2026-06-19 18:54:22 -03:00

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 enabled Rona, Herald of Invasion are the cards most likely to end games outside pure engine execution. Use Jace, the Perfected Mind as the main kill or card-flow payoff; use A-Minsc & Boo, Timeless Heroes only after sideboarding when a non-graveyard pressure plan is needed. Card text check required for exact transformed Rona, Herald of Invasion combat use; follow legal actions.

  • Payoffs: Jace, the Perfected Mind is the primary combo payoff, while Kethis, the Hidden Hand is the payoff-enabler that makes graveyard legends matter. Urza's Ruinous Blast is 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, and Tyvar, Jubilant Brawler form the engine suite. The strongest starts combine a mana creature or artifact with a cheap legend and graveyard access. Agatha's Soul Cauldron and Tyvar, Jubilant Brawler require 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, and Jace, the Perfected Mind help 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 some Jace, the Perfected Mind uses can affect opposing plans depending on legal targets and text. Sideboard interaction adds Fatal Push, Thoughtseize, Force of Vigor, Urza's Ruinous Blast, and Pact 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 through Unearth and Takenuma, Abandoned Mire are the protection package. Pact of Negation protects a commitment turn; Thoughtseize clears known disruption before commitment; Plaza of Heroes and Delighted Halfling matter only according to their legal mana/protection actions.

  • Recursion: Unearth, Takenuma, Abandoned Mire, Emry, Lurker of the Loch, and Kethis, the Hidden Hand recover or reuse core pieces. Prioritize recurring Kethis, the Hidden Hand, Rona, Herald of Invasion, or Emry, Lurker of the Loch when 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, and Takenuma, Abandoned Mire are role-specific sources. Track which sources cast legends, nonlegendary spells, activated abilities, and sideboard cards before selecting a line.

  • Sideboard modules: Fatal Push is creature survival, Thoughtseize is proactive disruption, Pact of Negation is combo-turn protection, Force of Vigor is hate removal, Urza's Ruinous Blast is legendary-board stabilization, Bloodchief Ascension is an alternate attrition pressure card, and A-Minsc & Boo, Timeless Heroes is a non-graveyard threat.

Primary Win Conditions

  • Engine-mill with Kethis, the Hidden Hand plus Jace, the Perfected Mind is the default kill. Set up by developing a legendary mana base, resolving Rona, Herald of Invasion or Emry, Lurker of the Loch, stocking the graveyard with Malevolent Rumble, Oath of Nissa, self-mill, or natural trading, and keeping enough legends available to fuel Kethis, the Hidden Hand. Execute only through legal engine actions: cast or reuse legends from the graveyard, convert Mox Amber and legendary sources into mana, and deploy Jace, the Perfected Mind when its visible mode or loyalty action advances a decisive mill line. Prioritize this path when the graveyard is stocked, Kethis, the Hidden Hand is active or recoverable, and the opponent cannot visibly break the chain with graveyard hate, removal, or stack interaction.

  • Rona, Herald of Invasion plus Retraction Helix plus Mox Amber is the main loop-style execution shell when Forge exposes the required tap, bounce, cast, and mana actions. Set up by putting Rona, Herald of Invasion on board, keeping Mox Amber available on board or in a castable zone, and preserving Retraction Helix until the same-turn action sequence matters. Execute by targeting the legal creature with Retraction Helix, using the granted ability on Mox Amber or another legal nonland permanent only when that action text is exposed, recasting legendary objects to untap Rona, Herald of Invasion, and converting the loop into mana, graveyard access, or Jace, the Perfected Mind. Prioritize this line when a protected one-turn window is better than passing with exposed pieces.

  • Emry, Lurker of the Loch plus Mox Amber and Agatha's Soul Cauldron is the artifact-recursion engine path when Kethis, the Hidden Hand is absent or delayed. Set up by milling artifacts and legends, resolving Emry, 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, activating Agatha's Soul Cauldron, and using Mox Amber only 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 one Kethis, the Hidden Hand turn.

  • Jace, the Perfected Mind can 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 that Jace, the Perfected Mind is 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 find Kethis, the Hidden Hand or 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, and Jegantha, the Wellspring as 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 later Jace, the Perfected Mind activation will need fewer turns.

  • Sideboard threat pressure can replace fragile graveyard dependence after boarding. A-Minsc & Boo, Timeless Heroes is 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 Ascension is 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 Thoughtseize to clear a visible or likely stopping piece before committing, use Pact of Negation to protect the decisive stack exchange, and use Force of Vigor or Boseiju, Who Endures to 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 Push buys time against early pressure, Urza's Ruinous Blast can reset nonlegendary boards when your legendary permanents survive, and Plaza of Heroes may 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 Confluence life loosely, use Fatal Push or Urza's Ruinous Blast if sideboarded and legal, and choose Jace, the Perfected Mind draw 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, or Urza's Ruinous Blast according to legal targets, then rebuild with Unearth, Takenuma, Abandoned Mire, Emry, Lurker of the Loch, and Kethis, 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, and Jace, the Perfected Mind modes that increase access to engine pieces.

  • Behind on mana: protect Delighted Halfling, sequence Mox Amber after a legend when possible, and use Relic of Legends, Great Hall of the Citadel, Plaza of Heroes, and Mana Confluence according 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. Unearth and Takenuma, Abandoned Mire should usually recover Kethis, the Hidden Hand, Rona, Herald of Invasion, or Emry, Lurker of the Loch rather 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, or Urza's Ruinous Blast only when their legal actions line up with the hate or the survival need.

  • Win condition removed: if Jace, the Perfected Mind is gone or inaccessible, preserve Kethis, the Hidden Hand engines for recursion, pressure with legends, and lean on A-Minsc & Boo, Timeless Heroes or Bloodchief Ascension after 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 Confluence life aggressively when it converts into Kethis, 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 either Kethis, the Hidden Hand, Emry, Lurker of the Loch, Rona, Herald of Invasion, Malevolent Rumble, or Oath of Nissa is 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 first Kethis, the Hidden Hand or Jace, the Perfected Mind.

  • Board presence is infrastructure first and pressure second. Keep Delighted Halfling, Rona, Herald of Invasion, Emry, Lurker of the Loch, and Kethis, the Hidden Hand untapped when their mana, loot, recursion, or Retraction Helix roles 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, and Jace, the Perfected Mind should favor putting legends and artifacts where Kethis, the Hidden Hand and Emry, Lurker of the Loch can 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 Hand should buy a decisive cast sequence, not merely a small discount; exiling with Agatha's Soul Cauldron is 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 Endures and Takenuma, Abandoned Mire as 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 Amber plus graveyard density, then spend the decisive turn on Kethis, the Hidden Hand, Retraction Helix, Emry, Lurker of the Loch, or Jace, the Perfected Mind rather 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 Push buys life and time, Thoughtseize clears interaction, Pact of Negation protects the kill turn, Force of Vigor and Boseiju, Who Endures answer hate, Urza's Ruinous Blast resets creature boards, and A-Minsc & Boo, Timeless Heroes or Bloodchief Ascension can 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 Amber plus a castable legend, with access to green for Delighted Halfling, Malevolent Rumble, Oath of Nissa, or Kethis, the Hidden Hand setup.

  • 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 Amber when the extra mana matters. Mox Amber without a visible legendary creature or planeswalker is often just stored potential; cast Delighted Halfling, Rona, Herald of Invasion, Emry, Lurker of the Loch, Kethis, the Hidden Hand, or Jace, the Perfected Mind first when that makes Amber produce a needed color.

  • Use Delighted Halfling as protected legend mana first. Its colored mana should prioritize Kethis, the Hidden Hand, Rona, Herald of Invasion, Emry, Lurker of the Loch, Jace, the Perfected Mind, Tyvar, Jubilant Brawler, and Jegantha, the Wellspring when legal; do not spend it on lower-impact actions if it strands a key legend.

  • Preserve Mana Confluence for colors that no other source covers. Pay life to fix decisive casts, but use Blooming Marsh, Botanical Sanctum, Breeding Pool, Plaza of Heroes, Great Hall of the Citadel, Mox Amber, or Delighted Halfling first when they legally produce the same color without life loss.

  • Treat Plaza of Heroes and Great Hall of the Citadel as 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 as Retraction 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 Endures and Takenuma, Abandoned Mire are 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, or Jace, the Perfected Mind cannot 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 Invasion untaps, Mox Amber color availability, Kethis, the Hidden Hand discounts, 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 Halfling or Mox Amber plus a castable legend, especially when the hand also has Rona, Herald of Invasion, Emry, Lurker of the Loch, Kethis, the Hidden Hand, Malevolent Rumble, or Oath 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 either Malevolent Rumble, Oath of Nissa, Unearth, or Agatha's Soul Cauldron. The hand is slower than a Delighted Halfling start but has enough selection and recursion to assemble Kethis, the Hidden Hand or Jace, the Perfected Mind.

  • Risky keep: keep Mox Amber hands without Delighted Halfling only if a cheap legend is already castable and the second mana source is credible. Mox Amber plus 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, or Emry, Lurker of the Loch by 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, or Agatha's Soul Cauldron but 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 Thoughtseize plus mana and any engine card against visible interaction or combo, but do not keep a discard-only hand that lacks Delighted Halfling, Rona, Herald of Invasion, Emry, Lurker of the Loch, Kethis, the Hidden Hand, Malevolent Rumble, or Oath of Nissa. Against creature pressure, Fatal Push can 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 Helix plus no reliable creature to target, even with Mox Amber. Retraction Helix is a payoff/action bridge after a permanent sticks, not a standalone plan.

  • Trap hand: do not overkeep lands plus Jace, the Perfected Mind as a fair mill plan unless the matchup is slow and the hand has disruption or acceleration. Jace, the Perfected Mind is strongest as a combo payoff or stabilized backup, not as the only early action.

Turn Arc

  • Turn 1 priority: cast Delighted Halfling when legal because it accelerates and fixes the critical legend turn. If Delighted Halfling is absent, cast Oath of Nissa or Mox Amber only when the action improves turn-two development; otherwise lead with the land that preserves the most colors for Rona, Herald of Invasion, Emry, Lurker of the Loch, or Malevolent Rumble.

  • Turn 1 deviation: cast Thoughtseize after 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 Invasion or Emry, Lurker of the Loch before slower setup if the mana allows it. Rona, Herald of Invasion turns later legends into filtering, while Emry, Lurker of the Loch makes Mox Amber and graveyard artifacts matter.

  • Turn 2 deviation: cast Malevolent Rumble or Oath of Nissa when the hand is missing Kethis, the Hidden Hand, a second land, a cheap legend, or an artifact to pair with Emry, 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 Hand when it is protected by mana, redundancy, or immediate value, especially with legends already in the graveyard. If Kethis, the Hidden Hand would enter and pass with no activation pressure, consider Jace, 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 Helix only when a target creature is legal and the bounce line has a visible reason, such as Mox Amber recast loops, Rona, Herald of Invasion filtering, Emry, Lurker of the Loch artifact recursion, or a same-turn payoff. Do not expose Retraction Helix into 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 Hand to turn graveyard legends into resources, use Emry, Lurker of the Loch to reuse artifacts when legal, and use Jace, the Perfected Mind as 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, or Thoughtseize actions 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 Mire can recover a key card when legal, Jegantha, the Wellspring can become a mana body or threat when the game slows, and extra Kethis, the Hidden Hand copies 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: prioritize Delighted Halfling as the cleanest turn-one setup card because it accelerates into Rona, Herald of Invasion, Emry, Lurker of the Loch, Kethis, the Hidden Hand, Tyvar, Jubilant Brawler, Jace, the Perfected Mind, and Jegantha, the Wellspring. Use it to fix legendary spells before spending pain mana from Mana 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 needs Delighted Halfling to survive but has no backup engine, selection, or second mana path.

  • Rona, Herald of Invasion: treat Rona, Herald of Invasion as both a cheap legend and the main filtering engine. Cast it early when the hand contains legends to trigger it, especially Mox Amber, Kethis, the Hidden Hand, Emry, Lurker of the Loch, Jace, the Perfected Mind, Tyvar, Jubilant Brawler, or another Rona, 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: cast Emry, Lurker of the Loch when the graveyard and artifact count make it more than a fragile body. Its best jobs are milling toward legends, recurring Mox Amber, reusing Agatha's Soul Cauldron or Relic of Legends if legal, and giving Retraction Helix a 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: commit Kethis, the Hidden Hand when 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 into Rona, Herald of Invasion triggers, Mox Amber mana, or Jace, the Perfected Mind access. 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: treat Mox Amber as explosive mana only after a legend is on the battlefield. With Rona, Herald of Invasion, Emry, Lurker of the Loch, Kethis, the Hidden Hand, Tyvar, Jubilant Brawler, Jace, the Perfected Mind, or Jegantha, the Wellspring visible, Mox Amber can turn a normal turn into a chain turn. With Retraction Helix, repeated Mox Amber casts can become the physical object that is bounced and replayed if Forge presents those legal actions. Do not keep or sequence as if Mox Amber makes mana while the battlefield has no qualifying legend.

  • Agatha's Soul Cauldron: use Agatha's Soul Cauldron as 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, gives Emry, Lurker of the Loch another 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: use Relic of Legends as the one main-deck stabilizing mana engine when the hand is legend-heavy or Mox Amber alone is unreliable. It helps convert legendary creatures into mana, supports longer turns, and can let the deck operate through removal that kills Delighted 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. With Emry, 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: hold Retraction Helix until a creature target is legal and the bounce ability has a concrete purpose. The primary uses are enabling repeated Mox Amber loops, converting Rona, Herald of Invasion or Emry, Lurker of the Loch into 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: use Unearth to restore cheap engine creatures after removal, mill, or combat, especially Rona, Herald of Invasion, Emry, Lurker of the Loch, Delighted Halfling, and sometimes Kethis, the Hidden Hand only 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: cast Malevolent Rumble when the hand needs selection, graveyard density, or a bridge into lands and permanents. It should find or fuel Kethis, 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: use Oath of Nissa as 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 for Jace, the Perfected Mind or Tyvar, Jubilant Brawler if 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: use Tyvar, Jubilant Brawler as a singleton acceleration and recursion engine, especially with creatures whose tap abilities matter. It can make Rona, Herald of Invasion, Emry, Lurker of the Loch, or a Retraction Helix target 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 needing Kethis, the Hidden Hand this turn.

  • Jace, the Perfected Mind: treat Jace, the Perfected Mind as 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: use Jegantha, the Wellspring as a late stabilizer, mana source, legend, and companion-like pressure card only when the game slows enough to spend the mana. It can turn on Mox Amber, trigger Rona, Herald of Invasion, and make Relic of Legends or 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 Endures and Takenuma, Abandoned Mire as spells only when their channel or special legal actions answer a real problem or recover a real engine card. Boseiju, Who Endures is precious against artifacts, enchantments, and nonbasic lands that stop the combo; Takenuma, Abandoned Mire is 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, and Botanical Sanctum to cast the first engine creature while preserving colors for turn two and turn three. Mana Confluence fixes everything but costs life, so use painless lands first when pressure is high. Plaza of Heroes and Great Hall of the Citadel are 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, or Force of Vigor on a card that stops Kethis, the Hidden Hand, Rona, Herald of Invasion, Mox Amber, Emry, Lurker of the Loch, or Jace, the Perfected Mind from resolving or functioning; do not spend them just to make the board look cleaner.

  • Discard: use Thoughtseize first 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 Negation as 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 preserves Pact of Negation for the turn where Jace, the Perfected Mind or the Kethis loop is actually winning.

  • Remove: use Fatal Push postboard on hate creatures, must-kill combo creatures, and attackers that change a survival clock from safe to unsafe. Do not spend Fatal Push on a creature that is only dealing small damage if the hand needs to answer a creature preventing Retraction Helix, Rona, Herald of Invasion, Emry, Lurker of the Loch, or graveyard access from mattering.

  • Bounce: use Retraction Helix as 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 for Mox Amber loop 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, and Urza's Ruinous Blast on permanents that actually block the graveyard, artifacts, legends, activated abilities, or combat survival. Urza's Ruinous Blast should 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 Cauldron may 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 nonessential Emry, Lurker of the Loch before exposing Kethis, the Hidden Hand when the opponent is representing removal or permission. Do not bait with the only copy of a required engine piece unless Unearth, 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 a Retraction Helix target 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 enable Mox Amber this turn cycle.

  • Block to buy the combo turn, not to win combat attrition. Trade Delighted Halfling only when the mana is no longer needed, lethal pressure is approaching, or Unearth/Tyvar, Jubilant Brawler can recover the role. Trade Rona, Herald of Invasion or Emry, Lurker of the Loch only when dying without the block is likely or the graveyard/hand already contains redundancy. Avoid trading Kethis, the Hidden Hand unless 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 Confluence pain when possible. At 7 or less, treat each unblocked creature as a potential lethal setup and prioritize Fatal 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 Halfling may become expendable after it has cast the first engine spell, but Rona, Herald of Invasion and Emry, Lurker of the Loch should survive if they create a realistic next-turn combo or filtering line. Do not pay extra Mana Confluence life 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 answer Kethis, the Hidden Hand, Jace, the Perfected Mind, or A-Minsc & Boo, Timeless Heroes at 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 Mind only 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 Nissa early 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 Hand when the graveyard is stocked, Rona, Herald of Invasion or Emry, Lurker of the Loch when no engine body is present, and Jace, the Perfected Mind when the game needs a noncombat payoff or card-flow pivot.

  • Use Malevolent Rumble as 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 when Kethis, the Hidden Hand is 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 Loch before graveyard payoffs when artifact recursion or self-mill matters more than immediate hand selection. Emry, Lurker of the Loch is strongest when it can mill toward legends, reuse Mox Amber, or set up a future Retraction Helix loop; avoid exposing it into removal if another setup spell can bait interaction first.

  • Use Rona, Herald of Invasion filtering to convert redundant legends and dead lands into engine density. Discard extra copies that are better as Kethis, the Hidden Hand fuel, but keep the only copy of a required battlefield piece unless Unearth, Takenuma, Abandoned Mire, or Tyvar, Jubilant Brawler gives a visible recovery path.

  • Treat Takenuma, Abandoned Mire as 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 recovering Kethis, the Hidden Hand, Rona, Herald of Invasion, Emry, Lurker of the Loch, Jace, the Perfected Mind, or Tyvar, Jubilant Brawler; otherwise preserve it as a land if mana is constrained.

  • Use Jace, the Perfected Mind selection 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 Cauldron only 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, or Rona, Herald of Invasion filtering 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, or Force of Vigor just because Forge offers an instant-speed action.

  • Commit to the combo only when the visible position supports it. Before activating Kethis, the Hidden Hand, casting Retraction Helix, or relying on Mox Amber loops, check for available mana, a tap-ready creature, enough legendary graveyard fuel, a payoff such as Jace, the Perfected Mind, and whether waiting exposes the deck to lethal or graveyard disruption.

  • Use Retraction Helix at priority as an engine enabler first. Target the creature Forge shows can legally tap and keep bouncing Mox Amber only 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 Loch when the artifact cast advances the turn. Recasting Mox Amber is 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 Negation only 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 another Kethis, 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, and Fatal Push in 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 Amber recasts, 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 Hand only 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: Thoughtseize is 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 committed Kethis, the Hidden Hand turn. It is worse against very low-curve creature decks when life loss and tempo matter more than information.

  • Role card: Pact of Negation protects 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 after Kethis, the Hidden Hand, Retraction Helix, Mox Amber, or Jace, the Perfected Mind is 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 Push is 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 Vigor is 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 Blast is 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 Ascension is 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 Heroes is 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 enough Rona, Herald of Invasion, Emry, Lurker of the Loch, Kethis, the Hidden Hand, Mox Amber, and Retraction Helix to 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. Use Thoughtseize to clear the exact answer before committing Kethis, the Hidden Hand or Retraction Helix; hold Pact of Negation for 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. Use Thoughtseize before the hate resolves when possible, Force of Vigor after Forge shows legal artifact/enchantment targets, and Boseiju, Who Endures as 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 up Kethis, 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 Amber with a cheap legend, or Fatal Push after sideboarding. Preserve life from Mana Confluence when another land line casts the same spell. Use Rona, Herald of Invasion and Emry, Lurker of the Loch as blockers only when the legal board state says blocking buys a full turn or protects Jace, the Perfected Mind; do not trade away the only legend that enables Mox Amber unless 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 Pool only when its life payment is unavoidable, Plaza of Heroes, and Great Hall of the Citadel over repeated Mana Confluence activations. Keep Delighted Halfling when it blocks or accelerates a protected Kethis, the Hidden Hand, but do not spend turns on Malevolent Rumble or Oath of Nissa if the visible clock makes a setup spell worse than presenting a blocker or combo threat. Add role cards: Thoughtseize only when taking a burn spell or hate card saves more life than the two-life cost; Fatal Push when 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 Push should hit the creature that adds the most immediate damage, grants team pressure, or disrupts combo mana; save Urza's Ruinous Blast for a board where exiling nonlegendary permanents materially changes lethal math or opens a safe Kethis, the Hidden Hand turn. Keep legendary permanents when possible because Urza's Ruinous Blast can leave Rona, 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, and Takenuma, Abandoned Mire channel 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 assembling Retraction Helix plus Mox Amber and a legend over attacking. Add role cards: Fatal Push, Thoughtseize, Pact of Negation when 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 Thoughtseize to expose the opponent's exact interruption before committing Kethis, the Hidden Hand, Retraction Helix, or Jace, the Perfected Mind; use Pact of Negation only 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, sometimes Fatal Push for 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 Hand into known removal or counterplay unless waiting gives the control deck more decisive resources than this deck gains. Thoughtseize should take the card that stops the current route, not merely the most expensive card. Pact of Negation should protect the turn that includes a real engine payoff, not a speculative setup spell. A-Minsc & Boo, Timeless Heroes is 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 Ascension in slow games; Card text check required for Bloodchief Ascension counters 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. Unearth becomes stronger when the graveyard contains a killed Rona, Herald of Invasion, Emry, Lurker of the Loch, or Kethis, the Hidden Hand; use it after removal has traded, not before the opponent commits. Takenuma, Abandoned Mire is 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, or Jace, the Perfected Mind pressure. Thoughtseize should target the payoff or sweeper that beats the chosen line. Pact of Negation is strong when the opponent's decisive turn is stack-based and this deck can win immediately after. Add role cards: Thoughtseize, Pact of Negation, sometimes A-Minsc & Boo, Timeless Heroes when 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, and Thoughtseize is usually better than a hand full of payoffs without early action. Use Thoughtseize for the card that starts or protects the opponent's kill, and hold Pact of Negation for 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 Push unless 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 Mind can 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; add Fatal Push only 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 Vigor should be reserved for visible artifact or enchantment targets whose removal unlocks Kethis, the Hidden Hand, Mox Amber, Retraction Helix, or stops a decisive artifact engine. Boseiju, Who Endures is 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 Push only for creature pressure, Pact of Negation for 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. Thoughtseize should take the hate or payoff before it resolves when possible; Force of Vigor and Boseiju, Who Endures should answer the visible permanent after it resolves if legal. Do not exile the only green card to Force of Vigor if 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 plausible Jace, the Perfected Mind or Retraction Helix payoff. 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, or Kethis, the Hidden Hand early and can convert setup into Jace, the Perfected Mind or Retraction Helix. Prioritize protecting the first real engine turn over maximizing incidental value. Likely sideboarding after reveal: Add role cards matching the revealed pressure; use Thoughtseize and Pact of Negation against stack or combo pressure, Fatal Push against creature pressure, Force of Vigor against artifact or enchantment hate, and A-Minsc & Boo, Timeless Heroes or Bloodchief Ascension for 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 Push should answer the creature that most changes the clock or disrupts Rona, Herald of Invasion, Emry, Lurker of the Loch, or Kethis, the Hidden Hand. Delighted Halfling and Mox Amber are mana pieces first and blockers only when blocking preserves a combo turn. Add role cards: Fatal Push, sometimes Urza's Ruinous Blast if 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 Hand or Retraction Helix turn when the visible game allows it. Unearth is strongest after the opponent has already traded with Rona, Herald of Invasion, Emry, Lurker of the Loch, or Kethis, 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. Thoughtseize should take the answer to the current route, while Pact of Negation should be saved for the spell that stops the payoff or protects a winning Jace, the Perfected Mind turn. Add role cards: Thoughtseize, Pact of Negation, A-Minsc & Boo, Timeless Heroes, Bloodchief Ascension in slow games. Card text check required for Bloodchief Ascension and A-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 Endures and Force of Vigor should remove the hate piece that unlocks Kethis, the Hidden Hand, Emry, Lurker of the Loch, Mox Amber, or Retraction Helix; do not trade them for low-impact permanents while the combo remains functional. Add role cards: Force of Vigor, Thoughtseize, sometimes Pact 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. Thoughtseize should target the card that starts, protects, or immediately pays off the opponent's kill. Do not use Jace, the Perfected Mind to 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 only Great Hall of the Citadel, awkward legendary-only mana, or no early legend can look functional but fail to cast Retraction Helix, Malevolent Rumble, Oath of Nissa, or Jace, the Perfected Mind on 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, and Retraction Helix are 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, and Unearth all 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, and Tyvar, Jubilant Brawler into a likely sweeper unless the current turn threatens a decisive payoff.

  • Closer risk: Jace, the Perfected Mind is the cleanest payoff, but it can be stranded by pressure, counterplay, or graveyard punishment. Use A-Minsc & Boo, Timeless Heroes, Bloodchief Ascension, and Urza's Ruinous Blast only where their checked card text and visible board state support the pivot.

  • Interaction risk: Pact of Negation can 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 Helix lines 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, or Kethis, the Hidden Hand. Flag keeps that had payoffs like Jace, the Perfected Mind or Retraction Helix but 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 as Mana Confluence, or relying on Great Hall of the Citadel without enough legendary sequencing. Note whether Plaza of Heroes, Boseiju, Who Endures, or Takenuma, Abandoned Mire was 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, and Takenuma, Abandoned Mire found 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, and Tyvar, Jubilant Brawler created a functional engine or were stranded as disconnected pieces. Highlight any game where Retraction Helix had 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, and Urza's Ruinous Blast answered 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 Mind ended the game, stocked the graveyard profitably, sat stranded, or exposed the deck to a counterattack. For Bloodchief Ascension and A-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 Negation without 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, 4 Emry, Lurker of the Loch, and 4 Kethis, the Hidden Hand producing enough redundancy, or are multiples causing stranded hands against removal and graveyard hate?

  • Payoff quantity question: is 4 Jace, the Perfected Mind necessary for closing, or do repeated stranded copies suggest changing payoff density while preserving a deterministic finish?

  • Setup quantity question: are 3 Malevolent Rumble and 2 Oath of Nissa enough to smooth early hands, or do losses show the deck needs more selection rather than more protection?

  • Combo-piece question: does 3 Retraction Helix appear 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 Unearth recover 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, and Botanical Sanctum support both early setup and sideboard interaction, or are colored bottlenecks forcing weak keeps and missed windows?

  • Land-utility question: are 3 Boseiju, Who Endures and 2 Takenuma, Abandoned Mire improving hate and grind matchups, or are legendary land copies increasing awkward opening mana?

  • Aggro-plan question: are 4 Fatal Push and 1 Urza's Ruinous Blast enough to survive fast creature decks, or does the sideboard need more early stabilization without diluting the engine?

  • Control-plan question: are 4 Thoughtseize, 2 Pact of Negation, Bloodchief Ascension, and A-Minsc & Boo, Timeless Heroes creating a coherent protected or attrition plan, or do they pull the deck into conflicting roles?

  • Hate-answer question: is 1 Force of Vigor plus 3 Boseiju, Who Endures enough 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