94 KiB
Strategy Specifications
Deck Name And Archetype
White Aggro is a Pauper white creature-tempo deck built around cheap bodies, evasive pressure, token density, and instant-speed combat leverage. Registered list validation from the provided decklist: Main (60) and Sideboard (15) are internally count-correct. The mana base is mono-white with 17 Plains and 2 Idyllic Grange, so color access is simple, but the deck is land-light enough that opening hands must be judged by early white mana, curve shape, and whether tapland timing from Idyllic Grange interferes with one-drop pressure.
- Format: Pauper.
- Strategy name: White Aggro.
- Tags: aggro, tempo, tokens, equipment. The supplied tags mention equipment, but the registered decklist contains no explicit Equipment card names; treat this as a go-wide combat-pump/token white aggro shell unless runtime card text or future list changes reveal an Equipment package.
- Registration status: Main deck and sideboard counts validate from the text provided; no registered-75 sideboard plan may add cards outside
Dust to Dust,Hallow,Holy Light,Journey to Nowhere,Martyr of Sands,Palace Sentinels,Revoke Existence,Standard Bearer, andCrimson Acolyte. - Legality status: Pauper legality is not independently verified here; defer to deck registration tooling and the rules engine if any card is rejected. Pay special attention to
Leonardo, Big Brother,Elite Interceptor,Eagles of the North, and other newer or supplemental-printing cards if legality validation reports uncertainty. - Stock/rogue/hybrid status: This is a hybrid white aggro shell rather than a pure stock list. It resembles Pauper white go-wide/Boros-free tempo patterns through
Thraben Inspector,Novice Inspector,Kor Skyfisher,Battle Screech,Guardians' Pledge, andPrismatic Strands, butLeonardo, Big Brother,Elite Interceptor, and the exact sideboard mix make it deck-specific and should not be piloted as generic White Weenie. - Primary tactical identity: Develop early permanents, reuse or compound value from
Thraben Inspector,Novice Inspector,Raffine's Informant,Militia Bugler, andKor Skyfisher, then convert a wide board into lethal pressure withBattle Screech,Guardians' Pledge,Ramosian Rally, and combat discipline. - Role concern: The deck is proactive by default, but it must switch to tempo-control when an opposing creature, artifact engine, graveyard line, or red damage plan races faster than the current board. In those games,
Journey to Nowhere,Thraben Charm,Prismatic Strands, and sideboard bullets matter more than maximizing damage every turn. - Mana concern: Most hands need at least one untapped white source and a realistic first two turns. One-land hands are keepable only with multiple one-mana plays and a clear draw/filter path; hands with only
Idyllic Grangeas early mana must respect tapped-land timing if the engine says it enters tapped. - Card text discipline: Use exact runtime action labels for
Leonardo, Big Brother,Elite Interceptor,Eagles of the North,Thraben Charm,Ramosian Rally,Crimson Acolyte, andHoly Lightwhen choosing modes, costs, targets, or timing. If the rules engine exposes an unexpected mode or restriction, follow the legal action and mark the tactical assumption as conditional. - Opponent information status: No opponent decklist, matchup label, revealed cards, or public game context is supplied for this batch. Runtime decisions must rely on visible battlefield, stack, graveyards, exile, known revealed cards, match history, and the legal actions Veles provides; do not infer hidden cards beyond archetype-level risk once a matchup is known.
Thesis
White Aggro assembles a low-curve white battlefield, then turns small creatures and Bird tokens into lethal pressure through evasive attacks, bounce value, pump effects, and prevention-backed combat. The default plan is to curve Thraben Inspector, Novice Inspector, Lunarch Veteran, or Raffine's Informant into Kor Skyfisher, Militia Bugler, Leonardo, Big Brother, and Battle Screech, then force the opponent to answer both individual attackers and a wide board before Guardians' Pledge or Ramosian Rally ends the race.
Prioritize board presence before hand sculpting unless the hand lacks mana or a required curve piece. A Clue from Thraben Inspector or Novice Inspector is a real resource, but spending early turns drawing instead of adding attackers is correct only when the legal board is stalled, the hand needs land, or the opponent is clearly preparing a sweeper or larger blocker plan.
Win by making combat awkward, not by playing a long pure control game. Prismatic Strands, Thraben Charm, Journey to Nowhere, Guardians' Pledge, and Ramosian Rally should be used to preserve tempo, force damage, blank a race turn, or remove a blocker that matters; do not drift into holding all interaction while the opponent stabilizes behind larger permanents.
This deck is not trying to trade one-for-one forever, hard-lock the opponent, or wait for perfect pump turns. It can recover some material through Kor Skyfisher, Clues, Militia Bugler, and Battle Screech, but it is still a proactive deck that wants each turn cycle to either add material, increase pressure, protect a race advantage, or set up a near-term lethal attack.
Respect runtime legality and visible information over matchup assumptions. When the engine presents modes, targets, alternate costs, flashback, prevention choices, or combat declarations for Battle Screech, Prismatic Strands, Thraben Charm, Ramosian Rally, Leonardo, Big Brother, Elite Interceptor, Eagles of the North, Hallow, Holy Light, Crimson Acolyte, or Standard Bearer, choose only from exposed legal actions and treat uncertain text as conditional. Card text check required for Leonardo, Big Brother, Elite Interceptor, Eagles of the North, Ramosian Rally, Hallow, Holy Light, and Crimson Acolyte before relying on exact tactical text beyond visible legal prompts.
Role Package
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Threats:
Thraben Inspector,Novice Inspector,Lunarch Veteran,Raffine's Informant,Kor Skyfisher,Militia Bugler,Leonardo, Big Brother,Elite Interceptor,Eagles of the North, andBattle Screechsupply the bodies that make pump and prevention meaningful. Prefer early threats that leave material behind or improve future draws when the damage output is similar. -
Payoffs:
Battle Screech,Guardians' Pledge,Ramosian Rally, and conditionallyIdyllic Grangeconvert many small creatures into a fast clock. Use these cards after building enough bodies that the effect changes the race, creates lethal pressure, or punishes an opponent who tapped low; avoid firing a board-wide pump into a trivial exchange unless survival or a key kill is at stake. -
Engines:
Kor SkyfisherwithThraben InspectororNovice Inspectoris the cleanest value loop, whileRaffine's InformantandMilitia Buglerhelp turn low land counts and medium hands into functional pressure. Do not bounce a land withKor Skyfisherif it strands important same-turn plays unless the alternative bounce is worse or the engine requires it. -
Velocity:
Thraben Inspector,Novice Inspector,Raffine's Informant,Militia Bugler, andEagles of the Northare the cards most likely to smooth draws or find action. Use velocity to keep attacking while hitting land drops, not as an excuse to take turns off when a legal attacker or token-maker would pressure the opponent more. -
Interaction:
Thraben Charm,Journey to Nowhere, and sideboardJourney to Nowhereanswer creatures or other exposed problems according to legal mode text. Spend interaction on blockers, engines, combo pieces, or race threats that materially change the next turn cycle; do not remove a low-impact creature merely because it is targetable. -
Protection:
Prismatic Strands,Hallow,Standard Bearer,Crimson Acolyte, and sometimes pump effects protect attacks, blocks, or life total. Treat protection as tempo when it preserves a lethal board or blanks a decisive opposing turn; treat it as survival when the opponent is ahead on damage. -
Recursion and reuse:
Battle Screechmay expose flashback or graveyard-based continuation through the rules engine, andKor Skyfisherreuses enters-the-battlefield value by returning eligible permanents. Choose recursion or reuse when it adds more pressure than a fresh spell or when it rebuilds after removal without losing too much tempo. -
Mana:
Plainsis the core source, andIdyllic Grangeis a tapped-land or late-board enhancement depending on engine text and battlefield conditions. Sequence untapped white mana first when holding one-drops, interaction, or pump; delayIdyllic Grangeonly when the tempo loss is smaller than the later payoff. -
Sideboard modules:
Dust to DustandRevoke Existencefight artifacts and enchantments;Martyr of Sands,Hallow, andCrimson Acolytefight red or damage races;Holy Lightpressures small opposing boards if legal text supports that role;Standard Bearerredirects or constrains targeted plans if runtime text confirms;Palace Sentinelssupports grindy games; extraJourney to Nowhereincreases clean creature interaction.
Primary Win Conditions
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Wide-board lethal: Build a board with
Thraben Inspector,Novice Inspector,Lunarch Veteran,Raffine's Informant,Kor Skyfisher,Militia Bugler,Leonardo, Big Brother, andBattle Screech, then convert multiple attackers into lethal or near-lethal damage withGuardians' Pledge,Ramosian Rally, and sometimesIdyllic Grange. Prioritize this path when you have three or more bodies, especially evasive or expendable bodies, and the opponent is low on blockers, tapped mana, or visible sweepers. -
Token pressure: Use
Battle Screechas the main army-in-a-card when the legal line adds immediate evasive pressure or rebuilds after removal. Execute by casting it when Bird tokens will survive to attack, then use any visible flashback action only if the cost and tapped-creature requirement do not break a stronger attack, block, or protection line; if graveyard hate or exile pressure is visible, prefer getting value before the opponent can remove the graveyard copy. -
Pump finish: Hold
Guardians' Pledgeuntil it changes combat math decisively, creates lethal, preserves key attackers through blocks, or forces damage through a board stall. UseRamosian Rallyonly according to visible legal text; Card text check required before relying on alternate-cost or exact pump details. Do not spend a pump spell for minor chip damage if the opponent can untap into a better block or sweeper unless waiting risks losing the board. -
Tempo evasive race: Use
Kor Skyfisher, Bird tokens fromBattle Screech, and conditional evasive threats such asElite InterceptororEagles of the Northto attack over stalled ground boards. Prioritize this path when the opponent has larger ground blockers but limited flyers, and spendThraben CharmorJourney to Nowhereon the blocker or reach/flying threat that most changes the next attack. -
Protected combat: Use
Prismatic Strandsto turn a close race or contested combat step into a decisive swing when the rules engine exposes a legal prevention line. Prioritize it when preventing a key color of damage preserves lethal attackers, blanks a counterattack, or allows blocks that keep your wide board intact; do not assume exact prevention coverage beyond legal prompts and visible source colors.
Secondary Win Conditions
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Inspector value pressure: Use
Thraben InspectorandNovice Inspectoras both early attackers and delayed card resources. Crack Clues when mana would otherwise go unused, when you need land or interaction, or when the board is stalled; avoid spending a whole early turn on Clues if deployingBattle Screech,Kor Skyfisher, or another body increases the clock. -
Skyfisher reuse: Use
Kor Skyfisherto rebuyThraben Inspector,Novice Inspector,Raffine's Informant, or other visible eligible permanents when the tempo loss is acceptable. Favor this line when it adds material and keeps pressure flowing; avoid bouncingPlainsorIdyllic Grangeif doing so prevents same-turn interaction, pump, or a needed second spell. -
Selection into pressure: Use
Raffine's InformantandMilitia Buglerto turn medium hands into action when you need threats, lands, or a rebuild path. Prefer selection over raw attacking only when the current attack is poor, the hand lacks follow-up, or a specific visible battlefield problem makes findingThraben Charm,Journey to Nowhere,Battle Screech, or bodies more valuable than immediate damage. -
Incremental life buffer: Use
Lunarch Veteranas a race stabilizer and pressure enabler when its visible triggers or legal actions support that role. Prioritize it against aggressive starts or when multiple creatures will enter soon; treat it as support, not a reason to stop attacking unless life total survival demands a defensive posture. -
Conditional single-card threats: Use
Leonardo, Big Brother,Elite Interceptor, andEagles of the Northaccording to legal prompts and visible text. Card text check required for exact tactical commitments; until confirmed, treat them as bodies or smoothing tools only when the engine presents legal actions whose immediate board impact is clear.
Emergency Lines
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Behind on life: Shift from pure damage to survival by keeping blockers, using
Prismatic Strandsat the first turn cycle where prevention changes lethal or near-lethal math, and usingThraben CharmorJourney to Nowhereon the threat that most affects the race.Lunarch Veteranbecomes higher priority when it can generate multiple visible life-gain events before the next opposing attack. -
Behind on board: Rebuild with
Battle Screech,Militia Bugler,Raffine's Informant, and Inspector Clues before spending pump effects. UseGuardians' Pledgedefensively only if it saves enough creatures or wins combat so the next turn is stable; otherwise preserve pump for the recovery attack after bodies are rebuilt. -
Behind on cards: Convert Clues,
Raffine's Informant,Militia Bugler, andKor Skyfisherreuse into material while still presenting blockers or attackers. Do not chase card advantage so hard that you skip a legal removal spell on an opposing engine, combo piece, or lethal attacker. -
Behind on mana: Prioritize untapped
Plains, land-finding or smoothing actions fromEagles of the Northonly if legally exposed, and cheap bodies that keep the game alive. AvoidKor Skyfisherland-bounce lines unless the hand can still operate after the bounce. -
Behind against engines, graveyard recursion, or combo: Race only if the visible clock is faster than the opposing engine; otherwise spend
Thraben Charm,Journey to Nowhere, or sideboard interaction when available on the visible piece that enables the next decisive turn. Do not invent hidden combo contents; act on revealed cards, public zones, and legal targets. -
Win conditions removed: If
Battle Screechor pump effects are answered, pivot to evasive chip damage, Inspector-Clue reloads,Kor Skyfishervalue, and clean removal for blockers. Keep each turn focused on either adding a body, drawing toward a payoff, or preventing the opponent from converting their advantage into an irreversible board.
Resource Model
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Life: Spend life as a race resource only while your battlefield clock is ahead or
Prismatic Strandscan visibly cover the next attack. Preserve life more aggressively against fast red, go-wide combat, or large single attackers because this deck wins by keeping enough bodies alive to turnGuardians' Pledge,Ramosian Rally,Battle Screech, andIdyllic Grangeinto a lethal swing. -
Hand: Treat cards in hand as pressure plus recovery, not as a control reserve. Deploy
Thraben Inspector,Novice Inspector,Raffine's Informant,Kor Skyfisher, andBattle Screechto keep the board full; saveThraben Charm,Journey to Nowhere,Prismatic Strands, and pump effects for board states where they change the next combat, stop a key engine, or force lethal. -
Mana: Convert mana into bodies first, then Clues or selection, then interaction held up. Early unused mana is a real cost because the deck needs creature count for
Battle Screechflashback,Guardians' Pledge,Ramosian Rally, andIdyllic Grange; later unused mana is acceptable when holdingThraben Charm,Prismatic Strands, or a decisive pump spell. -
Board: Board presence is the main resource, especially white creatures and evasive bodies. Protect wide boards from bad trades, avoid attacking needed blockers when behind, and value expendable Inspector bodies because they can attack, block, tap for
Battle Screechflashback if legal, carry pump turns, and leave Clues for later cards. -
Graveyard: The graveyard matters mostly for
Battle Screech,Prismatic Strands, and any legal recursion or aftermath-like action the engine exposes. Use graveyard actions before visible graveyard hate can answer them when the board impact matters now; do not assume a graveyard card is usable unless Forge presents a legal action. -
Exile: Exile is mostly a loss of future resources unless the rules engine exposes a temporary play or sideboard-bullet interaction. Track exiled
Battle Screech,Prismatic Strands, or removed threats as public information when deciding whether you still have a rebuild, protection, or pump-finish path. -
Lands:
Plainsis the stable resource andIdyllic Grangeis both land and late combat value. Preserve land drops through turn four when possible becauseBattle Screech, double-spell turns, Clue cracking,Thraben Charm, and pump protection all compete for mana. -
Sacrifice fodder: There is no primary sacrifice engine in the registered main deck, so do not spend creatures as fodder unless a legal action from
Thraben Charm, combat, or an opposing effect makes the exchange explicit and beneficial. Inspector bodies and Bird tokens are expendable only after they have served the current combat, flashback, or pump-count plan. -
Tempo: Tempo is won by adding threats while removing the blocker or threat that matters most.
Kor Skyfisherbounce lines are strong only when the replayed permanent or extra card offsets the lost board speed; avoid cute reuse lines when simply castingBattle Screech, attacking, or holding interaction creates a faster clock. -
Information: Use revealed hands, graveyards, battlefield, legal action text, and prior public game actions to decide when to commit pump or protection. Do not play around exact hidden removal unless archetype context and open mana make waiting better than forcing the opponent to answer.
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Sideboard bullets: Sideboard cards are narrow resources that should answer a visible matchup axis, not dilute the creature count for no reason.
Dust to Dust,Hallow,Holy Light,Journey to Nowhere,Martyr of Sands,Palace Sentinels,Revoke Existence,Standard Bearer, andCrimson Acolyteshould be valued by whether their legal text addresses the opponent's public plan while keeping enough bodies to win.
Mana Guide
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Color requirements: Build every keep around reliable white mana because all registered nonlands are white or require white actions. One-land hands need multiple cheap plays or a legal
Eagles of the Northsmoothing action; Card text check required before relying on anyEagles of the Northland-search or cycling text beyond what Forge exposes. -
Opening keeps: Keep most hands with two or three lands, at least one early creature among
Thraben Inspector,Novice Inspector,Lunarch Veteran,Raffine's Informant, orKor Skyfisher, and a path to either pressure or interaction. Mulligan mana-light hands that need perfect draws to castBattle Screech, hands with only expensive cards and no smoothing, and hands whereIdyllic Grangeenters tapped and blocks the first real play. -
Land sequencing: Lead on untapped
Plainswhen you have a one-drop, two-drop, or heldThraben Charm; delayIdyllic Grangeuntil its condition or tapped status will not cost tempo. PlayIdyllic Grangefor value only when the legal trigger improves combat or the mana is not needed untapped this turn. -
Play-land timing: Play a land before casting known spells when you need exact mana for
Battle Screech,Kor Skyfisher,Thraben Charm,Journey to Nowhere, or pump protection. Delay the land until after cracking a Clue, usingRaffine's Informant, or resolvingMilitia Bugleronly when the hand has multiple land choices or a possibleIdyllic Grangetiming decision that could change. -
Double-spell turns: Prioritize mana lines that add two bodies or one body plus interaction over one expensive low-impact play. A turn of
Thraben InspectorplusNovice Inspector, creature plus Clue, or creature plusThraben Charmoften advances the deck more than holding mana for a speculative trick. -
Kor Skyfishermana: Bounce a land withKor Skyfisheronly when replay timing keeps your next land drop intact or you need to save a land from a worse line. Prefer bouncingThraben Inspector,Novice Inspector, orRaffine's Informantwhen legal and tempo-positive; avoid returningIdyllic Grangeif it removes current white mana or delays a decisive pump turn. -
Clue mana: Crack Clues from
Thraben InspectorandNovice Inspectorwhen you cannot add meaningful board, when digging for land is urgent, or when passing with interaction would waste mana. Do not crack Clues before combat if the mana might be needed forThraben Charm,Prismatic Strands,Guardians' Pledge,Ramosian Rally, or a legal protection line. -
Pump mana: Hold enough white mana for
Guardians' PledgeorRamosian Rallyonly when a pump action is likely to change combat this turn. Card text check required forRamosian Rallyalternate costs or exact mode details; follow Forge legal actions and do not assume free pump access. -
Sideboard mana: Keep sideboarded hands only if they cast both pressure and the relevant bullet on time.
Dust to Dust, extraJourney to Nowhere,Revoke Existence,Standard Bearer,Martyr of Sands,Holy Light,Hallow,Palace Sentinels, andCrimson Acolyteare useful only when the mana curve still lets the deck contest the board before the opponent's plan is online.
Mulligan Guide
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Strong keep: Keep two or three white lands with
Thraben InspectororNovice Inspector, another cheap creature, and eitherBattle Screech,Thraben Charm, orKor Skyfisher. A hand likePlains,Plains,Thraben Inspector,Novice Inspector,Kor Skyfisher,Battle Screech,Thraben Charmhas pressure, material, a flyer plan, and interaction. -
Strong keep: Keep
Plains,Plains,Raffine's Informant,Lunarch Veteran,Battle Screech,Prismatic Strands,Guardians' Pledgewhen the matchup is creature combat or racing. This hand develops bodies, fills the graveyard or filters if Forge exposes that text onRaffine's Informant, and converts a wide board into protection or lethal pressure. -
Medium keep: Keep two-land hands with
Raffine's Informant,Kor Skyfisher,Militia Bugler, and one interaction spell when the hand has no one-drop but a clear turn-two play. This is slower than the deck wants, so prefer it on the draw or against slower decks, and mulligan it against fast combo or heavy removal if it lacksThraben CharmorJourney to Nowhere. -
Risky keep: Keep one-
Plainshands only with multiple one-mana plays and a real redraw or smoothing path, such asThraben Inspector,Novice Inspector, andRaffine's Informant. Do not keep one land plusBattle Screech,Guardians' Pledge,Prismatic Strands, and multiple three-drops unless the rules engine exposes a reliableEagles of the Northmana-smoothing action; Card text check required. -
Automatic ship: Mulligan zero-land hands, all-land hands, hands with only
Idyllic Grangeas the early land, and hands whose first legal spell isBattle Screech,Militia Bugler,Leonardo, Big Brother, orPalace Sentinelsafter sideboarding. The deck must affect the board before turn three unless the matchup is extremely slow and the hand has interaction. -
Matchup-dependent keep: Keep removal-heavy hands with
Thraben CharmandJourney to Nowhereagainst creature decks even if the pressure is medium. Against artifact-centric decks, post-board hands withDust to DustorRevoke Existencecan be strong only if they also cast early creatures; do not keep a bullet-only hand that cannot race. -
Play/draw rule: On the play, prioritize one-drop into two-drop pressure over speculative card selection. On the draw, accept slightly slower hands with
Raffine's Informant,Militia Bugler, Clues, orPrismatic Strandsbecause the extra card helps hit land drops and stabilize races. -
Trap hand: Ship hands that look powerful but do nothing early, such as
Plains,Idyllic Grange,Battle Screech,Battle Screech,Guardians' Pledge,Prismatic Strands,Ramosian Rally. Pump and prevention are weak without bodies, andBattle Screechneeds the board and mana to support it.
Turn Arc
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Turn 1: Prefer
Thraben InspectororNovice Inspectoroff untappedPlains, because an Inspector creates both pressure and later mana sinks. PlayLunarch Veteranfirst when the visible matchup is racing and repeated creature entries matter; Card text check required for exact life-gain timing. -
Turn 1 deviation: Play
Idyllic Grangeearly only when no untapped one-drop is available or the tapped land will not cost a legal turn-two play. IfEagles of the Northexposes a land-search or cycling action and the hand needs mana, use it only when spending the turn is better than deploying a creature; Card text check required. -
Turn 2: Prefer
Raffine's InformantorKor Skyfisherwhen they add pressure and improve future turns. UseKor Skyfisherto replayThraben InspectororNovice Inspectorwhen legal and tempo-positive; avoid bouncing your only land if it delaysBattle Screechor interaction. -
Turn 2 deviation: Hold up or cast
Thraben CharmorJourney to Nowherewhen a visible opposing creature will dominate combat or threaten a faster clock than your development. Do not spend removal on a low-impact blocker if adding another body creates a strongerBattle Screechor pump turn. -
Turn 3: Prefer building the widest board that can attack next turn: cast
Battle Screechwhen legal and strong, addLeonardo, Big Brotherwhen Forge text shows it improves the board, or useMilitia Buglerwhen the hand needs more creatures. Card text check required forLeonardo, Big Brother,Elite Interceptor, and exactMilitia Buglerselection constraints; follow legal actions. -
Turn 3 deviation: Keep
Prismatic Strandsavailable when the opponent's next combat or burn sequence can swing the race. CastGuardians' PledgeorRamosian Rallyonly if the legal action wins combat, creates lethal pressure, or prevents a major loss of material; Card text check required forRamosian Rallydetails. -
Turns 4-5: Convert width into decisive damage with
Battle Screechflashback if legal,Guardians' Pledge,Ramosian Rally, and clean attacks from Birds or other evasive bodies. UseThraben Charm,Journey to Nowhere, or sideboard bullets to clear the one permanent that changes the race, not the first legal target. -
Turns 4-5 deviation: Crack Clues from
Thraben InspectorandNovice Inspectorwhen the board is stable, mana would otherwise be unused, or you need land, pump, or interaction. Do not crack Clues before combat if that mana can representThraben Charm,Prismatic Strands, or a lethal pump line. -
Late game: Rebuild with Clues,
Militia Bugler,Kor Skyfishervalue loops, additionalBattle Screech, and any legal graveyard action fromPrismatic Strands. Preserve enough creatures to make topdecked pump lethal, and avoid trading away flyers unless survival demands it. -
Late-game deviation: Shift from racing to containment when the opponent has a larger board, monarchy, or a visible combo setup. In those games, hold
Thraben Charm,Journey to Nowhere,Prismatic Strands, or relevant sideboard cards for the permanent or turn cycle that actually determines survival.
Card Roles
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Battle Screech: TreatBattle Screechas the deck's main board-width engine and most important setup for lethal pump turns. Cast it when the two Bird bodies will attack next turn, protect life total, or enable a near-termGuardians' Pledge/Ramosian Rally; hold it when a visible sweeper, edict pressure, or need for instant-speedPrismatic Strandsmakes tapping out worse. If Forge exposes flashback or other graveyard casting actions, use them after confirming the board can pay the cost and the extra Birds matter immediately. Avoid casting pump before producingBattle Screechbodies unless the current combat is lethal or survival-critical. -
Kor Skyfisher: UseKor Skyfisheras tempo plus value, not just a flying attacker. Its preferred bounce targets areThraben Inspector,Novice Inspector, and sometimesIdyllic Grangewhen replaying the land will not cost a spell and the counter matters. Avoid bouncing your only untapped land before a turn that needsBattle Screech,Prismatic Strands,Thraben Charm, or a pump spell. Against removal decks,Kor Skyfisheris a resilient clock that also reloads Clues; against fast aggro, it is often a stabilizing flyer that should not be thrown into trades unless the race demands it. -
Thraben Inspector: Lead withThraben Inspectorwhenever possible because it creates an early body and a delayed card-resource sink. Preserve it as a cheap creature forBattle Screech, pump scaling,Prismatic Strandscosts if legal, and convoke/flashback-like costs only when Forge offers those legal actions. Crack its Clue when mana would otherwise be unused, after combat decisions are clear, or when digging for land or interaction is more important than representing tricks. Do not spend turn two cracking a Clue over deploying another body unless the hand lacks a second land or the board requires a specific answer. -
Novice Inspector: UseNovice Inspectoras additionalThraben Inspectordensity with the same early-body and Clue role. It is especially valuable in hands withKor Skyfisher,Battle Screech, and pump spells because it keeps card flow attached to board development. Treat the body as expendable in combat when trading preserves life or unlocks a stronger flyer race, but avoid losing too many small creatures before a plannedGuardians' Pledgeturn. When both Inspectors are available, sequence to maximize untapped mana and future bounce value rather than caring which Inspector entered first. -
Raffine's Informant: CastRaffine's Informantearly when the hand needs pressure, filtering, or a body that can attack through small creatures. Card text check required for exact connive/filter text and counter timing; if Forge presents a discard or selection prompt, prefer discarding redundant lands, extra legends, or late pump without bodies, while keepingBattle Screech, live removal, and needed lands. It is one of the better turn-two plays against unknown opponents because it improves hand quality while adding material. Do not discardPrismatic StrandsorBattle Screechmerely because graveyard text may exist unless the legal action and board context make that graveyard value concrete. -
Leonardo, Big Brother: TreatLeonardo, Big Brotheras a high-impact three-drop only after checking the exact Forge card text and legal prompts. Card text check required. When the visible action text shows it improves artifact creature pressure, tokens, equipment, counters, or another board-wide function, cast it before pump turns if it increases the next combat more than another creature would. Because it is a three-copy named permanent, avoid keeping redundant copies over functional early plays during selection or discard prompts. Against removal, decide whetherLeonardo, Big Brotheris a bait spell or must be protected based on the current hand and visible pressure. -
Lunarch Veteran: UseLunarch Veteranwhen repeated creature entries and racing life matter more than immediate power. Card text check required for exact life-gain and graveyard-side text; if legal triggers or transformed/graveyard actions appear, follow the engine output and value them by survival and race math. It is strongest withBattle Screech, Inspectors, andKor Skyfisherloops because multiple creatures entering can change burn and aggro races. Do not overvalue it against combo or control if another one-drop or interaction line produces faster pressure or disrupts the opponent more directly. -
Militia Bugler: CastMilitia Buglerwhen the hand needs another creature, a grindy game is developing, or you can afford a three-mana play that may refuel. Card text check required for exact search constraints, but if Forge offers a legal selection from revealed cards, prioritize the creature that best fixes the next two turns:Kor Skyfisherfor value/evasion,Raffine's Informantfor filtering, an Inspector for cheap material, or a matchup-specific body if sideboarded. Do not cast it before developing cheaper bodies when the current plan is a fastBattle Screechplus pump kill. Against removal-heavy decks,Militia Bugleris a recovery tool; against fast decks, it may be too slow unless it finds a blocker. -
Prismatic Strands: TreatPrismatic Strandsas a race-breaking protection spell, not a routine damage prevention spell. Card text check required for exact color choice, flashback, and prevention scope; choose the color or line only from visible legal prompts and known threats. Hold it when the opponent's next combat, burn chain, or alpha strike can decide the game, especially when your board can crack back for lethal. Use it proactively only when preventing damage preserves enough creatures or life to create a winning attack. Avoid tapping or sacrificing critical creatures for any graveyard action unless the protected turn cycle is worth the material cost. -
Guardians' Pledge: UseGuardians' Pledgeas a finisher or combat-swing spell after building a wide white board. It is weak in hands without creatures, so do not preserve it over needed mana or interaction in discard/filter choices when the board is empty. Cast it in combat when it produces lethal, forces favorable trades, saves key attackers or blockers, or creates a two-turn clock the opponent cannot easily race. Hold it against open interaction if losing the board to removal would make the spell low impact, and preferBattle Screechor creature deployment first when the pump can wait. -
Thraben Charm: TreatThraben Charmas flexible interaction whose correct mode depends on the visible threat. Card text check required for exact mode text, target limits, and damage formula. Use the creature-combat mode when it removes an attacker, blocker, or creature that prevents a decisive attack; use the enchantment mode only for an enchantment that materially changes the game; use the graveyard mode when a visible graveyard plan is active or about to become active. Do not fire it just to spend mana if the opponent has no meaningful target, because its flexibility is a major reason to keep mana open. -
Journey to Nowhere: UseJourney to Nowhereas clean removal for creatures that outclass combat, threaten lethal, or invalidate your flyer/pump plan. Because the main deck has only one copy, do not spend it on a small creature that can be raced, blocked, or answered byThraben Charm. Cast it before combat when removing the blocker creates a strong attack, and after combat when waiting may reveal a better target or preserve information. Against sacrifice, bounce, or enchantment-removal decks, remember that the removed creature may not be permanently gone if the rules engine later exposes a legal answer. -
Ramosian Rally: TreatRamosian Rallyas a singleton burst or protection-adjacent pump spell only after checking its exact text. Card text check required. Use it when Forge shows a legal pump action that creates lethal, wins a key combat, or preserves enough creatures to keep pressure. Because it is only one copy, do not plan the whole game around drawing it, and do not choose lines that require it unless it is already in hand and legal. -
Eagles of the North: TreatEagles of the Northprimarily as a conditional mana-smoothing or late threat card until exact text is confirmed. Card text check required. If Forge exposes landcycling or search-like actions, use them when the hand needs a land more than another body; if castable as a creature, cast it only when the game has slowed enough that a large flyer matters more than multiple small spells. Do not keep otherwise poor openers solely because this card might fix mana unless the legal action is visible. -
Elite Interceptor: TreatElite Interceptoras a singleton tactical creature with text-dependent value. Card text check required. Cast it when the legal text and board state show that its body or ability improves combat, disrupts an attacker, or advances the clock better than holding interaction. Do not prioritize it over proven core cards unless the matchup or visible board makes its specific text relevant. -
Idyllic Grange: UseIdyllic Grangeas a tapped white source with possible late counter value, not as a free early land. Card text check required for exact condition and counter placement. Play it early only when it will not delay a one-drop or two-drop; hold it when a later counter on a flyer, lifegain body, or key attacker is likely and the mana curve allows. Avoid bounce loops withKor Skyfisherunless replaying it is legal, tempo-positive, and does not shrink your ability to hold interaction. -
Plains: ValuePlainshighly because the deck needs untapped white mana every turn. Prioritize hands with two white sources and early plays, and avoid speculative sequencing that leaves only tapped mana forThraben Charm,Prismatic Strands, or pump. In longer games, extraPlainsbecome acceptable Clue-cracking fuel, but early land drops matter more than bluffing or holding lands unless discard risk orRaffine's Informantselection changes the calculation.
Interaction Priorities
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Priority: Use
Journey to Nowhereon the visible creature that invalidates combat first: a large blocker that stops flyer attacks, a lifelink or race-reset threat, a combo creature, or a lethal attacker. Do not spend the main-deckJourney to Nowhereon a small creature thatThraben Charm, tokens, or racing can handle. -
Priority: Use
Thraben Charmonly when one of its visible legal modes changes the next turn cycle. Card text check required for exact modes and target limits. Prefer killing or shrinking the creature that blocks a lethalGuardians' Pledgeattack, removing an attacker that forces bad blocks, answering a decisive enchantment, or disrupting an active graveyard line over trading it for marginal damage. -
Priority: Preserve
Prismatic Strandsfor turns where prevention wins the race, protects a wide board, or stops lethal. Card text check required for exact color choice and flashback costs. Name or choose only from visible legal prompts; if multiple colors are plausible, choose the color that covers the currently lethal or largest visible damage source, not a guessed hidden card. -
Priority: Treat
Guardians' PledgeandRamosian Rallyas interaction during combat only when they create lethal, save multiple creatures, or convert blocks into a winning board. Card text check required forRamosian Rally. Do not fire pump into open mana merely to add damage if a removal spell on one attacker would collapse the attack. -
Priority: This deck has no normal counterspell or discard package, so do not search for counter/discard lines unless the rules engine presents a legal action from a temporary effect. If a legal non-deck counter, discard, exile, or prevention action appears, evaluate it by visible threat, survival, and whether spending it preserves the attack plan.
-
Bounce: Use
Kor Skyfisherbounce as tempo and resource selection, not as removal. Prefer returningNovice Inspector,Thraben Inspector,Raffine's Informant, or a spare land when replaying the card is legal and useful; avoid bouncing a developed attacker,Leonardo, Big Brother, or a key blocker unless the board demands it. Card text check required forLeonardo, Big Brotherbefore valuing any specific synergy. -
Bait: Lead with expendable pressure before committing the card that matters most.
Novice Inspector,Thraben Inspector,Lunarch Veteran, and a modestRaffine's Informantcan draw removal beforeBattle Screech,Kor Skyfisher,Leonardo, Big Brother, or a lethal pump turn. Against sweepers or damage-based removal, keepPrismatic Strandsmana and flashback requirements in mind before overcommitting. -
Ignore: Race small ground creatures when your flyers, tokens, and pump can end the game first. Ignore nonlethal utility creatures if removing them costs the only answer to a larger blocker or combo piece. Ignore graveyards until a visible graveyard payoff, flashback, recursion, or threshold-like engine makes
Thraben Charmgraveyard interaction materially relevant. -
Archetype changes: Against creature aggro, prioritize
Prismatic Strands,Martyr of Sands,Hallow,Holy Light,Crimson Acolyte, and efficient blocking when legal. Against artifacts, artifact threats and mana engines become higher-value targets forDust to DustandRevoke Existence. Against control, protect pressure and do not overuse removal on creatures that do not block profitably. Against graveyard decks, holdThraben Charmfor the turn the graveyard action matters.
Combat And Trading Rules
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Attack: Make attacks that advance a two-turn or one-turn clock while preserving enough material to survive the crack-back. The deck wins by stacking small bodies, flyers,
Battle Screech, and pump, so chip damage matters, but a reckless attack that loses the board is worse than waiting forGuardians' Pledge,Ramosian Rally, orPrismatic Strands. -
Attack: Prioritize evasive pressure from
Battle Screechtokens,Kor Skyfisher,Eagles of the North, and any other legal flyer when ground combat is stalled. Card text check required forEagles of the North; if it is only a late threat in the current game, do not slow early pressure to preserve it without a clear visible payoff. -
Attack: Treat
Battle Screechturns as commitment gates. Deploy or flash back only when the resulting bodies can pressure through removal, support pump, or stabilize against attackers; avoid tapping critical blockers or lifegain pieces for a line that leaves you dead to the visible board. -
Blocks: Block aggressively when your life total is under a short clock, when
Prismatic Strandsis not available, or when trading a small Inspector body preserves the race. Prefer turningNovice Inspector,Thraben Inspector, or spare tokens into time over riskingKor Skyfisher,Leonardo, Big Brother, or a creature needed for a pump lethal. -
Trades: Accept trades that keep your flyer count, token count, or pump-lethal math ahead. Decline trades that exchange a pumped or evasive threat for a creature that was not stopping your main plan. Trade
Lunarch Veteranonly when the life swing or blocker role is less important than preventing damage. -
Protection: Use
Prismatic Strandsbefore damage when it prevents lethal, saves multiple creatures, or lets a wide attack survive a damage-based answer. Do not use it to save one replaceable creature unless that creature is the only path to lethal, the only blocker preserving survival, or the only engine piece visible. -
Pump timing: Cast
Guardians' Pledgein combat when blocks are known and the legal action produces lethal or a decisive board. Cast it before blocks only when the engine exposes that timing and the attack math demands it. Hold pump if the opponent can answer one creature and leave the rest of the spell low impact. -
Engine preservation: Keep
Kor Skyfisher,Militia Bugler,Raffine's Informant,Novice Inspector, andThraben Inspectorloops intact when the game is about cards and board depth. Break the loop for damage when the opponent is low enough that delay gives them time to stabilize. -
Life thresholds: Above roughly 12 life, favor pressure and efficient development unless the opponent has a visible explosive board. Between 6 and 11 life, preserve blockers and prevention unless a lethal attack is available. At 5 or less, assume every visible attacker and burn-like effect matters; prioritize survival,
Prismatic Strands,Martyr of Sands, and clean removal over incremental Clue or selection value. -
Archetype differences: Against aggro, block earlier and use prevention to create a lethal return attack. Against control, attack with resilient spacing and avoid giving sweepers maximum value. Against combo, race with the fastest legal clock and use interaction only on visible enabling pieces. Against big blockers, remove the blocker or fly over it instead of feeding ground creatures into bad trades.
Selection And Tutor Rules
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Selection: Treat this deck as pseudo-selection rather than true tutoring.
Militia Bugler,Raffine's Informant,Novice Inspector,Thraben Inspector,Kor Skyfisher, and Clue-like artifacts improve card flow, but none should be assumed to find a specific hidden card unless the rules engine reveals legal candidates. -
Militia Bugler: Choose the revealed creature that best fixes the current visible problem. PreferKor Skyfisherwhen you need evasion or replay value,Lunarch Veteranwhen life and body count matter,Novice InspectororThraben Inspectorwhen you need another cheap body plus material, andRaffine's Informantwhen filtering or a larger attacker matters. Do not choose a creature only because it is highest raw value if the board requires immediate blockers, flyers, or lethal setup. -
Raffine's Informant: Use connive-style filtering to keep lands until the next critical land drop is secured, then discard excess lands before spells. Discard redundant low-impact one-drops beforeBattle Screech,Prismatic Strands,Guardians' Pledge,Journey to Nowhere, orThraben Charmwhen those cards answer the visible game. If the engine exposes a discard choice and the hand is mana-light, do not discard the only land unless the game is ending this turn. -
Inspectors: Use
Novice InspectorandThraben Inspectorto create early board presence before spending mana on card draw. Crack Clues or similar artifacts when you have unused mana, need to hit a land drop, or are playing through removal; delay cracking when spending mana would stop a stronger creature,Battle Screech,Journey to Nowhere, or a combat-protective instant. -
Kor Skyfisher: Use bounce as a controlled selection loop. Prefer returningNovice Inspector,Thraben Inspector,Raffine's Informant, a spare Clue-like permanent if legal, or an untapped/low-value land when replaying it does not cost a needed spell this turn. Avoid returningJourney to Nowhereunless releasing the exiled creature is strategically acceptable from visible board state. -
Lands: Make the land drop before one-mana development when the land is needed for sequencing, but delay land choice if
Raffine's Informantor another legal filtering action can reveal whether a specific land is needed. UseIdyllic Grangecounters only on a creature that is likely to attack, block, or survive; do not put the counter on a throwaway body when a flyer or key blocker is visible and legal. -
Eagles of the North: Card text check required. If the rules engine presents a landcycling, search, or selection action forEagles of the North, use it to fix missed land drops or enable double-spell turns; do not spend it as selection when you already have enough mana and need a late evasive body. -
Graveyard selection: Preserve
Battle ScreechandPrismatic Strandsgraveyard value when choosing discards or graveyard-exile actions. Do not exile your own useful flashback card unless the legal action is mandatory or the visible survival benefit is greater than the lost flashback option.
Priority And Stack Rules
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Priority: Pass routine priority when you have no profitable instant-speed action and the opponent has not presented lethal, a key blocker, a graveyard action, or a removal window. Explain the pass by naming the instant you are holding back, the mana you are preserving, or the reason no legal action improves the visible board.
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Pump: Cast
Guardians' Pledgeafter blocks when it creates lethal, saves multiple creatures in combat, or turns trades into a decisive board. Do not cast it into an empty stack for small damage if waiting preserves surprise and the opponent has open interaction.Ramosian Rallyrequires card text check; treat it as conditional pump only when the legal action text confirms the effect and timing. -
Prevention: Use
Prismatic Strandsbefore damage when it prevents lethal, blanks a large attack, protects a wide board from damage, or enables a safe return attack. Choose the color from visible damage sources, stack objects, or attackers; if multiple colors are plausible, choose the color that covers the largest or lethal visible damage, not a guessed hidden card. -
Flashback: Treat
Battle ScreechandPrismatic Strandsflashback as resource commitments. Flash backBattle Screechwhen tapping white creatures still leaves survival or creates decisive pressure; flash backPrismatic Strandswhen the prevention swing is worth tapping the creature. Do not tap the only necessary blocker for a flashback line unless the line prevents more damage or ends the game. -
Removal timing: Use
Journey to NowhereandThraben Charmon visible blockers, lethal attackers, combo pieces, or engines that matter now. Card text check required for exactThraben Charmmodes; if a graveyard-exile mode is legal, fire it in response to a visible graveyard spell, flashback, recursion, or threshold-like action rather than on an inert graveyard. -
Stack discipline: Let low-impact spells resolve when your instant would be better saved for combat, lethal math, or a known graveyard window. Respond to pump, removal, sacrifice, or graveyard spells only when the legal response changes survival, protects a key board, stops a payoff, or converts the stack into lethal.
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Optional triggers and payments: Accept life-gain or value triggers from
Lunarch Veteran, Inspectors, and similar permanents when the engine offers them and no cost is attached. Decline optional costs only when paying would consume mana, a creature tap, or another resource needed forPrismatic Strands,Guardians' Pledge,Thraben Charm,Journey to Nowhere, or a required block. -
Sideboard instants: Use
Hallow,Holy Light,Crimson Acolyte,Revoke Existence,Dust to Dust, and extraJourney to Nowhereonly through legal engine prompts and visible targets. Card text check required forHallow,Holy Light, andCrimson Acolyte; choose these responses for survival, protected attacks, or stopping artifact/enchantment engines, not for marginal tempo.
Sideboard Map
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Sideboard rule: change roles only after identifying the opponent's visible pressure, removal profile, and engines. Keep the main plan of cheap white creatures, flyers,
Battle Screech,Prismatic Strands, and pump unless the matchup demands specific hate or more removal. -
Dust to Dust: Add against artifact decks, artifact lands, Affinity-style creature boards, and artifact engines where exiling multiple artifacts is stronger than racing. It is bad against low-artifact creature decks, spell combo without artifact permanents, and matchups where spending a full turn sorcery-speed does not affect lethal pressure. -
Revoke Existence: Add against artifact or enchantment permanents that must be answered whenDust to Dustis too narrow or the target type includes enchantments. It is bad when the opponent's relevant cards are creatures, graveyard actions, or instants rather than durable artifacts/enchantments. -
Extra
Journey to Nowhere: Add against large creatures, single must-answer blockers, initiative or monarch threats, recursive creatures that still need temporary containment, and matchups whereThraben Charmis not enough removal. It is bad against decks with many sacrifice outlets, abundant enchantment removal, or very low creature counts. -
Martyr of Sands: Add against red burn, fast aggro, damage races, and matchups where revealing white cards converts a stalled hand into several extra turns. It is bad against combo, hard control, artifact engines, and removal-light matchups where a one-mana non-attacking body does not advance pressure. -
Hallow: Card text check required. Add only when the rules engine confirms a legal prevention or damage-related response to a visible spell that matters, especially against red burst damage or a large single damage spell. It is bad as a speculative sideboard card when the opponent wins through creatures, artifacts, graveyard loops, or non-damage effects. -
Holy Light: Card text check required. Add against go-wide creature decks, token decks, one-toughness nonwhite boards, and combat boards where the legal effect visibly changes blocks or lethal math. It is bad against white creature mirrors, large creatures, artifact-only threats, or decks where your own board is more vulnerable than theirs. -
Standard Bearer: Add against targeted removal, pump, auras, heroic-style plans, and decks that need to target their own creatures or your key attackers. It is bad against sweepers, edicts, combat-only creature decks, non-targeted sacrifice effects, and matchups where a defensive body dilutes the clock. -
Crimson Acolyte: Card text check required. Add against red creature decks, red removal, and burn-heavy boards when legal activated protection or prevention changes combat and survival. It is bad against nonred decks, edicts, black removal, artifact threats, and matchups where holding activation mana prevents development. -
Palace Sentinels: Add against slow removal-heavy decks, midrange mirrors, and stalled creature games where becoming the monarch can out-resource spot removal. It is bad against flyers, haste, wide boards, and fast decks that can immediately take the monarch back or punish a four-mana tap-out.
Artifact-heavy Affinity / artifact engine plan Side in: 3 Dust to Dust; 1 Revoke Existence; 2 Journey to Nowhere Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler; 2 Guardians' Pledge
- Artifact plan: Use
Dust to Dustas the high-impact hate card, not as generic removal. Keep pressure on board first when possible, then castDust to Dustonce it removes mana, blockers, or engine pieces that visibly change the race. UseRevoke Existenceon the artifact or enchantment permanent that remains most dangerous afterDust to Dustlines are considered.
Red burn / fast red plan Side in: 3 Martyr of Sands; 1 Hallow; 1 Crimson Acolyte; 2 Journey to Nowhere Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler; 1 Leonardo, Big Brother; 2 Guardians' Pledge
- Red plan: Become the stabilizing white creature deck rather than a pure race deck.
Martyr of Sands,Lunarch Veteran,Prismatic Strands, andCrimson Acolyteshould buy the turns needed for flyers and tokens to finish. KeepThraben Charmand extraJourney to Nowherefor visible attackers that shorten the clock.
Go-wide tokens / one-toughness creature plan Side in: 1 Holy Light; 2 Journey to Nowhere; 1 Palace Sentinels Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler
- Token plan: Use
Holy Lightonly when the visible board makes its legal effect meaningful. Preserve your own wide pressure if the effect is symmetrical or uncertain; ask the light model to compare boards before committing.Palace Sentinelsis acceptable when the board is stable enough to defend monarch with flyers and tokens.
Targeted-removal / aura / pump plan Side in: 2 Standard Bearer; 2 Journey to Nowhere Cut: 1 Eagles of the North; 1 Elite Interceptor; 2 Militia Bugler
- Targeting plan: Use
Standard Bearerto distort the opponent's targeted spells and protect high-value pressure indirectly. Do not assume it stops untargeted sweepers, edicts, combat damage, or already-legal effects unless the engine's legal actions show that interaction. Pair it with extraJourney to Nowherewhen the opponent also presents large individual creatures.
Slow control / midrange grind plan Side in: 1 Palace Sentinels; 2 Standard Bearer; 2 Journey to Nowhere Cut: 1 Eagles of the North; 1 Elite Interceptor; 1 Ramosian Rally; 2 Guardians' Pledge
-
Grind plan: Use
Palace Sentinelsonly when you can defend the monarch with flyers,Battle Screech, or removal.Standard Beareris strongest when the opponent relies on targeted removal to break up your board. ExtraJourney to Nowhereshould answer the threat that would steal monarch or blank your air attack. -
Against combo or low-board spell decks: Add role cards:
Standard Beareronly if visible or known targeting matters,Revoke Existenceonly if artifacts/enchantments are part of the engine, andHallowonly for a confirmed damage-spell axis. Reduce main-deck emphasis: slow grind creatures and conditional combat pump when the game is decided before normal combat damage. -
Against graveyard decks: Add role cards: extra
Journey to Nowherefor creatures that must be contained andRevoke Existenceonly for artifact/enchantment enablers. Reduce main-deck emphasis: cards that do not interact with graveyard execution unless pressure is the only realistic plan. KeepThraben Charmin mind as the main-deck graveyard interaction if the legal mode is exposed. -
Against creature mirrors: Add role cards: extra
Journey to Nowhere,Holy Lightwhen its legal text favors your board,Palace Sentinelswhen monarch is defensible, andCrimson Acolyteonly against red creatures or red damage. Reduce main-deck emphasis: expensive or low-impact cards that do not affect combat before the next attack step. -
Against removal-heavy black decks: Add role cards:
Palace Sentinelsfor resource pressure,Standard Beareronly when targeted removal is the main visible problem, and extraJourney to Nowherefor large threats. Reduce main-deck emphasis: all-in pump that can be punished by open removal unless it creates lethal or saves multiple creatures. -
Against flyers or reach blockers: Add role cards: extra
Journey to Nowhereto clear the blocker that stopsBattle Screech,Kor Skyfisher, orLeonardo, Big Brother. Reduce main-deck emphasis: slow selection when the immediate issue is forcing through air damage or surviving the return attack. -
Post-board role check: If hate cards are drawn without targets, continue attacking and developing instead of waiting. If the hate card has a visible target and casting it delays lethal pressure by a full turn, compare whether removing the target changes the next combat more than another creature, flashback, or pump spell.
Matchup Guidance
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Aggro: Become the wider white deck when your opening hand contains early bodies,
Battle Screech,Prismatic Strands, or a pump effect. Trade life for board only while the next combat still favorsGuardians' Pledge,Ramosian Rally, or a flashed-backBattle Screech; otherwise block earlier and protect the race withLunarch Veterantriggers and removal. Add role cards:Martyr of Sands, extraJourney to Nowhere,Holy Lightwhen the visible legal effect favors your board, andCrimson Acolyteagainst red damage. Reduce main-deck emphasis: slow search or selection bodies that do not affect the next combat, especiallyEagles of the North,Elite Interceptor, and excessMilitia Buglerwhen the matchup is about the first four turns. -
Control: Pressure first, then force them to answer multiple small permanents instead of one exposed attacker. Lead with
Novice Inspector,Thraben Inspector,Raffine's Informant,Lunarch Veteran, andKor Skyfisherso removal trades down while Clues, filtering, and bounce value keep material flowing. HoldBattle Screechwhen a sweeper is likely and current pressure is already sufficient; cast it when the opponent must answer flyers or when flashback is protected by spare creatures. Add role cards:Palace Sentinels,Standard Beareragainst targeted removal, and extraJourney to Nowherefor finishers that invalidate combat. Reduce main-deck emphasis: all-inGuardians' PledgeorRamosian Rallylines unless they create lethal or punish a tap-out. -
Combo: Race with the fastest legal clock and use interaction only on visible engine pieces or deterministic payoff windows. Do not keep a hand that only draws cards and gains small life unless it also applies pressure or contains relevant disruption.
Thraben Charmshould be considered when the engine exposes a graveyard, token, or enchantment-like mode that actually matters; do not assume a mode is legal until the action list shows it. Add role cards:Revoke Existenceagainst artifact or enchantment engines,Dust to Dustagainst artifact mana or artifact combo pieces,Standard Beareragainst targeted combo lines, andHallowonly against confirmed damage-spell combo. Reduce main-deck emphasis: slow monarch plans and combat-only tricks when the combo does not fight through creature combat. -
Tempo: Make land drops and deploy redundant threats before spending a turn on marginal selection.
Kor Skyfisheris strongest when it reusesNovice Inspector,Thraben Inspector,Idyllic Grange, or another visible value permanent without walking into a tempo loss; avoid bouncing a land when the next turn needs three or four mana. UseJourney to NowhereandThraben Charmto clear the single blocker or attacker that changes the race, not the first legal target. Add role cards: extraJourney to NowhereandStandard Bearerif their tempo is based on targeted interaction. Reduce main-deck emphasis: expensive or tap-out plays that do not immediately affect board parity. -
Midrange: Build a board that makes one-for-one removal awkward, then pivot to flyers and monarch if the ground stalls.
Battle Screechis the key breaker because two bodies plus flashback can overwhelm removal and turn pump spells into lethal pressure.Militia Buglerand Clue bodies are valuable when the matchup slows, but they should not replace early pressure if the opponent has a larger late game. Add role cards:Palace Sentinels, extraJourney to Nowhere, andStandard Bearerwhen their removal is targeted. Reduce main-deck emphasis: fragile pump-only plans when open mana and visible removal make combat blowouts likely. -
Big mana: Treat the matchup as a clock test unless the rules engine exposes a specific permanent that your hate can answer. Commit early creatures, flash back
Battle Screechquickly, and useGuardians' PledgeorRamosian Rallyto shorten the game before large stabilizers arrive. Do not overvalue Clue cracking orMilitia Buglerif the legal alternative adds damage this turn. Add role cards:Dust to Dustonly when artifacts are visible as mana or engine pieces,Revoke Existenceonly for artifact/enchantment stabilizers, and extraJourney to Nowherefor large creatures. Reduce main-deck emphasis: small life-gain and slow value when the opponent's late-game inevitability is stronger. -
Graveyard: Keep pressure high while preserving
Thraben Charmfor a graveyard action that the engine confirms is legal and relevant. UseJourney to Nowhereon recursive or payoff creatures when exile or containment changes the next turns, but do not assume it stops every graveyard loop unless the resulting game state proves it. Add role cards: extraJourney to Nowhere;Revoke Existenceonly for visible artifact or enchantment enablers. Reduce main-deck emphasis: pump spells in hands that cannot present creatures, and slow search when the graveyard deck is already close to executing. -
Artifact/enchantment: Identify whether the opposing permanent is mana, a blocker, a card-advantage engine, or a kill condition before spending hate.
Dust to Dustshould target artifact pairs that change both tempo and material when possible; if only one artifact matters, compareRevoke Existence,Journey to Nowhere, and pressure before committing. Add role cards:Dust to Dust,Revoke Existence, and extraJourney to Nowherewhen creatures are part of the artifact/enchantment plan. Reduce main-deck emphasis:Guardians' Pledge,Ramosian Rally, or slow bodies when hate plus pressure is the clearer route. -
Go-wide: Win by making your flyers matter while preventing their swarm from racing.
Battle Screech,Prismatic Strands,Guardians' Pledge, andRamosian Rallyare the key cards, but the pump spells should be saved for lethal, survival, or a combat that preserves multiple creatures. Add role cards:Holy Lightwhen the visible effect is favorable, extraJourney to Nowhere, andPalace Sentinelsonly if the board can defend monarch. Reduce main-deck emphasis: isolated large-attacker plans and expensive setup that does not block or create multiple bodies. -
Single-threat: Use exile-style interaction and flyers to avoid losing to one oversized blocker or attacker.
Journey to Nowhereis the clean answer when legal;Thraben Charmis conditional on the engine exposing a relevant mode and target. Attack around the threat if racing is better than answering it, especially whenBattle Screechcreates evasive pressure. Add role cards: extraJourney to Nowhere,Standard Beareragainst aura or pump targeting, andRevoke Existenceagainst aura/enchantment threats. Reduce main-deck emphasis: narrow pump if the single threat can force bad blocks or blank ground attacks. -
Burn: Protect life total without forgetting that the deck still wins through pressure.
Lunarch Veteran,Martyr of Sands,Prismatic Strands, andCrimson Acolyteare the stabilizing cards, whileKor Skyfishercan reuse life or Clue permanents only when the tempo cost is acceptable. Card text check required forHallowandCrimson Acolyte; use them only when the visible legal action confirms they interact with the relevant red or damage spell. Add role cards:Martyr of Sands,Hallow,Crimson Acolyte, and extraJourney to Nowherefor fast creatures. Reduce main-deck emphasis: slowMilitia Bugler, expensive top-end, and pump lines that leave you dead to known burn. -
Removal-heavy: Diversify threats and make their removal inefficient. Prefer sequences that leave a Clue, a bounced value permanent, a flashback
Battle Screech, or monarch pressure behind after removal resolves.Standard Beareris valuable only when the opponent's removal or pump requires targets; it does not answer sweepers or edicts unless the rules engine shows a legal interaction. Add role cards:Palace Sentinels,Standard Bearer, and extraJourney to Nowhere. Reduce main-deck emphasis: single-combat all-in pump unless it wins immediately or forces a removal spell before damage in a way that still preserves enough board.
Specific Matchup Notes
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General/archetype-only note: Exact opponent decklists are absent, so revealed cards, legal actions, and public game history override every matchup assumption here. Treat these notes as role selection and sideboarding cues, not hidden-information certainty.
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Red aggression and burn: Prioritize life-stabilizing bodies and prevention while still attacking with flyers and token groups. Likely priority targets are fast creatures that keep damage flowing through
Prismatic Strands, and likely role cards areMartyr of Sands,Hallow,Crimson Acolyte, and extraJourney to Nowhere; card text check required forHallowandCrimson Acolyte, so use them only when the rules engine exposes a legal protective or prevention action. Reduce main-deck emphasis on slowMilitia Buglerturns and pump lines that leave lethal damage available on the return turn. -
Artifact decks: Pressure first, then use hate on permanents that change mana, blocking, or lethal math. Likely priority targets for
Dust to Dustare artifact mana pairs, artifact creatures that halt attacks, or card-advantage artifacts;Revoke Existenceis the flexible role card for a single confirmed artifact or enchantment. Avoid spending hate on low-impact objects whenBattle Screech,Kor Skyfisher, or a pump spell creates a faster clock. -
Creature mirrors and go-wide decks: Preserve board width and use flyers to break stalls.
Battle Screech,Prismatic Strands,Guardians' Pledge,Ramosian Rally, andHoly Lightare the swing cards, butHoly Lightshould be used only when visible toughness and legal effect text make the exchange favorable. Priority targets are anthem effects, evasive attackers, and creatures that force bad blocks. -
Removal-heavy midrange: Make every removal spell trade down by leaving Clues, flashback value, or monarch pressure.
Novice Inspector,Thraben Inspector,Kor Skyfisher,Militia Bugler,Battle Screech, andPalace Sentinelsare the grind package.Standard Beareris a role card only when targeted spells or abilities are visible or strongly implied by public play; it is not a generic answer to sweepers or edicts unless the engine shows legal interaction. -
Big-mana control: Shorten the game before the opponent's larger stabilizers matter. Keep hands that curve threats into
Battle Screechor pump pressure, and treatDust to Dust,Revoke Existence, or extraJourney to Nowhereas role cards only when their visible targets slow mana, remove a blocker, or stop an engine. Do not over-invest in Clue cracking while the legal alternative increases damage. -
Graveyard strategies: Race while holding
Thraben Charmfor graveyard interaction confirmed by the rules engine. Priority targets are recursive payoffs, graveyard enablers, or a stack/window whereThraben Charmvisibly disrupts the next turn cycle. ExtraJourney to Nowherecan help against creature payoffs, but do not assume exile or containment solves every graveyard line without visible proof. -
Aura, pump, or single-threat decks: Answer the threat or invalidate targeting before racing. Likely role cards are extra
Journey to Nowhere,Standard Bearer, andRevoke Existenceagainst visible aura or enchantment threats. PreserveThraben Charmfor a mode and target that the engine confirms, and avoid all-in attacks if one protected blocker can reverse the race.
Risk Summary
-
Mana risk: The deck is mostly
PlainsplusIdyllic Grange, so one-land hands can fail to castBattle Screech,Militia Bugler,Prismatic Strands, or multiple spells on time. Avoid bouncing a land withKor Skyfisherwhen the next turn requires three or four mana, and treatEagles of the Northas conditional fixing or a spell only when legal actions confirm the available mode. -
Matchup risk: The deck can be too fair against engines that ignore combat. Against big mana, combo, graveyard, or artifact engines, prioritize a real clock plus the narrow interaction that public information proves relevant.
-
Draw risk: Low-pressure hands with Clues,
Militia Bugler, and no early attacker can fall behind before card advantage matters. Keep selection and Clue plans only when the visible matchup rewards time or the hand already has pressure. -
Over-sideboarding risk: Bringing too many narrow cards can dilute the core white pressure plan. Add role cards only for confirmed opposing axes, and keep enough creatures,
Battle Screech, and pump density to end games. -
Graveyard risk:
Prismatic StrandsandBattle Screechuse the graveyard, so opposing graveyard hate can reduce your swing turns. Do not assume flashback is available until the engine exposes the legal action. -
Sweeper/removal risk: Pump spells and token commits can walk into removal or sweepers. Use
Guardians' PledgeandRamosian Rallyfor lethal, survival, or decisive combat, not merely because mana is open. -
Closer risk: The deck may stall if
Battle Screechis answered and ground creatures cannot attack. Preserve flyers, leverageIdyllic Grangecounters when legal, and usePalace Sentinelsonly when the board can defend monarch. -
Interaction risk:
Journey to Nowhere,Thraben Charm,Dust to Dust,Revoke Existence,Hallow, andCrimson Acolyteare conditional on legal targets and exact rules text. Choose only actions supplied by Veles, and mark uncertain text as conditional during reasoning. -
Sequencing risk:
Kor Skyfisher, Clues, flashback, and pump turns are order-sensitive. Develop creatures before cracking Clues when racing, replay bounced permanents before passing when mana allows, and leave prevention or interaction mana open only when the visible board makes that window matter.
Test Feedback Checklist
-
Deciding factor: Record whether the game was decided by early creature velocity,
Battle Screechflashback pressure,Guardians' PledgeorRamosian Rallyburst,Prismatic Strandsprevention,Thraben Charminteraction, monarch fromPalace Sentinels, or failure to close before the opponent stabilized. -
Mulligans: Note whether keeps had a one-mana creature, enough
PlainsorIdyllic Grangeto cast two- and three-mana spells, and a credible damage plan; flag any keep that relied on Clues without pressure or on a one-land hand without legal smoothing. -
Mana: Track missed land drops, awkward
Kor Skyfisherland bounces, delayedBattle Screech, strandedPrismatic Strands, and whetherEagles of the Northwas used as a legal mana-development action or sat uncastable. -
Velocity: Count turns where the pilot cracked a Clue instead of adding
Novice Inspector,Thraben Inspector,Raffine's Informant,Leonardo, Big Brother,Militia Bugler, orBattle Screechpressure, then judge whether that slower line improved the next turn cycle. -
Engine value: Record whether
Kor Skyfisherrebought a useful permanent, whetherMilitia Buglerfound a creature on time, whetherBattle Screechproduced both waves, and whetherIdyllic Grangecounters affected combat or lethal math. -
Removal and interaction: Log the highest-impact visible targets for
Journey to Nowhere,Thraben Charm,Dust to Dust,Revoke Existence, and extra sideboardJourney to Nowhere; flag any use on a low-impact target while a faster clock or stronger target was visible. -
Prevention and combat tricks: Record each
Prismatic Strands,Guardians' Pledge,Ramosian Rally,Hallow,Holy Light, andCrimson Acolytedecision with the visible damage, blockers, lethal risk, and legal text shown by the engine; markHallowandCrimson Acolytewith Card text check required until verified. -
Sideboard role cards: After each match, ask whether
Martyr of Sands,Standard Bearer,Palace Sentinels,Dust to Dust,Revoke Existence,Holy Light, and extraJourney to Nowherehad clear public targets or whether the configuration diluted the white pressure plan. -
Closing: Identify turns where lethal or a two-turn clock was available through flyers, tokens, pump, or
Prismatic Strands, and note if the pilot instead chose card draw, defensive passing, or nonlethal interaction. -
Role accuracy: Compare the chosen role against the revealed matchup state: racing red decks, pressuring artifacts and big mana, grinding removal-heavy decks, preserving board width in mirrors, and holding graveyard interaction only when
Thraben Charmhad visible relevance. -
Mistakes: Flag attacks that lost needed blockers, blocks that gave up evasive pressure without survival gain, pump spells cast into poor exchanges, and passes with legal stabilizing actions under a short clock.
-
Stranded cards: Track hands where
Guardians' Pledge,Ramosian Rally,Prismatic Strands,Journey to Nowhere,Dust to Dust,Revoke Existence,Standard Bearer, orPalace Sentinelslacked legal or strategically meaningful windows. -
Overperformers and underperformers: Name exact cards whose logged actions repeatedly produced wins, stabilized losses, or remained irrelevant, with separate notes for pre-board and post-board games.
First Tuning Questions
-
Creature base: Should any copies among
Leonardo, Big Brother,Lunarch Veteran,Raffine's Informant,Novice Inspector,Thraben Inspector, orMilitia Buglerchange if the deck either floods on small bodies without closing or lacks enough early board forBattle Screechand pump turns? -
Pump density: Are
2 Guardians' Pledgeplus1 Ramosian Rallyenough to finish stalled boards, or are pump cards stranded too often against removal, fog effects, or low-creature draws? -
Token plan: Does
4 Battle Screechremain the best central closer when opponents bring graveyard hate or sweepers, or does the deck need more independent threats that do not depend on flashback timing? -
Mana count: Do
17 Plains,2 Idyllic Grange, and1 Eagles of the Northconsistently support three- and four-mana turns, or do missed land drops justify more mana sources despite the risk of lowering pressure? -
Bounce sequencing: Is
4 Kor Skyfisherproducing enough rebuy value from Inspectors,Idyllic Grange, or other permanents, or does it too often force tempo-negative land returns in games where curving forward matters? -
Main-deck interaction: Is
1 Journey to Nowhereplus4 Thraben Charmenough against large creatures and single-threat decks, or should the main deck carry more unconditional creature answers at the cost of threat density? -
Protection package: Does
3 Prismatic Strandswin enough races and combat steps, or are copies stranded against noncombat engines where more proactive cards would shorten the game? -
Grind plan: Does
Militia Buglerand Clue material beat removal-heavy decks without slowing aggro matchups too much, or should grind tools move towardPalace Sentinels-style sideboard roles only? -
Sideboard artifacts: Are
3 Dust to Dustand1 Revoke Existencethe correct artifact/enchantment allocation, or do logs show too many narrow cards with no visible targets against mixed-field opponents? -
Red matchup tools: Do
3 Martyr of Sands,1 Hallow, and1 Crimson Acolyteactually convert red games, and are their legal windows frequent enough after Card text check required verification? -
Creature mirror tools: Does
1 Holy Lightcreate decisive exchanges against token or one-toughness boards, or is it too narrow compared with another extraJourney to Nowhereor broader stabilizer? -
Targeted-spell defense: Does
2 Standard Bearerprotect the right threats against aura, pump, and removal decks, or does it conflict with racing when the opponent does not expose target-dependent lines? -
Role conflict: Is the deck losing because it mixes aggro, tempo, prevention, and grind plans in the same draw, and should tuning make the default posture more aggressively closing or more resiliently controlling?
Veles Tactical Policy
Policy: Opening Hand Pressure Gate
- Priority: High
- Decision families: mulligan
- Cards: Novice Inspector; Thraben Inspector; Lunarch Veteran; Raffine's Informant; Kor Skyfisher; Battle Screech
- Phase windows: pregame
- Runtime cues: prompt:mulligan; action:keep; action:mulligan
- Use when: Mulligan decisions show an opening hand with legal lands and at least one early creature or a clear two-turn pressure curve.
- Avoid when: The hand cannot cast early spells, has only pump/prevention without bodies, or relies on Clues while presenting no pressure.
- Instructions: Keep hands that curve white creatures into
Battle ScreechorKor Skyfishervalue; mulligan hands that cannot contest the board by turn two unless the visible hand has a matchup-specific sideboard reason. - Pilot skill floor: Light model should compare mana, first creature, follow-up body, and whether the hand can win before stabilizing decks take over.
- No-API allowed: no
- Light-model allowed: yes
Policy: First Creature Setup
- Priority: Medium
- Decision families: priority
- Cards: Novice Inspector; Thraben Inspector; Lunarch Veteran; Raffine's Informant
- Phase windows: main phase one; main phase two
- Runtime cues: action:cast Novice Inspector; action:cast Thraben Inspector; action:cast Lunarch Veteran; action:cast Raffine's Informant
- Use when: Multiple early creature casts are legal and no immediate survival interaction is required.
- Avoid when: Holding mana for a visible interaction window prevents lethal or stops a decisive threat.
- Instructions: Lead with a one-mana body to enable attacks,
Battle Screechflashback,Guardians' Pledge, andRamosian Rally; chooseRaffine's Informantwhen filtering is needed and the mana curve still develops. - Pilot skill floor: Light model should value board width over slow Clue use in most early turns.
- No-API allowed: no
- Light-model allowed: yes
Policy: Plains And Idyllic Grange Sequencing
- Priority: Medium
- Decision families: mana
- Cards: Plains; Idyllic Grange; Eagles of the North
- Phase windows: precombat main; postcombat main
- Runtime cues: action:play Plains; action:play Idyllic Grange; action:cycle Eagles of the North
- Use when: Land choice or land-search choice is legal.
- Avoid when: A tapped land or cycling line prevents an immediate legal creature curve, removal spell, or lethal setup.
- Instructions: Preserve untapped white mana for early pressure; use
Idyllic Grangetiming for a visible counter only when it does not break the curve; useEagles of the Northas mana development when the legal action text supports it and the hand needs land stability. - Pilot skill floor: Light model should count current and next-turn white sources before choosing a slower land line.
- No-API allowed: no
- Light-model allowed: yes
Policy: Kor Skyfisher Bounce Selection
- Priority: Medium
- Decision families: selection
- Cards: Kor Skyfisher; Novice Inspector; Thraben Inspector; Idyllic Grange; Militia Bugler
- Phase windows: main phase; resolution prompts
- Runtime cues: action:choose permanent; action:return permanent; action:target Kor Skyfisher
- Use when:
Kor Skyfisherproduces a visible return-permanent prompt or competes with other development. - Avoid when: Returning the only land or key blocker prevents casting relevant legal spells or surviving the next attack.
- Instructions: Prefer rebuying an Inspector,
Militia Bugler, or a land only when the visible tempo loss is acceptable; do not bounce a permanent merely because the action is legal. - Pilot skill floor: Light model should compare replayable value against lost mana and board presence.
- No-API allowed: no
- Light-model allowed: yes
Policy: Battle Screech Commitment Gate
- Priority: High
- Decision families: priority
- Cards: Battle Screech; Prismatic Strands; Guardians' Pledge; Ramosian Rally
- Phase windows: main phase; graveyard flashback prompts
- Runtime cues: action:cast Battle Screech; action:flashback Battle Screech
- Use when: Casting or flashing back
Battle Screechis legal and the board can support a token pressure turn. - Avoid when: Tapping creatures for flashback exposes lethal, removes necessary blockers, or walks into known public sweepers without enough payoff.
- Instructions: Commit to
Battle Screechwhen it creates a fast evasive clock or sets up pump lethal; delay when the same creatures are needed for blocking orPrismatic Strandsprotection. - Pilot skill floor: Light model should reason about next attack damage, blockers, and whether waiting loses more than committing.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Battle Screech Flashback After Commitment
- Priority: Low
- Decision families: priority
- Cards: Battle Screech
- Phase windows: main phase
- Runtime cues: action:flashback Battle Screech
- Use when: The only legal action matching
flashback Battle Screechis available after a prior selected line committed to producing the second token wave. - Avoid when: More than one materially different payment or tap choice is offered.
- Instructions: Select the legal
flashback Battle Screechaction exactly when runtime action text identifies that spell and no unresolved target or tap-choice judgment remains. - Pilot skill floor: No-API may execute only the exact action-text match.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Pump Lethal And Race Gate
- Priority: High
- Decision families: combat; priority
- Cards: Guardians' Pledge; Ramosian Rally; Battle Screech; Leonardo, Big Brother
- Phase windows: declare attackers; declare blockers; combat damage; end step
- Runtime cues: action:cast Guardians' Pledge; action:cast Ramosian Rally
- Use when: A pump spell is legal with attackers, blockers, or a visible lethal/race swing to evaluate.
- Avoid when: The board is too small, blockers erase the pump effect, or open interaction makes losing the pump catastrophic.
- Instructions: Use pump to kill, force decisive trades, or shorten the clock by a full turn; hold pump when adding bodies or preserving prevention gives a stronger next-turn line.
- Pilot skill floor: Light model should calculate visible damage before and after blockers.
- No-API allowed: no
- Light-model allowed: yes
Policy: Prismatic Strands Survival And Fog Gate
- Priority: High
- Decision families: interaction; combat
- Cards: Prismatic Strands
- Phase windows: combat; damage prevention; priority windows before damage
- Runtime cues: action:cast Prismatic Strands; action:flashback Prismatic Strands; action:choose color
- Use when: Combat or damage prevention choices are legal and a visible color source can define a prevention line.
- Avoid when: Damage is minor, the prevented color is unclear, or spending/tapping the creature weakens a better lethal crack-back.
- Instructions: Use
Prismatic Strandsto survive lethal, win a race, or protect a wide board from a decisive damage event; do not spend it as a comfort play against low damage. - Pilot skill floor: Light model should identify damage color from visible engine output and explain the race impact.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Prismatic Strands Color Choice
- Priority: Medium
- Decision families: interaction; selection
- Cards: Prismatic Strands
- Phase windows: damage prevention prompt
- Runtime cues: action:choose color White; action:choose color Red; action:choose color Black; action:choose color Blue; action:choose color Green
- Use when: The prior selected
Prismatic Strandsline requires choosing the single visible damage color named by the rules-engine prompt. - Avoid when: Multiple colors are dealing relevant visible damage or the engine prompt does not identify the damage source color.
- Instructions: Choose the color that exactly matches the visible damage source named in the current prompt.
- Pilot skill floor: No-API may execute only one exact color action when the prompt exposes a single relevant color.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Thraben Charm Mode And Target Gate
- Priority: High
- Decision families: interaction; selection
- Cards: Thraben Charm
- Phase windows: priority windows; combat; opponent graveyard or enchantment windows when legal
- Runtime cues: action:cast Thraben Charm; action:choose mode; action:target Thraben Charm
- Use when:
Thraben Charmis legal and the engine exposes a mode or target choice. - Avoid when: The target is low-impact and a stronger visible threat, graveyard, or enchantment window is likely before the next turn cycle.
- Instructions: Treat
Thraben Charmas flexible interaction; choose the mode that answers the most urgent visible problem, advances lethal, or blocks an opposing engine using only public information. - Pilot skill floor: Light model must read the legal mode text because
Thraben Charmcan cover different tactical jobs. - No-API allowed: no
- Light-model allowed: yes
Policy: Journey To Nowhere Removal Gate
- Priority: Medium
- Decision families: interaction
- Cards: Journey to Nowhere
- Phase windows: main phase; target selection
- Runtime cues: action:cast Journey to Nowhere; action:target Journey to Nowhere
- Use when:
Journey to Nowhereis legal and one or more creature targets are visible. - Avoid when: The target is not blocking the main clock, not threatening lethal, and not central to the opponent's engine.
- Instructions: Spend
Journey to Nowhereon creatures that stop attacks, race flyers, or enable the opponent's plan; keep it for larger visible threats when small creatures can be raced. - Pilot skill floor: Light model should compare removal now versus damage and board development.
- No-API allowed: no
- Light-model allowed: yes
Policy: Clue And Filtering Discipline
- Priority: Low
- Decision families: priority; selection
- Cards: Novice Inspector; Thraben Inspector; Raffine's Informant; Militia Bugler
- Phase windows: main phase; end step; selection prompts
- Runtime cues: action:activate Clue; action:connive; action:reveal; action:choose card
- Use when: Card draw, filtering, or selection is legal and mana is available.
- Avoid when: Spending mana on cards instead of bodies loses a pressure turn or leaves legal interaction unused against a decisive threat.
- Instructions: Crack Clues and take selection lines when pressure is already established, land drops are missing, or the next spell matters more than adding another small body.
- Pilot skill floor: Light model should prefer battlefield development until the hand needs refueling or selection unlocks a specific legal line.
- No-API allowed: no
- Light-model allowed: yes
Policy: Militia Bugler Creature Selection
- Priority: Low
- Decision families: selection
- Cards: Militia Bugler; Kor Skyfisher; Novice Inspector; Thraben Inspector; Lunarch Veteran; Raffine's Informant; Leonardo, Big Brother; Elite Interceptor
- Phase windows: resolution prompts
- Runtime cues: action:choose card Militia Bugler; action:put into hand
- Use when:
Militia Buglerreveals legal candidate cards and the engine asks for a selection. - Avoid when: The choice depends on hidden information or unverified card text not shown in the prompt.
- Instructions: Choose the revealed creature that best fits the next turn: pressure when racing,
Kor Skyfisherfor rebuy plans, or cheap bodies forBattle Screechand pump width. - Pilot skill floor: Light model should use visible hand, mana, and board role.
- No-API allowed: no
- Light-model allowed: yes
Policy: Combat Attack Discipline
- Priority: Medium
- Decision families: combat
- Cards: Battle Screech; Guardians' Pledge; Ramosian Rally; Prismatic Strands; Kor Skyfisher
- Phase windows: declare attackers
- Runtime cues: action:attack; prompt:declare attackers
- Use when: Attack choices are legal and multiple attackers or hold-back options exist.
- Avoid when: Attacking removes necessary blockers against lethal or exposes key creatures for no clock improvement.
- Instructions: Attack to maintain a two- to three-turn clock, exploit flyers, or set up pump; keep bodies back when survival, flashback tapping, or
Prismatic Strandsflashback matters more. - Pilot skill floor: Light model should compare damage with next-turn survival and pump outs.
- No-API allowed: no
- Light-model allowed: yes
Policy: Forced Single Attack Execution
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: declare attackers
- Runtime cues: action:attack with
- Use when: Exactly one legal attack action is listed and choosing it has already been selected by a prior combat policy or cached instruction for the same combat step.
- Avoid when: Passing attacks is also legal or multiple attacker sets are listed.
- Instructions: Execute the single exact attack action only when runtime legal actions expose no alternative attacker configuration.
- Pilot skill floor: No-API may execute only the exact single action-text match.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Sideboard Plan Selection
- Priority: High
- Decision families: sideboard
- Cards: Dust to Dust; Hallow; Holy Light; Journey to Nowhere; Martyr of Sands; Palace Sentinels; Revoke Existence; Standard Bearer; Crimson Acolyte
- Phase windows: between games
- Runtime cues: prompt:sideboard; action:submit sideboard
- Use when: Sideboarding is requested for Games 2 or 3.
- Avoid when: The plan cuts too many early creatures, violates registered counts, or adds narrow cards without visible matchup justification from public game information.
- Instructions: Add artifact/enchantment answers against artifact engines, life/protection tools against red damage, extra removal against creature bottlenecks,
Standard Beareragainst target-dependent decks, andPalace Sentinelsfor attrition games while preserving the aggressive white creature core. - Pilot skill floor: Light model should validate exact registered counts and maintain a functional curve.
- No-API allowed: no
- Light-model allowed: yes
Policy: Red Sideboard Prevention Checks
- Priority: Medium
- Decision families: interaction; sideboard
- Cards: Hallow; Martyr of Sands; Crimson Acolyte
- Phase windows: sideboard; priority windows; prevention prompts
- Runtime cues: action:cast Hallow; action:activate Martyr of Sands; action:activate Crimson Acolyte
- Use when: Red damage, red creatures, or burn-heavy public information makes these sideboard cards legal or relevant.
- Avoid when: Card text check required prevents confident use, the damage source is not red, or pressure is more important than holding protection.
- Instructions: Card text check required for
HallowandCrimson Acolyte; use these only through legal engine text and visible prevention/protection prompts, whileMartyr of Sandsshould be timed around survival and racing math. - Pilot skill floor: Light model must not infer unshown prevention results.
- No-API allowed: no
- Light-model allowed: yes
Policy: Artifact And Enchantment Answer Gate
- Priority: Medium
- Decision families: interaction
- Cards: Dust to Dust; Revoke Existence; Thraben Charm
- Phase windows: main phase; priority windows; target selection
- Runtime cues: action:cast Dust to Dust; action:cast Revoke Existence; action:target artifact; action:target enchantment
- Use when: A legal artifact or enchantment answer is available and public permanents present targets.
- Avoid when: The target does not affect the current race, mana engine, combat, or opponent payoff.
- Instructions: Use sideboard answers on artifact mana, artifact threats, or enchantments that block the damage plan; keep pressure flowing when the visible target is incidental.
- Pilot skill floor: Light model should rank targets by clock impact and engine disruption.
- No-API allowed: no
- Light-model allowed: yes