# Strategy Specifications
## Deck Name And Archetype

- Identity: Crashing Footfalls is a Modern Temur cascade tempo-combo deck built to convert `Shardless Agent` and `Violent Outburst` into `Crashing Footfalls`, then protect 4/4 Rhino token pressure with free interaction, bounce, damage, and post-board hate.

- Registration check: The submitted main deck validates at exactly 60 cards, the sideboard validates at exactly 15 cards, and the registered total is 75 cards.

- Copy-limit check: No registered card exceeds four total copies across main deck and sideboard. The maximum-copy cards are `Crashing Footfalls`, `Dead // Gone`, `Shardless Agent`, `Subtlety`, `Fire // Ice`, `Force of Negation`, `Violent Outburst`, and total registered `Endurance`.

- Format validation: Treat this as Modern for tactical, sideboarding, and metagame assumptions. The official Wizards Modern banned list checked for this guide does not list any submitted main-deck or sideboard card names as banned; source: [Wizards Banned & Restricted List](https://magic.wizards.com/en/banned-restricted-list).

- Stock status: Classify this as stock-archetype Crashing Footfalls with hybrid or rogue 2026 technology. The stock shell is `Crashing Footfalls`, `Shardless Agent`, `Violent Outburst`, `Force of Negation`, `Subtlety`, `Fire // Ice`, `Dead // Gone`, fetch-shock-surveil Temur mana, and sideboard `Force of Vigor`, `Mystical Dispute`, `Brotherhood's End`, and `Obsidian Charmaw`; the unusual tuning layer is `Wistfulness`, `Vibrance`, `Quantum Riddler`, `Mistrise Village`, `Inevitable Betrayal`, `Fable of the Mirror-Breaker`, and the second `Boseiju, Who Endures` in the sideboard.

- Tag validation: Normalize the supplied duplicate tags to `tempo`, `combo`, `cascade`, and `tokens`. The pilot should treat the deck as combo-tempo when a cascade turn can resolve, tempo-control when protecting life total or mana is more important, and midrange pressure only when Rhino access is delayed or disrupted.

- Cascade integrity concern: The main deck is structured so `Shardless Agent` and `Violent Outburst` should normally cascade into `Crashing Footfalls`, because other maindeck nonland spells are intended to have mana value three or greater or otherwise not interfere. Verify `Wistfulness`, `Vibrance`, `Quantum Riddler`, `Sink into Stupor`, and `Repudiate // Replicate` through the card database/rules engine before trusting this statement in a strict simulation.

- Sideboard cascade concern: `Inevitable Betrayal` changes cascade outcomes when boarded in because it can become an alternate zero-mana cascade hit. Later sideboard instructions must distinguish games where the deck wants Rhino pressure from games where a legal `Inevitable Betrayal` cascade is a higher-impact plan.

- Card-text caution: Card text check required for `Wistfulness`, `Vibrance`, `Quantum Riddler`, and `Mistrise Village` before making text-specific claims about triggers, combat keywords, activated abilities, protection, card selection, or legality beyond actions exposed by Veles. Use `Dead // Gone`, `Fire // Ice`, `Force of Negation`, `Subtlety`, `Endurance`, `Force of Vigor`, `Mystical Dispute`, `Brotherhood's End`, `Obsidian Charmaw`, `Fable of the Mirror-Breaker`, and `Boseiju, Who Endures` according to engine-exposed legal actions, targets, and costs.

- Mana identity: The deck is Temur, with green as the shared cascade color, blue for `Shardless Agent`, `Force of Negation`, `Subtlety`, `Fire // Ice`, `Quantum Riddler`, and `Sink into Stupor`, and red for `Violent Outburst`, `Dead // Gone`, `Fire // Ice`, `Brotherhood's End`, `Obsidian Charmaw`, and `Fable of the Mirror-Breaker`.

- Mana-base concern: The main deck has 22 conventional lands plus `Sink into Stupor` as a possible modal land if the rules engine exposes that option. Fetch decisions with `Misty Rainforest`, `Wooded Foothills`, and `Scalding Tarn` must preserve turn-three cascade colors while managing life loss from `Steam Vents`, `Stomping Ground`, and `Breeding Pool`, tapped timing from `Thundering Falls`, `Commercial District`, and `Hedge Maze`, and utility from `Boseiju, Who Endures` and `Mistrise Village`.

- Role coverage inventory: Later sections must cover every two-plus-copy main-deck nonland card: `Crashing Footfalls`, `Dead // Gone`, `Shardless Agent`, `Wistfulness`, `Subtlety`, `Fire // Ice`, `Force of Negation`, `Quantum Riddler`, `Sink into Stupor`, `Violent Outburst`, and `Endurance`.

- Sideboard coverage inventory: Later sections must cover every sideboard card in both Sideboard Map and matchup guidance: `Force of Vigor`, `Mystical Dispute`, `Brotherhood's End`, `Inevitable Betrayal`, `Obsidian Charmaw`, `Endurance`, `Fable of the Mirror-Breaker`, and `Boseiju, Who Endures`.

- Opponent information status: No specific opponent decklist, matchup label, play/draw assignment, known metagame target, or testing concern was supplied, so Veles should start from unknown Modern opponent assumptions and update only from public cards, revealed zones, matchup metadata, and current legal actions.

- Runtime discipline: This guide is advisory only. Veles must obey legal action IDs, visible board state, public information, and rules-engine output before any strategic shortcut, especially around cascade targets, pitch-spell costs, token creation, hidden information, and unverified card text.

## Thesis

- Core plan: assemble a turn-three or instant-speed cascade from `Shardless Agent` or `Violent Outburst` into `Crashing Footfalls`, create Rhino pressure, then spend the rest of the game converting every legal action into tempo, protection, or lethal combat math.

- Primary win pattern: resolve `Crashing Footfalls` before the opponent stabilizes, attack in large chunks, and use `Force of Negation`, `Subtlety`, `Fire // Ice`, `Dead // Gone`, `Sink into Stupor`, `Endurance`, and `Repudiate // Replicate` to keep the opponent from turning the corner.

- Priority rule: protect a resolved or imminent Rhino clock over extracting maximum card value. The deck is strongest when the opponent is forced to answer 8 trampling power while their key spell, blocker, graveyard line, or mana development is disrupted for one turn.

- Cascade integrity rule: treat `Shardless Agent` and `Violent Outburst` as the deck's engine, not as generic three-mana plays. Do not spend cascade windows casually when visible information suggests the opponent can profitably counter, sweep, lock the stack, or punish a tap-out and the deck has a better protected future window.

- What this deck is not: it is not trying to win by long attrition, hard control inevitability, creature-combo recursion, or incremental one-for-one exchanges. Use interaction to preserve tempo and force combat damage, not to answer every permanent indefinitely.

- Runtime discipline: choose only from legal Veles actions and visible public state. Do not assume hidden cards, exact opponent answers, or unverified text for `Wistfulness`, `Vibrance`, `Quantum Riddler`, or `Mistrise Village`; Card text check required before making text-specific plays with those cards.

## Role Package

- Threats: `Crashing Footfalls` is the defining threat package and should normally be accessed through cascade rather than suspended unless the legal-action context makes suspend the cleanest line. `Shardless Agent` adds a body after cascading and can contribute chip damage or trade pressure after the Rhino plan starts. `Quantum Riddler` is a secondary threat or stabilizer only if the rules engine exposes favorable text and legal actions; Card text check required.

- Payoffs: Rhino tokens from `Crashing Footfalls` are the payoff that turns temporary disruption into a clock. `Inevitable Betrayal` is a sideboard cascade payoff that competes with `Crashing Footfalls`; use it only in matchups where the opponent's visible or expected deck makes a stolen creature effect more decisive than immediate Rhinos.

- Engines: `Violent Outburst` is the most tactically flexible cascade engine because instant timing can punish end steps, combat steps, and tapped-out windows. `Shardless Agent` is the stable main-phase engine when mana is available and the deck wants board presence. Protect these engines from unnecessary sequencing risks.

- Velocity: `Fire // Ice` buys time, taps blockers or mana, and can cycle through low-impact turns when legal. `Wistfulness`, `Vibrance`, and `Quantum Riddler` may provide card flow or selection only if Veles exposes those functions; Card text check required. `Sink into Stupor` can be counted as interaction, tempo, or mana only according to rules-engine actions.

- Interaction: `Dead // Gone` handles early creatures or bounces larger blockers and threats when tempo matters. `Fire // Ice` controls small creatures or delays mana and attacks. `Subtlety` protects against creature or planeswalker swings by buying a turn. `Endurance` disrupts graveyard plans and can ambush or block when the body matters. `Boseiju, Who Endures` answers exposed artifact, enchantment, or land problems when the legal channel action is available.

- Protection: `Force of Negation` protects cascade turns and Rhino clocks from noncreature interaction, sweepers, and stack-based disruption when pitching is worth the card cost. `Subtlety` protects tempo against creature-based stabilization. `Mystical Dispute` adds post-board stack protection in blue fights. `Force of Vigor` protects against artifact or enchantment lock pieces without spending mana when the pitch cost is legal and worthwhile.

- Recursion: the registered main deck has no dedicated recursion plan. Treat `Endurance` as graveyard reset and body, not as a recursion engine. Do not chase long-game loops unless Veles exposes a concrete legal line from current public information.

- Mana: `Misty Rainforest`, `Wooded Foothills`, and `Scalding Tarn` should preserve access to green plus blue or red for turn-three cascade. `Steam Vents`, `Stomping Ground`, `Breeding Pool`, `Thundering Falls`, `Commercial District`, `Hedge Maze`, `Island`, `Forest`, `Mountain`, `Mistrise Village`, and `Boseiju, Who Endures` must be sequenced around life total, tapped timing, pitch-spell colors, and the need to hold up `Violent Outburst`.

- Sideboard modules: `Force of Vigor` attacks artifacts and enchantments, `Mystical Dispute` fights blue stack battles, `Brotherhood's End` manages small-creature or artifact boards, `Inevitable Betrayal` creates an alternate cascade axis, `Obsidian Charmaw` pressures greedy mana, extra `Endurance` increases graveyard interaction, `Fable of the Mirror-Breaker` gives a grind package, and sideboard `Boseiju, Who Endures` raises utility-permanent coverage.

## Primary Win Conditions

- Cascade Rhino clock: prioritize resolving `Crashing Footfalls` through `Violent Outburst` or `Shardless Agent` when the visible game state rewards immediate 8-power pressure. Setup requires three mana with green access for cascade, a cascade spell in hand or otherwise legal to cast, and no cheaper nonland spell that would interrupt cascade. Execution is to cast the cascade spell, choose the legal cascade action into `Crashing Footfalls`, then attack with Rhino tokens until the opponent is forced into bad blocks, removal, or sweepers. Disruption comes from opposing stack interaction, lock permanents, graveyard-irrelevant hate that does not matter, sweepers, large blockers, and racing pressure; prioritize this path when the opponent is tapped low, shields are down, or waiting gives them more time than protection gives you.

- Instant-speed `Violent Outburst` pressure: use `Violent Outburst` as the highest-leverage win path when passing with mana threatens both cascade and interaction. Setup is strongest when the opponent must act first, when `Force of Negation`, `Subtlety`, `Fire // Ice`, `Dead // Gone`, `Sink into Stupor`, or `Endurance` can cover a counterplay, or when end-step Rhinos create an immediate attack. Execute at the opponent's end step, in combat, or after they spend mana if Veles exposes a legal cast and cascade line. Prioritize this path over main-phase `Shardless Agent` when the extra body is less important than denying the opponent a full untap to answer the tokens.

- Main-phase `Shardless Agent` pressure: use `Shardless Agent` when the deck needs a stable cascade line, a board body, or mana cannot support holding up `Violent Outburst`. Setup requires protecting cascade integrity and sequencing lands so green and blue are available. Execution creates Rhino tokens plus a 2/2 attacker or blocker, allowing follow-up combat math to snowball. Disruption is worse into visible sweepers or open stack interaction because main-phase timing gives the opponent more information; prioritize this path when the opponent is already under pressure, tapped down by `Fire // Ice`, or unable to punish sorcery-speed commitment.

- Protected tempo kill: once Rhino tokens exist, spend cards to preserve the clock rather than chase long-game value. Use `Force of Negation` to fight noncreature spells that stop the Rhino attack, `Subtlety` to delay creature or planeswalker stabilization, `Dead // Gone` to clear or bounce a blocker, `Fire // Ice` to remove small blockers or tap a key blocker or land, and `Endurance` to interrupt graveyard lines while adding a body. Prioritize this path whenever two Rhino attacks plus incidental damage can end the game before the opponent rebuilds.

## Secondary Win Conditions

- Suspend fallback: hard-suspend `Crashing Footfalls` only when cascade is unavailable, disrupted, or strategically delayed and the legal action is clearly exposed. This line is slow, so prefer it in hands with interaction, lands, and enough life total to survive until the suspend trigger resolves. Do not suspend over a protected near-term cascade unless visible pressure or mana constraints make waiting unavoidable.

- Creature pressure fallback: win with bodies when cascade is delayed or answered by attacking with `Shardless Agent`, hard-cast `Subtlety`, `Endurance`, and any legal `Quantum Riddler` threat body. This plan is weaker than Rhino pressure but matters when the opponent spends resources stopping `Crashing Footfalls`. Card text check required for `Quantum Riddler`; use it as a win condition only if the engine exposes combat-relevant or card-advantage text that justifies commitment.

- Tempo damage fallback: use `Fire // Ice`, `Dead // Gone`, and `Sink into Stupor` to convert small attacks into lethal by removing blockers, tapping mana or attackers, and forcing the opponent to spend turns replaying threats. This is not a burn deck, so point damage at creatures or tempo bottlenecks unless Veles shows a legal lethal or near-lethal line against the opponent's life total. Card text check required for any non-obvious `Sink into Stupor` mode or mana use.

- Sideboard alternate payoff: post-board, `Inevitable Betrayal` can become a cascade payoff when the matchup rewards stealing an opposing creature more than making Rhinos. This line competes with `Crashing Footfalls`, so use it only when sideboarding or matchup guidance explicitly sets that plan and the visible opponent deck makes a creature theft payoff plausible.

- Grind fallback: post-board `Fable of the Mirror-Breaker`, extra `Endurance`, sideboard `Boseiju, Who Endures`, and `Obsidian Charmaw` can create a slower pressure-and-disruption plan. Treat this as a way to survive hate or punish mana, not as the default identity of the deck.

## Emergency Lines

- Behind on life: prioritize legal actions that change the next combat step before actions that only improve future card quality. `Dead // Gone`, `Fire // Ice`, `Subtlety`, `Endurance`, and `Sink into Stupor` should buy time for Rhino attacks or block profitably when visible attackers threaten a short clock.

- Behind on board: reset tempo by creating Rhino tokens if a cascade spell is legal and survivable, then use interaction to prevent one decisive counterattack. If the board is too wide for Rhinos to race, post-board `Brotherhood's End` may be the emergency stabilizer when legal and symmetrical damage is acceptable.

- Behind on cards: force the opponent to answer a compact threat instead of trying to trade one-for-one forever. A single resolved `Crashing Footfalls` can recover card economy by demanding multiple blockers or removal spells; protect it with `Force of Negation` only against effects that materially stop the clock.

- Behind on mana: preserve fetch decisions and land drops that unlock cascade first, especially green plus blue or red by turn three. Use `Fire // Ice` tap modes or cheap interaction to delay the opponent rather than spending premium pitch spells on low-impact plays. Card text check required before relying on `Mistrise Village`, `Wistfulness`, or `Vibrance` for mana, selection, or stabilization.

- Behind to graveyard recursion: use `Endurance` as the emergency pivot when the opponent's public graveyard, stack, or known plan makes graveyard reset relevant. Do not fire `Endurance` only because it is legal if the visible graveyard does not matter and the body is needed for combat.

- Win conditions removed or locked: shift to hard-cast creature pressure, sideboard payoff plans, and tempo denial while looking for legal answers such as `Boseiju, Who Endures`, `Force of Vigor`, or `Obsidian Charmaw` after sideboarding. Do not assume an answer exists in hidden zones; act from visible legal actions only.

## Resource Model

- Life buys the turn-three cascade window, so spend life from `Steam Vents`, `Stomping Ground`, `Breeding Pool`, fetchlands, and untapped shock lands only when the mana immediately enables `Violent Outburst`, `Shardless Agent`, `Force of Negation`, `Subtlety`, `Fire // Ice`, or `Dead // Gone`. Against visible fast pressure, prefer tapped typed lands or basics when the current legal actions do not need untapped colors.

- Hand cards convert into tempo more than raw value. Pitch `Force of Negation`, `Subtlety`, `Endurance`, or post-board `Force of Vigor` when the opposed spell or permanent materially stops cascade, kills the Rhino clock, creates lethal pressure, or invalidates graveyard interaction; do not pitch just to trade with low-impact plays when a legal cascade threat is near.

- Mana is the deck's bottleneck resource because cascade requires three mana with exact colors. Preserve hands and lines that produce green plus blue for `Shardless Agent`, green plus red for `Violent Outburst`, and blue interaction for `Force of Negation`, `Subtlety`, `Fire // Ice`, `Sink into Stupor`, `Mystical Dispute`, or card-text-dependent `Wistfulness` and `Quantum Riddler` lines.

- Board presence is compressed into Rhino tokens. Once `Crashing Footfalls` resolves, treat the board as the primary resource and spend interaction to keep attacks clean rather than hoarding answers for speculative future threats. `Shardless Agent`, `Endurance`, hard-cast `Subtlety`, and any legal `Quantum Riddler` body are secondary board resources when cascade is delayed or answered.

- Graveyard value is mostly opponent-facing. Use `Endurance` to convert the opponent's public graveyard into a tempo setback or to protect against graveyard engines, and value the 3/4 body when combat is relevant. Do not use `Endurance` as generic card turnover unless Veles shows graveyard pressure, stack relevance, or an urgent blocker need.

- Exile is a cost and cascade zone, not a value bank. Pitch effects and cascade will move cards through exile under engine control; choose pitch cards by immediate game impact, not by preserving abstract card quality. Suspended `Crashing Footfalls` is an exile-based fallback only when the slow clock is survivable.

- Lands are both mana and spell-like utility. Fetchlands fix colors and thin decision mistakes; `Boseiju, Who Endures` is a land until a visible artifact, enchantment, or land problem justifies spending it as interaction. `Sink into Stupor`, `Mistrise Village`, `Wistfulness`, and `Vibrance` require card text checks before assigning utility-resource value.

- Sacrifice fodder is not a planned resource in this registered deck. Do not expose Rhino tokens, `Shardless Agent`, `Endurance`, `Subtlety`, or `Quantum Riddler` to sacrifice or exchange lines unless Veles presents a legal action whose cost and payoff are visible.

- Sideboard bullets convert narrow matchups into tempo swings. `Force of Vigor`, `Brotherhood's End`, `Obsidian Charmaw`, extra `Endurance`, `Mystical Dispute`, `Inevitable Betrayal`, `Fable of the Mirror-Breaker`, and sideboard `Boseiju, Who Endures` should be valued by matchup and visible board texture, not as generic upgrades.

## Mana Guide

- Build opening mana around three-mana cascade. A keep should normally produce three lands or two lands plus credible draw/selection by turn three, with green and either red for `Violent Outburst` or blue for `Shardless Agent`. Mulligan pressure rises sharply when the hand has `Crashing Footfalls` but no timely cascade colors.

- Fetch typed lands to preserve future branches. `Misty Rainforest`, `Scalding Tarn`, and `Wooded Foothills` should usually find the missing shock, surveil typed land, or basic that completes green-blue-red access while respecting life total. `Hedge Maze`, `Commercial District`, and `Thundering Falls` are strong early tapped fixes when the current turn has no urgent untapped action.

- Sequence basics when life or land disruption matters. `Island`, `Forest`, and `Mountain` reduce shock damage and can support interaction, but too many basics can strand cascade colors. Prefer a basic only when the rest of the visible hand still reaches `Violent Outburst` or `Shardless Agent` on schedule.

- Preserve untapped blue when interaction is the plan. Holding up `Force of Negation`, `Subtlety`, `Fire // Ice`, `Dead // Gone`, `Sink into Stupor`, or post-board `Mystical Dispute` can matter more than perfect tapped-land efficiency if the opponent's next turn can stop cascade or create lethal pressure.

- Play lands before draw or selection when mana is required for a known legal action this turn. Delay the land drop only when a legal draw, surveil, or card-text-verified selection effect could change the best land choice and the current actions do not need the mana first.

- Treat `Boseiju, Who Endures` as a green source until its channel-like utility is visibly needed. Spending it early as interaction is correct only when the target materially blocks the Rhino plan, threatens lethal, or fixes an otherwise losing board; otherwise the land drop is often worth more.

- Card text check required for `Mistrise Village`, `Wistfulness`, `Vibrance`, `Quantum Riddler`, and any modal use of `Sink into Stupor` that affects mana sequencing. If Veles exposes one as a land, spell, or utility action, choose based on visible color access, turn-three cascade timing, and whether spending the action delays Rhino pressure.

- Post-board mana must support the inserted bullet. Prioritize green for `Force of Vigor` and extra `Endurance`, blue for `Mystical Dispute`, red for `Brotherhood's End`, and land count stability for `Obsidian Charmaw` or `Fable of the Mirror-Breaker`; do not keep a hand whose sideboard card is powerful but uncastable on the expected turn.

## Mulligan Guide

- Strong keep: keep hands with two or three lands, green access, a turn-three cascade card, and at least one tempo interaction piece. Examples include `Misty Rainforest`, `Wooded Foothills`, `Violent Outburst`, `Force of Negation`, `Dead // Gone`, `Fire // Ice`, and any blue pitch card; or `Breeding Pool`, `Thundering Falls`, `Shardless Agent`, `Subtlety`, `Endurance`, and a third land.

- Medium keep: keep slower hands when they already produce both cascade branches or have enough interaction to survive the missing piece. A hand with `Scalding Tarn`, `Island`, `Forest`, `Fire // Ice`, `Subtlety`, `Endurance`, and `Quantum Riddler` is acceptable only if Veles shows no immediate need for turn-three Rhinos and `Quantum Riddler` text has been checked.

- Risky keep: keep one-cascade hands with awkward colors only on the draw or against slower visible archetypes. `Steam Vents`, `Mountain`, `Violent Outburst`, `Force of Negation`, `Subtlety`, `Crashing Footfalls`, and `Dead // Gone` needs green by turn three; it is too fragile on the play unless the visible matchup rewards interaction over speed.

- Automatic ship: mulligan hands with no lands, one land without a credible path to the second and third land, five or more lands without cascade or pressure, or multiple `Crashing Footfalls` with no `Violent Outburst` or `Shardless Agent`. Also ship hands that cannot produce green by turn three unless they contain a clearly winning interaction plan from visible matchup context.

- Trap hand: do not keep a hand just because it has `Crashing Footfalls`. Drawing the namesake card is often worse than cascading into it; `Crashing Footfalls`, `Crashing Footfalls`, `Island`, `Mountain`, `Force of Negation`, `Subtlety`, `Fire // Ice` lacks the normal engine and should usually go back.

- Matchup-dependent keep: keep interaction-heavy hands when the opponent is known to rely on an early noncreature spell, graveyard engine, artifact/enchantment engine, or one large threat. `Force of Negation`, `Subtlety`, `Endurance`, `Dead // Gone`, or post-board `Force of Vigor`, `Mystical Dispute`, `Brotherhood's End`, and `Obsidian Charmaw` can justify a slower cascade clock only when their targets or pressure patterns are expected.

- Play/draw adjustment: on the play, prioritize turn-three `Violent Outburst` or `Shardless Agent` plus untapped interaction because the deck can force the opponent to answer Rhinos. On the draw, accept more reactive hands with `Subtlety`, `Fire // Ice`, `Dead // Gone`, or `Force of Negation`, but do not keep a hand that only answers and never presents a clock.

- London bottoming: bottom extra `Crashing Footfalls` first unless suspended Footfalls is the only plan, then excess lands beyond the third or fourth, then redundant pitch cards without blue or green cards to support them. Preserve one cascade spell, enough lands to cast it, and one interaction card when possible.

- Card text check required: `Wistfulness`, `Vibrance`, `Quantum Riddler`, and `Mistrise Village` should not upgrade a marginal opener until Veles confirms their legal actions and timing. Treat them as conditional resources, not as guaranteed selection, threats, or protection.

## Turn Arc

- Turn 1: fix colors before representing tricks. Lead with `Misty Rainforest`, `Scalding Tarn`, or `Wooded Foothills` to find the typed land or basic that makes green plus red or green plus blue available by turn three. Play `Hedge Maze`, `Commercial District`, or `Thundering Falls` tapped when no one-mana action matters and the life total matters.

- Turn 1 deviation: hold up nothing only when the hand already has the next two land drops and the opponent has no visible explosive line. If Veles exposes a legal `Dead // Gone`, `Fire // Ice`, `Force of Negation`, or `Subtlety` decision, use it only when the target affects the cascade window, lethal pressure, or a must-answer engine.

- Turn 2: preserve the turn-three cascade branch. Play the land that enables `Violent Outburst` or `Shardless Agent` next turn, even if another land is more life-efficient. Use `Fire // Ice` or `Dead // Gone` to slow a threat when doing so does not strand the cascade spell.

- Turn 2 deviation: suspend `Crashing Footfalls` only when Veles shows no realistic turn-three cascade path and the game is slow enough for the delayed tokens to matter. Do not suspend if the action consumes mana or tempo needed to cast interaction that protects a near-term cascade.

- Turn 3: default to making Rhinos. Cast `Violent Outburst` at the best legal instant-speed window when waiting improves combat or dodges sorcery-speed interaction, and cast `Shardless Agent` when main-phase pressure is the reliable line. Respect rules-engine legal actions; do not assume cascade is available if Veles does not offer it.

- Turn 3 deviation: delay cascade when a visible threat, stack spell, graveyard action, or artifact/enchantment engine demands `Force of Negation`, `Subtlety`, `Endurance`, `Force of Vigor`, `Mystical Dispute`, or `Boseiju, Who Endures`. The delay must buy a real turn or protect the Rhino plan, not just answer a low-impact card.

- Turns 4-5: convert Rhinos into damage and protect the attack step. Use `Dead // Gone`, `Fire // Ice`, `Subtlety`, `Endurance`, `Force of Negation`, and `Sink into Stupor` legal actions to remove blockers, stop sweepers, preserve tempo, or force through lethal pressure.

- Turns 4-5 deviation: if the first cascade failed or was answered, rebuild with the second `Violent Outburst` or `Shardless Agent` before spending cards on marginal trades. Hard-cast `Subtlety`, `Endurance`, `Quantum Riddler`, or post-board `Fable of the Mirror-Breaker` only when the body or engine is the best visible route to stabilize or pressure.

- Late game: prioritize live cascade draws, creature-land or utility-land actions, and high-impact sideboard bullets over small tempo exchanges. `Boseiju, Who Endures`, `Obsidian Charmaw`, `Inevitable Betrayal`, extra `Endurance`, or `Brotherhood's End` should be used when their visible target or board reset changes the game state.

- Late-game deviation: hard suspend `Crashing Footfalls` when resources are exhausted and Veles offers no faster pressure. Continue to conserve pitch cards for spells that beat the delayed Rhino plan rather than trading them for minor threats.

## Card Roles

- `Crashing Footfalls`: treat this as the payoff, not a normal card to spend from hand. The default role is to remain in the deck so `Violent Outburst` and `Shardless Agent` cascade into two Rhino tokens; drawing one lowers engine density and should usually make other cascade copies more important. Suspend it only when Veles shows no credible near-term cascade line, the matchup is slow enough for suspend timing, or resources are exhausted and delayed Rhinos are still better than passing. Do not pitch, bottom, or discard every copy if the hand has no other way to create pressure.

- `Violent Outburst`: treat this as the highest-leverage cascade spell because instant speed lets the pilot choose the window. Cast it on the opponent's end step when that protects Rhinos from sorcery-speed answers, during combat when the pump or surprise blockers matter, or in response windows when waiting would expose the spell to discard or lose priority advantage. Hold it when the opponent's visible mana, stack spell, or board state makes `Force of Negation`, `Subtlety`, `Endurance`, `Dead // Gone`, or `Fire // Ice` more urgent. Do not fire it into a visible lock piece, tax, or counter window without a reason; the cascade trigger is the commitment point.

- `Shardless Agent`: use this as the main-phase cascade body when speed and board presence matter more than instant timing. It is the safer proactive turn-three play when the opponent is tapped low, when attacking with an extra creature matters, or when `Violent Outburst` colors are unavailable but green-blue is available. Hold it when the deck needs to represent interaction through the opponent's turn or when a post-board answer must be cast first. Do not value the 2/2 body over the cascade trigger; if cascade is blocked or absent from legal actions, reassess before committing.

- `Force of Negation`: reserve this for spells that stop Rhinos, win before Rhinos attack, or create an engine the deck cannot race. Pitching a blue card is costly, so protect cascade, stop sweepers or combo pieces, and counter high-impact noncreature spells before trading for cantrips or low-impact removal. Hard-cast it when mana is available and the game is about protecting an established board. Do not pitch the only `Shardless Agent`, `Subtlety`, `Sink into Stupor`, or other blue resource unless the visible stack demands it.

- `Subtlety`: use this as tempo interaction against creature or planeswalker pressure that would beat the cascade turn or invalidate combat. Pitch-cast it when returning or delaying the threat buys the turn needed to make Rhinos, protects lethal pressure, or stops a must-answer permanent from resolving. Hard-cast it later when a flash threat, blocker, or pressure source is better than another card in hand. Do not spend it on a creature that the Rhino tokens can already trample through unless the life total or combo clock requires the tempo.

- `Endurance`: use this as graveyard interaction first and as flash board presence second. Pitch it when a graveyard action is about to resolve, when a known graveyard plan would outpace Rhinos, or when recycling a graveyard changes a lethal or combo turn. Hard-cast it when a 3/4 reach body stabilizes combat, pressures planeswalkers, or gives the deck a non-Rhino clock through hate. Avoid firing it just to use mana; the card is strongest when its timing punishes a visible graveyard dependency.

- `Dead // Gone`: use `Dead // Gone` as cheap tempo that preserves the cascade clock. `Dead` can answer small creatures that pressure life total, enable attacks, or threaten mana and combo development; `Gone` can move a larger creature out of combat or off the battlefield long enough for Rhinos to connect. Hold it when the opponent may commit a stronger target before the next attack step. Do not burn it on a creature that is irrelevant to the next two turns unless Veles shows no better action and mana would otherwise be wasted safely.

- `Fire // Ice`: use `Fire // Ice` as flexible tempo, small-creature control, and card flow without disrupting cascade construction. `Fire` is best when two damage changes combat, clears utility creatures, or creates a profitable attack; `Ice` is best when tapping a land, blocker, or threat buys a turn while replacing itself. Preserve it against creature-heavy decks where two small targets are likely. Do not cycle it into open danger if the tap mode is needed to force through a critical Rhino attack next turn.

- `Sink into Stupor`: treat this as a flexible blue interaction slot whose exact card text and land face must be confirmed by Veles legal actions. Card text check required for any bounce, tapland, or modal-line assumptions. Use it as interaction when the legal action clearly removes a blocker, delays a permanent, protects Rhinos from a key permanent, or answers a stack/board state that other cards cannot. Use the land mode only when the hand needs mana more than interaction. Do not pitch or play it as a land automatically when blue card count for `Force of Negation` or `Subtlety` matters.

- `Quantum Riddler`: treat this as a conditional threat or value card until Veles confirms exact legal actions. Card text check required. Cast or deploy it when the game has moved beyond the first cascade exchange and the body or generated action is visibly better than holding interaction. Do not keep weak openers because this card is present, and do not assume it replaces the Rhino plan. In slower matchups, it may be a follow-up pressure source; in fast matchups, it is usually secondary to interaction and cascade.

- `Wistfulness`: treat this as an uncertain support card until Veles confirms its text and legal modes. Card text check required. If legal actions show card selection, disruption, or tempo utility, use it only when it improves the next cascade turn, protects the hand from running out of pressure, or answers a visible resource problem. Do not prioritize it over turn-three `Violent Outburst` or `Shardless Agent` without a concrete runtime reason. Against fast decks, assume it is lower priority unless it directly affects the board or stack.

- `Vibrance`: treat this singleton as a conditional role-player rather than a plan-defining card. Card text check required. Because only one copy is registered, do not build mulligan or sequencing assumptions around it; use it when Veles exposes a legal action that clearly advances mana, pressure, selection, or protection. If the action text is ambiguous, prefer known cascade and interaction lines.

- `Repudiate // Replicate`: use `Repudiate // Replicate` as a narrow utility spell whose value depends heavily on visible targets. `Repudiate` can matter against activated or triggered abilities when Veles exposes that legal stack interaction; do not hold it for a hypothetical ability if a present threat must be answered. `Replicate` should be used only when the legal copy target is tactically clear, such as adding meaningful Rhino pressure or copying a creature whose board role is immediately relevant. Do not treat this as generic permission.

- Fetch lands `Misty Rainforest`, `Scalding Tarn`, and `Wooded Foothills`: use these to assemble green plus the cascade color pair by turn three while managing life total. Fetch basics against visible land-punish, burn pressure, or when a single color is already secured; fetch shock or surveil duals when immediate colors matter more than life. Do not fetch a color pair that strands the cascade spell in hand.

- Shock and typed lands `Steam Vents`, `Stomping Ground`, `Breeding Pool`, `Thundering Falls`, `Commercial District`, and `Hedge Maze`: sequence these to make `Violent Outburst`, `Shardless Agent`, and blue interaction available on time. Tapped typed lands are acceptable early when no immediate action is needed; untapped shocks are correct when the next legal action changes the game. Do not overpay life in matchups where Rhinos already win if the deck survives.

- Basics `Island`, `Forest`, and `Mountain`: protect the mana base from life pressure and nonbasic disruption while preserving color access. Prioritize `Forest` or blue sources based on whether the hand needs cascade or pitch interaction first. Do not fetch `Mountain` early unless red is required and green-blue is already covered.

- Utility lands `Boseiju, Who Endures` and `Mistrise Village`: keep `Boseiju, Who Endures` available when a visible artifact, enchantment, or nonbasic land is more dangerous than the colored mana it provides. Card text check required for `Mistrise Village`; use it only according to exposed legal actions and do not assume a combat or protection mode. Both lands should support the Rhino plan, not distract from it.

## Interaction Priorities

- Priority: counter or delay actions that stop the cascade turn before spending interaction on ordinary battlefield pressure. `Force of Negation` is for noncreature spells that prevent `Violent Outburst` or `Shardless Agent` from resolving, remove the resulting Rhino tokens, lock combat, or create an immediate combo kill; do not pitch a key cascade spell unless the stack threat is more important than the next Rhino wave.

- Priority: use `Subtlety` on creature or planeswalker threats that invalidate the Rhino clock, win before combat damage matters, or punish tapping out for cascade. Pitching `Subtlety` is strongest when it preserves tempo for a near-term `Crashing Footfalls`; hard-cast it when a 3/3 flier becomes a real clock and the game no longer revolves around the first cascade exchange.

- Priority: remove small creatures with `Dead // Gone` and `Fire // Ice` when they change the next combat step, enable an opposing engine, or threaten life total under a short clock. Ignore creatures that Rhino tokens already trample through unless they produce mana, cards, sacrifice value, or lethal pressure. Use `Gone` or confirmed `Sink into Stupor` actions to bounce a larger blocker or hate permanent when that creates an attack window or buys the cascade turn. Card text check required for `Sink into Stupor` mode assumptions.

- Priority: exile graveyards with `Endurance` only when a visible graveyard dependency is about to matter, when the opponent has committed resources to a graveyard line, or when recycling a library prevents a loss. Do not spend `Endurance` merely as a flash body if the opponent's graveyard is their fastest visible route to winning. After sideboard, extra `Endurance` raises the threshold for fighting graveyard decks, but still wait for the moment that actually interrupts the engine.

- Priority: discard or hand-pressure choices are conditional on legal text. Card text check required for `Wistfulness`; if Veles exposes a discard, selection, or resource-denial action, choose the option that protects cascade, removes immediate interaction, or answers a visible post-cascade sweeper. Do not assume hidden cards, and do not name a card unless the rules engine reveals a legal named choice.

- Priority: bait interaction with lower-commitment plays when the hand contains multiple cascade routes. `Fire // Ice`, `Dead // Gone`, `Quantum Riddler`, or hard-cast `Endurance` can force the opponent to act before `Violent Outburst`; use `Shardless Agent` first when sorcery-speed pressure is acceptable and preserving instant-speed `Violent Outburst` matters. Card text check required for `Quantum Riddler`; do not use it as bait if its legal action is unclear or if losing blue pitch density exposes `Force of Negation` or `Subtlety`.

- Archetype shift: against fast creature decks, prioritize board-affecting `Dead // Gone`, `Fire // Ice`, `Subtlety`, and `Brotherhood's End` after sideboard over slow value. Against spell-combo or control, prioritize `Force of Negation`, `Mystical Dispute`, instant-speed `Violent Outburst`, and preserving blue cards. Against artifact, enchantment, or land-centric plans, hold `Boseiju, Who Endures`, `Force of Vigor`, and `Obsidian Charmaw` for the permanent that actually blocks the Rhino plan or enables the opponent's engine.

## Combat And Trading Rules

- Attack: attack with Rhino tokens whenever the visible blocks do not trade away the whole clock for no gain. Trample makes damage matter even through blockers, so prioritize attacks that keep pressure high, force chump blocks, or set up the next lethal swing. Do not hold Rhinos back merely to preserve material unless the opponent has a visible crack-back that beats the current race.

- Block: preserve at least one Rhino token when the race is favorable, but trade a Rhino for a creature that represents lethal, an engine, or a blocker that would otherwise consume multiple attack steps. Use life total as the tiebreaker: above roughly 10 life, pressure usually matters more; at 6 or below, survival blocks become correct when the opponent can present burn, haste, or wide combat from visible resources.

- Protection: use `Fire // Ice`, `Dead // Gone`, `Gone`, confirmed `Sink into Stupor`, or `Subtlety` before combat when removing or tapping a blocker changes damage this turn. Save `Force of Negation` for sweepers, lock pieces, or stack interaction that would erase the Rhino plan; do not counter a combat trick unless it changes lethal, destroys the clock, or protects an opposing engine.

- Trading: trade `Shardless Agent` freely after it has cascaded if the trade saves life, attacks a planeswalker, or clears a path for Rhinos. Protect `Subtlety` and `Endurance` more carefully when their bodies are the backup clock through hate, but trade them when the opponent's creature would otherwise race or invalidate the battlefield.

- Pressure: use `Violent Outburst` as a combat trick when legal timing lets Rhinos appear before blockers or damage and the attack math improves. Do not cast `Violent Outburst` into an obviously losing combat just because mana is open; if waiting preserves surprise or interaction and the opponent is not forcing action, keep the instant-speed cascade threat.

- Archetype differences: against creature swarms, block earlier and value `Brotherhood's End`, `Fire // Ice`, and `Dead // Gone` as ways to reset attacks before Rhinos dominate. Against control or combo, attack aggressively and accept small losses of material to shorten the clock. Against large-creature decks, bounce and tempo matter more than killing; use `Gone`, `Subtlety`, `Inevitable Betrayal`, or `Obsidian Charmaw` sideboard pressure according to legal actions and visible board state.

## Selection And Tutor Rules

- Selection: treat the deck as having no guaranteed main-deck tutor for `Crashing Footfalls`; the real selection plan is mulligan discipline, fetch sequencing, and preserving cascade density. `Shardless Agent` and `Violent Outburst` are the functional access cards, so do not spend them as generic value spells when the hand still needs its first Rhino wave.

- Cascade selection: rely on `Shardless Agent` and `Violent Outburst` to find `Crashing Footfalls` when legal cascade actions are exposed. Do not assume cascade will reveal a specific hidden card; choose the cascade spell because the deck is constructed to make `Crashing Footfalls` the intended hit, then let the rules engine reveal and resolve the actual result.

- Land-drop timing: make fetchland decisions before committing to cascade when color access is uncertain, but delay unnecessary fetches when life total, graveyard exposure, or hidden information matters. `Misty Rainforest`, `Scalding Tarn`, and `Wooded Foothills` should first secure blue and green for `Shardless Agent`, blue and red or green-red access for interaction plus `Violent Outburst`, and enough untapped mana to hold `Force of Negation`, `Subtlety`, `Fire // Ice`, `Dead // Gone`, or `Endurance` according to the visible turn.

- Pseudo-selection: use `Ice` from `Fire // Ice` as a tempo-selection tool when tapping a land or permanent buys the safe cascade window or replaces itself without sacrificing the Rhino turn. Use `Fire` when the visible board demands immediate cleanup; do not chase card draw if the opponent's battlefield is already pressuring the cascade clock.

- Filtering caution: Card text check required for `Wistfulness`, `Vibrance`, and `Quantum Riddler`. If Veles exposes draw, discard, surveil, scry, impulse, or card-choice actions from these cards, select toward the immediate bottleneck: first a legal cascade route, then the mana to cast it, then protection or tempo interaction, then backup pressure. Do not keep speculative card-advantage choices over a known legal `Crashing Footfalls` setup unless the visible board makes the cascade turn unsafe.

- Bottoming and discarding: bottom or discard redundant lands after the first stable three-mana setup unless the hand needs hard-cast `Subtlety`, hard-cast `Endurance`, sideboard cards, or repeated interaction. Preserve blue cards for `Force of Negation` and `Subtlety` when the opponent can interact on the stack; preserve green cards for `Endurance` when graveyard timing is visibly important.

- Sideboard pseudo-tutors: `Inevitable Betrayal` is a cascade payoff only when sideboarded and legal; choose cascade lines with awareness that it may compete with or supplement `Crashing Footfalls` according to the registered post-board configuration. Do not assume the opponent's library contents beyond public deck knowledge and rules-engine output.

## Priority And Stack Rules

- Priority: cast `Violent Outburst` at the latest safe instant-speed window when surprise, open mana, or combat math matters. Prefer end step, after attacks, or before blocks only when the visible state supports that timing; use main-phase cascade when mana constraints, opposing pressure, or the need to attack next turn outweighs holding up interaction.

- Stack protection: use `Force of Negation` for noncreature stack actions that counter, discard, tax, exile, sweep, or otherwise stop the Rhino plan when the visible stack confirms the threat. Do not counter routine card draw or setup if a resolved `Crashing Footfalls` still produces a faster clock and the hand lacks another cascade spell.

- Interaction timing: use `Subtlety` before an opposing creature or planeswalker resolves when that permanent would beat the Rhino clock, remove combat leverage, or create an immediate engine. Let medium-sized creatures resolve when `Dead // Gone`, `Fire // Ice`, Rhino combat, or a later bounce line already handles them.

- Removal windows: fire `Dead // Gone`, `Fire // Ice`, and confirmed `Sink into Stupor` actions in the window that changes the next meaningful event. Act before combat to clear blockers or attackers, in response to equipment or pump when legal, or on end step when preserving mana threatens cascade during the opponent's turn. Card text check required for `Sink into Stupor`; follow exposed legal modes only.

- Graveyard timing: use `Endurance` in response to visible graveyard use, after the opponent commits resources to a graveyard-dependent action, or before a lethal library/graveyard event resolves. Avoid spending `Endurance` at low leverage just because priority is available; the card is strongest when it changes the stack, the graveyard, or the race.

- Optional payments and triggers: pay optional costs only when they protect the cascade turn, preserve a lethal attack, or convert unused mana without reducing interaction. Card text check required for `Wistfulness`, `Vibrance`, `Quantum Riddler`, and `Mistrise Village`; if their actions include optional triggers, activated abilities, or payments, choose them only from legal prompts and visible tactical need.

- Let-resolve rule: let opposing spells resolve when they do not change the cascade window, the Rhino clock, the current combat step, or a known engine. Passing with `Force of Negation`, `Subtlety`, or `Endurance` available is correct when the visible stack is low impact and the next priority window may contain the real fight.

- Combat stack rule: hold priority-sensitive interaction until the opponent commits attacks, blocks, or stack actions when waiting exposes more information without risking lethal. Use `Violent Outburst` as a combat-speed cascade spell only when the resulting `Crashing Footfalls` line is legal and improves the current attack, block, or next-turn lethal setup.

## Sideboard Map

- Sideboard rule: protect the cascade plan first, then choose role cards that answer the opponent's actual pressure axis. `Crashing Footfalls` is still the default payoff after sideboarding; only bring in alternative cascade hits or slower engines when the matchup rewards a different post-board texture.

- `Force of Vigor`: add against artifact or enchantment decks where two-for-one interaction, zero-mana timing, or answering prison pieces matters more than card quantity. It is strongest when the opponent can stop cascade, invalidate Rhino combat, or race with artifact/enchantment permanents; it is weak against creature-only pressure, spell-based combo, and fair blue decks with few legal targets. Preserve green cards for alternate casting only when the visible board or matchup makes a free answer likely to matter.

- `Mystical Dispute`: add against blue decks where the stack fight over `Shardless Agent`, `Violent Outburst`, `Crashing Footfalls`, `Force of Negation`, or opposing interaction decides the game. It is strongest when the opponent is likely to contest cascade or resolve blue threats through open mana; it is poor against nonblue creature decks, artifact aggro, graveyard decks, and big-mana decks that do not present blue stack pressure. Role change: become more patient with `Violent Outburst`, because protecting the cascade window can be worth more than maximizing surprise.

- `Brotherhood's End`: add against small-creature boards, artifact-heavy battlefields, and go-wide starts that can race Rhinos before the first attack step. It is best when the opponent's battlefield has multiple vulnerable permanents and your own Rhino tokens are not already the winning board; it is bad when the deck needs to preserve its own tokens, when the opponent plays mostly large creatures, or when stack interaction is the real fight. Use it as a reset before committing `Crashing Footfalls`, not as a panic spell that erases a winning Rhino board.

- `Inevitable Betrayal`: add when a slower or more explosive cascade payoff is valuable against big-mana, creature-combo, or creature-dense decks with high-impact library targets. It is weaker when the opponent has few creatures worth stealing, when fast Rhino pressure is already the cleanest plan, or when adding it makes cascade less predictable in a matchup where `Crashing Footfalls` is the required payoff. Role change: after boarding it, evaluate each cascade spell as a range of possible payoffs rather than assuming every cascade becomes Rhinos.

- `Obsidian Charmaw`: add against big-mana, greedy nonbasic mana, and decks where a disruptive threat pressures resources while attacking. It is strongest when the opponent's lands are part of their engine or when a hard-cast threat is needed through stack hate; it is poor against low-land aggro, basic-heavy decks, and matchups where five-mana pressure is too slow. Role change: value extra land drops more highly when this card is in the configuration, because casting it can be a separate win plan from cascade.

- `Endurance`: add the sideboard copies against graveyard engines, graveyard combo, decks using the graveyard as card advantage, and matchups where a flash body plus graveyard reset changes a race. It is weaker against decks that barely use the graveyard and against attrition matchups where pitching green cards leaves the hand too small. Role change: preserve green cards and priority windows more carefully; `Endurance` should answer a committed graveyard action or a visible lethal/grindy graveyard setup, not merely reduce an opponent's graveyard count at low leverage.

- `Fable of the Mirror-Breaker`: add for grindy matchups where the opponent can answer the first Rhino wave and the game becomes about repeated resources. It is weak against very fast combo, mana denial, and decks where tapping out for a multi-turn permanent exposes the cascade player to a decisive turn. Role change: post-board hands with `Fable of the Mirror-Breaker` can keep a slower resource plan only if they still have legal cascade access, interaction, or enough time by matchup and visible board state.

- `Boseiju, Who Endures`: add when a land slot can carry interaction against artifacts, enchantments, problematic lands, or mana engines without reducing spell density too much. It is weakest when colored spell consistency matters more than the channel effect, against decks with few targets, or when an extra legendary land creates awkward draws with the main-deck `Boseiju, Who Endures`. Role change: fetch and land sequencing should account for having an interactive land available while still preserving blue-green-red access for `Shardless Agent`, `Violent Outburst`, and pitch interaction.

Balanced anti-artifact/enchantment pressure
Side in: 2 Force of Vigor, 2 Brotherhood's End, 1 Boseiju, Who Endures
Cut: 2 Wistfulness, 1 Vibrance, 1 Repudiate // Replicate, 1 Quantum Riddler

Balanced blue stack fight
Side in: 2 Mystical Dispute, 1 Fable of the Mirror-Breaker
Cut: 2 Dead // Gone, 1 Vibrance

Balanced big-mana pressure
Side in: 3 Obsidian Charmaw, 2 Inevitable Betrayal, 1 Boseiju, Who Endures
Cut: 2 Dead // Gone, 2 Wistfulness, 1 Vibrance, 1 Repudiate // Replicate

Balanced graveyard pressure
Side in: 2 Endurance, 1 Fable of the Mirror-Breaker
Cut: 2 Wistfulness, 1 Vibrance

- Against fast creature decks: Add role cards: `Brotherhood's End`, sometimes sideboard `Endurance` when graveyard or flash-block timing matters, and sometimes `Force of Vigor` only if artifacts/enchantments are central to their pressure. Reduce main-deck emphasis: slower uncertain text cards such as `Wistfulness`, `Vibrance`, and `Quantum Riddler` when the game is about surviving to Rhino combat. Keep `Dead // Gone`, `Fire // Ice`, `Subtlety`, and cascade density high because tempo interaction plus Rhino bodies is the core stabilizing plan.

- Against blue control or tempo: Add role cards: `Mystical Dispute`, `Fable of the Mirror-Breaker`, and sometimes extra `Endurance` if graveyard recursion or library pressure is visible. Reduce main-deck emphasis: creature-only bounce/removal when the opponent presents few targets. Keep `Force of Negation` and enough blue cards; the post-board game is about forcing one cascade spell through without walking every resource into open interaction.

- Against big-mana and land-engine decks: Add role cards: `Obsidian Charmaw`, `Inevitable Betrayal`, and `Boseiju, Who Endures`. Reduce main-deck emphasis: low-impact removal that does not affect mana or the stack. Prioritize hands that either cascade quickly or disrupt lands while presenting pressure; do not keep slow hands that only interact with creatures if the opponent's public plan is mana acceleration.

- Against graveyard decks: Add role cards: sideboard `Endurance` first, then `Force of Vigor` or `Boseiju, Who Endures` only when their visible engine uses artifacts, enchantments, or lands. Reduce main-deck emphasis: slow resource cards and interaction that misses the graveyard axis. Hold `Endurance` for committed graveyard actions when possible, but use it earlier if the visible board or stack shows a near-term loss.

- Against artifact-heavy decks: Add role cards: `Force of Vigor`, `Brotherhood's End`, and `Boseiju, Who Endures`. Reduce main-deck emphasis: cards that do not affect artifacts, the stack, or combat before turn three. Be careful with `Brotherhood's End` after resolving `Crashing Footfalls`; sweep before the Rhino wave unless the visible artifact board would otherwise win.

- Against attrition and removal-heavy decks: Add role cards: `Fable of the Mirror-Breaker`, `Mystical Dispute` if blue interaction is present, and extra `Endurance` if graveyards become resources. Reduce main-deck emphasis: narrow tempo plays that do not answer the opponent's engines. Value redundancy, patient cascade timing, and post-board threats that do not all fold to the same removal window.

## Matchup Guidance

- Aggro: Stabilize first with `Dead // Gone`, `Fire // Ice`, `Subtlety`, `Sink into Stupor`, and fast cascade into `Crashing Footfalls`. Add role cards: `Brotherhood's End` when the opponent commits multiple small permanents, sideboard `Endurance` when flash blocking or graveyard pressure matters, and `Force of Vigor` only when artifacts or enchantments are part of the aggro engine. Reduce main-deck emphasis: `Wistfulness`, `Vibrance`, `Quantum Riddler`, and `Repudiate // Replicate` when their card text or timing is slower than the opponent's board. Prioritize hands with at least one early interaction piece or a turn-three cascade; a hand that only has pitch interaction and no pressure often loses to repeated creature deployment.

- Control: Fight over the first meaningful cascade with `Force of Negation`, `Mystical Dispute`, and careful instant-speed `Violent Outburst` timing. Add role cards: `Mystical Dispute`, `Fable of the Mirror-Breaker`, and sometimes sideboard `Endurance` when graveyards or library pressure become relevant. Reduce main-deck emphasis: creature-only tempo cards such as excess `Dead // Gone` when the opponent shows few targets. Preserve blue card count for `Force of Negation` and `Subtlety`; do not pitch away the only threat or only cascade spell unless the stack action being answered is decisive. `Shardless Agent` is better when the opponent is tapped low; `Violent Outburst` is better when end-step pressure can split their answers across turns.

- Combo: Identify whether the opponent wins through the stack, graveyard, battlefield permanents, lands, or creatures, then keep the interaction that touches that axis. Add role cards: `Mystical Dispute` against blue stack combo, sideboard `Endurance` against graveyard combo, `Force of Vigor` or `Boseiju, Who Endures` against artifact/enchantment engines, and `Inevitable Betrayal` only when their library creatures are high-impact enough and the matchup allows a cascade payoff other than `Crashing Footfalls`. Reduce main-deck emphasis: slow uncertain cards and removal that misses the combo axis. `Force of Negation` should answer the spell that starts or protects the winning turn, not a replaceable setup spell unless the visible hand, mana, or board makes waiting unsafe.

- Tempo: Become the larger tempo deck by trading one-for-one only when it protects a cascade window or preserves a Rhino attack. Add role cards: `Mystical Dispute` against blue interaction, `Fable of the Mirror-Breaker` if games slow down, and sideboard `Endurance` when graveyards or flash pressure matter. Reduce main-deck emphasis: slow cards that do not affect the stack, combat, or mana before the first Rhino attack. `Fire // Ice` is valuable for buying a turn, tapping a blocker, or punishing small creatures; `Subtlety` should protect life total or tempo parity without leaving the hand unable to cascade.

- Midrange: Pressure their removal with repeated must-answer threats instead of overvaluing a single Rhino wave. Add role cards: `Fable of the Mirror-Breaker` for resource games, sideboard `Endurance` when graveyards become value engines, and `Mystical Dispute` only if blue spells are visible. Reduce main-deck emphasis: narrow bounce/removal when they present few creatures or when permanent-based value is the issue. Use `Crashing Footfalls` to force removal, then use hard-cast `Shardless Agent`, `Subtlety`, `Endurance`, `Quantum Riddler` if its card text is verified, or `Fable of the Mirror-Breaker` to continue presenting threats.

- Big mana: Win before the opponent's mana engine invalidates Rhino combat, or disrupt the mana engine while attacking. Add role cards: `Obsidian Charmaw`, `Inevitable Betrayal`, and sideboard `Boseiju, Who Endures`; add `Force of Vigor` only when artifact or enchantment mana is visible. Reduce main-deck emphasis: `Dead // Gone`, slow uncertain cards, and interaction that only handles small creatures. Keep hands with quick `Violent Outburst` or `Shardless Agent`, land pressure from `Obsidian Charmaw`, or stack interaction for a decisive payoff. Do not keep a passive hand just because it has lands and can cast spells later.

- Graveyard: Treat `Endurance` as a tactical answer, not a cosmetic graveyard reset. Add role cards: both sideboard copies of `Endurance`, plus `Force of Vigor` or `Boseiju, Who Endures` only when the visible graveyard engine relies on artifacts, enchantments, or lands. Reduce main-deck emphasis: slow value cards and interaction that cannot affect the graveyard turn. Hold `Endurance` for a committed graveyard action when the stack or visible board shows high leverage, but use it proactively if waiting gives the opponent a deterministic or near-deterministic turn.

- Artifact/enchantment: Preserve answers for engine permanents unless the current combat math requires an immediate tempo play. Add role cards: `Force of Vigor`, `Brotherhood's End`, and sideboard `Boseiju, Who Endures`. Reduce main-deck emphasis: `Wistfulness`, `Vibrance`, `Repudiate // Replicate`, and `Quantum Riddler` when they do not answer the permanent engine quickly. Sequence `Brotherhood's End` before making Rhinos when possible; after `Crashing Footfalls`, cast it only when the opposing artifact board is worth risking token pressure.

- Go-wide: Clear or blunt the board before relying on Rhino blocks, because two 4/4s can be raced by many small attackers. Add role cards: `Brotherhood's End`, and sometimes `Endurance` for flash body timing or graveyard pressure. Reduce main-deck emphasis: permission that does not affect the board once the opponent has already deployed creatures. `Fire // Ice` and `Dead // Gone` should buy specific turns for cascade or prevent lethal attacks; `Subtlety` is strongest against a key creature that changes the race rather than a replaceable attacker.

- Single-threat decks: Spend bounce, counter, and pitch interaction on the threat that invalidates Rhino combat or wins through damage faster than Rhinos can race. Add role cards: `Mystical Dispute` against blue threats, `Boseiju, Who Endures` if the threat is a land, artifact, or enchantment, and `Inevitable Betrayal` only when stealing from their library gives a meaningful alternate threat. Reduce main-deck emphasis: sweepers unless their support permanents matter. `Gone`, `Subtlety`, `Sink into Stupor`, and `Force of Negation` should be timed to create a clean Rhino attack step or prevent a decisive stack action.

- Burn: Protect life total over card economy until Rhinos can close the game. Add role cards: sideboard `Endurance` only when flash body or graveyard text matters, and avoid slow sideboard cards that do not affect life total, stack, or combat. Reduce main-deck emphasis: `Wistfulness`, `Vibrance`, and other slower uncertain effects. `Force of Negation` should be used sparingly because pitching cards without affecting the board can shorten the clock; `Fire // Ice`, `Dead // Gone`, and `Subtlety` are primarily life-total tools until the Rhino clock is established.

- Removal-heavy decks: Do not assume one `Crashing Footfalls` resolves the game; plan for the first token wave to be answered. Add role cards: `Fable of the Mirror-Breaker`, `Mystical Dispute` if blue interaction is visible, and sideboard `Endurance` if graveyards become resources. Reduce main-deck emphasis: narrow tempo spells that do not answer their engines or protect pressure. Value hands with redundant cascade, a post-answer threat, or a way to fight on the stack. Avoid pitching the second cascade spell to `Force of Negation` unless the stack action would otherwise decide the game.

## Specific Matchup Notes

- General/archetype-only notes: Exact opponents are not supplied, so treat these notes as matchup heuristics and let revealed cards override assumptions. Use visible lands, public spells, graveyards, known hand information, and Veles legal actions to decide whether the opponent is racing, interacting on the stack, sweeping creatures, or building a permanent engine.

- Blue interactive shells: Prioritize resolving `Crashing Footfalls` through `Violent Outburst` or `Shardless Agent` while respecting open mana and revealed counterplay. Add role cards: `Mystical Dispute`, `Fable of the Mirror-Breaker`, and sometimes sideboard `Endurance` when graveyards or flash threats matter. Priority targets are the spell or ability that stops cascade, removes both Rhinos, or lets the opponent turn the corner before Rhino attacks matter.

- Creature aggro: Stabilize first, then race with two 4/4 Rhinos. Add role cards: `Brotherhood's End` when small creatures dominate the board and sideboard `Endurance` when a flash blocker or graveyard reset is relevant. Priority targets for `Dead // Gone`, `Fire // Ice`, `Subtlety`, and `Sink into Stupor` are creatures that create lethal pressure, prevent clean Rhino attacks, or punish waiting until combat.

- Big mana and land engines: Keep hands that present a fast cascade clock or disrupt the mana engine, not slow hands that merely cast spells. Add role cards: `Obsidian Charmaw`, `Inevitable Betrayal`, sideboard `Boseiju, Who Endures`, and `Force of Vigor` only when artifact or enchantment mana is visible. Priority targets are mana permanents, payoff setup pieces, and stack actions that make Rhino combat too slow.

- Graveyard decks: Use `Endurance` as a high-leverage interrupt rather than a low-impact reset. Add role cards: both sideboard `Endurance` copies, with `Force of Vigor` or `Boseiju, Who Endures` only if visible artifacts, enchantments, or lands are part of the engine. Priority targets are committed graveyard actions, public graveyard thresholds, and turns where waiting gives the opponent a deterministic or near-deterministic payoff.

- Artifact and enchantment engines: Preserve `Force of Vigor` and `Boseiju, Who Endures` for permanents that drive the opponent's plan unless combat math requires an immediate tempo answer. Add role cards: `Force of Vigor`, `Brotherhood's End`, and sideboard `Boseiju, Who Endures`. Priority targets are engine permanents that blank Rhinos, accelerate a payoff, or create board states where `Crashing Footfalls` no longer wins combat.

- Removal-heavy midrange: Assume the first Rhino wave can be answered and plan a second threat sequence. Add role cards: `Fable of the Mirror-Breaker`, sideboard `Endurance` when graveyards matter, and `Mystical Dispute` only when blue interaction is visible. Priority targets are sweepers, removal that answers both Rhinos, and value engines that outlast one cascade turn.

## Risk Summary

- Mana risk: The deck needs early green and blue/red access while preserving cascade timing, so fetch decisions with `Misty Rainforest`, `Scalding Tarn`, and `Wooded Foothills` should consider whether the hand needs `Violent Outburst`, `Shardless Agent`, `Force of Negation`, or hard-cast interaction next. `Boseiju, Who Endures`, `Mistrise Village`, `Hedge Maze`, `Commercial District`, `Thundering Falls`, and shock lands can create awkward sequencing when the hand must interact and cascade on curve.

- Draw risk: Hands with `Crashing Footfalls` drawn naturally can still win, but too many suspended or stranded payoff cards reduce functional action density. Do not keep a hand only because it contains `Crashing Footfalls`; value cascade access, lands, and interaction more than raw payoff copies.

- Over-sideboarding risk: Removing too much cascade support, tempo interaction, or threat density makes the deck a pile of answers without a fast clock. Add role cards only when they attack the opponent's visible axis, and keep enough `Violent Outburst`, `Shardless Agent`, and pressure to end the game.

- Graveyard risk: `Endurance` is powerful when the opponent uses the graveyard, but it is merely a flash creature when the graveyard axis is absent. Do not dilute the deck with extra `Endurance` copies unless public cards or matchup identity justify it.

- Sweeper/removal risk: Opponents that answer both Rhinos punish all-in cascade turns without follow-up pressure. Preserve redundant cascade, `Fable of the Mirror-Breaker`, hard-cast `Subtlety`, `Endurance`, or other threats when the opponent is likely to clear tokens.

- Closer risk: `Quantum Riddler`, `Wistfulness`, `Vibrance`, and `Repudiate // Replicate` need card text verification before relying on them as finishers, interaction, or value engines. Card text check required.

- Interaction risk: `Force of Negation` and `Subtlety` can protect tempo but can also empty the hand and leave no cascade follow-up. Pitch cards only when the stack action, creature, or tempo swing is worth the lost card and the visible game state supports the exchange.

- Sequencing risk: Casting `Brotherhood's End` after making Rhinos can erase your own pressure if the legal mode affects creatures. Sequence sweepers before `Crashing Footfalls` when possible, and verify the exact legal mode from Veles before choosing it.

## Test Feedback Checklist

- Deciding factor: Identify the turn or exchange that most changed the game, then label whether it was cascade timing, mana development, stack interaction, Rhino combat, opposing engine progress, or a sideboard card.

- Mulligans: Record whether the opening hand had functional cascade access through `Violent Outburst` or `Shardless Agent`, enough lands to cast interaction, and a plan for drawn `Crashing Footfalls`. Note any keep that relied on drawing the missing color, third land, or cascade spell.

- Mana: Track whether `Misty Rainforest`, `Scalding Tarn`, and `Wooded Foothills` fetched the correct shock or surveil land for the next two turns. Flag games where `Boseiju, Who Endures`, `Mistrise Village`, `Hedge Maze`, `Commercial District`, `Thundering Falls`, or basics delayed `Violent Outburst`, `Shardless Agent`, `Force of Negation`, or hard-cast `Subtlety`.

- Velocity: Ask whether the deck produced a turn-three or turn-four `Crashing Footfalls` often enough when the opponent was pressuring. Separate games lost because cascade was absent from games lost because cascade resolved too late.

- Engine pressure: Record whether opposing artifacts, enchantments, lands, graveyards, or stack engines were answered at the first decisive window. Note whether `Force of Vigor`, `Boseiju, Who Endures`, `Endurance`, `Mystical Dispute`, `Obsidian Charmaw`, or `Inevitable Betrayal` would have addressed the visible axis.

- Removal use: Review each `Dead // Gone`, `Fire // Ice`, `Subtlety`, `Sink into Stupor`, and `Brotherhood's End` choice for timing. Mark whether the spell bought a Rhino attack, prevented lethal pressure, protected a cascade turn, or merely spent mana without changing the clock.

- Sideboard fit: Check whether post-board configurations still had enough `Violent Outburst`, `Shardless Agent`, lands, pitch cards, and pressure. Flag games where added role cards were powerful but the deck stopped presenting a fast Rhino plan.

- Closing: Record how many attacks were required after `Crashing Footfalls` resolved and whether the opponent stabilized anyway. Note whether backup pressure from `Subtlety`, `Endurance`, `Fable of the Mirror-Breaker`, `Quantum Riddler`, `Wistfulness`, `Vibrance`, or `Repudiate // Replicate` mattered; Card text check required for uncertain cards.

- Role accuracy: Ask whether the pilot correctly chose tempo, control, race, or disruption role from visible information. Flag games where the deck held interaction too long while behind, fired interaction too early while ahead, or missed a safe commitment window.

- Mistakes: Log any legal-action choice that conflicted with visible board state, public information, or the rules-engine output. Separate pilot judgment errors from engine uncertainty, hidden information, and unavoidable matchup pressure.

- Stranded cards: Count games where `Crashing Footfalls` was stranded in hand, `Force of Negation` lacked a pitch card, `Subtlety` lacked a good target, `Force of Vigor` lacked targets, or sideboard threats arrived after the relevant window.

- Overperformers and underperformers: Name exact cards that won exchanges or sat idle. Compare `Violent Outburst`, `Shardless Agent`, `Force of Negation`, `Fire // Ice`, `Dead // Gone`, `Endurance`, `Subtlety`, and each sideboard card against the role it was expected to fill.

## First Tuning Questions

- Cascade quantity: Is the current eight-cascade structure with `Violent Outburst` and `Shardless Agent` producing `Crashing Footfalls` early enough, or are too many games decided before the first Rhino attack?

- Payoff density: Are four `Crashing Footfalls` correct when drawn copies reduce action density, or does the deck need all four to maximize cascade payoff consistency?

- Mana base: Do `Steam Vents`, `Stomping Ground`, `Breeding Pool`, basics, fetch lands, `Thundering Falls`, `Commercial District`, and `Hedge Maze` give the right colors on the right turns without too many tapped starts?

- Utility lands: Is main-deck `Boseiju, Who Endures` worth the color and timing cost, and does sideboard `Boseiju, Who Endures` solve enough permanent or land engines to justify the slot?

- Tempo interaction: Are four `Dead // Gone` and four `Fire // Ice` the right removal/tempo package against the tested creature decks, or are they too low-impact against big mana and control?

- Pitch interaction: Does four `Force of Negation` plus four `Subtlety` protect the Rhino plan, or does the pitch cost leave too few follow-up threats after the first exchange?

- Graveyard plan: Are two main-deck `Endurance` and two sideboard `Endurance` enough against graveyard decks, or do extra copies dilute non-graveyard matchups too much?

- Control plan: Do `Mystical Dispute`, `Fable of the Mirror-Breaker`, `Force of Negation`, and redundant cascade provide enough resilience against counterspells and sweepers?

- Aggro plan: Does `Brotherhood's End` stabilize without harming the Rhino plan too often, and should the list emphasize earlier interaction or stronger post-sweeper closing power?

- Big-mana plan: Are three `Obsidian Charmaw`, two `Inevitable Betrayal`, `Boseiju, Who Endures`, and the fast cascade clock enough against land engines, or is the plan split between disruption and racing?

- Permanent-engine plan: Are two `Force of Vigor` sufficient when artifacts or enchantments define the opponent's engine, and can the deck support the card disadvantage without losing closing speed?

- Closer package: Are `Quantum Riddler`, `Wistfulness`, `Vibrance`, `Repudiate // Replicate`, `Subtlety`, `Endurance`, and `Fable of the Mirror-Breaker` meaningful secondary threats, or are some slots functionally unverified until card text is checked?

- Role conflict: Is the deck trying to be tempo, control, and combo at the same time in post-board games, and which role wins most often when the opening hand offers multiple plans?

- Sideboard pressure: Which sideboard cards were repeatedly legal but low impact, and which matchups still lacked a decisive Add role cards package after testing?

- Decision routing: Which choices should require stronger reasoning because visible context changed the answer: cascade commitment, `Force of Negation`, `Subtlety`, `Endurance`, `Force of Vigor`, `Brotherhood's End`, or Rhino combat?

## Veles Tactical Policy

### Policy: Opening Keep Gate
- Priority: High
- Decision families: mulligan
- Cards: Violent Outburst; Shardless Agent; Crashing Footfalls; Force of Negation; Subtlety; Fire // Ice; Dead // Gone; Endurance
- Phase windows: pregame mulligan decisions.
- Runtime cues: prompt:mulligan; action:keep; action:mulligan
- Use when: choosing whether an opening hand can produce a legal Rhino plan or defensible tempo plan.
- Avoid when: the engine already requires London bottom selection after a keep.
- Instructions: Keep hands with lands, color access, and either `Violent Outburst` or `Shardless Agent` unless visible matchup context demands graveyard, stack, or creature interaction first. Treat drawn `Crashing Footfalls` as a cost because it cannot be cascaded from hand. Keep interaction-heavy hands only when they can still reach a cascade spell or survive to secondary pressure. Card text check required for `Wistfulness`, `Vibrance`, and `Quantum Riddler` before treating them as keep anchors.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: London Bottom Selection
- Priority: Medium
- Decision families: mulligan, selection
- Cards: Crashing Footfalls; Force of Negation; Subtlety; Endurance; Dead // Gone; Fire // Ice
- Phase windows: pregame post-keep bottom prompts.
- Runtime cues: prompt:bottom; action:bottom
- Use when: the engine asks which cards to put on the bottom after a mulligan.
- Avoid when: card identities are hidden from the acting player or the legal choices are not card-bottom choices.
- Instructions: Bottom excess lands after preserving the colors for cascade. Bottom extra `Crashing Footfalls` before bottoming the first cascade spell. Preserve one cheap interaction spell against visible creature pressure, preserve `Force of Negation` against stack-combo or control cues, and preserve `Endurance` against graveyard cues.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Mana Setup
- Priority: High
- Decision families: mana
- Cards: Misty Rainforest; Scalding Tarn; Wooded Foothills; Steam Vents; Stomping Ground; Breeding Pool; Thundering Falls; Commercial District; Hedge Maze; Island; Forest; Mountain; Boseiju, Who Endures; Mistrise Village
- Phase windows: turns one through three, fetch decisions, land-play decisions.
- Runtime cues: action:play; action:fetch; action:activate
- Use when: selecting the first land, fetch target, or tapped land before the first cascade turn.
- Avoid when: the choice is a pure mana payment already constrained by the engine.
- Instructions: Build toward blue interaction plus green and red cascade access. Prioritize untapped colors when `Violent Outburst`, `Shardless Agent`, `Force of Negation`, `Fire // Ice`, or `Dead // Gone` changes the next turn. Use surveil or tapped lands only when the current turn has no required interaction window and the next turn still casts cascade.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Mana Payment
- Priority: Low
- Decision families: mana
- Cards: none
- Phase windows: any spell or ability payment prompt.
- Runtime cues: action:pay mana
- Use when: exactly one legal payment action is offered and it pays the current spell or ability without choosing among visible lands.
- Avoid when: multiple lands, colors, floating mana, or future-spell constraints are present.
- Instructions: Submit the single legal payment action shown by the rules engine. Do not reinterpret the cost or reserve mana outside the legal action text.
- Pilot skill floor: low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Cascade Commitment Gate
- Priority: High
- Decision families: priority, interaction
- Cards: Violent Outburst; Shardless Agent; Crashing Footfalls; Force of Negation; Subtlety
- Phase windows: main phases, opponent end step, combat trick windows, stack priority.
- Runtime cues: action:cast Violent Outburst; action:cast Shardless Agent
- Use when: deciding whether to start the cascade line that should produce `Crashing Footfalls`.
- Avoid when: cascade is already resolving or only deterministic follow-up prompts remain.
- Instructions: Commit when the Rhino clock is needed now, the opponent is tapped low, the hand has protection, or waiting risks falling behind. Prefer `Violent Outburst` at instant speed when it preserves surprise attackers or dodges sorcery-speed answers. Prefer `Shardless Agent` when board presence matters and main-phase exposure is acceptable. Do not cast cascade into visible stack pressure without weighing `Force of Negation`, pitch costs, and whether another window is better.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Cascade Resolution Execution
- Priority: Medium
- Decision families: selection, priority
- Cards: Crashing Footfalls; Violent Outburst; Shardless Agent
- Phase windows: cascade reveal and cast prompts.
- Runtime cues: action:cast Crashing Footfalls
- Use when: a legal action explicitly casts `Crashing Footfalls` from a cascade trigger.
- Avoid when: the action is casting `Crashing Footfalls` from hand or the prompt asks whether to start cascade.
- Instructions: Choose the legal `Crashing Footfalls` cast action generated by cascade. Let the engine handle reveal order, exile movement, and token creation.
- Pilot skill floor: low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Rhino Combat Clock
- Priority: High
- Decision families: combat
- Cards: Crashing Footfalls; Violent Outburst; Fire // Ice; Dead // Gone; Subtlety; Endurance
- Phase windows: declare attackers, declare blockers, precombat main, end step before attack turn.
- Runtime cues: action:attack; action:block; prompt:declare attackers; prompt:declare blockers
- Use when: Rhino tokens or secondary creatures can attack, block, or force trades.
- Avoid when: exactly one no-attack or mandatory-block action is the only legal action.
- Instructions: Attack when damage advances a two-turn or three-turn clock without exposing lethal return pressure. Use `Fire // Ice`, `Dead // Gone`, `Subtlety`, or `Endurance` to clear blockers only when the exchange increases clock quality or prevents a race loss. Block aggressively when the Rhino plan is already winning later and life total is the scarce resource.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Single Combat Pass
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: combat prompts with only one legal no-attack or no-block action.
- Runtime cues: action:no attackers
- Use when: the legal action list contains one action and its text is `no attackers`.
- Avoid when: any creature attack action is also legal.
- Instructions: Submit the sole no-attack action shown by the engine.
- Pilot skill floor: low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Force Of Negation Permission Gate
- Priority: High
- Decision families: interaction, priority
- Cards: Force of Negation
- Phase windows: opponent turn stack windows, own turn emergency stack windows.
- Runtime cues: action:cast Force of Negation; action:pay alternative cost
- Use when: a noncreature spell is on the stack and `Force of Negation` is legal.
- Avoid when: the spell is low impact, the pitch cost removes the only cascade or threat plan, or the engine indicates `Force of Negation` cannot legally affect the stack object.
- Instructions: Spend `Force of Negation` on spells that stop cascade, sweep Rhinos, win the game, lock mana, or invalidate the tempo clock. Preserve it against low-impact cantrips or replaceable setup unless the hand has redundant pressure and the opponent's visible line is narrow.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Subtlety Creature Or Planeswalker Gate
- Priority: Medium
- Decision families: interaction, priority
- Cards: Subtlety
- Phase windows: stack windows for creature or planeswalker spells; main phase hard-cast decisions.
- Runtime cues: action:cast Subtlety; action:evoke Subtlety; action:target
- Use when: `Subtlety` can interact with a visible spell or be cast as pressure.
- Avoid when: pitching removes the only cascade protection and the target is not relevant to the current clock.
- Instructions: Use `Subtlety` to stop threats that race Rhinos, disrupt a combo creature, or protect a cascade turn. Hard-cast when the body matters and mana is available without delaying cascade. Treat top-versus-bottom or target choices as contextual because hidden draws, clock, and future cascade windows matter.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Cheap Tempo Interaction
- Priority: Medium
- Decision families: interaction, priority, combat
- Cards: Dead // Gone; Fire // Ice; Sink into Stupor
- Phase windows: early turns, combat, end step, stack or permanent interaction windows.
- Runtime cues: action:cast Dead; action:cast Gone; action:cast Fire; action:cast Ice; action:cast Sink into Stupor
- Use when: choosing whether removal, bounce, tap, damage split, or tempo interaction changes the next combat or cascade window.
- Avoid when: the action spends a key color before a planned cascade turn without affecting visible pressure.
- Instructions: Use cheap interaction to buy the turn that makes Rhinos decisive. `Fire // Ice` can remove small creatures or tap a blocker or land when that preserves tempo; `Dead // Gone` can answer small creatures or reset a large blocker if legal; `Sink into Stupor` is contextual and card text check required. Do not spend interaction merely because a target exists.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Endurance Graveyard Gate
- Priority: High
- Decision families: interaction, priority
- Cards: Endurance
- Phase windows: graveyard combo windows, draw step or end step disruption, combat ambush windows.
- Runtime cues: action:cast Endurance; action:evoke Endurance; action:target
- Use when: `Endurance` can target a player or enter as a creature.
- Avoid when: graveyard contents are not visible or the target choice could help the opponent more than disrupt them.
- Instructions: Target the opponent when their visible graveyard is enabling a spell, recursion line, delirium-like resource, or imminent combo. Target self only when preserving resources, preventing decking, or recycling threats is visibly relevant. Use the body for ambush or pressure when graveyard text is not needed and mana allows.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Permanent And Land Disruption
- Priority: Medium
- Decision families: interaction, priority, mana
- Cards: Boseiju, Who Endures; Force of Vigor; Obsidian Charmaw; Brotherhood's End
- Phase windows: opponent end step, own main phase, emergency engine windows.
- Runtime cues: action:activate Boseiju, Who Endures; action:cast Force of Vigor; action:cast Obsidian Charmaw; action:cast Brotherhood's End
- Use when: visible artifacts, enchantments, nonbasic lands, or small-board permanents define the opponent's engine.
- Avoid when: spending the answer weakens the Rhino clock and the permanent is not currently enabling the opponent.
- Instructions: Use `Boseiju, Who Endures` or `Force of Vigor` on engines that beat tokens or stop cascade. Use `Obsidian Charmaw` when land disruption plus a body is worth the main-phase tap-out. Use `Brotherhood's End` only when its visible mode improves survival or resets a board that Rhinos cannot race.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Role Selection
- Priority: High
- Decision families: sideboard, pregame
- Cards: Force of Vigor; Mystical Dispute; Brotherhood's End; Inevitable Betrayal; Obsidian Charmaw; Endurance; Fable of the Mirror-Breaker; Boseiju, Who Endures; Dead // Gone; Fire // Ice; Force of Negation; Subtlety; Wistfulness; Quantum Riddler; Vibrance; Repudiate // Replicate
- Phase windows: between games, pregame sideboard lock.
- Runtime cues: prompt:sideboard; action:submit sideboard
- Use when: selecting a legal post-board configuration.
- Avoid when: the proposed plan violates the registered 75 or removes too much cascade density.
- Instructions: Add `Force of Vigor` for artifact or enchantment engines, `Mystical Dispute` for blue stack fights, `Brotherhood's End` for small creature or artifact boards, `Inevitable Betrayal` and `Obsidian Charmaw` for big-mana or creature-light land engines, extra `Endurance` for graveyard pressure, `Fable of the Mirror-Breaker` for grind, and extra `Boseiju, Who Endures` for permanent or land engines. Reduce low-impact removal or uncertain text cards first, but keep enough cascade, blue cards, and lands.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Blue Mirror Stack Fight
- Priority: Medium
- Decision families: interaction, priority, sideboard
- Cards: Mystical Dispute; Force of Negation; Violent Outburst; Shardless Agent; Fable of the Mirror-Breaker
- Phase windows: post-board stack windows, end step cascade, main phase threat deployment.
- Runtime cues: action:cast Mystical Dispute; action:cast Force of Negation; action:cast Violent Outburst; action:cast Shardless Agent
- Use when: the opponent represents counterplay through open mana, visible stack actions, or blue cards already revealed.
- Avoid when: the opponent is tapped out or the legal action is a deterministic cascade follow-up.
- Instructions: Fight over cascade and game-swinging answers rather than minor setup. Prefer end-step `Violent Outburst` when it forces action before your turn. Use `Fable of the Mirror-Breaker` as a grind threat only after card text check confirms the expected role and the board allows a tap-out.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Unknown Text Safety
- Priority: Low
- Decision families: priority, selection, combat, interaction
- Cards: Wistfulness; Vibrance; Quantum Riddler; Sink into Stupor; Repudiate // Replicate
- Phase windows: any prompt involving these cards.
- Runtime cues: action:cast Wistfulness; action:cast Vibrance; action:cast Quantum Riddler; action:cast Sink into Stupor; action:cast Repudiate; action:cast Replicate
- Use when: a legal action involves a card whose exact text was not verified in the guide.
- Avoid when: the runtime state exposes full Oracle-like text and the decision request contains enough legal context for normal reasoning.
- Instructions: Card text check required. Choose these actions only when the visible legal text and board state show the effect advances survival, cascade access, disruption, or closing pressure. Do not assume familiar card text from name similarity.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes
