Planned preview Visible combat finish

Mission

A strong deck should still be easy to explain.

Start here

The whole deck in three lessons.

Read these before the first game. Everything below is a deeper reference when a real decision appears.

Opening hand

Keep the hand that starts the lesson.

Keep when…

    Ship when…

      First-game route

      What each stage is trying to accomplish.

      The turn labels are guidance, not a script. Interaction and commander removal will change the sequence.

      What do I do now?

      Choose the sentence that matches the table.

      The deck is not a fixed combo line. Use the board state to choose a priority, then tap, hover, or focus the named cards for a reminder.

        Closing the game

        A visible win still needs clean sequencing.

        Open a route for the exact order, then tell the table what they can interact with. None of these is an early two-card combo.

        Engine room

        Three loops of value—all finite.

        These are repeatable play patterns, not deterministic combos. They help the deck keep moving after its first plan is answered.

        Power calibration

        Strong where it matters. Honest about the edges.

        Before the first game

        Five mistakes this deck invites you to make.

          Complete planned list

          Every card, with its job attached.

          Download list

          Plain-language rules

          The six terms most likely to pause the game.

          These are quick play aids, not a replacement for current Oracle text or the Comprehensive Rules.