Lurker of the Loch, orKethis, the Hidden Hand; do not spend it just to fill mana unless the returned creature immediately enables a legal combo or mana line. Add role cards:Thoughtseize,A-Minsc & Boo, Timeless Heroes,Bloodchief Ascension. Priority targets are the removal spell or hate permanent that stops the selected turn. -
Control and stack interaction: force a protected commitment turn instead of exposing one engine piece at a time into open answers.
Thoughtseizeshould take the answer to the current route, whilePact of Negationshould be saved for the spell that stops the payoff or protects a winningJace, the Perfected Mindturn. Add role cards:Thoughtseize,Pact of Negation,A-Minsc & Boo, Timeless Heroes,Bloodchief Ascensionin slow games. Card text check required forBloodchief AscensionandA-Minsc & Boo, Timeless Heroes. -
Artifact or enchantment hate decks: identify whether the visible permanent stops graveyard use, activated abilities, casting from graveyard, targeting, or mana before spending answers.
Boseiju, Who EnduresandForce of Vigorshould remove the hate piece that unlocksKethis, the Hidden Hand,Emry, Lurker of the Loch,Mox Amber, orRetraction Helix; do not trade them for low-impact permanents while the combo remains functional. Add role cards:Force of Vigor,Thoughtseize, sometimesPact of Negation. -
Faster combo and graveyard decks: become the disruptive combo deck when the opponent is faster, and race when this deck's visible line is faster.
Thoughtseizeshould target the card that starts, protects, or immediately pays off the opponent's kill. Do not useJace, the Perfected Mindto stock an opposing graveyard unless the legal action is lethal, the opponent cannot use those cards, or the current board makes waiting worse.
Risk Summary
-
Mana risk: this deck needs colored mana, legends for
Mox Amber, and untapped development in the same early turns. Hands with onlyGreat Hall of the Citadel, awkward legendary-only mana, or no early legend can look functional but fail to castRetraction Helix,Malevolent Rumble,Oath of Nissa, orJace, the Perfected Mindon time. -
Matchup risk: unknown opponents punish the wrong role assignment. Overvaluing speed loses to visible hate or removal; overvaluing protection loses to faster combo or creature pressure.
-
Draw risk:
Jace, the Perfected Mind,Kethis, the Hidden Hand, andRetraction Helixare powerful but clunky in multiples without mana and graveyard setup. Mulligan hands that contain payoffs but no early permanent engine unless the matchup and legal play pattern justify the delay. -
Over-sideboarding risk: removing too many main-deck enablers breaks the combo shell. Keep enough
Delighted Halfling,Rona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand,Mox Amber, and selection to assemble a real engine after adding interaction. -
Graveyard risk:
Kethis, the Hidden Hand,Emry, Lurker of the Loch,Takenuma, Abandoned Mire, andUnearthall become weaker into graveyard denial. Respect visible hate, but do not assume unseen hate exists unless revealed information or matchup context supports it. -
Sweeper/removal risk: single-engine battlefield states are fragile. Avoid committing
Rona, Herald of Invasion,Emry, Lurker of the Loch,Kethis, the Hidden Hand, andTyvar, Jubilant Brawlerinto a likely sweeper unless the current turn threatens a decisive payoff. -
Closer risk:
Jace, the Perfected Mindis the cleanest payoff, but it can be stranded by pressure, counterplay, or graveyard punishment. UseA-Minsc & Boo, Timeless Heroes,Bloodchief Ascension, andUrza's Ruinous Blastonly where their checked card text and visible board state support the pivot. -
Interaction risk:
Pact of Negationcan win the protected turn and lose the next upkeep if the game is not ending or the payment is impossible. Use it only when the protected action is decisive or the visible mana plan can satisfy the cost. -
Sequencing risk:
Retraction Helixlines require the target, artifact, mana, and payoff to line up legally. Do not select a self-target or bounce line because it resembles the combo; verify the rules engine exposes the required target, activation, replay, and payoff actions.
Test Feedback Checklist
-
Deciding factor: record whether the game was won or lost by combo speed, graveyard access, mana development, creature pressure, stack interaction, removal, or a single hate permanent. Name the exact visible card or action that changed the game when possible, and mark unknowns as unknown instead of inferring hidden answers.
-
Mulligan quality: compare each kept hand against the opening requirement of early mana plus an engine path involving
Delighted Halfling,Mox Amber,Rona, Herald of Invasion,Emry, Lurker of the Loch, orKethis, the Hidden Hand. Flag keeps that had payoffs likeJace, the Perfected MindorRetraction Helixbut no realistic setup. -
Mana function: log whether losses came from missing colors, having no early legend for
Mox Amber, drawing too many painful sources such asMana Confluence, or relying onGreat Hall of the Citadelwithout enough legendary sequencing. Note whetherPlaza of Heroes,Boseiju, Who Endures, orTakenuma, Abandoned Mirewas used as a spell-like land or was forced to be ordinary mana. -
Velocity check: identify whether
Malevolent Rumble,Oath of Nissa,Emry, Lurker of the Loch, andTakenuma, Abandoned Mirefound meaningful resources or merely spent mana without advancing the decisive turn. Track games where selection was cast before establishing the mana or legend needed to use the found card. -
Engine integrity: record whether
Rona, Herald of Invasion,Kethis, the Hidden Hand,Emry, Lurker of the Loch,Agatha's Soul Cauldron,Relic of Legends, andTyvar, Jubilant Brawlercreated a functional engine or were stranded as disconnected pieces. Highlight any game whereRetraction Helixhad a legal target but no artifact loop, no payoff, or no mana follow-through. -
Removal and disruption impact: after sideboarded games, measure whether
Fatal Push,Thoughtseize,Pact of Negation,Force of Vigor, andUrza's Ruinous Blastanswered the card that actually mattered. Mark cases where interaction delayed the opponent but reduced this deck below the minimum engine density. -
Closing discipline: record whether
Jace, the Perfected Mindended the game, stocked the graveyard profitably, sat stranded, or exposed the deck to a counterattack. ForBloodchief AscensionandA-Minsc & Boo, Timeless Heroes, write Card text check required unless runtime card text was verified, then evaluate only the verified role. -
Role assignment: note whether the pilot correctly chose fast combo, protected combo, disruption-first, or attrition pivot. Flag mistakes where the deck played slowly against faster combo, overprotected against creature pressure, or spent
Pact of Negationwithout a decisive turn or payable next upkeep. -
Stranded-card review: list cards stuck in hand for two or more turns and why they were stranded. Common labels should include missing color, missing legend, no graveyard, no legal target, opponent hate, life pressure, or wrong sideboard role.
-
Overperformers and underperformers: name the exact cards that repeatedly produced wins, stabilized losses, or failed in visible contexts. Separate card weakness from pilot error, matchup pressure, and rules-engine action availability.
First Tuning Questions
-
Main-deck size question: does the 61st card improve enough matchups to justify the extra variance, or should the configuration move toward 60 cards after identifying the least necessary role piece?
-
Engine quantity question: are 4
Rona, Herald of Invasion, 4Emry, Lurker of the Loch, and 4Kethis, the Hidden Handproducing enough redundancy, or are multiples causing stranded hands against removal and graveyard hate? -
Payoff quantity question: is 4
Jace, the Perfected Mindnecessary for closing, or do repeated stranded copies suggest changing payoff density while preserving a deterministic finish? -
Setup quantity question: are 3
Malevolent Rumbleand 2Oath of Nissaenough to smooth early hands, or do losses show the deck needs more selection rather than more protection? -
Combo-piece question: does 3
Retraction Helixappear often enough when the engine is ready, or is the deck more often losing because the Helix line lacks a legal target, artifact, or payoff? -
Recursion question: does 2
Unearthrecover key legends often enough against removal, or is it too narrow when opponents attack the graveyard or exile creatures? -
Mana-base question: do
Mana Confluence,Plaza of Heroes,Great Hall of the Citadel,Blooming Marsh,Breeding Pool, andBotanical Sanctumsupport both early setup and sideboard interaction, or are colored bottlenecks forcing weak keeps and missed windows? -
Land-utility question: are 3
Boseiju, Who Enduresand 2Takenuma, Abandoned Mireimproving hate and grind matchups, or are legendary land copies increasing awkward opening mana? -
Aggro-plan question: are 4
Fatal Pushand 1Urza's Ruinous Blastenough to survive fast creature decks, or does the sideboard need more early stabilization without diluting the engine? -
Control-plan question: are 4
Thoughtseize, 2Pact of Negation,Bloodchief Ascension, andA-Minsc & Boo, Timeless Heroescreating a coherent protected or attrition plan, or do they pull the deck into conflicting roles? -
Hate-answer question: is 1
Force of Vigorplus 3Boseiju, Who Enduresenough against artifact and enchantment hate, or are losses concentrated around permanent types this deck cannot remove in time? -
Sideboard-size question: does the 14-card sideboard leave a missing tactical slot, and which matchup would gain the most from the fifteenth card without weakening the main engine plan?
Veles Tactical Policy
Policy: Opening Hand Engine Gate
Priority: High
Decision families: mulligan
Cards: Delighted Halfling; Mox Amber; Rona, Herald of Invasion; Emry, Lurker of the Loch; Kethis, the Hidden Hand; Malevolent Rumble; Oath of Nissa
Phase windows: opening hand; mulligan
Runtime cues: prompt:mulligan; opening hand visible
Use when: deciding keep or mulligan before any game actions.
Avoid when: a forced keep or London bottom prompt is already being resolved.
Instructions: Keep hands with two mana sources and at least one early engine route: Delighted Halfling, Mox Amber plus a legend, Rona, Herald of Invasion, Emry, Lurker of the Loch, Kethis, the Hidden Hand, or cheap selection that finds them. Mulligan hands with payoff-only cards, no early colored mana, no legend for Mox Amber, or no plan before turn three unless the hand has matchup-specific sideboard interaction and a clear second step.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: London Bottoms Protect The First Line
Priority: Medium
Decision families: mulligan; selection
Cards: Jace, the Perfected Mind; Retraction Helix; Jegantha, the Wellspring; Agatha's Soul Cauldron; Unearth
Phase windows: mulligan bottom
Runtime cues: prompt:bottom; action:put card on bottom
Use when: choosing cards to put on bottom after keeping a reduced hand.
Avoid when: the rules engine identifies only one legal bottom set.
Instructions: Bottom excess payoffs and slow duplicate legends before cutting the first mana source, first engine creature, or only selection spell. Preserve Retraction Helix only when the hand already has a legal creature and artifact/mana setup; preserve Unearth only when removal pressure is expected or an engine creature is already likely to die.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Early Setup Permanent First
Priority: Medium
Decision families: mana; priority
Cards: Delighted Halfling; Mox Amber; Rona, Herald of Invasion; Emry, Lurker of the Loch; Kethis, the Hidden Hand; Relic of Legends
Phase windows: turns 1-3 main phases
Runtime cues: phase:main; action:cast; action:play
Use when: selecting the first creature, legend, artifact, or land development action.
Avoid when: opponent has lethal pressure requiring immediate interaction.
Instructions: Establish mana and a living engine before spending selection. Prefer Delighted Halfling when colored mana is constrained, prefer a cheap legend when Mox Amber needs activation, and prefer Emry, Lurker of the Loch or Rona, Herald of Invasion when graveyard/artifact loops are the visible route.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Legendary Mana Discipline
Priority: Medium
Decision families: mana
Cards: Mox Amber; Plaza of Heroes; Great Hall of the Citadel; Mana Confluence; Delighted Halfling; Relic of Legends
Phase windows: all mana payment windows
Runtime cues: prompt:pay mana; action:activate mana ability
Use when: choosing mana sources for spells, abilities, or taxes.
Avoid when: the payment is fully forced by the rules engine.
Instructions: Spend painless and legend-restricted mana before painful Mana Confluence when colors remain covered. Keep untapped sources that can pay for Retraction Helix, Unearth, Fatal Push, Thoughtseize, or Pact of Negation when those cards are visible and relevant. Treat Mox Amber as inactive unless a controlled legend is visible.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Deterministic Mana Payment
Priority: Low Decision families: mana Cards: Mox Amber; Delighted Halfling; Relic of Legends; Plaza of Heroes; Great Hall of the Citadel Phase windows: mana payment prompt Runtime cues: action:pay; action:activate mana ability Use when: exactly one legal action pays the required visible cost and no alternative legal mana action is listed. Avoid when: more than one legal mana source or color choice is shown. Instructions: Submit the sole legal payment action without strategic reasoning when the visible action list contains one matching payment option. Pilot skill floor: low No-API allowed: yes Light-model allowed: yes
Policy: Combo Commitment Gate
Priority: High Decision families: priority; mana; selection Cards: Kethis, the Hidden Hand; Rona, Herald of Invasion; Emry, Lurker of the Loch; Retraction Helix; Mox Amber; Jace, the Perfected Mind; Agatha's Soul Cauldron; Tyvar, Jubilant Brawler Phase windows: main phase; priority with stack empty Runtime cues: action:cast Retraction Helix; action:activate Kethis, the Hidden Hand; action:cast Jace, the Perfected Mind Use when: deciding whether to start the main combo, expose a fragile engine, or tap out for the payoff. Avoid when: the current prompt is only a deterministic target or mana payment after commitment. Instructions: Commit when the visible line has mana, a live creature, recursion or redundancy against removal, and a payoff path; wait when a single removal spell, graveyard hate permanent, or missing artifact breaks the whole line and the opponent clock allows another setup turn. Pilot skill floor: high No-API allowed: no Light-model allowed: yes
Policy: Retraction Helix Target Self Setup
Priority: Medium
Decision families: interaction; priority
Cards: Retraction Helix; Rona, Herald of Invasion; Emry, Lurker of the Loch; Delighted Halfling
Phase windows: main phase; combo turn
Runtime cues: action:target self Retraction Helix; action:target self Rona, Herald of Invasion; action:target self Emry, Lurker of the Loch; action:target self Delighted Halfling
Use when: the legal action text targets a creature you control with Retraction Helix after the combo commitment gate has selected the line.
Avoid when: multiple controlled creatures are legal and the selected line has not named the target.
Instructions: Target the controlled creature named by the committed line. Prefer light-model reasoning when Rona, Herald of Invasion, Emry, Lurker of the Loch, and Delighted Halfling are all legal targets because tapping costs and untap triggers differ.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Jace Payoff Target Opponent
Priority: High
Decision families: selection; priority
Cards: Jace, the Perfected Mind
Phase windows: combo finish; main phase
Runtime cues: action:target opponent Jace, the Perfected Mind
Use when: a legal Jace, the Perfected Mind action explicitly targets the opponent and the selected line is to finish by milling the opponent.
Avoid when: Jace mode, loyalty cost, or target identity is not visible in the legal action text.
Instructions: Choose the opponent target for the deterministic payoff line only after the commitment gate identifies Jace as the finish. Do not target self unless the visible line is explicitly a graveyard-setup line selected by reasoning.
Pilot skill floor: medium
No-API allowed: yes
Light-model allowed: yes
Policy: Graveyard Access And Recursion
Priority: Medium
Decision families: selection; priority
Cards: Kethis, the Hidden Hand; Emry, Lurker of the Loch; Takenuma, Abandoned Mire; Unearth; Malevolent Rumble; Agatha's Soul Cauldron
Phase windows: main phase; graveyard selection prompts
Runtime cues: action:activate; action:cast from graveyard; prompt:choose card in graveyard
Use when: choosing what to return, cast, exile, or enable from the graveyard.
Avoid when: graveyard hate or replacement effects make the expected zone change uncertain.
Instructions: Prioritize restoring the missing engine card over generic card quantity. Choose Kethis, the Hidden Hand, Rona, Herald of Invasion, Emry, Lurker of the Loch, or Mox Amber when that card unlocks immediate mana or loop progress; choose payoff only when the engine is already active.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Selection Spell Discipline
Priority: Low
Decision families: selection; mana
Cards: Malevolent Rumble; Oath of Nissa; Emry, Lurker of the Loch; Takenuma, Abandoned Mire
Phase windows: early main phase; setup turns
Runtime cues: action:cast Malevolent Rumble; action:cast Oath of Nissa; prompt:choose card
Use when: resolving card selection or deciding whether to spend mana on velocity.
Avoid when: spending mana prevents casting the first engine creature this turn.
Instructions: Use selection to find missing categories, not redundant payoffs. Take mana when the hand is color-short, take a legend when Mox Amber is stranded, take engine access before Jace, the Perfected Mind, and keep graveyard-enabling choices aligned with Kethis, the Hidden Hand or Emry, Lurker of the Loch.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Interaction Before Engine Dilution
Priority: Medium
Decision families: interaction; priority
Cards: Thoughtseize; Fatal Push; Boseiju, Who Endures; Force of Vigor; Urza's Ruinous Blast
Phase windows: precombat main; opponent combat; opponent end step
Runtime cues: action:cast Thoughtseize; action:cast Fatal Push; action:channel Boseiju, Who Endures; action:cast Force of Vigor; action:cast Urza's Ruinous Blast
Use when: a visible threat, hate permanent, or opposing combo piece competes with advancing the engine.
Avoid when: the opponent threat is not visible and the action would only guess at hidden information.
Instructions: Remove cards that stop the combo or end the game before spending interaction on low-pressure permanents. Thoughtseize should clear known disruption or faster combo pieces; Fatal Push should preserve life or engine creatures; Boseiju, Who Endures and Force of Vigor should answer visible artifact/enchantment hate when verified legal. Card text check required for any uncertain permanent type or legality.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Permission Commitment
Priority: High
Decision families: interaction; priority
Cards: Pact of Negation
Phase windows: stack response; combo turn protection
Runtime cues: action:cast Pact of Negation; prompt:respond
Use when: deciding whether to counter a visible spell during or before a decisive turn.
Avoid when: the deck cannot pay the next upkeep cost and the counter does not immediately secure a win or prevent a loss.
Instructions: Use Pact of Negation to protect a winning combo turn, stop a spell that breaks the engine mid-line, or prevent immediate loss. Do not spend it on ordinary tempo unless the next upkeep payment is visible and the exchange preserves the only winning path.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Priority Pass With Available Action
Priority: Medium
Decision families: priority
Cards: none
Phase windows: all priority windows
Runtime cues: action:pass; prompt:priority
Use when: pass is legal while at least one non-pass action is also legal.
Avoid when: stack, combat, or known hate has changed since the last reasoning frame.
Instructions: Pass only after confirming the non-pass actions do not improve mana, engine setup, protection, lethal setup, or survival. Give special scrutiny to passing with Retraction Helix, Fatal Push, Thoughtseize, Pact of Negation, Boseiju, Who Endures, or a castable engine piece visible.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Combat Preserve Combo Bodies
Priority: Medium
Decision families: combat
Cards: Rona, Herald of Invasion; Emry, Lurker of the Loch; Kethis, the Hidden Hand; Delighted Halfling
Phase windows: declare attackers; declare blockers; combat damage
Runtime cues: prompt:attack; prompt:block; action:attack; action:block
Use when: assigning attacks or blocks with engine creatures.
Avoid when: lethal damage requires blocking or attacking and the rules engine exposes a forced survival line.
Instructions: Do not trade engine bodies for small damage unless the game is already on the beatdown plan or survival requires it. Preserve creatures needed for Retraction Helix, Mox Amber, Kethis, the Hidden Hand, Emry, Lurker of the Loch, and Relic of Legends; block aggressively only when the opponent clock beats the combo setup.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Single Forced No-Block Or No-Attack
Priority: Low
Decision families: combat
Cards: none
Phase windows: declare attackers; declare blockers
Runtime cues: action:no attackers; action:no blocks
Use when: exactly one legal combat action is listed and it is no attackers or no blocks.
Avoid when: any creature attack or block assignment is also legal.
Instructions: Submit the sole listed combat action when the rules engine exposes no alternative combat assignment.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
Policy: Sideboard Role Selection
Priority: High
Decision families: sideboard; pregame
Cards: Thoughtseize; Fatal Push; Pact of Negation; Force of Vigor; Bloodchief Ascension; A-Minsc & Boo, Timeless Heroes; Urza's Ruinous Blast
Phase windows: sideboarding before games 2 and 3
Runtime cues: prompt:sideboard; match stage:post-board
Use when: choosing a legal sideboard plan.
Avoid when: the requested plan would cut below required engine density or violate registered 75 validation.
Instructions: Add Fatal Push and Urza's Ruinous Blast against creature pressure, Thoughtseize and Pact of Negation against combo/control, Force of Vigor against visible or expected artifact/enchantment hate, and attrition cards only when speed is less important. Card text check required for Bloodchief Ascension and A-Minsc & Boo, Timeless Heroes before relying on specific abilities.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Exact Sideboard Submission
Priority: Low Decision families: sideboard Cards: Thoughtseize; Fatal Push; Pact of Negation; Force of Vigor; Bloodchief Ascension; A-Minsc & Boo, Timeless Heroes; Urza's Ruinous Blast Phase windows: sideboard submission Runtime cues: action:submit sideboard plan Use when: the legal action text exactly matches the already selected validated sideboard plan. Avoid when: multiple legal sideboard plans remain available or validation status is absent. Instructions: Submit the exact validated plan action and do not alter card counts at the execution step. Pilot skill floor: low No-API allowed: yes Light-model allowed: yes
Policy: Attrition Pivot Gate
Priority: Medium Decision families: priority; selection; combat Cards: Bloodchief Ascension; A-Minsc & Boo, Timeless Heroes; Jegantha, the Wellspring; Tyvar, Jubilant Brawler; Agatha's Soul Cauldron Phase windows: post-board main phases; stalled games Runtime cues: action:cast Bloodchief Ascension; action:cast A-Minsc & Boo, Timeless Heroes; action:cast Jegantha, the Wellspring; action:cast Tyvar, Jubilant Brawler; action:cast Agatha's Soul Cauldron Use when: the combo is slowed by removal, graveyard pressure, or repeated disruption and an alternate permanent is legal. Avoid when: the main combo can be started this turn with protection or when the alternate card text has not been verified. Instructions: Pivot only when the board state rewards a slower permanent and the opponent is not presenting immediate lethal. Keep the combo core intact where possible; use alternate permanents to force resources or create pressure rather than replacing the primary plan. Pilot skill floor: high No-API allowed: no Light-model allowed: yes