92 KiB
Raw Blame History

Strategy Specifications

Deck Name And Archetype

4c Control is registered as a 60-card Standard control deck with a 15-card sideboard, using the submitted tags control, control; the duplicate tag should be normalized by Veles as a single control identity while preserving the user-provided archetype label. The main deck count validates at 60 cards and the sideboard count validates at 15 cards from the supplied list, so the guide can treat this as a complete registered configuration rather than an incomplete shell.

4c Control is a rogue or hybrid control strategy rather than a stock archetype, because the registered card mix combines four-color mana, heavy draw or engine cards, sweepers, spot interaction, and a large spell package without a known stock Standard template supplied in the prompt. The deck should be piloted as a reactive tap-out control deck until card text and legality checks prove a more specific engine identity for Tablet of Discovery, Jeskai Revelation, Consult the Star Charts, Stock Up, Thunder Magic, and Flashback.

Format status is declared as Standard, but card legality and exact Oracle text are not verified inside this batch. Card text check required for Mistrise Village, Cori Mountain Monastery, Erode, Three Steps Ahead, Inevitable Defeat, Flashback, Thunder Magic, Great Hall of the Biblioplex, Consult the Star Charts, Jeskai Revelation, Stock Up, Tablet of Discovery, Multiversal Passage, Riverpyre Verge, Gloomlake Verge, Fire Magic, High Noon, Wan Shi Tong, Librarian, Emeritus of Ideation, and Outrageous Robbery before any rule-specific claims are trusted. Veles should prefer rules-engine legal actions over this guide whenever the action list contradicts an assumed role.

The mana base validates as four-color with a Jeskai core and light black splash: Hallowed Fountain, Sacred Foundry, Steam Vents, Stormcarved Coast, Sundown Pass, Riverpyre Verge, Shattered Sanctum, Watery Grave, Godless Shrine, Gloomlake Verge, Great Hall of the Biblioplex, Mistrise Village, Multiversal Passage, Cori Mountain Monastery, and Plains imply white-blue-red as the main operating colors with black available for selected costs. The largest role concern is that a control deck with many colored spells may lose games to tapped lands, missing early red or white interaction, or drawing black sources when it needs Jeskai sequencing.

The main-deck nonland cards with 2+ copies that must receive full tactical coverage in the assembled guide are Inevitable Defeat, Flashback, Thunder Magic, Consult the Star Charts, Jeskai Revelation, Stock Up, and Tablet of Discovery. One-copy main-deck interaction and reset cards, including Negate, Erode, Three Steps Ahead, Pyroclasm, Abrade, Ill-Timed Explosion, Get Lost, Sear, Day of Judgment, and Fire Magic, should be treated as high-leverage singleton tools whose use depends on exact legal targets, stack state, and matchup pressure.

The sideboard contains reactive role cards rather than a transformational creature package: Disdainful Stroke, High Noon, Wan Shi Tong, Librarian, Get Lost, Pyroclasm, Emeritus of Ideation, Outrageous Robbery, Rest in Peace, Flashfreeze, and Day of Judgment must all be covered in the Sideboard Map and matchup guidance. The sideboards first strategic question is whether each opponent requires more stack interaction, graveyard hate, sweepers, removal density, or slow-game engines.

Opponent information status is currently unknown because no matchup decklist, archetype, revealed cards, or game history is supplied for this section. At runtime, Veles should classify the opponent from visible lands, spells, graveyard contents, sideboard stage, and match history, then apply this guide only as a control baseline until public information supports a narrower plan.

Thesis

4c Control assembles time, mana, and card volume until its singleton answers and high-copy engines can dominate a game that has slowed down. The decks default plan is to survive the first pressure wave with Pyroclasm, Abrade, Sear, Get Lost, Day of Judgment, Inevitable Defeat, and conditional stack interaction, then convert repeated or high-impact draw from Stock Up, Consult the Star Charts, Jeskai Revelation, and Tablet of Discovery into enough answers, lands, and finishers to lock the opponent out of meaningful attacks.

4c Control wins by exhausting opposing threats, resolving a durable engine or payoff, and eventually ending the game with whatever legal threat or damage source the rules engine presents from Thunder Magic, Fire Magic, Ill-Timed Explosion, Jeskai Revelation, Tablet of Discovery, creature-lands or utility lands such as Mistrise Village, and sideboard threats like Wan Shi Tong, Librarian or Emeritus of Ideation. Card text check required for those payoffs before treating any one of them as a deterministic finisher, so runtime decisions should ask what the visible legal action actually does rather than assuming a known kill pattern.

4c Control is not trying to curve out, race blindly, or spend interaction just because mana is available. Prioritize land drops, color stability, life-total preservation, and answer quality over early damage; pass with mana open when the opponents next spell matters more than your current low-impact proactive action; tap out only when the resolved spell changes the next turn cycle more than holding up interaction would.

4c Control should trade resources asymmetrically whenever possible, but it must not hoard answers until dead. Use sweepers when they protect a meaningful life buffer or recover multiple cards of material, spend spot removal on threats that shorten the clock or invalidate your engines, and reserve Negate, Three Steps Ahead, Disdainful Stroke, Flashfreeze, or similar legal stack actions for spells that beat your current plan rather than for replaceable pressure.

Role Package

  • Threats: Treat Thunder Magic, Fire Magic, Ill-Timed Explosion, Jeskai Revelation, Tablet of Discovery, Mistrise Village, Wan Shi Tong, Librarian, Emeritus of Ideation, and Outrageous Robbery as possible win-condition cards only when their current legal action or visible text confirms they generate damage, bodies, inevitability, theft, or repeatable advantage. Card text check required for every named card in this threat module except where the rules engine exposes the effect directly.

  • Payoffs: Use Jeskai Revelation, Tablet of Discovery, Consult the Star Charts, Stock Up, and Thunder Magic as the main payoff cluster when they legally convert mana into cards, selection, board control, or a closing position. Prioritize payoff deployment after stabilizing the board, unless the current hand lacks future land drops or answers and the payoff is the only legal route to find them.

  • Engines: Build around repeated or scaling advantage from Tablet of Discovery, Great Hall of the Biblioplex, Jeskai Revelation, Stock Up, Consult the Star Charts, and sideboard Emeritus of Ideation when the board state gives time to invest mana. Card text check required for Tablet of Discovery, Great Hall of the Biblioplex, Jeskai Revelation, Stock Up, Consult the Star Charts, and Emeritus of Ideation; if the legal action is slow and the opponent has lethal or a short clock, stabilize first.

  • Velocity: Use Stock Up, Consult the Star Charts, Jeskai Revelation, Flashback, Three Steps Ahead, and Outrageous Robbery to find lands, sweepers, counters, and finishers according to the current bottleneck. Card text check required for Flashback; if it is recursion, selection, or a spell-copy effect, choose lines that recover the highest-impact known card only when the rules engine presents that exact legal action.

  • Interaction: Assign Pyroclasm, Day of Judgment, Ill-Timed Explosion, Abrade, Sear, Get Lost, Inevitable Defeat, Erode, Negate, Three Steps Ahead, Disdainful Stroke, Flashfreeze, and sideboard Rest in Peace to the opponents most relevant axis. Card text check required for Inevitable Defeat, Erode, Sear, Three Steps Ahead, and Flashfreeze; do not assume target classes beyond legal action text.

  • Protection: Protect engines and life total by holding Negate, Three Steps Ahead, Disdainful Stroke, Flashfreeze, and instant-speed removal when passing creates a better answer window than tapping out. Protection also includes sequencing lands so white sweepers, red cheap removal, blue stack interaction, and black splash cards remain castable on the turns they matter.

  • Recursion: Treat Flashback as the named recursion or replay module only conditionally, because card text check required. If runtime legal actions show Flashback can reuse a spell, rebuy interaction, or generate delayed value, select the target based on visible graveyards, current pressure, and whether the recovered card answers the next opposing turn.

  • Mana: Use Hallowed Fountain, Sacred Foundry, Steam Vents, Stormcarved Coast, Sundown Pass, Riverpyre Verge, Shattered Sanctum, Watery Grave, Godless Shrine, Gloomlake Verge, Great Hall of the Biblioplex, Mistrise Village, Multiversal Passage, Cori Mountain Monastery, and Plains to establish Jeskai colors first, then support black splash costs when required by hand and legal actions. Prioritize untapped early red or white when facing creature pressure and untapped blue when the opponents next noncreature spell is the main danger.

  • Sideboard modules: Use Disdainful Stroke and Flashfreeze for stack-based matchups, High Noon for spell-chain or velocity opponents, Rest in Peace for graveyard reliance, Pyroclasm and Day of Judgment for creature density, Get Lost for extra broad removal, and Wan Shi Tong, Librarian, Emeritus of Ideation, or Outrageous Robbery for slow mirrors or attrition games. Card text check required for High Noon, Wan Shi Tong, Librarian, Emeritus of Ideation, and Outrageous Robbery; sideboard use must follow exact legal plans in the Sideboard Map.

Primary Win Conditions

  • Control-then-convert is the default win path: survive with Inevitable Defeat, Pyroclasm, Abrade, Get Lost, Day of Judgment, Sear, Negate, Erode, and Three Steps Ahead, then use Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, and Great Hall of the Biblioplex to find repeated answers and the eventual closing action. Prioritize this path when the opponent is presenting fair threats, your mana is developing, and each answer buys a full turn or removes multiple cards of pressure.

  • Jeskai Revelation is a main endgame candidate when the legal action shows card draw, damage, life gain, token creation, or other scaling payoff. Card text check required; prioritize it after stabilizing or when the current hand needs a high-impact refill more than holding up a narrow answer. Protect the turn cycle around Jeskai Revelation with available blue interaction when the opponent can punish a tap-out payoff.

  • Tablet of Discovery is the primary durable-engine candidate when the rules engine exposes repeatable value, selection, mana, or inevitability. Card text check required; deploy it when the board is not threatening immediate lethal and the opponent cannot turn your setup turn into a decisive tempo loss. If Tablet of Discovery is already active, bias toward preserving life and mana so its future activations or triggers can dominate instead of chasing low-value damage.

  • Thunder Magic and Fire Magic are potential direct closing tools only when legal action text confirms damage, removal-plus-damage, tokens, or another game-ending effect. Card text check required for both; prioritize them when they end the game, remove the opponents last meaningful threat while advancing a clock, or convert stored mana into a fast finish after card advantage is secured.

  • Mistrise Village is a likely creature-land or utility-land win path only if runtime legal actions confirm it can attack, animate, buff, or generate a threat. Card text check required; prioritize this path in long games where keeping spells in hand matters, sweepers are awkward, or the opponent is low on visible removal. Do not expose Mistrise Village to combat or removal if it is your only stable mana source for a required color next turn.

Secondary Win Conditions

  • Incremental damage becomes correct when the opponent is low on life and the rules engine presents safe attacks or burn-like actions from Thunder Magic, Fire Magic, Ill-Timed Explosion, Sear, or Mistrise Village. Card text check required for all damage assumptions except visible legal action text; choose this line only when it shortens the clock without giving up survival or a key answer window.

  • Ill-Timed Explosion is a backup stabilizer-finisher when legal text shows it can sweep, deal damage, discard, draw, or otherwise swing both board and resources. Card text check required; prioritize it when one spell can reset the board while preserving a path to win, and avoid it if the discard or collateral cost removes the only remaining finisher or necessary answer.

  • Value recursion or reuse through Flashback is a fallback win path only when the rules engine confirms the exact graveyard or spell-reuse action. Card text check required; target the visible card that either answers the opponents next turn or rebuilds your endgame, not a speculative future payoff.

  • Sideboard threats become secondary closers after sideboarding: use Wan Shi Tong, Librarian, Emeritus of Ideation, and Outrageous Robbery as attrition payoffs only when their legal actions confirm cards, board presence, theft, or inevitability. Card text check required; prioritize them in slow matchups after answering the opponents most punishing threat axis.

  • Hard-lock pressure through High Noon or Rest in Peace is a secondary route when those cards visibly constrain the opponents engine enough that ordinary draw spells and lands can finish later. Card text check required for High Noon; Rest in Peace should be treated as graveyard suppression only if legal text confirms it. Do not count these cards as win conditions unless they materially stop the opponents primary plan.

Emergency Lines

  • When behind on life, stop trying to maximize cards and spend interaction to change the next combat step. Prefer Pyroclasm, Day of Judgment, Get Lost, Abrade, Sear, Inevitable Defeat, or Ill-Timed Explosion over slow Stock Up, Consult the Star Charts, Tablet of Discovery, or Jeskai Revelation unless the draw spell is the only legal path to find a sweeper.

  • When behind on board, prioritize sweepers and broad answers before one-for-one trades. Use Day of Judgment or Pyroclasm when they remove enough visible pressure to buy at least one meaningful turn, and use spot removal only on the threat that makes sweeping too late or attacks your life total fastest.

  • When behind on cards, preserve high-impact answers and use Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, or Great Hall of the Biblioplex to rebuild once the board is stable. If the opponent has a must-answer permanent or stack threat, answer first and rebuild second.

  • When behind on mana or colors, select lands and draw effects that unlock castable answers over speculative finishers. Prioritize access to white for Day of Judgment and Get Lost, red for Pyroclasm, Abrade, Sear, Ill-Timed Explosion, Thunder Magic, and Fire Magic, blue for Negate, Three Steps Ahead, Consult the Star Charts, Stock Up, and Jeskai Revelation, and black only when visible hand or legal actions require Inevitable Defeat or splash costs.

  • When the engine or finisher is removed, return to attrition instead of forcing a replacement threat. Win through remaining legal actions from Jeskai Revelation, Tablet of Discovery, Thunder Magic, Fire Magic, Ill-Timed Explosion, Mistrise Village, or sideboard threats, but treat each as conditional until visible action text confirms it advances the game.

  • When facing graveyard recursion or combo pressure, switch from generic value to axis-specific disruption. Use Rest in Peace, High Noon, Disdainful Stroke, Flashfreeze, Negate, Three Steps Ahead, Erode, or removal only when the legal action interacts with the visible engine piece, stack spell, graveyard dependency, or lethal setup. Card text check required for uncertain interaction modes."}

Resource Model

  • Life is a turn-buying resource, not a prize to preserve at all costs. Spend life on untapped Hallowed Fountain, Steam Vents, Sacred Foundry, Watery Grave, or Godless Shrine when doing so enables a current-turn answer, keeps Negate or Three Steps Ahead available, casts a sweeper before combat, or prevents a worse life loss next turn.

  • Hand size is the deck's main late-game weapon. Convert early one-for-one answers into time, then rebuild with Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, and Great Hall of the Biblioplex only after visible pressure is controlled. Card text check required for exact draw or selection modes; choose the legal action that preserves answers before choosing a pure refill line.

  • Mana advantage is the deck's cleanest path to inevitability. Prioritize land drops through the first six turns, because Jeskai Revelation, Ill-Timed Explosion, Three Steps Ahead, Tablet of Discovery, Great Hall of the Biblioplex, and utility actions from Mistrise Village or Multiversal Passage may scale with excess mana. Card text check required for scaling assumptions.

  • Board material is mostly something to neutralize, not something to race with. Convert Pyroclasm, Day of Judgment, Get Lost, Abrade, Sear, Inevitable Defeat, Thunder Magic, Fire Magic, and Ill-Timed Explosion into fewer opposing attackers before spending mana on engines. Use one-for-one answers only when they prevent a meaningful attack, protect a future sweeper, or stop a must-answer permanent.

  • Graveyard value is conditional and must follow engine output. Flashback may convert graveyard cards into extra spells only if legal action text confirms the exact card or mode. Opposing graveyards become a resource to attack after sideboarding with Rest in Peace; do not assume graveyard suppression unless the rules engine confirms the action or static effect.

  • Exile is primarily a public-information zone and a permission zone. Track exiled cards for known resources, Rest in Peace effects, and any temporary play permissions from visible legal actions; never assume exiled cards are castable unless the engine presents them as legal actions.

  • Lands are both resources and constraints. Treat Great Hall of the Biblioplex, Mistrise Village, Multiversal Passage, and possible Verge or Village actions as utility only after color needs are met. Do not risk a key utility land in combat or activation if losing it would lock you out of white sweepers, blue interaction, or red removal.

  • Sacrifice fodder is not a default part of the maindeck plan. Unless Jeskai Revelation, Tablet of Discovery, Thunder Magic, Fire Magic, or another visible card creates expendable material, decline sacrifice-cost lines that consume important lands, engines, or the only blocker. Card text check required for any token or fodder assumption.

  • Tempo is purchased through cheap answers and untapped mana. Use Pyroclasm, Abrade, Sear, Get Lost, Negate, Erode, and Three Steps Ahead to stop the opponent's highest-impact turn, then convert the recovered tempo into a draw spell, sweeper, or durable engine.

  • Information is worth mana when it changes the next decision. Use revealed cards, graveyards, known matchup roles, and legal action labels to decide whether to hold Negate, fire Day of Judgment, or tap out for Stock Up; do not infer exact hidden cards beyond archetype-level risk.

  • Sideboard bullets convert narrow cards into axis control. Disdainful Stroke, Flashfreeze, High Noon, Rest in Peace, Wan Shi Tong, Librarian, Emeritus of Ideation, Outrageous Robbery, extra Get Lost, extra Pyroclasm, and extra Day of Judgment should be valued by the visible matchup axis they answer, not by generic card quality. Card text check required for all uncertain bullet functions.

Mana Guide

  • Build mana around white, blue, and red first, then black. White unlocks Day of Judgment and Get Lost; blue unlocks Negate, Three Steps Ahead, Stock Up, Consult the Star Charts, and Jeskai Revelation; red unlocks Pyroclasm, Abrade, Sear, Ill-Timed Explosion, Thunder Magic, and Fire Magic; black appears to support Inevitable Defeat and splash costs only when visible hand or legal action text requires it.

  • Keep hands that cast early interaction and develop toward four or more lands. A keep should usually have at least two lands, at least two relevant colors, and either early removal, a sweeper path, or a draw spell that can find the missing piece. Mulligan hands with lands that cannot cast any early spell, hands with only utility-color access, or hands that rely on one tapped land plus expensive spells against fast pressure.

  • Sequence shock lands by the next two turns, not by life total alone. Play Hallowed Fountain, Steam Vents, Sacred Foundry, Watery Grave, or Godless Shrine untapped when a current answer matters; play them tapped when the turn has no useful instant-speed action and the opponent cannot punish the tempo loss.

  • Lead with tapped or conditional lands when the hand already has the colors for the next interaction window. Use Shattered Sanctum, Stormcarved Coast, Sundown Pass, Riverpyre Verge, Gloomlake Verge, Cori Mountain Monastery, Great Hall of the Biblioplex, Mistrise Village, and Multiversal Passage to preserve life only if they still let you cast the next required spell.

  • Prioritize untapped red against creature starts. Pyroclasm, Abrade, Sear, Thunder Magic, Fire Magic, and Ill-Timed Explosion may be the bridge to the late game; do not delay red access for a speculative blue draw spell when visible attackers threaten a large life swing.

  • Prioritize untapped blue against stack-centric or control opponents. Holding Negate, Three Steps Ahead, or possibly Erode matters more than spending mana on Tablet of Discovery or Stock Up when the opponent's likely high-impact play is a noncreature spell or engine piece. Card text check required for Erode.

  • Prioritize untapped white when sweepers or clean removal are needed. If Day of Judgment or Get Lost is the stabilizing play, sequence lands so white is available on the critical turn even if that delays black splash mana or a utility activation.

  • Play lands before draw effects when land-drop certainty or mana availability changes the current turn. If Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, or Great Hall of the Biblioplex can reveal or draw a land that you may still play, consider waiting on the land drop unless a pre-draw land is needed to cast the spell or hold interaction.

  • Hold a land before draw effects only when the current land drop is optional and the hand has multiple choices. After seeing new cards, choose the land that fixes the next missing color, enters untapped for the opponent's turn, or preserves a utility land for later. Do not hold lands so long that you miss land drops in a control deck built to spend large mana.

  • Activate utility lands only after checking color obligations. Great Hall of the Biblioplex, Mistrise Village, and Multiversal Passage may be powerful mana sinks, but their activation is wrong if it prevents a necessary Negate, Get Lost, Pyroclasm, Day of Judgment, or post-combat answer from being legal.

Mulligan Guide

  • Strong keep: keep three lands with at least two of Hallowed Fountain, Steam Vents, Sacred Foundry, Stormcarved Coast, Shattered Sanctum, or Riverpyre Verge, plus one early answer such as Pyroclasm, Abrade, Sear, Get Lost, Negate, Erode, or Three Steps Ahead, and one reload spell such as Stock Up, Consult the Star Charts, Jeskai Revelation, or Tablet of Discovery. This hand can answer the first threat, hit land drops, and turn the corner without gambling on unknown draws.

  • Medium keep: keep two lands plus Stock Up or Tablet of Discovery when the lands already cast one relevant early spell and can plausibly reach the third land. Prefer this on the draw, against slower decks, or when one land is an untapped shock land; be more skeptical on the play against creature decks.

  • Risky keep: consider two tapped or conditional lands plus multiple three-mana spells only when the matchup is slow and the hand contains Stock Up, Consult the Star Charts, or Tablet of Discovery to recover. Ship this shape against visible aggro pressure because Day of Judgment, Ill-Timed Explosion, and late Jeskai Revelation do not matter if the early turns are skipped.

  • Automatic ship: mulligan zero-land, one-land, six-land, and seven-land hands unless the rules engine presents an exceptional legal pregame effect. Also ship hands whose lands cannot cast any visible nonland spell by turn two, hands with only utility access such as Great Hall of the Biblioplex plus Mistrise Village, and hands with expensive draw or sweepers but no early red, white, or blue access.

  • Matchup-dependent keep: keep answer-heavy hands with Pyroclasm, Abrade, Sear, Get Lost, or Day of Judgment against fast creature decks even if the card-advantage spell is delayed. Keep Negate, Three Steps Ahead, Erode, Stock Up, and Jeskai Revelation hands against control or combo only if mana lets you hold interaction before tapping out. Card text check required for Erode, Flashback, Thunder Magic, Fire Magic, Inevitable Defeat, Consult the Star Charts, Jeskai Revelation, and Tablet of Discovery; use their keep value only when visible text or legal actions confirm the role.

  • Play/draw adjustment: on the play, require a proactive stabilizing plan by turn two or three because missed mana is punished harder. On the draw, accept slightly slower two-land keeps with Stock Up, Consult the Star Charts, or Tablet of Discovery when the first two turns still provide legal interaction or land development.

  • Trap hand: ship hands that look powerful because they contain Day of Judgment, Ill-Timed Explosion, Jeskai Revelation, and Stock Up but have no untapped early color or no red/white source for the first removal window. Ship hands that contain multiple Inevitable Defeat, Thunder Magic, or Flashback without confirmed mana and card text, because unknown high-impact cards are not a substitute for legal early plays.

Turn Arc

  • Turn 1: play the land that unlocks the next two turns, usually Hallowed Fountain for blue-white, Steam Vents for blue-red, or Sacred Foundry for red-white. Use Shattered Sanctum, Stormcarved Coast, Sundown Pass, Riverpyre Verge, Gloomlake Verge, Cori Mountain Monastery, Great Hall of the Biblioplex, Mistrise Village, or Multiversal Passage tapped or utility-first only when the hand already has the required early color. Do not shock yourself for no legal instant or relevant next-turn spell.

  • Turn 2: hold or cast cheap interaction according to visible pressure. Cast Abrade, Sear, Get Lost, Pyroclasm, or a confirmed legal Thunder Magic/Fire Magic line when it prevents a meaningful attack or protects life total; hold Negate, Erode, or Three Steps Ahead against noncreature engines, planeswalker-like threats, sweepers, or combo pieces when the opponent can cast them. If no answer is needed, develop Tablet of Discovery only when card text and legal actions confirm it improves future turns without exposing you.

  • Turn 3: stabilize first, then draw. Use Pyroclasm, Abrade, Get Lost, Sear, Inevitable Defeat, Thunder Magic, or Fire Magic if legal and tactically necessary; otherwise cast Stock Up, Consult the Star Charts, Tablet of Discovery, or hold Negate/Three Steps Ahead if the opponent's next spell matters more than raw cards. Card text check required before treating any uncertain spell as removal, selection, or card advantage.

  • Turns 4-5: choose between sweeper, reload, and protected tap-out. Cast Day of Judgment when multiple visible creatures or one overwhelming board makes one-for-one answers insufficient. Use Ill-Timed Explosion only when legal action text confirms its effect and the exchange improves survival or board parity. Tap out for Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, or Great Hall of the Biblioplex actions when the opponent cannot punish with a known high-impact spell; otherwise leave Negate, Erode, or Three Steps Ahead available.

  • Late game: convert land drops into inevitability while preserving an answer. Use Jeskai Revelation, Stock Up, Consult the Star Charts, Great Hall of the Biblioplex, Mistrise Village, Tablet of Discovery, and any legal Flashback lines to pull ahead, but keep mana for Get Lost, Day of Judgment, Abrade, Negate, or Three Steps Ahead when the opponent can still present lethal, a protected engine, or a haymaker. Attack or activate Mistrise Village only when losing that mana or blocker role cannot reopen the game.

Card Roles

  • Stock Up: use Stock Up as the cleanest early reload spell when the board is stable or when missing the next land drop would lose the game. Prioritize casting it over slower engines when you need to hit land four, find Pyroclasm/Day of Judgment, or maintain a counter-plus-answer turn. Avoid tapping out for Stock Up when the opponent can resolve a known haymaker and you have Negate, Erode, or Three Steps Ahead available.

  • Jeskai Revelation: treat Jeskai Revelation as a major late-game resource conversion spell, not an automatic curve play. Card text check required; when legal action text confirms card draw, lifegain, damage, selection, or other scalable value, cast it after stabilizing or with enough mana to keep interaction available. Against aggro, value the life or board-stabilizing mode only if visible text confirms it; against control, use it to pull ahead at end step or through a protected tap-out window.

  • Tablet of Discovery: treat Tablet of Discovery as an engine piece that rewards time, mana, or repeated use only when visible text confirms the payoff. Card text check required; deploy it early only when the opponent is not pressuring life total or when the legal action improves future card flow without skipping removal. Do not spend turn two or three on Tablet of Discovery over Abrade, Sear, Pyroclasm, Get Lost, or Inevitable Defeat when a creature is already creating a short clock.

  • Consult the Star Charts: use Consult the Star Charts as selection or card advantage only after checking legal action text. Card text check required; prioritize it when you need a specific category such as land, sweeper, counter, or finisher and can afford a setup turn. Against control, it is a way to keep land drops and interaction dense; against aggro, it is secondary to any legal answer that changes the board immediately.

  • Inevitable Defeat: assign Inevitable Defeat the role shown by the rules engine, usually as a high-impact answer or finisher only if legal text confirms that function. Card text check required; hold it for the permanent, spell, or combat state it actually answers rather than firing it because it is expensive or dramatic. With three copies, it can be spent more freely than singleton interaction, but do not strand early turns waiting for it when cheaper legal removal stabilizes.

  • Thunder Magic: treat Thunder Magic as a repeatable role card whose exact tactical value depends on visible text. Card text check required; if legal actions show damage, removal, or tempo, use it before broader sweepers when it answers one threat cleanly and preserves Day of Judgment. If it is selection, reach, or a spell-matters effect, cast it only when that advances the current role and does not consume mana needed for Negate or Three Steps Ahead.

  • Flashback: use Flashback only according to the legal actions the engine exposes, because the card name alone does not establish the effect. Card text check required; if it recasts, copies, returns, or reuses a spell, prioritize lines that rebuy Stock Up, Consult the Star Charts, Pyroclasm, Get Lost, Abrade, Negate, or a confirmed high-impact spell. Do not assume graveyard access, timing permission, or target legality unless Forge presents the action.

  • Negate: hold Negate for noncreature spells that swing the game: opposing card engines, planeswalker-like permanents, sweepers against your active Mistrise Village, combo pieces, opposing permission fights, or large finishers. Do not use Negate on a low-impact cantrip if your hand already has removal for creatures and the opponent can still cast a decisive noncreature. Against creature decks, keep it only when the opposing list has visible engines, burn finishers, or sideboard haymakers.

  • Three Steps Ahead: treat Three Steps Ahead as flexible permission or a modal instant only after reading the legal action text. Card text check required for available modes and costs; preserve it when the opponent can force through a must-answer spell, and cash it in for a lower mode only when mana efficiency or survival matters more than holding a premium counter. In long games, its flexibility can justify passing with mana up instead of sorcery-speed draw.

  • Erode: use Erode as interaction only when the rules engine confirms what it counters, removes, taxes, or disrupts. Card text check required; prefer it over Negate or Three Steps Ahead when its legal text matches the current threat more narrowly and preserves broader answers. Do not assume it handles creatures, artifacts, lands, or graveyards without visible legality.

  • Pyroclasm: use Pyroclasm to reset small-creature boards before damage snowballs, especially when it kills multiple attackers or clears utility creatures without spending Day of Judgment. Avoid casting it into a board where it only damages creatures that survive unless the damage combines with blocks, Sear, Abrade, Fire Magic, or Thunder Magic to finish key threats. Against creature-light control, treat it as a low-value card unless tokens or small utility creatures appear.

  • Day of Judgment: reserve Day of Judgment for boards where one-for-one removal cannot preserve life total or tempo. Cast it even through your own creature land plan when visible attackers threaten lethal or force too many future answers. Do not delay Day of Judgment for theoretical extra value if the next combat step makes stabilization unlikely.

  • Ill-Timed Explosion: treat Ill-Timed Explosion as a risky sweeper, removal, or card-selection spell only when legal text confirms the exchange. Card text check required; use it when the board state makes the downside acceptable and the effect either stabilizes immediately or finds a missing answer. Do not choose it over Day of Judgment when the clean sweeper is legal and the uncertainty of Ill-Timed Explosion is unnecessary.

  • Abrade: use Abrade as cheap flexible interaction, especially against early creatures or artifacts that create immediate pressure. Prefer Abrade over Get Lost on small creatures when it trades cleanly and preserves premium exile/destroy effects for larger permanents. Against artifact decks, hold it when an artifact engine or payoff is more dangerous than the current creature.

  • Get Lost: use Get Lost for threats that cheap damage cannot handle, including large creatures, planeswalker-like permanents, or must-remove nonland permanents if legal. Respect any drawback the engine shows; do not give the opponent extra material unless the target is worth the exchange or survival requires it. Post-sideboard, the second Get Lost increases willingness to answer medium threats, but the first copy should still be protected from bait.

  • Sear: treat Sear as cheap removal or reach only if legal text confirms damage or a similar effect. Card text check required; spend it early when it prevents multiple damage steps or enables Pyroclasm math. Do not point it at the opponent unless the legal action contributes to a clear lethal clock or closes a game that is otherwise stabilized.

  • Fire Magic: assign Fire Magic the role shown by visible legal text. Card text check required; if it is burn or removal, use it to preserve broader answers for threats outside damage range. If it is a modal or engine spell, choose the mode that solves the current bottleneck rather than the mode with the largest theoretical value.

  • Great Hall of the Biblioplex: treat Great Hall of the Biblioplex as both mana and late-game utility, with mana consistency taking priority. Activate it only when the action text is legal, the activation will not strand Negate, Get Lost, Day of Judgment, Abrade, or a key draw spell, and the current turn does not require holding up interaction. Multiple copies make it a strong inevitability source, but utility lands should not replace colored requirements in opening-hand evaluation.

  • Mistrise Village: use Mistrise Village as a late-game threat or utility land only after stabilizing. Card text check required for activation and creature stats; attack when the opponent is low on visible blockers/removal or when pressure matters more than holding mana. Do not expose it into a sweeper, removal spell, or combat trade unless the damage materially advances the endgame.

  • Multiversal Passage: treat Multiversal Passage as a flexible land or fixer only according to legal text. Card text check required; use it to solve color bottlenecks before using it as a value sink. Do not spend an activation if it prevents same-turn interaction.

  • Shock and dual lands: use Hallowed Fountain, Steam Vents, Sacred Foundry, Watery Grave, Godless Shrine, Shattered Sanctum, Stormcarved Coast, Riverpyre Verge, Gloomlake Verge, Sundown Pass, Cori Mountain Monastery, and Plains to sequence colors around the next two turns, not just the current spell. Blue supports Stock Up, Consult the Star Charts, Negate, and Three Steps Ahead; white supports Get Lost and Day of Judgment; red supports Pyroclasm, Abrade, Sear, Ill-Timed Explosion, and likely Thunder Magic/Fire Magic; black access appears splash-oriented and should not be prioritized unless legal actions demand it.

Interaction Priorities

  • Priority: answer threats that change the clock or invalidate your answers before answering cards that merely spend mana. Use Pyroclasm, Abrade, Sear, Fire Magic, Thunder Magic, Inevitable Defeat, Get Lost, Day of Judgment, Ill-Timed Explosion, Negate, Erode, and Three Steps Ahead only through legal engine prompts, and prefer the narrowest answer that fully solves the visible problem.

  • Remove first: kill early creatures that represent repeated damage, mana acceleration, snowballing attack triggers, or engine text before spending interaction on single small attackers. Pyroclasm is best when it clears two or more small creatures or pairs with damage already marked; Abrade, Sear, Fire Magic, and Thunder Magic should pick off one creature when waiting for a sweeper would cost too much life. Card text check required for Sear, Fire Magic, Thunder Magic, and Inevitable Defeat; choose their legal targets only if the visible action text confirms the target class and effect.

  • Counter first: save Negate, Erode, and Three Steps Ahead for noncreature engines, planeswalker-like permanents, sweepers, opposing permission over a decisive spell, graveyard payoffs, combo pieces, or haymakers that cannot be cleaned up efficiently after resolution. Do not counter bait such as low-impact card selection, redundant small removal, or a creature already covered by Pyroclasm, Abrade, Get Lost, or Day of Judgment unless the current life total or mana state makes that spell decisive.

  • Exile first: use Rest in Peace post-board as graveyard containment when the opponents public graveyard, flashback-style permissions, recursion, or graveyard-scaling threat is central to the current game. Do not fire graveyard hate only because it is legal if the opponent is winning through battlefield pressure and you need Pyroclasm, Day of Judgment, Get Lost, Flashfreeze, or Disdainful Stroke mana instead. No main-deck exile, discard, or bounce role should be assumed unless a legal action from Inevitable Defeat, Flashback, Consult the Star Charts, Jeskai Revelation, or another card explicitly shows that effect.

  • Ignore first: leave harmless creatures, temporary tokens, low-power blockers, and non-engine artifacts alone when they do not affect lethal math, mana, cards, or your ability to resolve Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, or Great Hall of the Biblioplex. A control deck can take small hits if the exchange preserves a clean answer for the first card that truly matters.

  • Bait discipline: expect aggressive decks to bait with medium creatures before committing a wider board, and expect control decks to bait counters with draw spells before resolving a finisher. Against aggro, spend cheap removal early and protect sweepers; against midrange, trade one-for-one until Stock Up, Consult the Star Charts, or Jeskai Revelation pulls ahead; against control, avoid tapping low for sorcery-speed value when Negate, Erode, or Three Steps Ahead can protect the long game; against graveyard or recursion shells, value Rest in Peace, High Noon, Disdainful Stroke, and Flashfreeze according to visible legality and matchup context.

Combat And Trading Rules

  • Priority: preserve life total until the decks card advantage and sweepers dominate. Treat combat as a defensive resource exchange, not as the primary route to victory, unless Mistrise Village, Wan Shi Tong, Librarian, Emeritus of Ideation, or another resolved permanent becomes a legal and safe finisher.

  • Attack: attack with Mistrise Village only after stabilization, when the legal activation leaves enough mana for relevant interaction or when the damage meaningfully shortens the game. Card text check required for Mistrise Village; do not expose it to a visible profitable block, open removal, or your own planned Day of Judgment unless the attack changes lethal math or forces the opponent to spend a key resource.

  • Block: block early when a trade preserves a major life threshold or turns a doomed creature land or sideboard creature into damage prevention. Avoid blocking with a unique engine creature such as Wan Shi Tong, Librarian or Emeritus of Ideation unless the alternative is a lethal attack, a forced sweeper next turn, or the engine text is no longer relevant.

  • Trade: accept trades that convert a creature land activation, sideboard creature, or expendable body into a full turn of survival against aggro. Reject trades that sacrifice your only win condition when your hand already contains Pyroclasm, Day of Judgment, Get Lost, Abrade, or another legal answer that can handle the attacker without losing the permanent.

  • Protection: hold up Negate, Erode, or Three Steps Ahead over attacking when the opponent can punish a tapped-out turn with a sweeper, planeswalker-like permanent, graveyard engine, burn finisher, or counter-war. Use High Noon post-board as a combat-adjacent constraint only if its legal text meaningfully limits the opponents ability to double-spell threats or tricks; card text check required.

  • Life thresholds: above 14 life, prefer mana development and card advantage unless the board is snowballing; from 8 to 13 life, prioritize killing attackers before draw spells; at 7 or less, treat every attack step as potentially lethal through burn, haste, creature land activations, or combat tricks known from public information. Do not save Day of Judgment for extra value if the next combat can put you into burn range.

  • Archetype changes: against aggro, block and remove aggressively, then win later with Jeskai Revelation, Stock Up, Great Hall of the Biblioplex, or Mistrise Village; against midrange, trade only when the exchange protects your draw engines or prevents a large threat from dominating; against control, avoid meaningless attacks into open mana and use creature lands after forcing action on their end step; against combo or spell-heavy decks, combat pressure matters only after interaction has covered the decisive spell window.

Selection And Tutor Rules

  • Selection priority: use Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, and Great Hall of the Biblioplex as pseudo-selection, not as assumed tutors. Card text check required for each nonland selection engine; choose from only the cards, zones, and ordering options shown by the rules engine.

  • Land-drop timing: cast legal draw or look effects before making the land drop when you are missing a required color, need a fourth land for Day of Judgment, need untapped interaction mana, or have multiple land options in hand. Make the land drop first when the draw spell depends on using all current mana, when an untapped shock land is required to hold Negate, Erode, Abrade, Sear, Get Lost, or Three Steps Ahead, or when waiting risks wasting mana with no legal follow-up.

  • Color finding: prioritize land choices that unlock white sweepers and answers, blue draw or counters, and red early removal before splashing black. Hallowed Fountain, Steam Vents, Sacred Foundry, Watery Grave, Godless Shrine, Shattered Sanctum, Stormcarved Coast, Riverpyre Verge, Gloomlake Verge, Sundown Pass, Cori Mountain Monastery, Mistrise Village, Great Hall of the Biblioplex, Plains, and Multiversal Passage should be sequenced from visible legal mana needs, not from assumed perfect fixing. Card text check required for Multiversal Passage, Riverpyre Verge, Gloomlake Verge, Cori Mountain Monastery, Mistrise Village, and Great Hall of the Biblioplex.

  • Keep from selection: take the first missing resource that changes the next turn cycle. Against pressure, value Pyroclasm, Abrade, Sear, Fire Magic, Thunder Magic, Get Lost, Inevitable Defeat, Ill-Timed Explosion, and Day of Judgment over extra draw. Against control or slow boards, value Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, Great Hall of the Biblioplex, Negate, Erode, and Three Steps Ahead over redundant spot removal.

  • Bottom or decline: put away excess tapped lands, off-color lands after colors are covered, redundant expensive answers, and narrow interaction with no visible target. Do not bottom the only sweeper against a board that can grow, the only counter against a known noncreature engine, or the only untapped source needed to cast a legal response this turn.

  • No true tutor assumption: do not describe any line as finding a specific card unless the legal prompt explicitly offers that card or searches a revealed zone with visible candidates. If Tablet of Discovery, Consult the Star Charts, Great Hall of the Biblioplex, or Multiversal Passage presents a search, reveal, scry, surveil, impulse, or draw choice, rank visible candidates by survival first, then mana completion, then card advantage, then win condition.

Priority And Stack Rules

  • Priority discipline: pass when no legal action improves survival, mana, card advantage, or protection before the next relevant opponent action. Explain the pass by naming what is being held up, especially Negate, Erode, Three Steps Ahead, Abrade, Sear, Get Lost, Thunder Magic, Fire Magic, or Jeskai Revelation.

  • End-step use: spend instant-speed draw or activation windows on the opponents end step when shields can stay up through their main phase. If Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, Great Hall of the Biblioplex, or Three Steps Ahead has an instant-speed legal mode, prefer using it after the opponent commits threats or passes with unused mana; card text check required before assuming instant timing.

  • Counter windows: use Negate, Erode, and Three Steps Ahead on spells that create a persistent engine, protect lethal pressure, beat your resolved answer, or win a counter fight over Day of Judgment, Jeskai Revelation, Stock Up, or a stabilizing removal spell. Let low-impact cantrips, redundant creatures, and answered permanents resolve when your hand already has Pyroclasm, Day of Judgment, Get Lost, Abrade, or other legal cleanup.

  • Removal timing: remove attackers before combat damage when life total, combat tricks, or snowballing triggers matter; otherwise wait until the latest safe window to gather information. Use Abrade, Sear, Fire Magic, Thunder Magic, Inevitable Defeat, and Get Lost only on legal targets shown by the engine; card text check required for all uncertain target restrictions and damage or destroy effects.

  • Sweeper timing: cast Pyroclasm, Day of Judgment, or Ill-Timed Explosion on your main phase when waiting gives the opponent another attack or a chance to protect the board. Do not fire a sweeper into your own necessary Mistrise Village, Wan Shi Tong, Librarian, or Emeritus of Ideation unless the visible board or stack makes survival more important than preserving the permanent.

  • Optional payments and modes: choose optional modes, taxes, kicker-like payments, copied spells, or extra costs only when the legal text shows the cost and the payoff is visible. Card text check required for Jeskai Revelation, Three Steps Ahead, Thunder Magic, Fire Magic, Flashback, High Noon, Emeritus of Ideation, Wan Shi Tong, Librarian, and Outrageous Robbery; do not assume a mode, trigger, or graveyard permission exists without the prompt.

  • Stack patience: let opposing removal resolve when it targets a nonessential permanent and countering would expose you to a larger threat. Fight over Mistrise Village, Tablet of Discovery, Great Hall of the Biblioplex, Wan Shi Tong, Librarian, or Emeritus of Ideation only when that permanent is the current win path or card engine and you have enough mana to still cover the next major spell.

  • Graveyard timing: post-board, deploy Rest in Peace before the opponent converts graveyard cards into mana, creatures, flashback-style value, or lethal damage, but do not tap out for it when the current stack or battlefield requires Flashfreeze, Disdainful Stroke, Get Lost, Pyroclasm, or Day of Judgment. Main-deck Flashback requires card text check; treat any graveyard-related prompt as conditional on visible legal action text.

Sideboard Map

  • Sideboard rule: make changes only between games and only from registered cards shown by Veles. Preserve 60 cards after boarding, choose from legal submitted plans, and do not assume text for unfamiliar cards; card text check required for High Noon, Wan Shi Tong, Librarian, Emeritus of Ideation, Outrageous Robbery, Flashfreeze, and any set-specific version of Disdainful Stroke.

Creature swarm or low-curve aggro Side in: 1 Pyroclasm; 1 Day of Judgment; 1 Get Lost; 2 High Noon Cut: 1 Negate; 1 Erode; 1 Three Steps Ahead; 1 Flashback; 1 Tablet of Discovery

  • Plan rule: increase cheap battlefield control and reduce permission or slow setup when the opponent wins by committing multiple early creatures. Pyroclasm and Day of Judgment are the clearest role cards; Get Lost covers a single oversized or resilient permanent if its legal target text applies; High Noon is valuable only if its visible text slows multi-spell turns or combat-development bursts.

  • When bad: avoid overloading on High Noon against creature decks that spend one impactful spell per turn, have already deployed a board, or punish you for tapping mana without changing combat. Avoid extra sweepers when the opponent presents few creatures and wins through planeswalkers, artifacts, enchantments, lands, or direct noncreature pressure.

Big mana, ramp, expensive midrange, and top-heavy control Side in: 2 Disdainful Stroke; 1 Wan Shi Tong, Librarian; 2 Emeritus of Ideation Cut: 1 Pyroclasm; 1 Abrade; 1 Sear; 1 Fire Magic; 1 Day of Judgment

  • Plan rule: increase answers or engines that matter after turn four and reduce creature-only cleanup when the opponents threats are expensive, singular, or noncombat. Disdainful Stroke should protect the midgame from large spells only if the rules engine presents legal targets that match its text. Wan Shi Tong, Librarian and Emeritus of Ideation become threat-engine cards when the board is slow enough for a permanent to survive.

  • When bad: reduce Disdainful Stroke against low-curve decks, token swarms, cheap burn, and opponents that win before expensive spells matter. Be careful with Wan Shi Tong, Librarian and Emeritus of Ideation against decks with heavy creature pressure or abundant cheap removal, because tapping out for an engine can lose the stabilizing window.

Graveyard recursion, flashback, reanimation, or graveyard-count combo Side in: 2 Rest in Peace; 1 Disdainful Stroke; 1 Get Lost Cut: 2 Flashback; 1 Ill-Timed Explosion; 1 Tablet of Discovery

  • Plan rule: use Rest in Peace as the clean graveyard-hate role card when the opponents visible graveyard, revealed cards, or known archetype converts graveyard resources into threats, mana, or card advantage. Deploy it before the opponents graveyard payoff turn when doing so does not leave a lethal board unanswered.

  • When bad: avoid Rest in Peace against decks with no graveyard dependency, against battlefields requiring immediate sweeper mana, and when your own legal Flashback text is important enough that graveyard denial would strand visible resources. Card text check required for Flashback; if it depends on your graveyard, treat Rest in Peace as a self-tax and board accordingly.

Red or green spell-heavy pressure, ramp, and creature-combat decks Side in: 2 Flashfreeze; 1 Pyroclasm; 1 Get Lost Cut: 1 Negate; 1 Erode; 1 Flashback; 1 Tablet of Discovery

  • Plan rule: use Flashfreeze only when the opponents visible cards, colors, and archetype make red or green legal targets common enough that it will not sit dead. It is strongest against red burn-pressure, green ramp, green creature piles, and red-green threats where a two-mana answer buys a full turn cycle.

  • When bad: reduce Flashfreeze against blue-white control, black midrange, artifact-centric decks, and multicolor opponents whose red or green cards are incidental. Do not keep a hand post-board that relies on Flashfreeze as interaction unless the matchup and known colors make it likely to have legal targets.

Spell-chain combo, cascade-style turns, and low-permanent engines Side in: 2 High Noon; 2 Disdainful Stroke; 1 Outrageous Robbery Cut: 1 Pyroclasm; 1 Day of Judgment; 1 Abrade; 1 Sear; 1 Fire Magic

  • Plan rule: use High Noon as a constraint piece only when its visible text restricts multiple spells, timing, or repeated actions in a way that directly attacks the opponents engine. Pair it with Disdainful Stroke when the opponents payoff spells are expensive enough for legal counter windows.

  • When bad: avoid High Noon when you must cast multiple spells in one turn to stabilize, such as removal plus draw, sweeper plus counter, or answer plus Jeskai Revelation. Avoid Outrageous Robbery when the opponents deck is faster than your ability to spend mana on a theft or draw-style effect; card text check required, so use only if legal text shows a concrete card-advantage or win-condition role.

Control mirrors and slow attrition Side in: 2 Disdainful Stroke; 1 Wan Shi Tong, Librarian; 2 Emeritus of Ideation; 1 Outrageous Robbery Cut: 1 Pyroclasm; 1 Day of Judgment; 1 Abrade; 1 Sear; 1 Fire Magic; 1 Inevitable Defeat

  • Plan rule: become the patient engine deck when the opponent cannot punish slower permanents. Wan Shi Tong, Librarian, Emeritus of Ideation, Outrageous Robbery, Stock Up, Consult the Star Charts, Jeskai Revelation, Tablet of Discovery, and Great Hall of the Biblioplex should fight over cards, mana, and inevitability rather than early life total.

  • When bad: avoid overboarding into slow engines if the opponent has post-board creatures, cheap planeswalker pressure, or must-answer artifacts and enchantments. Keep enough Get Lost, Inevitable Defeat, Thunder Magic, Three Steps Ahead, Negate, or Erode style interaction to answer the first resolved permanent that matters.

  • Disdainful Stroke role: use against expensive threats, sweepers, haymakers, ramp payoffs, and control finishers. It is poor against one- and two-mana aggro, cheap discard, cheap counters, and wide boards where Pyroclasm, Day of Judgment, Get Lost, or damage-based interaction matters more.

  • High Noon role: use as an anti-chain or pacing card when the legal text constrains the opponent more than it constrains this deck. It is poor when your comeback requires multiple spells in one turn or when the opponent is already ahead on board and can spend one spell per turn effectively.

  • Wan Shi Tong, Librarian role: use as a slow matchup card-advantage or finisher slot when legal text supports that role. It is poor against fast combat decks, open removal plus pressure, and board states where a non-answer loses tempo.

  • Get Lost role: use as flexible permanent interaction when the opponents threats dodge damage, counters are unreliable, or a resolved permanent must be answered. It is poor when giving the opponent any visible compensation from the card text would create a worse board than the original threat.

  • Pyroclasm role: use against tokens, small creatures, go-wide starts, and boards where two damage or the shown effect clears multiple attackers. It is poor against large creatures, noncreature engines, and your own creature-engine plans with Wan Shi Tong, Librarian, Emeritus of Ideation, or animated Mistrise Village.

  • Emeritus of Ideation role: use as an attrition engine or blocker only when card text and board state make it durable enough to matter. It is poor when the opponent can ignore it, remove it cheaply, or force you to spend the turn answering combat instead.

  • Outrageous Robbery role: use in slow mirrors, big-mana games, or resource stalls where its legal text provides a concrete source of cards, threats, or inevitability. It is poor against fast pressure and graveyard hate scenarios unless the rules text shows it does not depend on vulnerable zones.

  • Rest in Peace role: use against graveyard recursion, flashback-like value, reanimation, delve-style costs, death triggers that depend on graveyards, or graveyard-count payoffs. It is poor against fair creature combat and may conflict with main-deck Flashback if that card uses your graveyard.

  • Flashfreeze role: use against red or green decks with enough legal targets to justify a narrow counter. It is poor against non-red, non-green threats, colorless engines, and multicolor control decks where it may fail to answer the actual win condition.

  • Day of Judgment role: use as the second clean reset against creature decks that can exceed Pyroclasm range or rebuild around spot removal. It is poor against low-threat control, combo with few creatures, and boards where holding up permission is more important than tapping out.

Matchup Guidance

  • Aggro: prioritize survival and untapped interaction over engine setup until the first wave is contained. Use Pyroclasm, Day of Judgment, Get Lost, Abrade, Sear, Fire Magic, Thunder Magic, and Inevitable Defeat according to legal targets and visible toughness; card text check required for Sear, Fire Magic, Thunder Magic, and Inevitable Defeat, so treat them as conditional removal only when rules text and legal actions confirm that role. Add role cards: Pyroclasm, Day of Judgment, Get Lost, Flashfreeze against red or green pressure. Reduce main-deck emphasis: slow Tablet of Discovery, graveyard-dependent Flashback if tempo-negative, and expensive card draw that cannot affect the board before damage.

  • Burn: treat life total as the primary resource and do not tap out for card advantage when open mana can answer a lethal spell or attacker. Negate, Three Steps Ahead, Flashfreeze against red spells, and any legal life-swinging mode on Jeskai Revelation deserve higher priority than slow engines; card text check required for Jeskai Revelation, so only count life gain or stabilization if visible rules text confirms it. Add role cards: Flashfreeze, sometimes High Noon if the legal text limits spell chains and does not block your own defensive turn. Reduce main-deck emphasis: Day of Judgment and Pyroclasm only when creatures are a real part of the burn plan.

  • Go-wide: make the opponent commit into sweepers when your life total allows one more attack step. Pyroclasm is the first check against small creatures and tokens, while Day of Judgment is the reset when creatures exceed damage range or when individual removal cannot cover the board. Thunder Magic, Sear, Fire Magic, Abrade, Get Lost, and Inevitable Defeat should buy time only if they prevent more damage than saving mana for a sweeper. Add role cards: Pyroclasm, Day of Judgment, Get Lost; add Flashfreeze only for red or green creature decks.

  • Tempo: preserve mana efficiency and avoid forcing expensive draw into open counterspell or bounce windows. Use Stock Up and Consult the Star Charts when they improve land drops or find interaction without giving the opponent a free attack cycle; card text check required for Consult the Star Charts. Negate, Three Steps Ahead, Erode, Get Lost, and cheap removal should fight the threat currently converting tempo, not every small spell. Add role cards: Flashfreeze versus red or green tempo, Get Lost for hard-to-answer threats, and Disdainful Stroke only if the opponents threats or finishers are expensive enough.

  • Midrange: trade one-for-one early, then win by drawing more live cards than the opponent. Stock Up, Consult the Star Charts, Tablet of Discovery, Jeskai Revelation, and Great Hall of the Biblioplex should be sequenced after you have answered the first must-kill threat or when the opponent cannot punish the mana. Day of Judgment is valuable when midrange extends multiple creatures; Get Lost and Inevitable Defeat handle single resilient permanents if legal text confirms the answer. Add role cards: Get Lost, Day of Judgment, Emeritus of Ideation, and Wan Shi Tong, Librarian if the matchup slows down.

  • Control: become patient and fight over engines, finishers, and card advantage rather than low-impact removal. Stock Up, Consult the Star Charts, Tablet of Discovery, Jeskai Revelation, Great Hall of the Biblioplex, and animated or utility Mistrise Village should pressure resources when the stack is favorable. Save Negate, Three Steps Ahead, Erode, and Disdainful Stroke for opposing draw, sweepers, finishers, planeswalker-like permanents, or haymakers shown by legal action text. Add role cards: Disdainful Stroke, Wan Shi Tong, Librarian, Emeritus of Ideation, Outrageous Robbery. Reduce main-deck emphasis: Pyroclasm, Abrade, Sear, Fire Magic, and excess Day of Judgment when they lack targets.

  • Removal-heavy decks: do not expose creature-sideboard engines unless they either replace themselves, immediately matter, or tax the opponents turn. Emeritus of Ideation, Wan Shi Tong, Librarian, and Mistrise Village should be committed when the opponent is low on mana, when you can protect the threat, or when trading for removal leaves Jeskai Revelation, Tablet of Discovery, or Great Hall of the Biblioplex ahead. Add role cards: Outrageous Robbery, Disdainful Stroke, and durable card-advantage permanents if card text confirms that role.

  • Combo: identify whether the combo is spell-chain, graveyard, artifact/enchantment, creature, or big-spell based, then keep only interaction that can touch the actual axis. High Noon is for repeated-spell engines if its visible text constrains them; Negate, Three Steps Ahead, Erode, and Disdainful Stroke are for payoff windows; Rest in Peace is for graveyard engines. Stock Up is acceptable when it finds interaction before the combo turn; Tablet of Discovery is too slow unless it immediately advances mana or cards under no pressure. Add role cards: High Noon, Disdainful Stroke, Rest in Peace, Outrageous Robbery only in slow combo mirrors.

  • Big mana: counter or remove the payoff, not the harmless ramp, unless ramp visibly crosses a decisive mana threshold. Disdainful Stroke, Negate, Three Steps Ahead, and Erode should be saved for expensive threats, sweepers, extra-turn-like effects, or card-advantage bombs; card text check required for Erode. Jeskai Revelation and Stock Up help keep pace if you can hold up permission on the opponents payoff turn. Add role cards: Disdainful Stroke, Flashfreeze against green ramp, Outrageous Robbery in slow resource games.

  • Graveyard decks: deploy Rest in Peace before the graveyard becomes the opponents active resource when doing so does not lose to the battlefield. Prioritize graveyard hate over spot removal if the visible graveyard is the engine; prioritize Pyroclasm, Day of Judgment, or Get Lost first if creatures already threaten lethal. Check whether your own Flashback depends on the graveyard before relying on it post-hate. Add role cards: Rest in Peace, Get Lost, Day of Judgment if graveyard decks also pressure with creatures.

  • Artifact/enchantment decks: preserve flexible answers for the permanent that enables the engine, not the first legal target. Abrade, Get Lost, Erode, Negate, and Three Steps Ahead should be mapped to visible artifacts, enchantments, or stack windows only when card text and legal targets confirm they answer the problem. Add role cards: Get Lost, Negate, Erode; add High Noon only if the deck depends on chaining spells or repeated casts.

  • Single-threat decks: answer the threat cleanly and avoid spending sweepers as bad spot removal unless the clock demands it. Get Lost, Inevitable Defeat, Thunder Magic, Sear, Fire Magic, Abrade, Three Steps Ahead, Negate, and Disdainful Stroke should be chosen by legality, mana, and whether the threat can be recast or protected. Mistrise Village pressure is useful after the threat is contained, but do not animate into open removal when holding up interaction is stronger.

Specific Matchup Notes

  • General/archetype-only: exact opponents are absent, so revealed cards, visible mana, graveyards, stack contents, and legal action text override these assumptions. Treat sideboarding as role selection, not certainty, and reclassify the opponent when their public cards show a different axis.

  • Red aggro or burn: prioritize life preservation and cheap answers over long-game engines. Pyroclasm, Sear, Fire Magic, Abrade, Thunder Magic, and Inevitable Defeat should answer visible damage sources before Stock Up, Tablet of Discovery, or Jeskai Revelation unless the draw spell finds immediate interaction. Likely sideboarding: add Flashfreeze, Pyroclasm, Get Lost, and sometimes Day of Judgment; reduce slow or narrow permission such as Negate or expensive draw when the battlefield is the threat. Priority targets are haste creatures, repeatable damage permanents, and any spell that represents lethal or a short two-turn clock.

  • Creature-wide aggro: preserve sweepers until they change the race, but do not die waiting for maximum value. Pyroclasm is the small-board reset and Day of Judgment is the emergency reset for larger boards; use spot removal first only when it prevents a decisive attack or protects a later sweeper. Likely sideboarding: add Pyroclasm, Day of Judgment, and Get Lost; add Flashfreeze only when red or green cards are visible. Priority targets are lords, token engines, protection pieces, and creatures that survive Pyroclasm.

  • Midrange: trade early, then make every draw engine resolve under lower pressure. Stock Up, Consult the Star Charts, Tablet of Discovery, Jeskai Revelation, and Great Hall of the Biblioplex are strongest after the first must-answer permanent is handled. Likely sideboarding: add Get Lost, Day of Judgment, Emeritus of Ideation, and Wan Shi Tong, Librarian when the matchup slows; reduce Pyroclasm if it misses most creatures. Priority targets are engines, sticky threats, planeswalker-like permanents if legal text confirms, and discard-backed threats that punish slow hands.

  • Control mirrors: conserve permission for engines, finishers, and card advantage rather than small exchanges. Negate, Three Steps Ahead, Erode, and Disdainful Stroke should fight opposing draw, sweepers, expensive threats, and lock pieces; card text check required for Erode. Likely sideboarding: add Disdainful Stroke, Wan Shi Tong, Librarian, Emeritus of Ideation, and Outrageous Robbery; reduce Pyroclasm, Abrade, Sear, Fire Magic, and excess Day of Judgment when they lack targets. Priority targets are resolved card engines, protected closers, and any effect that strands your hand.

  • Combo or engine decks: identify the axis before spending interaction. High Noon is for repeated-spell turns if its text applies, Rest in Peace is for graveyard engines, Disdainful Stroke is for expensive payoffs, and Negate, Three Steps Ahead, or Erode handle stack-based enablers when legal. Likely sideboarding: add High Noon, Rest in Peace, Disdainful Stroke, and Outrageous Robbery only in slower resource combo games. Priority targets are payoff spells, graveyard dependency, spell-chain enablers, and cards that remove your hate.

  • Big mana: counter the payoff unless the ramp visibly creates the decisive turn. Disdainful Stroke, Negate, Three Steps Ahead, and Erode should be held for expensive threats and card-advantage bombs; Flashfreeze is strong only against green or red ramp. Likely sideboarding: add Disdainful Stroke, Flashfreeze, and sometimes Outrageous Robbery; reduce narrow creature removal if it has no targets. Priority targets are the first threat that invalidates sweepers or overwhelms Jeskai Revelation.

Risk Summary

  • Mana risk: the deck is four colors with many named dual lands, so early hands must prove access to white for Day of Judgment or Get Lost, red for Pyroclasm and burn, blue for Negate, Three Steps Ahead, Stock Up, and Jeskai Revelation, and black only when visible costs require it. Avoid sequencing Mistrise Village, Great Hall of the Biblioplex, Multiversal Passage, or off-color lands in a way that delays the first interactive spell.

  • Matchup risk: the deck can draw the wrong half against linear opponents. Do not keep removal-heavy hands against control without card draw, do not keep permission-heavy hands against fast creatures without early answers, and do not assume Rest in Peace, High Noon, or Disdainful Stroke matters until public cards prove the axis.

  • Draw risk: Stock Up, Consult the Star Charts, Tablet of Discovery, and Jeskai Revelation can stabilize only if the life total and board allow the mana investment. Casting a draw spell into lethal pressure is worse than using Thunder Magic, Inevitable Defeat, Abrade, Sear, Fire Magic, Get Lost, Pyroclasm, or Day of Judgment to survive.

  • Over-sideboarding risk: bringing in too many narrow cards can dilute the control shell. Keep enough removal, sweepers, draw, and finishers to execute a game plan; do not add Rest in Peace, High Noon, Flashfreeze, or Disdainful Stroke without visible or strongly inferred targets.

  • Graveyard risk: Rest in Peace may conflict with your own Flashback if Flashback uses the graveyard; card text check required. Use graveyard hate when it attacks the opponents actual engine, not merely because a graveyard contains cards.

  • Sweeper/removal risk: Pyroclasm can be too small and Day of Judgment can be too slow or punish your own sideboard creatures. Do not spend Get Lost, Abrade, or burn on low-impact targets when a larger threat, protected permanent, or post-sweeper follow-up is likely.

  • Closer risk: the deck may answer everything but fail to end the game. Convert a stable board into pressure with Mistrise Village, Wan Shi Tong, Librarian, Emeritus of Ideation, Outrageous Robbery, Tablet of Discovery, Great Hall of the Biblioplex, or Jeskai Revelation when holding extra answers no longer improves survival.

  • Interaction risk: passing with Negate, Three Steps Ahead, Erode, Disdainful Stroke, or Flashfreeze is correct only when the likely target matters more than using mana now. If the opponents battlefield already threatens lethal, stack interaction that cannot affect combat may be functionally dead.

  • Sequencing risk: tap-out turns must be gated by visible pressure and open opposing mana. Prefer land drops and colors that preserve legal interaction, cast sweepers before committing sideboard creatures, and avoid using optional or value actions when they consume mana needed for a known tax, counter, removal spell, or survival line.

Test Feedback Checklist

  • Deciding factor: identify whether the game turned on mana access, survival timing, card-advantage velocity, a resolved engine, a missed interaction window, or inability to close after stabilization. Name the exact card or legal action that changed the game when visible.

  • Mulligan result: record whether the opening hand had enough lands, correct colors, and at least one relevant early play for the matchup. Flag keeps that lacked early interaction against aggro, lacked card flow against control, or relied on a land sequence that delayed Stock Up, Consult the Star Charts, Tablet of Discovery, Jeskai Revelation, Get Lost, Pyroclasm, or Day of Judgment.

  • Mana performance: note every game where Mistrise Village, Great Hall of the Biblioplex, Multiversal Passage, Gloomlake Verge, Riverpyre Verge, Stormcarved Coast, Shattered Sanctum, Hallowed Fountain, Sacred Foundry, Steam Vents, Watery Grave, Godless Shrine, Sundown Pass, Cori Mountain Monastery, or Plains stranded a legal spell by color or timing. Separate color failure from tapped-land or sequencing failure.

  • Velocity check: ask whether Stock Up, Consult the Star Charts, Tablet of Discovery, and Jeskai Revelation found interaction before the opponents next decisive turn. Mark draw spells as successful only when they produced survival, pressure, or a protected endgame, not merely extra cards.

  • Engine check: track whether Tablet of Discovery, Great Hall of the Biblioplex, Mistrise Village, Wan Shi Tong, Librarian, Emeritus of Ideation, or Outrageous Robbery converted a stable board into a win. If an engine was cast while behind, record whether that line beat immediate removal, sweeper, or counterplay alternatives.

  • Removal check: record whether Inevitable Defeat, Thunder Magic, Pyroclasm, Abrade, Ill-Timed Explosion, Get Lost, Sear, Day of Judgment, and Fire Magic answered the right class of threat. Flag games where spot removal was spent before a better target appeared, or where a sweeper was held past the safe window.

  • Permission check: record whether Negate, Erode, Three Steps Ahead, Disdainful Stroke, and Flashfreeze countered decisive spells or sat unused while battlefield pressure won. Card text check required for Erode; evaluate it by the legal prompts and actual game result.

  • Sideboard check: verify that every brought-in card had visible or strongly inferred targets. Call out narrow-card failures involving Rest in Peace, High Noon, Flashfreeze, Disdainful Stroke, Get Lost, Pyroclasm, Day of Judgment, Emeritus of Ideation, Wan Shi Tong, Librarian, or Outrageous Robbery.

  • Closing check: ask whether the deck stabilized but gave the opponent too many draw steps. Record the first turn when attacking with Mistrise Village, committing Emeritus of Ideation, protecting Wan Shi Tong, Librarian, or using Jeskai Revelation as an endgame line became correct from visible state.

  • Role check: identify whether the pilot correctly played control, tap-out stabilizer, draw-go, or inevitability role. Flag role mistakes such as casting draw into lethal pressure, holding counters against an already-dominant battlefield, or spending sweepers before the opponent committed enough material.

  • Stranded-card check: list cards that remained uncast because of mana, matchup irrelevance, timing, or legal-action absence. Treat repeated stranding of Flashback, Ill-Timed Explosion, Fire Magic, Erode, or Jeskai Revelation as a card-text or deck-construction review trigger.

  • Overperformer and underperformer check: name the exact cards that won games, bought key turns, or failed repeatedly. Separate pilot mistakes from card weakness so tuning does not punish a card for one bad sequence.

First Tuning Questions

  • Quantity question: should the main deck increase or reduce early interaction if fast creature games are lost before Stock Up, Consult the Star Charts, Tablet of Discovery, or Jeskai Revelation matter? Compare extra Pyroclasm, Get Lost, Abrade, Sear, Thunder Magic, or Day of Judgment against the cost of weakening control mirrors.

  • Mana question: does the four-color base reliably cast the first relevant spell on time? If losses involve color bottlenecks, review the counts of Hallowed Fountain, Sacred Foundry, Steam Vents, Shattered Sanctum, Stormcarved Coast, Riverpyre Verge, Gloomlake Verge, Watery Grave, Godless Shrine, Sundown Pass, Cori Mountain Monastery, Mistrise Village, Great Hall of the Biblioplex, Multiversal Passage, and Plains before changing spell slots.

  • Aggro-plan question: is the deck leaning too hard on single sweepers to stabilize? If Pyroclasm is too small or Day of Judgment arrives too late, test whether more cheap removal, the sideboard Pyroclasm, the sideboard Day of Judgment, or the sideboard Get Lost should become main-deck emphasis.

  • Control-plan question: does the deck have enough stack interaction and endgame threats after sideboard? If mirrors are lost to resolved engines, consider whether Disdainful Stroke, Wan Shi Tong, Librarian, Emeritus of Ideation, Outrageous Robbery, Negate, Three Steps Ahead, or Erode should occupy more post-board space.

  • Closer question: does stabilization fail to become victory quickly enough? If games drag after control is established, evaluate whether Mistrise Village, Tablet of Discovery, Great Hall of the Biblioplex, Jeskai Revelation, Wan Shi Tong, Librarian, Emeritus of Ideation, or Outrageous Robbery provide enough closing pressure.

  • Sideboard-slot question: are Rest in Peace, High Noon, Flashfreeze, and Disdainful Stroke each winning enough targeted matchups to justify their copies? If any narrow card is repeatedly boarded in without a decisive target, reassign that slot to broader interaction or a more reliable engine.

  • Role-conflict question: are Flashback, graveyard hate, sweepers, and sideboard creatures pulling the deck in incompatible directions? Card text check required for Flashback; if Rest in Peace interferes with it or if Day of Judgment punishes Emeritus of Ideation and Wan Shi Tong, Librarian, tune sideboard plans to avoid self-conflict.

  • Expensive-spell question: do Jeskai Revelation, Ill-Timed Explosion, Day of Judgment, and Outrageous Robbery win when cast, or are they stranded under pressure? If expensive cards are repeatedly dead, lower the curve or increase early survival tools before adding more finishers.

Veles Tactical Policy

Policy: Opening Hand Control Baseline

  • Priority: High
  • Decision families: mulligan
  • Cards: Hallowed Fountain; Sacred Foundry; Steam Vents; Shattered Sanctum; Stormcarved Coast; Riverpyre Verge; Gloomlake Verge; Stock Up; Consult the Star Charts; Tablet of Discovery; Pyroclasm; Abrade; Get Lost
  • Phase windows: pregame and mulligan prompts.
  • Runtime cues: action:keep; action:mulligan
  • Use when: choosing whether the visible opener can make land drops and interact before the opponent's first major pressure turn.
  • Avoid when: the rules engine exposes a clearly forced mulligan or hidden information is unavailable.
  • Instructions: Keep hands with stable mana, at least two lands, and a plan involving early interaction or velocity; ship hands that cannot cast visible early spells, have only slow engines, or rely on drawing exact colors.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: First Engine Setup

  • Priority: Medium
  • Decision families: mana; priority; selection
  • Cards: Tablet of Discovery; Great Hall of the Biblioplex; Mistrise Village; Stock Up; Consult the Star Charts
  • Phase windows: early main phases when not under lethal or near-lethal pressure.
  • Runtime cues: action:cast Tablet of Discovery; action:play Great Hall of the Biblioplex; action:activate Mistrise Village
  • Use when: selecting whether to spend early mana on a durable engine, card flow, or land development.
  • Avoid when: visible attackers, open stack threats, or known removal windows require immediate interaction.
  • Instructions: Establish Tablet of Discovery or mana development before reactive posture only when survival is not compromised; prefer Stock Up or Consult the Star Charts when the hand lacks a specific answer.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Four-Color Mana Sequencing

  • Priority: Medium
  • Decision families: mana
  • Cards: Hallowed Fountain; Sacred Foundry; Steam Vents; Watery Grave; Godless Shrine; Shattered Sanctum; Stormcarved Coast; Riverpyre Verge; Gloomlake Verge; Sundown Pass; Cori Mountain Monastery; Plains; Multiversal Passage; Great Hall of the Biblioplex
  • Phase windows: land play prompts and mana payment prompts.
  • Runtime cues: action:play; action:pay
  • Use when: choosing lands or payment sources for interaction, sweepers, draw spells, or endgame actions.
  • Avoid when: a single legal mana action exists and no future colored choice remains.
  • Instructions: Preserve colors for visible near-term spells first, untapped interaction second, and utility lands third; do not use Great Hall of the Biblioplex or Mistrise Village activation mana if it strands Negate, Abrade, Get Lost, Pyroclasm, or Day of Judgment.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Deterministic Forced Pass

  • Priority: Low
  • Decision families: priority
  • Cards: none
  • Phase windows: any priority window.
  • Runtime cues: action:pass
  • Use when: the legal action list contains exactly one action and its visible text is pass.
  • Avoid when: any other legal action is present.
  • Instructions: Submit the sole pass action without strategic reasoning because the engine has exposed no alternative.
  • Pilot skill floor: no API.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Tap-Out Commitment Gate

  • Priority: High
  • Decision families: priority; mana; selection
  • Cards: Jeskai Revelation; Ill-Timed Explosion; Day of Judgment; Tablet of Discovery; Wan Shi Tong, Librarian; Emeritus of Ideation; Outrageous Robbery
  • Phase windows: own main phases and end-step draw windows.
  • Runtime cues: action:cast Jeskai Revelation; action:cast Day of Judgment; action:cast Outrageous Robbery; action:cast Wan Shi Tong, Librarian; action:cast Emeritus of Ideation
  • Use when: committing most mana to a sweeper, engine, or finisher could decide the next turn cycle.
  • Avoid when: the action is mandatory or the opponent has no meaningful next-turn pressure or engine to compare against.
  • Instructions: Tap out only when the payoff stabilizes, wins resource advantage, or prevents a worse line; keep mana open when Negate, Erode, Three Steps Ahead, Disdainful Stroke, or Flashfreeze is more important than the tap-out card.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Permission Spending Gate

  • Priority: High
  • Decision families: interaction; priority
  • Cards: Negate; Erode; Three Steps Ahead; Disdainful Stroke; Flashfreeze
  • Phase windows: opponent spell windows and stack-response prompts.
  • Runtime cues: action:cast Negate; action:cast Erode; action:cast Three Steps Ahead; action:cast Disdainful Stroke; action:cast Flashfreeze
  • Use when: a visible stack spell can be countered or answered by legal permission.
  • Avoid when: card text check required prevents confidence in what the counter can legally hit; follow the engine's legal targets.
  • Instructions: Spend permission on threats that beat your current battlefield plan, engines that outscale Stock Up and Jeskai Revelation, or spells that invalidate a sweeper; do not counter low-impact spells just to use mana.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Spot Removal Target Gate

  • Priority: High
  • Decision families: interaction
  • Cards: Inevitable Defeat; Thunder Magic; Abrade; Get Lost; Sear; Fire Magic; Flashback
  • Phase windows: opponent combat, end step, and main-phase threat windows.
  • Runtime cues: action:cast Inevitable Defeat; action:cast Thunder Magic; action:cast Abrade; action:cast Get Lost; action:cast Sear; action:cast Fire Magic; action:cast Flashback
  • Use when: legal removal can answer a visible permanent, creature, or stack-relevant object.
  • Avoid when: the target choice requires unknown card text; Card text check required for unfamiliar effects and Flashback.
  • Instructions: Kill threats that create lethal pressure, protect an opposing engine, or survive sweepers; conserve broad answers like Get Lost for permanents that narrower burn or damage cannot answer.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Sweeper Timing Gate

  • Priority: High
  • Decision families: interaction; priority
  • Cards: Pyroclasm; Day of Judgment; Ill-Timed Explosion
  • Phase windows: own main phase, precombat main phase, and emergency response windows if the engine exposes them.
  • Runtime cues: action:cast Pyroclasm; action:cast Day of Judgment; action:cast Ill-Timed Explosion
  • Use when: visible battlefield pressure can be reduced by a legal sweeper action.
  • Avoid when: a spot answer preserves your own engine and prevents the same immediate danger.
  • Instructions: Fire Pyroclasm against small boards before damage snowballs, hold Day of Judgment for boards that spot removal cannot contain, and evaluate Ill-Timed Explosion by actual legal text and visible damage outcomes.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Draw Spell Selection Gate

  • Priority: Medium
  • Decision families: selection; priority
  • Cards: Stock Up; Consult the Star Charts; Jeskai Revelation; Three Steps Ahead
  • Phase windows: own main phase, opponent end step, and selection prompts.
  • Runtime cues: action:cast Stock Up; action:cast Consult the Star Charts; action:cast Jeskai Revelation; action:select
  • Use when: legal card-flow actions or selection prompts determine the next answer or endgame plan.
  • Avoid when: the opponent has visible lethal pressure that requires immediate interaction first.
  • Instructions: Select lands when missing colors or land drops, select removal against creature pressure, select permission against stack engines, and select engines only after survival is covered.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Deterministic Single Target After Chosen Spell

  • Priority: Low
  • Decision families: interaction; selection
  • Cards: Abrade; Get Lost; Inevitable Defeat; Thunder Magic; Sear; Fire Magic; Negate; Disdainful Stroke; Flashfreeze
  • Phase windows: target-selection prompts after the spell has already been legally chosen.
  • Runtime cues: action:target
  • Use when: the legal action list contains exactly one target action for the already pending spell.
  • Avoid when: two or more target actions are present.
  • Instructions: Submit the sole target action because the strategic spell choice has already passed and the engine exposes no target alternative.
  • Pilot skill floor: no API.
  • No-API allowed: yes
  • Light-model allowed: yes

Policy: Combat With Creature Lands And Engines

  • Priority: Medium
  • Decision families: combat; mana; priority
  • Cards: Mistrise Village; Wan Shi Tong, Librarian; Emeritus of Ideation
  • Phase windows: beginning of combat, declare attackers, declare blockers, and postcombat main phase.
  • Runtime cues: action:attack; action:block; action:activate Mistrise Village
  • Use when: visible combat actions involve a creature land or sideboard engine creature.
  • Avoid when: exactly one legal combat action exists and it is forced by the engine.
  • Instructions: Attack only when damage advances the clock without losing needed blockers or exposing a key engine; block to preserve life total when the exchange buys time for sweepers, draw, or Jeskai Revelation.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Graveyard And Spell-Chain Hate

  • Priority: Medium
  • Decision families: sideboard; interaction; priority
  • Cards: Rest in Peace; High Noon; Flashback
  • Phase windows: sideboard decisions, early main phases, and graveyard-dependent opponent windows.
  • Runtime cues: action:cast Rest in Peace; action:cast High Noon
  • Use when: opponent public cards, revealed cards, or matchup label indicate graveyard reliance or multi-spell turns.
  • Avoid when: your own visible Flashback plan or draw-engine plan is more important and the hate card has no visible target.
  • Instructions: Deploy Rest in Peace before graveyard payoff windows and High Noon before chain turns; Card text check required for Flashback interactions, so follow engine legality and visible replacement outcomes.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Anti-Large-Spell Sideboard Permission

  • Priority: Medium
  • Decision families: sideboard; interaction; priority
  • Cards: Disdainful Stroke; Flashfreeze; Negate; Erode; Three Steps Ahead
  • Phase windows: sideboarding and stack-response windows.
  • Runtime cues: action:cast Disdainful Stroke; action:cast Flashfreeze
  • Use when: matchup or public game actions show expensive spells, green threats, red threats, or noncreature engines that permission can answer.
  • Avoid when: opponent wins through small battlefield pressure before counters matter.
  • Instructions: Bring and spend narrow counters only for the classes the engine says they can legally hit; preserve broader permission for threats outside Disdainful Stroke or Flashfreeze coverage.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Exact Sideboard Plan Review

  • Priority: High
  • Decision families: sideboard
  • Cards: Disdainful Stroke; High Noon; Wan Shi Tong, Librarian; Get Lost; Pyroclasm; Emeritus of Ideation; Outrageous Robbery; Rest in Peace; Flashfreeze; Day of Judgment; Abrade; Sear; Pyroclasm; Day of Judgment; Stock Up; Consult the Star Charts; Tablet of Discovery; Jeskai Revelation; Inevitable Defeat; Thunder Magic
  • Phase windows: between games only.
  • Runtime cues: action:sideboard
  • Use when: the sideboard prompt offers legal in-and-out plans or generated swap candidates.
  • Avoid when: an exact executable Sideboard Map plan already matches the matchup and game stage with no validation errors.
  • Instructions: Add narrow cards only for visible or strongly matchup-indicated targets, reduce slow engines against fast pressure, reduce dead removal against low-creature control, and keep the registered 75 intact.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes

Policy: Endgame Conversion

  • Priority: Medium
  • Decision families: priority; combat; selection
  • Cards: Jeskai Revelation; Great Hall of the Biblioplex; Tablet of Discovery; Mistrise Village; Wan Shi Tong, Librarian; Emeritus of Ideation; Outrageous Robbery
  • Phase windows: late main phases, opponent end step, and combat after stabilization.
  • Runtime cues: action:activate Great Hall of the Biblioplex; action:activate Mistrise Village; action:cast Jeskai Revelation; action:cast Outrageous Robbery
  • Use when: life total, board state, and cards in hand show stabilization but no immediate win.
  • Avoid when: holding interaction is required to survive the opponent's next visible attack or stack threat.
  • Instructions: Convert control into a clock by drawing extra cards, attacking with Mistrise Village, or committing sideboard engines once protection or redundancy exists; do not give infinite draw steps after the board is controlled.
  • Pilot skill floor: light model.
  • No-API allowed: no
  • Light-model allowed: yes