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# Strategy Specifications
## Deck Name And Archetype
- Deck: Dimir Faeries. Format: Pauper. Registered main deck: 60 cards. Registered sideboard: 15 cards. Validation status: the provided registration passes the active Veles contract for Pauper deck size and sideboard size, and all tactical guidance must remain subordinate to the legal actions produced by the rules engine at runtime.
- Archetype tags: tempo; control; graveyard; spells. The duplicated source tags collapse into the same four useful runtime labels: tempo for cheap threats plus permission, control for removal and counterplay, graveyard for public-zone management around Bojuka Bog and Relic of Progenitus, and spells for Brainstorm, Counterspell, Cast Down, Snuff Out, Lórien Revealed, Suffocating Fumes, Dispel, Spell Pierce, Blue Elemental Blast, Hydroblast, Arms of Hadar, and Extract a Confession.
- Stock/rogue/hybrid status: this is a stock Dimir Faeries strategic shell with hybrid registered choices. Faerie Seer, Spellstutter Sprite, Augur of Bolas, Ninja of the Deep Hours, Counterspell, Snuff Out, Cast Down, Brainstorm, and Thorn of the Black Rose define the familiar tempo-control core, while the exact one-of and sideboard mix of Mukotai Ambusher, Murmuring Mystic, Arms of Hadar, Extract a Confession, Okiba-Gang Shinobi, and Relic of Progenitus should be treated as this registration's specific tuning rather than generic format assumptions.
- Primary identity: the deck wins by converting small blue creatures into time, cards, and permission leverage. Faerie Seer improves early draw quality and enables Spellstutter Sprite; Spellstutter Sprite turns board presence into stack interaction; Ninja of the Deep Hours punishes open combat lanes; Augur of Bolas finds interaction or selection while blocking; Thorn of the Black Rose changes the game into a monarch defense problem when the board can be stabilized.
- Mana identity: the deck is blue-first with black support, and legal mana choices should protect double-blue Counterspell lines whenever possible. Island, Contaminated Aquifer, Lórien Revealed landcycling, Contaminated Landscape, Bojuka Bog, and Swamp create an 18-land registered base that can play long games, but several lands enter tapped or carry timing value, so the pilot should avoid treating every land drop as interchangeable.
- Legality and card-text caution: this guide assumes only the exact registered names and must not infer hidden card text when Forge or Veles exposes more precise action labels. If a runtime action for Mukotai Ambusher, Murmuring Mystic, Arms of Hadar, Extract a Confession, Okiba-Gang Shinobi, Relic of Progenitus, or any other card exposes a mode, cost, target, or timing detail that conflicts with memory, follow the engine output and mark the tactical claim as conditional.
- Role concern: this deck must choose its role every game instead of autopiloting as pure control. Against fast pressure, preserve life with Snuff Out, Cast Down, Suffocating Fumes, Augur of Bolas blocks, and timely Thorn of the Black Rose only when the monarch can be defended. Against slower decks, prioritize Faerie Seer into Spellstutter Sprite, Ninja of the Deep Hours, Counterspell, Dispel, Spell Pierce, Okiba-Gang Shinobi, and Murmuring Mystic pressure when those cards are legal and tactically supported.
- Opponent information status: opponent data is runtime-visible only unless a matchup label or public deck registration is supplied by Veles. Do not assume familiar Pauper staples, exact hidden hand contents, sideboard configuration, or combat tricks; use public battlefield, graveyard, exile, stack, revealed cards, legal actions, life totals, hand counts, and matchup metadata before applying this guide.
- Runtime priority: legal action text is authoritative, visible state is the tactical evidence, and this specification is the preference layer. Choose only from offered Veles action IDs, never invent an attack, block, target, spell, sideboard exchange, or payment line because it would match the archetype plan.
## Thesis
Dimir Faeries assembles cheap blue creatures, instant-speed interaction, and card-selection loops into a tempo-control position where every small body threatens to become a counterspell, a Ninja of the Deep Hours trigger, or a protected monarch turn. Faerie Seer and Augur of Bolas build the early texture: Faerie Seer improves draws and raises Spellstutter Sprite leverage, while Augur of Bolas blocks and digs toward Brainstorm, Counterspell, Cast Down, Snuff Out, Lórien Revealed, Suffocating Fumes, Dispel, or Spell Pierce. The deck wins by trading efficiently on the stack and battlefield, then converting a safe combat lane, a resolved Thorn of the Black Rose, repeated Ninja of the Deep Hours hits, or a protected Murmuring Mystic into an advantage engine that the opponent cannot profitably attack through.
Prioritize role clarity before spending resources: against pressure, become a life-total and board-stability deck with Cast Down, Snuff Out, Suffocating Fumes, Augur of Bolas, Mukotai Ambusher, and carefully timed Thorn of the Black Rose; against slower decks, become a threat-plus-permission deck with Faerie Seer, Spellstutter Sprite, Ninja of the Deep Hours, Counterspell, Dispel, Spell Pierce, and post-board Okiba-Gang Shinobi. This deck is not trying to tap out every turn, race without interaction, protect a single large creature, or win by raw creature size. It is also not a graveyard-combo deck: Bojuka Bog and Relic of Progenitus are timing tools for public-zone pressure, while Lórien Revealed is mainly a mana/velocity bridge and late-game card-flow option when legal.
Preserve optionality unless the board demands commitment. Keep double-blue Counterspell access when possible, hold Snuff Out life payment for tempo swings or survival, deploy Thorn of the Black Rose only when becoming the monarch is likely defensible, and use Ninja of the Deep Hours only when the attack lane and post-combat position justify exposing or returning the attacker. Respect runtime legality over archetype heuristics: if Veles offers only pass, payment, target, block, or stack actions, choose among those exact action IDs and do not infer unavailable lines.
## Role Package
- Threats: Faerie Seer, Spellstutter Sprite, Augur of Bolas, Ninja of the Deep Hours, Thorn of the Black Rose, Mukotai Ambusher, and Murmuring Mystic are the registered bodies that pressure, block, or convert time into cards. Faerie Seer is the cleanest early setup creature; Spellstutter Sprite is both a flash threat and stack interaction when legal; Augur of Bolas is the stabilizing body; Ninja of the Deep Hours and Mukotai Ambusher punish unblocked attackers; Thorn of the Black Rose is a commitment threat that asks whether the monarch can be defended; Murmuring Mystic is a late engine threat. Card text check required for exact Mukotai Ambusher and Murmuring Mystic runtime choices if Veles exposes unfamiliar prompts.
- Payoffs: Ninja of the Deep Hours pays off evasive or expendable attackers with cards, Thorn of the Black Rose pays off a stabilized board with monarch advantage, and Murmuring Mystic pays off spell density over multiple turns. Spellstutter Sprite also functions as a payoff for having Faerie Seer or other Faeries on board, because creature count can turn a small flash creature into a meaningful counter window.
- Engines: Brainstorm plus Faerie Seer scry, Augur of Bolas selection, and Lórien Revealed landcycling/card-flow form the main smoothing engine. Thorn of the Black Rose is the attrition engine when the opponent cannot immediately reclaim monarch. Murmuring Mystic is the spell-chain engine after sideboard or in long games when protecting a single permanent is more realistic than attacking repeatedly.
- Velocity: Brainstorm, Lórien Revealed, Faerie Seer, and Augur of Bolas are the cards that turn uncertain hands into functional sequences. Use them to find land, double-blue, cheap interaction, or a threat-plus-protection pattern rather than to maximize abstract card movement.
- Interaction: Counterspell, Spellstutter Sprite, Cast Down, Snuff Out, Suffocating Fumes, Dispel, and Spell Pierce are the main-deck interaction suite. Blue Elemental Blast, Hydroblast, Arms of Hadar, Extract a Confession, Relic of Progenitus, and the sideboard Dispel expand the suite post-board for red, creature-wide, edict, graveyard, and stack-heavy fights.
- Protection: Counterspell, Dispel, Spell Pierce, Spellstutter Sprite, Snuff Out, and Cast Down protect tempo, monarch, and engine positions by stopping the opponent's best swing-back point. Protection does not mean shielding every creature; it means preserving the position that converts next turn.
- Recursion: No registered card should be treated as a dedicated recursion engine. Graveyard planning is defensive and informational through Bojuka Bog, Relic of Progenitus, public graveyard tracking, and awareness of what Lórien Revealed or spent spells imply for future play.
- Mana: Island is the baseline blue source, Contaminated Aquifer fixes while entering tapped, Swamp supplies black, Bojuka Bog carries graveyard timing value, Contaminated Landscape offers fixing or land development when legal, and Lórien Revealed can bridge land access. Sequence to preserve Counterspell access and avoid spending black sources before Cast Down, Suffocating Fumes, or sideboard black cards matter.
- Sideboard modules: Blue Elemental Blast and Hydroblast are red interaction; Arms of Hadar and Extract a Confession are creature-answer modules; Relic of Progenitus and Bojuka Bog pressure graveyards; Dispel reinforces stack fights; Okiba-Gang Shinobi attacks hands through combat; Mukotai Ambusher and Murmuring Mystic add alternate threat profiles for matchups where life swing, surprise combat, or spell-based board building matters.
## Primary Win Conditions
- Threat-plus-permission tempo is the default win path: lead with Faerie Seer or Augur of Bolas, hold up Spellstutter Sprite, Counterspell, Spell Pierce, Dispel, Cast Down, or Snuff Out, and let small attacks matter because the opponent spends mana into protected exchanges. Execute by advancing only one or two bodies, countering or removing the spell that changes the race, then using Brainstorm, Augur of Bolas, and Lórien Revealed to keep interaction flowing. Disruption usually comes from removal on Faerie Seer or Spellstutter Sprite, sweepers, cheap threats that slip under Spellstutter Sprite, or opponents forcing action before double-blue is available. Prioritize this path when the opponent is still developing mana, when a single legal counter or Snuff Out swing preserves initiative, or when adding more board would expose the hand to a reset.
- Ninja of the Deep Hours card snowball is the cleanest proactive engine: set up an unblocked Faerie Seer, Spellstutter Sprite, or other expendable attacker, then use the legal Ninja of the Deep Hours action only when the post-combat hand and mana still support defense. Execute by converting one hit into extra cards, then protect the new hand advantage instead of forcing repeated unsafe attacks. Disruption includes instant removal before damage, blockers appearing after the first hit, and losing too much tempo by returning a needed blocker or Faerie. Prioritize this path when the opponent has a low-blocker board, when the hand needs cards more than the battlefield needs the attacking creature, or when Counterspell or Snuff Out can cover the swing-back.
- Thorn of the Black Rose monarch control wins long games after stabilization: use Cast Down, Snuff Out, Suffocating Fumes, Augur of Bolas, Spellstutter Sprite, and blockers to make the opponent's next attack weak before committing Thorn of the Black Rose. Execute by becoming the monarch, defending the crown with removal and counters, and turning each end-step card into more interaction. Disruption comes from wide boards, evasive attackers, burn pressure, or tapping out while the opponent can immediately reclaim monarch. Prioritize this path when life total is not under immediate lethal pressure, the opponent has few clean attackers, and one extra card per turn will dominate the exchange.
- Murmuring Mystic spell engine is the late-game board-building path: commit Murmuring Mystic only when the legal line leaves enough protection or when waiting risks falling behind permanently. Execute by following it with Brainstorm, Counterspell, Cast Down, Snuff Out, Suffocating Fumes, Dispel, Spell Pierce, or Lórien Revealed as legal, turning spells into battlefield presence while continuing normal control play. Disruption is concentrated removal or counterplay aimed at the single engine. Prioritize this path when combat lanes are stalled, monarch is unsafe, or the hand contains multiple spells that can both interact and grow the board. Card text check required if Veles exposes Murmuring Mystic prompts beyond ordinary casting and trigger resolution.
## Secondary Win Conditions
- Backup creature pressure wins when engines are removed: attack with Faerie Seer, Spellstutter Sprite, Augur of Bolas, Thorn of the Black Rose, Mukotai Ambusher, and any Murmuring Mystic tokens only when the damage does not give up essential blocks. Use Counterspell, Cast Down, and Snuff Out to clear the creature that changes the race, not every creature in sight. Card text check required for exact Mukotai Ambusher tactical use if Veles offers ninjutsu, lifelink, or combat-damage prompts.
- Attrition by card quality wins when both players trade heavily: use Brainstorm, Augur of Bolas, Lórien Revealed, and Faerie Seer to find the next live interaction or threat instead of chasing a perfect hand. Prioritize land drops and double-blue until Counterspell is reliable, then shift extra mana into Lórien Revealed or protected double-spell turns.
- Graveyard pressure supports other wins rather than replacing them: Bojuka Bog can break opponent recursion timing while still making mana, and post-board Relic of Progenitus can become a resource-denial piece. Use graveyard actions only when public graveyard contents show a reason or when the legal action has low opportunity cost; do not spend the turn on graveyard pressure while dying to visible attackers unless it prevents the decisive opposing line.
## Emergency Lines
- Behind on life: become defensive immediately, preserve blockers, and spend Snuff Out life only when it prevents more damage than it costs or stops a lethal engine. Cast Down and Suffocating Fumes should answer board pressure before protecting small chip damage, and Thorn of the Black Rose is unsafe unless monarch can actually be defended.
- Behind on board: trade down if it buys time for Brainstorm, Augur of Bolas, Lórien Revealed, Suffocating Fumes, Murmuring Mystic, or Thorn of the Black Rose to recover cards. Do not attack with Augur of Bolas or needed Faeries when the opponent's next combat is the main threat.
- Behind on cards: prioritize Ninja of the Deep Hours only through a safe legal combat line, otherwise use monarch or spell selection to rebuild. Avoid spending Counterspell on low-impact spells when the hand is already thin unless the visible board makes that spell lethal or engine-enabling.
- Behind on mana: use Lórien Revealed and Contaminated Landscape lines when legal to restore land development, but keep Island density and double-blue in mind. Avoid tapping black sources if Cast Down, Suffocating Fumes, or Snuff Out hard-cast lines are the only visible stabilization tools.
- Behind to recursion, combo, or engines: aim interaction at the enabling permanent, stack spell, or public graveyard window that actually unlocks the opponent's next step. If the primary threats are removed, win by conserving life, trading one-for-one, and letting any remaining Faerie Seer, Spellstutter Sprite, Ninja of the Deep Hours, Thorn of the Black Rose, Mukotai Ambusher, or Murmuring Mystic become the next protected clock.
## Resource Model
- Life: Treat life as a spendable tempo resource only while the exchange stays favorable. Pay for Snuff Out when it stops lethal pressure, protects a Ninja of the Deep Hours hit, preserves monarch after Thorn of the Black Rose, or trades life for a full mana turn; avoid paying life into visible burn pressure or when Cast Down, Counterspell, Spellstutter Sprite, or a hard-cast line can solve the same threat.
- Hand: Convert hand size into option density, not automatic spell volume. Brainstorm, Faerie Seer, Augur of Bolas, and Lórien Revealed should find land drops, double-blue, or the specific interaction class needed next; do not empty the hand just because legal actions exist, because this deck wins many games by representing Counterspell, Spellstutter Sprite, Spell Pierce, Dispel, Cast Down, or Snuff Out.
- Mana: Convert mana into the right window rather than maximum spending. Holding up Counterspell or Spellstutter Sprite is often stronger than adding a small body, while tapping out for Thorn of the Black Rose or Murmuring Mystic should require a visible stabilization reason, a low-risk opponent turn, or enough life and board material to survive the shields-down turn.
- Board: Use Faerie Seer and Spellstutter Sprite as both pressure and tactical material. They enable Ninja of the Deep Hours, protect Spellstutter Sprite counts, chip planes of attack, and block when behind; do not return or trade them casually if the next legal counter window depends on Faerie count or if the board needs blockers.
- Graveyard: Use graveyards as public tactical information, not a generic hate target. Bojuka Bog and post-board Relic of Progenitus matter most when the opponent's public graveyard enables recursion, delve, flashback, or a known engine; otherwise preserve tempo and interaction first.
- Exile: Track exile as proof of spent resources and temporary permissions when Veles exposes them. Snuff Out, Lórien Revealed, Relic of Progenitus, and opposing effects can change future graveyard math; do not assume an exiled card can recur unless the rules engine exposes a legal action.
- Lands: Lands are both mana and sequencing tools. Bojuka Bog is a black source with timing value, Contaminated Aquifer fixes both blue and black while entering tapped, Contaminated Landscape is utility mana with development implications, Island enables Counterspell-heavy starts, and Swamp supports black interaction but does not cast Counterspell.
- Sacrifice fodder: This list has little true disposable material before Murmuring Mystic produces tokens, so treat creatures as roles rather than fodder. Only spend a body into combat, ninjutsu, or edict pressure when its current role is lower than the card, tempo, or survival gained.
- Tempo and information: Convert hidden information into pressure by passing with mana up and forcing the opponent to respect multiple legal interaction classes. Use revealed hands, public graveyards, visible stack objects, and known sideboard cards to choose the narrow answer, but never act as if an unseen card is certain.
- Sideboard bullets: Use Blue Elemental Blast, Hydroblast, Dispel, Extract a Confession, Arms of Hadar, Relic of Progenitus, Okiba-Gang Shinobi, Mukotai Ambusher, and Murmuring Mystic as role shifts, not isolated upgrades. Each bullet should answer the matchup's public pressure pattern, then preserve the deck's core plan of cheap interaction into protected card advantage.
## Mana Guide
- Keep rule: Keep hands with functional blue mana, at least two early land sources or a legal Lórien Revealed development path, and an early plan involving Faerie Seer, Brainstorm, Augur of Bolas, Spellstutter Sprite, Counterspell, or removal. Mulligan hands that cannot cast blue spells early, cannot reach double-blue on time, or rely on Bojuka Bog and Swamp as the only lands unless the hand has a matchup-specific reason and legal development path.
- Color rule: Prioritize Island and Contaminated Aquifer because Counterspell, Spellstutter Sprite, Brainstorm, Faerie Seer, Augur of Bolas, Lórien Revealed, Dispel, and Spell Pierce make blue the deck's operating color. Preserve black for Cast Down, Suffocating Fumes, Thorn of the Black Rose, hard-cast Snuff Out lines, Mukotai Ambusher, Arms of Hadar, Extract a Confession, and Okiba-Gang Shinobi when those cards are present or likely to matter.
- Tapped-land rule: Play Contaminated Aquifer early when the turn does not require holding up Spell Pierce, Dispel, Spellstutter Sprite, Brainstorm, or Snuff Out-related tempo. Delay Bojuka Bog when the opponent's graveyard timing matters, but play it as a normal land if missing land drops would break Counterspell or removal development.
- Utility-land rule: Use Contaminated Landscape for mana development only when the legal action improves future color access or land count more than current interaction. Card text check required for exact Contaminated Landscape activation details; follow the rules-engine legal action and preserve blue sources before black sources unless black interaction is the immediate stabilizer.
- Play-land timing: Play a land before casting spells when the land unlocks Counterspell, Cast Down, Suffocating Fumes, Thorn of the Black Rose, Murmuring Mystic, or a double-spell turn. Consider delaying the land until after Brainstorm, Faerie Seer scry, Augur of Bolas, or Lórien Revealed only when the current mana already supports all needed instant-speed actions and the decision can improve which land is correct.
- Lórien Revealed timing: Use Lórien Revealed as development when land drops, double-blue, or black access are more important than holding a late card-draw spell. Cast it as a large card-flow spell only when the board is stable, mana is abundant, and the shields-down risk is lower than the value of rebuilding.
- Payment rule: When Veles asks for mana choices, preserve untapped blue for Counterspell and Spellstutter Sprite first, preserve black for Cast Down or Suffocating Fumes when facing creatures, and preserve one blue for Dispel or Spell Pierce when stack interaction is the expected fight. Spend colorless or redundant tapped-source value first when the legal payment allows it.
## Mulligan Guide
- Strong keep: Keep two or three lands with at least one Island or Contaminated Aquifer plus a turn-one or turn-two play, especially Faerie Seer, Brainstorm, Augur of Bolas, Spellstutter Sprite, Counterspell, Cast Down, or Snuff Out. A hand such as Island, Contaminated Aquifer, Faerie Seer, Spellstutter Sprite, Counterspell, Brainstorm, and Snuff Out has pressure, selection, and interaction.
- Strong keep: Keep one-land hands only when the land is Island and the hand has Brainstorm, Faerie Seer, or a legal Lórien Revealed development action plus enough cheap interaction to survive the stumble. Prefer this on the draw or with Faerie Seer plus Brainstorm; avoid it when the hand needs black immediately.
- Medium keep: Keep slow interactive hands with Island, Contaminated Aquifer, Counterspell, Cast Down, Snuff Out, Augur of Bolas, and Lórien Revealed when the opponent is not known to punish a missing one-drop. These hands should plan to trade early, hit land drops, then win through Ninja of the Deep Hours, Thorn of the Black Rose, or Murmuring Mystic.
- Risky keep: Treat Swamp, Bojuka Bog, or Contaminated Landscape-heavy hands as risky unless they include Lórien Revealed development or enough blue access to cast Counterspell and Spellstutter Sprite on time. Do not keep a hand that has black removal but no blue plan against unknown opponents unless the matchup is visibly creature-dense and slow enough.
- Automatic ship: Mulligan hands with no lands, only Swamp plus blue spells, only Bojuka Bog plus blue spells, or five-plus lands without Brainstorm, Lórien Revealed, Thorn of the Black Rose, or meaningful interaction. Also ship hands whose first legal spell is turn three and whose interaction is narrow, such as Dispel or Spell Pierce without a known stack-based opponent.
- Matchup-dependent keep: Keep removal-heavy hands with Cast Down, Snuff Out, Suffocating Fumes, and Augur of Bolas against visible creature swarms, but downgrade them against spell-combo or control where Counterspell, Spell Pierce, Dispel, and Ninja of the Deep Hours matter more. Keep Bojuka Bog hands more often when the opponent's public strategy or revealed cards show graveyard reliance.
- Play/draw rule: On the play, value Faerie Seer into Spellstutter Sprite or Ninja of the Deep Hours because tempo snowballs before the opponent develops. On the draw, value Snuff Out, Cast Down, Counterspell, and Suffocating Fumes higher because recovering tempo matters more than maximizing early chip damage.
- Trap hand: Do not keep hands that look spell-rich but cannot cast the spells in order, such as Counterspell plus Thorn of the Black Rose with no second blue source, or Brainstorm with no shuffle/development follow-up and no early board action. Do not keep a hand just because Snuff Out is present if paying life would be dangerous against visible red pressure or a fast creature start.
## Turn Arc
- Turn 1: Lead on Island into Faerie Seer when legal, because it creates a Faerie count, improves draws, and sets up Spellstutter Sprite or Ninja of the Deep Hours. If Faerie Seer is absent, use Brainstorm only when it fixes an immediate land or interaction problem; otherwise develop Contaminated Aquifer or use Lórien Revealed if Veles exposes a land-finding action.
- Turn 1 deviation: Play Bojuka Bog early only when missing a land drop would be worse than losing graveyard timing, or when the opponent already has public graveyard value worth answering. Preserve Spell Pierce or Dispel mana when the opponent's first-turn play pattern or visible stack threat makes narrow permission live.
- Turn 2: Prefer holding up Spellstutter Sprite, Counterspell, Spell Pierce, Dispel, Cast Down, or Snuff Out when the opponent can make a high-impact play. If the opponent passes with low pressure, cast Augur of Bolas to find interaction or set up Ninja of the Deep Hours with Faerie Seer damage.
- Turn 2 deviation: Use Snuff Out aggressively only when the life payment buys a full tempo turn, protects a Ninja of the Deep Hours connection, or prevents damage that would exceed the life spent. Use Cast Down instead when mana is available and preserving life is more important than keeping shields up.
- Turn 3: Convert early bodies into cards with Ninja of the Deep Hours when the attack is legal and the returned creature has lower immediate value than the card flow. Keep Spellstutter Sprite on board when Faerie count is needed for the next counter window; replay Faerie Seer after ninjutsu only when mana and priority still support interaction.
- Turn 3 deviation: Hold up Counterspell rather than tapping out when the opponent's next play can invalidate Thorn of the Black Rose, Ninja of the Deep Hours, or Murmuring Mystic. Cast Suffocating Fumes when the visible board makes a sweep or combat shrink better than cycling or waiting; Card text check required for any unusual prevention or damage-modification interaction.
- Turns 4-5: Deploy Thorn of the Black Rose only when the board is stable enough to protect the monarchy or when becoming the monarch is the best recovery line despite risk. Deploy Murmuring Mystic when legal if the game is shifting toward spell chains and tokens, but avoid tapping out into a known stack fight unless Counterspell, Dispel, Spell Pierce, or Snuff Out can still cover the critical exchange.
- Turns 4-5 deviation: Cast Lórien Revealed as a card-draw spell when land drops are secure and the opponent cannot punish the shields-down turn. Continue using it as development when double-blue, black mana, or future land drops remain the bottleneck.
- Late game: Win by turning every legal action into either protected card advantage, clean interaction, or evasive pressure. Prioritize Counterspell over narrow answers for unknown high-impact spells, use Cast Down and Snuff Out on threats that matter to the current clock, and let Faerie Seer, Spellstutter Sprite, Ninja of the Deep Hours, Thorn of the Black Rose, Mukotai Ambusher, and Murmuring Mystic close only after survival is secured.
## Card Roles
- Faerie Seer: Use Faerie Seer as the cleanest turn-one setup card because it supplies a Faerie body, smooths the top of the library, and makes Spellstutter Sprite meaningfully larger. Keep it on battlefield when Faerie count matters for a pending counter window; return it with Ninja of the Deep Hours when the card draw is worth losing the temporary Faerie count and the replay is affordable. Do not attack it into a blocker just to deal one damage if that body is needed for Spellstutter Sprite, ninjutsu, monarchy defense, or a future sacrifice-free combat trade. Against removal-light control, Faerie Seer is a pressure and information card; against go-wide aggro, it is often a blocker, scry body, or Ninja of the Deep Hours enabler rather than a race plan.
- Spellstutter Sprite: Treat Spellstutter Sprite as both a counterspell and a board piece, not as a generic flash creature. Hold it when the opponent can cast a spell whose mana value is within current or near-current Faerie count, especially with Faerie Seer already visible. Cast it proactively only when the legal counter mode is irrelevant, the body enables Ninja of the Deep Hours, or a clock must start before the opponent stabilizes. Preserve extra Faeries when a likely future Spellstutter Sprite exchange matters; do not cash in Faerie Seer or Spellstutter Sprite in combat if doing so turns off a known counter window. Against cheap-spell decks, prioritize Spellstutter Sprite for tempo-positive exchanges; against large-mana decks, use it earlier because it may lose relevance once threats exceed Faerie count.
- Augur of Bolas: Cast Augur of Bolas when the deck needs interaction, land-safe velocity, or a blocker that buys time. Its main tactical job is to find Brainstorm, Cast Down, Snuff Out, Lórien Revealed, Counterspell, Suffocating Fumes, Spell Pierce, or Dispel while leaving a body behind. Avoid casting it before combat if holding up permission is more important than digging, especially when the opponent is representing a high-impact spell. Use Augur of Bolas as a ninjutsu return target only when the returned body can be recast profitably or when Ninja of the Deep Hours connecting outweighs the lost blocker. Against creature pressure, Augur of Bolas is a stabilizer; against control, it is a two-mana way to keep card quality high without fully tapping out later.
- Ninja of the Deep Hours: Use Ninja of the Deep Hours to convert evasive or unblocked small creatures into sustained card advantage. Prefer ninjutsu after Faerie Seer attacks when the returned Faerie Seer can be replayed for another scry or when Spellstutter Sprite count is not needed immediately. Do not force Ninja of the Deep Hours into open removal or unfavorable blocks when the hand already has Thorn of the Black Rose, Lórien Revealed, or Murmuring Mystic as a safer card-advantage path. Against decks with few blockers, prioritize early Ninja of the Deep Hours and protect it with Counterspell, Spell Pierce, Dispel, Snuff Out, or Cast Down. Against removal-heavy decks, use it when the opponent is tapped low, after a counter exchange, or as a way to punish shields-down turns rather than as an automatic turn-two or turn-three play.
- Thorn of the Black Rose: Deploy Thorn of the Black Rose when becoming the monarch is likely to survive the opponent's next combat step or when the game is otherwise slipping and the monarch draw is the best recovery line. Protect it by removing attackers before combat, keeping enough blockers, and valuing Snuff Out or Cast Down on creatures that can steal the monarchy. Do not tap out for Thorn of the Black Rose into a board that can immediately attack through the deathtouch body unless drawing one card and forcing a response is worth losing monarchy. Against creature-light control, Thorn of the Black Rose is a high-priority engine; against go-wide aggro, it is a risky stabilizer that needs removal support first.
- Brainstorm: Cast Brainstorm primarily to fix a specific problem, protect card quality with a shuffle or search effect, or set up immediate draws, not merely because mana is available. Pair it with Lórien Revealed development actions or Contaminated Landscape when legal if unwanted cards can be moved away afterward. Use Brainstorm defensively when looking for Counterspell, Spell Pierce, Dispel, Cast Down, Snuff Out, or Suffocating Fumes before a critical turn. Avoid locking bad cards on top when the hand already has a functional curve and no shuffle or scry follow-up. With Faerie Seer, use scry information to decide whether Brainstorm should dig immediately or be saved to hide weak cards later.
- Counterspell: Reserve Counterspell for spells that invalidate the current plan, answer multiple cards at once, or create a permanent the deck cannot efficiently remove. Keep double-blue available when the opponent's next turn is likely to contain a decisive play, even if that means delaying Augur of Bolas, Ninja of the Deep Hours, Thorn of the Black Rose, or Lórien Revealed. Do not spend Counterspell on a low-impact spell when Cast Down, Snuff Out, Suffocating Fumes, Spell Pierce, Dispel, or Spellstutter Sprite can handle the same exchange. Against control and combo, Counterspell is the central resource; against aggro, it is best used on card-advantage threats, burn that changes the race, or creatures that dodge current removal.
- Cast Down: Use Cast Down as the clean paid removal spell when preserving life matters or when Snuff Out cannot legally or safely answer the threat. Prioritize it on creatures that attack the monarchy, stop Ninja of the Deep Hours, represent lethal pressure, or must die before combat damage. Hold Cast Down if Snuff Out can create the same tempo swing for free and the life payment is acceptable. Against black or removal-resistant threats, follow Forge legality rather than assumptions; if Cast Down is not offered as legal, choose another engine-approved line. Avoid firing it at a marginal creature when Suffocating Fumes could answer multiple bodies.
- Snuff Out: Use Snuff Out to steal tempo by answering a creature while preserving mana for Counterspell, Spellstutter Sprite, Brainstorm, Dispel, Spell Pierce, or development. Pay life only when the tempo gained is worth the life lost, such as protecting Ninja of the Deep Hours, preventing a large attack, saving monarchy, or keeping shields up through a critical turn. Hard-cast Snuff Out when life total is under pressure and black mana is available. Do not treat free as automatically correct; against red pressure or wide boards, the life payment can shorten the opponent's clock more than the removal extends yours. Follow Forge legality for color and targeting limits.
- Lórien Revealed: Use Lórien Revealed early as mana development when the hand needs Island access, land count, or a reliable path to double-blue. Use it late as a major card-flow spell when land drops are secure and tapping mana will not lose to a visible stack or combat threat. Pair its development mode with Brainstorm when possible to improve card quality. Do not cast the full spell into open pressure if holding up Counterspell or removal is required to survive the next turn. Against control, full Lórien Revealed is a way to pull ahead; against aggro, the land-finding mode is often more important because it lets the deck interact on curve.
- Suffocating Fumes: Use Suffocating Fumes when it shrinks or clears enough attackers, blockers, or small utility creatures to change combat or stabilize the board. Cycle or defer it only when the visible board makes the effect low-impact and the hand needs a specific answer. Preserve it against token and one-toughness creature boards unless an immediate draw is necessary to hit land or interaction. Do not rely on it as unconditional removal; evaluate current power/toughness, counters, damage, and Forge-provided legality. Against creature swarms it is a high-value stabilizer; against control it is often a flexible redraw unless small creatures are central to the opponent's plan.
- Dispel: Use main-deck Dispel as narrow stack protection for critical exchanges involving Counterspell fights, removal aimed at Ninja of the Deep Hours, Thorn of the Black Rose, or Murmuring Mystic, and instant-speed threats the opponent puts on the stack. Do not hold up Dispel instead of Counterspell when the opponent's likely high-impact play is a creature, artifact, enchantment, or sorcery. Against control and spell-heavy decks it becomes a premium one-mana shield; against creature decks it is often a card to keep only if visible actions show instant interaction or burn.
- Spell Pierce: Use Spell Pierce in the early turns to punish tap-out development, protect a threat, or stop a noncreature spell before the opponent has spare mana. Its value declines as the opponent develops lands, so prefer using it on the first meaningful legal target rather than saving it for an ideal future spell that may become payable. Do not choose Spell Pierce when the opponent can visibly pay the tax and the action would trade down. Against combo, control, and big-mana setup, it is a tempo tool; against creature swarms, it is situational protection.
- Murmuring Mystic: Deploy Murmuring Mystic when the game is likely to revolve around repeated instant and sorcery casts and the deck can protect a four-mana engine. It converts Brainstorm, Counterspell, Cast Down, Snuff Out, Lórien Revealed, Suffocating Fumes, Spell Pierce, and Dispel into board presence after it resolves. Do not tap out for it when the opponent can immediately resolve a decisive spell or attack through the shields-down turn. Against removal-light control, it is a finisher; against aggro, cast it only after stabilizing or when the token production will immediately change combat.
- Mukotai Ambusher: Use Mukotai Ambusher as a tactical threat or lifegain/race tool only when Forge exposes a legal line that fits visible combat. Card text check required for exact timing, stats, and lifelink/ninjutsu details, so do not assume hidden combat outcomes beyond legal action labels. Prefer it when returning a small unblocked creature is useful and the life swing or body matters more than preserving Faerie count. Avoid using it when the hand needs Spellstutter Sprite density, Counterspell mana, or a cleaner Ninja of the Deep Hours card-flow line.
- Bojuka Bog: Treat Bojuka Bog as a tapped black source with a graveyard-interaction timing cost. Play it early only when mana development is more important than graveyard timing or when the opponent already has public graveyard resources worth exiling. Hold it when the opponent's deck visibly depends on graveyard accumulation and the hand can still function without the black source. Do not delay a needed land drop so long that Counterspell, Cast Down, Thorn of the Black Rose, or hard-cast Snuff Out falls behind.
- Island, Contaminated Aquifer, Swamp, and Contaminated Landscape: Prioritize Island and Contaminated Aquifer because the deck's early interaction and card flow are blue-heavy. Use Swamp as black access, but avoid hands or lines where Swamp is the only early land for blue spells. Use Contaminated Landscape as fixing and as a Brainstorm partner when the legal action timing supports it. Sequence tapped lands when the opponent cannot punish the tempo loss; keep untapped blue available when Spellstutter Sprite, Counterspell, Spell Pierce, Dispel, or Brainstorm matters this turn.
## Interaction Priorities
- Remove board pressure before protecting marginal card flow. Use Snuff Out or Cast Down first on creatures that threaten lethal, attack the monarchy, block a Ninja of the Deep Hours line, or make Faerie Seer and Spellstutter Sprite unable to trade time for cards. Ignore small creatures temporarily when Suffocating Fumes can answer several at once or when Counterspell must cover a higher-impact stack play.
- Counter the spell that changes the role of the game. Use Counterspell on engines, sweepers, large threats, graveyard payoffs, or card-advantage spells that Dimir Faeries cannot efficiently undo after resolution. Use Spell Pierce early on noncreature setup or protection while the tax is live; do not save it until the opponent can pay. Use Dispel for instant-speed fights over removal, burn, counter wars, or protecting Thorn of the Black Rose, Ninja of the Deep Hours, or Murmuring Mystic.
- Let low-impact bait resolve when the hand contains only one hard answer. Do not spend Counterspell on a replaceable creature if Snuff Out, Cast Down, Suffocating Fumes, or combat can handle it. Do not spend Snuff Out life on a creature that is already blanked by Augur of Bolas or a token unless the tempo swing enables a decisive attack or protects the monarchy.
- Exile graveyards when the public graveyard is already a resource, not merely because Bojuka Bog or Relic of Progenitus is available. Hold Bojuka Bog if the opponent is still building toward a graveyard turn and the land drop is not required for mana. Use Relic of Progenitus in post-board games to constrain graveyard decks while preserving Counterspell mana when possible; crack it only when the visible graveyard exchange is worth losing the ongoing pressure.
- Discard with Okiba-Gang Shinobi only when combat can safely connect and the returned creature is acceptable. Prioritize ninjutsu lines that punish slow control, combo, or big-mana hands with cards still in hand. Avoid replacing a Ninja of the Deep Hours draw line with Okiba-Gang Shinobi if drawing cards is more important than forcing discard from a nearly empty hand.
- Treat bounce as unavailable unless Forge exposes a legal action from a registered card or visible effect. Dimir Faeries should plan around counters, removal, shrink effects, graveyard exile, and combat, not assumed bounce lines.
- Change interaction valuation by archetype. Against aggro, life total and board size make Snuff Out payments, Suffocating Fumes timing, and cheap blockers decisive. Against control, protect engines and card advantage with Counterspell, Dispel, and Spell Pierce. Against combo or graveyard decks, counter enablers, preserve graveyard exile, and avoid tapping out for Thorn of the Black Rose or Murmuring Mystic unless waiting is worse.
## Combat And Trading Rules
- Attack when the hit converts into a durable advantage. Prioritize safe attacks with Faerie Seer or Spellstutter Sprite when they enable Ninja of the Deep Hours, Mukotai Ambusher, or Okiba-Gang Shinobi without giving up required Faerie count or exposing the monarchy. Do not attack a needed blocker into a board where the opponents next combat becomes lethal or forces Snuff Out life payment.
- Preserve Spellstutter Sprite when its Faerie count matters more than its combat damage. Trading Spellstutter Sprite for a small attacker is correct when it saves enough life or protects Thorn of the Black Rose, but keep it back when the extra Faerie makes future Spellstutter Sprite actions live against visible cheap spells.
- Use Faerie Seer as an enabler before treating it as expendable. Its main combat value is enabling ninjutsu and Spellstutter Sprite scaling; trade it only when the block changes a damage race, protects monarchy, or clears a path for Ninja of the Deep Hours later.
- Block aggressively once the deck becomes the control player. Augur of Bolas should absorb ground pressure when its body buys time for Counterspell, Lórien Revealed, Thorn of the Black Rose, or Murmuring Mystic. Do not preserve Augur of Bolas for damage if it can prevent a short clock.
- Protect Thorn of the Black Rose after becoming monarch. Favor blocks, removal, and counterspells that stop combat damage to the monarch over speculative card selection. If keeping monarchy requires spending Snuff Out life, compare the life payment to the cards the monarchy will generate before choosing.
- Race only with a clear clock or lifegain swing. Ninja of the Deep Hours drawing extra cards can justify light attacks, but not if returning the attacker removes the only blocker against a lethal crack-back. Mukotai Ambusher lines need runtime legality and visible combat support; Card text check required for exact tactical assumptions.
- Trade down against go-wide boards before Suffocating Fumes only if the trade preserves survival. When Suffocating Fumes is available, prefer blocks that maximize the shrink effect or keep creatures alive through it. Against one-toughness swarms, avoid unnecessary one-for-one removal before the sweep unless the current attack forces it.
- Keep Murmuring Mystic alive when token production will dominate combat. Once resolved, protect it from removal and avoid attacks that expose it unless Forge shows a decisive combat result. Its tokens can turn Brainstorm, Counterspell, Cast Down, Snuff Out, Lórien Revealed, Suffocating Fumes, Spell Pierce, and Dispel into blockers, so the first protected untap is often worth more than chip damage.
## Selection And Tutor Rules
- Use selection to define the next two turns, not only the next draw. Faerie Seer, Brainstorm, Augur of Bolas, and Lórien Revealed should find the mix of land, interaction, and threat that matches the visible role: stabilize against pressure, hold up permission against stack decks, or convert an evasive creature into Ninja of the Deep Hours.
- Keep early blue consistency ahead of black convenience. Bottom or defer redundant tapped lands when Island, Contaminated Aquifer, or a functional blue source is still missing for Counterspell, Spellstutter Sprite, Brainstorm, Spell Pierce, or Dispel. Keep black access when Cast Down, Snuff Out alternatives, Thorn of the Black Rose, Suffocating Fumes, or post-board Arms of Hadar / Extract a Confession are part of the visible plan.
- Treat Brainstorm as a setup spell when a shuffle or selection partner is visible. Prefer Brainstorm before Contaminated Landscape, Lórien Revealed landcycling, or another library-changing action when the hand contains dead duplicates, excess lands, or situational interaction. Avoid firing Brainstorm into no shuffle when the hand is already functional and holding up Counterspell, Spellstutter Sprite, Dispel, Spell Pierce, Cast Down, or Snuff Out is more important.
- Use Faerie Seer scry to support the current role. Keep cheap interaction, second land, or evasive follow-up when the opponent is pressuring early. Keep Ninja of the Deep Hours or Spellstutter Sprite when an evasive attacker and mana line are already visible. Bottom slow engines such as Thorn of the Black Rose or Murmuring Mystic when the board is already threatening life total or monarchy safety.
- Use Augur of Bolas as both selection and defense. Prioritize hits that answer the visible problem: Counterspell for unresolved engines, Cast Down or Snuff Out for creatures, Suffocating Fumes for small boards, Brainstorm for hand repair, and Lórien Revealed when the game is slow enough to convert mana into cards. Do not take a speculative spell over a required land line if Forge exposes only spell candidates; the missing land must be solved by later draw steps or landcycling.
- Use Lórien Revealed flexibly between mana and card advantage. Landcycle it when the hand needs a blue source, black dual access through Contaminated Aquifer, or a land drop to keep Counterspell mana online. Cast it for cards only when the turn can absorb the mana commitment and the opponents visible pressure or stack threat does not demand holding interaction.
- Select graveyard tools by timing, not habit. Hold Bojuka Bog or Relic of Progenitus until the public graveyard contains a payoff, threshold, recursion target, or resource that matters. Use Relic of Progenitus incrementally when constraining both graveyards is acceptable; crack it when the visible graveyard event is more important than preserving future graveyard pressure.
## Priority And Stack Rules
- Hold priority around the turns where Dimir Faeries can trade up on mana. Leave mana or life-payment options open for Spellstutter Sprite, Counterspell, Spell Pierce, Dispel, Cast Down, Snuff Out, Brainstorm, and Suffocating Fumes when the opponent can present a high-impact spell, combat trick, or removal spell.
- Counter the spell that cannot be cleanly answered after resolution. Use Counterspell for engines, large threats, card advantage, graveyard payoffs, sweepers, or protection that invalidates removal. Use Spell Pierce while the tax is live against noncreature setup and protection. Use Dispel in instant fights over removal, counter wars, burn, or protecting Ninja of the Deep Hours, Thorn of the Black Rose, Spellstutter Sprite, or Murmuring Mystic.
- Let bait resolve when removal or combat already handles it. Preserve Counterspell for harder-to-answer cards if Cast Down, Snuff Out, Suffocating Fumes, Augur of Bolas blocks, or Faerie trades solve the current permanent. Spend Snuff Out life only when the tempo swing protects a decisive attack, saves monarchy, stops lethal pressure, or keeps mana open for a better stack exchange.
- Use Brainstorm at instant speed for information-sensitive turns. Cast it before a required decision when finding Counterspell, Dispel, Spell Pierce, Cast Down, Snuff Out, land, or Suffocating Fumes changes the legal line. Avoid using it after the opponent has already resolved the key spell unless digging still affects an immediate legal response.
- Time Suffocating Fumes around combat and toughness breakpoints. Prefer windows where it shrinks multiple attackers, changes blocks, protects the monarch, or clears one-toughness boards. Cycle or decline combat use only when the visible board does not justify the card and a fresh card is more valuable than the shrink effect.
- Activate ninjutsu only after combat damage legality is clear from Forge actions. Use Ninja of the Deep Hours, Okiba-Gang Shinobi, or Mukotai Ambusher through Veles legal actions when the connecting creature can be returned without losing a necessary blocker, Faerie count, or monarchy defense. Card text check required for Mukotai Ambusher details beyond legal action text.
- Protect Thorn of the Black Rose and Murmuring Mystic at the stack window that matters. Counter or remove threats that would immediately steal monarchy or kill Murmuring Mystic before it turns spells into blockers. Do not tap out for extra cards if the opponents next visible spell or attack invalidates the engine before it pays off.
- Use graveyard interaction in response to the public event it stops. Deploy Bojuka Bog as a land-timed answer when the land drop can hit the relevant graveyard; use Relic of Progenitus when a stack or activation window makes exiling graveyards decisive. Do not assume hidden graveyard plans beyond public information.
## Sideboard Map
- Blue Elemental Blast is the premium red-matchup card. Bring all four against red creature decks, burn-heavy red decks, red combo turns, and red removal plans where protecting Spellstutter Sprite, Ninja of the Deep Hours, Thorn of the Black Rose, or Murmuring Mystic matters. It is poor when the opponent shows few or no red spells, when threats are mostly nonred permanents already covered by Cast Down or Snuff Out, or when the matchup is decided by graveyard pressure instead of red stack exchanges.
- Hydroblast is the fifth red answer. Add it with Blue Elemental Blast when red spells are a major share of the visible threat base or when a single red spell can reverse tempo. It is weaker than broad interaction against nonred engines, and it should not displace Counterspell density in matchups where the key opposing cards are not red.
- Arms of Hadar is the go-wide creature reset. Bring it against boards of small creatures, token plans, Faerie mirrors with many one-toughness bodies, and creature decks where Suffocating Fumes is valuable but not enough. It is poor against low-creature control, single-large-threat decks, and combo where spending a main-phase black sweeper slot does not answer the decisive axis.
- Relic of Progenitus is the graveyard pressure valve. Bring it against decks using graveyard size, recursion, flashback-style resources, reanimation, or graveyard-cost threats that public zones reveal. It changes Dimir Faeries from pure tempo-control into a denial deck, so sequence it to constrain public graveyard resources while preserving Counterspell, Spellstutter Sprite, and Snuff Out windows. It is poor when both graveyards are mostly irrelevant or when exiling your own graveyard would reduce the value of visible future lines more than it harms the opponent.
- Dispel is for instant-speed fights. Bring the sideboard copy against removal-heavy control, blue mirrors, burn, protection fights, and stack decks where one mana can protect Ninja of the Deep Hours, Thorn of the Black Rose, Murmuring Mystic, or a key counter war. It is poor against creature-heavy decks whose important cards are sorcery-speed permanents, and it should not become a low-impact hold when Cast Down, Snuff Out, or Arms of Hadar is needed for the board.
- Extract a Confession is extra creature interaction with sacrifice-style texture. Bring it against hexproof-style boards, large singular creatures, and creature decks where Cast Down or Snuff Out may not line up cleanly with the visible permanent. Card text check required for exact mode and threshold behavior, so runtime choices should follow Forge legal actions and visible candidate labels. It is poor against token boards that can feed expendable creatures, and it is not a plan against spell-only combo.
- Okiba-Gang Shinobi is the pressure-disruption pivot. Bring both against slow control, combo, and decks that keep high-card hands where a successful ninjutsu hit can break the opponents resource plan. It changes Faerie Seer, Spellstutter Sprite, and other evasive creatures into discard threats, but it is poor when the opponent clogs the air, empties its hand quickly, or pressures life so hard that returning a blocker is unsafe.
- Mukotai Ambusher is an extra flash/ninjutsu-style tempo body when legal action text supports it. Bring it when games revolve around combat tempo, surprise blocks, or reusing Faerie Seer / Spellstutter Sprite without losing the ability to hold interaction. Card text check required for exact tactical role beyond Forge action labels. It is poor when creature combat is not the axis or when returning a creature weakens Faerie count, monarch defense, or Counterspell posture.
- Murmuring Mystic is the slow-game engine. Bring the sideboard copy against removal-light control, midrange, and creature decks where repeated instant and sorcery casts can stabilize the battlefield. It changes Brainstorm, Counterspell, Cast Down, Snuff Out, Lórien Revealed, Dispel, and sideboard interaction into board presence. It is poor against fast red pressure, decks with efficient removal for four-mana creatures, or matchups where tapping four mana before stabilizing is punished.
Red Aggro / Burn
Side in: 4 Blue Elemental Blast; 1 Hydroblast; 1 Dispel
Cut: 2 Thorn of the Black Rose; 1 Murmuring Mystic; 1 Mukotai Ambusher; 1 Lórien Revealed; 1 Spell Pierce
Go-Wide Small Creatures
Side in: 2 Arms of Hadar; 1 Mukotai Ambusher; 1 Murmuring Mystic
Cut: 1 Dispel; 1 Spell Pierce; 1 Lórien Revealed; 1 Thorn of the Black Rose
Graveyard Decks
Side in: 2 Relic of Progenitus; 1 Extract a Confession; 1 Dispel
Cut: 2 Suffocating Fumes; 1 Mukotai Ambusher; 1 Thorn of the Black Rose
Blue Control / Spell Mirror
Side in: 1 Dispel; 2 Okiba-Gang Shinobi; 1 Murmuring Mystic
Cut: 2 Suffocating Fumes; 1 Cast Down; 1 Snuff Out
Large Creature Midrange
Side in: 1 Extract a Confession; 1 Murmuring Mystic; 1 Mukotai Ambusher
Cut: 1 Spell Pierce; 1 Dispel; 1 Suffocating Fumes
Creature-Light Combo
Side in: 1 Dispel; 2 Okiba-Gang Shinobi; 2 Relic of Progenitus
Cut: 3 Cast Down; 2 Suffocating Fumes
- Against red archetypes, Add role cards: Blue Elemental Blast, Hydroblast, and Dispel when red burn or red removal is visible. Reduce main-deck emphasis: Thorn of the Black Rose, Murmuring Mystic, Mukotai Ambusher, and expensive card-draw turns that expose life total or shields-down windows.
- Against go-wide creature archetypes, Add role cards: Arms of Hadar, Mukotai Ambusher, and sometimes Murmuring Mystic. Reduce main-deck emphasis: narrow stack interaction and slow monarchy plans when the visible board can attack through a single blocker.
- Against graveyard archetypes, Add role cards: Relic of Progenitus and Extract a Confession when public graveyard or singular-threat pressure matters. Reduce main-deck emphasis: sweepers against low-creature graveyard decks and expensive engines that do not answer the graveyard turn.
- Against blue control and spell mirrors, Add role cards: Dispel, Okiba-Gang Shinobi, and Murmuring Mystic. Reduce main-deck emphasis: Suffocating Fumes and excess creature removal unless the opponents revealed board proves those cards still trade for meaningful resources.
- Against large-creature midrange, Add role cards: Extract a Confession, Murmuring Mystic, and Mukotai Ambusher when visible combat matters. Reduce main-deck emphasis: Spell Pierce and Dispel when the opponent is resolving creatures through mana rather than fighting on the stack.
- Against creature-light combo, Add role cards: Dispel, Okiba-Gang Shinobi, and Relic of Progenitus when graveyard or hand-pressure angles matter. Reduce main-deck emphasis: Cast Down, Suffocating Fumes, and any creature interaction with no visible target family in the opponents plan.
## Matchup Guidance
- Aggro: Stabilize before drawing extra cards. Keep Faerie Seer, Spellstutter Sprite, Augur of Bolas, Cast Down, Snuff Out, and Suffocating Fumes hands that interact by turn two, and treat Ninja of the Deep Hours as a follow-up only after the opponent's attackers are contained or the ninjutsu creature is unlikely to be needed as a blocker. Add role cards: Arms of Hadar, Mukotai Ambusher, and sometimes Murmuring Mystic when the board is creature-dense. Reduce main-deck emphasis: Thorn of the Black Rose and slow Lórien Revealed turns when life total is under immediate pressure.
- Burn: Preserve life as a primary resource rather than spending it automatically. Snuff Out should answer a creature only when the life payment prevents more damage, protects a decisive tempo lead, or the alternative line leaves a lethal burn window. Add role cards: Blue Elemental Blast, Hydroblast, and Dispel. Reduce main-deck emphasis: Thorn of the Black Rose, Murmuring Mystic, Mukotai Ambusher, and expensive cycling/draw turns that tap down Counterspell or one-mana protection.
- Control: Convert small evasive bodies into repeatable advantage while refusing to fight over low-impact spells. Faerie Seer and Spellstutter Sprite are pressure plus permission, Ninja of the Deep Hours is the cleanest punish when shields are down, and Thorn of the Black Rose or Murmuring Mystic should be committed only when Counterspell, Dispel, or Spell Pierce can protect the exchange or when waiting gives the opponent more time than you can afford. Add role cards: Dispel, Okiba-Gang Shinobi, and Murmuring Mystic. Reduce main-deck emphasis: Suffocating Fumes and excess Cast Down / Snuff Out when the opponent presents few creatures.
- Removal-heavy decks: Make each creature either replace itself, tax removal timing, or enable a protected follow-up. Do not expose Ninja of the Deep Hours into open removal when the returned creature is your only Faerie for Spellstutter Sprite unless the legal action produces a decisive card swing. Thorn of the Black Rose is strong after removal has been traded down, but weak when the opponent can immediately take monarch. Add role cards: Dispel, Okiba-Gang Shinobi, and Murmuring Mystic. Reduce main-deck emphasis: fragile tempo-only attacks that lose both board and stack posture.
- Combo: Present a fast clock while keeping permission for the actual payoff turn. Spell Pierce, Counterspell, Spellstutter Sprite, and Dispel should be saved for cards that advance the combo, protect the combo, or convert resources into the win, not for setup pieces that do not change the clock or visible resource threshold. Add role cards: Dispel, Okiba-Gang Shinobi, and Relic of Progenitus when graveyards or hand size are part of the opponent's public plan. Reduce main-deck emphasis: Cast Down, Snuff Out, and Suffocating Fumes unless visible creatures are required for the opponent's engine.
- Tempo mirrors: Fight over mana efficiency and board initiative, not raw card count. Faerie Seer into Spellstutter Sprite is the defining early structure, Brainstorm should protect against dead draws or set up Augur of Bolas only when mana remains useful, and Ninja of the Deep Hours should attack when returning a creature does not lose the next Spellstutter Sprite counter window. Add role cards: Dispel, Mukotai Ambusher, and sometimes Arms of Hadar if many one-toughness creatures are visible. Reduce main-deck emphasis: Thorn of the Black Rose on boards where monarch is easy to steal.
- Midrange: Trade early, then win the resource pivot. Cast Down and Snuff Out should answer creatures that either invalidate combat or threaten monarch, while Counterspell should cover engines, sweepers, and high-impact threats that removal cannot cleanly answer. Augur of Bolas is a blocker first and a selection spell second in damage races. Add role cards: Extract a Confession, Murmuring Mystic, Mukotai Ambusher, and Dispel when the opponent's interaction is instant-heavy. Reduce main-deck emphasis: Spell Pierce when the opponent can pay through it, and Suffocating Fumes when their creatures are mostly above one toughness.
- Big mana: Win before the opponent's mana advantage turns every exchange into a losing trade. Prioritize early pressure from Faerie Seer, Spellstutter Sprite, Ninja of the Deep Hours, and Okiba-Gang Shinobi after sideboarding, then reserve Counterspell and Spell Pierce for payoff spells rather than small ramp-like setup unless visible context says the setup is the bottleneck. Add role cards: Okiba-Gang Shinobi, Dispel if instants matter, and Relic of Progenitus only when public graveyard resources are relevant. Reduce main-deck emphasis: Suffocating Fumes and creature removal that has no important visible target.
- Graveyard decks: Treat public graveyards as a combat zone. Bojuka Bog should be timed for maximum disruption when the mana loss is acceptable, and Relic of Progenitus should constrain both the opponent's current graveyard count and their future turn structure. Do not fire graveyard interaction merely because it is available if waiting catches a visible payoff or denies a larger threshold. Add role cards: Relic of Progenitus, Extract a Confession for singular threats when legal text supports it, and Dispel for stack fights. Reduce main-deck emphasis: Suffocating Fumes against low-creature graveyard plans and slow monarch lines that ignore the graveyard turn.
- Artifact/enchantment decks: Counter the engine before it becomes a permanent you cannot remove. This list has limited ways to answer resolved noncreature artifacts or enchantments, so Counterspell, Spell Pierce, Spellstutter Sprite, and Dispel must be aimed at the card that creates repeated advantage, locks combat, or protects the board. When the opponent's artifacts are creatures, Cast Down, Snuff Out, Suffocating Fumes, Arms of Hadar, and Extract a Confession may regain tempo if Forge exposes legal targets. Add role cards: Dispel, Arms of Hadar for artifact creature swarms, and Extract a Confession for hard-to-target singular creature boards. Reduce main-deck emphasis: removal that cannot touch the visible permanent type.
- Go-wide decks: Preserve sweepers until they change the attack step. Suffocating Fumes and Arms of Hadar are strongest when they remove multiple creatures, protect monarch, or create a safe turn for Murmuring Mystic. Avoid spending Snuff Out on a small creature if a broader answer is visible and life payment increases the opponent's race. Add role cards: Arms of Hadar, Mukotai Ambusher, and Murmuring Mystic. Reduce main-deck emphasis: Spell Pierce, Dispel, and Thorn of the Black Rose when the board can immediately overwhelm a single monarch blocker.
- Single-threat decks: Answer the threat cleanly, then turn the corner before they rebuild. Counterspell should stop the threat if removal may fail, Cast Down and Snuff Out should be held for the creature that actually matters, and Extract a Confession becomes important when the visible board suggests target restrictions or protection could matter. Spellstutter Sprite is still useful for protecting the removal turn against cheap interaction. Add role cards: Extract a Confession, Dispel, and Murmuring Mystic for longer games. Reduce main-deck emphasis: Suffocating Fumes and Arms of Hadar unless small support creatures are also visible.
- Unknown opponent: Keep a balanced opening plan and let visible information choose the role. Prioritize hands with two functional mana sources, one early creature or Augur of Bolas, and one interaction piece among Spellstutter Sprite, Counterspell, Cast Down, Snuff Out, Dispel, or Spell Pierce. Use Lórien Revealed to fix land-light but playable hands when the legal cycling/search action is available, and avoid assuming the matchup before the opponent reveals a pressure, graveyard, stack, or permanent-engine axis.
## Specific Matchup Notes
- General/archetype-only: Treat these notes as matchup assumptions until the opponent reveals actual cards; revealed cards, public zones, legal action text, and rules-engine prompts override every archetype label. Use opening actions to identify whether the opponent is pressuring life total, building a permanent engine, holding up stack interaction, using graveyards, or presenting a single must-answer threat.
- Fast red or burn-like pressure: Protect life total before protecting long-game card count. Add role cards: Blue Elemental Blast, Hydroblast, Dispel, Mukotai Ambusher, and Murmuring Mystic. Reduce main-deck emphasis: Thorn of the Black Rose when monarch cannot be defended, Spell Pierce when the opponent can pay through it, and Snuff Out when paying life turns a stable board into a losing race. Priority targets are haste attackers, repeat damage sources, and burn spells aimed at ending the game; do not spend Counterspell on low-impact setup if Blue Elemental Blast or Hydroblast can answer the decisive red spell.
- Creature swarms: Preserve Suffocating Fumes and Arms of Hadar until they remove multiple creatures, protect monarch, or convert a bad combat step into a stabilized one. Add role cards: Arms of Hadar, Mukotai Ambusher, and Murmuring Mystic. Reduce main-deck emphasis: Dispel and Spell Pierce when visible threats are mostly creatures. Priority targets are creatures that multiply bodies, make attacks lethal, or invalidate Augur of Bolas blocks; avoid Snuff Out on a minor attacker when a sweeper action is visible and life payment matters.
- Graveyard or recursive strategies: Use Bojuka Bog and Relic of Progenitus as timed disruption, not automatic first-available actions. Add role cards: Relic of Progenitus, Extract a Confession, and Dispel when stack fights protect graveyard payoffs. Reduce main-deck emphasis: Suffocating Fumes if the opponent is not relying on small creatures. Priority targets are graveyard payoffs, recursion enablers, and singular creatures that survive normal combat; wait when possible for a visible threshold or payoff unless delaying gives the opponent an immediate winning window.
- Control or removal-heavy decks: Make every threat ask a different question. Faerie Seer and Spellstutter Sprite create early chip pressure, Ninja of the Deep Hours punishes tapped-out turns, Thorn of the Black Rose wins stable boards, and Murmuring Mystic punishes long stack exchanges. Add role cards: Dispel, Okiba-Gang Shinobi, and Murmuring Mystic. Reduce main-deck emphasis: Cast Down, Snuff Out, and Suffocating Fumes when visible creatures are scarce. Priority targets are opposing draw engines, sweepers, monarch threats, and removal pointed at the only creature enabling Spellstutter Sprite or Ninja of the Deep Hours.
- Big mana or payoff decks: Race first, counter the payoff second, and do not waste permission on harmless setup unless that setup is visibly the bottleneck. Add role cards: Okiba-Gang Shinobi, Dispel when instants matter, and Relic of Progenitus only when public graveyards matter. Reduce main-deck emphasis: Suffocating Fumes and creature removal without important targets. Priority targets are payoff spells, stabilizing creatures that stop Ninja of the Deep Hours, and engines that make Counterspell trades stop mattering.
- Tempo mirrors: Protect initiative more than abstract card advantage. Add role cards: Dispel, Mukotai Ambusher, and Arms of Hadar when many one-toughness creatures are visible. Reduce main-deck emphasis: Thorn of the Black Rose on boards where monarch is immediately stolen. Priority targets are Ninja of the Deep Hours, opposing counter windows, and removal aimed at your only Faerie; do not pick a ninjutsu line that strands Spellstutter Sprite or loses the next priority exchange.
## Risk Summary
- Mana risk: Contaminated Aquifer and Bojuka Bog enter tapped, so early hands can fail to hold up Counterspell, Spellstutter Sprite, Dispel, or Spell Pierce on schedule. Prioritize Island-heavy sequencing when double blue matters, and use Lórien Revealed as fixing when the legal land-search action prevents a missed interaction turn.
- Matchup risk: The deck can misidentify its role if it treats every game as tempo. Against fast pressure, life total and blockers matter; against control, card economy and monarch matter; against combo or big mana, the clock plus permission matters.
- Draw risk: Brainstorm without a shuffle or selection follow-up can lock weak cards on top. Prefer Brainstorm when it protects a key card, sets up Augur of Bolas, combines with Lórien Revealed land search, or fixes an immediate hand-quality problem.
- Over-sideboarding risk: Too many reactive role cards can remove the Faerie Seer, Spellstutter Sprite, Ninja of the Deep Hours, and Augur of Bolas structure that makes the deck function. Add narrow sideboard cards only when visible opponent plans make them live.
- Graveyard risk: Bojuka Bog and Relic of Progenitus can be wasted before they change a game action. Use them to deny a visible payoff, shrink a public resource threshold, or force the opponent to act under worse timing.
- Sweeper/removal risk: Suffocating Fumes, Arms of Hadar, Cast Down, and Snuff Out answer different boards. Spending one-for-one removal too early can leave no answer to a larger threat, while waiting too long can make monarch, Ninja of the Deep Hours, or Murmuring Mystic impossible to defend.
- Closer risk: Thorn of the Black Rose, Ninja of the Deep Hours, Okiba-Gang Shinobi, Mukotai Ambusher, and Murmuring Mystic all need the right board texture. Do not commit a closer into obvious failure when holding interaction preserves a stronger next turn.
- Interaction risk: Spell Pierce and Spellstutter Sprite scale poorly if the opponent has extra mana or too few cheap spells. Counterspell and Dispel should cover the decisive stack fights, while Blue Elemental Blast and Hydroblast should handle red threats efficiently when legal.
- Sequencing risk: Ninjutsu, tapped lands, free Snuff Out, and end-step interaction create hidden opportunity costs. Choose lines that preserve the next priority window, the next land drop, and the creature count needed for Spellstutter Sprite unless the current legal action clearly prevents lethal damage or wins the exchange.
## Test Feedback Checklist
- Deciding factor: Identify whether the game was decided by early tempo, mana development, monarch stability, graveyard timing, stack interaction, or failure to close after gaining cards. Note the turn where the game changed and which visible action created that swing.
- Mulligans: Record whether each keep had functional mana, a first-two-turn plan, and at least one of Faerie Seer, Augur of Bolas, Spellstutter Sprite, Brainstorm, Lórien Revealed, Counterspell, or cheap removal. Flag keeps that relied on Contaminated Aquifer, Bojuka Bog, or Contaminated Landscape entering tapped while needing immediate blue interaction.
- Mana: Check whether Island access supported Counterspell and Spellstutter Sprite on schedule, and whether black mana was available when Cast Down, Snuff Out without life payment, Suffocating Fumes, Thorn of the Black Rose, Mukotai Ambusher, or sideboard cards mattered. Mark games where Lórien Revealed should have searched a land instead of being held as card flow.
- Velocity: Track whether Brainstorm, Faerie Seer, Augur of Bolas, Ninja of the Deep Hours, and Lórien Revealed converted into live decisions or only cycled into more setup. Flag Brainstorm actions that lacked a shuffle, land-search, or immediate tactical purpose.
- Engine execution: Record whether Spellstutter Sprite had enough Faerie support to matter, whether Ninja of the Deep Hours connected before combat became unsafe, and whether Thorn of the Black Rose could defend monarch. Note if Murmuring Mystic stabilized or arrived after the decisive window.
- Removal quality: Review every Cast Down, Snuff Out, Suffocating Fumes, Arms of Hadar, Extract a Confession, Blue Elemental Blast, and Hydroblast action for target importance. Flag one-for-one removal spent on minor creatures when a sweeper or counterspell was needed later.
- Graveyard timing: Check whether Bojuka Bog and Relic of Progenitus denied a visible payoff, forced poor opponent timing, or were spent too early. Record any games where graveyard hate sat stranded while pressure or stack interaction would have mattered more.
- Sideboard impact: Compare post-board draws against the actual opposing plan and record which sideboard cards were live, stranded, or redundant. Pay special attention to Blue Elemental Blast, Hydroblast, Arms of Hadar, Relic of Progenitus, Dispel, Extract a Confession, Okiba-Gang Shinobi, Mukotai Ambusher, and Murmuring Mystic.
- Closing: Note whether the deck converted an advantage with Ninja of the Deep Hours, Thorn of the Black Rose, Okiba-Gang Shinobi, Mukotai Ambusher, Murmuring Mystic, or creature chip damage. Flag games where the pilot kept answering threats but never presented a clock.
- Role accuracy: Decide whether the pilot correctly played tempo, control, or survival based on visible pressure and public resources. Mark role mistakes such as paying life for Snuff Out in a race, defending card advantage while near lethal, or holding Counterspell while the opponent resolved the real payoff.
- Stranded cards: List cards that stayed unusable because of mana, timing, target scarcity, or role mismatch. Separate temporary stranded cards from cards that were structurally poor in the matchup.
- Overperformers and underperformers: Name exact cards that won exchanges or failed to matter. Tie each judgment to board state, legal action timing, and opponent strategy rather than isolated card reputation.
## First Tuning Questions
- Card quantity: Is 3 Ninja of the Deep Hours correct if games often lack safe attackers, or does the deck need more emphasis on Faerie Seer and Spellstutter Sprite pressure before Ninja becomes reliable?
- Card quantity: Are 2 Thorn of the Black Rose too slow against fast pressure, or are they necessary because control and midrange games hinge on monarch? Use post-board monarch defense rate as the deciding evidence.
- Mana base: Do 4 Contaminated Aquifer, 2 Bojuka Bog, and 1 Contaminated Landscape create too many tapped-land starts for a Counterspell deck, or does the fixing and graveyard utility justify the tempo loss?
- Black access: Does the deck reliably cast Cast Down, Suffocating Fumes, Thorn of the Black Rose, Mukotai Ambusher, Arms of Hadar, Extract a Confession, and Okiba-Gang Shinobi on relevant turns, or should future tuning prioritize smoother black mana?
- Aggro plan: Are 4 Snuff Out and 2 Suffocating Fumes enough against creature swarms, or do results show that Arms of Hadar, Mukotai Ambusher, or Murmuring Mystic need more sideboard importance?
- Burn plan: Do Blue Elemental Blast, Hydroblast, Dispel, and careful Snuff Out usage stabilize fast red matchups, or does life payment remain a repeated failure point?
- Control plan: Are Dispel, Okiba-Gang Shinobi, Thorn of the Black Rose, Ninja of the Deep Hours, and Murmuring Mystic enough to beat removal-heavy opponents, or does the deck run out of durable threats after the first exchange?
- Graveyard plan: Are 2 Bojuka Bog plus 2 Relic of Progenitus sufficient against graveyard decks, or are games being lost before hate appears or because hate conflicts with the tempo plan?
- Closer mix: Does the deck close better through monarch, ninjutsu, flash threats, or Murmuring Mystic tokens? Tune around the closer that wins after interaction-heavy turns, not the one that looks strongest in empty-board theory.
- Role conflict: Are Spell Pierce, Dispel, Counterspell, and Spellstutter Sprite creating too many reactive hands without pressure, or are losses mainly from tapping out too early? Use decision logs to separate deck construction from pilot sequencing.
- Sideboard slots: Which sideboard cards were repeatedly live but unavailable in enough copies, and which were drawn often without legal targets? Prioritize changes only when the same failure appears across multiple matchups.
- Selection package: Did Brainstorm, Faerie Seer, Augur of Bolas, and Lórien Revealed find the right class of card on time, or did the deck need more threats, removal, or lands instead of more filtering?
## Veles Tactical Policy
### Policy: Keep Functional Tempo Hands
Priority: High
Decision families: mulligan
Cards: Faerie Seer; Spellstutter Sprite; Augur of Bolas; Brainstorm; Lórien Revealed; Counterspell; Snuff Out
Phase windows: pregame, opening hand, mulligan bottom
Runtime cues: action:keep; action:mulligan; action:bottom
Use when: Keep hands with blue mana, two-turn development, and either pressure plus interaction or selection plus interaction.
Avoid when: Avoid one-land hands without Faerie Seer, Brainstorm, Lórien Revealed land-search action, or multiple cheap plays.
Instructions: Value Island starts highly because Counterspell and Spellstutter Sprite need early blue. Treat tapped-land starts as slower unless the hand has Snuff Out or turn-one Faerie Seer. Bottom redundant expensive cards before cutting lands from a two-land hand.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
### Policy: Establish First Faerie Or Selection Creature
Priority: Medium
Decision families: priority, selection
Cards: Faerie Seer; Augur of Bolas; Spellstutter Sprite; Ninja of the Deep Hours
Phase windows: turns 1-3 main phases, early opponent end steps
Runtime cues: action:cast Faerie Seer; action:cast Augur of Bolas; action:cast Spellstutter Sprite
Use when: Lead with Faerie Seer when it improves draws, enables Spellstutter Sprite, or creates a Ninja of the Deep Hours attacker.
Avoid when: Avoid spending Spellstutter Sprite as a body if an opposing spell is likely to matter before your next turn.
Instructions: Prefer Faerie Seer before Brainstorm when top-card smoothing matters. Prefer Augur of Bolas when the hand needs interaction or land-light hands need a spell to justify the keep. Do not expose Ninja of the Deep Hours unless an evasive or safe attacker is visible.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes
### Policy: Preserve Double Blue For Permission
Priority: Medium
Decision families: mana, priority
Cards: Counterspell; Spellstutter Sprite; Brainstorm; Lórien Revealed; Contaminated Aquifer; Island
Phase windows: all main phases, opponent turns, end steps
Runtime cues: action:pay; action:play Island; action:play Contaminated Aquifer
Use when: Choose mana that leaves Counterspell, Spellstutter Sprite, Brainstorm, or Dispel available for the next visible stack window.
Avoid when: Avoid tapping the only untapped Island if a live Counterspell or Spellstutter Sprite exchange is expected.
Instructions: Play Island before tapped fixing when the matchup threatens an early must-answer spell. Use Contaminated Aquifer early only when no immediate blue interaction is needed or black access unlocks Cast Down, Suffocating Fumes, or Thorn of the Black Rose.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
### Policy: Use Lórien Revealed As Mana Repair
Priority: Medium
Decision families: mana, selection
Cards: Lórien Revealed; Island; Swamp; Contaminated Aquifer
Phase windows: early turns, land-light hands, end steps
Runtime cues: action:landcycling Lórien Revealed; action:discard Lórien Revealed
Use when: Use the visible Lórien Revealed land-search action when the hand lacks a required land drop or required color for known legal actions.
Avoid when: Avoid holding Lórien Revealed for card draw while missing land drops or unable to represent Counterspell on schedule.
Instructions: Search for blue first when Counterspell, Spellstutter Sprite, Brainstorm, or Faerie Seer matters. Search for black when Cast Down, Suffocating Fumes, Thorn of the Black Rose, Mukotai Ambusher, or sideboard black cards are stranded.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes
### Policy: Execute Visible Lórien Landcycling
Priority: Low
Decision families: mana, selection
Cards: Lórien Revealed
Phase windows: any legal landcycling window
Runtime cues: action:landcycling Lórien Revealed
Use when: A legal action text contains landcycling Lórien Revealed and the hand has fewer than two lands visible to the acting player.
Avoid when: Avoid if the hand already has at least two lands and a legal priority spell must be cast in the same window.
Instructions: Select the land that makes the next known castable card legal by color. If both Island and black access are already present, preserve the land-search choice for model reasoning.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
### Policy: Brainstorm Only With Purpose
Priority: Medium
Decision families: selection, priority
Cards: Brainstorm; Faerie Seer; Lórien Revealed; Contaminated Landscape
Phase windows: upkeep, main phase, opponent end step, response to discard or shuffle
Runtime cues: action:cast Brainstorm
Use when: Cast Brainstorm to find immediate interaction, hide key cards from visible discard pressure, or pair with a shuffle or known top-card reset.
Avoid when: Avoid Brainstorm as a routine cantrip if the hand already has actions and no shuffle, scry, or urgent search goal.
Instructions: Put back cards that are slow, redundant, or uncastable after checking visible mana and next-turn needs. Preserve instant-speed Brainstorm when the opponent may force a decision before your next draw.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
### Policy: Counter Must-Answer Spells
Priority: High
Decision families: interaction, priority
Cards: Counterspell; Spellstutter Sprite; Dispel; Spell Pierce; Blue Elemental Blast; Hydroblast
Phase windows: opponent cast windows, stack interaction, combat trick windows
Runtime cues: action:cast Counterspell; action:cast Spellstutter Sprite; action:cast Dispel; action:cast Spell Pierce; action:cast Blue Elemental Blast; action:cast Hydroblast
Use when: Spend permission on spells that beat the current board plan, remove the only engine, create lethal pressure, or invalidate monarch defense.
Avoid when: Avoid countering low-impact setup if removal, blockers, or a later counter can handle the resulting board.
Instructions: Match the narrow counter to the narrow target before using Counterspell. Spellstutter Sprite improves when Faerie Seer is already present, but still needs visible legal target text to justify the exchange.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
### Policy: Use Free Removal Without Losing The Race
Priority: High
Decision families: interaction, priority, combat
Cards: Snuff Out; Cast Down; Suffocating Fumes; Extract a Confession
Phase windows: combat, opponent main phase, end step, lethal prevention
Runtime cues: action:cast Snuff Out; action:cast Cast Down; action:cast Suffocating Fumes; action:cast Extract a Confession
Use when: Remove a creature that threatens lethal, breaks monarch defense, stops Ninja of the Deep Hours from connecting, or represents more damage than the life payment costs.
Avoid when: Avoid paying life for Snuff Out when the visible clock makes the life loss dangerous and black mana is available soon.
Instructions: Use Cast Down on single large threats when legal. Hold Suffocating Fumes for multiple small creatures unless cycling or a single-toughness target is urgent. Treat Extract a Confession as conditional removal and verify visible legality.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
### Policy: Ninjutsu Commitment Gate
Priority: Medium
Decision families: combat, priority
Cards: Ninja of the Deep Hours; Okiba-Gang Shinobi; Faerie Seer; Spellstutter Sprite; Mukotai Ambusher
Phase windows: declare blockers aftermath, combat damage setup, post-blocker ninjutsu windows
Runtime cues: action:ninjutsu; action:return an unblocked attacker
Use when: Commit to ninjutsu when an unblocked creature is visible and the card gained is worth exposing the Ninja or Okiba-Gang Shinobi to post-combat removal.
Avoid when: Avoid returning the only Faerie if Spellstutter Sprite coverage is needed immediately or monarch defense would collapse.
Instructions: Prefer returning Faerie Seer when recasting it matters and mana permits. Prefer Okiba-Gang Shinobi against slower hands with visible low pressure. Keep Mukotai Ambusher as a stabilizer when racing.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
### Policy: Exact Ninjutsu Return When Single Legal Return Exists
Priority: Low
Decision families: combat, priority
Cards: Ninja of the Deep Hours; Okiba-Gang Shinobi; Mukotai Ambusher
Phase windows: ninjutsu payment and return prompt
Runtime cues: action:return unblocked attacker
Use when: The legal action list shows exactly one return unblocked attacker action for the selected ninjutsu ability.
Avoid when: Avoid if two or more visible return choices exist.
Instructions: Submit the single visible return action. Let the rules engine handle the resulting creature movement and later combat damage.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
### Policy: Monarch Commitment Gate
Priority: High
Decision families: priority, combat
Cards: Thorn of the Black Rose; Murmuring Mystic; Suffocating Fumes; Snuff Out; Cast Down
Phase windows: main phase before combat, post-combat main phase, opponent pressure turns
Runtime cues: action:cast Thorn of the Black Rose; action:cast Murmuring Mystic
Use when: Commit Thorn of the Black Rose when deathtouch plus removal, blockers, or low opposing pressure can defend monarch through the next attack.
Avoid when: Avoid tapping out for monarch into a wide board that can immediately take it back unless no survival line is better.
Instructions: Treat Murmuring Mystic as a slower stabilizer that needs future spells to matter. Do not play a fragile engine merely because mana is available.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
### Policy: Combat Discipline For Small Flyers
Priority: Medium
Decision families: combat
Cards: Faerie Seer; Spellstutter Sprite; Ninja of the Deep Hours; Thorn of the Black Rose; Mukotai Ambusher
Phase windows: declare attackers, declare blockers, combat damage
Runtime cues: action:attack; action:block
Use when: Attack when damage, ninjutsu access, or monarch pressure improves the visible race without sacrificing required blockers.
Avoid when: Avoid attacking with the only blocker needed to preserve monarch or survive the next visible attack.
Instructions: Trade small creatures when it protects life total, monarch, or a future Ninja line. Keep Faeries untapped when Spellstutter Sprite math or blocking matters more than one damage.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
### Policy: Selection From Augur And Scry
Priority: Medium
Decision families: selection
Cards: Augur of Bolas; Faerie Seer; Brainstorm; Lórien Revealed
Phase windows: enter-the-battlefield triggers, scry prompts, reveal prompts
Runtime cues: action:choose; action:put on top; action:put on bottom
Use when: Select cards that solve the next visible constraint: land, interaction, threat, or sweeper.
Avoid when: Avoid taking redundant card flow while lacking removal against pressure or lacking a clock against control.
Instructions: With Augur of Bolas, prioritize Counterspell, Snuff Out, Cast Down, Brainstorm, Lórien Revealed, Suffocating Fumes, Dispel, or Spell Pierce according to visible need. With Faerie Seer, keep lands only when mana development is the bottleneck.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
### Policy: Graveyard Hate Timing
Priority: Medium
Decision families: interaction, mana, selection
Cards: Bojuka Bog; Relic of Progenitus
Phase windows: land play, activated ability windows, opponent graveyard setup, before payoff resolution when legal
Runtime cues: action:play Bojuka Bog; action:activate Relic of Progenitus; action:exile
Use when: Use graveyard hate when visible graveyard cards enable an opposing payoff, recursion line, threshold-like resource, or lethal setup.
Avoid when: Avoid early Bojuka Bog if tapped mana loses Counterspell timing and the opponent graveyard is not yet relevant.
Instructions: Bojuka Bog is both land and interaction; choose timing by weighing color needs against graveyard denial. Relic of Progenitus can pressure graveyards incrementally, but do not cash it in without visible reason.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
### Policy: Sideboard Role Selection
Priority: High
Decision families: sideboard
Cards: Blue Elemental Blast; Hydroblast; Arms of Hadar; Relic of Progenitus; Dispel; Extract a Confession; Okiba-Gang Shinobi; Mukotai Ambusher; Murmuring Mystic
Phase windows: between games, sideboard lock
Runtime cues: action:sideboard; action:submit sideboard
Use when: Select a legal sideboard plan that answers the opponent's revealed axis: red spells, graveyard reliance, creature swarms, removal-heavy control, or large isolated threats.
Avoid when: Avoid adding narrow answers without visible or matchup-known targets, and avoid weakening the early blue tempo core too much.
Instructions: Blue Elemental Blast and Hydroblast answer red pressure. Arms of Hadar fights small creature boards. Relic of Progenitus fights graveyard engines. Dispel fights instant-heavy exchanges. Okiba-Gang Shinobi, Mukotai Ambusher, and Murmuring Mystic change threat texture.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
### Policy: Pass With Interaction Awareness
Priority: Medium
Decision families: priority, interaction
Cards: Counterspell; Spellstutter Sprite; Dispel; Spell Pierce; Snuff Out; Cast Down; Brainstorm
Phase windows: all priority windows, opponent end step, empty stack
Runtime cues: action:pass priority; action:pass
Use when: Pass when holding mana or free spells improves response quality more than casting a sorcery-speed threat now.
Avoid when: Avoid passing with no pressure and no relevant interaction if a legal threat or selection action advances the board.
Instructions: Before passing, check visible stack, combat, mana, and known hand actions. Use end-step Brainstorm or removal only when it improves the next turn or denies opponent timing.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes