Check role definitions, database coverage, unresolved card links, and content warnings before treating the tool as final.
Card roles, replacement logic, and package links sanity-checked in one place.
v11 focuses on content/data finalization: every strategic role gets an explanation, replacement and combo links are validated, and unresolved database gaps are visible instead of hidden.
Every card role now has plain-English guidance.
Cantrip / Selection
Find lands, engines, and interaction while triggering Veyran payoffs cheaply.
B4: 10-14+ cheap looks; B5 can trim only if tutors/free spells replace velocity.
1-mana cantrips, cheap looting, instant-speed selection, cards that keep storm chains moving.
Replacing these with more finishers. A Veyran deck without velocity becomes a pile of cool cards that never chains.
Card Advantage Engine
Convert repeated casts into cards so the deck does not run out of gas.
B4: 5-8 engines; B5 favors compact high-output engines.
Archmage-style draw, Rhystic/Mystic effects, repeatable spellslinger value.
Four-mana engines that do nothing until the next turn in fast pods.
Mana Rock / Fast Mana
Let Veyran deploy an engine and still cast multiple spells in the same turn cycle.
B4: 7-10 acceleration pieces; B5 can go faster if interaction stays high.
Two-mana rocks, rituals that net mana in storm turns, rocks that enable Dramatic loops.
Three-mana rocks unless the budget/table speed is forgiving.
Ritual / Burst Mana
Turn one window into a lethal or decisive turn.
B4: enough burst to create explosive turns; B5 values compact mana-positive lines.
Jeska’s Will, Mana Geyser, High Tide shells, rituals that pair with copy effects.
Adding rituals without draw engines or payoffs to spend the mana on.
Interaction
Protect engines, stop faster decks, and remove hate pieces before the storm turn.
B4: 9-13; B5 wants more cheap/free interaction.
Countermagic, cheap bounce, creature removal, stack interaction.
Calling all interaction interchangeable. Countermagic, removal, and bounce solve different problems.
Protection
Keep Veyran, Storm-Kiln, Archmage, or the win turn alive.
Meta-dependent; raise it when engines keep dying.
Redirects, free counters, protective stack tricks.
Protection that only works after you are already losing tempo.
Payoff / Wincon
Convert spell volume into damage, life, tokens, or a deterministic finish.
B4: enough finishers to close, not so many that velocity dies.
Aetherflux, Grapeshot, Guttersnipe effects, clean package finishers.
Stuffing every wincon. Too many payoffs is the most common casual-pile failure pattern.
Copy Effect
Double key spells, unlock loops, or multiply big ritual/payoff turns.
Package-dependent. Add when the list has mana/card support.
Dramatic/Scepter pieces, Reiterate lines, Bonus Round/Thousand-Year effects when supported.
Slow copy enchantments in pods where you cannot untap with them.
Tutor
Find the missing engine, win piece, interaction, or package card.
B4: a few consistency tools; B5 leans harder on compact tutors.
Mystical Tutor, Gamble, Solve the Equation, package-specific tutors.
Tutors that are too slow for the problem you are solving.
Recursion
Turn the graveyard into a second hand for decisive turns.
Low count unless building Breach/Past in Flames lines.
Underworld Breach, Past in Flames, Mizzix’s Mastery style effects.
Random recursion without enough cheap spells/fuel.
Land
Give the deck stable early turns and enough colored sources to double-spell.
B4: usually 32-34; B5 can trend lower only with real fast mana and cantrips.
Command Tower, blue/red duals, untapped sources, fetchable/color-fixing lands.
Going low-land because it looks high-power. Low lands without support is just instability.
Cost Reducer
Turn medium turns into multi-spell turns by reducing spell costs.
Optional support package, stronger with high instant/sorcery density.
Goblin Electromancer effects if the deck is spell-dense enough.
Reducers in creature-heavy or payoff-heavy lists with too few cheap spells.
Other / Flex
Meta calls, pet cards, odd tech, and table-specific answers.
Small number only. Flex slots should solve known meta problems.
Cards that answer a real local problem or complete a coherent plan.
Pet-card bloat that steals slots from velocity, interaction, or mana.
Banned/Rule 0 Fast Mana
Only flag stale/no-banlist data, never silently recommend it.
0 in default legal Commander.
Nothing by default; disclose with the table if using no-banlist/Rule 0.
Treating these as normal upgrade recommendations.
Unresolved links
Metadata to watch
Combos should explain requirements before users add the package.
Combos should explain what the line produces.
Failure points help users avoid magical thinking.
Combos should explain requirements before users add the package.
Combos should explain what the line produces.
Failure points help users avoid magical thinking.
Combos should explain requirements before users add the package.
Combos should explain what the line produces.
Failure points help users avoid magical thinking.
Combos should explain requirements before users add the package.
Combos should explain what the line produces.
Failure points help users avoid magical thinking.
Combos should explain requirements before users add the package.
Combos should explain what the line produces.
Failure points help users avoid magical thinking.
Combos should explain requirements before users add the package.
Combos should explain what the line produces.
Failure points help users avoid magical thinking.
Combos should explain requirements before users add the package.
Combos should explain what the line produces.
Failure points help users avoid magical thinking.