88 KiB
Strategy Specifications
Deck Name And Archetype
Sultai Show and Tell is a Timeless combo-control deck with a 60-card main deck and a 15-card sideboard under the supplied validation contract. The registered main deck is legal to reference for Cut: decisions only by exact names from this list, and the registered sideboard is legal to reference for Side in: decisions only by exact sideboard names. The active validation result is pass: 60 main-deck cards, 15 sideboard cards, active format Timeless, and archetype tags combo and control.
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Identity: Treat the deck as a hybrid stock/rogue Show and Tell strategy, not as a generic combo list. The recognizable core is
Show and Tell,Omniscience,Force of Will,Brainstorm,Ponder,Mystical Tutor,Vampiric Tutor,Demonic Tutor,Atraxa, Grand Unifier, andEmrakul, the Aeons Torn; the deck-specific texture comes fromStock Up,Waterlogged Teachings,Veil of Summer,Dig Through Time,Sublime Epiphany,Saiba Syphoner, and the sideboard spread. -
Primary role: Pilot as a protected fast combo deck when
Show and Tellplus a payoff or tutor chain is available, especially withAncient Tombacceleration or protection fromForce of WillandVeil of Summer. Do not spend early turns like a pure control deck unless the visible game state, legal actions, and hand texture make immediate combo commitment unsafe or impossible. -
Secondary role: Pilot as a compact control-combo deck when facing visible pressure or disruption. The deck can use
Force of Will,Veil of Summer,Sublime Epiphany,Saiba Syphoner,Abrupt Decay,Flusterstorm,Thoughtseize,Krosan Grip,Surgical Extraction,Culling Ritual,Leyline of Sanctity, andCarpet of Flowersafter sideboarding, but these cards support the combo plan rather than replacing it. -
Mana identity: The deck is Sultai but heavily blue-centered.
Ancient Tombenables explosiveShow and Tellturns, whileBreeding Pool,Watery Grave,Undercity Sewers,Hedge Maze,Mistrise Village,Island,Flooded Strand,Polluted Delta,Misty Rainforest, andScalding Tarnmust support blue setup, black tutors, and green protection without assuming unavailable colors. -
Mana concern:
Ancient Tombpressure, shockland life loss, tapped land timing, and fetch sequencing can change whether the deck is racing or stabilizing. Runtime decisions must use visible life totals, legal mana actions, known land states, and available protection rather than assuming every hand can safely pay life for speed. -
Legality concern: The pilot must choose only actions exposed by the rules engine. This guide gives priorities, not permission to cast, target, search, pitch, pay, attack, block, sideboard, or respond outside legal engine output.
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Card-text concern: Card text should be checked by the engine or trusted runtime card database for
Stock Up,Waterlogged Teachings,Saiba Syphoner,Sublime Epiphany,Mistrise Village,Hedge Maze, andUndercity Sewerswhen a decision depends on exact modes, timing, costs, land types, triggered abilities, or targeting rules. Card text check required for any exact line not surfaced in legal action text. -
Opponent information status: No opponent decklist, matchup, game state, hand contents, or revealed cards are supplied in this batch. Strategy choices must therefore be matchup-agnostic until public information, sideboard context, revealed information, or runtime opponent archetype notes become available.
Thesis
Sultai Show and Tell assembles a protected Show and Tell turn that places Omniscience, Atraxa, Grand Unifier, or Emrakul, the Aeons Torn onto the battlefield before the opponent can stabilize. The cleanest win is Show and Tell into Omniscience, then chaining draw, tutor, and payoff actions until a game-ending threat or overwhelming resource position is legal. Atraxa, Grand Unifier is both a battlefield payoff and a refuel engine; Emrakul, the Aeons Torn is the highest-impact terminal threat when the engine exposes a legal cast or put-onto-battlefield action.
Prioritize a protected combo commitment over incremental control when the hand has Show and Tell, a payoff, enough mana, and at least one protection or backup resource. Use Brainstorm, Ponder, Stock Up, Mystical Tutor, Vampiric Tutor, Demonic Tutor, Waterlogged Teachings, and Dig Through Time to find the missing piece, but do not spend velocity merely to see more cards when a legal protected win line is already assembled. The deck is not trying to win through creature combat, long attrition exchanges, or fair removal trading; those lines are fallback states while rebuilding toward the next decisive Show and Tell or Omniscience turn.
Respect the runtime engine above this guide. Choose only legal actions, evaluate visible mana and stack information before committing, and treat exact text for Stock Up, Waterlogged Teachings, Saiba Syphoner, Sublime Epiphany, Mistrise Village, Hedge Maze, and Undercity Sewers as conditional on engine output when modes, timing, targets, or mana abilities matter. Card text check required for any precise tactical line not represented by legal action text.
Role Package
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Threats:
Atraxa, Grand UnifierandEmrakul, the Aeons Tornare the actual pressure cards, withAtraxa, Grand Unifierpreferred when the deck needs cards, stabilization, or a lower-risk payoff andEmrakul, the Aeons Tornpreferred when the legal line ends the game or makes recovery extremely unlikely.Saiba Syphoneris a deck-specific utility threat or value body only when its exact legal action text supports the role; Card text check required. -
Payoffs:
Omniscienceis the defining payoff because it converts the hand, tutors, and draw spells into a post-Show and Tellengine.Show and Tellis the gateway card, not the payoff by itself; cast it only when the visible risk of the opponent receiving a free permanent is outweighed by your payoff, protection, clock pressure, or need to act now.Sublime Epiphanycan be a high-impact swing card if the engine offers relevant modes, but exact mode/target use is conditional on legal action text. -
Engines:
Omniscienceplus card flow is the main engine, withAtraxa, Grand Unifierrefilling the hand after entry and tutors finding the next chain piece.Dig Through Timeis a late-game selection burst when graveyard count and mana make it legal, whileStock UpandWaterlogged Teachingsare registered velocity or selection pieces whose exact tactical roles depend on visible legal actions. Card text check required forStock UpandWaterlogged Teachingsif choosing between modes, timing windows, or card classes. -
Velocity:
Brainstormprotects and sculpts hands with fetchlands,Pondersets up early land drops or combo pieces, andStock Upadds deck-specific redundancy. UseFlooded Strand,Polluted Delta,Misty Rainforest, andScalding Tarnto convert weakBrainstormcards into fresh looks when life, colors, and timing permit. -
Interaction:
Force of Willis the main zero-mana stack answer and should be preserved for disruption that stops the combo, lethal opposing pressure, or an opposing payoff that makes waiting worse.Sublime Epiphanyis a flexible interaction slot only when legal modes are visible. Sideboard interaction modules areFlusterstorm,Thoughtseize,Abrupt Decay,Krosan Grip,Culling Ritual, andSurgical Extraction. -
Protection:
Veil of Summerprotects combo turns against eligible blue or black interaction when the engine exposes a legal cast window.Force of Willprotects through tapped-out or low-mana turns.Leyline of Sanctityis a sideboard protection module against targeted discard, burn, or other player-targeting pressure when matchup context supports it. -
Recursion: The main deck has no broad graveyard recursion plan. Treat
Dig Through Timeas graveyard-fueled selection, not recovery, and do not assume spentShow and Tell,Omniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Torncan be rebought unless the engine shows a legal action. -
Mana:
Ancient Tombcreates fastShow and Tellturns and should be valued highly, but its life cost changes race math.Island,Breeding Pool,Watery Grave,Hedge Maze,Undercity Sewers,Mistrise Village, and fetchlands must support early blue setup, black tutors, and greenVeil of Summerwithout assuming colors not currently available. SideboardCarpet of Flowersand the extraMistrise Villageare mana or resilience modules for matchups where their legal function matters. -
Sideboard modules:
Carpet of Flowersimproves mana in blue matchups,Leyline of Sanctityprotects the pilot from targeted pressure,Surgical Extractionattacks graveyard or combo dependencies,Abrupt DecayandKrosan Gripanswer permanents,Culling Ritualpunishes low-cost battlefield clutter,Flusterstormreinforces stack fights, andThoughtseizeadds proactive disruption.
Primary Win Conditions
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Protected
Show and TellintoOmniscienceis the highest-ceiling plan because it turns every visible spell in hand into a zero-mana follow-up once the permanent resolves. Set up withBrainstorm,Ponder,Stock Up,Mystical Tutor,Vampiric Tutor,Demonic Tutor,Waterlogged Teachings, andDig Through Timeto assembleShow and TellplusOmniscience, then protect the stack withForce of WillandVeil of Summerwhen legal. Execute only through the rules engine: putOmnisciencein fromShow and Tell, then cast legal tutors, draw spells,Atraxa, Grand Unifier,Emrakul, the Aeons Torn, or interaction from hand as the engine exposes them. Prioritize this line when the opponent is not presenting immediate lethal pressure, when protection is available, or when waiting risks discard, countermagic density, or mana denial. -
Show and TellintoAtraxa, Grand Unifieris the stabilizing win path when the hand needs cards or the battlefield needs a body. This line is strongest whenOmniscienceis missing, when life total is under pressure, or whenAtraxa, Grand Unifiercan refill into anotherShow and Tell,Omniscience,Force of Will,Veil of Summer, tutor, or payoff. TreatAtraxa, Grand Unifieras both pressure and selection; choose trigger results only from legal engine choices, and prefer resources that rebuild a protected combo turn over redundant slow pieces. Disruption risk is lower than all-inOmniscienceonly if a large creature is enough to stabilize against visible attackers or removal. -
Show and TellintoEmrakul, the Aeons Tornis the terminal pressure line when the opponent is unlikely to beat a huge immediate battlefield threat. PuttingEmrakul, the Aeons Tornonto the battlefield does not rely on inventing a cast trigger; use only the actual engine result. Prioritize this line when the game needs a fast clock, whenOmniscienceis unavailable, whenAtraxa, Grand Unifierrefuel is too slow, or when the opponent is low on visible answers. Avoid choosing this line overOmnisciencewhen the hand can chain into a protected cast ofEmrakul, the Aeons Tornor another decisive sequence. -
Omnisciencealready on the battlefield should convert the turn into a decisive resource avalanche. Cast legal card-flow and tutor spells before low-impact plays, holdForce of WillorVeil of Summerif the stack fight is not over, and seekEmrakul, the Aeons Torn,Atraxa, Grand Unifier, or another engine-sustaining spell. Do not pass with unused free high-impact legal actions unless preserving interaction is clearly required by visible stack or board state.
Secondary Win Conditions
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Hard-cast or fair-cast pressure is a fallback, not the plan.
Ancient Tombcan accelerate expensive plays, but life loss matters, and hard-castingAtraxa, Grand Unifier,Omniscience, orEmrakul, the Aeons Tornshould be considered only when the engine shows legal mana and the alternative is losing tempo or cards. UseBreeding Pool,Watery Grave,Island,Hedge Maze,Undercity Sewers,Mistrise Village, and fetchlands to support blue setup and black tutors first. -
Atraxa, Grand Unifiercombat can win games after a failed or partial combo. WhenAtraxa, Grand Unifieris on the battlefield, protect it if it is stabilizing life total, drawing removal away from combo, or presenting a short visible clock. Attack only when legal combat math supports pressure without exposing the pilot to lethal backswing. -
Emrakul, the Aeons Torncombat is the cleanest non-engine battlefield finish. Once present, prioritize attacks that advance lethal or resource collapse, but still respect visible blockers, sacrifice effects, exile effects, bounce, race pressure, and any legal opponent action surfaced by the engine. -
Sublime Epiphanymay create a swing turn through countering, bouncing, drawing, or copying if the engine exposes relevant modes and targets. Card text check required for any exact multi-mode or target sequence not shown in legal action text. Use it as a bridge to survive, defend a payoff, or convert a resolved creature into extra value rather than as a standalone win condition. -
Saiba Syphoner,Mistrise Village,Stock Up, andWaterlogged Teachingsare conditional fallback or utility pieces whose exact pressure, recursion, selection, or mana roles depend on legal action text. Card text check required before treating any of them as a deterministic win path.
Emergency Lines
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When behind on life, prioritize survival into
Show and Tellover perfect setup.Atraxa, Grand Unifieris usually the emergency payoff because it can stabilize the battlefield and find more resources, whileAncient Tomblife payments should be avoided unless they create a decisive protected line or prevent an immediate loss. -
When behind on board, use
Show and Telldefensively only if the payoff beats the visible battlefield or the alternative is worse.Atraxa, Grand Unifieris preferred against creature pressure;Emrakul, the Aeons Tornis preferred when a single attack will reset the race;Omniscienceis preferred when the hand can immediately continue into interaction or a payoff. -
When behind on cards, spend tutors for the missing engine piece instead of narrow protection unless the opponent’s visible or known plan requires interaction now.
Dig Through Time,Stock Up,Brainstorm,Ponder,Demonic Tutor,Mystical Tutor,Vampiric Tutor, andWaterlogged Teachingsshould rebuild towardShow and Tellplus payoff, not chase marginal card quality. -
When behind on mana, fetch stable colors and value
Ancient Tombonly when its acceleration changes the turn of a legal combo. Do not shock, fetch, or pay life casually if the opponent’s visible clock makes every point relevant. -
When the graveyard is pressured, do not rely on
Dig Through Timeas the recovery plan. Shift to hand-based tutors, cantrips, and directShow and Tellassembly. -
When
Show and Tellis answered or discarded, rebuild through tutors and selection rather than fighting over low-impact spells. WhenOmniscienceis removed or unavailable, pivot toAtraxa, Grand UnifierorEmrakul, the Aeons Tornas directShow and Tellpayoffs. When all visible win conditions are gone, preserve life, protect draw steps, and choose legal actions that maximize access to remaining library resources without inventing recursion.
Resource Model
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Life is a spendable setup resource only when it changes the combo turn or protects a decisive stack. Pay life from
Ancient Tomb, shocklands, fetchlands, and any legal alternate-cost interaction only when the action advancesShow and Tell, finds protection, or prevents losing; against visible pressure, preserve life soAtraxa, Grand Unifierhas time to stabilize. -
Hand size is the deck's primary combo inventory. Keep hands that contain blue setup plus either
Show and Tell, a payoff, or a tutor path; protect combinations ofShow and TellplusOmniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Tornover marginal cantrip value.Force of Willconsumes a blue card, so do not pitch the only payoff, onlyShow and Tell, or only card-selection spell unless the opposing spell threatens the line or survival. -
Mana converts time into inevitability.
Ancient Tombis the premium tempo resource because it enables earlyShow and Tell, but it is colorless and painful; colored lands must supply blue first, black second, and green whenVeil of Summeror sideboard cards matter. A hand with acceleration but no blue source is fragile unless it already has a legal fast combo and protection. -
Board presence is mostly a payoff state, not a setup state. Before combo, the deck rarely wants to trade board resources; after
Show and Tell, evaluate whetherAtraxa, Grand Unifier,Emrakul, the Aeons Torn, orOmniscienceactually stabilizes against the visible battlefield before committing. -
Graveyard value matters mainly for
Dig Through Timeand information from spent spells. Fetchlands, cantrips, counters, tutors, and discarded cards can fuel delve, but do not overvalue graveyard quantity when the hand already has a protectedShow and Tell. IfSurgical Extractionis sideboarded, graveyards become tactical targets only when legal action text and public information identify a meaningful card. -
Exile is usually a cost or resolved-zone record, not a recurring resource. Track cards exiled to
Force of Will,Dig Through Time, or opposing effects because losing a payoff, tutor, or protection piece changes future lines. -
Lands are both mana and information management. Fetchlands improve
BrainstormandPonderdecisions, but cracking them too early can remove shuffle flexibility; hold a fetch when a near-term cantrip can hide or refresh cards, and fetch immediately when color access, life total, or a legal tutor line requires it. -
Sacrifice fodder is not a planned resource in the registered main deck. If the opponent forces a sacrifice choice, preserve the permanent that maintains the current win path: usually
Omniscienceover a creature if a hand can continue, or the stabilizing creature over a redundant permanent if survival is at stake. -
Tempo is won by compressing setup into one protected turn. Spend
Brainstorm,Ponder,Stock Up,Demonic Tutor,Vampiric Tutor,Mystical Tutor,Waterlogged Teachings, andDig Through Timeto assemble missing engine pieces, not to polish already functional hands while the opponent develops pressure. -
Information is a protection resource. Visible opponent mana, revealed cards, known graveyards, prior actions, and sideboard context should decide whether to wait for
Veil of Summer,Force of Will,Flusterstorm,Thoughtseize,Leyline of Sanctity,Carpet of Flowers,Abrupt Decay,Krosan Grip,Culling Ritual, orSurgical Extraction.
Mana Guide
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Prioritize blue access in almost every opener.
Brainstorm,Ponder,Show and Tell,Force of Will,Mystical Tutor,Dig Through Time,Stock Up,Sublime Epiphany,Saiba Syphoner, andWaterlogged Teachingsall push the deck toward reliable blue before black or green. -
Add black when tutors are part of the hand.
Demonic TutorandVampiric TutormakeWatery Grave,Polluted Delta,Undercity Sewers, and black-capable fetch sequencing important; a hand with black tutor plus no black source must already have another functional route toShow and Tell. -
Add green when protection or sideboard cards demand it.
Veil of Summer,Carpet of Flowers,Abrupt Decay,Krosan Grip, andCulling Ritualrequire green or green-adjacent planning, so fetchBreeding Pool,Hedge Maze, or another legal green source when those cards are the reason the hand functions. -
Use
Ancient Tombas the accelerator, not the color base. It enables fastShow and Telland expensive follow-up turns, but hands relying on onlyAncient Tombplus tapped lands can stumble if the first colored spell is delayed. -
Sequence tapped or utility lands around the combo clock.
Hedge Maze,Undercity Sewers,Mistrise Village, and sideboardMistrise Villagemay be correct early when they do not delay a turn-two or turn-threeShow and Tell; Card text check required for exact utility-land activation choices beyond visible legal action text. -
Keep mana hands that can cast setup and reach the engine. A strong keep usually has at least one blue source, a route to three mana or
Ancient Tombacceleration, and eitherShow and Tell, a payoff, or a tutor/cantrip path. Mulligan hands with no colored source, no setup, and no legal fast combo, even if they contain powerful payoffs. -
Play lands before draw spells when mana or shuffle is already decided. If casting
Ponder,Brainstorm,Stock Up, or a tutor this turn requires a specific land, play or fetch first. Hold the land whenBrainstormmay want to put back excess lands, when a fetchland can shuffle after seeing cards, or when revealing less information has no cost. -
Fetch before
Brainstormonly when color or life constraints require it. Otherwise, preferBrainstormwith an uncracked fetchland available so unwanted cards can be shuffled away. -
Use
Flooded Strandas a sequencing resource, not just a generic blue source. If the hand already has castable blue spells, holdFlooded StrandthroughBrainstorm,Ponder,Stock Up, or tutor decisions so the shuffle can clear unwanted payoffs or redundant lands. If the hand needs immediate blue forPonder,Brainstorm,Mystical Tutor,Show and Tell, or protection, crackFlooded Strandbefore the spell rather than losing a turn to perfect information. When life total is under pressure, prefer a fetch target that preserves the combo clock without makingAncient Tombdamage lethal. -
Shock or fetch untapped only when the mana changes the current decision. Against fast visible pressure, tapped shocklands are acceptable if they preserve life without delaying
Show and Tell,Veil of Summer, orForce of Willbackup. -
Post-sideboard mana must follow the brought-in bullets.
Carpet of Flowersrewards green access,Thoughtseizerewards early black,Flusterstormrewards blue, andLeyline of Sanctitychanges mulligan texture without changing land sequencing unless it is already on the battlefield from pregame legality.
Mulligan Guide
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Strong keeps have blue mana, a credible
Show and Tellroute, and protection or card selection. Keep hands likeIsland,Ancient Tomb,Show and Tell,Omniscience,Force of Will, blue pitch card, andBrainstormbecause they threaten a fast engine while defending the key turn. -
Strong tutor keeps need mana that casts the tutor on time. Keep
Watery Grave, fetchland,Ancient Tomb,Vampiric Tutor,Show and Tell,Veil of Summer, andAtraxa, Grand Unifierwhen life total and matchup pressure allow a protected turn-two or turn-three setup. -
Medium keeps are cantrip-heavy hands with mana but no complete combo. Keep
Brainstorm,Ponder,Stock Up, two blue lands, and eitherForce of WillorVeil of Summerwhen the opponent is not presenting immediate lethal pressure; ship more often on the draw against fast starts. -
Risky keeps are payoff-heavy hands with weak casting texture. A hand with
Omniscience,Atraxa, Grand Unifier,Emrakul, the Aeons Torn,Ancient Tomb, and no blue source should usually mulligan unless legal pregame context shows a very specific slow opponent and a cantrip/tutor path is already castable. -
Automatic ships have no colored mana, no
Show and Tell, no tutor, and no early cantrip. Also ship hands that contain only expensive payoffs plus protection that cannot be pitched or cast, becauseForce of WillandVeil of Summerdo not assemble the engine by themselves. -
Matchup-dependent keeps change with disruption. Against blue or black interaction, favor
Force of Will,Veil of Summer,Brainstorm,Vampiric Tutor, and redundant combo pieces; against creature pressure, favor fasterAncient TombplusShow and Tellhands and do not keep slowStock Uphands unless they stabilize quickly. -
Play/draw changes tolerance for setup. On the play, a protected turn-two
Show and Tellhand withAncient Tombis premium; on the draw, require either interaction, a faster clock, or enough cantrip density to recover from discard and pressure. -
Trap hands look powerful but fail to act. Do not keep double
Omniscience,Emrakul, the Aeons Torn,Atraxa, Grand Unifier,Force of Will,Ancient Tomb, and a tapped land if there is no blue spell to pitch, no blue mana, and no way to findShow and Tell.
Turn Arc
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Turn 1 prioritizes blue setup or protected tutor setup. Prefer fetchland into blue source for
PonderorBrainstormwhen a shuffle is useful; castVampiric Tutoronly when the missing card is clear and the life/payment risk is acceptable. HoldBrainstormwith an uncracked fetchland when possible, and leadAncient Tombonly if it enables a concrete fastShow and Tellline or a legal selection spell. -
Turn 1 deviations protect the combo from known disruption. If the opponent represents discard or permission and
Veil of Summeris castable, leave green available when the legal action context supports it; ifForce of Willis the only protection, preserve a blue pitch card unless the visible opposing spell threatens the combo or survival. -
Turn 2 aims to assemble
Show and Tellplus a payoff or protection. UseMystical Tutor,Vampiric Tutor,Demonic Tutor,Ponder,Brainstorm, orStock Upto find the missing engine piece; Card text check required for exactStock Upselection details, so follow legal action text and prioritizeShow and Tell,Omniscience,Atraxa, Grand Unifier,Emrakul, the Aeons Torn, or protection according to the visible hand. -
Turn 2 deviations commit only when waiting is worse. Cast
Show and TellintoOmniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Tornwhen legal actions show the line and available protection covers visible interaction; wait when the opponent can punish the permanent, the payoff does not stabilize, or a one-turn tutor/cantrip improves protection materially. -
Turn 3 is the default protected combo turn. Prefer
Show and TellwithVeil of SummerorForce of Willbackup over additional selection, unless the hand lacks a payoff or the visible opponent board forces a different survival line. -
Turn 3 deviations use value cards to avoid losing the key exchange.
Dig Through Time,Waterlogged Teachings,Sublime Epiphany, andSaiba Syphonerrequire card text checks for exact play patterns; use them only when legal action text and mana make them a better route than exposing an underprotectedShow and Tell. -
Turns 4-5 shift from speed to inevitability. If the first combo attempt was stopped, use tutors and selection to rebuild with redundancy; protect the second
Show and Tellmore carefully because exiledForce of Willcards, spent tutors, and graveyard state change the remaining routes. -
Late game favors patience unless the board clock is lethal or near-lethal. Convert
Dig Through Time,Stock Up,Brainstorm,Ponder,Demonic Tutor,Mystical Tutor,Vampiric Tutor, andWaterlogged Teachingsinto the cleanest protected engine line, but fireShow and Tellimmediately when visible pressure or discard windows make another turn materially worse.
Card Roles
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Show and Tellis the central commitment card, not a generic value spell. Cast it when the legal hand and visible stack support puttingOmniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Tornonto the battlefield and when waiting does not materially improve protection, mana, or payoff quality. Avoid firing it merely because it is available if the opponent can put a threatening permanent into play and your payoff does not immediately stabilize or win. -
Omniscienceis the highest-ceilingShow and Tellpayoff and the cleanest route to chaining selection, tutors, and finishers. Prioritize it when the hand contains follow-up spells, tutors, or a second payoff; do not assume it wins by itself if the hand is empty or the opponent has visible interaction still pending. AfterOmniscienceresolves, convert freeBrainstorm,Ponder,Stock Up,Demonic Tutor,Mystical Tutor,Vampiric Tutor,Dig Through Time, orWaterlogged Teachingsinto the fastest legal finish while respecting all engine prompts. -
Atraxa, Grand Unifieris both aShow and Tellpayoff and a recovery engine after disruption. Use it when immediate card influx, lifelink body, and battlefield presence matter more than the higher ceiling ofOmniscience; it is often the safer payoff against pressure when a single massive blocker and life swing can buy turns. Do not overvalue it against visible exile, bounce, or stack interaction ifOmniscienceplus protection produces a deterministic follow-up. -
Emrakul, the Aeons Tornis the most decisive creature payoff but asks the pilot to respect timing and opponent permanents. Put it in withShow and Tellwhen the opponent’s visible board cannot race or answer the annihilator plan through public information; afterOmniscience, cast it when legal actions show that the extra-turn or attack sequence is available according to the rules engine. Do not tutor forEmrakul, the Aeons TornoverOmniscienceorAtraxa, Grand Unifierunless the current board rewards a single overwhelming creature more than card flow. -
Force of Willprotects the commitment turn and buys time against must-answer opposing spells. Preserve a blue pitch card when the hand already has a combo route, and spendForce of Willonly on interaction that stopsShow and Tell, removes the payoff at a critical point, creates immediate lethal pressure, or strips the last essential combo piece. Do not counter low-impact setup if the cost leaves the combo undefended. -
Veil of Summeris the preferred low-cost shield against blue or black interaction when green mana is available. Hold green mana open on the turn you intend to resolveShow and Tell, a tutor, or a decisive selection spell; castVeil of Summeronly when the legal stack text and visible opposing action make it applicable. Do not treat it as protection against colors or effects it does not cover; if legal actions do not offer it, choose a different line. -
Brainstormis a hand-sculpting and protection card, not an automatic turn-one cantrip. Use it with a fetchland to hide essential cards from discard, repair payoff-heavy hands, or set up tutor-drawn cards; avoid casting it into a locked hand without a shuffle unless the current decision needs a specific card immediately. WithOmniscience,Brainstormbecomes free velocity and should usually be converted into the missing tutor, payoff, protection, or finish. -
Ponderis the best early proactive setup spell when the hand needs a missing piece and the mana is not under pressure. Cast it before committing tutors if the missing card category is broad, such as any payoff or any protection; shuffle only when the visible top-card decision offers no acceptable path. Do not spendPonderafter a tutor has placed a known card on top unless the legal action text confirms that drawing or preserving that card still works. -
Vampiric Tutoris a fast precision tutor with real life and card-flow costs. Use it when the missing card is exactlyShow and Tell,Omniscience,Atraxa, Grand Unifier,Force of Will,Veil of Summer, or a legal finishing piece, and prefer casting it at a time that minimizes discard exposure and maximizes immediate draw access. Do not tutor for a card that cannot be drawn or used before the opponent’s visible clock or disruption matters. -
Mystical Tutorprimarily findsShow and Tell, protection, or a follow-up spell depending on legal card types available to it. Card text check required for the exact Timeless implementation and searchable set at runtime; when legal choices are shown, prioritize the missing engine half first, then protection for a ready engine, then card advantage only when the combo is already covered. Do not select a card solely because it is powerful if the next draw step cannot convert it. -
Demonic Tutoris the cleanest flexible tutor because it can assemble whichever component is missing. Use it before narrower tutors when mana allows and the opponent is not threatening immediate disruption; findShow and Tellwhen payoff is present, findOmniscienceorAtraxa, Grand UnifierwhenShow and Tellis present, and find protection when the combo is complete but exposed. Avoid spending it on marginal value unless the combo route has been exhausted. -
Stock Upis a card-selection engine whose exact text must be checked at runtime. Card text check required. Use it when legal action text shows it can dig towardShow and Tell,Omniscience,Atraxa, Grand Unifier, protection, or enough blue material forForce of Will; deprioritize it when the board demands an immediate combo attempt or when tapping mana removesVeil of Summeror other protection from the turn. -
Waterlogged Teachingsis a flexible setup card, but its exact text and mode structure require runtime confirmation. Card text check required. Treat it as a tactical bridge only when the legal actions show a specific card access, selection, or mana role that advances the protected combo; do not assume it replacesDemonic Tutor,Mystical Tutor, orVampiric Tutorunless the rules engine exposes that line. -
Dig Through Timeis late-game rebuilding power and a strong post-disruption refuel card. Cast it when the graveyard and mana make it legal without consuming resources needed for protection, and select cards that rebuild a protectedShow and Tellattempt over generic card volume. WithOmniscience, use it as free deep selection toward a finish, but still follow legal selection prompts exactly. -
Sublime Epiphanyis a singleton interaction and swing card with exact mode choices that must follow legal prompts. Card text check required for available modes in the current client. Use it when the rules engine presents a mode combination that stops a decisive opposing play, protects a payoff, or creates a strong tempo reversal; avoid holding up excessive mana for it when a protectedShow and Tellwins sooner. -
Saiba Syphoneris a singleton utility creature whose exact tactical role depends on current Oracle/client text. Card text check required. Use it only when legal actions show a clear contribution to selection, recursion, interaction, or pressure; do not let it distract from assemblingShow and Tellunless the current hand lacks a credible engine route. -
Ancient Tombis the speed land that makes turn-twoShow and Tellrealistic. Use it aggressively when it enables a protected combo turn or an important setup spell, but account for the life loss against visible pressure. Do not lead it unnecessarily if colored mana is needed forBrainstorm,Ponder,Vampiric Tutor, orVeil of Summer. -
Breeding Pool,Watery Grave,Island,Hedge Maze,Undercity Sewers, fetchlands, andMistrise Villagedefine whether the deck can protect and sculpt before committing. Fetch for blue first unless the hand specifically needs black for tutors or green forVeil of Summer; shock untapped only when the current turn uses that mana. Card text check required forMistrise Village,Hedge Maze, andUndercity Sewersutility details beyond their visible mana and land types.
Interaction Priorities
-
Counter the card that stops the combo, not the card that merely spends mana. Use
Force of Willfirst on opposing counters, discard backed by pressure, hate permanents that preventShow and TellorOmniscience, and lethal or near-lethal threats when waiting is no longer safe. Let low-impact cantrips, setup creatures, and nonlethal value spells resolve when the hand still needs blue cards or protection for the combo turn. -
Protect
Show and Tellas the decisive stack fight. Before casting it, identify whether the hand can beat one visible answer withForce of Will,Veil of Summer,Flusterstorm, orThoughtseizeafter sideboard. If protection is thin, bait withPonder,Stock Up,Demonic Tutor,Mystical Tutor,Vampiric Tutor, orWaterlogged Teachingsonly when losing that spell does not strand the combo. -
Remove permanent hate before forcing the engine. Post-board
Abrupt Decayshould prioritize cheap permanents that stop casting, targeting, tutoring, or resolving the combo;Krosan Gripshould be reserved for artifacts or enchantments where split-second timing matters;Culling Ritualis for boards with multiple cheap lock pieces or a swarm that threatens the life total. Do not spend these on creatures that are not changing the combo clock unless life is under immediate pressure. -
Discard should clear the specific interaction that beats the current hand. When
Thoughtseizeis available, take the visible card that stops the next protectedShow and Tellattempt, removesOmniscienceorAtraxa, Grand Unifier, or creates a lethal race before the combo turn. Do not take generic value if a counter, discard spell, hate permanent, or fast clock is visible. -
Exile effects are matchup-specific, not default disruption. Use
Surgical Extractionafter a key graveyard card, combo piece, or redundant interaction has already entered a public graveyard and the extraction meaningfully changes the opponent’s next turn. Avoid firing it just for information when the cost is losing tempo, life, or a protection window. -
Bounce and mode-based interaction must answer the current decisive object. With
Sublime Epiphany, choose legal modes that counter a critical spell, bounce a permanent blocking the combo, protect a payoff, or create enough tempo to untap and win. Card text check required for exact mode availability; do not hold six mana open when a protectedShow and Tellline is already legal. -
Change priorities by archetype. Against fast creature decks, life total and turn clock raise the value of countering threats and using
Ancient Tombsparingly. Against control, preserveVeil of Summerand blue pitch cards, bait permission, and fight over the final engine spell. Against graveyard or spell-chain combo,Force of Will,Flusterstorm,Thoughtseize, andSurgical Extractionshould target the card that makes their current public line function, not the first spell cast.
Combat And Trading Rules
-
Treat combat as clock management until a payoff is on board. This deck is not trying to win normal combat with small creatures; attacks and blocks should preserve the time needed to assemble
Show and TellplusOmniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Torn. -
Protect life total when
Ancient Tombis active. Each use ofAncient Tombchanges whether the opponent’s visible attackers create a two-turn or one-turn clock, so block earlier against wide boards and shock lands only when the mana is used this turn. At 10 or less life, assume repeatedAncient Tombactivations require a combo payoff or a stabilizing interaction immediately. -
Attack with
Atraxa, Grand Unifierwhen it stabilizes without exposing a loss. AfterAtraxa, Grand Unifierenters, attack if vigilance, lifelink, or board state makes racing favorable and legal blockers do not create a visible disaster. Hold it back when blocking preserves life against a lethal swing or when the opponent’s visible board can punish tapping attackers. -
Preserve
Emrakul, the Aeons Tornas the deterministic finisher when it resolves. If the rules engine presents combat choices afterEmrakul, the Aeons Tornis on board, prioritize attacks that force lethal or devastating blocks, but still respect legal blockers, protection, prevention, and public effects. Do not assume annihilator, extra turns, or protection outcomes unless the engine has produced them. -
Avoid trading
Saiba Syphonerfor low-value damage unless its text is irrelevant in the current game. Card text check required. If it is providing recursion, selection, interaction, or material pressure through visible legal actions, preserve it; if it is merely a small blocker against lethal pressure, trade to buy the combo turn. -
Use
Mistrise Villagecombat only when its visible text and activation are legal. Card text check required. If it becomes a creature or grants a relevant combat role, treat it as a resource that can buy time or finish a game, but do not risk a land when colored mana is required forVeil of Summer, tutors, or post-combat protection. -
Block fast archetypes more conservatively than control. Against aggro, trade expendable creatures or utility bodies to preserve life for
Ancient Tomband shock lands. Against control, avoid unnecessary attacks into open mana if the creature’s utility matters more than chip damage. Against combo, combat matters only when it changes the opponent’s goldfish turn or protects against a visible lethal attack. -
Do not let combat distract from the engine. Passing attacks, declining blocks, or accepting damage is correct when the legal combo attempt wins before the visible clock; trading is correct when one extra turn is needed to draw, tutor, or protect
Show and Tell.
Selection And Tutor Rules
-
Use selection to assemble a three-part hand:
Show and Tell, a payoff or engine, and protection. Prioritize findingOmnisciencewhen a follow-up hand is rich in tutors, card draw, or payoff cards; prioritizeAtraxa, Grand UnifierorEmrakul, the Aeons TornwhenShow and Tellmust immediately stabilize or end the game. -
Sequence
Brainstormaround shuffle effects whenever the hand containsFlooded Strand,Polluted Delta,Scalding Tarn, orMisty Rainforest. Put back redundant legends, extraOmniscience, dead sideboard cards, or payoffs that are not castable soon, then shuffle only if the returned cards are worse than the current plan. -
Cast
PonderbeforeBrainstormwhen no shuffle land is available and the hand needs raw direction. Keep a top stack that provides missing combo piece, land, or protection in the next draw steps; shuffle when the visible three cards do not improve the next two turns. -
Treat
Demonic Tutoras the cleanest missing-piece tutor. FindShow and Tellwhen a payoff is already present, findOmnisciencewhenShow and Tellplus protection is ready, findForce of WillorVeil of Summerwhen the combo loses to visible interaction, and findAtraxa, Grand UnifierorEmrakul, the Aeons Tornwhen the hand needs a battlefield payoff. -
Use
Mystical TutorandVampiric Tutorwith draw timing in mind. If the tutored card goes on top, pair it with an immediate draw fromBrainstorm,Ponder,Stock Up,Dig Through Time,Atraxa, Grand Unifier, or the natural draw step; avoid spending a tutor when the opponent gets a full turn to discard, mill, or pressure the exposed plan. -
Prefer instant tutors at the opponent’s end step unless a same-turn combo line is available.
Mystical Tutorshould usually search forShow and Tell,Demonic Tutor,Dig Through Time, or a protective instant if those are legal choices;Vampiric Tutorcan find any missing card but costs life, so avoid it whenAncient Tombor shock lands already make the visible clock dangerous. -
Use
Dig Through Timeas a recovery and protection tool after trades fill the graveyard. Select the pair that creates the fastest protected combo, usually one engine piece plus one protection spell, or two missing pieces if the opponent is tapped low and the clock demands action. -
Resolve
Stock UpandWaterlogged Teachingsaccording to visible legal text and current missing role. Card text check required for exact selection, timing, and card-count details; when the engine shows choices, favor missing combo pieces first, protection second, mana third, and redundant payoff only whenOmniscienceis already likely. -
Treat
Atraxa, Grand Unifierselection as a reload, not a guarantee. Pick legal revealed cards that rebuild toward anotherShow and Tell, protect the existing board, or provide mana for the next turn; do not assume hidden categories, card types, or choices beyond what the rules engine presents. -
Make land-drop timing serve selection. Fetch before
Brainstormonly when mana is needed immediately; otherwise hold fetch lands to clear bad cards. PlayAncient Tombwhen it accelerates a real spell this turn, and delay shock lands when life total is the limiting resource.
Priority And Stack Rules
-
Fight on the stack only over decisive objects. Use
Force of Will,Veil of Summer, sideboardFlusterstorm, orThoughtseizesupport to force throughShow and Tell, protectOmniscience, defend a payoff, or stop the opponent’s winning spell; let low-impact setup resolve when resources are tight. -
Cast
Show and Tellonly when the expected battlefield result is favorable from visible information. If the opponent has open mana, known interaction, or a public hate permanent, wait for protection or removal unless the visible clock makes passing worse. -
After
Show and Tellresolves, choose the permanent that wins or stabilizes fastest. Put inOmnisciencewhen the hand can immediately chain spells or deploy a payoff; put inAtraxa, Grand Unifierwhen life, cards, or board presence are needed; put inEmrakul, the Aeons Tornwhen a single huge threat is the clearest legal finish. -
With
Omniscienceon the battlefield, spend priority to convert free spells into protection and payoff before passing. Cast draw and tutor effects first when they findEmrakul, the Aeons Torn,Atraxa, Grand Unifier,Sublime Epiphany,Force of Will, orVeil of Summer; avoid passing with a fragile engine if legal actions can secure the game. -
Use
Veil of Summerin response to opposing blue or black interaction when the engine exposes a legal response window. Do not cast it as a blind pre-combo spell unless the action text and matchup context show it protects the current turn. -
Preserve blue cards for
Force of Willduring combo turns. Pitch redundantBrainstorm,Ponder,Stock Up,Waterlogged Teachings, extra tutors, or spare payoffs only when the countered spell matters more than the pitched card; avoid pitching the only card that completes the combo. -
Time graveyard and permanent answers after the opponent commits. Use
Surgical Extractiononly when the target card is already in a public graveyard and extraction changes a visible line; useAbrupt Decay,Krosan Grip, orCulling Ritualbefore the combo turn when a hate permanent or board state would otherwise stop or kill the deck. -
Treat
Sublime Epiphanyas a high-cost emergency stack tool. Card text check required for exact mode choices; choose legal modes that counter the decisive spell, bounce a blocking permanent, copy or protect a meaningful creature, or buy the one turn needed to untap and win. -
Pass priority deliberately when holding instant-speed selection. If no decisive stack object exists, use opponent end step for
Mystical Tutor,Vampiric Tutor,Waterlogged Teachings, orDig Through Timeonly when the mana and life costs do not prevent the next-turn combo. -
Respect rules-engine prompts for optional payments, targets, and timing. Do not assume
Omniscience, alternate costs, trigger ordering, or graveyard permissions work a particular way unless Veles presents the legal action; choose only listed actions that advance the protected combo or survival plan.
Sideboard Map
-
Sideboard with the combo turn first. Add cards that either force
Show and Tellthrough interaction, protect the hand from discard, remove a permanent that stopsOmniscience, or slow a graveyard/permanent engine long enough to assemble a protected turn. -
Keep the main deck’s density intact. Reduce slower selection, redundant payoff copies, and life-cost pressure before reducing
Show and Tell,Omniscience,Force of Will, or the tutor core; only lower payoff density when the matchup is about surviving to a protectedOmniscienceturn rather than needing multiple battlefield threats.
Blue Control / Counter-Heavy Combo Side in: 1 Flusterstorm; 1 Thoughtseize; 3 Carpet of Flowers; 1 Mistrise Village Cut: 1 Saiba Syphoner; 1 Sublime Epiphany; 1 Dig Through Time; 1 Stock Up; 1 Ponder; 1 Watery Grave
-
Add role cards:
FlusterstormandThoughtseizeraise stack and hand-interaction density for the decisive combo turn;Carpet of Flowersturns opposing Islands into a mana advantage that lets this deck cast selection and still hold protection; sideboardMistrise Villageimproves mana development when games slow down. -
Reduce main-deck emphasis: lower expensive or slower value cards when the game is decided by protected commitment.
Sublime Epiphanyis powerful but clunky into cheap permission;Saiba Syphoneris lower priority when the opponent is not pressuring with creatures; excess sorcery-speed selection can be shaved after adding mana and stack tools. -
Flusterstormis best when the opponent fights with instants or compact spell chains. Use it to defendShow and Tell, stop a decisive opposing spell, or force throughOmniscience; it is bad against creature-heavy boards, permanent hate already on the battlefield, or games where the opponent’s key actions are mostly abilities and permanents. -
Thoughtseizeis best before committing toShow and Tell. Use it to confirm whether the opponent has counterplay, remove the single card that beats the current line, or clear a window forOmniscience; it is bad when life total is under immediate pressure from creatures,Ancient Tomb, and shock lands.
Blue Tempo / Cheap Threats With Permission Side in: 1 Flusterstorm; 2 Abrupt Decay; 1 Thoughtseize; 1 Mistrise Village Cut: 1 Sublime Epiphany; 1 Dig Through Time; 1 Stock Up; 1 Vampiric Tutor; 1 Watery Grave
-
Add role cards:
Abrupt Decayhandles cheap hate permanents and pressure pieces while staying useful through some stack fights.FlusterstormandThoughtseizeprotect the key turn, while sideboardMistrise Villagehelps meet mana needs in games where life loss matters. -
Reduce main-deck emphasis: lower high life-cost and slow draw elements when the opponent combines a clock with disruption.
Vampiric Tutorbecomes more dangerous when every life point changes the race;Dig Through Timemay be slow before the graveyard is stocked. -
Abrupt Decayis best against cheap permanent disruption, small threats that create a fast clock, and hate pieces that must be answered beforeShow and Tell. It is bad when the opponent’s relevant cards cost too much, are mostly stack interaction, or cannot be legally targeted.
Black Discard / Hand Attack Side in: 3 Leyline of Sanctity; 1 Thoughtseize; 1 Mistrise Village Cut: 1 Sublime Epiphany; 1 Saiba Syphoner; 1 Dig Through Time; 1 Waterlogged Teachings; 1 Watery Grave
-
Add role cards:
Leyline of Sanctityprotects the opening plan from targeted discard and direct player-targeting effects when it starts on the battlefield.Thoughtseizecan remove a follow-up hate card or confirm whether a combo turn is safe. -
Reduce main-deck emphasis: lower slow reactive cards and life-cost strain because the matchup is about keeping a functional hand. Do not overvalue late card advantage if the opponent’s early discard can break the two-card setup before it matters.
-
Leyline of Sanctityis best in opening hands against targeted discard and player-targeting pressure. It is bad when drawn after the opponent has already spent discard, when the opponent wins through battlefield pressure, or when the matchup has little targeted interaction; do not mulligan a strong combo hand solely to find it unless the matchup demands protection from turn-one discard.
Graveyard Combo / Graveyard Recursion Side in: 2 Surgical Extraction; 1 Flusterstorm; 1 Thoughtseize Cut: 1 Sublime Epiphany; 1 Saiba Syphoner; 1 Stock Up; 1 Waterlogged Teachings
-
Add role cards:
Surgical Extractionattacks public graveyard dependencies only after a relevant card is visible in a graveyard.FlusterstormandThoughtseizehelp stop the setup spell or protect a fast counter-combo. -
Reduce main-deck emphasis: lower slower value cards because the goal is to either win first or interrupt one graveyard hinge point. Keep enough tutors to find
Show and Tell, protection, orSurgical Extractionwhen the graveyard target is already public. -
Surgical Extractionis best when a graveyard card is publicly visible and removing all copies changes the opponent’s immediate line. It is bad with no meaningful graveyard target, against diversified threats, or when using it would spend a card without slowing the visible clock; never assume hidden copies matter unless the rules engine reveals or public history supports the target.
Artifact / Enchantment Hate Permanents Side in: 1 Krosan Grip; 2 Abrupt Decay; 1 Culling Ritual Cut: 1 Sublime Epiphany; 1 Saiba Syphoner; 1 Dig Through Time; 1 Stock Up
-
Add role cards:
Krosan Gripis the clean answer for a decisive artifact or enchantment that blocks the combo if its legal target is visible.Abrupt Decaycovers cheaper hate and pressure.Culling Ritualcan reset clusters of low-cost permanents and may generate tempo if its actual engine text and legal resolution support that plan. -
Reduce main-deck emphasis: lower slower top-end interaction when the problem is a resolved permanent. Keep
Show and Tell,Omniscience, and enough tutors because removal is only a bridge to the same finish. -
Krosan Gripis best against a single visible artifact or enchantment that preventsShow and Tell,Omniscience, tutors, or free-spell conversion from winning. It is bad against creature pressure, stack-only matchups, or when the opponent has no legal target that matters. -
Culling Ritualis best against many low-cost permanents, especially when clearing the board enables a combo turn or buys a full turn. Card text check required for exact mana and destruction details; it is bad against high-cost threats, sparse boards, and matchups where spending a turn on battlefield cleanup still leaves stack interaction unanswered.
Creature Swarm / Low-Cost Permanent Aggro Side in: 2 Abrupt Decay; 1 Culling Ritual; 3 Leyline of Sanctity Cut: 1 Sublime Epiphany; 1 Dig Through Time; 1 Waterlogged Teachings; 1 Vampiric Tutor; 1 Stock Up; 1 Watery Grave
-
Add role cards:
Abrupt Decaybuys time against early pressure or hate creatures,Culling Ritualpunishes wide low-cost boards, andLeyline of Sanctityis useful only if the opponent targets the player with burn or discard-like effects. -
Reduce main-deck emphasis: lower life-cost and slow selection when racing matters. Keep hands that can present
Show and Tellquickly; do not spend too many turns sculpting while the battlefield clock grows. -
Carpet of Flowersis best against blue decks with Islands and longer stack fights. It is bad against nonblue aggro, fast combo that ignores mana advantage, or any game where the opponent has no Island-producing lands visible or expected from public matchup context. -
Sideboard
Mistrise Villageis best when extra mana stability matters more than raw speed or when reducing painful black sources lowers risk. Card text check required for exact activated ability and land subtype details; it is bad when entering tapped or color constraints, if shown by the engine, would delay a needed turn-two or turn-threeShow and Tell. -
Re-sideboard after seeing the opponent’s actual hate. Add role cards that answer revealed permanents or interaction families, and reduce main-deck emphasis on cards that were visibly too slow, too painful, or mismatched. Keep exact sideboard execution legal: only submit plans using registered sideboard copies and registered main-deck cards.
Matchup Guidance
-
Aggro: Race by assembling
Show and TellplusOmniscienceor a decisive creature before life loss from attacks andAncient Tombcloses the window. Keep fast hands withBrainstorm,Ponder,Vampiric Tutor,Mystical Tutor, orDemonic Tutorwhen they find the missing combo half; avoid slow hands that only castStock UporWaterlogged Teachingswhile the battlefield grows. Add role cards:Abrupt Decay,Culling Ritual,Leyline of Sanctity, and sideboardMistrise Villagewhen the opponent’s pressure, burn, or discard makes time and life total matter. Reduce main-deck emphasis: slow top-end interaction such asSublime Epiphany, graveyard-dependentDig Through Time, and painful tutor sequences when a lower-life line is available. -
Burn: Treat life total as the primary resource and count
Ancient Tomb, shock lands,Vampiric Tutor, and fetch decisions as real costs.Leyline of Sanctityis strongest in opening hands against player-targeting burn or discard, but do not assume it stops battlefield damage or non-targeting effects unless the rules engine shows that outcome.Veil of Summerprotects combo turns from black or blue interaction, not from most red damage; use it only when the legal stack action and visible spell text support it. PreferAtraxa, Grand Unifierover slower value lines when gaining immediate battlefield presence matters, and useEmrakul, the Aeons Tornas the highest-impactShow and Tellcreature when the legal line is available and opposing instant-speed answers are not the main risk. -
Go-wide: Stabilize by winning quickly or clearing low-cost permanents before damage scales beyond one turn.
Culling Ritualis the role card for many cheap permanents, but card text check required for exact destruction, mana, and permanent-type scope; choose it only when legal targets and visible board shape make the resolution relevant.Abrupt Decayshould answer the permanent that changes the next combat or blocks the combo, not the smallest creature by default.Show and TellintoOmniscienceis preferred over fair interaction if it converts immediately intoAtraxa, Grand Unifier,Emrakul, the Aeons Torn, chained tutors, orSublime Epiphanyprotection. -
Single-threat decks: Spend interaction on the threat only when it shortens the clock enough to beat the combo turn or carries disruption that invalidates the combo.
Abrupt Decayhandles cheap visible permanents, whileForce of Will,Veil of Summer,Flusterstorm, andThoughtseizeshould be saved for stack fights or known blockers toShow and Tellwhen possible. Do not overreact to one creature if the current hand can presentShow and Tellwith protection first. -
Tempo: Prioritize protected speed over perfect sculpting because tempo decks punish tapped lands, life payments, and spending turns on selection.
Force of Willshould defend the combo or stop a decisive pressure-plus-disruption play; do not pitch the only blue card if it leaves no route to cast or protectShow and Tell.Veil of Summeris a premium commitment shield against blue or black stack interaction when the opponent has open mana. Add role cards:Carpet of Flowers,Flusterstorm,Thoughtseize,Abrupt Decay, and sometimes sideboardMistrise Village. Reduce main-deck emphasis: slow card draw and life-cost lines that expose the hand to a short clock. -
Control: Sculpt patiently until the combo turn has redundancy, protection, or information.
Brainstormshould hide key cards from discard or pair with fetch lands to clear dead pieces;Ponder,Stock Up,Waterlogged Teachings,Mystical Tutor,Vampiric Tutor, andDemonic Tutorshould build towardShow and Tellplus payoff plus protection, not simply maximize card quantity.Carpet of Flowersis excellent when the opponent has Islands and the game is about repeated stack fights.Flusterstorm,Thoughtseize,Veil of Summer, andForce of Willshould be sequenced so the decisive turn answers the opponent’s relevant interaction. Avoid castingShow and Tellinto open mana without a reason that waiting is worse. -
Removal-heavy midrange: Make their creature removal bad by centering the win on
Omniscienceand card advantage, but respect discard and permanent hate.Atraxa, Grand Unifieris still powerful because it refills after resolving, yet do not assume it survives if the opponent has visible removal mana and public history supports removal density.Emrakul, the Aeons Tornis the more punishing creature payoff when a single resolved threat is enough. Add role cards:Leyline of Sanctityagainst targeted discard,Thoughtseizefor proactive information,Abrupt Decayfor cheap hate, andKrosan Gripfor a decisive artifact or enchantment. Reduce main-deck emphasis: reactive cards that do not answer discard, hate permanents, or the immediate clock. -
Big mana: Combo before their expensive threats dominate, and counter only the ramp payoff or lock piece that beats the current hand.
Force of Willshould not be spent on low-impact setup unless public board state shows it enables a decisive next turn.Thoughtseizeis useful when it clears one payoff or confirms the path forShow and Tell;Flusterstormis weaker if the opponent relies on permanents instead of spells. Keep tutor-heavy hands that can produce a fastOmniscience, and avoid slow value hands that let the opponent deploy a larger battlefield first. -
Combo mirrors: Identify whether the opponent is faster, more protected, or graveyard-dependent, then choose between racing and disruption.
Force of Will,Veil of Summer,Flusterstorm, andThoughtseizeare for the turn that decides the game, not for cosmetic exchanges.Surgical Extractionmatters only when a relevant card is public in a graveyard and removing all copies changes an immediate or near-term line; never fire it at a speculative target just because hidden copies may exist.Mystical Tutor,Vampiric Tutor, andDemonic Tutorshould find the missing piece or the exact protection spell for the known fight. -
Graveyard decks: Race unless a visible graveyard card creates a clear interruption point.
Surgical Extractionshould target public cards after the opponent commits them to a graveyard or after a counter/removal exchange puts the hinge card there.FlusterstormandThoughtseizehelp stop enablers, whileForce of Willcovers the most dangerous spell when mana is constrained. Do not weaken the core combo too much; this deck often wins by ignoring the graveyard and resolvingShow and Tellfirst. -
Artifact/enchantment decks: Answer only the permanent that blocks the combo, creates a lethal clock, or invalidates the next planned action.
Krosan Gripis for a visible decisive artifact or enchantment;Abrupt Decaycovers cheaper permanents and pressure;Culling Ritualis for clusters of low-cost permanents when the board state justifies spending a turn. KeepShow and TellplusOmnisciencecentral, because removal is a bridge to the combo rather than a separate control plan. -
Blue stack-interaction decks: Build a protected commitment turn with mana, information, and layered permission.
Carpet of Flowerscan letShow and Tellresolve while leaving mana forVeil of Summer,Flusterstorm, tutors, or follow-up actions.Waterlogged TeachingsandStock Upare better here than against aggro because the game allows time to sculpt. If the opponent taps low, prefer a decisive combo attempt over another marginal selection spell. -
Unknown opponent: Mulligan and sequence as a protected combo deck first, then adapt once public information identifies the pressure axis. Keep hands with lands, selection, and a realistic route to
Show and Tell; avoid hands that need multiple draw steps before doing anything. Use earlyBrainstormandPonderto clarify whether the hand is racing, protecting, or digging. Respect legal actions and visible information over archetype assumptions at every decision point.
Specific Matchup Notes
-
General/archetype-only scope: These notes assume no exact opponent decklist is supplied, so revealed cards, legal action text, public zones, and rules-engine prompts override every archetype assumption. Use early
Brainstorm,Ponder,Stock Up,Vampiric Tutor,Mystical Tutor, andDemonic Tutorto identify whether the game is about speed, protection, or disruption before committingShow and Tell. -
Against fast pressure: Race with protected
Show and Tellwhen the hand can presentOmniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Tornbefore life total pressure becomes decisive. Add role cards:Leyline of Sanctitywhen targeted burn or discard is visible,Abrupt Decayfor cheap hate or pressure permanents,Culling Ritualfor dense cheap boards, and sideboardMistrise Villagewhen games slow enough to value extra mana. Priority targets are permanents that stop the combo, shorten the clock below the current combo turn, or tax interaction. -
Against blue control or tempo: Treat
Veil of Summer,Force of Will,Flusterstorm, andThoughtseizeas commitment-turn tools rather than generic exchanges. Add role cards:Carpet of Flowers,Flusterstorm,Thoughtseize, and sometimesAbrupt Decayfor cheap lock pieces. Priority targets are stack interaction aimed atShow and Tell, discard that strips the only payoff, and permanents that preventOmnisciencefrom converting into a win. -
Against discard and midrange: Protect the hand before sculpting greedily, and use
Brainstormwith fetch lands to hideShow and Tell,Omniscience, or a single payoff when legal timing allows. Add role cards:Leyline of Sanctity,Thoughtseize,Abrupt Decay,Krosan Grip, and sometimesSurgical Extractiononly after a public graveyard target matters. Priority targets are discard before the combo turn, hate permanents, and threats that make waiting worse. -
Against graveyard or spell-combo decks: Race first unless a public graveyard card or visible stack spell is the clear hinge point. Add role cards:
Surgical Extraction,Flusterstorm,Thoughtseize, andLeyline of Sanctitywhen targeted effects matter. Priority targets are the visible enabler, payoff, or graveyard card whose removal changes the next legal turn cycle; do not spendSurgical Extractionon speculation. -
Against artifact/enchantment or permanent-prison decks: Keep the combo core intact and answer only the permanent that blocks the next selected line. Add role cards:
Krosan Grip,Abrupt Decay,Culling Ritual, and sometimesThoughtseizefor information before committing. Priority targets are visible artifacts or enchantments that stopShow and Tell, restrictOmniscience, disable tutoring, or create an immediate lethal clock.
Risk Summary
-
Mana risk:
Ancient Tomb, shock lands, fetch lands,Vampiric Tutor, and slow tapped lands can create a self-inflicted race loss if the pilot pays life or enters tapped without a concrete combo or protection gain. Prioritize color access forShow and Tell, blue cards forForce of Will, green forVeil of Summer, and black for tutors only when the legal line needs them. -
Matchup risk: The deck can mis-role itself by playing slow control against faster combo or jamming into open control mana without protection. Decide whether the visible game asks for speed, information, or a protected stack fight before using
Demonic Tutor,Mystical Tutor,Vampiric Tutor, orWaterlogged Teachings. -
Draw risk: Cantrips and tutors can hide a missing land, missing payoff, or missing protection problem if every selection spell chases the same axis. Use
Brainstorm,Ponder,Stock Up, andDig Through Timeto assemble a complete line: mana,Show and Tell, payoff, and either protection or a reason waiting is worse. -
Over-sideboarding risk: Removing too many main-deck combo pieces makes
Carpet of Flowers,Abrupt Decay,Krosan Grip,Culling Ritual,Surgical Extraction,Flusterstorm,Thoughtseize, orLeyline of Sanctitylook useful while the deck stops winning. Sideboard as role compression, not transformation. -
Graveyard risk:
Dig Through TimeandSurgical Extractionboth care about public graveyard texture, so careless graveyard use can weaken later options. Treat graveyard decisions as contextual, and never assume hidden copies or exact opponent dependency without public proof. -
Sweeper/removal risk:
Atraxa, Grand Unifier,Saiba Syphoner, and sideboard creature-adjacent plans can lose value into visible removal, whileEmrakul, the Aeons TornandOmniscienceask different answers. Do not expose a creature payoff whenOmniscienceplus follow-up spells is the safer visible line. -
Closer risk: Resolving
Show and Tellis not automatically winning if the payoff is wrong for the board or ifOmnisciencecannot convert. PreferAtraxa, Grand Unifierfor reload,Emrakul, the Aeons Tornfor immediate overwhelming pressure, andSublime Epiphanyonly when its legal modes visibly matter. -
Interaction and sequencing risk:
Force of Willcard disadvantage, mistimedVeil of Summer, and premature tutors can leave the commitment turn exposed. Sequence information first when possible, protection second, andShow and Tellonly when the selected payoff and backup plan are visible or waiting is demonstrably worse.
Test Feedback Checklist
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Deciding factor: Record whether each game was won or lost by speed, protection, mana, selection quality, opponent pressure, a hate permanent, or a failed
Show and Tellcommitment. Note the exact turn and public board state when the decisive choice happened. -
Mulligans: Track whether opening hands had a realistic mix of mana,
Show and Tell, payoff, selection, and protection. Flag keeps that relied on multiple blind draw steps, lacked blue cards forForce of Will, or had tutors without enough life, mana, or time to use them. -
Mana: Log whether
Ancient Tomb, shock lands, fetch lands,Hedge Maze,Undercity Sewers,Mistrise Village, andWaterlogged Teachingssupported the selected line or cost too much tempo/life. Check whether green forVeil of Summer, black forVampiric TutororDemonic Tutor, and blue forShow and Tellwere available at the right windows. -
Velocity: Ask whether
Brainstorm,Ponder,Stock Up,Dig Through Time,Mystical Tutor,Vampiric Tutor, andDemonic Tutorfound the missing axis or merely cycled into the same incomplete plan. Mark any game where selection should have prioritized land, protection, payoff, orShow and Telldifferently. -
Engine conversion: Record every resolved
Show and Telland whether the chosen permanent wasOmniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Torn. Note whetherOmnisciencehad enough follow-up cards, whetherAtraxa, Grand Unifierstabilized or reloaded, and whetherEmrakul, the Aeons Tornactually closed before the opponent’s board mattered. -
Interaction: Review each
Force of Will,Veil of Summer,Sublime Epiphany,Flusterstorm,Thoughtseize,Abrupt Decay,Krosan Grip,Culling Ritual, andSurgical Extractiondecision. Ask whether the card protected the combo, answered the blocker to winning, or was spent on a low-impact exchange. -
Sideboard: Compare post-board games against the exact plan used and verify that added role cards addressed public problems without diluting
Show and Tell,Omniscience, and payoff density. Flag any sideboard card that sat stranded, arrived too late, or answered a threat that did not matter. -
Closing: Identify whether losses after a strong start came from waiting too long, committing without protection, choosing the wrong payoff, failing to use
Veil of Summer, or lacking a second threat after disruption. Track whetherSaiba SyphonerorSublime Epiphanycreated meaningful recovery lines. -
Role accuracy: Decide whether the pilot correctly played as fast combo, protected combo-control, or reactive control in each matchup. Mark visible moments where racing, sculpting, or interacting was the wrong role for the current clock.
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Mistakes and stranded cards: List every card stranded in hand at game end and why: missing color, missing mana, no legal target, poor timing, or overprotection. Pay special attention to duplicate
Omniscience, excess tutors, uncastableForce of Will, deadVeil of Summer, and sideboard cards without public targets. -
Overperformers and underperformers: Rank the cards that most often converted games and the cards that most often failed to affect the deciding turn. Separate strategic failure from variance; a card underperformed only if its role was available and still weak.
First Tuning Questions
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Combo density: Is four
Omniscience, fourShow and Tell, threeAtraxa, Grand Unifier, and oneEmrakul, the Aeons Tornthe right payoff mix, or did the deck draw too many expensive permanents without enough conversion? IfShow and Tellresolved but did not win often enough, test whether payoff selection or card quantities are the failure. -
Protection density: Did four
Force of Willplus fourVeil of Summerreliably force through the commitment turn, or were there too many games where protection lacked a blue card, green mana, or a meaningful opposing spell? If control matchups remained difficult, evaluate whetherFlusterstorm,Thoughtseize, andCarpet of Flowersneed more post-board emphasis. -
Tutor balance: Did three
Vampiric Tutor, twoMystical Tutor, oneDemonic Tutor, and twoWaterlogged Teachingscreate enough precision, or did life loss and tempo make tutoring worse than drawing? If aggro losses involved self-inflicted life pressure, question the number and timing ofVampiric Tutorlines. -
Selection package: Did
Brainstorm,Ponder,Stock Up, andDig Through Timefind complete hands, or did the deck need either more early smoothing or fewer slower draw effects? IfStock Upwas repeatedly cast after the decisive turn, consider whether that slot should support earlier setup or interaction. -
Mana base: Did
Ancient Tombaccelerate wins enough to justify damage, and did the tapped lands create avoidable delay? If games were lost with spells stranded, ask whether the balance amongBreeding Pool,Watery Grave,Hedge Maze,Undercity Sewers,Mistrise Village, fetch lands, andIslandsupports the actual color demands. -
Aggro plan: Did
Leyline of Sanctity,Abrupt Decay,Culling Ritual, and faster combo commitments solve pressure matchups, or did the deck still die beforeAtraxa, Grand UnifierorOmnisciencemattered? If so, identify whether the failure was life total, board interaction, or slow hands. -
Control plan: Did
Carpet of Flowers,Flusterstorm,Thoughtseize,Veil of Summer, andForce of Willcreate enough protected windows against blue decks? If not, determine whether the deck needs more information, more stack protection, or cleaner threat sequencing. -
Graveyard and prison answers: Did
Surgical Extraction,Krosan Grip,Abrupt Decay, andCulling Ritualanswer the public permanents or graveyard cards that actually mattered? If these cards were reactive but not decisive, reassess their slot pressure against the combo core. -
Role conflict: Did the deck lose because it tried to be both control and combo in the same game without enough time? If the pilot held
Show and Telltoo long or spent interaction before the commitment turn, tune the guide and card mix toward clearer role assignment. -
Closing package: Did
Emrakul, the Aeons Torn,Atraxa, Grand Unifier,Omniscience,Saiba Syphoner, andSublime Epiphanyprovide enough ways to finish through disruption? If resolved engines failed to close, decide whether the issue is payoff identity, follow-up density, or decision policy around committing.
Veles Tactical Policy
Policy: Combo Hand Gate
Priority: High
Decision families: mulligan
Cards: Show and Tell; Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Ancient Tomb; Brainstorm; Ponder; Stock Up; Force of Will; Veil of Summer
Phase windows: opening hand, mulligan, London bottom
Runtime cues: prompt:mulligan
Use when: deciding whether the opening hand can present or assemble Show and Tell plus a payoff before the opponent’s visible clock or disruption matters.
Avoid when: the hand has no blue access, no selection, no tutor, and only expensive permanents.
Instructions: Keep hands with fast mana, Show and Tell, a payoff, and at least one protection or selection piece. Keep slower hands only when they contain stable mana plus multiple selection/tutor effects. Bottom redundant payoffs before cutting mana, Show and Tell, or protection.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Early Setup Before Commitment
Priority: Medium
Decision families: mana, selection
Cards: Brainstorm; Ponder; Stock Up; Mystical Tutor; Vampiric Tutor; Demonic Tutor; Waterlogged Teachings; Ancient Tomb
Phase windows: turns 1-3 main phases, opponent end step
Runtime cues: legal actions include cantrip, tutor, or land play
Use when: the hand is missing exactly one axis among mana, Show and Tell, payoff, or protection.
Avoid when: a protected combo action is already legal and waiting exposes the pilot to a faster visible clock.
Instructions: Use cheap selection to complete the combo before spending tutors on redundant pieces. Prioritize untapped blue and green access when Force of Will or Veil of Summer will matter. Preserve fetch lands with Brainstorm when possible.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Deterministic Fetch Land Activation
Priority: Low Decision families: mana Cards: Flooded Strand; Polluted Delta; Scalding Tarn; Misty Rainforest; Island; Breeding Pool; Watery Grave; Hedge Maze; Undercity Sewers Phase windows: main phase, end step, response to selection Runtime cues: action:activate Flooded Strand; action:activate Polluted Delta; action:activate Scalding Tarn; action:activate Misty Rainforest Use when: a fetch activation is legal and the selected line already requires a specific visible color source. Avoid when: the choice depends on unknown next draw, life-total pressure, or future sideboard colors. Instructions: Fetch the land that casts the next required spell and preserves protection colors. Prefer untapped access only when the life payment supports a current-turn combo, interaction, or protection window. Pilot skill floor: low No-API allowed: no Light-model allowed: yes
Policy: Show And Tell Commitment Gate
Priority: High
Decision families: priority, interaction, mana
Cards: Show and Tell; Omniscience; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Force of Will; Veil of Summer; Ancient Tomb
Phase windows: own main phase, protected tap-out windows
Runtime cues: action:cast Show and Tell
Use when: Show and Tell is legal and the pilot must decide whether to start the combo.
Avoid when: visible public information shows a stronger reason to wait, such as missing payoff, insufficient protection into open interaction, or a lethal opposing permanent entering from Show and Tell.
Instructions: Commit when the line has a payoff, mana, and enough protection for the visible stack context. Prefer Omniscience when follow-up cards or tutors can immediately convert. Prefer Atraxa, Grand Unifier when life, board stabilization, or reload matters. Prefer Emrakul, the Aeons Torn when the attack clock is decisive and the opponent’s visible battlefield cannot race.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Put Omniscience From Show And Tell
Priority: Medium
Decision families: selection
Cards: Show and Tell; Omniscience
Phase windows: Show and Tell resolution
Runtime cues: action:put Omniscience
Use when: Show and Tell is resolving and the legal action text explicitly offers Omniscience from hand.
Avoid when: another payoff was selected by a prior commitment policy for a visible tactical reason.
Instructions: Choose Omniscience when the prior commitment selected the engine line. After it enters, cast free selection, tutors, and payoffs before passing unless the rules engine exposes a forced stop.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
Policy: Put Atraxa From Show And Tell
Priority: Medium
Decision families: selection
Cards: Show and Tell; Atraxa, Grand Unifier
Phase windows: Show and Tell resolution
Runtime cues: action:put Atraxa, Grand Unifier
Use when: Show and Tell is resolving and the legal action text explicitly offers Atraxa, Grand Unifier from hand.
Avoid when: the selected line requires Omniscience or Emrakul, the Aeons Torn instead.
Instructions: Choose Atraxa, Grand Unifier when the commitment plan needs immediate body plus card selection from its trigger. Use the follow-up selection to rebuild protection, find another combo attempt, or stabilize.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
Policy: Put Emrakul From Show And Tell
Priority: Medium
Decision families: selection
Cards: Show and Tell; Emrakul, the Aeons Torn
Phase windows: Show and Tell resolution
Runtime cues: action:put Emrakul, the Aeons Torn
Use when: Show and Tell is resolving and the legal action text explicitly offers Emrakul, the Aeons Torn from hand.
Avoid when: the opponent’s visible battlefield can survive or punish a single large permanent before combat.
Instructions: Choose Emrakul, the Aeons Torn when the commitment plan is an immediate overwhelming threat rather than an engine. Do not assume a cast trigger from putting it onto the battlefield.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
Policy: Free-Spell Conversion After Omniscience
Priority: High
Decision families: priority, selection
Cards: Omniscience; Brainstorm; Ponder; Stock Up; Dig Through Time; Demonic Tutor; Mystical Tutor; Vampiric Tutor; Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Sublime Epiphany; Saiba Syphoner
Phase windows: main phase after Omniscience resolves
Runtime cues: battlefield contains Omniscience; legal actions include cast from hand
Use when: Omniscience is on the battlefield and spells in hand can be cast without normal mana payment.
Avoid when: the stack contains unresolved opposing interaction that must be answered first.
Instructions: Convert immediately by casting card selection and tutors into payoff density. Use free protection only for meaningful opposing stack actions. Card text check required for Saiba Syphoner; use it conditionally only when its visible legal text advances recursion or pressure.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Force Of Will Permission Gate
Priority: High
Decision families: interaction
Cards: Force of Will
Phase windows: any stack window
Runtime cues: action:cast Force of Will
Use when: an opposing spell on the stack threatens the combo, wins the game, removes the resolved engine, or prevents the next protected commitment.
Avoid when: the spell is low-impact and pitching a blue card breaks the only combo or protection line.
Instructions: Spend Force of Will on decisive stack fights, not routine resource trades. Protect Show and Tell, Omniscience, and payoff resolution before protecting marginal card selection.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Veil Of Summer Protection Gate
Priority: High
Decision families: interaction
Cards: Veil of Summer
Phase windows: response windows, combo turn, opponent interaction windows
Runtime cues: action:cast Veil of Summer
Use when: a visible blue or black opposing spell or ability is on the stack and Veil of Summer can protect the combo, stop discard, or win a counter exchange.
Avoid when: no visible blue or black object is relevant or green mana is needed for a more decisive current-turn action.
Instructions: Use Veil of Summer to force through Show and Tell or protect key cards from discard and permission. Do not fire it into an empty stack just because mana is available.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
Policy: Tutor Commitment Choice
Priority: Medium
Decision families: selection
Cards: Demonic Tutor; Mystical Tutor; Vampiric Tutor; Waterlogged Teachings
Phase windows: own main phase, opponent end step, upkeep where legal
Runtime cues: action:cast Demonic Tutor; action:cast Mystical Tutor; action:cast Vampiric Tutor; action:cast Waterlogged Teachings
Use when: a tutor is legal and the hand or battlefield is missing a named combo, protection, or answer axis.
Avoid when: life loss, timing, or topdeck placement would make the tutored card too late for the visible clock.
Instructions: Search for the missing axis rather than the flashiest card. Get Show and Tell when payoff is ready, get Omniscience or a creature payoff when enabler is ready, and get protection when the combo is assembled but contested.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Cantrip And Draw Selection
Priority: Medium
Decision families: selection
Cards: Brainstorm; Ponder; Stock Up; Dig Through Time
Phase windows: early turns, pre-combo main phase, post-engine conversion
Runtime cues: action:cast Brainstorm; action:cast Ponder; action:cast Stock Up; action:cast Dig Through Time
Use when: legal selection can improve an incomplete hand or convert a resolved engine.
Avoid when: casting selection consumes mana needed for a protected Show and Tell this turn.
Instructions: Select toward the missing axis in this order: required mana, Show and Tell, payoff, protection, then backup. With Brainstorm, hide expensive redundant cards when a shuffle effect is available. With Dig Through Time, prioritize complete lines over raw card count.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Flusterstorm; Thoughtseize; Leyline of Sanctity; Krosan Grip; Surgical Extraction; Carpet of Flowers; Abrupt Decay; Culling Ritual; Mistrise Village
Phase windows: sideboarding before post-board games
Runtime cues: prompt:sideboard
Use when: choosing a post-board configuration from legal registered cards.
Avoid when: a proposed plan removes too many combo enablers, payoffs, or protection cards for the matchup role.
Instructions: Add stack and information tools against blue disruption, add permanent answers against hate permanents, add Leyline of Sanctity against targeted discard or burn pressure, add Surgical Extraction only when graveyard targets matter, and add Carpet of Flowers against Island-heavy opponents. Keep enough Show and Tell, Omniscience, and payoff density to end the game.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Permanent Hate Answer Gate
Priority: Medium
Decision families: interaction
Cards: Abrupt Decay; Krosan Grip; Culling Ritual
Phase windows: main phase, opponent end step, response windows where legal
Runtime cues: action:cast Abrupt Decay; action:cast Krosan Grip; action:cast Culling Ritual
Use when: a visible permanent prevents the combo, threatens lethal, or invalidates the chosen engine line.
Avoid when: the permanent is not stopping the current plan and mana should be held for protection or combo.
Instructions: Use sideboard answers on hate permanents and pressure that change the next decisive turn. Culling Ritual requires a visible board where the sweep and mana swing matter; do not cast it as a cosmetic cleanup spell.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Combat After Payoff
Priority: Medium
Decision families: combat
Cards: Atraxa, Grand Unifier; Emrakul, the Aeons Torn; Saiba Syphoner; Mistrise Village
Phase windows: declare attackers, declare blockers, combat damage
Runtime cues: prompt:declare attackers; prompt:declare blockers
Use when: the deck has resolved a creature payoff or activated creature land and combat choices matter.
Avoid when: attacking exposes the only stabilizing blocker to a visible lethal crack-back.
Instructions: Attack with Emrakul, the Aeons Torn when legal unless visible combat restrictions or survival math say otherwise. Use Atraxa, Grand Unifier defensively when life total is under pressure, and offensively when the opponent cannot race. Activate Mistrise Village only when its visible action advances damage, blocking, or mana use without breaking the combo turn.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
Policy: Routine Pass With Protection Discipline
Priority: Low Decision families: priority Cards: Force of Will; Veil of Summer; Flusterstorm; Sublime Epiphany Phase windows: opponent turn, empty-stack priority, post-combat Runtime cues: action:pass Use when: the stack is empty, no legal proactive combo or selection line is selected, and passing preserves interaction. Avoid when: a legal combo commitment is protected and the visible clock makes waiting worse. Instructions: Pass to hold stack interaction when the hand is already sculpted or the opponent must act first. Do not spend protection on low-impact prompts merely to use mana. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes