# Strategy Specifications
## Deck Name And Archetype
- Identity: Mono-Red Prowess is a Pioneer red aggro-tempo deck built to convert cheap creatures and red spells into fast combat damage, then finish games with reach from burn, creature-lands, and punishing battlefield pressure. The registered strategy name is `Mono-Red Prowess`; runtime guidance should treat this as a low-curve pressure deck, not as a long-game red midrange deck.

- Format validation: The active format is Pioneer, and the provided validation contract reports that the registered list passes. The main deck contains exactly 60 cards and the sideboard contains exactly 15 cards, satisfying the stated construction rule of at least 60 main-deck cards and at most 15 sideboard cards.

- Main-deck inventory check: The registered main deck is 1 Den of the Bugbear; 4 Kumano Faces Kakkazan; 4 Monastery Swiftspear; 4 Monstrous Rage; 15 Mountain; 4 Emberheart Challenger; 2 Ramunap Ruins; 4 Reckless Rage; 4 Screaming Nemesis; 1 Sokenzan, Crucible of Defiance; 4 Soul-Scar Mage; 4 Sunspine Lynx; 4 Burst Lightning; 4 Mutavault; 1 The Legend of Roku. Veles should use these exact card names for all legal-action matching, sideboard cuts, and card-role retrieval.

- Sideboard inventory check: The registered sideboard is 3 Flowstone Infusion; 1 Ghost Vacuum; 3 Hexing Squelcher; 4 Magebane Lizard; 2 Scorching Shot; 2 Weathered Runestone. Veles should never side in cards outside this sideboard and should never cut cards outside the registered main deck.

- Archetype tags: The active tags are aggro, tempo, prowess, and spells; duplicated tag entries collapse to the same functional identity. The deck should be piloted as a combat-first pressure shell where spell timing matters because Monastery Swiftspear and Soul-Scar Mage reward noncreature spell sequencing, while Emberheart Challenger, Screaming Nemesis, Sunspine Lynx, Mutavault, Den of the Bugbear, Ramunap Ruins, and Burst Lightning give damage continuity after early creature pressure is answered.

- Stock/rogue/hybrid status: Treat this list as a hybrid Pioneer Mono-Red Prowess build rather than a fully stock generic mono-red shell. The core pressure package of Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, Monstrous Rage, Burst Lightning, and Reckless Rage is familiar to red prowess pilots, but the specific registered mix with 4 Screaming Nemesis, 4 Sunspine Lynx, 4 Mutavault, 2 Ramunap Ruins, 1 Den of the Bugbear, 1 Sokenzan, Crucible of Defiance, and 1 The Legend of Roku requires deck-specific choices instead of defaulting to generic burn heuristics.

- Legality and rules caution: Follow the rules engine for all legality, timing, target, cost, and replacement-effect decisions, even when a line looks strategically obvious. Card text check required before making unsupported assumptions about The Legend of Roku, Hexing Squelcher, Scorching Shot, Ghost Vacuum, Weathered Runestone, or any newly printed/local-engine card if Veles does not expose precise text in the visible state.

- Mana and role concern: The mana base is mostly red but includes 4 Mutavault, 1 Den of the Bugbear, 2 Ramunap Ruins, and 1 Sokenzan, Crucible of Defiance, so colorless or utility-land-heavy draws can fail to cast multiple red spells on time. The pilot should value early red mana highly, use Mutavault as pressure when spell density is low, and avoid treating utility lands as free when the current hand needs repeated red spell turns.

- Opponent information status: No specific opponent deck, matchup, known sideboard plan, revealed hand, or public metagame context is supplied for this baseline guide. Runtime decisions must therefore start from visible board state, revealed information, public zones, life totals, legal actions, and the active matchup label if Veles later provides one.

## Thesis
- Core plan: Mono-Red Prowess assembles an early red creature, a stream of cheap noncreature spells, and enough reach to make every combat step threaten lethal or force bad blocks. The best openings put Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, or Emberheart Challenger on board early, then convert Burst Lightning, Monstrous Rage, Reckless Rage, and combat into compressed damage before the opponent stabilizes.

- Winning pattern: Prioritize damage that also preserves future damage. A creature that survives and keeps attacking is normally worth more than spending every spell immediately, but a visible lethal window should override preservation when the rules engine offers legal pump, burn, or attack actions.

- Tempo pattern: Use interaction to clear blockers or punish races, not to play a long removal-control game. Reckless Rage is strongest when your creature survives, when Soul-Scar Mage changes damage math through its static ability, or when removing a blocker converts into immediate combat damage; do not fire it into poor boards unless survival or lethal requires it.

- Reach pattern: Treat Burst Lightning, Ramunap Ruins, Den of the Bugbear, Mutavault, Sokenzan, Crucible of Defiance, Screaming Nemesis, and Sunspine Lynx as ways to finish games after early pressure is checked. The deck is not trying to hoard cards for inevitability; it is trying to turn every draw step into pressure while keeping enough red mana to cast multiple spells on decisive turns.

- Non-plan: Do not side into a passive red control deck, do not spend Monstrous Rage as a generic trick when no damage, trample, survival, or follow-up pressure is gained, and do not keep slow hands that only promise creature-land attacks after the opponent has time to deploy larger threats. Card text check required for The Legend of Roku before relying on any specific tactical role beyond using visible legal actions and engine text.

## Role Package
- Threats: Monastery Swiftspear and Soul-Scar Mage are the premium one-mana pressure creatures because they turn noncreature spells into damage and make sequencing matter. Emberheart Challenger is an early attacker that should be deployed before spell bursts when legal text supports pressure; Card text check required for exact triggered or attack-based rewards. Screaming Nemesis and Sunspine Lynx are higher-impact threats that punish opponents who stabilize at low life; deploy them when the current line needs resilient pressure, anti-race pressure, or a larger body rather than another small creature.

- Payoffs: Monstrous Rage is the main combat payoff because it can convert any attacking creature into a trample-damage threat and can leave a lasting board upgrade if its card text matches the expected Role behavior. Burst Lightning is both early interaction and late reach, so prefer saving it for face damage when blockers are irrelevant, but use it on a creature when that unlocks more attack damage than the burn would deal directly.

- Engines: Kumano Faces Kakkazan is the cleanest opening engine because it adds early damage, improves later creature pressure, and can become a body. Soul-Scar Mage also functions as a damage-conversion engine with burn and Reckless Rage when its static ability is relevant; follow rules-engine output for how damage replacement, counters, and lethal damage are actually represented.

- Velocity: This deck has limited true card selection, so velocity means low curve, double-spell turns, and spending mana efficiently. The Legend of Roku may provide a velocity or pressure role, but Card text check required; do not treat it as card draw, selection, protection, or inevitability unless the visible engine text confirms that role.

- Interaction: Reckless Rage is the primary creature interaction and should be aimed at blockers, racing threats, or creatures whose removal changes combat. Burst Lightning covers small creatures and direct damage. Sideboard interaction modules are Flowstone Infusion, Hexing Squelcher, and Scorching Shot, but Card text check required for their exact target restrictions and damage/timing profiles before making assumptions.

- Protection: The registered main deck has no dedicated protection spell. Protection is mainly tactical: attack sequencing, holding Monstrous Rage when it changes combat, avoiding unnecessary exposure to visible removal, and using Mutavault or Den of the Bugbear after sorcery-speed sweepers when legal.

- Recursion: The main deck has no explicit recursion plan. Treat Ghost Vacuum and Weathered Runestone as graveyard or permission-axis sideboard modules only if their visible text supports that use; Card text check required for Ghost Vacuum exact operation.

- Mana: Mountain is the priority source because most spells require red. Mutavault, Den of the Bugbear, Ramunap Ruins, and Sokenzan, Crucible of Defiance are pressure lands, not free colorless inclusions; keep hands and choose land plays around casting one-drop into double-spell turns before leaning on creature-land damage.

- Sideboard modules: Magebane Lizard is the anti-spell-pressure module if its visible text punishes noncreature spells; Card text check required for exact trigger and damage. Flowstone Infusion, Hexing Squelcher, and Scorching Shot are removal or anti-creature modules subject to card text. Ghost Vacuum and Weathered Runestone are graveyard/library-permission hate modules when their text matches the opponent's public plan.

## Primary Win Conditions
- Prowess pressure is the default win path: establish Monastery Swiftspear or Soul-Scar Mage, attack before spending pump or burn when legal, then cast Burst Lightning, Monstrous Rage, or Reckless Rage only when the spell adds combat damage, clears a blocker, preserves the threat, or creates lethal. Prioritize this line with one-red-source openings, low land counts, and hands that can cast multiple cheap spells by turn two or three; disruption is creature removal, blockers that survive combat, and awkward hands where Mutavault or Ramunap Ruins delays red spell sequencing.

- Kumano Faces Kakkazan openings are the cleanest damage-and-board setup: use the early Saga damage and later creature pressure to make every following Monastery Swiftspear, Soul-Scar Mage, Emberheart Challenger, Screaming Nemesis, or Sunspine Lynx more threatening. Prioritize this line when the hand already has a creature to follow; avoid overvaluing it when the hand cannot produce an attacking body before the opponent stabilizes.

- Monstrous Rage combat turns are the main burst-kill plan: set up an attacker, wait for a combat where trample, power increase, survival, or a lasting Role from visible rules text matters, and spend the spell in the window that maximizes confirmed damage. Prioritize it when blockers would otherwise trade favorably, when a prowess creature needs one more trigger, or when the opponent is low enough that trample damage plus Burst Lightning or Ramunap Ruins threatens the next turn; do not fire it into open removal unless waiting is worse or lethal is visible.

- Reckless Rage tempo kills win by removing the creature that makes racing impossible while keeping your pressure alive. Use it when your own creature survives according to visible engine output, when Soul-Scar Mage changes creature-damage math, or when clearing one blocker produces more attack damage than a direct Burst Lightning line. Prioritize it against board stalls and large single blockers; avoid it when losing the only attacker leaves the hand with no pressure.

- Heavy threat pressure wins when small creatures are checked: deploy Screaming Nemesis or Sunspine Lynx to force blocks, punish races, or close through larger battlefields. Card text check required for exact triggered or replacement abilities on Screaming Nemesis and Sunspine Lynx; use only visible rules-engine prompts to confirm prevention, damage, or life-total effects.

## Secondary Win Conditions
- Burn and land reach finish games after early attackers have traded: aim Burst Lightning at the opponent when creature removal no longer increases damage, use Ramunap Ruins only when the life payment and land sacrifice do not lose the race, and preserve red mana for multi-spell turns before activating utility lands. Prioritize reach when the opponent is at a low life total, your board is shrinking, or the next draw step is more likely to be damage than a durable threat.

- Creature-land pressure is the fallback against removal-heavy or stalled games: attack with Mutavault, Den of the Bugbear, or tokens/creatures from Sokenzan, Crucible of Defiance only when the activation does not prevent a higher-impact spell line. Prioritize this line after sweepers, when the opponent is tapped low, or when spell density is low; avoid exposing Mutavault into obvious profitable blocks unless the damage race requires it.

- Emberheart Challenger value-pressure is a backup engine when the game needs both a body and continued action. Card text check required for exact attack, cast-from-exile, or card-advantage behavior; if visible legal actions show a temporary-use card or attack reward, spend mana so the extra resource becomes damage before it expires.

- The Legend of Roku is a conditional singleton line, not a plan to build around without confirmed text. Card text check required before treating it as reach, velocity, pump, removal, or protection; follow the legal action text and prefer established damage lines if its role is not immediately visible.

## Emergency Lines
- When behind on life, race only if visible damage can end the game before the opponent's next attack; otherwise remove the largest immediate attacker with Burst Lightning or Reckless Rage, keep back a creature that actually blocks profitably, and spend Monstrous Rage defensively only when it preserves a key attacker or prevents lethal.

- When behind on board, convert interaction into tempo rather than parity. Kill the blocker or attacker that changes the next combat, then attack with the surviving threat; if no attack is safe, rebuild with Screaming Nemesis, Sunspine Lynx, Mutavault, Den of the Bugbear, or Sokenzan, Crucible of Defiance instead of burning face too early.

- When behind on cards, maximize every card's damage floor. Prefer spells that trigger Monastery Swiftspear or Soul-Scar Mage while also affecting combat, save Burst Lightning for direct lethal or a blocker whose removal unlocks more damage, and use Emberheart Challenger only according to confirmed visible text.

- When behind on mana or red sources, play Mountain before utility lands unless a legal lethal line requires a creature-land or Ramunap Ruins. Do not keep or sequence toward colorless activations while stranded red spells would win the race.

- When facing graveyard recursion, combo, or engine decks, shorten the clock first unless sideboard hate is already visible and legal. Use Ghost Vacuum, Weathered Runestone, Hexing Squelcher, Magebane Lizard, Flowstone Infusion, or Scorching Shot only according to confirmed card text and matchup role; do not invent hate functionality from names alone.

- When primary creatures are removed, pivot to reach and resilient pressure. Mutavault, Den of the Bugbear, Ramunap Ruins, Sokenzan, Crucible of Defiance, Screaming Nemesis, Sunspine Lynx, and topdecked Burst Lightning become the closing plan; preserve life total enough to take one more draw step if immediate burn is not lethal.

## Resource Model
- Life is a spendable racing resource only while the deck is ahead on board or has visible reach. Pay life for Ramunap Ruins only when the activation advances lethal, creates an unavoidable two-turn clock, or prevents losing to a stabilized board; avoid life payments when the opponent's next visible attack would make topdeck reach irrelevant.

- Hand cards convert into tempo through one-mana pressure plus spell density. Value hands that produce Monastery Swiftspear or Soul-Scar Mage and at least one cheap spell before turn three; devalue hands where Screaming Nemesis, Sunspine Lynx, or utility lands are the only action and the first creature arrives late.

- Mana is the limiting resource for double-spell turns, not raw land count. Plan turns so Burst Lightning, Monstrous Rage, Reckless Rage, and Flowstone Infusion can be paired with a creature deployment or combat step; do not spend all red mana activating Mutavault, Den of the Bugbear, Ramunap Ruins, or Sokenzan, Crucible of Defiance when a red spell line is higher impact.

- Board presence is the deck's main damage multiplier. A single Monastery Swiftspear, Soul-Scar Mage, Emberheart Challenger, Screaming Nemesis, or Sunspine Lynx makes every spell more threatening, so protect the first real attacker from unnecessary Reckless Rage self-damage or bad blocks unless the exchange wins the race.

- Graveyard resources are minor in game one and should not distract from damage. Treat graveyards mainly as public information for opponent recursion, delirium, escape-style pressure, or sideboard hate timing; Ghost Vacuum and Weathered Runestone should be used only according to visible legal text after sideboarding.

- Exile resources matter when the engine shows temporary-use cards from Emberheart Challenger or other visible effects. Card text check required for Emberheart Challenger and The Legend of Roku; when a legal exiled card has an expiry window, spend mana to convert it into damage unless doing so misses lethal, a critical removal spell, or required defense.

- Lands are damage sources after they are mana sources. Mutavault, Den of the Bugbear, Ramunap Ruins, and Sokenzan, Crucible of Defiance provide reach and post-removal pressure, but early utility-land sequencing must not strand Kumano Faces Kakkazan, Monastery Swiftspear, Soul-Scar Mage, Burst Lightning, or Reckless Rage.

- Sacrifice fodder is scarce and usually means lands, not expendable creatures. Sacrifice Ramunap Ruins only when the red source count remains sufficient for the current hand or the activation is part of a clear closing line; do not treat creatures as fodder unless a visible legal action explicitly asks and the exchange is forced by survival or lethal.

- Tempo is gained by forcing awkward blocks and clearing exactly the blocker that changes combat. Reckless Rage is strongest when your chosen creature survives or Soul-Scar Mage changes the damage result through visible engine output; Burst Lightning should kill a creature only when that produces more damage or prevents more damage than pointing it at the opponent.

- Information is bounded by visible zones, revealed cards, legal actions, and public logs. Do not assume hidden removal, blockers, counterplay, or lifegain; use opponent mana, cards revealed by the engine, battlefield text, and prior decisions to decide whether to commit Monstrous Rage, animate lands, or hold reach.

- Sideboard bullets are role tools, not automatic upgrades. Flowstone Infusion, Ghost Vacuum, Hexing Squelcher, Magebane Lizard, Scorching Shot, and Weathered Runestone require matchup or visible-board justification; keep the core pressure plan intact unless the sideboard card directly improves the race, interaction axis, or hate requirement.

## Mana Guide
- Keep hands that cast an early red permanent and follow with spells. One Mountain plus Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, Burst Lightning, or Monstrous Rage can be functional if the curve is low; hands relying on Mutavault, Ramunap Ruins, Den of the Bugbear, or Sokenzan, Crucible of Defiance as the only early mana need a visible red source or very low risk profile.

- Mulligan mana that cannot produce red on turn one or turn two unless the hand has a documented engine reason. This deck has many red one-drops and red interaction, so a colorless-heavy opener with Mutavault and Ramunap Ruins often loses more damage than the extra utility later provides.

- Sequence Mountain before utility lands when red spell density is high. Play Mountain first for Kumano Faces Kakkazan, Monastery Swiftspear, Soul-Scar Mage, Burst Lightning, Flowstone Infusion, or Reckless Rage; play Mutavault or Ramunap Ruins early only when the hand already has enough red sources for the next two turns.

- Play tapped or restricted utility lands according to engine output, not assumption. Card text check required for exact current behavior of Den of the Bugbear and Sokenzan, Crucible of Defiance; if a land would enter tapped or consume a turn's mana, compare it against immediate red-spell pressure before choosing it.

- Prioritize red mana before creature-land activation. Animate Mutavault or Den of the Bugbear only after confirming that the activation does not block a relevant Burst Lightning, Monstrous Rage, Reckless Rage, Screaming Nemesis, Sunspine Lynx, or sideboard action in the same turn.

- Use Ramunap Ruins as late reach after spell sequencing is exhausted. Keep it as a land while red mana is needed for multi-spell turns; activate only when the life payment, land sacrifice, and color loss are acceptable under visible combat math.

- Hold land before draw only when a visible effect can change land choice. If Emberheart Challenger or another confirmed effect may reveal or grant a temporary card, consider delaying the land drop until after combat or selection; otherwise play the land before combat when it enables prowess spells, removal, or a creature-land bluff.

- Play land before draw or selection when mana is required for all likely legal actions. If the hand already has a land that unlocks double-spell combat, castable sideboard interaction, or lethal Burst Lightning, deploy it before using any visible draw-like or exile-access effect so the next prompt can spend mana immediately.

- Preserve Sokenzan, Crucible of Defiance when extra bodies are more valuable than one red mana. Use it as a land if red source count is low; hold it if the game is likely to involve removal, sweepers, or stalled boards where a legal channel-style action shown by the engine would add pressure.

- Count colorless lands as pressure, not spell support. Mutavault helps post-removal games and creature-count pressure, but too many colorless lands weaken starts with Kumano Faces Kakkazan, multiple one-red spells, Flowstone Infusion, Hexing Squelcher, Magebane Lizard, or Scorching Shot after sideboarding.

## Mulligan Guide
- Strong keep: Mountain plus Kumano Faces Kakkazan or Monastery Swiftspear, a second cheap creature, and one or two spells is the default keep because it produces immediate pressure and keeps mana flexible. Examples include Mountain, Mountain, Monastery Swiftspear, Soul-Scar Mage, Monstrous Rage, Burst Lightning, Screaming Nemesis; or Mountain, Mutavault, Kumano Faces Kakkazan, Emberheart Challenger, Monstrous Rage, Burst Lightning, Sunspine Lynx.

- Medium keep: Two lands with one red source, one early threat, and interaction is acceptable when the hand has a turn-one or turn-two play. A hand like Mountain, Ramunap Ruins, Soul-Scar Mage, Reckless Rage, Burst Lightning, Screaming Nemesis, Sunspine Lynx is keepable if the opponent is creature-based, but weaker against low-creature control or combo.

- Risky keep: One Mountain with Monastery Swiftspear, Soul-Scar Mage, Burst Lightning, Monstrous Rage, Reckless Rage, and Sunspine Lynx is matchup- and play/draw-dependent. Keep on the draw against slower decks if the first threat is likely to live; ship more often on the play when missing land two strands Screaming Nemesis, Sunspine Lynx, and multi-spell turns.

- Automatic ship: No red source is a mulligan even with Mutavault, Ramunap Ruins, Den of the Bugbear, and spells. Also ship hands with no creature or Kumano Faces Kakkazan, because Monstrous Rage and Reckless Rage lose too much value without a body.

- Automatic ship: Five-land or six-land hands without Kumano Faces Kakkazan, Monastery Swiftspear, Soul-Scar Mage, or Emberheart Challenger are too low pressure. Utility lands do not replace early damage unless the opponent is known to be pure removal and the remaining cards are high-impact threats.

- Matchup-dependent keep: Reckless Rage-heavy hands improve sharply against visible or expected creature decks and decline against spell combo, control, or removal-light decks. Keep Soul-Scar Mage plus Reckless Rage more aggressively when opposing creatures matter, because damage-to-creature outcomes may become permanent counters through visible engine output.

- Play/draw adjustment: On the play, keep lower-curve pressure and avoid hands that start with only Screaming Nemesis or Sunspine Lynx as the first threat. On the draw, tolerate one slower card if the hand has turn-one red pressure, because the extra card can find the second land or additional spell.

- Trap hand: Multiple Monstrous Rage with only one creature is not automatically strong. Keep it only when the creature is cheap, mana works, and visible matchup context does not punish investing into one target; otherwise ship or evaluate as a high-variance all-in hand.

- Trap hand: Mutavault plus Ramunap Ruins plus one Mountain can look functional but may fail double-red spell turns. Keep only if the first two turns are already mapped and the colorless lands are pressure after spells, not substitutes for casting spells.

## Turn Arc
- Turn 1 preferred play: Lead with Mountain into Kumano Faces Kakkazan, Monastery Swiftspear, or Soul-Scar Mage. Choose Kumano Faces Kakkazan when the hand has a turn-two creature to receive its visible next-chapter benefit; choose Monastery Swiftspear when immediate haste damage plus spell follow-up is strongest; choose Soul-Scar Mage when Reckless Rage or Burst Lightning interaction is likely to matter.

- Turn 1 deviations: Use Burst Lightning only when killing an opposing turn-one creature protects more damage than starting pressure. Play Mutavault or Ramunap Ruins on turn one only if no red one-drop exists or the remaining land already casts the next red spell.

- Turn 2 preferred play: Add Emberheart Challenger, a second one-drop plus spell, or a Kumano Faces Kakkazan-buffed creature before spending pump. Use Monstrous Rage on turn two when it creates a major attack, protects tempo through trample, or unlocks a visible Emberheart Challenger trigger; card text check required for Emberheart Challenger trigger details.

- Turn 2 deviations: Cast Reckless Rage when the target creature blocks profitably, threatens a faster clock, or is better removed before combat. Target your own creature only through legal engine prompts and avoid sacrificing your only real pressure unless the removal swing is decisive.

- Turn 3 preferred play: Commit Screaming Nemesis or Sunspine Lynx when the board already pressures and mana supports follow-up spells. If the opponent is open to a blowout, attack first with cheap spell mana up instead of tapping out, especially when Monstrous Rage or Burst Lightning changes combat.

- Turn 3 deviations: Animate Mutavault only when it adds damage without preventing a stronger red spell line. Hold Sunspine Lynx if the visible board demands removal plus attack this turn or if tapping out walks away from immediate lethal setup.

- Turns 4-5 preferred play: Convert every card into damage while preserving one meaningful threat after removal. Sequence attacks before postcombat creatures when prowess or pump can change blocks, but cast precombat spells when they remove blockers or create lethal math.

- Turns 4-5 deviations: Use Ramunap Ruins, Den of the Bugbear, Mutavault, or Sokenzan, Crucible of Defiance as reach only after checking spell mana. Card text check required for exact Den of the Bugbear and Sokenzan, Crucible of Defiance activated abilities; choose them when the legal action clearly adds pressure through removal or stalled boards.

- Late game preferred play: Treat lands and topdecks as reach, not long-game value. Burst Lightning should go face when legal damage closes the game or forces lethal next turn; save it for creatures only when the creature prevents more damage than the spell would deal.

- Late game deviations: Rebuild with creature lands and any legal Sokenzan, Crucible of Defiance action after sweepers or removal. Avoid all-in Monstrous Rage into open interaction unless waiting gives the opponent more time than the current visible risk allows.

## Card Roles
- Kumano Faces Kakkazan is the highest-pressure turn-one setup card when the hand contains a creature to deploy next. Prioritize it over a creature when the next turn can convert its chapter sequence into extra damage, but choose Monastery Swiftspear or Soul-Scar Mage instead when immediate combat damage, prowess, or Reckless Rage setup matters more than delayed pressure. Do not keep hands that rely on Kumano Faces Kakkazan as the only threat if the rest of the hand is pump or interaction with no creature follow-up.

- Monastery Swiftspear is the cleanest haste threat and the best card for punishing stumbling opponents. Lead with it when early damage matters, when the hand has Burst Lightning or Monstrous Rage to chain, or when a turn-one Kumano Faces Kakkazan would leave no meaningful turn-two creature. Hold spells until combat when the opponent may block, but cast precombat removal if clearing a blocker increases damage more than preserving surprise.

- Soul-Scar Mage is the best one-drop when opposing creatures matter because damage-based spells can become permanent shrink effects through the rules engine. Pair Soul-Scar Mage with Reckless Rage against creature decks, and value it over Monastery Swiftspear when shrinking a blocker or large attacker changes multiple turns. Avoid spending Soul-Scar Mage as a disposable Reckless Rage target unless the removal swing clearly protects the race.

- Emberheart Challenger is the deck’s pressure-and-card-flow bridge, especially in hands with cheap ways to target it. Card text check required for exact trigger timing and play duration, so treat runtime legal actions as authoritative when it offers cards or follow-up casts. Use Monstrous Rage or other legal targeting lines on Emberheart Challenger when the trigger plus combat damage is worth exposing the creature; avoid targeting it into open removal when the hand already has enough damage without risking the engine.

- Monstrous Rage is the main burst spell and the best way to turn small creatures into lethal or near-lethal attacks. Use it when trample or a large power boost changes blocks, enables a major prowess turn, or pushes through the last damage before the opponent stabilizes. Do not cast it just because mana is available; the common mistake is loading one creature into removal when a second threat or Burst Lightning would keep pressure diversified.

- Reckless Rage is premium creature interaction when the deck has a durable or expendable creature and the opposing target matters. With Soul-Scar Mage, it can leave lasting counters on opposing creatures according to engine output; without Soul-Scar Mage, evaluate whether the damage to your own creature costs too much pressure. Avoid hands with multiple Reckless Rage against unknown noncreature decks unless the rest of the hand already has fast pressure.

- Screaming Nemesis is the midgame threat that punishes damage races and removal-heavy creature combat. Card text check required for exact triggered damage and life-gain prevention details, so follow visible engine prompts for target choices. Cast it when a hasty or resilient body changes the clock, and be cautious about attacking it into larger blockers unless the visible trigger outcome is favorable or the opponent’s life total is already under pressure.

- Sunspine Lynx is the top-end closer, especially against opponents with many nonbasic lands or life-gain plans. Card text check required for exact damage and life-gain restriction wording, but treat the legal ETB and static effects as major reach when the opponent’s visible battlefield supports them. Hold it when removal plus attack creates more immediate damage; cast it when tapping out presents lethal, shuts off life-gain stabilization, or adds a hard-to-ignore body.

- Burst Lightning is flexible reach first and emergency removal second. Point it at the opponent when it creates lethal, sets up lethal next turn, or triggers prowess without losing a necessary removal window. Use it on creatures when that creature blocks multiple damage, threatens a faster race, or enables a safer attack. Card text check required for exact kicker mode; choose the larger legal mode only when mana would otherwise go unused or the extra damage changes the clock.

- The Legend of Roku is a single-copy role-player, so do not build mulligan or sequencing assumptions around drawing it. Card text check required. When the rules engine presents legal actions involving The Legend of Roku, evaluate it as a high-variance support card: cast it only when it advances the current pressure plan more than holding mana for Burst Lightning, Monstrous Rage, creature-land activation, or removal.

- Mountain is the deck’s most important land because almost every proactive line requires red mana early. Prefer opening sequences with Mountain over Mutavault or Ramunap Ruins when a one-drop is available, and preserve enough red sources for double-spell turns. Do not overvalue colorless utility lands in hands that cannot cast Kumano Faces Kakkazan, Monastery Swiftspear, Soul-Scar Mage, Burst Lightning, or Reckless Rage on time.

- Mutavault is pressure after sweepers, removal, or flood, but it is not a substitute for red mana. Use it as an attacker when it adds damage without preventing a stronger red spell sequence, and keep it back when blocking or preserving red mana matters more. Avoid opening hands where Mutavault plus another non-Mountain land strands early red spells.

- Ramunap Ruins is late-game reach and a colorless liability at the same time. Card text check required for exact activation cost and damage mode; treat it as a damage source only after confirming that sacrificing or tapping lands will not prevent lethal spell sequencing. In mulligans, count it as a land but discount hands where it is one of too few red sources.

- Den of the Bugbear is a one-copy flood plan that lets the deck keep attacking after removal. Card text check required for exact activation and token details. Play it untapped only when the engine confirms timing allows; activate it when the board is stalled, the opponent is low, or your hand is empty enough that mana would otherwise be unused.

- Sokenzan, Crucible of Defiance is a one-copy utility land that should be treated as a land first and a spell-like action second. Card text check required for exact channel effect and cost reduction. Use its legal nonland action when extra bodies or surprise attackers matter more than preserving the land drop, especially after sweepers or when one more attacker changes combat math.

## Interaction Priorities

- Priority: Use Burst Lightning and Reckless Rage to convert damage into tempo, not to answer every creature on sight. Remove creatures that block Monastery Swiftspear, Soul-Scar Mage, Emberheart Challenger, Screaming Nemesis, or Sunspine Lynx profitably; remove creatures that race faster than your current clock; and ignore low-power blockers when Monstrous Rage, prowess triggers, Mutavault, or direct damage can make blocking irrelevant.

- Priority: Aim Reckless Rage at creatures whose removal unlocks an attack or prevents a large return swing. Prefer pairing it with Soul-Scar Mage when the engine shows lasting shrink effects, and avoid targeting your own only threat unless the opponent's creature is worth the pressure loss. Against creature-light decks, treat Reckless Rage as a liability unless a legal target protects lethal or clears a must-answer permanent creature.

- Priority: Save Burst Lightning for the opponent when it represents lethal, forces the opponent into defensive plays, or turns the next attack into lethal through prowess. Use Burst Lightning as removal only when the target blocks more damage than Burst Lightning would deal face, threatens to win the race, or must die before combat to make Monstrous Rage safe. Card text check required for exact kicked mode; choose the larger mode only when the extra damage matters.

- Priority: Use Monstrous Rage as interaction with combat math, not as a casual pump spell. Cast it into blocks when trample or power changes lethal, kills an important blocker, or lets a creature survive combat; hold it when open mana or visible removal makes loading one creature too risky. If the opponent is representing instant-speed removal, bait with Kumano Faces Kakkazan, Mutavault, or a lower-value attack before committing Monstrous Rage to Emberheart Challenger or Soul-Scar Mage.

- Priority: Treat Screaming Nemesis and Sunspine Lynx as pressure pieces that also punish stabilization. Card text check required for exact damage, prevention, and life-gain restriction details, so follow engine prompts rather than assuming outcomes. Against lifegain, large blockers, or damage races, preserve these cards until they create an immediate swing; against removal-heavy control, deploy them when forcing an answer is better than holding more small threats.

- Priority: Sideboard interaction changes target classes. Flowstone Infusion and Scorching Shot should answer small or medium creatures when the engine confirms legal targets and damage math; Hexing Squelcher is for activated or triggered ability fights only when the legal action text matches the relevant opposing ability; Ghost Vacuum and Weathered Runestone are graveyard or library-cast interaction, not tempo plays unless the matchup makes that axis decisive. Card text check required for all sideboard card specifics.

- Priority: This deck does not counter, discard, exile, or bounce as a normal main-deck plan. If runtime offers those action families through sideboard cards or opponent effects, choose them only from visible legal actions and known public information. Do not infer hidden cards; interact with revealed cards, stack objects, graveyards, battlefield engines, and legal prompts the rules engine exposes.

## Combat And Trading Rules

- Attack: Default to attacking whenever the visible board shows damage will connect, trade up, or force blocks that make Burst Lightning, Reckless Rage, or Monstrous Rage better. Monastery Swiftspear and Soul-Scar Mage reward spell timing, so delay nonessential spells until combat when prowess triggers change blocks. Do not skip attacks merely to preserve life total unless the opponent's return attack is visibly lethal or your creature is essential to a near-certain next-turn kill.

- Attack: Value early damage highly with Kumano Faces Kakkazan, Monastery Swiftspear, Soul-Scar Mage, and Emberheart Challenger. If a one-drop can attack into an unfavorable block, compare the lost creature to the damage and spell triggers it enables; the deck often accepts trades that keep the opponent under pressure. Preserve Emberheart Challenger more carefully when its engine text is generating cards or follow-up casts.

- Trade: Trade small creatures for blockers when the trade keeps the opponent low enough for Burst Lightning, Ramunap Ruins, Den of the Bugbear, Mutavault, Sunspine Lynx, or a later Monstrous Rage turn to finish. Refuse trades when the creature is your only Reckless Rage enabler, your only prowess body, or the only way to exploit multiple cheap spells in hand. Soul-Scar Mage is especially worth preserving against creature decks because damage spells may become long-term shrink effects.

- Block: Block rarely while ahead, because this deck wins by maintaining initiative. Block when the opponent's next attack is lethal, when trading protects a more important attacker from forced racing, or when Screaming Nemesis creates a favorable engine-confirmed punishment for damage. Do not chump block with Monastery Swiftspear or Soul-Scar Mage if a crack-back plus Burst Lightning can win first.

- Protection: Protect the best threat by diversifying damage sources before committing pump. If the hand has multiple creatures, lead with additional bodies before risking Monstrous Rage into open removal unless the pump produces lethal or prevents losing combat. If the opponent has already spent removal, move toward a one-turn burst line with Monstrous Rage and cheap spells.

- Threshold: At 20 to 12 life, race aggressively and spend life as a resource when the opponent cannot present lethal. At 11 to 6 life, check visible attack power before tapping out, because losing one blocker or failing to remove a creature may flip the race. At 5 or less, prioritize survival only when no visible lethal or near-lethal line exists; otherwise force the opponent to answer your final attack or burn sequence.

- Archetype shift: Against creature decks, become a tempo-removal deck where Reckless Rage, Burst Lightning, Flowstone Infusion, and Scorching Shot clear blockers and shrink attackers. Against control or combo, become maximum pressure: ignore low-impact creatures, bait interaction with lower-value threats, and hold Mutavault, Den of the Bugbear, Sokenzan, Crucible of Defiance, or Ramunap Ruins as post-removal reach when legal. Against graveyard or library-cheat decks, use Ghost Vacuum or Weathered Runestone only when the visible axis matters more than adding damage.

## Selection And Tutor Rules

- Selection: This deck has no true main-deck tutor, so treat every draw, exile-cast, land drop, and channel or activated land choice as pseudo-selection. Do not search for absent cards or plan around hidden library order; choose only among cards and actions the engine exposes.

- Land drop: Make the land drop before committing a spell sequence when the extra mana changes legal actions, enables multiple spells, or protects a kicked Burst Lightning line. Delay the land drop only when visible legal actions from Emberheart Challenger, The Legend of Roku, or another engine prompt might reveal a card or decision that changes whether Mountain, Mutavault, Den of the Bugbear, Ramunap Ruins, or Sokenzan, Crucible of Defiance is the correct land to commit. Card text check required for The Legend of Roku and exact Emberheart Challenger selection timing.

- Utility land choice: Prioritize untapped red mana early unless a creature-land or reach land is already tactically required. Keep Mutavault when a creature body matters after sweepers, for combat pressure, or as a Reckless Rage enabler if the engine confirms it is a legal creature target. Keep Ramunap Ruins when repeated reach matters more than colored consistency. Keep Den of the Bugbear for post-removal pressure, and use Sokenzan, Crucible of Defiance only when the legal channel/action text advances combat or lethal more than playing it as a land.

- Exile or temporary play: When Emberheart Challenger or The Legend of Roku creates a temporary card-use window, spend that card first if it would otherwise be lost and if doing so does not waste lethal reach, expose Monstrous Rage into visible removal, or prevent a better combat line. If the temporary card is a land and the land drop is unused, compare it to lands in hand before playing it; do not consume a better utility land slot unless the current turn needs that mana.

- Bottom or decline choices: Bottom excess lands when the visible hand already supports two to four mana and at least one threat or burn spell. Bottom redundant expensive or conditional cards when behind on board and lacking a creature. Keep Burst Lightning, Reckless Rage, or sideboard removal over extra threats when the opponent has a visible blocker that stops attacks; keep Monstrous Rage over removal only when a current or next-turn attacker can use it for lethal, trample pressure, or combat survival.

- Card-flow discipline: Do not cast cheap spells before selection decisions unless their prowess trigger or damage is immediately needed. Soul-Scar Mage and Monastery Swiftspear reward spell timing, so preserve cheap spells until after draw/exile information when possible, then sequence the most constrained temporary cards before flexible hand cards.

- Sideboard selection: Ghost Vacuum, Weathered Runestone, Hexing Squelcher, Magebane Lizard, Flowstone Infusion, and Scorching Shot should be chosen from legal prompts only when their visible role matters in the current matchup. Card text check required for exact sideboard card text; treat them as role cards until engine action text confirms timing, target, and effect.

## Priority And Stack Rules

- Priority: Pass quickly when the stack is empty, no attack or lethal setup is available, and casting a spell now would only reduce surprise or waste a prowess trigger. Hold Burst Lightning and Monstrous Rage for combat, end step, or lethal windows unless a main-phase play unlocks an attack or prevents a visible opposing line.

- Stack response: Respond to removal with Monstrous Rage only when the legal action text can save the creature, force lethal damage, or leave a materially better combat result. Do not spend Monstrous Rage merely to add damage if the target creature is still dying and no trample or lethal outcome is visible.

- Burn timing: Aim Burst Lightning at the opponent when it creates lethal this turn, sets up unavoidable next-turn reach, or punishes the opponent for tapping low. Aim Burst Lightning at a creature when that creature blocks more damage than face-burn would deal, threatens lethal, or must die before combat. Card text check required for exact kicked mode; pay kicker only when the extra damage changes a visible result.

- Reckless Rage timing: Cast Reckless Rage before attackers only when removing a blocker changes combat or when damaging your own creature is acceptable under the visible board. Prefer pairing it with Soul-Scar Mage when engine output shows lasting shrink or counter-like results. Avoid Reckless Rage if your only creature would die and the removed opposing creature does not justify losing pressure.

- Combat stack: After attackers and after blockers, re-check legal Monstrous Rage, Burst Lightning, Reckless Rage, Flowstone Infusion, and Scorching Shot actions before passing. Use pump or burn after blocks when it changes trample damage, saves a creature, kills a blocker, or produces lethal; otherwise preserve spells for the next prowess turn.

- Activated abilities: Use Mutavault, Den of the Bugbear, Ramunap Ruins, and Sokenzan, Crucible of Defiance only when the action text confirms legality and the mana cost does not block a stronger spell. Activate creature-lands before combat when they are part of the attack, but preserve them against open removal unless the opponent is already pressured or tapped low. Use Ramunap Ruins as reach when the opponent is near lethal or when board combat is stalled.

- Let resolve: Let opposing spells resolve when they do not affect the race, do not remove the active threat, and do not block a visible lethal line. Spend sideboard interaction such as Hexing Squelcher, Ghost Vacuum, or Weathered Runestone only on stack or graveyard/library actions the engine exposes as relevant; do not fire them for generic tempo without a visible target or trigger. Card text check required for exact sideboard timing.

- Optional triggers and payments: Take optional damage, pump, cast, or payment prompts when they advance lethal, preserve tempo, or use a temporary card that would expire. Decline optional payments when they consume mana needed for Burst Lightning, Monstrous Rage, creature-land activation, or a second spell that creates more damage through prowess.

- End step: Use end-step Burst Lightning or utility-land actions when mana would otherwise be unused and the opponent cannot be forced into a worse combat decision by waiting. Keep instant-speed burn in hand if the opponent may present a creature or planeswalker-style threat on the next turn and the current damage does not change the clock.

## Sideboard Map

- Sideboard posture: Keep Mono-Red Prowess as the pressure deck after sideboarding. Add role cards only when they protect attacks, punish a confirmed spell pattern, stop a public zone engine, or answer a blocker that changes the race; preserve enough Monastery Swiftspear, Soul-Scar Mage, Emberheart Challenger, Kumano Faces Kakkazan, Burst Lightning, and Monstrous Rage pressure to end games quickly.

- Flowstone Infusion role: Use Flowstone Infusion against small creature decks, prowess mirrors, mana-creature starts, and combat boards where a cheap red spell can remove an attacker, remove a blocker, or turn combat math. Card text check required for exact stat change and target legality. Poor fit: creature-light control, noncreature combo, and boards where spending a card on a small creature does less than pushing damage. Role change: Treat it as tempo interaction first and prowess fuel second; do not use it as a speculative pump unless Veles shows the target survives and the damage matters.

- Ghost Vacuum role: Use Ghost Vacuum against graveyard recursion, reanimation, escape-like pressure, Phoenix-style engines, and sacrifice loops where public graveyard cards are a live resource. Card text check required for exact activation and payoff text. Poor fit: fair aggro and midrange games where graveyards are incidental and the current board decides the race. Role change: Pair it with a fast clock; graveyard hate buys turns but does not substitute for early damage.

- Hexing Squelcher role: Use Hexing Squelcher only when the opponent’s visible plan relies on an ability, spell pattern, protection action, or other engine axis that Veles exposes as legally affected. Card text check required. Poor fit: normal creature combat, low-synergy removal decks, and matchups where the legal action text never presents a relevant target. Role change: Treat it as narrow interaction, not a generic threat; keep it only when prior games or public information prove the target class.

- Magebane Lizard role: Use Magebane Lizard against spell-heavy control, noncreature combo, prowess-style decks, Phoenix-style decks, and removal-heavy opponents that need several noncreature spells to stabilize. Card text check required for exact punishment or combat stats. Poor fit: creature-dense decks where it neither blocks profitably nor accelerates lethal. Role change: It can shift the deck from pure burst damage to pressure-plus-tax; still attack when legal damage is favorable.

- Scorching Shot role: Use Scorching Shot as extra creature interaction against larger blockers, utility creatures, aggressive starts, and midrange boards where Burst Lightning or Reckless Rage alone is not enough. Card text check required for exact damage, cost, and target class. Poor fit: creature-light control, combo with no relevant creatures, and games where direct face damage is the faster clock. Role change: It lets the deck spend burn on creatures more freely while preserving Burst Lightning as reach.

- Weathered Runestone role: Use Weathered Runestone against graveyard, library-cast, creature-cheat, and recursion engines where a static hate permanent can block the opponent’s public axis. Card text check required for exact zone restrictions. Poor fit: fair creature decks, spell control with no graveyard or library action, and any game where spending mana on hate delays lethal. Role change: Once deployed, prioritize attacks and burn; do not spend extra turns managing the graveyard unless a legal action demands it.

Fast creature race or red prowess mirror
Side in: 3 Flowstone Infusion; 2 Scorching Shot; 2 Magebane Lizard
Cut: 4 Sunspine Lynx; 1 The Legend of Roku; 2 Reckless Rage

Spell-heavy control or noncreature combo
Side in: 4 Magebane Lizard; 3 Hexing Squelcher
Cut: 4 Reckless Rage; 2 Monstrous Rage; 1 The Legend of Roku

Graveyard or library-engine opponent
Side in: 1 Ghost Vacuum; 2 Weathered Runestone; 4 Magebane Lizard
Cut: 4 Reckless Rage; 2 Monstrous Rage; 1 The Legend of Roku

Creature midrange with large blockers
Side in: 3 Flowstone Infusion; 2 Scorching Shot
Cut: 2 Sunspine Lynx; 2 Reckless Rage; 1 The Legend of Roku

- Aggro archetype rule: Add role cards: Flowstone Infusion and Scorching Shot for tempo-positive creature exchanges; Magebane Lizard only when the opponent is also spell-heavy. Reduce main-deck emphasis: Sunspine Lynx, The Legend of Roku, and conditional Reckless Rage lines when the game is decided before three-mana pressure or self-damage removal stabilizes.

- Control archetype rule: Add role cards: Magebane Lizard for spell-volume punishment and Hexing Squelcher only when exact visible action text confirms relevant interaction. Reduce main-deck emphasis: Reckless Rage and some Monstrous Rage when opposing creatures are scarce and pump is exposed to removal.

- Graveyard archetype rule: Add role cards: Ghost Vacuum and Weathered Runestone when public graveyard or library-zone actions matter; Magebane Lizard joins when the opponent also chains spells. Reduce main-deck emphasis: creature-only removal and fragile pump before reducing direct damage, because hate must be paired with a clock.

- Big mana archetype rule: Add role cards: Magebane Lizard against spell-based setup, Hexing Squelcher when Veles exposes a relevant ability or payoff window, and Weathered Runestone only for library or graveyard casting routes. Reduce main-deck emphasis: Flowstone Infusion, Scorching Shot, and Reckless Rage unless early creatures or blockers are visible.

- Midrange archetype rule: Add role cards: Scorching Shot and Flowstone Infusion when blockers decide attacks, Hexing Squelcher when a repeated ability is the public problem, and Weathered Runestone only if recursion is real. Reduce main-deck emphasis: The Legend of Roku or excess three-mana pressure when keeping mana efficient matters more than late value.

- Narrow-card discipline: Do not add Ghost Vacuum, Weathered Runestone, Hexing Squelcher, or Scorching Shot on archetype name alone. Require revealed cards, game-one evidence, public graveyard contents, visible creature pressure, or a Veles legal action that proves the sideboard card affects the current race.

- Curve discipline: Keep enough untapped red sources and one-mana plays after every plan. A post-board hand with multiple hate cards, utility lands, and no Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, Emberheart Challenger, or Burst Lightning should mulligan unless the hate card directly stops a deterministic public engine.

## Matchup Guidance
- Aggro plan: Race only when your first two turns produce Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, or Emberheart Challenger; otherwise spend Burst Lightning, Reckless Rage, Flowstone Infusion, or Scorching Shot to stop the largest visible attack. Preserve life total by blocking when a creature is no longer central to lethal math, especially if Monstrous Rage is not in hand or Veles shows no safe trample attack. Sunspine Lynx is slower here; treat it as a stabilizing top-end only when the board is not already lethal against you. Add role cards: Flowstone Infusion and Scorching Shot. Reduce main-deck emphasis: Sunspine Lynx, The Legend of Roku, and conditional Reckless Rage if self-damage or target requirements make it awkward.

- Control plan: Commit one early threat, then make the opponent answer it before exposing every creature. Prioritize Kumano Faces Kakkazan, Monastery Swiftspear, Soul-Scar Mage, and Emberheart Challenger as staggered pressure, and keep Burst Lightning or Ramunap Ruins reach for the last life points. Use Monstrous Rage when it forces a large damage step or protects tempo through trample, but do not cast it into open removal unless Veles shows the opponent cannot answer or waiting risks losing pressure. Screaming Nemesis and Sunspine Lynx are higher-value threats if the first wave is contained. Add role cards: Magebane Lizard, and Hexing Squelcher only when visible legal text proves it interacts. Reduce main-deck emphasis: Reckless Rage and some Monstrous Rage.

- Combo plan: Shorten the game and avoid spending cards on irrelevant creatures. Mulligan slow hands that lack a one-drop, Kumano Faces Kakkazan, or fast burn pressure unless sideboard hate directly attacks the opponent’s public engine. Use Magebane Lizard when the combo requires spell volume, Weathered Runestone or Ghost Vacuum when the public engine uses graveyard or library zones, and Hexing Squelcher only when Veles exposes a relevant ability or stack pattern. Burst Lightning should usually go face unless a visible creature is required for the combo. Reduce main-deck emphasis: Reckless Rage, Flowstone Infusion, and Scorching Shot unless the opponent’s combo is creature-based.

- Tempo plan: Protect mana efficiency more than raw card count. Sequence one cheap threat before two-mana or three-mana pressure, then use Burst Lightning and Reckless Rage to clear blockers only when the attack step gains immediate damage or keeps a key creature alive. Avoid loading Monstrous Rage onto a creature if the opponent has open interaction and another attack next turn is available. Mutavault is valuable after sweepers or tapped-out turns, but do not animate it into obvious removal when colored mana is needed for spells. Add role cards: Magebane Lizard against spell-heavy tempo and Flowstone Infusion against creature mirrors.

- Midrange plan: Force the opponent to trade removal for cheap creatures, then win with haste, creature-lands, and reach. Soul-Scar Mage improves noncombat damage into larger blockers, so value it highly before using Reckless Rage, Burst Lightning, Flowstone Infusion, or Scorching Shot on creatures. Screaming Nemesis is strong when it attacks through removal-heavy boards or punishes damage-based interaction; Card text check required for exact triggered abilities. Sunspine Lynx is a top-end pressure card when nonbasic lands or life-gain prevention matter; Card text check required for exact damage and static text. Add role cards: Scorching Shot and Flowstone Infusion. Reduce main-deck emphasis: The Legend of Roku or excess expensive threats when the game is about double-spelling.

- Big mana plan: Treat the opponent’s early turns as a deadline, not a permission slip to durdle. Keep hands that can present damage on turn one or turn two and follow with Monstrous Rage, Emberheart Challenger, Screaming Nemesis, or Sunspine Lynx. Send Burst Lightning face unless removing a mana creature or blocker changes the clock by a full turn. Ramunap Ruins, Den of the Bugbear, Mutavault, and Sokenzan, Crucible of Defiance matter after sweepers, but prioritize casting spells before activating lands. Add role cards: Magebane Lizard for spell-heavy setup, Hexing Squelcher for exposed abilities, and Weathered Runestone only for graveyard or library-zone engines.

- Graveyard plan: Pair hate with pressure and do not keep a passive hate-only hand. Ghost Vacuum and Weathered Runestone are worth mana when public graveyard cards, recursion actions, or library-zone actions are visible or strongly proven by previous games. If hate is not drawn, race with early creatures and hold Burst Lightning for either lethal or a graveyard-enabling creature. Magebane Lizard joins when the opponent must cast many noncreature spells to rebuild. Reduce main-deck emphasis: Reckless Rage and fragile Monstrous Rage before cutting direct damage.

- Artifact/enchantment plan: Do not assume this deck can answer every permanent type directly. Race artifacts or enchantments that do not block, and use Hexing Squelcher only if Veles shows a legal action that clearly affects the relevant ability or engine. Weathered Runestone is appropriate only when the artifact/enchantment deck uses graveyard, library, or cast-from-zone mechanics that its text restricts. Against blocker-heavy artifact boards, Scorching Shot and Flowstone Infusion can reopen attacks; against noncreature engines, keep creature removal low and maximize pressure.

- Go-wide plan: Become the tempo deck that removes the best blocker or attacker each turn while preserving a fast clock. Monastery Swiftspear and Soul-Scar Mage attack well early, but avoid losing both to small trades if Monstrous Rage can create a trample breakthrough later. Burst Lightning handles small creatures cleanly; Reckless Rage is strongest when your target survives or when Soul-Scar Mage changes damage into lasting shrink. Screaming Nemesis can pressure through clutter if haste matters; Sunspine Lynx is less reliable unless its exact text affects the race. Add role cards: Flowstone Infusion and Scorching Shot.

- Single-threat plan: Identify whether the threat is a blocker, a clock, or an engine, then spend the smallest legal answer that changes the race. Reckless Rage is premium when you control a creature that can absorb its drawback; Burst Lightning is preferable when direct damage can later finish the opponent. Soul-Scar Mage makes burn more relevant against large creatures, so avoid trading it off before damage-based removal is needed. If the single threat cannot be removed profitably, race with Monstrous Rage trample and creature-land damage rather than spending multiple cards into a losing exchange.

- Burn plan: Count both life totals before every nonessential pain land, attack, or pump line. Monastery Swiftspear, Soul-Scar Mage, and Kumano Faces Kakkazan are still the best starts, but blocking is correct when it saves more damage than the creature will deal next turn. Magebane Lizard is valuable if it punishes spell volume; Flowstone Infusion and Scorching Shot are useful only when creatures decide damage flow. Sunspine Lynx and Screaming Nemesis may matter if they restrict life gain or punish damage; Card text check required for exact timing. Reduce main-deck emphasis: slow top-end on the draw if early survival is at risk.

- Removal-heavy plan: Diversify threats across permanents and lands. Lead with one cheap creature, pressure with Kumano Faces Kakkazan or Emberheart Challenger, and hold additional creatures when the current board already demands an answer. Den of the Bugbear, Mutavault, Ramunap Ruins, and Sokenzan, Crucible of Defiance give post-removal reach, so avoid using them casually if they are your best recovery path. Monstrous Rage should be saved for tapped-out windows, lethal, or trample damage that remains valuable even if the creature dies later. Add role cards: Magebane Lizard against spell-heavy removal and Hexing Squelcher only for proven relevant action text.

## Specific Matchup Notes
- General/archetype-only note: Exact opponents are absent, so treat these notes as archetype-only until public cards, revealed cards, game-one actions, and Veles legal-action text prove the matchup. Revealed cards override assumptions, and the agent should not spend mana on sideboard cards unless their role is visible or strongly established by prior games.

- Creature mirror note: Prioritize board control only when it protects a faster attack. Add role cards: Flowstone Infusion and Scorching Shot. Reduce main-deck emphasis: The Legend of Roku, excess three- or four-mana threats, or Monstrous Rage copies on the draw if open mana makes pump blowouts likely. Priority targets are creatures that block Monastery Swiftspear, Soul-Scar Mage, Emberheart Challenger, or a Monstrous Rage trample attack profitably.

- Spell-heavy tempo note: Keep pressure high and make the opponent answer every threat under damage pressure. Add role cards: Magebane Lizard and Hexing Squelcher when Veles shows relevant ability text or repeated spell chains. Reduce main-deck emphasis: some Reckless Rage or Flowstone Infusion-style creature-only interaction if few creatures appear. Priority targets are early blockers, cost reducers, or visible engines that turn each noncreature spell into tempo.

- Removal-heavy midrange note: Do not overcommit creatures into known removal when Den of the Bugbear, Mutavault, Ramunap Ruins, or Sokenzan, Crucible of Defiance can finish later. Add role cards: Magebane Lizard if the opponent relies on many spells, and Scorching Shot only if creatures decide combat. Reduce main-deck emphasis: fragile all-in Monstrous Rage lines and slow cards that do not immediately pressure. Priority targets are blockers that halt creature-land attacks or life-total stabilizers when Sunspine Lynx text is relevant; Card text check required.

- Big mana or ramp note: Treat turns one through four as a damage deadline. Add role cards: Magebane Lizard for spell-heavy setup, Hexing Squelcher for visible activated or triggered abilities that Veles can legally answer, and Weathered Runestone only if graveyard or library-zone casting is proven. Reduce main-deck emphasis: creature-only removal unless it kills mana creatures. Priority targets are mana creatures, early blockers, or the opponent life total when removal does not change the clock.

- Graveyard or recursion note: Pair hate with a fast clock and avoid hate-only keeps. Add role cards: Ghost Vacuum and Weathered Runestone when public graveyards, cast-from-graveyard actions, or library-zone actions matter. Reduce main-deck emphasis: Reckless Rage and other creature-only removal if the opponent is not creature-dense. Priority targets are graveyard enablers, recursive creatures, or the opponent life total if hate already constrains the engine.

- Artifact, enchantment, or activated-engine note: Race nonblocking permanents because this deck may not have direct answers. Add role cards: Hexing Squelcher only when legal action text clearly interacts with the engine, and Weathered Runestone only for graveyard or library-zone mechanics. Reduce main-deck emphasis: removal that has no legal targets. Priority targets are creatures that buy time for the engine or ability sources Veles exposes as answerable.

## Risk Summary
- Mana risk: One-land hands can fail if they need multiple red spells plus creature-land activations, and colorless Mutavault draws can strand double-spell turns. Keep Mountain-heavy starts higher when the hand needs Burst Lightning, Reckless Rage, Kumano Faces Kakkazan, Monastery Swiftspear, Soul-Scar Mage, or Monstrous Rage on curve.

- Matchup risk: The deck can mis-role itself by racing when blocking preserves more damage, or by controlling creatures when direct damage would end the game faster. Recount visible life totals, available attackers, and Burst Lightning reach before every removal choice.

- Draw risk: Threat-light hands with only burn and lands often underperform unless the opponent is already low. Hands with Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, or Emberheart Challenger convert spells into pressure more reliably.

- Over-sideboarding risk: Do not dilute the main deck with Ghost Vacuum, Weathered Runestone, Hexing Squelcher, Flowstone Infusion, Scorching Shot, or Magebane Lizard unless their target role is visible or strongly inferred. The base deck wins by pressure, not by becoming a broad answer deck.

- Graveyard risk: Graveyard hate without pressure gives opponents time to answer it or ignore it. Cast Ghost Vacuum or Weathered Runestone when it changes legal lines soon; otherwise deploy creatures and force the opponent to spend turns surviving.

- Sweeper/removal risk: Overloading Monstrous Rage or extra creatures into open mana can turn a winning board into an empty board. Preserve Den of the Bugbear, Mutavault, Ramunap Ruins, and Sokenzan, Crucible of Defiance as recovery closers when the current board already demands an answer.

- Closer risk: Sunspine Lynx, Screaming Nemesis, Magebane Lizard, Hexing Squelcher, and The Legend of Roku need card-text confirmation for exact tactical claims. Use them according to visible legal actions and proven text, not assumed triggers.

- Interaction risk: Reckless Rage can be excellent with Soul-Scar Mage or a creature that survives the drawback, but it is poor when it exposes the only threat to removal. Burst Lightning should go to creatures only when the attack step, survival math, or next-turn lethal improves.

- Sequencing risk: Casting pump before blockers or into open interaction is dangerous unless trample damage, lethal pressure, or prowess timing makes it necessary. Lead with creatures, sequence cheap spells around prowess, and use creature lands only after confirming colored mana is not needed.

## Test Feedback Checklist
- Deciding factor: Record whether the game was won or lost by early creature pressure, spell velocity, removal tempo, creature-land reach, sideboard hate, or failure to close after the opponent stabilized.
- Mulligan check: Note whether the opener had a one-drop pressure card such as Monastery Swiftspear, Soul-Scar Mage, or Kumano Faces Kakkazan, and whether keeping without one produced enough damage by turn three.
- Mana check: Track whether Mountain count, Mutavault, Den of the Bugbear, Ramunap Ruins, or Sokenzan, Crucible of Defiance enabled the intended curve, or whether colorless lands stranded Burst Lightning, Reckless Rage, Monstrous Rage, or multiple red spells.
- Velocity check: Count how often the pilot double-spelled with Monastery Swiftspear, Soul-Scar Mage, or Emberheart Challenger in play, and whether holding spells for prowess timing gained more damage than casting on curve.
- Engine check: Record whether Kumano Faces Kakkazan and Emberheart Challenger created enough early pressure or cards/action to justify hands that were otherwise low on threats.
- Removal check: For each Burst Lightning, Reckless Rage, Flowstone Infusion, or Scorching Shot, ask whether targeting a creature increased the clock, protected a threat, or wasted reach that should have gone face.
- Pump check: For each Monstrous Rage, record whether the target survived, whether trample mattered, whether casting before blockers was forced, and whether open mana made the line too fragile.
- Closing check: Record whether Sunspine Lynx, Screaming Nemesis, Burst Lightning, Ramunap Ruins, Den of the Bugbear, Mutavault, or Sokenzan, Crucible of Defiance ended games that stalled after combat pressure.
- Role check: Identify the turn where the pilot should have changed from board control to face damage, or from racing to removing blockers and preserving life.
- Sideboard check: For Ghost Vacuum, Weathered Runestone, Hexing Squelcher, Magebane Lizard, Flowstone Infusion, and Scorching Shot, record whether the card had visible text-relevant impact or diluted the main pressure plan.
- Stranded-card check: List every card stuck in hand for two or more turns, especially Reckless Rage without a safe friendly creature, Monstrous Rage without a good attack, sideboard hate without a target, or creature lands when red mana was needed.
- Mistake check: Flag missed lethal, missed prowess sequencing, attacking a needed blocker under a short clock, spending Burst Lightning too early, or exposing the only threat to a bad Reckless Rage exchange.
- Overperformer check: Mark which of Monastery Swiftspear, Soul-Scar Mage, Emberheart Challenger, Screaming Nemesis, Sunspine Lynx, Burst Lightning, Monstrous Rage, Mutavault, and Ramunap Ruins most often converted close games.
- Underperformer check: Mark which main-deck or sideboard cards were repeatedly low-impact, illegal to use, too slow, or dependent on card text that needs confirmation.

## First Tuning Questions
- Threat quantity: If too many openers lacked pressure, should the deck preserve all copies of Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, and Emberheart Challenger while questioning slower singletons such as The Legend of Roku?
- Spell balance: If prowess creatures survived but damage stalled, should the split between Burst Lightning, Reckless Rage, and Monstrous Rage change toward more reach or more combat force?
- Removal density: If creature matchups were lost to blockers, are Flowstone Infusion and Scorching Shot enough, or does the main deck need fewer cards that fail to affect combat immediately?
- Reckless Rage risk: If Reckless Rage repeatedly stranded or harmed the only threat, should its quantity change, or should pilot policy become stricter about using it only with expendable or resilient friendly creatures?
- Mana structure: If Mutavault caused red-spell bottlenecks, should the colorless land count be questioned despite creature-land closing power?
- Creature-land plan: If Den of the Bugbear, Mutavault, Ramunap Ruins, and Sokenzan, Crucible of Defiance closed many games, should the guide emphasize conserving life total and lands for late reach more aggressively?
- Top-end pressure: If Sunspine Lynx or Screaming Nemesis was too slow, should the deck lower its curve; if they ended stabilized games, should sideboarding protect their role instead of reducing high-impact closers?
- Sideboard hate: If Ghost Vacuum or Weathered Runestone had few relevant legal windows, should those slots become broader pressure or interaction cards for Pioneer testing?
- Spell-punisher slots: If Magebane Lizard or Hexing Squelcher mattered only against narrow decks, should their quantities depend on proven metagame spell density and visible ability targets?
- Role conflict: If sideboard plans made the deck too reactive, should future plans keep more one-drop pressure and treat hate as support rather than a new control plan?
- Closing discipline: If losses came from leaving opponents at one to four life, should policies prioritize face damage and Ramunap Ruins reach earlier once board control no longer changes the clock?
- Card-text uncertainty: If Sunspine Lynx, Screaming Nemesis, Magebane Lizard, Hexing Squelcher, or The Legend of Roku influenced decisions, did logs include enough visible text to confirm their tactical role before tuning quantities?

## Veles Tactical Policy

### Policy: Keep Pressure-Capable Openers
Priority: High
Decision families: mulligan
Cards: Monastery Swiftspear; Soul-Scar Mage; Kumano Faces Kakkazan; Emberheart Challenger; Mountain
Phase windows: pregame, opening hand, mulligan decisions
Runtime cues: prompt:mulligan; visible hand; land count; one-drop count
Use when: Decide whether the hand can create damage by turn two and cast red spells on time.
Avoid when: Do not keep slow hands with only colorless lands, no early threat, or reactive spells that require a creature to function.
Instructions: Keep hands with red mana plus Monastery Swiftspear, Soul-Scar Mage, Kumano Faces Kakkazan, or Emberheart Challenger unless the hand cannot cast its spells. Treat one-land hands as risky unless they have a red source, multiple one-mana plays, and a clear first two turns.
Pilot skill floor: light tactical reasoning
No-API allowed: no
Light-model allowed: yes

### Policy: First Threat Setup
Priority: Medium
Decision families: priority, mana
Cards: Monastery Swiftspear; Soul-Scar Mage; Kumano Faces Kakkazan; Emberheart Challenger
Phase windows: main phase, turn one, turn two
Runtime cues: legal cast actions; available red mana; empty or low-pressure battlefield
Use when: Choose the first permanent that turns later spells into damage.
Avoid when: Do not spend the first turn on a lower-impact action if a legal one-drop threat is available and mana supports it.
Instructions: Lead with Monastery Swiftspear or Soul-Scar Mage when immediate prowess pressure matters. Use Kumano Faces Kakkazan as a strong turn-one setup play when creature sequencing or counters are visible in legal text. Deploy Emberheart Challenger early when it is the first legal pressure card.
Pilot skill floor: basic sequencing
No-API allowed: no
Light-model allowed: yes

### Policy: Red Mana Before Creature Lands
Priority: Medium
Decision families: mana
Cards: Mountain; Mutavault; Den of the Bugbear; Ramunap Ruins; Sokenzan, Crucible of Defiance
Phase windows: land play, main phase, activation windows
Runtime cues: legal land actions; available mana; red spell count in hand
Use when: Select land sequencing for hands containing multiple red spells.
Avoid when: Do not play Mutavault before a red source if doing so prevents casting Burst Lightning, Reckless Rage, Monstrous Rage, Kumano Faces Kakkazan, or a red creature on curve.
Instructions: Prioritize Mountain or another red-producing land for early turns. Use Mutavault and Den of the Bugbear as pressure once spell casting is secure. Preserve Ramunap Ruins reach when life total and mana allow a later damage line.
Pilot skill floor: basic sequencing
No-API allowed: no
Light-model allowed: yes

### Policy: Prowess Burst Commitment Gate
Priority: High
Decision families: priority, combat, interaction
Cards: Monastery Swiftspear; Soul-Scar Mage; Monstrous Rage; Burst Lightning; Reckless Rage
Phase windows: precombat main, declare attackers, combat damage, end step
Runtime cues: visible blockers; legal pump or burn actions; opponent untapped mana; lethal math
Use when: Decide whether to spend spells before or during combat for damage.
Avoid when: Do not cast Monstrous Rage into removal risk unless lethal, trample damage, or survival pressure justifies committing.
Instructions: Prefer attacking before revealing pump when blockers and priority windows allow it. Use spells to trigger prowess when the extra damage changes the clock, wins combat, or sets up lethal. Hold Burst Lightning for face damage when creature removal does not improve the attack.
Pilot skill floor: tactical combat reasoning
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Face Burn Execution
Priority: Medium
Decision families: interaction, priority
Cards: Burst Lightning
Phase windows: opponent end step, combat damage aftermath, main phase lethal window
Runtime cues: action:target opponent Burst Lightning
Use when: A legal Burst Lightning action targets the opponent and visible life total is less than or equal to the visible damage from that legal action.
Avoid when: Another visible prevention, tax, ward, or counter prompt is pending.
Instructions: Select the opponent-targeting Burst Lightning action when the action text shows it will deal lethal damage to that opponent.
Pilot skill floor: no-api exact execution
No-API allowed: yes
Light-model allowed: yes

### Policy: Reckless Rage Target Gate
Priority: High
Decision families: interaction, combat
Cards: Reckless Rage; Soul-Scar Mage; Monastery Swiftspear; Emberheart Challenger; Screaming Nemesis
Phase windows: main phase, combat, blocker removal windows
Runtime cues: legal Reckless Rage target pairs; friendly creature toughness/damage; opposing blocker or threat
Use when: Decide whether the friendly-target drawback and opposing target are worth the exchange.
Avoid when: Do not target the only pressure creature if visible damage or removal would leave the battlefield empty without gaining tempo or survival.
Instructions: Use Reckless Rage when the friendly creature survives, the target must die for attacks or survival, or Soul-Scar Mage-like replacement text is visible and improves the exchange. Treat the exact target pair as tactical judgment.
Pilot skill floor: tactical interaction reasoning
No-API allowed: no
Light-model allowed: yes

### Policy: Monstrous Rage Target Execution
Priority: Low
Decision families: combat, priority
Cards: Monstrous Rage; Monastery Swiftspear; Soul-Scar Mage; Emberheart Challenger; Screaming Nemesis
Phase windows: combat, damage setup, lethal push
Runtime cues: action:target Monstrous Rage Monastery Swiftspear; action:target Monstrous Rage Soul-Scar Mage; action:target Monstrous Rage Emberheart Challenger; action:target Monstrous Rage Screaming Nemesis
Use when: Exactly one legal Monstrous Rage target action exists for a friendly attacking creature and the line has already been selected by a prior tactical policy.
Avoid when: More than one friendly target action is legal.
Instructions: Submit the single visible Monstrous Rage target action after the combat-pump line is already committed.
Pilot skill floor: no-api exact execution
No-API allowed: yes
Light-model allowed: yes

### Policy: Removal Versus Reach Allocation
Priority: Medium
Decision families: interaction, priority
Cards: Burst Lightning; Reckless Rage; Flowstone Infusion; Scorching Shot
Phase windows: main phase, combat, opponent end step
Runtime cues: legal removal actions; opponent life total; visible blockers; own attacking creatures
Use when: Choose whether damage should clear a creature or pressure life total.
Avoid when: Do not spend reach on a creature that does not alter attacks, lethal math, or survival.
Instructions: Kill blockers when that increases current or next-turn combat damage more than face damage. Kill must-answer creatures when visible board pressure threatens lethal. Send damage face when the opponent is low and board control no longer changes the clock.
Pilot skill floor: tactical interaction reasoning
No-API allowed: no
Light-model allowed: yes

### Policy: Creature-Land Closing Gate
Priority: Medium
Decision families: mana, combat, priority
Cards: Mutavault; Den of the Bugbear; Ramunap Ruins; Sokenzan, Crucible of Defiance
Phase windows: main phase, combat, opponent end step, late game
Runtime cues: legal activate actions; land count; available red mana; visible opponent life
Use when: Decide whether to convert lands into damage instead of casting spells.
Avoid when: Do not activate a creature land if it prevents casting a lethal or stabilizing red spell this turn.
Instructions: Use Mutavault or Den of the Bugbear when attacks are safe or force lethal pressure. Use Ramunap Ruins as reach when life payment and land sacrifice do not cost a better immediate line. Card text check required for Sokenzan, Crucible of Defiance tactical activation details.
Pilot skill floor: tactical mana reasoning
No-API allowed: no
Light-model allowed: yes

### Policy: Sunspine Lynx Commitment Gate
Priority: Medium
Decision families: priority, mana
Cards: Sunspine Lynx
Phase windows: main phase, post-stabilization, precombat setup
Runtime cues: legal cast Sunspine Lynx; available mana; visible board stall; opponent life
Use when: Decide whether to tap out for Sunspine Lynx as a high-impact pressure piece.
Avoid when: Card text check required; do not assume exact damage, prevention, or restriction text unless Forge visible text or legal action labels expose it.
Instructions: Cast Sunspine Lynx when mana is available and the line advances lethal pressure or punishes stabilization better than multiple smaller actions. Preserve cheaper spell sequencing when prowess damage this turn is stronger.
Pilot skill floor: tactical sequencing
No-API allowed: no
Light-model allowed: yes

### Policy: Screaming Nemesis Pressure Gate
Priority: Medium
Decision families: priority, combat
Cards: Screaming Nemesis
Phase windows: main phase, combat setup
Runtime cues: legal cast Screaming Nemesis; opponent removal pressure; board stall
Use when: Decide whether a three-mana threat improves the clock or punishes creature combat.
Avoid when: Card text check required; do not assume triggered outcomes without visible engine text.
Instructions: Cast Screaming Nemesis when it creates a resilient attack or changes damage races more than holding up burn. In creature matchups, consider whether visible combat will let it pressure through blockers.
Pilot skill floor: tactical sequencing
No-API allowed: no
Light-model allowed: yes

### Policy: Emberheart Challenger Spell-Velocity Gate
Priority: Medium
Decision families: priority, combat, selection
Cards: Emberheart Challenger; Monstrous Rage; Burst Lightning; Reckless Rage
Phase windows: main phase, combat, post-combat follow-up
Runtime cues: legal cast actions; visible attack opportunity; card-advantage prompt text
Use when: Sequence spells around Emberheart Challenger pressure and visible follow-up actions.
Avoid when: Card text check required; do not assume generated cards, timing permissions, or pump rules beyond engine output.
Instructions: Use Emberheart Challenger as an early pressure card and route any generated selection or play-permission prompt through legal visible actions. Prefer lines that keep attacking while using cheap spells to increase damage.
Pilot skill floor: tactical sequencing
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Flowstone Infusion; Ghost Vacuum; Hexing Squelcher; Magebane Lizard; Scorching Shot; Weathered Runestone
Phase windows: between games, sideboard submission
Runtime cues: match stage; opponent archetype label; previous game public log; legal sideboard candidates
Use when: Choose a registered sideboard plan for the next game.
Avoid when: Do not add hate cards without a visible matchup reason, and do not reduce early pressure so much that the deck stops functioning as aggro-tempo.
Instructions: Add Flowstone Infusion or Scorching Shot against creature boards where extra removal changes attacks. Add Ghost Vacuum or Weathered Runestone only against graveyard or library/zone-use plans indicated by matchup guidance or public game actions. Add Magebane Lizard or Hexing Squelcher when spell or ability density is matchup-relevant and card text is confirmed.
Pilot skill floor: matchup reasoning
No-API allowed: no
Light-model allowed: yes

### Policy: Hate-Permanent Casting Gate
Priority: Medium
Decision families: priority, sideboard
Cards: Ghost Vacuum; Weathered Runestone; Magebane Lizard; Hexing Squelcher
Phase windows: main phase, early setup, pre-combo pressure
Runtime cues: legal cast sideboard hate; opponent graveyard/exile/library pattern; visible ability or spell-density cues
Use when: Decide whether to spend mana on sideboard hate instead of damage.
Avoid when: Do not cast a narrow hate card over a pressure spell unless its text is live against visible or matchup-known actions.
Instructions: Cast hate before the opponent’s relevant engine turn when it does not sacrifice a critical attack. If hate text is uncertain, treat it as conditional and prefer confirmed pressure unless matchup guidance marks the hate as important.
Pilot skill floor: matchup reasoning
No-API allowed: no
Light-model allowed: yes

### Policy: Default Priority Pass Discipline
Priority: Low
Decision families: priority
Cards: none
Phase windows: upkeep, draw, main phase, combat, end step
Runtime cues: legal pass action; no lethal action; no relevant instant-speed action; empty stack
Use when: Decide whether to pass priority with no useful legal spell or activation.
Avoid when: Do not pass with visible lethal, a required removal window, a combat trick window, or a sideboard hate activation/cast that stops a visible engine.
Instructions: Pass priority when legal actions do not improve damage, survival, or resource position. Re-evaluate at each new public state, especially before blockers, before damage, and opponent end step.
Pilot skill floor: basic priority discipline
No-API allowed: no
Light-model allowed: yes

### Policy: Legal Single Pass Execution
Priority: Low
Decision families: priority
Cards: none
Phase windows: any priority window
Runtime cues: action:pass
Use when: Exactly one legal action is shown and its action text is pass.
Avoid when: Any non-pass legal action is also shown.
Instructions: Submit the visible pass action.
Pilot skill floor: no-api exact execution
No-API allowed: yes
Light-model allowed: yes
