# Strategy Specifications
## Deck Name And Archetype
Eldrazi Tron is a Modern big-mana midrange deck with an artifact-heavy prison-toolbox package. The registered list validates as 60 main-deck cards and 15 sideboard cards: 26 lands, 34 nonlands, and a sideboard built almost entirely around Karn, the Great Creator access plus narrow hate permanents. Tags are `big-mana`, `midrange`, and `artifact`; the duplicate tag input is normalized to those three labels.

This build is hybrid rather than pure stock: the core Eldrazi Tron shell is recognizable through Eldrazi Temple, Urza's Mine, Urza's Power Plant, Urza's Tower, Expedition Map, Chalice of the Void, Thought-Knot Seer, Karn, the Great Creator, and large colorless threats, but the high-copy package of Devourer of Destiny, Glaring Fleshraker, Kozilek's Command, Ugin's Labyrinth, and Ugin, Eye of the Storms makes it a current-tech or custom configuration rather than a generic historical list. Card text check required for newer or less familiar cards before assigning deterministic tactical rules to Devourer of Destiny, Glaring Fleshraker, Kozilek's Command, Ugin's Labyrinth, and Ugin, Eye of the Storms.

The role is proactive lock-midrange first and inevitability second. The deck should use visible legal actions to accelerate into four-mana and seven-plus-mana colorless plays, constrain low-cost opponents with Chalice of the Void when the chosen X value is legal and tactically sound, attack the opponent's hand or board with Thought-Knot Seer and large threats, and use Karn, the Great Creator to convert mana into the sideboard artifact that best matches the public game state.

The mana base is powerful but narrow: Eldrazi Temple supports Eldrazi deployment, Urza's Mine plus Urza's Power Plant plus Urza's Tower creates Tron, Ugin's Labyrinth may create explosive starts if its actual text and reveal/imprint requirements are satisfied, and Swamp is a singleton colored source whose tactical role should be treated as conditional until the exact need is visible. The deck has no broad colored-spell plan in the registered main deck, so runtime decisions should prioritize colorless development, Tron assembly, and artifact mana unless a visible legal action shows a specific colored requirement.

Legality and registration concerns are explicit. The list should be checked against the active Modern banned and restricted list before sanctioned use, especially because Chalice of the Void and Karn, the Great Creator are high-impact format cards whose legality must not be inferred from old format memory. Veles should treat legality as provided by the rules engine at runtime: if Forge or the configured engine rejects a card, action, sideboard access, companion-like condition, or deck construction detail, the agent must obey the engine output rather than this guide.

Opponent information status is unknown at guide start. No opponent deck, matchup, sideboard plan, hidden hand, library contents, or exact metagame distribution is assumed unless Veles provides it through public state, matchup metadata, revealed information, logs, or sideboard stage context. Tactical guidance must therefore be conditional: pressure combo and low-curve decks with Chalice of the Void and fast Eldrazi when visible cues support that plan, pressure midrange and control with resilient mana development plus Karn, the Great Creator, and avoid naming or playing around specific absent staples unless they are revealed, logged, or marked as `opponent:` context outside registered-card policy fields.

## Thesis
Eldrazi Tron assembles explosive colorless mana, prison pressure, and oversized threats rather than a delicate spell chain. The deck's ideal games start by developing Eldrazi Temple, Ugin's Labyrinth, Mind Stone, Expedition Map, or Tron pieces, then convert that mana into Chalice of the Void, Thought-Knot Seer, Karn, the Great Creator, Ugin, Eye of the Storms, All Is Dust, Karn Liberated, or Emrakul, the Promised End. Card text check required before treating Devourer of Destiny, Glaring Fleshraker, Kozilek's Command, Ugin's Labyrinth, or Ugin, Eye of the Storms as deterministic engines beyond what the rules engine exposes.

Eldrazi Tron wins by making the opponent play a smaller game than Veles is playing. Prioritize legal lines that create a durable mana advantage, lock out visible low-cost action with Chalice of the Void when the X value is strategically justified, disrupt the opponent with Thought-Knot Seer, and use Karn, the Great Creator to access the sideboard artifact that directly answers the current public battlefield or matchup role. The deck is favored when it forces the opponent to answer one large permanent at a time while their cheap spells, graveyard lines, creature triggers, or artifact plans are constrained.

Eldrazi Tron is not trying to trade one-for-one indefinitely, hold up permission, protect a single commander-like threat, or sculpt a hidden combo hand. Do not spend early turns on low-impact mana smoothing if a legal fast threat, Chalice of the Void, Thought-Knot Seer, or Karn, the Great Creator line is available and the visible board rewards pressure. Do not assume sideboard artifacts are in hand; they become tactical options when Karn, the Great Creator legally finds or enables them.

Prioritize mana first when the hand has a clear payoff and no immediate lock piece is required. Prioritize Chalice of the Void first against visible or matchup-known low-curve pressure only when the X value does not also blank the deck's urgent own plays more than it harms the opponent. Prioritize Thought-Knot Seer when the opponent's hand is still large, a key spell is likely to matter next turn, or the body is needed to start a clock. Prioritize Karn, the Great Creator when public information makes a specific sideboard artifact decisive or when the game is becoming about inevitability rather than tempo.

## Role Package
- Threats: Thought-Knot Seer is the cleanest pressure-disruption body and should be valued highly when it can arrive early through Eldrazi Temple or big mana. Devourer of Destiny is a high-copy Eldrazi threat slot, but Card text check required before assigning exact combat, cast, or selection rules. Glaring Fleshraker is a high-copy threat or engine slot, but Card text check required before assuming damage, token, or trigger behavior. Ugin, Eye of the Storms, Karn Liberated, Cityscape Leveler, Walking Ballista, Skysovereign, Consul Flagship, and Emrakul, the Promised End are late-game closers or board-control threats when legal actions expose them.

- Payoffs: Karn, the Great Creator is the main strategic payoff because it turns mana into the correct sideboard artifact and can pressure opposing artifact resources when rules text and visible state support it. All Is Dust is the main reset payoff when the board contains colored permanents that outscale combat. Kozilek's Command is a flexible high-copy payoff, but Card text check required before choosing modes, targets, or scalable values without engine-confirmed legal options. Ugin, Eye of the Storms is a major payoff, but Card text check required for exact removal, cost, or static-effect decisions.

- Engines: Urza's Mine, Urza's Power Plant, and Urza's Tower create the strongest long-game mana engine, while Expedition Map finds missing lands when the hand needs Tron or a specific utility land. Ugin's Labyrinth may be an acceleration engine if its legal requirement is satisfied by visible cards and engine output. Mind Stone bridges early mana into four-mana plays and can become velocity later if sacrificing or drawing is a legal action.

- Velocity: Expedition Map is the primary selection tool for land assembly, and Mind Stone is the primary artifact that changes from acceleration to card flow after mana is abundant. Kozilek's Command and Devourer of Destiny may provide selection or smoothing, but Card text check required before treating either as velocity.

- Interaction: Chalice of the Void is the main proactive interaction against cheap spells. Thought-Knot Seer interacts with the hand. All Is Dust, Karn Liberated, Ugin, Eye of the Storms, Kozilek's Command, Walking Ballista, Engineered Explosives, Oblivion Stone, Skysovereign, Consul Flagship, Cityscape Leveler, Pithing Needle, Grafdigger's Cage, Tormod's Crypt, Torpor Orb, Trinisphere, Ensnaring Bridge, Liquimetal Coating, and Mindslaver are interaction modules depending on legal access and public board state.

- Protection: Chalice of the Void, Trinisphere, Ensnaring Bridge, Torpor Orb, Grafdigger's Cage, Tormod's Crypt, and Pithing Needle protect the game plan by constraining opposing action patterns rather than by protecting individual creatures. Use these cards only when the visible or matchup-known threat they answer matters more than advancing mana or pressure.

- Recursion: The registered deck has no dedicated recursion module. Treat graveyard and exile as resources only when a visible legal action from Emrakul, the Promised End, Kozilek's Command, Mindslaver, or another rules-engine-exposed card explicitly uses them.

- Mana: Eldrazi Temple supports Eldrazi deployment, Ugin's Labyrinth supports conditional colorless acceleration, Urza's Mine plus Urza's Power Plant plus Urza's Tower supports Tron payoffs, Mind Stone accelerates and later converts to a card, Expedition Map fixes land assembly, and Swamp is a singleton colored source with conditional tactical relevance only when a visible legal action needs it.

- Sideboard modules: Karn, the Great Creator should select Cityscape Leveler for large permanent pressure, Ensnaring Bridge for combat containment, Grafdigger's Cage or Tormod's Crypt for graveyard pressure, Liquimetal Coating for artifact-conversion pressure, Mindslaver for lock or endgame control lines, Oblivion Stone or Engineered Explosives for sweepers, Pithing Needle for activated abilities, Skysovereign, Consul Flagship for creature pressure, Torpor Orb for enter-the-battlefield suppression, Trinisphere for spell-tax pressure, and Walking Ballista for scalable damage or creature control when those uses are legal.

## Primary Win Conditions
- Primary path: assemble acceleration into disruptive Eldrazi pressure with Thought-Knot Seer plus follow-up threats. Setup is Eldrazi Temple, Ugin's Labyrinth, Mind Stone, Expedition Map, or Tron lands producing enough mana to cast Thought-Knot Seer ahead of curve. Execution is to take the visible or revealed card that most threatens the current line, then attack while adding Devourer of Destiny, Glaring Fleshraker, Ugin, Eye of the Storms, Karn, the Great Creator, or a larger payoff as legal actions appear. Disruption matters because removal-heavy or combo opponents can punish a lone body; prioritize this path when the opponent still has cards in hand, life total pressure matters, or a four-power clock forces them to spend mana inefficiently.

- Primary path: use Karn, the Great Creator as a flexible win engine through sideboard artifacts. Setup is any hand that reaches four mana while staying alive, especially with Urza's Mine, Urza's Power Plant, Urza's Tower, Eldrazi Temple, Ugin's Labyrinth, or Mind Stone. Execution is to resolve Karn, the Great Creator, select the artifact that answers the public problem, then convert that answer into inevitability: Cityscape Leveler for large permanent pressure, Walking Ballista for scalable damage or creature control, Skysovereign, Consul Flagship for board pressure, Mindslaver for endgame control, or Liquimetal Coating when the visible board and legal abilities make permanent suppression available. Prioritize this path when the game is not about immediate lethal combat and one exact artifact can change the battlefield.

- Primary path: go over the top with Tron mana into singular closers. Setup is Urza's Mine plus Urza's Power Plant plus Urza's Tower, often found through Expedition Map, with Mind Stone and Ugin's Labyrinth bridging the turns before Tron is complete. Execution is to cast Karn Liberated, Ugin, Eye of the Storms, Emrakul, the Promised End, All Is Dust, or large scalable legal actions from Kozilek's Command or Walking Ballista. Disruption includes land destruction, fast combo, and pressure that makes setup too slow; prioritize this path when life total is stable, the opponent is trading resources, or the hand contains expensive payoffs that dwarf normal combat.

- Primary path: lock the opponent's cheap interaction or engine pieces with Chalice of the Void, then win with medium and large threats. Setup is a legal Chalice of the Void X value that constrains the opponent more than it constrains current Veles actions. Execution is to deploy Chalice of the Void before the opponent converts cheap spells into tempo, then use Thought-Knot Seer, Devourer of Destiny, Glaring Fleshraker, Karn, the Great Creator, and Ugin, Eye of the Storms to end the game while the opponent is restricted. Prioritize this path against low-curve decks, spell-density decks, and visible one-mana or two-mana pressure, but avoid speculative X values when the hand needs its own Expedition Map, Chalice of the Void, or other low-cost legal action immediately.

## Secondary Win Conditions
- Secondary pressure comes from ordinary combat after the opponent is slowed. Devourer of Destiny and Glaring Fleshraker are high-copy threat slots, but Card text check required before assigning exact trigger, cast, or combat tactics beyond using legal engine output. Use them to force damage when the opponent is constrained by Chalice of the Void, Karn, the Great Creator artifacts, or mana pressure.

- Secondary reach comes from scalable artifact or command lines. Walking Ballista can close games or control creatures when Karn, the Great Creator finds it and legal actions expose damage choices. Kozilek's Command is a flexible high-copy spell, but Card text check required before choosing modes, values, targets, or token/selection assumptions; treat it as a potential bridge, removal, pressure, or velocity card only when rules-engine legal actions show those options.

- Secondary value comes from planeswalkers that do not need combat to dominate. Karn Liberated can take over resource-light games when legal abilities remove or pressure key permanents. Ugin, Eye of the Storms is a major payoff, but Card text check required before assuming removal, cost reduction, damage, or static-effect details; follow engine output and choose the ability that stabilizes first unless lethal or near-lethal pressure is available.

- Secondary lock wins come from sideboard artifacts after Karn, the Great Creator. Ensnaring Bridge can buy time against creature combat when hand size and visible attackers make it relevant. Trinisphere can tax spell-chain decks. Torpor Orb can suppress enter-the-battlefield plans. Grafdigger's Cage and Tormod's Crypt can interrupt graveyard recursion. Pithing Needle can stop a visible activated-ability engine. These are win conditions only when they convert into time for threats, not when they merely delay a losing board.

- Recursion is not a normal win path for this list. Do not spend decisions trying to rebuild from the graveyard unless a visible legal action from Emrakul, the Promised End, Kozilek's Command, Mindslaver, or another exposed object explicitly enables that plan.

## Emergency Lines
- When behind on life, stabilize before maximizing mana. Favor All Is Dust, Oblivion Stone, Engineered Explosives, Ensnaring Bridge, Walking Ballista, Skysovereign, Consul Flagship, or a defensive large body when legal actions show they reduce immediate lethal pressure. Do not choose Expedition Map or Mind Stone card flow over survival unless the visible board leaves no relevant stabilizer.

- When behind on board, reset or lock the battlefield instead of racing blindly. All Is Dust is the clean main-deck reset against colored permanent boards when legal and beneficial. Karn, the Great Creator should find Oblivion Stone, Engineered Explosives, Ensnaring Bridge, Walking Ballista, or Skysovereign, Consul Flagship according to the visible threat type and available mana.

- When behind on cards, convert mana into must-answer permanents. Use Karn, the Great Creator as a sideboard tutor engine, sacrifice or cash in Mind Stone only when mana is no longer the bottleneck, and prioritize planeswalker or large-threat lines over small exchanges. Thought-Knot Seer is still useful if the opponent's hand contains the card that would beat the recovery line.

- When behind on mana, use Expedition Map to find the missing Tron land or the land that enables the next legal payoff. Keep Mind Stone when it is needed to reach four or seven mana, and delay low-impact lock artifacts if the opponent is not currently exploiting the axis they attack.

- When the primary win condition is removed, shift roles immediately. If creatures are answered, lean on Karn, the Great Creator, Karn Liberated, Ugin, Eye of the Storms, Emrakul, the Promised End, Mindslaver, or Walking Ballista. If Karn, the Great Creator is unavailable, win through combat and main-deck sweepers. If Tron is disrupted, use Eldrazi Temple, Ugin's Labyrinth, and Mind Stone to cast four- and five-mana threats.

- When facing graveyard recursion or combo pressure, answer the engine before developing a slower clock. Karn, the Great Creator should prioritize Grafdigger's Cage or Tormod's Crypt when the public graveyard, matchup context, or visible legal actions make those artifacts relevant. Against activated combo engines, prioritize Pithing Needle only when the dangerous permanent or card name is known from public information or revealed cards.

## Resource Model
- Mana is the deck's main resource conversion engine. Convert early turns into Urza's Mine plus Urza's Power Plant plus Urza's Tower, or into Eldrazi Temple, Ugin's Labyrinth, and Mind Stone mana that casts Thought-Knot Seer, Karn, the Great Creator, Devourer of Destiny, Glaring Fleshraker, Kozilek's Command, and Ugin, Eye of the Storms before the opponent can trade evenly.

- Life total is a setup buffer, not a spendable luxury. Accept early damage when it produces Tron, a decisive Chalice of the Void, or Karn, the Great Creator into the correct bullet, but stop taking tempo lines once visible attackers threaten a two-turn clock; at that point mana should become All Is Dust, Ensnaring Bridge, Walking Ballista, Engineered Explosives, Oblivion Stone, or a blocker.

- Hand size is both selection and lock material. Keep hands that contain lands plus Expedition Map, Mind Stone, Chalice of the Void, or a castable threat; avoid keeping hands that only contain expensive payoff cards without a visible path to cast them. Preserve at least one high-impact card when possible so Ugin's Labyrinth and large-mana turns convert into pressure instead of empty mana.

- Board presence should be counted by function, not permanent count. Thought-Knot Seer disrupts and attacks, Chalice of the Void constrains cheap spells, Karn, the Great Creator converts into sideboard bullets, and large colorless threats stabilize by size. Do not value small board additions above a legal reset or lock that changes the opponent's next turn.

- Graveyard is mostly public information and matchup context. This list does not normally recur its own graveyard; use visible graveyards to decide whether Karn, the Great Creator should find Grafdigger's Cage or Tormod's Crypt, and do not assume hidden graveyard payoff unless revealed by engine output or public cards.

- Exile matters for Ugin's Labyrinth, Thought-Knot Seer, Karn Liberated, and opponent information. Treat exiled cards as commitments that may affect future mana or known resources; do not sacrifice long-term access to a payoff for Ugin's Labyrinth unless that mana enables a stronger immediate line.

- Lands are spell equivalents in this deck. Expedition Map often represents the missing Tron land, Eldrazi Temple represents accelerated Eldrazi pressure, and Ugin's Labyrinth represents early colorless burst when supported. Sequence lands to maximize the next two turns, not only current-turn mana.

- Sacrifice fodder is limited. Mind Stone can become a card only after mana is no longer constraining the next important legal play; do not cash it in while it enables Karn, the Great Creator, Thought-Knot Seer, All Is Dust, Ugin, Eye of the Storms, Emrakul, the Promised End, or a large Kozilek's Command.

- Tempo is gained through compression. A turn that casts Chalice of the Void on the relevant value, assembles Tron with Expedition Map, or deploys Thought-Knot Seer ahead of curve is often better than using all mana on a lower-impact legal action.

- Information is a resource after Thought-Knot Seer or revealed effects. Use known hand cards to choose Chalice of the Void values, Karn, the Great Creator bullets, and whether to race or stabilize; do not infer exact hidden cards beyond archetype guidance.

- Sideboard bullets are virtual hand cards while Karn, the Great Creator is active. Choose Liquimetal Coating, Ensnaring Bridge, Trinisphere, Grafdigger's Cage, Tormod's Crypt, Pithing Needle, Walking Ballista, Oblivion Stone, Engineered Explosives, Skysovereign, Consul Flagship, Cityscape Leveler, or Mindslaver only when the visible board or matchup role makes that artifact solve the current bottleneck.

## Mana Guide
- Nonbasic sequencing rule: `Urza's Mine`, `Urza's Power Plant`, and `Urza's Tower` are the highest-ceiling land trio, while `Eldrazi Temple` and `Ugin's Labyrinth` are tempo lands for early Eldrazi and colorless payoff turns. Keep hands only when these lands plus `Expedition Map` or `Mind Stone` create a concrete first-three-turn line; do not keep hands that merely contain expensive spells and disconnected utility lands. `Swamp` is a basic-color utility slot, not a normal priority land, so it should not interrupt Tron assembly or Temple/Labyrinth acceleration unless a visible legal action requires black or basic-land access.

- Prioritize hands with a credible first three turns. Strong openings contain two or more lands plus Expedition Map or Mind Stone, a natural Tron pair plus map access to the third piece, Eldrazi Temple plus Eldrazi threats, Ugin's Labyrinth plus a legal supporting card, or Chalice of the Void with enough mana to cast follow-up pressure.

- Mulligan hands that cannot cast spells. A hand with only payoff cards and no Expedition Map, Mind Stone, Tron progression, Eldrazi Temple, or Ugin's Labyrinth support is a trap even if the top end is powerful. A hand with lands but no payoff or selection is acceptable only when the matchup rewards Chalice of the Void or fast Tron assembly.

- Sequence Tron lands with Expedition Map math first. If the hand has two different Tron pieces, play the piece that preserves the most draw flexibility, then use Expedition Map for the missing piece unless a different land is required to cast an immediate stabilizer. If the hand has only one Tron piece, Expedition Map can still find the second piece early, but reassess if Eldrazi Temple pressure is faster.

- Use Eldrazi Temple to accelerate Eldrazi threats. Prioritize Eldrazi Temple when it casts Thought-Knot Seer, Devourer of Destiny, or other engine-confirmed Eldrazi legal actions ahead of normal mana. Do not let Eldrazi Temple sequencing delay natural Tron when the hand's payoff is Karn Liberated, All Is Dust, Ugin, Eye of the Storms, Emrakul, the Promised End, or a large Kozilek's Command.

- Use Ugin's Labyrinth as burst mana only with a real payoff plan. Card text check required for exact imprint and mana details; follow rules-engine prompts precisely. If the legal action asks whether to exile a card, compare the lost card against the immediate mana gain and prefer exiling only when it enables a decisive early Chalice of the Void, Thought-Knot Seer, Karn, the Great Creator, or stabilizing line.

- Treat Swamp as a low-priority color source unless engine output shows a color requirement. Most registered spells are colorless; do not fetch or prioritize Swamp over Tron, Eldrazi Temple, or Ugin's Labyrinth unless a visible legal action, sideboard card, or opponent effect requires black or basic-land utility.

- Cast Mind Stone when it unlocks the next turn. Turn-two Mind Stone is strong when it leads to Karn, the Great Creator, Thought-Knot Seer, All Is Dust, Ugin, Eye of the Storms, or a larger Kozilek's Command. Delay or skip Mind Stone when Chalice of the Void must land first or Expedition Map must assemble Tron on schedule.

- Play lands before draw effects when mana or land-drop information matters. If the turn includes sacrificing Mind Stone, resolving Kozilek's Command selection, or another draw/selection legal action, normally make the land drop first only when the land is already known and needed for current mana. Hold the land drop when the draw could reveal a missing Tron piece, Eldrazi Temple, Ugin's Labyrinth, or Expedition Map line that changes sequencing.

- Preserve untapped mana for interaction-like legal actions. If Kozilek's Command, Walking Ballista, Engineered Explosives, Oblivion Stone, or Karn, the Great Creator bullet activation is relevant, avoid spending mana on low-impact development before passing priority. Respect engine-presented priority windows and choose pass only after checking whether available mana changes a visible stack, combat, or lethal-risk decision.

## Mulligan Guide
- Strong keep: Two different Urza lands plus Expedition Map or Mind Stone is a keep when the hand has any payoff among Karn, the Great Creator, Thought-Knot Seer, Kozilek's Command, All Is Dust, Ugin, Eye of the Storms, Karn Liberated, or Emrakul, the Promised End. The plan is to assemble mana first, then convert one high-impact spell into control of the game.

- Strong keep: Eldrazi Temple plus Thought-Knot Seer or Devourer of Destiny plus another land is a keep when the hand can interact by turn two or three. Add Chalice of the Void or Kozilek's Command and the hand becomes especially strong against low-curve decks.

- Strong keep: Ugin's Labyrinth plus a legal support card and a follow-up threat is keepable if rules-engine output confirms the early mana line. Card text check required for exact Ugin's Labyrinth handling; do not exile a unique payoff unless the visible legal line uses that mana immediately.

- Medium keep: Three lands including one Tron piece, Expedition Map, and one payoff is acceptable even without natural Tron. This hand is slower but coherent; keep more often on the play or against decks where Chalice of the Void buys time.

- Medium keep: Chalice of the Void, two lands, Mind Stone, and one payoff is acceptable when the matchup has many cheap spells. If the opponent is a big-mana, prison, or creature-heavy deck where Chalice of the Void is uncertain, require stronger mana or pressure.

- Risky keep: One land plus Expedition Map or Mind Stone is keepable only when the land casts the enabler and the hand has a strong payoff curve. Ship one-land hands that need the second land immediately and do not have redraw, scry, or Devourer of Destiny support confirmed by engine output.

- Matchup-dependent keep: Chalice of the Void-heavy hands are excellent against cheap spell density and weaker against decks presenting large permanents, artifact mana, or varied mana values. Keep Chalice of the Void hands when the first lock piece changes the opponent's first two turns; mulligan them when they do not cast pressure or assemble mana.

- Play/draw adjustment: On the play, value proactive Chalice of the Void, Eldrazi Temple into Thought-Knot Seer, and fast Expedition Map more highly because the first constraining action lands before the opponent develops. On the draw, require more immediate stabilization, Kozilek's Command flexibility, Devourer of Destiny, or a clear turn-three payoff.

- Automatic ship: No-land hands, hands with only Swamp as mana and no castable enabler, and hands with only top-end spells plus no Expedition Map, Mind Stone, Eldrazi Temple, or Ugin's Labyrinth line should be shipped. Power does not matter if the first legal spell arrives too late.

- Trap hand: Multiple Karn, the Great Creator, Karn Liberated, Ugin, Eye of the Storms, All Is Dust, or Emrakul, the Promised End with no acceleration is a trap. The deck wins by reaching mana ahead of schedule, not by admiring expensive cards in hand.

- Trap hand: Lands plus only Glaring Fleshraker can be too low-impact if no artifact, Eldrazi, or mana progression follows. Keep it when the rest of the hand supports its engine role; ship it when it is just an early body with no pressure or payoff.

## Turn Arc
- Turn 1: Lead with the land that creates the strongest turn-two branch. Play Expedition Map when it advances Tron, play Chalice of the Void when the chosen value is legal and matchup-relevant, and prefer Ugin's Labyrinth only when the engine confirms a beneficial immediate mana line.

- Turn 1 deviation: Hold Expedition Map only if Chalice of the Void must land first or if visible information makes Eldrazi Temple pressure clearly faster than Tron assembly. Do not spend turn one on a line that leaves both Tron and Eldrazi deployment behind schedule.

- Turn 2: Assemble mana before deploying medium pressure. Use Expedition Map for the missing Urza's Mine, Urza's Power Plant, or Urza's Tower when Tron is close; cast Mind Stone when it enables a turn-three Karn, the Great Creator, Thought-Knot Seer, Kozilek's Command, or All Is Dust.

- Turn 2 deviation: Use Eldrazi Temple to cast Thought-Knot Seer or Devourer of Destiny ahead of curve when that legal action disrupts the opponent or stabilizes the battlefield. If Chalice of the Void is still high impact, cast it before lower-impact development.

- Turn 3: Convert acceleration into a decisive action. Preferred plays are Karn, the Great Creator for a matchup bullet, Thought-Knot Seer to remove the best revealed card, Kozilek's Command for the engine-confirmed mode that changes board or hand texture, or All Is Dust when the battlefield demands a reset.

- Turn 3 deviation: If Tron is assembled but the opponent threatens lethal or a decisive permanent, stabilize before maximizing mana. Karn, the Great Creator should find the artifact that answers the visible bottleneck, not the most expensive or flashy option.

- Turns 4-5: Turn mana advantage into inevitability. Prioritize Karn, the Great Creator activations, Karn Liberated, Ugin, Eye of the Storms, large Kozilek's Command lines, and pressure from Thought-Knot Seer, Devourer of Destiny, or Glaring Fleshraker when the board is stable.

- Turns 4-5 deviation: Use All Is Dust before committing extra permanents if the opponent's board is the problem. Use Mind Stone as a draw only after current mana no longer changes a legal threat, reset, or Karn, the Great Creator bullet line.

- Late game: Treat every draw step as either mana conversion or lock maintenance. Emrakul, the Promised End, Karn Liberated, repeated Karn, the Great Creator access, Ugin, Eye of the Storms, and large colorless actions should close games once the opponent is constrained.

- Late game deviation: Do not overextend into a visible reset, artifact answer, or combat reversal when one threat already wins the race. Preserve Chalice of the Void, Karn, the Great Creator, and sideboard-bullet leverage as long as legal actions and public information show they still restrict the opponent.

## Card Roles
- Chalice of the Void: Use Chalice of the Void as the main-deck prison lever, not as a generic artifact to empty from hand. Prioritize it when the chosen value is confirmed legal and the opponent's visible or matchup-inferred curve depends on repeated cheap spells; deprioritize it when the opponent is already presenting board pressure at varied mana values. The common mistake is casting Chalice of the Void because mana is available instead of because the selected value blocks the opponent's next meaningful sequence. With Karn, the Great Creator in the deck, remember that Chalice of the Void is also a board texture card: it can protect a planeswalker by narrowing interaction, but it can also conflict with your own low-cost artifacts if set carelessly.

- Expedition Map: Use Expedition Map as the cleanest early route to Urza's Mine, Urza's Power Plant, Urza's Tower, Eldrazi Temple, or a needed utility land from the registered decklist. Prioritize missing Tron pieces when two different Urza lands are already visible; choose Eldrazi Temple when the hand is built around Thought-Knot Seer, Devourer of Destiny, or a faster Eldrazi curve; choose Swamp only when the rules engine exposes a legal need for black mana. The common mistake is waiting too long to activate Expedition Map when the next turn's payoff depends on exact mana. Holding Expedition Map is correct only when Chalice of the Void or another urgent play changes the opponent's turn more than immediate mana fixing.

- Mind Stone: Use Mind Stone as a bridge from normal land drops into the deck's four-mana and seven-mana action bands. Cast it when it enables Karn, the Great Creator, Thought-Knot Seer, Kozilek's Command, All Is Dust, Karn Liberated, Ugin, Eye of the Storms, or Emrakul, the Promised End on a materially better turn. Do not sacrifice Mind Stone for a card while it still changes the legal mana threshold for a current threat, sweeper, or Karn, the Great Creator activation. Convert it into a card in late game when extra mana is redundant, when digging for a specific answer matters, or when the battlefield is stable enough that losing one mana source does not weaken the next turn.

- Thought-Knot Seer: Use Thought-Knot Seer as both pressure and selective disruption. Cast it early off Eldrazi Temple or assembled mana when the opponent's hand is likely to contain the card that beats your current plan, then choose from the revealed legal options based on the next two turns rather than raw card quality. Take removal or counterplay when protecting Karn, the Great Creator matters; take a combo piece or payoff when the opponent's board is not yet threatening; take a sweeper or large threat when your current battlefield already wins combat. The common mistake is treating Thought-Knot Seer as only a creature; its hand information should reshape later Chalice of the Void values, Karn, the Great Creator bullets, and combat decisions.

- Devourer of Destiny: Use Devourer of Destiny as an Eldrazi threat and early-hand smoothing card only according to rules-engine output. Card text check required for exact opening-hand and cast abilities; if a legal pregame or cast trigger appears, use it to improve mana development, remove dead top cards, or set up a payoff line without assuming hidden card text. Cast Devourer of Destiny when its body stabilizes combat, turns on a fast clock, or converts Eldrazi Temple and Ugin's Labyrinth mana into pressure. Do not expose it into obvious removal if Thought-Knot Seer disruption or Karn, the Great Creator protection is the stronger immediate line.

- Glaring Fleshraker: Use Glaring Fleshraker as the deck's engine-pressure creature when the hand can follow with colorless spells or artifacts. Card text check required for exact trigger wording; tactically, treat it as strongest when it turns Expedition Map, Mind Stone, Chalice of the Void, Kozilek's Command, or Eldrazi follow-ups into additional board presence or damage through confirmed legal triggers. Cast it early when the opponent is light on removal or when the next sequence contains multiple colorless actions. Avoid keeping or deploying it as a standalone low-impact creature when the hand lacks follow-up, because Eldrazi Tron wins by compounding mana and threats, not by playing fair small creatures.

- Kozilek's Command: Use Kozilek's Command as the flexible tactical spell that converts excess mana into the mode pair the current game demands. Card text check required for exact modes and targets; select modes only from legal engine output and do not assume a mode exists if it is not offered. Prefer interaction modes when the opponent's board, graveyard, or stack position is the bottleneck; prefer selection or resource modes when stabilizing is already handled and the deck needs to find mana, a payoff, or a Karn, the Great Creator line; prefer token or board modes when Glaring Fleshraker synergies or combat math are visible. The common mistake is choosing the flashiest large-mana mode when a smaller mode pair fixes the current turn.

- Karn, the Great Creator: Use Karn, the Great Creator as the deck's primary sideboard-access engine and artifact-control planeswalker. Cast it when you can immediately find the sideboard card that addresses the visible problem or when its static pressure constrains the opponent's artifacts. The first activation should be tactical: Ensnaring Bridge for combat pressure, Tormod's Crypt or Grafdigger's Cage for graveyard reliance, Pithing Needle for a named activated ability from public information, Liquimetal Coating for a mana-denial or permanent-pressure line, Walking Ballista for scalable removal or reach, Oblivion Stone or Engineered Explosives for board management, Trinisphere for cheap-spell compression, and Cityscape Leveler, Mindslaver, or Skysovereign, Consul Flagship when mana and board state support a finisher. Do not minus Karn, the Great Creator for an impressive card that cannot be cast or that fails to answer the current pressure.

- All Is Dust: Use All Is Dust as the main-deck reset for nonartifact, noncolorless-heavy battlefield states. Cast it before committing additional vulnerable permanents when the opponent's board is the reason you are losing. Hold it when your current board already controls combat and the opponent is forced to overextend, but do not hold it for theoretical value when visible lethal or planeswalker collapse is near. The common mistake is ignoring your own colored or nonartifact permanents only because the deck is mostly colorless; always trust the rules engine's resulting battlefield preview and legal actions.

- Karn Liberated: Use Karn Liberated as a high-impact one-card stabilizer when mana is assembled and the game is about a single permanent, hand pressure, or inevitability. Prioritize exiling the permanent that immediately threatens your life total, Karn, the Great Creator, or mana advantage. Use hand pressure when the battlefield is stable and the opponent is resource-light. Do not cast Karn Liberated into a board that can immediately kill it if All Is Dust, Kozilek's Command, or a Karn, the Great Creator bullet would stabilize first.

- Ugin, Eye of the Storms: Use Ugin, Eye of the Storms as a late-game payoff only through confirmed card text and legal options. Card text check required for exact loyalty abilities, static effects, costs, and colorless synergies. Treat it as a mana sink and board-control finisher when the game has reached the stage where one large spell should dominate future turns. Avoid selecting Ugin, Eye of the Storms lines over cheaper stabilization when the opponent's next combat or stack action is the real threat.

- Emrakul, the Promised End: Use Emrakul, the Promised End as the inevitability finisher when cost reduction, mana, and the opponent's board make the cast legal and decisive. Card text check required at runtime for exact cost and control-turn handling. Cast it when controlling the opponent's next turn or presenting a massive threat materially changes the game; hold it when casting a cheaper Karn, the Great Creator bullet, All Is Dust, or Karn Liberated answers the current board with less risk. Do not assume the opponent has a bad turn to control unless public information and legal actions show exploitable permanents, cards in hand, or combat choices.

- Eldrazi Temple: Use Eldrazi Temple to accelerate Thought-Knot Seer, Devourer of Destiny, and other legal Eldrazi lines. Lead with it when the hand's best branch is early disruption or pressure rather than pure Tron assembly. Do not spend Expedition Map on Eldrazi Temple when two Urza lands plus a missing third land would unlock a stronger payoff next turn, unless the Eldrazi play is the only timely stabilization.

- Ugin's Labyrinth: Use Ugin's Labyrinth only according to confirmed legal runtime prompts. Card text check required for exact setup cost, exiled-card handling, and mana production. It is powerful when it turns a high-cost colorless card into immediate acceleration, but it can be disastrous if it strands a unique payoff or fails to convert into a relevant early play.

- Urza's Mine, Urza's Power Plant, and Urza's Tower: Use the Urza land trio as the deck's main inevitability engine. Sequence lands and Expedition Map activations to assemble all three as early as possible unless Eldrazi Temple pressure or Chalice of the Void disruption is clearly more urgent. Once Tron is assembled, prioritize spells that convert mana into board control or a closing line rather than continuing to develop redundant mana.

- Swamp: Use Swamp as a registered mana source and not as a default early land unless it casts a visible legal spell or supports a specific rules-engine line. The deck is overwhelmingly colorless, so Swamp hands need extra scrutiny; a hand with only Swamp and no castable enabler is usually nonfunctional.

## Interaction Priorities
- Prioritize engine breakers over medium threats: use Thought-Knot Seer, Karn Liberated, Karn, the Great Creator bullets, Kozilek's Command, All Is Dust, and Ugin, Eye of the Storms on the visible permanent or hand card that stops big mana, prevents combat stabilization, or wins before Tron mana matters. Card text check required for Kozilek's Command and Ugin, Eye of the Storms; choose only modes and targets the engine offers.

- Exile combo payoff or bottleneck first with Thought-Knot Seer: take the visible card that either wins immediately, removes the only stabilizer, or answers the current threat chain. Prefer taking a unique payoff over a replaceable cantrip; prefer taking the opponent's only clean answer to Chalice of the Void, Karn, the Great Creator, or a large Eldrazi when your hand already has pressure.

- Exile board permanents with Karn Liberated by urgency: remove the permanent producing lethal pressure, locking out mana, disabling attacks, or threatening Karn, the Great Creator before attacking resources. Use the hand-exile line only when the battlefield is stable and the opponent's hand is the known pressure point.

- Use All Is Dust as a reset, not a trophy: cast it when opposing colored permanents outscale Thought-Knot Seer, Devourer of Destiny, or Glaring Fleshraker combat, or when a planeswalker would die without a sweep. Hold it against artifact-heavy or colorless-heavy boards unless legal preview shows meaningful damage.

- Use Karn, the Great Creator bullets by problem class: get Ensnaring Bridge when combat damage is the bottleneck, Tormod's Crypt or Grafdigger's Cage when graveyard access is visible, Pithing Needle when a public activated ability is central, Trinisphere when cheap-spell volume is the engine, Oblivion Stone or Engineered Explosives when many permanents must be answered, Liquimetal Coating when mana denial or permanent pressure is better than defense, and Walking Ballista when scalable removal or reach is needed.

- Ignore low-impact permanents when racing: do not spend Karn Liberated, Kozilek's Command, or a Karn, the Great Creator activation on a card that neither changes the next combat, blocks a key attack, attacks a planeswalker, stops Tron assembly, nor enables a combo. Eldrazi Tron loses tempo when premium answers chase replaceable setup.

- Bait interaction with redundant pieces: lead with Mind Stone, Expedition Map, Chalice of the Void, or Glaring Fleshraker when the important follow-up is Karn, the Great Creator, Thought-Knot Seer, Devourer of Destiny, or Emrakul, the Promised End. Do not bait with the only card that stabilizes the visible board.

- Change priorities by archetype: against fast creature decks, stabilize life and combat before assembling luxury mana; against spell-combo, use Chalice of the Void, Thought-Knot Seer, Trinisphere, and graveyard bullets before slow finishers; against artifact decks, maximize Karn, the Great Creator pressure; against control, protect threat density and force must-answer permanents rather than overvaluing a single removal target.

## Combat And Trading Rules
- Attack planeswalkers and life totals only when the crack-back is acceptable: Thought-Knot Seer and Devourer of Destiny should pressure the opponent when racing or protecting Karn, the Great Creator, but they should stay back when they are the only blockers preventing lethal or preserving a key planeswalker.

- Preserve Glaring Fleshraker when its engine text is relevant: avoid trading it for a small attacker if upcoming colorless spells, Kozilek's Command tokens, or artifact sequences can produce material advantage through confirmed legal triggers. Trade it aggressively only when life total or planeswalker survival is the limiting resource.

- Trade Thought-Knot Seer when the information and exile effect already bought the needed tempo: blocking a high-damage attacker or killing a creature that enables lethal is often correct after Thought-Knot Seer has stripped the best card. Avoid casual trades when the opponent is low on resources and the 4/4 body is your clock.

- Use Devourer of Destiny as both stabilizer and closer: block with it when the opponent's combat damage threatens the next turn cycle, and attack with it when the opponent must answer a large Eldrazi or die to a follow-up Karn, the Great Creator, Ugin, Eye of the Storms, or Emrakul, the Promised End. Card text check required for exact abilities.

- Protect Karn, the Great Creator when the bullet matters next turn: leave blockers back if losing Karn would lose access to Ensnaring Bridge, Walking Ballista, Oblivion Stone, Engineered Explosives, or graveyard hate. Attack instead when the first Karn activation already solved the tactical issue and pressure closes faster than another activation.

- Treat life total as a resource until it stops buying turns: above roughly 12 life, prefer developing Tron, Chalice of the Void, or Karn pressure if no visible lethal is present; from 7 to 11, block more conservatively and value Ensnaring Bridge or All Is Dust; at 6 or less, choose survival lines over speculative mana or selection unless the legal action wins immediately.

- Block to preserve mana inevitability: accept trades that buy a full turn for Urza's Mine, Urza's Power Plant, Urza's Tower, Expedition Map, or Mind Stone to convert into a payoff. Decline trades that only save minor damage while sacrificing the sole threat against a stalled or removal-light opponent.

- Adjust combat by opponent role: against go-wide creature decks, value All Is Dust, Engineered Explosives, Oblivion Stone, and Ensnaring Bridge over racing; against single-large-threat decks, use Karn Liberated, Walking Ballista, or clean double-blocks when legal; against control and combo, attack relentlessly unless holding back prevents an immediate lethal counterattack.

## Selection And Tutor Rules
- Use Expedition Map as the main true tutor: find the missing Urza's Mine, Urza's Power Plant, or Urza's Tower piece when Tron is incomplete, find Eldrazi Temple when the hand is Eldrazi-heavy and Tron is slow, find Ugin's Labyrinth when imprinting or colorless burst mana is the bottleneck, and find Swamp only when a legal action or visible requirement actually needs black mana.

- Sequence Expedition Map before luxury development when mana is the limiting resource: if the hand contains Karn, the Great Creator, Karn Liberated, All Is Dust, Ugin, Eye of the Storms, or Emrakul, the Promised End but lacks a clear route to big mana, spend early turns mapping rather than deploying extra Mind Stone or low-impact threats. If the hand already has Tron or Eldrazi Temple plus action, delay Map until the opponent gives a reason to find a utility land or redundant Tron piece.

- Treat Karn, the Great Creator as a sideboard tutor with board-specific priorities: select Ensnaring Bridge to survive combat, Liquimetal Coating to pressure lands or permanents when Karn can live, Walking Ballista for scalable removal or reach, Tormod's Crypt or Grafdigger's Cage against visible graveyard engines, Pithing Needle against a known activated ability, Trinisphere against cheap-spell volume, Oblivion Stone or Engineered Explosives against wide permanent boards, and Cityscape Leveler or Mindslaver only when mana and time are available.

- Commit Karn, the Great Creator activations to the current bottleneck: do not fetch a powerful sideboard card that cannot be cast or activated before the opponent's visible threat wins. If Karn is likely to die, get the bullet that matters immediately rather than a long-game piece.

- Use Mind Stone draw only after mana converts into action poorly: keep Mind Stone as acceleration while Karn, the Great Creator, Thought-Knot Seer, Devourer of Destiny, All Is Dust, Ugin, Eye of the Storms, or sideboard bullets are still constrained by mana. Sacrifice it when flooding, after Tron is assembled, or when digging for interaction is more important than one extra colorless source.

- Use Devourer of Destiny selection conditionally: Card text check required for exact opening or cast selection text. When the engine exposes top-card filtering, prioritize lands that complete a functional opening, Chalice of the Void against cheap-spell decks, Expedition Map for missing Tron, Thought-Knot Seer against combo/control, and stabilizers such as All Is Dust or Karn, the Great Creator against creature pressure.

- Use Kozilek's Command selection modes only from legal text: Card text check required for exact modes and values. If a legal mode filters or finds cards, choose it when the hand lacks the next land, payoff, or stabilizer; choose board-affecting modes instead when the opponent's visible battlefield or stack is the immediate problem.

- Time land drops around information: play the land that preserves the most future legal actions after known selection. If Expedition Map can complete Tron, delay committing a redundant Tron land only when another land drop keeps options open; if Ugin's Labyrinth or Eldrazi Temple unlocks immediate action, prefer the land that casts the current hand rather than a theoretical perfect Tron curve.

## Priority And Stack Rules
- Spend priority with a concrete purpose: cast Kozilek's Command, activate Expedition Map, sacrifice Mind Stone, activate Karn, the Great Creator, or use a sideboard bullet only when the legal action improves the current turn cycle. Passing is correct when holding up an instant-speed Kozilek's Command line, waiting to Map after more information, or avoiding walking a payoff into visible interaction.

- Cast Chalice of the Void at the value that locks the opponent more than you: choose X from visible matchup context, current hand, and legal mana. Do not set a value that strands multiple essential own spells unless the opponent's public plan is more damaged or survival requires it.

- Use Kozilek's Command as the main flexible instant-speed response: Card text check required for exact modes. Prefer responding to a stack spell, combat step, graveyard action, or end-step window when the chosen legal mode changes the result; avoid firing it early for minor value if a visible attack, combo piece, or planeswalker threat requires the same mana later.

- Activate Expedition Map at the latest safe window when information matters: crack it before needing the land for the next turn, before discard or artifact removal can punish delay, or at the opponent's end step when no immediate main-phase land is required. Activate main phase when the tutored land must be played immediately.

- Sacrifice Mind Stone at instant speed when cards matter more than mana: use it on the opponent's end step if the extra card can affect your next main phase, in response to removal when legal, or before a critical turn if digging for All Is Dust, Karn, the Great Creator, Karn Liberated, Thought-Knot Seer, or a missing land is better than retaining acceleration.

- Protect planeswalker timing with board context: cast Karn, the Great Creator, Karn Liberated, or Ugin, Eye of the Storms when the board allows at least one relevant activation or when delaying is worse. Do not tap out for a planeswalker that immediately dies if a cheaper stabilizing line exists, unless its activation solves the lethal threat.

- Let low-impact spells resolve when answers are scarce: do not spend Kozilek's Command, Karn resources, or a fetched bullet on a spell that neither changes combat, stops Tron, answers a payoff, advances a combo, nor threatens lethal. Save interaction for payoff spells, hate pieces, planeswalkers, graveyard enablers, or creatures that invalidate your blockers.

- Use sideboard artifacts at precise windows: deploy Grafdigger's Cage or Tormod's Crypt before the graveyard action resolves when visible timing allows, set Pithing Needle before the activated ability matters when the name is known, cast Trinisphere before cheap-spell chains, and use Engineered Explosives or Oblivion Stone only when the chosen timing preserves your key permanents or prevents more damage than waiting.

- Respect optional and triggered choices from Glaring Fleshraker, Ugin's Labyrinth, Devourer of Destiny, Kozilek's Command, and Ugin, Eye of the Storms only as the engine presents them: Card text check required for exact trigger details. Choose optional payments, targets, or ordering that advances mana, lethal pressure, survival, or Karn protection; decline optional value if it consumes mana needed for a visible response.

## Sideboard Map
- Treat the sideboard as a Karn, the Great Creator toolbox first and a registered sideboarding package second: leave single-copy bullets available to Karn unless the matchup demands drawing them naturally before Karn is realistic. When boarding actual cards into the deck, preserve enough sideboard targets that Karn can still convert resolved loyalty into survival, lock pressure, graveyard hate, or a finisher.

- Use Ensnaring Bridge against creature decks that win through combat before Eldrazi Tron stabilizes. It is strongest when your hand empties quickly through lands, Mind Stone, Chalice of the Void, and Karn, the Great Creator; it is weak when the opponent attacks with noncombat damage, bounce, artifact removal, or planeswalker pressure. When Bridge is in the main, prioritize reducing hand size over holding speculative expensive payoffs.

- Use Torpor Orb against enters-the-battlefield engines, creature-combo shells, and value decks whose threats depend on triggered creature text. It is poor against decks whose creatures are mostly stats, haste, activated abilities, or spells on the stack. When Torpor Orb is boarded in, Thought-Knot Seer may lose some tactical value if its relevant trigger is affected; Card text check required at runtime, so prefer legal engine output over assumed interactions.

- Use Grafdigger's Cage and Tormod's Crypt against graveyard recursion, library-to-battlefield creature plans, and spell chains that need the graveyard. Grafdigger's Cage is better as a persistent rule piece; Tormod's Crypt is better when a one-shot graveyard reset at zero mana protects a key turn. They are bad against decks where the graveyard is incidental and drawing hate reduces pressure.

- Use Pithing Needle against known activated abilities from lands, planeswalkers, artifacts, creatures, or combo permanents. Name only from public information, revealed cards, or a deterministic matchup read when the engine asks for a name; do not invent hidden copies. It is weak against spell-heavy decks with redundant threats and few activated bottlenecks.

- Use Trinisphere against low-curve spell volume, cascade-like cheap sequencing, prowess-style chains, and decks trying to cast many one-mana spells through Chalice of the Void. It is weak when you are behind on board against already-deployed creatures or when the opponent's impactful spells naturally cost three or more. When Trinisphere is boarded in, prioritize early mana and do not keep hands that cast it too late to matter.

- Use Engineered Explosives against wide cheap permanents, tokens, Urza's Saga-style boards, and clustered mana values that All Is Dust or Ugin, Eye of the Storms cannot answer cleanly. It is poor against single large threats, diverse mana values, and boards where your own Chalice of the Void, Expedition Map, Mind Stone, or Karn, the Great Creator artifact plan would be damaged more than the opponent.

- Use Oblivion Stone when the opponent builds a broad board of nonland permanents and you expect time to deploy and activate it. It is weak against very fast starts, countermagic when you cannot force activation timing, and boards where your own planeswalkers or lock pieces are already winning. With Karn, the Great Creator, fetch Oblivion Stone only when the mana timeline reaches activation before lethal pressure.

- Use Liquimetal Coating mainly with Karn, the Great Creator to turn lands or permanents into artifacts for pressure and denial. It is bad without Karn or when immediate survival requires Ensnaring Bridge, Walking Ballista, Engineered Explosives, Oblivion Stone, or graveyard hate. Sideboard it into the main only in slow matchups where drawing the Karn package naturally has value and artifact removal is not punishing.

- Use Walking Ballista as scalable removal, a mana sink, planeswalker pressure, and reach. It is strongest against small creatures, one-toughness utility bodies, and stalled boards after Tron is assembled; it is weak against large creatures, damage prevention, or removal-heavy decks where it trades down before gaining counters.

- Use Skysovereign, Consul Flagship against creature and planeswalker boards where repeatable damage plus a large artifact threat stabilizes. It is weak when crew support is unreliable, artifact removal is common, or the matchup is decided before five mana. Fetch it with Karn only when the battlefield has bodies or the immediate damage changes combat or planeswalker loyalty.

- Use Cityscape Leveler as a high-mana answer and finisher for slow, permanent-based matchups. It is bad against fast aggro, cheap combo, and hands that cannot reliably reach the mana to cast it. Keep it as a Karn target unless the matchup is slow enough that drawing a seven-plus-mana threat is acceptable.

- Use Mindslaver as a late-game lock or decisive control mirror swing when Tron mana is stable and the opponent's hand or board makes one controlled turn game-changing. It is bad against fast decks, empty-handed opponents, and board states where spending mana on Mindslaver does not prevent lethal. Do not bring it in when Karn can tutor it at the right moment.

Balanced plan versus graveyard creature-combo or recursion
Side in: Grafdigger's Cage; Tormod's Crypt; 2 Torpor Orb
Cut: 1 All Is Dust; 1 Karn Liberated; 1 Devourer of Destiny; 1 Mind Stone

- Add role cards: Grafdigger's Cage, Tormod's Crypt, and Torpor Orb when the opponent uses the graveyard or creature triggers as a required engine. Reduce main-deck emphasis: slow sweepers and top-end finishers when the game is about stopping the first engine turn. Keep Chalice of the Void if the opponent relies on cheap enablers, and keep Thought-Knot Seer when hand disruption can remove the payoff before the engine assembles.

Balanced plan versus go-wide creature pressure
Side in: Ensnaring Bridge; Engineered Explosives; Oblivion Stone; Walking Ballista; Torpor Orb
Cut: 1 Karn Liberated; 1 Expedition Map; 1 Mind Stone; 1 Devourer of Destiny; 1 Glaring Fleshraker

- Add role cards: Ensnaring Bridge, Engineered Explosives, Oblivion Stone, Walking Ballista, and Skysovereign, Consul Flagship when the opponent presents multiple attackers before your large threats dominate. Reduce main-deck emphasis: slow top-end and redundant acceleration if the opening turns must affect combat. Keep All Is Dust when the opponent's board is mostly colored permanents; reduce reliance on it only when artifacts, lands, or indestructible threats make it unreliable.

Balanced plan versus cheap-spell tempo or cascade pressure
Side in: Trinisphere; Engineered Explosives; Walking Ballista; Pithing Needle
Cut: 1 Devourer of Destiny; 1 Karn Liberated; 1 All Is Dust; 1 Mind Stone

- Add role cards: Trinisphere, Engineered Explosives, Walking Ballista, and Pithing Needle when the opponent's deck depends on cheap spell volume, one-mana threats, activated bottlenecks, or clustered cheap permanents. Reduce main-deck emphasis: expensive threats that do not stabilize immediately. Keep Chalice of the Void central; choose Chalice values from visible legal context rather than autopiloting X=1.

Balanced plan versus slow permanent-based control or big mana
Side in: Liquimetal Coating; Cityscape Leveler; Mindslaver; Pithing Needle
Cut: 1 All Is Dust; 1 Devourer of Destiny; 1 Kozilek's Command; 1 Mind Stone

- Add role cards: Liquimetal Coating, Cityscape Leveler, Mindslaver, and Pithing Needle when games revolve around lands, planeswalkers, expensive permanents, or activated abilities. Reduce main-deck emphasis: creature removal modes and sweepers when the opponent is not pressuring the battlefield. Preserve Karn, the Great Creator as the best card in these games; do not expose sideboard bullets early if Karn tutoring gives better timing and information.

## Matchup Guidance

- Aggro: Stabilize before maximizing mana, because early life total pressure can make Tron assembly too slow. Keep hands that produce a timely blocker, Chalice of the Void, Kozilek's Command, Thought-Knot Seer, or Karn, the Great Creator into a survival artifact; do not keep a hand that only promises late Ugin, Eye of the Storms or Emrakul, the Promised End while taking repeated attacks. Add role cards: Ensnaring Bridge, Engineered Explosives, Walking Ballista, Skysovereign, Consul Flagship, and Oblivion Stone. Reduce main-deck emphasis: Karn Liberated, Emrakul, the Promised End, and slow redundant Expedition Map or Mind Stone lines when the game is decided before top-end matters.

- Burn: Treat life total as the primary resource and make every early play reduce damage, tax spells, or end the game quickly. Chalice of the Void is often the highest-impact early card when legal action text supports a relevant value, but do not assume a value without runtime legal context. Thought-Knot Seer is strong when it removes a visible or revealed high-damage spell and leaves a fast clock. Add role cards: Trinisphere, Walking Ballista, Ensnaring Bridge, and Engineered Explosives when the opponent is low-curve and creature-backed. Reduce main-deck emphasis: Emrakul, the Promised End, Karn Liberated, and slow Karn, the Great Creator lines that do not immediately prevent damage.

- Go-wide decks: Prioritize sweepers and scalable board control over one-for-one pressure. All Is Dust is excellent against colored permanent boards but unreliable against artifact-heavy or colorless-heavy boards, so verify visible permanent types before relying on it. Ugin, Eye of the Storms can stabilize if the game reaches its mana window; Kozilek's Command can buy time through small-creature removal or token creation when legal modes support that. Add role cards: Engineered Explosives, Oblivion Stone, Walking Ballista, Skysovereign, Consul Flagship, and Ensnaring Bridge. Reduce main-deck emphasis: Emrakul, the Promised End and Karn Liberated when neither affects the current combat math quickly enough.

- Tempo: Protect mana development while forcing the opponent to spend interaction inefficiently. Chalice of the Void and Trinisphere are the cleanest pressure points against cheap-spell tempo, but sequence them around visible mana and known counter windows when possible. Devourer of Destiny and Thought-Knot Seer are important because they pressure life totals while still interacting with hand or board texture. Add role cards: Trinisphere, Engineered Explosives, Walking Ballista, and Pithing Needle for cheap permanents or activated bottlenecks. Reduce main-deck emphasis: the slowest top-end and any redundant mana artifacts when tempo pressure makes tapping for setup unsafe.

- Control: Become the deck with must-answer threats every turn, not the deck that waits for perfect Tron. Thought-Knot Seer is a priority threat because it checks the path before planeswalkers or Karn packages; Karn, the Great Creator is the most flexible engine if it resolves with enough loyalty and mana to tutor. Expedition Map is important when the opponent gives time, but do not spend a whole turn on it if a threat can punish shields-down mana. Add role cards: Liquimetal Coating, Cityscape Leveler, Mindslaver, Pithing Needle, and Trinisphere when their mana, activated abilities, or spell volume matter. Reduce main-deck emphasis: All Is Dust and creature-removal modes of Kozilek's Command when the opponent is not building a creature battlefield.

- Removal-heavy decks: Lean on planeswalkers, artifacts, and repeated large threats rather than overvaluing a single creature. Thought-Knot Seer is still valuable for disruption, but expect it to trade; Devourer of Destiny should be used for its early setup and body only when legal actions make that line efficient. Karn, the Great Creator, Karn Liberated, Ugin, Eye of the Storms, and Emrakul, the Promised End punish opponents who overload on creature removal. Add role cards: Cityscape Leveler, Mindslaver, Liquimetal Coating, and Pithing Needle in slower attrition games. Reduce main-deck emphasis: Walking Ballista-style creature sizing plans if removal makes small Ballista bodies low impact before counters accumulate.

- Midrange: Trade resources until your mana and top-end dominate, but do not ignore early board pressure. Chalice of the Void can blank clusters of cheap cards; Thought-Knot Seer can remove the opponent's best bridge from midgame to late game; Karn, the Great Creator can convert any stable board into a toolbox lock. All Is Dust is a major reset against colored creature-plus-planeswalker boards, while Ugin, Eye of the Storms gives a repeatable late-game threat. Add role cards: Walking Ballista, Skysovereign, Consul Flagship, Oblivion Stone, Cityscape Leveler, and Pithing Needle according to visible threats. Reduce main-deck emphasis: narrow mana setup when both players are already trading permanents and immediate board effect matters more.

- Big mana: Pressure mana and decision bottlenecks instead of trying to be only larger. Expedition Map, Eldrazi Temple, Ugin's Labyrinth, and the Urza's Mine, Urza's Power Plant, Urza's Tower set are still important, but the matchup often turns on which player resolves Karn, the Great Creator or a decisive top-end first. Thought-Knot Seer should take the card that most clearly beats your current mana curve from visible or revealed information. Add role cards: Liquimetal Coating, Cityscape Leveler, Mindslaver, Pithing Needle, and Trinisphere if the opposing deck depends on many cheap setup spells. Reduce main-deck emphasis: All Is Dust and small removal modes when the opponent's threats are lands, artifacts, or giant colorless permanents.

- Combo: Identify whether the combo uses spells, graveyard, creatures entering, activated abilities, or a single payoff, then choose the hate axis rather than generic pressure. Thought-Knot Seer is the main proactive disruption, and Chalice of the Void or Trinisphere can be decisive when the engine confirms a relevant legal value or timing. Karn, the Great Creator is strong when it can fetch the exact lock or hate piece before the combo turn. Add role cards: Grafdigger's Cage, Tormod's Crypt, Torpor Orb, Pithing Needle, Trinisphere, and Ensnaring Bridge depending on the visible engine. Reduce main-deck emphasis: All Is Dust, Karn Liberated, and Emrakul, the Promised End when the opponent can win before those cards matter.

- Graveyard decks: Commit early hate when the graveyard is an engine, not merely a value zone. Grafdigger's Cage is best when the opponent needs graveyard casting, library creature access, or graveyard creature entry lines; Tormod's Crypt is best when timing a single graveyard clear breaks the current turn or forces the opponent to rebuild. Thought-Knot Seer should remove the payoff or answer to hate when revealed. Add role cards: Grafdigger's Cage, Tormod's Crypt, Torpor Orb when creature triggers matter, and Pithing Needle when a visible activated graveyard permanent matters. Reduce main-deck emphasis: slow sweepers and top-end finishers that do not stop the first graveyard engine turn.

- Artifact/enchantment decks: Use Karn, the Great Creator as the central plan because it can shut off opposing artifacts while accessing the correct artifact answer. Engineered Explosives is strongest against clustered cheap permanents, Oblivion Stone against broad permanent boards, and Cityscape Leveler against a single expensive permanent that must be answered. Liquimetal Coating can turn Karn into mana denial or permanent pressure when survival is not the immediate issue. Add role cards: Engineered Explosives, Oblivion Stone, Cityscape Leveler, Liquimetal Coating, Pithing Needle, and Walking Ballista. Reduce main-deck emphasis: All Is Dust when the opposing board is mostly artifacts or colorless permanents.

- Single-threat decks: Answer or invalidate the one threat, then win with any large body or planeswalker. Thought-Knot Seer should take protection, backup threat, or the threat itself when revealed; Kozilek's Command and Walking Ballista matter only when their legal modes and damage sizing line up with the visible creature. Ensnaring Bridge is excellent if the threat attacks and your hand can shrink low enough; Pithing Needle is excellent if the threat or support piece uses an activated ability. Add role cards: Ensnaring Bridge, Pithing Needle, Walking Ballista, Cityscape Leveler, and Skysovereign, Consul Flagship. Reduce main-deck emphasis: broad sweepers when only one permanent matters.

## Specific Matchup Notes

- General/archetype-only note: Exact opponents are absent, so these notes describe matchup classes; revealed cards, legal actions, public zones, and Veles engine output override every assumption. Do not infer hidden cards from archetype labels when choosing Thought-Knot Seer targets, Chalice of the Void values, Karn, the Great Creator tutor lines, or Kozilek's Command modes.

- Fast creature decks: Prioritize survival over perfect Tron assembly when the battlefield already threatens a short clock. Chalice of the Void should be set only when the legal value clearly intersects the opponent's visible curve or known archetype pattern; Kozilek's Command and All Is Dust are the stabilizing tools when their modes legally answer the board. Add role cards: Ensnaring Bridge, Walking Ballista, Skysovereign, Consul Flagship, Engineered Explosives, and Oblivion Stone. Reduce main-deck emphasis: Emrakul, the Promised End and slow Karn Liberated lines when they do not affect the next combat.

- Low-curve spell decks: Use Chalice of the Void, Thought-Knot Seer, and Trinisphere to tax the turn where the opponent tries to chain spells. Karn, the Great Creator should fetch the artifact that attacks the visible bottleneck rather than a generic finisher. Add role cards: Trinisphere, Grafdigger's Cage when graveyard or library casting is visible, Tormod's Crypt when one graveyard burst matters, and Pithing Needle when a named activated ability is public. Reduce main-deck emphasis: All Is Dust against boards that are not permanent-heavy.

- Control and attrition decks: Present must-answer threats in sequence and avoid spending the only pressure turn on Expedition Map if a planeswalker or Thought-Knot Seer is already legal. Thought-Knot Seer should take the revealed answer, sweeper, counter, or card-advantage bridge that beats the current hand. Add role cards: Liquimetal Coating, Mindslaver, Cityscape Leveler, Pithing Needle, and Trinisphere. Reduce main-deck emphasis: creature-removal modes of Kozilek's Command unless a visible creature or token sequence matters.

- Big-mana mirrors and ramp decks: Contest mana engines and top-end timing rather than assuming the larger spell wins. Karn, the Great Creator into Liquimetal Coating is a priority if it can pressure lands or key permanents before the opponent resolves their own payoff. Add role cards: Liquimetal Coating, Cityscape Leveler, Mindslaver, Pithing Needle, and Trinisphere. Reduce main-deck emphasis: All Is Dust when the opponent's core resources are lands, artifacts, or colorless threats.

- Graveyard, creature-trigger, and toolbox decks: Choose hate by engine axis, not by label. Grafdigger's Cage covers some graveyard and library creature access lines, Tormod's Crypt covers timed graveyard clearing, and Torpor Orb covers enter-the-battlefield dependency; Card text check required for any unfamiliar opponent interaction before assuming coverage. Add role cards: Grafdigger's Cage, Tormod's Crypt, Torpor Orb, Pithing Needle, and Ensnaring Bridge when combat is the kill. Reduce main-deck emphasis: slow top-end that cannot stop the first engine turn.

## Risk Summary

- Mana risk: Eldrazi Temple, Ugin's Labyrinth, Urza's Mine, Urza's Power Plant, Urza's Tower, and Swamp create powerful but uneven openings; do not keep hands that need both assembled Tron and colored or exiled setup without a visible path from Expedition Map, Mind Stone, or natural land sequencing.

- Matchup risk: Chalice of the Void can be either the best card or low impact depending on opposing curve, so do not lock into a value from archetype memory when visible cards contradict it.

- Draw risk: Hands with only expensive closers can lose before Karn Liberated, Ugin, Eye of the Storms, or Emrakul, the Promised End matter; early legal plays are more important than theoretical inevitability against fast starts.

- Over-sideboarding risk: Karn, the Great Creator already accesses many artifacts, so adding too many narrow role cards can dilute the main deck's pressure, mana, and threat density. Keep Chalice of the Void, Thought-Knot Seer, Glaring Fleshraker, Devourer of Destiny, Kozilek's Command, and mana development coherent unless the matchup clearly demands a hate-heavy posture.

- Graveyard risk: Grafdigger's Cage and Tormod's Crypt are different tools; choose the one that matches visible graveyard use, timing pressure, and whether the opponent can win through a single graveyard clear.

- Sweeper/removal risk: All Is Dust, Oblivion Stone, Engineered Explosives, Kozilek's Command, Walking Ballista, and Skysovereign, Consul Flagship answer different board shapes; do not spend a broad answer on a single low-impact permanent when combat math and life total allow waiting.

- Closer risk: Karn, the Great Creator tutor chains and Emrakul, the Promised End are powerful but slow; when the opponent is constrained, close with Thought-Knot Seer, Devourer of Destiny, Glaring Fleshraker, Ugin, Eye of the Storms, or Karn Liberated before giving them extra draw steps.

- Interaction risk: Thought-Knot Seer is the deck's cleanest proactive disruption, so use revealed information to remove the card that beats the current plan rather than the abstract strongest card.

- Sequencing risk: Expedition Map, Mind Stone, and Ugin's Labyrinth setup can conflict with immediate pressure; prefer the legal line that preserves next-turn mana and answers the current board over a line that only improves a future best case.

## Test Feedback Checklist

- Deciding factor: Record whether the match was decided by early mana, a resolved lock piece, a protected threat, a sweeper, a Karn, the Great Creator tutor line, or failure to close after stabilization.

- Mulligans: Note every keep with no early legal play, no Eldrazi Temple, no Ugin's Labyrinth setup, no Expedition Map, and no Mind Stone; ask whether the hand had a concrete turn-two or turn-three plan rather than only theoretical top-end.

- Mana: Track whether Urza's Mine, Urza's Power Plant, and Urza's Tower assembled naturally, through Expedition Map, or not at all; record whether Swamp was useful, stranded, or a liability in colorless sequencing.

- Velocity: Check whether Mind Stone accelerated into Thought-Knot Seer, Karn, the Great Creator, Karn Liberated, Ugin, Eye of the Storms, or All Is Dust, or whether cracking it for a card would have been better after mana was stable.

- Engine pressure: Identify whether Glaring Fleshraker, Devourer of Destiny, Thought-Knot Seer, or Chalice of the Void changed the opponent's available lines before the opponent's key turn.

- Interaction timing: Review whether Kozilek's Command, All Is Dust, Engineered Explosives, Oblivion Stone, Walking Ballista, Skysovereign, Consul Flagship, Ensnaring Bridge, or Pithing Needle was held too long or spent on a low-impact permanent.

- Karn choices: For every Karn, the Great Creator activation, record the visible problem and the artifact chosen; ask whether Liquimetal Coating, Ensnaring Bridge, Tormod's Crypt, Grafdigger's Cage, Trinisphere, Cityscape Leveler, Mindslaver, or Walking Ballista better matched the board.

- Closing: After stabilizing, note how many turns the deck gave the opponent before lethal; ask whether Karn Liberated, Ugin, Eye of the Storms, Emrakul, the Promised End, Thought-Knot Seer, Devourer of Destiny, or Glaring Fleshraker should have shifted the game from control to pressure sooner.

- Sideboard impact: Record which sideboard cards were drawn, fetched, locked by Karn, the Great Creator, or stranded; separate a bad sideboard card from a correct card that arrived too late.

- Role accuracy: Ask whether the pilot correctly became the control deck against fast creatures, the prison deck against low-curve spells, the disruption deck against combo, or the threat deck against control.

- Mistakes: Flag decisions where the legal action chosen ignored visible lethal pressure, missed a clear Chalice of the Void value, fetched the wrong Tron piece with Expedition Map, or tapped mana in a way that prevented a follow-up legal action.

- Stranded cards: Count games where Emrakul, the Promised End, Karn Liberated, Ugin, Eye of the Storms, All Is Dust, or Cityscape Leveler stayed unusable while the game was decided earlier.

- Overperformers and underperformers: Name exact cards that won or lost tactical exchanges, especially Chalice of the Void, Thought-Knot Seer, Kozilek's Command, Glaring Fleshraker, Devourer of Destiny, Karn, the Great Creator, and each sideboard artifact used.

## First Tuning Questions

- Card quantities: If opening hands often lack early plays, should the list keep all 4 Expedition Map, 4 Mind Stone, 4 Chalice of the Void, 4 Devourer of Destiny, 4 Glaring Fleshraker, and 4 Thought-Knot Seer, or is one expensive top-end slot crowding the curve?

- Mana base: If Ugin's Labyrinth hands are inconsistent, ask whether the count of imprint-sized cards is high enough and whether Swamp causes more failed colorless turns than it solves.

- Tron dependency: If games are lost while waiting on Urza's Mine, Urza's Power Plant, or Urza's Tower, ask whether the deck should prioritize Eldrazi Temple pressure more often instead of tutoring Tron by default.

- Aggro plan: If fast creature decks consistently win before All Is Dust or Karn, the Great Creator matters, ask whether Ensnaring Bridge, Walking Ballista, Engineered Explosives, Oblivion Stone, and Skysovereign, Consul Flagship need more sideboard access or more main-deck-compatible support.

- Control plan: If control opponents answer the first threat and recover, ask whether Liquimetal Coating, Mindslaver, Cityscape Leveler, Karn Liberated, and Emrakul, the Promised End are enough closing pressure or too slow in practice.

- Chalice tension: If Chalice of the Void blocks too few opposing spells or interferes with the deck's own sequencing less than expected, ask whether its values are being chosen from visible evidence or from archetype habit.

- Removal sizing: If Kozilek's Command is frequently underpowered, ask whether its modes are being chosen too defensively, whether mana is being left short, or whether All Is Dust and sideboard sweepers should carry more of the removal burden.

- Karn package: If Karn, the Great Creator activations feel unfocused, ask whether any sideboard artifact is too narrow, redundant, or unavailable at the moment it is supposed to solve.

- Graveyard slots: If Grafdigger's Cage and Tormod's Crypt overlap poorly, ask which graveyard axis actually mattered in losses and whether one slot should become broader interaction.

- Creature-trigger hate: If Torpor Orb is rarely decisive, ask whether 3 copies is justified by the tested field or whether those slots should support aggro survival, control inevitability, or activated-ability hate.

- Closer mix: If games stabilize but do not end, ask whether Ugin, Eye of the Storms, Karn Liberated, Emrakul, the Promised End, Cityscape Leveler, or Mindslaver is the most reliable finisher under real mana and pressure.

- Role conflict: If sideboarding removes too many threats for narrow answers, ask whether the post-board deck still has enough Thought-Knot Seer, Devourer of Destiny, Glaring Fleshraker, and planeswalker pressure to win after disruption works.

## Veles Tactical Policy

### Policy: Opening Hand Role Gate
Priority: High
Decision families: mulligan; pregame
Cards: Eldrazi Temple; Ugin's Labyrinth; Urza's Mine; Urza's Power Plant; Urza's Tower; Expedition Map; Mind Stone; Chalice of the Void; Devourer of Destiny; Thought-Knot Seer
Phase windows: Opening hand; mulligan decisions
Runtime cues: prompt:mulligan; visible opening hand; hand size
Use when: The opening hand is being kept or shipped.
Avoid when: The rules engine has already advanced past mulligans.
Instructions: Keep hands with a concrete first-three-turn plan: Eldrazi Temple pressure, Ugin's Labyrinth acceleration with a usable imprint, Expedition Map toward missing Tron, Mind Stone acceleration, or Chalice of the Void on a visible matchup-relevant value. Mulligan hands that only contain expensive payoff cards and lands that do not cast or find action.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: First Mana Engine Setup
Priority: Medium
Decision families: mana; selection
Cards: Expedition Map; Mind Stone; Eldrazi Temple; Ugin's Labyrinth; Urza's Mine; Urza's Power Plant; Urza's Tower
Phase windows: Turns 1-3 main phases
Runtime cues: action:cast Expedition Map; action:cast Mind Stone; action:activate Expedition Map; visible lands
Use when: A legal setup action competes with holding mana or casting a threat.
Avoid when: A visible lethal or lock-preventing action is available this turn.
Instructions: Prioritize the setup action that produces the earliest meaningful four-plus-mana turn. Use Expedition Map to complete Tron when two different Urza lands are already visible; otherwise use it to fix the next turn's exact cast, not an abstract future payoff.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Expedition Map Activation
Priority: Low
Decision families: selection; mana
Cards: Expedition Map; Urza's Mine; Urza's Power Plant; Urza's Tower; Eldrazi Temple; Ugin's Labyrinth; Swamp
Phase windows: Main phase; opponent end step
Runtime cues: action:activate Expedition Map
Use when: The legal search choices include exactly one missing Urza land while the battlefield already contains the other two different Urza land names.
Avoid when: More than one searched land changes the next-turn legal spell set.
Instructions: Choose the missing Urza land. If the legal action text does not identify the searched card directly, require light-model reasoning.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Chalice Commitment Gate
Priority: High
Decision families: interaction; priority; mana
Cards: Chalice of the Void
Phase windows: Main phases; early turns; post-sideboard games
Runtime cues: action:cast Chalice of the Void; visible opponent archetype; visible mana values in public zones
Use when: Chalice of the Void is legal and the decision is what value to commit.
Avoid when: The only available value mainly constrains the pilot's own immediate legal actions.
Instructions: Set Chalice of the Void to the value that cuts off the opponent's visible or strongly indicated low-curve plan while preserving this deck's next turn. Treat this as a prison commitment, not a default curve play.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Threat Before Top-End
Priority: Medium
Decision families: mana; priority; combat
Cards: Thought-Knot Seer; Devourer of Destiny; Glaring Fleshraker; Karn, the Great Creator; Ugin, Eye of the Storms; Karn Liberated; Emrakul, the Promised End
Phase windows: Main phases after mana is available
Runtime cues: action:cast Thought-Knot Seer; action:cast Devourer of Destiny; action:cast Glaring Fleshraker; action:cast Karn, the Great Creator
Use when: Multiple proactive legal casts exist.
Avoid when: A sweeper, lock piece, or Karn tutor directly answers visible lethal pressure.
Instructions: Cast the earliest pressure that disrupts the opponent before committing expensive finishers. Prefer Thought-Knot Seer when hand disruption matters, Glaring Fleshraker when artifact/colorless sequencing is likely to compound, and Devourer of Destiny when board presence or card text check confirms immediate relevance.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Thought-Knot Seer Hand Choice
Priority: High
Decision families: selection; interaction
Cards: Thought-Knot Seer
Phase windows: Trigger resolution after Thought-Knot Seer enters
Runtime cues: prompt:choose card from opponent hand; source:Thought-Knot Seer; revealed cards
Use when: The opponent's hand is legally revealed by Thought-Knot Seer.
Avoid when: The prompt is not sourced from Thought-Knot Seer.
Instructions: Take the card that most directly prevents the current plan: immediate combo kill, removal for the only threat, answer to Chalice of the Void or Karn, the Great Creator, or the spell that beats the visible clock. Do not infer hidden cards beyond the revealed set.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Karn Tutor Commitment
Priority: High
Decision families: selection; interaction; priority
Cards: Karn, the Great Creator; Ensnaring Bridge; Liquimetal Coating; Tormod's Crypt; Grafdigger's Cage; Pithing Needle; Trinisphere; Engineered Explosives; Oblivion Stone; Walking Ballista; Cityscape Leveler; Skysovereign, Consul Flagship; Mindslaver
Phase windows: Main phases with Karn, the Great Creator loyalty ability legal
Runtime cues: action:activate Karn, the Great Creator; sideboard artifact choices
Use when: Karn, the Great Creator can choose an artifact from outside the game.
Avoid when: Activating Karn exposes Karn to an immediate visible kill and a castable main-deck line stabilizes better.
Instructions: Choose the sideboard artifact that answers the visible axis: Ensnaring Bridge for combat survival, graveyard hate for graveyard engines, Pithing Needle for activated abilities, Liquimetal Coating for mana denial, sweepers for wide boards, or a finisher when stable.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Karn Lock Follow-Through
Priority: Medium
Decision families: priority; interaction
Cards: Karn, the Great Creator; Liquimetal Coating
Phase windows: Main phases; opponent upkeep if legal
Runtime cues: action:activate Liquimetal Coating; target land
Use when: Liquimetal Coating is already on the battlefield, Karn, the Great Creator is active, and exactly one opponent land is the only legal land target shown.
Avoid when: Multiple targets are legal or another permanent must be stopped this turn.
Instructions: Target the shown opponent land with Liquimetal Coating when the legal action text names that land and no alternative target choice exists.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Kozilek's Command Mode Gate
Priority: High
Decision families: interaction; selection; mana
Cards: Kozilek's Command
Phase windows: Main phases; combat; opponent end step; stack interaction windows
Runtime cues: action:cast Kozilek's Command; prompt:choose modes; prompt:choose targets
Use when: Kozilek's Command is legal and mode or target choice affects board, stack, graveyard, or resources.
Avoid when: The prompt only confirms a previously selected deterministic target.
Instructions: Match modes to the visible emergency first: remove a creature or graveyard pressure when it changes survival, create board presence when racing, or select resource modes when stable. Card text check required for exact mode legality and scaling.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: All Is Dust Sweeper Gate
Priority: High
Decision families: interaction; priority
Cards: All Is Dust
Phase windows: Main phases before combat; post-combat when preserving attacks matters
Runtime cues: action:cast All Is Dust; visible battlefield permanents
Use when: All Is Dust is legal and the visible board contains opposing nonartifact colored permanents or planeswalkers.
Avoid when: Casting it removes the pilot's critical board while the opponent keeps the main threat, or when a cheaper answer preserves a winning clock.
Instructions: Cast All Is Dust to reset a board that will otherwise outpace Eldrazi Tron. Do not treat it as value removal; preserve it if the current board is manageable by combat, Karn, or Kozilek's Command.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Planeswalker Tap-Out Gate
Priority: Medium
Decision families: priority; mana; interaction
Cards: Karn Liberated; Ugin, Eye of the Storms; Karn, the Great Creator
Phase windows: Main phases with planeswalker casts legal
Runtime cues: action:cast Karn Liberated; action:cast Ugin, Eye of the Storms; action:cast Karn, the Great Creator
Use when: A planeswalker competes with creature pressure, sweeper, or holding interaction.
Avoid when: The opponent has visible lethal on board and the planeswalker line does not change it.
Instructions: Tap out for a planeswalker when its immediate loyalty action answers the visible problem or creates a closing clock. Card text check required for Ugin, Eye of the Storms exact loyalty/actions.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Mind Stone Conversion
Priority: Low
Decision families: mana; selection; priority
Cards: Mind Stone
Phase windows: Main phases; opponent end step
Runtime cues: action:activate Mind Stone; action:sacrifice Mind Stone; visible available mana
Use when: Mind Stone can be sacrificed for a card and its mana is no longer needed for a legal spell, Karn activation, or interaction this turn.
Avoid when: Sacrificing it prevents casting Thought-Knot Seer, Karn, the Great Creator, All Is Dust, Ugin, Eye of the Storms, or Kozilek's Command on curve.
Instructions: Keep Mind Stone as mana until mana is stable or the extra card is needed to find action after stabilization.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Pressure Discipline
Priority: Medium
Decision families: combat
Cards: Thought-Knot Seer; Devourer of Destiny; Glaring Fleshraker; Walking Ballista; Skysovereign, Consul Flagship
Phase windows: Declare attackers; declare blockers; combat damage
Runtime cues: prompt:attackers; prompt:blockers; visible creatures; visible life totals
Use when: Combat choices determine clock, planeswalker pressure, or survival.
Avoid when: Exactly one forced legal combat action exists.
Instructions: Attack when pressure advances lethal or protects planeswalkers without exposing the only stabilizer. Block to preserve life against fast decks, especially when Tron or Karn will win a longer game. Card text check required for Devourer of Destiny and Glaring Fleshraker combat-relevant abilities.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Ensnaring Bridge Survival Line
Priority: High
Decision families: interaction; sideboard; priority
Cards: Karn, the Great Creator; Ensnaring Bridge; Mind Stone
Phase windows: Main phases before opponent combat
Runtime cues: action:choose Ensnaring Bridge; action:cast Ensnaring Bridge; visible opposing attackers; pilot hand size
Use when: Opposing combat damage threatens lethal or a two-turn kill and Karn, the Great Creator can access or cast Ensnaring Bridge.
Avoid when: The pilot's hand size will not restrict the relevant attackers and another artifact directly answers the board.
Instructions: Use Ensnaring Bridge as a survival commitment; sequence hand-emptying plays first only when legal and safe. Do not fetch it merely because the opponent has creatures.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Artifact Selection
Priority: Medium
Decision families: sideboard; interaction; selection
Cards: Grafdigger's Cage; Tormod's Crypt; Torpor Orb; Trinisphere; Pithing Needle; Engineered Explosives; Oblivion Stone; Skysovereign, Consul Flagship; Walking Ballista; Cityscape Leveler; Mindslaver; Liquimetal Coating; Ensnaring Bridge
Phase windows: Sideboarding; Karn, the Great Creator selection
Runtime cues: prompt:sideboard; action:activate Karn, the Great Creator; visible opponent strategy
Use when: Choosing broad post-board configuration or a Karn target.
Avoid when: The exact sideboard plan has already been locked by manifest.
Instructions: Select hate by axis, not card fame: graveyard recursion gets Grafdigger's Cage or Tormod's Crypt, enter-trigger decks get Torpor Orb, cheap-spell decks get Trinisphere or Chalice support, activated abilities get Pithing Needle, wide boards get Engineered Explosives or Oblivion Stone, stable games get Cityscape Leveler or Mindslaver.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Lock
Priority: High
Decision families: sideboard
Cards: Chalice of the Void; Expedition Map; Mind Stone; Devourer of Destiny; Glaring Fleshraker; Thought-Knot Seer; Kozilek's Command; All Is Dust; Karn, the Great Creator; Torpor Orb; Trinisphere; Grafdigger's Cage; Tormod's Crypt; Engineered Explosives; Ensnaring Bridge; Pithing Needle; Oblivion Stone; Walking Ballista; Skysovereign, Consul Flagship
Phase windows: Between games
Runtime cues: prompt:sideboard; matchup label; registered sideboard
Use when: A legal sideboard request is required.
Avoid when: The engine is resolving in-game Karn, the Great Creator selection rather than deck registration changes.
Instructions: Preserve the main plan after sideboarding: keep enough mana, threats, and Karn access to win. Add role cards for the opponent's decisive axis, then reduce main-deck emphasis from slower or mismatched interaction without cutting more registered copies than legal.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Emrakul Endgame Commitment
Priority: Medium
Decision families: priority; mana; interaction
Cards: Emrakul, the Promised End
Phase windows: Late main phases with cast legal
Runtime cues: action:cast Emrakul, the Promised End; visible graveyards; visible life totals; opponent hand count
Use when: Emrakul, the Promised End is legal and competes with Karn, Ugin, All Is Dust, or multiple smaller plays.
Avoid when: Casting Emrakul does not affect a visible lethal board and a cheaper stabilizing action exists.
Instructions: Commit to Emrakul when it closes a stabilized game or the control of the opponent's next turn is materially better than adding another threat. Card text check required for exact cost reduction and turn-control handling.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes
