# Strategy Specifications
## Deck Name And Archetype
- Identity: Affinity is a Modern blue-red artifact aggro deck built around cheap artifacts, artifact-count pressure, and artifact-enabled threats rather than a traditional creature curve.

- Registration check: The submitted main deck contains exactly 60 cards, and the submitted sideboard contains exactly 15 cards. Main-deck counts are internally consistent, with 4 Kappa Cannoneer, 4 Pinnacle Emissary, 4 Engineered Explosives, 4 Mishra's Bauble, 4 Mox Opal, 4 Tormod's Crypt, 4 Urza's Saga, 4 Weapons Manufacturing, plus support from Arcbound Ravager, Claws of Gix, Metallic Rebuke, Welding Jar, and singletons.

- Format check: The declared format is Modern. The current official Wizards Modern banned list checked for this guide does not list Mox Opal, Urza's Saga, Kappa Cannoneer, Engineered Explosives, Mishra's Bauble, Tormod's Crypt, or the other clearly recognized submitted names as Modern-banned, while artifact lands such as Ancient Den, Great Furnace, Seat of the Synod, Tree of Tales, and Vault of Whispers remain banned and are not registered. Source checked: https://magic.wizards.com/en/banned-restricted-list.

- Legality caution: Card text check required for Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing before treating this as a sanctioned event legality proof. Veles may still pilot the submitted list if the rules engine recognizes these exact names and exposes legal actions, but the guide must not assume their Oracle text, card types, or Modern legality beyond runtime output.

- Archetype tags: Use `aggro`, `artifact`, and `affinity` as the primary retrieval tags. The repeated user tags `aggro, artifact, aggro,artifact` collapse to the same strategic identity: deploy artifacts quickly, convert artifact density into oversized threats or tempo, and protect pressure long enough to end the game.

- Stock status: Treat this registration as hybrid-to-rogue Affinity, not stock Modern Affinity. The shell contains familiar artifact pillars such as Arcbound Ravager, Mishra's Bauble, Mox Opal, Urza's Saga, Welding Jar, Metallic Rebuke, Shadowspear, Pithing Needle, and Kappa Cannoneer, but the package of Claws of Gix, Tormod's Crypt, Engineered Explosives, Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing requires deck-specific piloting instead of stock netdeck assumptions.

- Mana identity: The visible mana base is primarily blue-red with artifact acceleration, using Spirebluff Canal, Steam Vents, Fiery Islet, Island, Mox Opal, and likely Urza's Saga construct pressure. The agent should treat color access as real but sequencing-sensitive, because hands with many zero-mana artifacts can turn on Mox Opal while hands with Urza's Saga and artifact utility can constrain early colored interaction.

- Role concerns: The deck wants to be proactive by default, but it is not pure burn or pure all-in combo. It can pressure with Kappa Cannoneer, artifact tokens or constructs from Urza's Saga, and artifact synergies, while also playing disruptive tools such as Metallic Rebuke, Pithing Needle, Tormod's Crypt, Engineered Explosives, Galvanic Blast, and sideboard permission.

- Runtime rule: Follow legal actions and visible board state before this guide. If Forge or another rules engine says a spell cannot be cast, an ability cannot be activated, a target is illegal, or a trigger choice is unavailable, the agent must accept that output and choose only among the exposed legal actions.

- Opponent info status: No specific opponent deck, matchup, game number, sideboard stage, revealed hand, or public metagame target is supplied in this batch. Use broad Modern Affinity heuristics until runtime context identifies the opponent's archetype, then let visible lands, revealed cards, graveyards, stack objects, battlefield permanents, and sideboard stage override generic assumptions.

## Thesis
- Assemble artifact density first, then convert it into pressure through Kappa Cannoneer, Urza's Saga, Arcbound Ravager, and any legal token or artifact-scaling outputs from Weapons Manufacturing or Pinnacle Emissary. The deck wins by making early artifacts matter more than individual card rate, forcing the opponent to answer large artifact-enabled threats while Metallic Rebuke, Welding Jar, Tormod's Crypt, Pithing Needle, Engineered Explosives, and sideboard interaction disrupt the specific axis that can race or invalidate the board.

- Prioritize board development over abstract card preservation when the hand has Mox Opal, Mishra's Bauble, Tormod's Crypt, Claws of Gix, Engineered Explosives, or Urza's Saga synergies. Cheap artifacts are not just low-impact permanents; they are mana, construct size, affinity fuel, improvise/convoke-like support if runtime text exposes it, sacrifice material, and protection against tempo loss.

- Protect the first decisive threat rather than every artifact. Kappa Cannoneer and a large Urza's Saga construct are normally higher-value protection targets than a spare zero-mana artifact, while Arcbound Ravager can turn endangered artifacts into counters if the legal action window and visible removal make that conversion clearly useful.

- Use interaction as tempo, not as a control deck plan. Metallic Rebuke, Galvanic Blast, Engineered Explosives, Pithing Needle, Tormod's Crypt, Consign to Memory, Force of Negation, Mystical Dispute, Shattering Spree, Vexing Bauble, Damping Sphere, Whipflare, and Harbinger of the Seas should buy enough time for artifact pressure to end the game; do not drift into pass-heavy play unless the visible stack, battlefield, or matchup makes holding interaction materially better than adding pressure.

- Treat unknown or nonstandard submitted cards cautiously. Card text check required for Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing; choose their legal actions from runtime output, and only assign them tactical roles after visible card text, generated prompts, or game logs confirm what they do.

- Do not play as pure burn, pure prison, or pure combo. Galvanic Blast can finish or remove, Pithing Needle and Tormod's Crypt can lock narrow resources, and Arcbound Ravager can create burst damage, but the default plan is artifact-tempo aggro with protected threats and modular disruption.

## Role Package
- Threats: Kappa Cannoneer is the main large attacker and should be prioritized when artifact count makes it castable or protected by tempo; Arcbound Ravager is a compact threat and sacrifice outlet that can punish removal, combat, and stalled boards; Urza's Saga is both land and threat engine when it can safely progress to constructs. Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing require card text checks before being treated as threats, but any runtime-exposed creature, token, or scaling artifact output from them belongs in the pressure package.

- Payoffs: Urza's Saga converts artifact density into construct bodies and can find registered one-mana or zero-mana artifact tools when legal; Kappa Cannoneer converts artifact development into a hard-hitting threat; Arcbound Ravager converts expendable artifacts into damage pressure or post-removal board retention. Shadowspear is a payoff when attached to a large attacker or construct because it can turn racing math and blockers in the Affinity player's favor if runtime text exposes the expected combat keywords.

- Engines: Mishra's Bauble supplies free artifact count and information/card replacement when legal; Mox Opal turns artifact count into acceleration and colored mana; Urza's Saga supplies repeated artifact-based board presence; Emry, Lurker of the Loch is recursion and velocity if legal targets exist in the graveyard. Claws of Gix is a sacrifice module, but its exact tactical value depends on visible legal activations, life totals, artifact expendability, and whether sacrificing prevents exile, gains life, grows Arcbound Ravager indirectly through artifact movement, or enables other runtime-confirmed effects.

- Velocity: Mishra's Bauble, Fiery Islet, Emry, Lurker of the Loch, Urza's Saga tutor mode, and any runtime-confirmed card-flow text on Pinnacle Emissary, Krang, Master Mind, Skateboard, or Weapons Manufacturing are the deck's smoothing tools. Use velocity to find threats or interaction, not to postpone a strong battlefield when the opponent is under pressure.

- Interaction: Metallic Rebuke is the main tempo counter and should be valued higher when artifacts can help pay without stalling pressure. Galvanic Blast is a flexible removal or reach spell, with exact damage assumptions delegated to runtime card text. Engineered Explosives handles low-cost permanents and token boards but can also destroy the deck's own permanents, so choose values from visible board state only. Pithing Needle attacks activated abilities when the opposing card name and ability matter are visible or known from public information. Tormod's Crypt is graveyard interaction and should be held or fired according to visible graveyard threats, not used merely because it is free.

- Protection: Welding Jar protects important artifacts when legal, with Kappa Cannoneer, large Urza's Saga constructs, Mox Opal under mana pressure, and key sideboard artifacts usually above spare artifacts. Shadowspear can protect racing positions by changing combat math if legal attachment and keyword text are confirmed.

- Recursion: Emry, Lurker of the Loch is the named recursion card and should focus on high-impact cheap artifacts such as Mishra's Bauble, Tormod's Crypt, Engineered Explosives, Welding Jar, Pithing Needle, Shadowspear, or Mox Opal when the legal action text permits. Do not assume Emry can cast or target a card unless the rules engine exposes the action.

- Mana: Mox Opal, Spirebluff Canal, Steam Vents, Fiery Islet, Island, and Urza's Saga form the mana module. Prioritize early blue for Kappa Cannoneer, Metallic Rebuke, Emry, Lurker of the Loch, Sink into Stupor, Consign to Memory, Force of Negation, Mystical Dispute, and Harbinger of the Seas; prioritize red when Galvanic Blast, Shattering Spree, or Whipflare matters.

- Sideboard modules: Consign to Memory, Force of Negation, Mystical Dispute, Vexing Bauble, and Damping Sphere fight stack/combo or noncreature engines; Galvanic Blast and Whipflare fight creature pressure; Harbinger of the Seas attacks greedy mana if its text is confirmed by runtime; Shattering Spree fights artifact mirrors and artifact-based permanents. Sideboard cards should support the same proactive artifact plan rather than replace it with a slow reactive shell.

## Primary Win Conditions
- Kappa Cannoneer pressure is the cleanest win path: build artifact density with Mishra's Bauble, Mox Opal, Tormod's Crypt, Engineered Explosives, Welding Jar, Claws of Gix, Pithing Needle, Shadowspear, and Urza's Saga, then deploy Kappa Cannoneer when it can attack soon or be protected. Prioritize this line when the opponent is light on visible blockers, tapped low, dependent on sorcery-speed answers, or forced to answer multiple artifact permanents before stabilizing.

- Urza's Saga constructs are the best threat line when the game can be won by board size rather than stack speed. Keep enough artifacts in play to make construct tokens lethal or trade-proof, avoid sacrificing artifact count casually before combat, and use the final Urza's Saga chapter to find a tactical artifact such as Shadowspear, Pithing Needle, Tormod's Crypt, Mishra's Bauble, Welding Jar, or Claws of Gix only when the legal tutor list confirms availability.

- Arcbound Ravager converts expendable artifacts into burst pressure and removal resistance. Prioritize Arcbound Ravager when the opponent is representing spot removal, combat trades, sweepers that destroy artifacts, or stalled-board math where one large attacker changes the clock. Do not sacrifice Mox Opal, Welding Jar, Tormod's Crypt, or Urza's Saga support artifacts unless the visible line gains immediate damage, saves a key threat, preserves lethal pressure, or prevents a worse loss of material.

- Shadowspear plus a large attacker is the primary race-breaker when runtime text confirms the expected combat keywords and equip actions. Put Shadowspear on a large Urza's Saga construct, Kappa Cannoneer, or Arcbound Ravager when lifelink/trample-style combat text is visible and the opponent is trying to race, chump-block, or stabilize with small blockers.

- Weapons Manufacturing, Pinnacle Emissary, Krang, Master Mind, and Skateboard require card text checks before being treated as primary win engines. If runtime legal actions show that any of these cards creates artifacts, grows attackers, produces tokens, or enables repeated pressure, prioritize them when they add to artifact count and advance the same Kappa Cannoneer, Urza's Saga, Mox Opal, and Arcbound Ravager pressure plan.

## Secondary Win Conditions
- Galvanic Blast is reach only after board pressure has made the opponent's life total low enough for the visible legal action to matter. Use it on blockers or creatures first when that unlocks more combat damage than sending damage to the opponent, and use it as a finishing spell only when runtime damage, targets, and stack risk are clear.

- Emry, Lurker of the Loch is the value win path when the first wave is answered. Reuse Mishra's Bauble for cards, Welding Jar for protection, Tormod's Crypt for graveyard pressure, Engineered Explosives for board control, or Pithing Needle and Shadowspear for utility only when Forge exposes the graveyard target and legal casting action.

- Engineered Explosives can win indirectly by clearing cheap blockers, tokens, hate permanents, or opposing threats while leaving the artifact-pressure engine ahead. Choose the charge value from visible permanents, avoid values that destroy more important friendly permanents than opposing material, and preserve it as artifact count when immediate activation is not useful.

- Metallic Rebuke and Sink into Stupor support wins by protecting a clock, not by becoming a long control plan. Hold them when the visible stack or battlefield suggests the opponent's next spell can break Kappa Cannoneer, Urza's Saga constructs, Arcbound Ravager, Mox Opal mana, or lethal combat; spend them more freely when the counter or tempo play keeps the opponent one turn behind.

- Pithing Needle and Tormod's Crypt create narrow lock or denial wins when public information identifies the opposing activated ability or graveyard resource. Keep them on board as artifact count if no relevant public target exists, and fire or name only from visible card names, revealed information, graveyards, battlefield text, or matchup-known public context.

## Emergency Lines
- Behind on life, shift from maximum damage to stabilizing race math. Prioritize Shadowspear attachment, Claws of Gix life-gain or sacrifice actions only if runtime text confirms them, Engineered Explosives on creature swarms, Galvanic Blast on attackers, and preserving blockers over sacrificing the board for nonlethal Arcbound Ravager damage.

- Behind on board, trade tempo for a reset window. Use Engineered Explosives, Galvanic Blast, Sink into Stupor, Metallic Rebuke, and Whipflare after sideboard only when legal actions show they reduce the opposing clock or clear blockers for a counterattack; avoid deploying small artifacts into a visible sweeper unless artifact count is needed immediately.

- Behind on cards, lean on recursive and replacing artifacts. Prioritize Mishra's Bauble, Emry, Lurker of the Loch, Fiery Islet, Urza's Saga tutor value, and any runtime-confirmed card-flow text from Weapons Manufacturing, Pinnacle Emissary, Krang, Master Mind, or Skateboard; do not spend Tormod's Crypt, Welding Jar, or Engineered Explosives for low-impact effects when they are needed as future material.

- Behind on mana, protect Mox Opal and choose land sequencing for colored requirements. Keep Urza's Saga only if its construct plan is worth the temporary color constraint, preserve blue for Kappa Cannoneer, Metallic Rebuke, Emry, Lurker of the Loch, and Sink into Stupor, and preserve red for Galvanic Blast when removal or reach is urgent.

- If primary threats are removed, rebuild through artifact density instead of forcing one large fragile line. Use Urza's Saga tokens, Emry, Lurker of the Loch recursion, Arcbound Ravager counters, Shadowspear combat swings, and Galvanic Blast reach as overlapping paths, while treating card-text-check cards as conditional engines only after legal actions prove their role.

- Against graveyard recursion or combo, survival can outrank damage for one decision cycle. Hold or activate Tormod's Crypt, name with Pithing Needle, counter with Metallic Rebuke, or bounce/counter with Sink into Stupor only when the visible graveyard, stack, battlefield, or revealed information shows that waiting risks losing before the current pressure ends the game.

## Resource Model
- Board converts into damage through artifact count first. Keep cheap artifacts on the battlefield when they raise Urza's Saga construct size, enable Mox Opal, reduce or enable Kappa Cannoneer lines through visible legal actions, or give Arcbound Ravager sacrifice material.

- Life is a spendable setup resource only while the deck remains ahead on tempo. Pay life from Steam Vents, Fiery Islet, or a land face of Sink into Stupor when that preserves a critical blue or red turn, but shift to Shadowspear, Claws of Gix, blockers, Engineered Explosives, or Galvanic Blast when the opponent's visible clock makes life total the bottleneck.

- Hand size is less important than deployable artifact density. Prioritize hands that cast multiple artifacts, activate Mox Opal, and produce a threat; keep reactive cards such as Metallic Rebuke, Sink into Stupor, Pithing Needle, or Galvanic Blast only when the mana and early artifacts are already present.

- Mana advantage comes from Mox Opal plus cheap artifacts. Treat Mox Opal as a protected permanent when it is the only source for Kappa Cannoneer, Metallic Rebuke, Emry, Lurker of the Loch, Sink into Stupor, or Galvanic Blast, and sacrifice it to Arcbound Ravager or Claws of Gix only for lethal, survival, or a clearly better rules-engine outcome.

- Graveyard is a secondary resource for Emry, Lurker of the Loch. Recast Mishra's Bauble, Welding Jar, Engineered Explosives, Tormod's Crypt, Pithing Needle, Shadowspear, or Claws of Gix only when legal actions expose the graveyard target and the recursion improves pressure, protection, mana, or disruption.

- Exile is normally a denial zone, not a value zone. Use Tormod's Crypt to convert an opposing graveyard into tempo only when the visible graveyard, stack, or matchup context shows a meaningful graveyard payoff; otherwise preserve Tormod's Crypt as artifact count and Urza's Saga tutor material.

- Lands are both mana and engines. Urza's Saga is a threat and tutor land, Fiery Islet is a late card, Steam Vents is flexible colored mana at a life cost, Spirebluff Canal is strongest early, Island is painless blue stability, and Sink into Stupor may function as interaction or a blue land only when runtime legal actions confirm the mode.

- Sacrifice fodder has a hierarchy. Spend Mishra's Bauble after it has generated information or a draw, spare Welding Jar while a key artifact needs protection, spare Tormod's Crypt while a graveyard threat is visible, and avoid shrinking Urza's Saga constructs before combat unless Arcbound Ravager damage or survival math justifies it.

- Information converts into naming and timing precision. Use Mishra's Bauble looks, public graveyards, visible battlefield text, revealed cards, and stack contents to choose Pithing Needle names, Tormod's Crypt timing, Metallic Rebuke targets, and Galvanic Blast targets; do not infer hidden cards as certainty.

- Sideboard bullets convert narrow resources into matchup tempo. Consign to Memory, Damping Sphere, Force of Negation, Harbinger of the Seas, Mystical Dispute, Shattering Spree, Vexing Bauble, Whipflare, and extra Galvanic Blast should be valued as specific answers, not generic cards, and should not dilute artifact density unless the matchup's public threats demand them.

## Mana Guide
- Keep mana hands that make early artifacts and at least one relevant color. A strong keep usually has one or two lands, cheap artifacts, Mox Opal support, and access to blue for Kappa Cannoneer, Metallic Rebuke, Emry, Lurker of the Loch, or Sink into Stupor, or red for Galvanic Blast when removal is needed.

- Mulligan mana hands that cannot deploy artifacts. Hands with only Urza's Saga and no cheap artifacts, only colorless development, or expensive spells without Mox Opal support should be treated as risky even if the spell quality is high.

- Sequence Spirebluff Canal early when colored speed matters. Prefer Spirebluff Canal before later lands if the hand needs untapped blue or red on turns one through three; avoid saving it for a turn where it may enter tapped and strand Metallic Rebuke, Galvanic Blast, or blue threat development.

- Use Steam Vents life payment only for concrete tempo. Shock Steam Vents when it enables a same-turn artifact chain, Metallic Rebuke protection, Galvanic Blast interaction, Kappa Cannoneer pressure, or Emry, Lurker of the Loch; let it enter tapped when no legal action uses the mana this turn and life is under pressure.

- Treat Urza's Saga as a planned land drop, not a default first land. Lead Urza's Saga when the hand has enough colored mana elsewhere or when the construct plan is the best visible route; delay it when immediate blue or red is required for Kappa Cannoneer, Metallic Rebuke, Galvanic Blast, Emry, Lurker of the Loch, or Sink into Stupor.

- Preserve Mox Opal activation by counting artifacts before sacrifices. Before using Claws of Gix, Arcbound Ravager, Engineered Explosives, Tormod's Crypt, Mishra's Bauble, or Welding Jar, verify whether Mox Opal will still produce mana for the current spell, protection window, or follow-up action.

- Choose Engineered Explosives mana from visible battlefield goals. Pay colors only for a charge value that answers specific visible permanents or preserves friendly material; when no activation is planned, it may be better as cheap artifact count than as an overcommitted sweeper.

- Play lands before card draw when the turn needs guaranteed mana now. Make the land drop before Mishra's Bauble delayed draw, Fiery Islet sacrifice, or any runtime-confirmed card-flow action from Weapons Manufacturing, Pinnacle Emissary, Krang, Master Mind, or Skateboard if missing a land would prevent current legal actions.

- Delay land play before selection when the deck can use new information. Hold the land until after a draw or tutor if all current legal actions are already payable and the choice between Urza's Saga, Fiery Islet, Island, Steam Vents, Spirebluff Canal, or Sink into Stupor land mode depends on newly seen cards.

- Card text check required for Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing mana implications. If runtime legal actions show these cards make artifacts, reduce costs, spend mana, or create follow-up activations, sequence lands and Mox Opal around the exposed action text rather than assuming a role.

## Mulligan Guide
- Strong keep: Keep one or two lands, Mishra's Bauble or Tormod's Crypt, Mox Opal, and a real payoff such as Kappa Cannoneer, Urza's Saga, Arcbound Ravager, or Emry, Lurker of the Loch. This hand develops artifact count, turns on mana, and presents pressure without needing unknown draws.

- Strong keep: Keep Urza's Saga plus two cheap artifacts and either Mox Opal or colored mana when the hand can still act if Urza's Saga is the first land. This hand makes constructs, tutors Shadowspear, Pithing Needle, Welding Jar, Tormod's Crypt, Mishra's Bauble, or Claws of Gix, and pressures through removal.

- Medium keep: Keep Spirebluff Canal or Steam Vents, two cheap artifacts, and interaction such as Metallic Rebuke, Galvanic Blast, Sink into Stupor, or Engineered Explosives when the matchup rewards early disruption. This hand needs a follow-up threat, so prefer it on the draw or with Mishra's Bauble information.

- Medium keep: Keep Fiery Islet, Island, Mox Opal, artifact count, and Kappa Cannoneer when the mana is already legal and the hand does not rely on drawing a second land immediately. Treat Fiery Islet as a land first and a card later.

- Risky keep: Treat hands with Urza's Saga as the only land and no Mox Opal as risky unless the visible matchup is slow and the hand has multiple zero- or one-mana artifacts. These hands can produce a construct plan but may fail to cast blue or red spells.

- Risky keep: Treat hands full of Kappa Cannoneer, Metallic Rebuke, Sink into Stupor, and Galvanic Blast as risky without cheap artifacts or colored mana. Spell quality does not matter if the first two turns do not develop artifact count.

- Automatic ship: Ship zero-land hands without Mox Opal plus multiple cheap artifacts and a clear legal first-turn sequence. Also ship hands with only expensive cards, no cheap artifacts, or no path to cast a threat by turn three.

- Automatic ship: Ship hands that require unknown card text from Pinnacle Emissary, Krang, Master Mind, Skateboard, or Weapons Manufacturing to function. Card text check required; keep these hands only when runtime legal actions show they produce deployable early pressure, mana, or artifact count.

- Matchup-dependent keep: Keep Tormod's Crypt-heavy hands against graveyard decks when they also have mana and pressure; do not keep multiple Tormod's Crypt as the only plan against decks that win on battlefield or stack. Preserve one Tormod's Crypt for disruption and use extras as artifact count only when legal actions allow.

- Play/draw adjustment: On the play, favor hands that present Urza's Saga, Kappa Cannoneer, or Arcbound Ravager quickly over reactive hands. On the draw, tolerate a slower hand with Mishra's Bauble, Engineered Explosives, Galvanic Blast, Metallic Rebuke, or Sink into Stupor if it answers the opponent's first visible pressure.

- Trap hand: Do not keep a hand because it has Mox Opal if the other cards cannot reach metalcraft or do anything after a single artifact is removed. Do not keep Pithing Needle, Tormod's Crypt, and reactive cards without pressure unless public matchup context makes those exact cards live.

## Turn Arc
- Turn 1: Prefer Spirebluff Canal, Island, Steam Vents, or Urza's Saga into cheap artifacts that enable Mox Opal and future affinity pressure. Deploy Mishra's Bauble early for information, use Tormod's Crypt as artifact count unless graveyard timing matters, and play Welding Jar when protecting Urza's Saga constructs, Arcbound Ravager, Mox Opal, or a later Kappa Cannoneer is likely.

- Turn 1 deviation: Lead Urza's Saga when the hand can operate without immediate colored mana or when construct pressure is the best route. Lead colored mana instead when the hand must cast Galvanic Blast, Metallic Rebuke, Emry, Lurker of the Loch, Sink into Stupor, or a blue threat on curve.

- Turn 2: Build the board toward a threat and protection. Cast Arcbound Ravager when sacrifice math, removal resistance, or modular pressure matters; cast Emry, Lurker of the Loch when legal and the graveyard contains Mishra's Bauble, Engineered Explosives, Tormod's Crypt, Welding Jar, Shadowspear, Pithing Needle, or Claws of Gix worth recurring.

- Turn 2 deviation: Hold up Metallic Rebuke or Galvanic Blast when the opponent's visible plan can beat the artifact engine before Kappa Cannoneer or Urza's Saga takes over. Use Engineered Explosives only for a charge value tied to public permanents, not as a blind mana sink.

- Turn 3: Prioritize Kappa Cannoneer, Urza's Saga construct activation, or a protected pressure sequence if legal actions support it. Tutor with Urza's Saga for Shadowspear when racing, Pithing Needle when a visible activated ability matters, Welding Jar when protecting a key artifact matters, Tormod's Crypt against a live graveyard, or Mishra's Bauble when the hand needs flow.

- Turn 3 deviation: Use Sink into Stupor, Galvanic Blast, Metallic Rebuke, or Engineered Explosives before adding pressure when the opponent's visible permanent, stack spell, or combat state would otherwise invalidate the next attack. Do not sacrifice artifacts to Claws of Gix or Arcbound Ravager unless it changes lethal, survival, protection, or board math.

- Turns 4-5: Convert artifact density into closing pressure. Attack with Kappa Cannoneer and constructs when combat is favorable, move damage through Arcbound Ravager only when removal and blockers are accounted for, and use Shadowspear to swing races when Urza's Saga finds it or it is naturally drawn.

- Turns 4-5 deviation: Shift into control when behind on board. Engineered Explosives, Galvanic Blast, Sink into Stupor, Metallic Rebuke, Tormod's Crypt, and Claws of Gix should buy turns while Urza's Saga, Emry, Lurker of the Loch, Fiery Islet, or Mishra's Bauble rebuild resources.

- Late game: Treat every artifact as damage, protection, mana, tutor material, or life. Fiery Islet can become a card when mana is stable, Emry, Lurker of the Loch can grind visible graveyard artifacts, and Arcbound Ravager can consolidate a wide board into a lethal or removal-resistant threat.

- Late-game caution: Card text check required for Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing. Use their runtime legal actions only after verifying whether they create pressure, mana, cards, artifacts, or combat changes in the current board state.

## Card Roles
- Arcbound Ravager: Treat Arcbound Ravager as the deck's sacrifice-combat converter, removal insurance, and surprise lethal tool, not as a routine turn-two creature in every matchup. Cast it when the board already contains expendable artifacts, when modular counters can matter after removal, or when the opponent is likely to rely on spot removal or damage-based blocks. Hold it when the artifact count is low and the hand needs those artifacts for Mox Opal, Metallic Rebuke, Kappa Cannoneer, Urza's Saga constructs, or Engineered Explosives. Use sacrifice lines only when they change lethal, save damage from exile/bounce-style interaction, preserve a key counter through modular, deny opponent life or targets, or convert doomed artifacts into real pressure.

- Claws of Gix: Use Claws of Gix as a low-cost artifact count piece first and a sacrifice outlet only when the life, denial, or graveyard setup changes the game. It supports Mox Opal metalcraft, Kappa Cannoneer affinity-style deployment, Urza's Saga construct size, Metallic Rebuke improvise, and Arcbound Ravager sacrifice density. Do not cash in artifacts for one life unless it prevents lethal, blanks a targeted effect, moves a card for Emry, Lurker of the Loch recursion, or protects a resource from being exiled or stolen. Against burn or fast creature decks, Claws of Gix becomes more relevant as a survival lever, but it should still not dismantle pressure without a clear board-state reason.

- Shadowspear: Treat Shadowspear as the main tutorable race-breaker and construct amplifier. It is strongest from Urza's Saga when a large construct, Kappa Cannoneer, or Arcbound Ravager-sized creature can attack through damage races. Prioritize Shadowspear over a utility artifact when life total is under pressure, when trample converts a large body into meaningful damage, or when lifelink makes crack-back math unfavorable for the opponent. Do not spend mana equipping it if the turn requires holding Metallic Rebuke, activating Urza's Saga, paying for a visible tax, or deploying Kappa Cannoneer.

- Emry, Lurker of the Loch: Use Emry, Lurker of the Loch as the grind engine when cheap artifacts and the graveyard make her legal and productive. She is excellent with Mishra's Bauble, Engineered Explosives, Tormod's Crypt, Welding Jar, Pithing Needle, Shadowspear, Claws of Gix, and Mox Opal when replaying those cards produces cards, interaction, protection, or artifact count. Cast her early against attrition and removal decks if she is cheap and protected; delay against fast combo or aggro when holding interaction matters more. Do not assume self-mill outcomes; use only visible graveyard contents and legal actions.

- Engineered Explosives: Use Engineered Explosives as flexible board control and artifact density, with the charge value tied to visible permanents and available colors. It is often correct to deploy for zero or one when it answers tokens, cheap permanents, or an opposing lock piece, but it can also sit in play to enlarge constructs and enable Mox Opal. Avoid firing it through your own critical artifacts unless the exchange prevents lethal, clears blockers for a decisive attack, or removes multiple opposing cards that matter more than your lost artifact count. With Emry, Lurker of the Loch, recurring Engineered Explosives can dominate low-curve battlefields if mana and timing allow.

- Galvanic Blast: Use Galvanic Blast as premium cheap interaction when metalcraft is active or imminent. Point it at creatures that block Kappa Cannoneer, pressure life total, enable combo, or punish Urza's Saga timing; point it at the opponent only when it contributes to a lethal or near-lethal clock. Preserve artifact count before casting if four damage depends on metalcraft. Sideboarded extra Galvanic Blast copies make removal-heavy plans more plausible, but main-deck Galvanic Blast should not be wasted on low-impact targets if Engineered Explosives or combat can answer them.

- Kappa Cannoneer: Treat Kappa Cannoneer as the primary top-end threat and the strongest reason to build artifact density quickly. Cast it when artifact count makes it efficient, when it can pressure through removal, or when the opponent must answer a large attacker immediately. Protect its attack plan with Welding Jar, Metallic Rebuke, Shadowspear, and careful sacrifice timing. Do not delay Kappa Cannoneer for marginal value if the opponent is giving a clean window; do delay it when holding interaction is needed to stop a combo, sweeper, or battlefield action that would make the threat irrelevant.

- Krang, Master Mind: Card text check required for Krang, Master Mind; treat it as conditional artifact-engine or threat support only after runtime legal actions reveal its actual function. Do not keep or sequence a hand around Krang, Master Mind unless visible legal actions show it creates mana, pressure, cards, artifacts, protection, or a concrete combat advantage. If it produces activated or triggered choices, route them through board-state reasoning rather than assuming a default mode.

- Metallic Rebuke: Use Metallic Rebuke as the deck's cheap stack protection and tempo counter, usually with artifacts paying the improvise cost. Hold it when protecting Kappa Cannoneer, Urza's Saga, Arcbound Ravager, Engineered Explosives, or a lethal attack matters more than adding another artifact. Counter spells that remove the key threat, sweep the board, enable combo, or invalidate the next attack. Do not tap artifacts for Metallic Rebuke if those artifacts must remain untapped for mana, equipment, sacrifice, or another visible legal action that is more important this turn.

- Mishra's Bauble: Use Mishra's Bauble as free artifact count, delayed card flow, information, and Emry, Lurker of the Loch fuel. Play it early when it enables Mox Opal, Kappa Cannoneer, Metallic Rebuke, or Urza's Saga construct size. Hold activation only when top-card information changes sequencing, fetch/shuffle-like actions are present, or the delayed draw timing matters. With Emry, replaying Mishra's Bauble is a central attrition plan; without Emry, do not overvalue the card draw compared with artifact-count timing.

- Mox Opal: Treat Mox Opal as the deck's acceleration engine and color fixer, but only when metalcraft is real or immediately reachable. Sequence zero- and one-mana artifacts before relying on it for colored spells. Preserve artifacts that keep Mox Opal active unless sacrificing them produces lethal, survival, or a stronger protected board. Legendary duplicates can be tactical artifacts for construct size or sacrifice math, but do not strand the hand by assuming both can remain active.

- Pinnacle Emissary: Card text check required for Pinnacle Emissary; use it only according to visible legal actions. Because the deck plays four copies, assume it is part of the proactive artifact plan only if runtime text confirms it supplies artifact count, pressure, mana, or synergy with affinity-style deployment. Do not choose mulligans, attacks, or sacrifice lines based on unverified Pinnacle Emissary text. If it is a creature, evaluate it against available blockers and removal; if it is an artifact or engine piece, evaluate it by artifact count and follow-up pressure.

- Pithing Needle: Use Pithing Needle as the tutorable answer to visible activated abilities, especially through Urza's Saga. Name only cards or permanents supported by public information, known matchup context, or legal prompt options; do not invent hidden cards. Prioritize it when a planeswalker, utility land, combo permanent, equipment, artifact engine, or creature activation will beat your pressure. Do not tutor it over Shadowspear, Welding Jar, or Tormod's Crypt unless the named ability is materially affecting the game.

- Sink into Stupor: Card text check required for exact modal details; treat Sink into Stupor as flexible blue interaction or land-resource smoothing only when legal actions show which side or mode is available. Use the interaction mode when a visible permanent, spell, or tempo swing blocks the main pressure plan. Use the land/resource side when the hand needs mana more than a reactive spell. Do not hold it indefinitely if casting Kappa Cannoneer or advancing Urza's Saga is the clearer route.

- Skateboard: Card text check required for Skateboard; treat it as conditional artifact or combat support only when visible legal actions confirm its role. Do not rely on it for evasion, counters, mana, or card flow without runtime confirmation. If it modifies combat, compare its legal action to immediate attacks with Kappa Cannoneer, Urza's Saga constructs, or Arcbound Ravager rather than assuming it is automatically aggressive.

- Tormod's Crypt: Use Tormod's Crypt as free artifact count in most matchups and graveyard disruption when the opponent's public graveyard matters. Deploy it early to enable Mox Opal, Metallic Rebuke, Kappa Cannoneer, and constructs unless the opponent can force awkward timing and you need to hide information. Activate only when a visible graveyard card, triggered ability, escape, delve, reanimation, recursion, or threshold-like payoff is about to matter. Multiple copies can be expendable artifact material, but preserve one against graveyard strategies.

- Urza's Saga: Treat Urza's Saga as both threat engine and tutor package. Its constructs reward every cheap artifact, and the chapter-three search should match the current problem: Shadowspear for racing, Pithing Needle for activated abilities, Welding Jar for protection, Tormod's Crypt for graveyards, Mishra's Bauble for flow, or Claws of Gix for sacrifice/life utility. Plan mana around the forced sacrifice; do not strand colored spells by keeping Urza's Saga as the only functional land too long.

- Weapons Manufacturing: Card text check required for Weapons Manufacturing; treat it as a major four-copy engine only after legal actions reveal what it manufactures, creates, equips, or triggers. If it creates artifacts, prioritize it when artifact count and construct size matter. If it consumes mana or permanents, use it only when the output beats casting Kappa Cannoneer, activating Urza's Saga, holding Metallic Rebuke, or using Engineered Explosives.

- Welding Jar: Use Welding Jar as protection, artifact count, and Urza's Saga tutor target. It is best when protecting Kappa Cannoneer, Arcbound Ravager, Mox Opal, Engineered Explosives, Shadowspear, or a large construct from destruction effects. Deploy it early for metalcraft and construct size, but do not sacrifice it to minor damage or removal if the protected permanent is not central to the current plan. Against exile, bounce, sacrifice, or counterspells, remember Welding Jar may not solve the problem; follow the rules-engine legal actions.

## Interaction Priorities

- Removal: Spend Galvanic Blast first on creatures or planeswalkers that stop Kappa Cannoneer, Urza's Saga constructs, or Arcbound Ravager from converting damage; point it at the opponent only when visible life totals and legal follow-up attacks make the race or lethal math concrete. Preserve Galvanic Blast against combo-creatures, mana-creatures under pressure, and blockers that invalidate a large construct; ignore small creatures that cannot profitably block, race, or enable a faster kill.

- Sweepers: Use Engineered Explosives to break parity only when the chosen mana value removes more opposing battlefield value than your own essential artifacts. Prioritize tokens, cheap hate permanents, small creature swarms, and lock pieces that stop attacking or casting; delay it if it would destroy Mox Opal, Welding Jar, Shadowspear, Pithing Needle, Tormod's Crypt, or Mishra's Bauble without solving a visible problem. Against fast creature decks, treat Engineered Explosives as survival interaction; against control, treat it as a way to clear hate or pressure planeswalkers rather than a default early play.

- Countermagic: Use Metallic Rebuke to counter sweepers, exile removal aimed at Kappa Cannoneer, artifact hate, combo payoffs, and spells that beat the current attack. Let low-impact cantrips, redundant removal into Welding Jar, and creatures already answered by Engineered Explosives resolve when holding Metallic Rebuke protects a better board. Post-board, Consign to Memory, Force of Negation, and Mystical Dispute change this priority toward protecting against combo, big mana, blue interaction, and artifact-hostile haymakers.

- Graveyards: Activate Tormod's Crypt only when public graveyard information shows a reanimation, escape, delve, recursion, flashback, threshold-style payoff, or death trigger about to matter. Do not fire it just because a graveyard is large if the opponent has no visible legal use for it. Post-board against graveyard-light decks, Tormod's Crypt remains artifact count and Urza's Saga material, so preserve artifact-count value unless exile timing is meaningful.

- Bounce and tempo: Use Sink into Stupor only according to visible legal modes, and bounce the permanent or spell that changes the next combat, protects a key threat, or opens lethal pressure. Bounce large blockers, hate permanents, resolved engines, or tempo-critical lands only when the rules engine exposes that legal action. Do not assume it answers everything permanently; treat it as a turn-cycle conversion tool for Kappa Cannoneer, constructs, or Arcbound Ravager.

- Discard: This deck has no registered main-deck discard spell, so never plan to remove hidden cards from hand unless the rules engine offers a legal action from another effect. Use Mishra's Bauble information only as public or permitted top-card information, not as certainty about hidden hand contents.

- Bait: Lead with expendable artifacts such as Mishra's Bauble, Tormod's Crypt, extra Mox Opal, Claws of Gix, or nonessential Engineered Explosives to test counterspells before committing Kappa Cannoneer, Arcbound Ravager, Urza's Saga tutor turns, or Weapons Manufacturing. Against removal-heavy decks, Welding Jar and Metallic Rebuke make a protected threat more valuable than a faster unprotected threat.

## Combat And Trading Rules

- Attack priority: Attack aggressively with Kappa Cannoneer and large Urza's Saga constructs when visible blockers cannot trade favorably or when Shadowspear, Arcbound Ravager, Welding Jar, or Metallic Rebuke protects the damage plan. Do not hold back large threats for vague caution; hold back only when the opponent's visible attack back is lethal, when a blocker is needed to survive, or when attacking exposes an essential engine to a legal combat trick.

- Kappa Cannoneer: Preserve Kappa Cannoneer as the primary evasive finisher when it is already pressuring life totals. Do not sacrifice, trade, or expose it to combat if constructs, Engineered Explosives, or Galvanic Blast can handle the board. If legal actions show ward, unblockable, counter, or artifact-triggered text, follow the engine output and favor lines that keep Kappa Cannoneer attacking every turn.

- Constructs: Treat Urza's Saga constructs as scalable finishers, not disposable tokens, once artifact count is high. Trade a construct only when it prevents lethal, removes a more important attacker, or enables Arcbound Ravager math that keeps pressure. Preserve cheap artifacts before combat if they increase construct size enough to change blocks or lethal calculations.

- Arcbound Ravager: Use Arcbound Ravager sacrifice lines only when they create lethal, save power through removal, win combat, or protect value from Engineered Explosives or opposing destruction. Do not feed artifacts into Arcbound Ravager merely for size if those artifacts maintain Mox Opal, Metallic Rebuke improvise, Kappa Cannoneer artifact triggers, Shadowspear equipment, or Urza's Saga construct strength.

- Protection: Use Welding Jar to protect the threat that is currently winning the game, not the first artifact targeted. Save it for Kappa Cannoneer, Arcbound Ravager, a large construct, Mox Opal when mana is otherwise broken, or Engineered Explosives when the sweeper is required. Against exile, bounce, sacrifice, -X/-X, or counterspells, do not assume Welding Jar works; obey the available legal action list.

- Racing: Equip or tutor Shadowspear when life total pressure matters, when trample converts blocked construct damage, or when lifelink changes the opponent's crack-back from lethal to safe. At low life, prioritize stabilized attacks with lifelink or blockers over maximum damage. At high life against combo or control, prioritize the shortest clock over small lifegain.

- Blocks: Block only when the trade preserves the race, prevents lethal, or converts through Arcbound Ravager, Welding Jar, Claws of Gix, or Engineered Explosives timing. Avoid trading Kappa Cannoneer or a large construct for creatures that Galvanic Blast, Whipflare post-board, or Engineered Explosives can answer later. Against go-wide aggro, value blocks and Engineered Explosives setup rise; against control and combo, blocking small creatures matters less than maintaining lethal pressure.

- Unknown cards: Card text check required for Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing before making combat assumptions. If legal actions show they create creatures, equipment, counters, evasion, or artifact tokens, evaluate those outputs against immediate attack and block math rather than treating them as automatic attacks or automatic engine preservation.

## Selection And Tutor Rules

- Urza's Saga selection: Use Urza's Saga Chapter III as the deck's true tutor, and choose the artifact that solves the visible game state rather than the artifact that is generically strongest. Default to Shadowspear when a large construct or Kappa Cannoneer needs trample, lifelink, or a race swing; choose Pithing Needle when a visible activated ability is already threatening the game; choose Tormod's Crypt when public graveyard cards enable a current or near-term graveyard line; choose Welding Jar when the winning artifact threat needs regeneration against visible destroy effects; choose Mishra's Bauble or Claws of Gix only when artifact count, mana, improvise, sacrifice, or Kappa Cannoneer trigger value is more important than a specific hate or combat tool.

- Engineered Explosives selection: Tutor Engineered Explosives with Urza's Saga only when the visible board has a mana-value cluster it can answer and the deck can set or use the required counters legally. Do not select Engineered Explosives as a vague hedge if it would likely destroy this deck's own essential zero- or one-mana artifacts before answering the opponent's board.

- Pithing Needle naming: Name only a card or object supported by visible public information, known revealed information, matchup guide context, or a rules-engine prompt. Prioritize active planeswalkers, fetchable combo engines, equipment abilities, graveyard engines, creature-lands, and artifacts whose activated abilities beat the current board. Do not name a hidden card from archetype memory unless the prompt specifically allows a name choice and no visible name is more urgent.

- Mishra's Bauble timing: Use Mishra's Bauble before committing a close land, counterspell, or lethal-race decision when the top-card information is legally available and could change the line. Target self when deciding whether to crack a fetch-like effect, sequence land drops, or plan a draw; target opponent when deciding whether to hold Metallic Rebuke, play around removal, or race a known next draw. Treat the delayed draw as future material, not immediate mana or card access.

- Land-drop timing: Preserve the land drop until after Mishra's Bauble, Urza's Saga tutor resolution, and visible selection prompts when those outputs can change whether Fiery Islet, Island, Steam Vents, Spirebluff Canal, Sink into Stupor, or Urza's Saga should be the land for turn. Play Urza's Saga early when construct production and Chapter III matter; delay it only when colored mana for Kappa Cannoneer, Metallic Rebuke, Sink into Stupor, Galvanic Blast, or post-board interaction is visibly more urgent.

- Pseudo-selection: Treat Fiery Islet as late-game card flow only after colored mana and life total are stable. Do not sacrifice it for a card when it strands Metallic Rebuke, Galvanic Blast, Sink into Stupor, Kappa Cannoneer, or post-board blue interaction.

- Unknown text: Card text check required for Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing. If the engine exposes selection, token, artifact, draw, tutor, or target choices from these cards, choose the option that advances current pressure, protects Kappa Cannoneer or constructs, enables Mox Opal and Metallic Rebuke, or answers a visible threat.

## Priority And Stack Rules

- Priority: Use priority to convert cheap artifacts into protected pressure, not to spend every possible action. Pass when the stack is empty, attacks are favorable, and holding Metallic Rebuke, Welding Jar, Tormod's Crypt, Claws of Gix, or Engineered Explosives activation preserves more value than acting.

- Metallic Rebuke: Hold Metallic Rebuke for sweepers, artifact hate, combo payoffs, removal aimed at Kappa Cannoneer, and spells that break the current race. Counter low-impact spells only when mana will otherwise be wasted and the opponent's next visible line is harmless. Remember artifact count and improvise matter; sacrificing or tapping artifacts before a counter window can remove the ability to cast Metallic Rebuke.

- Sink into Stupor: Use Sink into Stupor at instant speed when bouncing a spell or permanent changes the current stack, combat, or lethal turn. Prefer bouncing blockers before damage, hate permanents before committing artifacts, stack threats that cannot be profitably countered, or tempo-critical permanents when Kappa Cannoneer or constructs are already attacking. Treat it as tempo, not a permanent answer.

- Welding Jar: Wait for the actual legal regeneration or protection prompt before using Welding Jar. Protect Kappa Cannoneer, Arcbound Ravager, a lethal construct, essential Mox Opal, or required Engineered Explosives; decline if the effect is exile, sacrifice, bounce, countering, toughness reduction, or any action where the engine does not offer Welding Jar as legal.

- Tormod's Crypt: Activate Tormod's Crypt in response to a visible graveyard-dependent spell, ability, trigger, or cost payment when exiling the graveyard changes the outcome. Do not activate it in upkeep or end step merely to be tidy; leaving it in play supports artifact count, Urza's Saga constructs, Kappa Cannoneer triggers, Metallic Rebuke, and Mox Opal.

- Claws of Gix: Use Claws of Gix only when sacrificing an artifact or permanent produces a concrete benefit shown by the board: deny exile value, gain life to leave burn range, move counters with Arcbound Ravager lines if legal, cash in a dying permanent, or preserve value before Engineered Explosives resolves. Do not sacrifice artifacts that are currently enabling Mox Opal, construct size, Metallic Rebuke, or lethal unless the stack makes that resource otherwise lost.

- Engineered Explosives: Activate Engineered Explosives at the last useful window before damage, combo resolution, or a lock-piece activation, while accounting for this deck's own artifacts at the same mana value. Against creature swarms, prioritize survival before maximum artifact count; against control, preserve it until it answers hate or clears a blocker for lethal.

- Optional payments and triggers: Pay optional costs only when the engine exposes legal choices and the payment advances pressure, protection, or survival. Do not spend mana on optional value if it prevents Metallic Rebuke, Sink into Stupor, Engineered Explosives activation, Shadowspear equip, or post-board interaction.

- Combat windows: After attackers and blockers, pause for visible instant-speed lines that change combat math: Galvanic Blast on a blocker or attacker, Sink into Stupor on a blocker, Welding Jar on a threatened artifact, Claws of Gix to convert a dying permanent, or Arcbound Ravager sacrifice actions. If no legal action changes damage, survival, or lethal, pass cleanly.

- Graveyard and stack uncertainty: Card text check required before assuming Emry, Lurker of the Loch, Pinnacle Emissary, Krang, Master Mind, Skateboard, or Weapons Manufacturing create a repeatable stack or graveyard line. Follow the rules-engine action list, and route any target, cast-from-graveyard, artifact-token, or optional trigger decision through visible legality and current tactical need.

## Sideboard Map

- Sideboard principle: Add sideboard cards to solve a named opposing axis without reducing the artifact density that powers Mox Opal, Kappa Cannoneer, Urza's Saga constructs, Metallic Rebuke improvise, and artifact-count pressure. Keep zero-mana artifacts when they are enabling fast starts, construct size, or Kappa Cannoneer triggers; reduce narrow maindeck pieces only when the matchup makes their text low impact.

Artifact combo or big-mana colorless plan
Side in: 3 Consign to Memory, 1 Damping Sphere, 1 Vexing Bauble
Cut: 1 Galvanic Blast, 1 Pithing Needle, 1 Shadowspear, 2 Claws of Gix

- Consign to Memory role: Use Consign to Memory against colorless spells, Eldrazi-style threats, artifact combo, triggered abilities from colorless sources, and activated abilities from colorless sources when the engine exposes it as legal. It is weak against creature swarms, red burn, and fair decks whose key spells are colored and whose artifacts are already answered by Engineered Explosives or Shattering Spree.

- Damping Sphere role: Use Damping Sphere against Tron, storm, cascade chains, free-spell chains, and decks relying on lands or spell volume to jump ahead. It is bad when your own plan needs multiple same-turn cheap artifacts, Mox Opal acceleration, and a fast Kappa Cannoneer before the opponent is doing anything mana-explosive.

- Vexing Bauble role: Use Vexing Bauble against zero-mana, alternate-cost, cascade, pitch-spell, and suspend-style spell patterns when the visible opponent plan spends little or no mana to cast meaningful spells. It becomes a low-cost artifact cantrip against fair decks, but do not overvalue it when it does not counter anything and Engineered Explosives, Tormod's Crypt, or Mishra's Bauble already provide artifact count.

Blue tempo, control, or spell-combo plan
Side in: 2 Force of Negation, 1 Mystical Dispute, 3 Consign to Memory
Cut: 4 Engineered Explosives, 1 Shadowspear, 1 Claws of Gix

- Force of Negation role: Use Force of Negation to stop sweepers, combo payoffs, prison pieces, graveyard enablers, and noncreature spells that would undo a committed Kappa Cannoneer or large construct board. It is bad in attrition games where pitching Emry, Lurker of the Loch, Sink into Stupor, Metallic Rebuke, Kappa Cannoneer, or Harbinger of the Seas would leave too little material.

- Mystical Dispute role: Use Mystical Dispute against blue decks, stack fights, opposing counterspells, bounce, draw engines, and blue combo protection. It is weak against nonblue creature decks and late-game boards where the opponent can pay unless pressure has already forced them to spend mana.

- Role change: Against control, protect a resolved threat more than developing every artifact. Keep Metallic Rebuke, Force of Negation, Mystical Dispute, Sink into Stupor, and Welding Jar available when a Kappa Cannoneer or construct is already enough pressure.

Small-creature swarm plan
Side in: 2 Whipflare, 2 Galvanic Blast
Cut: 2 Metallic Rebuke, 1 Pithing Needle, 1 Sink into Stupor

- Whipflare role: Use Whipflare against nonartifact creature boards, go-wide aggro, mana creatures, tokens, and small value creatures when it clears attackers or blockers without killing your artifact creatures. It is bad against artifact creatures, large creatures, spell-combo, control, and boards where your only survival plan is an artifact-count race rather than a sweeper.

- Galvanic Blast role: Add the sideboard Galvanic Blast copies against creature decks, planeswalkers, small combo creatures, and race matchups where four damage with metalcraft changes combat or lethal math. It is weaker against big-mana decks with few targets, control decks where counters matter more, and boards where Engineered Explosives already covers the relevant mana value.

- Role change: Against creature swarms, become a board-control aggro deck until Kappa Cannoneer or constructs can attack safely. Preserve life total with Whipflare, Galvanic Blast, Engineered Explosives, Shadowspear, and Claws of Gix before spending resources on low-impact artifact count.

Artifact mirror or artifact-engine plan
Side in: 1 Shattering Spree, 2 Galvanic Blast, 3 Consign to Memory
Cut: 4 Tormod's Crypt, 1 Shadowspear, 1 Claws of Gix

- Shattering Spree role: Use Shattering Spree against artifact mana, artifact creatures, equipment, prison artifacts, opposing Urza's Saga targets, and artifact combo engines. It is bad against decks with few artifacts, boards where destroying one artifact does not affect the race, and spots where red mana is too constrained to replicate while holding Galvanic Blast or Sink into Stupor.

- Artifact mirror rule: Prioritize Shattering Spree and Galvanic Blast when they break parity on construct size, remove a blocker, or shut off the opponent's mana. Preserve your own cheap artifacts when they are making Urza's Saga constructs larger than the opposing board.

Graveyard deck plan
Side in: 2 Force of Negation, 2 Galvanic Blast, 1 Vexing Bauble
Cut: 1 Shadowspear, 1 Pithing Needle, 1 Claws of Gix, 1 Sink into Stupor, 1 Engineered Explosives

- Graveyard role: Keep Tormod's Crypt as the primary hate because it starts in the main deck and also supports artifact count. Add Force of Negation for noncreature enablers, Galvanic Blast for creature enablers, and Vexing Bauble only when the opponent casts free or alternate-cost spells.

- Graveyard caution: Do not remove Tormod's Crypt from the main configuration against graveyard decks unless the opponent has shown that graveyards are irrelevant. A dormant Tormod's Crypt still increases construct size, enables Mox Opal, and threatens response windows.

Nonbasic-land mana deck plan
Side in: 2 Harbinger of the Seas, 1 Damping Sphere, 2 Force of Negation
Cut: 1 Shadowspear, 1 Pithing Needle, 1 Galvanic Blast, 2 Claws of Gix

- Harbinger of the Seas role: Use Harbinger of the Seas against greedy nonbasic mana, Tron-style lands, Urza's Saga decks, Amulet-style mana, and multicolor decks that stumble if nonbasic lands become Islands. It is bad against basic-heavy aggro, decks with many Islands, and hands where double-blue pressure conflicts with casting Kappa Cannoneer, Metallic Rebuke, Sink into Stupor, or holding interaction.

- Role change: With Harbinger of the Seas, treat mana denial as a tempo lock that must be paired with pressure. Do not spend a key turn on Harbinger of the Seas if the opponent's visible board already beats you and Whipflare, Engineered Explosives, Galvanic Blast, or Kappa Cannoneer would stabilize better.

Burn or low-resource red plan
Side in: 2 Galvanic Blast, 2 Whipflare
Cut: 2 Metallic Rebuke, 1 Pithing Needle, 1 Tormod's Crypt

- Burn role: Add Galvanic Blast to kill creatures or end the game before burn topdecks matter, and use Whipflare only when the opposing creatures are nonartifact and small. Keep Shadowspear and Claws of Gix higher than normal because lifegain can change lethal math, but do not sacrifice artifact count if it prevents a fast Kappa Cannoneer or construct kill.

- When sideboard cards are bad: Avoid Force of Negation when pitching a blue card costs too much material and the opponent's threats are mostly creatures. Avoid Consign to Memory when the opponent is not using colorless spells or abilities. Avoid Damping Sphere when the opponent plays one spell per turn and normal mana. Avoid Harbinger of the Seas when it fixes their mana or does not disrupt visible lands. Avoid Shattering Spree when no artifact target matters. Avoid Whipflare when it misses artifact creatures or large creatures. Avoid Vexing Bauble when the opponent pays normal mana for every important spell.

- Broad archetype rule: Add role cards that answer the opponent's fastest route to beating artifacts, then reduce main-deck emphasis on the narrowest inactive tools. Tormod's Crypt is the first emphasis to reduce only when graveyards are irrelevant; Pithing Needle is the first emphasis to reduce only when no activated ability matters; extra Claws of Gix and Shadowspear are reduced when life total and sacrifice value are not under pressure; Engineered Explosives is reduced when opposing mana values are too spread out or the matchup is mostly stack-based.

## Matchup Guidance

- Aggro: Race only when Kappa Cannoneer, Urza's Saga construct pressure, Shadowspear lifegain, or Galvanic Blast damage can end the game before the opponent's visible attackers do. Add role cards: 2 Galvanic Blast and 2 Whipflare when the opposing creatures are small and nonartifact; keep Engineered Explosives high when one mana value dominates the board. Reduce main-deck emphasis: Metallic Rebuke, Pithing Needle, and narrow graveyard artifacts when the opponent is presenting creatures rather than stack decisions or activated abilities.

- Go-wide creature decks: Treat the first turns as a survival puzzle, not a pure artifact-count sprint. Use Engineered Explosives and Whipflare to reset tokens, mana creatures, and small attackers before committing Kappa Cannoneer if the visible board threatens a lethal swing. Preserve Mox Opal and cheap artifacts when they make Urza's Saga constructs large enough to block profitably. Do not sacrifice board material to Claws of Gix unless the life gained changes a visible lethal clock or saves a key artifact from exile or theft.

- Burn: Prioritize life-total changes over incremental card value. Keep Shadowspear, Claws of Gix, Welding Jar, and fast Kappa Cannoneer lines higher than slow Emry, Lurker of the Loch value lines unless the engine is already protected. Add role cards: 2 Galvanic Blast for creature removal or closing damage, and 2 Whipflare only against small creature-heavy red builds. Reduce main-deck emphasis: Metallic Rebuke when the opponent can force awkward mana, and Pithing Needle when no activated ability has appeared.

- Control: Commit one resilient threat, then protect it instead of flooding into sweepers or removal. Kappa Cannoneer, Urza's Saga constructs, and recurring cheap artifacts with Emry, Lurker of the Loch are the pressure plans; Metallic Rebuke, Force of Negation, Mystical Dispute, Sink into Stupor, and Welding Jar protect the threat or stop the stabilizing spell. Add role cards: 3 Consign to Memory against colorless threats or abilities, 2 Force of Negation against noncreature haymakers, and 1 Mystical Dispute against blue stack fights. Reduce main-deck emphasis: creature removal-only Galvanic Blast targets when there are none, and extra Tormod's Crypt only if graveyards do not matter.

- Tempo: Make them answer artifacts at awkward times by sequencing cheap permanents before the key threat. Do not walk Kappa Cannoneer into open interaction when Urza's Saga can make pressure without casting a spell. Hold Metallic Rebuke or Mystical Dispute when protecting a resolved construct or Kappa Cannoneer matters more than casting another low-impact artifact. Add role cards: Mystical Dispute, Force of Negation, Galvanic Blast, and Consign to Memory according to the opponent's revealed threats. Reduce main-deck emphasis: slow or conditional artifacts when the matchup is decided by mana efficiency.

- Midrange: Convert disposable artifacts into sticky pressure and punish one-for-one removal. Urza's Saga, Kappa Cannoneer, Welding Jar, Arcbound Ravager, Mishra's Bauble, and Emry, Lurker of the Loch are the cards that make removal trades inefficient; Shadowspear matters when races and large blockers appear. Add role cards: Galvanic Blast for creatures and planeswalkers, Consign to Memory when colorless permanents or abilities matter, and Force of Negation only against decisive noncreature spells. Reduce main-deck emphasis: Pithing Needle only when no activated ability is visible or likely from public information.

- Removal-heavy decks: Protect the first threat that can win alone rather than spreading resources thinly. Welding Jar should shield Kappa Cannoneer, a large construct, Mox Opal when mana is bottlenecked, or an artifact needed for Engineered Explosives math. Arcbound Ravager can convert removal into counters only when the legal action text and visible board make the sacrifice outcome clear enough; do not assume hidden removal or exact damage prevention. Add role cards: Force of Negation and Mystical Dispute for stack-heavy removal shells, Galvanic Blast for creature midrange. Reduce main-deck emphasis: Whipflare-style effects are only relevant if their creatures are small and nonartifact.

- Combo: Identify whether the opponent wins through spells, graveyard, artifacts, activated abilities, or lands, then keep the matching disruption over extra damage. Use Metallic Rebuke and Force of Negation for noncreature combo turns, Tormod's Crypt for graveyard dependency, Pithing Needle for activated engines, Damping Sphere for storm or big-mana patterns, Vexing Bauble for free or alternate-cost spells, and Galvanic Blast for creature enablers. Add role cards: Consign to Memory, Force of Negation, Damping Sphere, Vexing Bauble, Galvanic Blast, and Mystical Dispute as their revealed plan demands. Reduce main-deck emphasis: Shadowspear and extra Claws of Gix when life total is not the axis.

- Graveyard decks: Keep Tormod's Crypt because it is both hate and artifact count, and activate it only when the rules-engine output shows a graveyard-dependent action, trigger, or lethal setup that must be stopped. Add role cards: Force of Negation for noncreature enablers, Galvanic Blast for creature enablers, and Vexing Bauble when free or alternate-cost graveyard spells are visible. Reduce main-deck emphasis: Pithing Needle, Shadowspear, and excess Engineered Explosives only when they do not interact with the shown graveyard plan.

- Big mana: Pair pressure with mana disruption; disruption without a clock gives the opponent time to rebuild. Add role cards: Harbinger of the Seas against nonbasic-land engines, Damping Sphere against multi-mana lands or multiple-spell turns, Force of Negation for payoffs, and Consign to Memory against colorless spells or abilities. Reduce main-deck emphasis: Galvanic Blast when there are few creature targets, Shadowspear when racing is not life-total based, and Claws of Gix when sacrifice life does not change the clock.

- Artifact and enchantment decks: Fight the engine pieces that change board math, mana, or combo access. Add role cards: Shattering Spree for artifacts, Consign to Memory for colorless spells and abilities, Galvanic Blast for artifact creatures or pilots, and Force of Negation for noncreature engines. Reduce main-deck emphasis: Tormod's Crypt when graveyards are irrelevant and Shadowspear when lifelink does not break combat. Card text check required for any enchantment-specific plan involving Pinnacle Emissary, Krang, Master Mind, Skateboard, or Weapons Manufacturing.

- Single-threat decks: Answer or race the one object that matters, and do not spend interaction on support cards unless they protect that threat. Sink into Stupor, Engineered Explosives, Galvanic Blast, Pithing Needle, Metallic Rebuke, Force of Negation, and Consign to Memory are prioritized according to the visible card type and legal actions. Add role cards: Galvanic Blast for killable creatures, Consign to Memory for colorless threats or abilities, Mystical Dispute for blue protection, and Force of Negation for noncreature payoff spells. Reduce main-deck emphasis: Whipflare when there is no swarm.

- Unknown opponents: Default to fast artifact development, keep legal interaction windows open when Metallic Rebuke or Galvanic Blast is available, and avoid speculative sacrifices. Use Mishra's Bauble and public information to refine whether Tormod's Crypt, Pithing Needle, Engineered Explosives, or Shadowspear is currently functional. Card text check required before assigning precise matchup roles to Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing; use them according to exact visible legal actions and confirmed Oracle text only.

## Specific Matchup Notes

- General/archetype-only: Exact opponents are absent, so these notes are archetype assumptions; revealed cards, legal actions, stack contents, and public zones override all matchup labels. Use Mishra's Bauble, public lands, revealed spells, graveyards, and battlefield texture to reclassify the opponent before spending Metallic Rebuke, Galvanic Blast, Sink into Stupor, Engineered Explosives, Pithing Needle, or Tormod's Crypt.

- Fast creature decks: Prioritize board-stabilizing artifacts and cheap interaction before slow value. Engineered Explosives and Whipflare are the likely role cards, Galvanic Blast answers early creatures or planeswalkers, and Shadowspear changes races when a construct or Kappa Cannoneer can attack. Priority targets are haste creatures, lords, equipment-like damage multipliers, and permanents that make Engineered Explosives too slow. Reduce main-deck emphasis: Metallic Rebuke only when their decisive card is noncreature or expensive, and Tormod's Crypt only when their graveyard is visibly part of the pressure.

- Blue tempo or control: Lead with Urza's Saga and cheap artifacts to force them to answer board presence, then protect Kappa Cannoneer or a large construct. Add role cards: Mystical Dispute, Force of Negation, Consign to Memory when colorless threats or abilities appear, and Vexing Bauble when free or alternate-cost spells are revealed. Priority targets are sweepers, bounce spells aimed at Kappa Cannoneer, counterspells protecting a stabilizer, and planeswalkers that take over repeated turns. Reduce main-deck emphasis: Galvanic Blast when no small creatures or planeswalkers are visible.

- Big mana and land-engine decks: Keep pressure high and pair it with Damping Sphere or Harbinger of the Seas when public lands show the plan. Consign to Memory is a likely role card against colorless spells, triggered abilities, or activated abilities; Force of Negation protects against noncreature payoff turns. Priority targets are mana engines, payoff spells, land-search effects, and permanents that invalidate constructs. Reduce main-deck emphasis: Shadowspear and Claws of Gix when life total is not the deciding axis.

- Graveyard decks: Treat Tormod's Crypt as both hate and artifact count, but do not fire it merely because cards are in a graveyard. Activate only when the rules engine exposes a graveyard-dependent spell, trigger, target, or lethal turn. Add role cards: Force of Negation for noncreature enablers, Galvanic Blast for creature enablers, and Vexing Bauble when alternate-cost or free graveyard spells are visible. Priority targets are recursion payoffs, reanimation targets, escape-like spells, and sacrifice engines using the graveyard.

- Artifact mirrors and artifact combo: Preserve Shattering Spree for artifacts that create mana, lock combat, or enable a kill rather than low-impact material. Consign to Memory, Pithing Needle, Engineered Explosives, Galvanic Blast, and Sink into Stupor cover different permanent types, so choose from legal action text and visible card type. Priority targets are opposing artifact mana, construct enablers, sacrifice outlets, activated combo pieces, and protection pieces. Reduce main-deck emphasis: Tormod's Crypt unless graveyards are public and relevant.

- Unknown or unusual cards: Card text check required for Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing before assigning exact matchup roles. Use them only according to legal actions, visible targets, confirmed text, and current tactical need; do not assume they are threats, engines, removal, or mana without runtime proof.

## Risk Summary

- Mana risk: Mox Opal hands can look explosive but fail if artifact count or colored sources do not support the legal spell sequence. Preserve Spirebluff Canal, Steam Vents, Island, Fiery Islet, and Mox Opal sequencing for Metallic Rebuke, Galvanic Blast, Sink into Stupor, Emry, Lurker of the Loch, and sideboard interaction.

- Matchup risk: Mislabeling the opponent wastes narrow cards. Revealed cards override assumptions before using Pithing Needle, Tormod's Crypt, Damping Sphere, Harbinger of the Seas, Vexing Bauble, Shattering Spree, Mystical Dispute, or Consign to Memory.

- Draw risk: Artifact-heavy hands without Urza's Saga, Kappa Cannoneer, Arcbound Ravager, Emry, Lurker of the Loch, or a confirmed engine can flood on low-impact permanents. Mulligan and sequencing should ask whether the hand produces pressure, disruption, or a construct plan.

- Over-sideboarding risk: Do not dilute artifact density or threat count so far that Mox Opal, Kappa Cannoneer, Urza's Saga, Arcbound Ravager, and Metallic Rebuke lose support. Add role cards only when they answer a revealed or strongly indicated axis.

- Graveyard risk: Tormod's Crypt is easy to spend too early. Holding it can be correct when the visible graveyard is not yet enabling a legal payoff, but waiting is dangerous when a stack item or trigger already targets the graveyard.

- Sweeper/removal risk: Kappa Cannoneer and constructs can win alone, but overcommitting disposable artifacts into sweepers may reduce recovery. Welding Jar, Arcbound Ravager, Metallic Rebuke, Force of Negation, and Mystical Dispute should protect the threat that actually ends the game.

- Closer risk: Damage can stall if the deck builds artifacts without a finishing body. Prioritize Urza's Saga constructs, Kappa Cannoneer, Shadowspear, and Galvanic Blast reach when the opponent is stabilizing.

- Interaction risk: Passing with Metallic Rebuke, Sink into Stupor, Galvanic Blast, Force of Negation, or Consign to Memory requires choosing the spell that matters, not the first legal target. Spend interaction on cards that change the clock, remove the closer, or unlock the opponent's engine.

- Sequencing risk: Sacrificing artifacts to Claws of Gix or Arcbound Ravager can break Mox Opal, weaken constructs, reduce affinity-style pressure, or shrink Kappa Cannoneer support. Make sacrifice choices only from visible lethal, survival, protection, or engine reasons.

## Test Feedback Checklist

- Deciding factor: Record whether the game was won or lost by early artifact velocity, Urza's Saga constructs, Kappa Cannoneer pressure, Arcbound Ravager combat math, Galvanic Blast reach, Metallic Rebuke timing, or a sideboard card changing the opponent's key turn.

- Mulligans: Note whether each opener had a real plan beyond cheap artifacts: a threat such as Urza's Saga, Kappa Cannoneer, Arcbound Ravager, or Emry, Lurker of the Loch; interaction such as Engineered Explosives, Metallic Rebuke, Galvanic Blast, Sink into Stupor, Pithing Needle, or Tormod's Crypt; and enough mana to cast the legal spells shown.

- Mana: Track whether Mox Opal was active on the important turns, whether Spirebluff Canal, Steam Vents, Island, Fiery Islet, and Urza's Saga supported blue and red interaction, and whether sacrifice choices with Claws of Gix or Arcbound Ravager accidentally shut off mana or reduced construct size.

- Velocity: Check whether Mishra's Bauble, Tormod's Crypt, Welding Jar, Engineered Explosives, Claws of Gix, Shadowspear, Pithing Needle, and Mox Opal produced enough artifact density to enable fast pressure, or whether the deck spent too many turns deploying low-impact pieces without a closer.

- Engine pieces: Mark every game where Urza's Saga found the right artifact, where Emry, Lurker of the Loch generated repeated value, and where Card text check required cards, Pinnacle Emissary, Krang, Master Mind, Skateboard, or Weapons Manufacturing, were relevant only if legal actions and visible outcomes confirmed their role.

- Removal and disruption: Review whether Engineered Explosives, Galvanic Blast, Sink into Stupor, Pithing Needle, Metallic Rebuke, and Tormod's Crypt were spent on cards that changed the clock, protected the closer, stopped a combo turn, or prevented stabilization.

- Sideboard impact: For each match, record whether Consign to Memory, Damping Sphere, Force of Negation, Harbinger of the Seas, Mystical Dispute, Shattering Spree, Vexing Bauble, Whipflare, or extra Galvanic Blast had legal targets and whether adding them diluted artifact density or threat count.

- Closing: Identify whether wins ended through Kappa Cannoneer, Urza's Saga constructs, Shadowspear lifelink/trample pressure, Arcbound Ravager counters, Galvanic Blast, or opponent lockout by interaction, and note games where the deck stabilized but failed to convert.

- Role accuracy: Ask whether the pilot correctly became beatdown against slow decks, temporary control against creature pressure, or disruption-first against combo, using visible board state and public information rather than matchup assumptions.

- Mistakes: Flag missed lethal, premature Tormod's Crypt activation, wrong Pithing Needle name, overcommitting into sweepers, sacrificing the wrong artifact, passing with relevant interaction unused, or using Engineered Explosives on a value target instead of the decisive permanent.

- Stranded cards: Track cards stuck in hand because of color, timing, target, or matchup mismatch, especially Metallic Rebuke, Sink into Stupor, Galvanic Blast, Force of Negation, Mystical Dispute, Consign to Memory, Whipflare, and Harbinger of the Seas.

- Overperformers and underperformers: Count repeated high-impact and low-impact appearances for Arcbound Ravager, Claws of Gix, Engineered Explosives, Kappa Cannoneer, Mishra's Bauble, Mox Opal, Tormod's Crypt, Urza's Saga, Welding Jar, and every sideboard card.

## First Tuning Questions

- Card quantities: Is 4 Engineered Explosives correct, or did multiples clog hands when opponents did not present low-cost permanents worth sweeping?

- Artifact density: Did 3 Claws of Gix, 4 Tormod's Crypt, 4 Mishra's Bauble, 2 Welding Jar, and 1 Shadowspear support Mox Opal, Urza's Saga, and Kappa Cannoneer often enough, or were too many artifacts tactically blank?

- Threat count: Did 4 Kappa Cannoneer, 4 Urza's Saga, 2 Arcbound Ravager, 1 Emry, Lurker of the Loch, and the Card text check required threats Pinnacle Emissary, Krang, Master Mind, Skateboard, and Weapons Manufacturing produce enough closers against removal-heavy decks?

- Mana base: Did 2 Island, 2 Fiery Islet, 4 Spirebluff Canal, 3 Steam Vents, 4 Urza's Saga, and 4 Mox Opal reliably cast Metallic Rebuke, Sink into Stupor, Galvanic Blast, Force of Negation, Mystical Dispute, Consign to Memory, and Harbinger of the Seas on time?

- Aggro plan: Did the deck need more main-deck Galvanic Blast or another creature interaction slot when fast creature decks forced Engineered Explosives to be late or awkward?

- Control plan: Did Metallic Rebuke plus sideboard Force of Negation, Mystical Dispute, Consign to Memory, and Vexing Bauble protect Kappa Cannoneer and Urza's Saga, or did threats still die before closing?

- Graveyard plan: Did 4 Tormod's Crypt win enough game-one percentage, or did excess copies behave as artifact filler in matchups where graveyards were irrelevant?

- Sideboard slots: Did Damping Sphere, Harbinger of the Seas, Shattering Spree, Whipflare, Vexing Bauble, Consign to Memory, Force of Negation, Mystical Dispute, and extra Galvanic Blast each have enough matchups with clear legal targets to justify their space?

- Role conflict: Did adding reactive cards make Kappa Cannoneer, Urza's Saga constructs, Mox Opal, and Arcbound Ravager worse by lowering artifact count or slowing pressure?

- Closer problem: If games stalled after early artifacts, should tuning prioritize more resilient threats, more reach like Galvanic Blast, better Shadowspear access, or stronger Urza's Saga targets?

- Unknown-card validation: Before changing quantities of Pinnacle Emissary, Krang, Master Mind, Skateboard, or Weapons Manufacturing, confirm exact card text and logged legal actions so tuning is based on engine-proven function rather than assumed roles.

## Veles Tactical Policy

### Policy: Keep Functional Artifact Pressure Openers
- Priority: High
- Decision families: mulligan; pregame
- Cards: Mishra's Bauble; Mox Opal; Urza's Saga; Kappa Cannoneer; Arcbound Ravager; Engineered Explosives; Metallic Rebuke
- Phase windows: opening hand; mulligan decisions
- Runtime cues: prompt:mulligan; visible opening hand; known matchup label
- Use when: the hand has mana plus either a pressure card, Urza's Saga, or interaction that buys time.
- Avoid when: the hand has artifacts but no mana, no threat, and no matchup-relevant interaction.
- Instructions: Treat zero-mana artifacts as support, not a plan by themselves; prioritize hands that turn them into Mox Opal, Kappa Cannoneer, Urza's Saga constructs, or protected interaction.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deploy Early Artifact Infrastructure
- Priority: Medium
- Decision families: mana; priority
- Cards: Mishra's Bauble; Tormod's Crypt; Welding Jar; Claws of Gix; Mox Opal; Shadowspear; Pithing Needle
- Phase windows: early main phases; precombat main phase
- Runtime cues: legal cheap artifact actions; visible artifact count; Mox Opal status
- Use when: artifact count changes mana, affinity-style costs, construct size, or Kappa Cannoneer timing.
- Avoid when: deploying a named artifact spends mana needed for Metallic Rebuke, Galvanic Blast, Sink into Stupor, or an urgent Engineered Explosives.
- Instructions: Front-load free artifacts when they unlock mana or pressure; hold Pithing Needle when the correct name is unknown unless a visible activated ability is already decisive.
- Pilot skill floor: low
- No-API allowed: no
- Light-model allowed: yes

### Policy: Activate Mox Opal When Mana Is Deterministic
- Priority: Medium
- Decision families: mana
- Cards: Mox Opal
- Phase windows: any priority window with mana abilities; spell casting prompts
- Runtime cues: action:activate Mox Opal; visible metalcraft enabled; legal mana payment prompt
- Use when: Mox Opal is visible, untapped, legally activatable, and the selected spell or ability requires that mana.
- Avoid when: the legal action text indicates a color choice whose strategic color is not fixed by the pending cost.
- Instructions: Use Mox Opal to preserve land flexibility when the payment is exact from visible costs; route color-sensitive payments through model reasoning.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Commit Kappa Cannoneer Only Through A Pressure Gate
- Priority: High
- Decision families: priority; mana
- Cards: Kappa Cannoneer; Welding Jar; Metallic Rebuke; Force of Negation
- Phase windows: main phases; post-combat main phase
- Runtime cues: action:cast Kappa Cannoneer; visible opponent mana; visible interaction; artifact count
- Use when: Kappa Cannoneer is a legal cast and the board or clock rewards committing a major threat now.
- Avoid when: waiting preserves protection, counters a known sweeper line, or another legal action develops Urza's Saga pressure with less exposure.
- Instructions: Decide this as a commitment gate; weigh open opposing mana, available protection, race math, and whether passing loses tempo.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Start Urza's Saga Construct Plan
- Priority: High
- Decision families: mana; priority; selection
- Cards: Urza's Saga; Shadowspear; Pithing Needle; Tormod's Crypt; Welding Jar; Mishra's Bauble
- Phase windows: land play; upkeep and main-phase Saga triggers; construct activation windows
- Runtime cues: visible Urza's Saga chapter; legal construct or search action; artifact count
- Use when: Urza's Saga is advancing and constructs or a tutor target materially improve the current board.
- Avoid when: activating or tutoring prevents casting a necessary spell or holding required interaction.
- Instructions: Treat constructs as a primary win condition; tutor Shadowspear for combat conversion, Pithing Needle for a visible activated ability, Tormod's Crypt for graveyard pressure, Welding Jar for protection, and Mishra's Bauble only when no higher-impact target is visible.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Execute Exact Urza's Saga Tutor Target
- Priority: Medium
- Decision families: selection
- Cards: Urza's Saga; Shadowspear; Pithing Needle; Tormod's Crypt; Welding Jar; Mishra's Bauble
- Phase windows: Urza's Saga search resolution
- Runtime cues: action:choose Shadowspear; action:choose Tormod's Crypt; action:choose Welding Jar; action:choose Pithing Needle; action:choose Mishra's Bauble
- Use when: a prior policy or model decision names the exact artifact target and that exact legal action is present.
- Avoid when: no exact target was already selected or multiple legal actions differ by card identity.
- Instructions: Submit the named target only; do not reinterpret tutor priorities inside no-API execution.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Spend Metallic Rebuke On Decisive Stack Fights
- Priority: High
- Decision families: interaction; priority
- Cards: Metallic Rebuke; Mox Opal; Mishra's Bauble; Tormod's Crypt; Welding Jar
- Phase windows: opponent spell on stack; protection windows for threats
- Runtime cues: action:cast Metallic Rebuke; visible stack spell; available improvise/artifact mana
- Use when: the stack spell threatens lethal, removes the primary closer, breaks Urza's Saga pressure, or enables a combo turn.
- Avoid when: the spell is low-impact and passing preserves pressure or a stronger later interaction window.
- Instructions: Account for artifacts tapped to pay the cost; do not shrink defenses or mana without checking the resulting board.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Use Engineered Explosives As Board Control
- Priority: High
- Decision families: interaction; mana; priority
- Cards: Engineered Explosives
- Phase windows: main phases for casting; priority windows for activation
- Runtime cues: action:cast Engineered Explosives; action:activate Engineered Explosives; visible mana colors; visible permanents by mana value
- Use when: the chosen mana value answers a decisive opposing board, protects survival, or clears blockers for lethal pressure.
- Avoid when: the same mana value destroys too many of your essential artifacts or threats without changing the game state enough.
- Instructions: Select X from visible permanents and available colors; preserve Kappa Cannoneer support, construct size, Mox Opal function, and Welding Jar protection unless survival requires otherwise.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Convert Arcbound Ravager Sacrifices Into Combat Or Survival
- Priority: High
- Decision families: combat; interaction; priority
- Cards: Arcbound Ravager; Welding Jar; Tormod's Crypt; Mishra's Bauble; Claws of Gix; Mox Opal
- Phase windows: combat damage setup; removal response; lethal math windows
- Runtime cues: action:activate Arcbound Ravager; visible attackers/blockers; removal on stack
- Use when: sacrificing artifacts creates lethal, saves key power through removal, wins combat, or prevents an artifact from being lost for no return.
- Avoid when: sacrificing breaks Mox Opal, Urza's Saga construct size, Metallic Rebuke payment, or protection without a decisive visible payoff.
- Instructions: Keep sacrifice math explicit; choose artifacts with the least remaining function first and protect the selected threat line.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Use Welding Jar For Exact Regeneration Protection
- Priority: Medium
- Decision families: interaction
- Cards: Welding Jar; Kappa Cannoneer; Arcbound Ravager; Mox Opal
- Phase windows: destruction effect on stack; combat destruction window
- Runtime cues: action:activate Welding Jar; action:regenerate; visible artifact permanent under destruction effect
- Use when: a visible artifact permanent is being destroyed and the legal action text names that permanent as the regeneration object.
- Avoid when: the threatened object is not artifact, exile/bounce/sacrifice is involved, or the rules prompt does not indicate regeneration applies.
- Instructions: Protect Kappa Cannoneer, Arcbound Ravager, critical Mox Opal, or a lethal construct when the legal prompt confirms the target.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Fire Tormod's Crypt At Graveyard Commitment
- Priority: Medium
- Decision families: interaction; priority
- Cards: Tormod's Crypt
- Phase windows: opponent graveyard spell or ability on stack; end step before graveyard payoff; main phase with visible graveyard dependence
- Runtime cues: action:activate Tormod's Crypt; visible opponent graveyard; stack references graveyard
- Use when: the opponent's visible graveyard is required for the pending spell, ability, escape, delve, reanimation, or recursion line.
- Avoid when: the graveyard has no visible relevance and Tormod's Crypt is supporting Mox Opal, Kappa Cannoneer, or construct size.
- Instructions: Treat activation as interaction, not routine cleanup; keep it on board as artifact density until a public graveyard payoff appears.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Use Galvanic Blast For Reach Or Key Creature Removal
- Priority: Medium
- Decision families: interaction; priority; combat
- Cards: Galvanic Blast
- Phase windows: combat; end step; opponent threat on board; lethal stack window
- Runtime cues: action:cast Galvanic Blast; visible target choices; visible life totals; visible creatures
- Use when: damage removes a blocker, kills a high-impact creature, wins a race, or creates lethal this turn cycle.
- Avoid when: the target is replaceable and preserving reach is more important for closing.
- Instructions: Check artifact count before assuming damage size; if card text or metalcraft output is uncertain, rely on rules-engine legal target and resolution text.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Bounce Or Delay With Sink into Stupor
- Priority: Medium
- Decision families: interaction; priority; selection
- Cards: Sink into Stupor
- Phase windows: stack interaction; combat; opponent end step; main phase if legal
- Runtime cues: action:cast Sink into Stupor; visible target choices; visible stack or permanent
- Use when: the legal target stops lethal, removes a blocker for lethal, protects a threat, or disrupts a committed spell or permanent.
- Avoid when: the bounce is temporary and spending mana prevents deploying a primary threat or holding Metallic Rebuke.
- Instructions: Card text check required; use only according to legal actions and visible engine target categories.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Name Pithing Needle From Public Information
- Priority: Medium
- Decision families: selection; interaction
- Cards: Pithing Needle
- Phase windows: Pithing Needle resolution; Urza's Saga tutor follow-up
- Runtime cues: action:choose name; visible opposing permanent; known card revealed publicly
- Use when: a public card name has an activated ability that is currently constraining the game or enabling the opponent's plan.
- Avoid when: the name would be guessed from hidden information or matchup memory without a public card.
- Instructions: Select only names supported by visible battlefield, stack, graveyard, exile, revealed hand, or logged public information.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Commit Emry Recursion Only With Visible Payoff
- Priority: Medium
- Decision families: priority; selection
- Cards: Emry, Lurker of the Loch; Mishra's Bauble; Engineered Explosives; Tormod's Crypt; Welding Jar; Shadowspear
- Phase windows: main phases; activated ability windows
- Runtime cues: action:cast Emry, Lurker of the Loch; action:activate Emry, Lurker of the Loch; visible graveyard artifacts
- Use when: Emry creates repeatable legal artifact access, rebuilds after removal, or supplies artifact density for pressure.
- Avoid when: graveyard hate, tempo pressure, or open removal makes a slow recursion line worse than immediate pressure.
- Instructions: Card text check required for exact engine output; choose targets from visible graveyard and legal prompts only.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Handle Unknown Text Cards Conservatively
- Priority: Low
- Decision families: priority; mana; combat; selection
- Cards: Pinnacle Emissary; Krang, Master Mind; Skateboard; Weapons Manufacturing
- Phase windows: any legal prompt involving these cards
- Runtime cues: legal action text names Pinnacle Emissary, Krang, Master Mind, Skateboard, or Weapons Manufacturing
- Use when: the rules engine exposes a legal action and visible outcome category sufficient to compare it with other legal actions.
- Avoid when: choosing requires assumed card text, hidden information, or unverified synergy.
- Instructions: Card text check required; treat these cards as conditional threats or engines only after legal actions and prior resolutions confirm their tactical role.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Attack With Artifact Threats Through Board Math
- Priority: Medium
- Decision families: combat
- Cards: Kappa Cannoneer; Arcbound Ravager; Shadowspear; Urza's Saga; Pinnacle Emissary; Skateboard
- Phase windows: declare attackers; combat tricks before damage
- Runtime cues: legal attack actions; visible blockers; visible life totals; equipment or counter states
- Use when: attacks advance lethal, force bad blocks, pressure planeswalkers, or preserve the role as beatdown.
- Avoid when: attacking exposes the only stabilizer, loses a needed blocker under a short clock, or sacrifices artifact pressure for negligible damage.
- Instructions: Include Shadowspear trample/lifelink and Arcbound Ravager sacrifice math only when visible legal actions support those lines.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Without Diluting Artifact Core
- Priority: High
- Decision families: sideboard
- Cards: Consign to Memory; Damping Sphere; Force of Negation; Galvanic Blast; Harbinger of the Seas; Mystical Dispute; Shattering Spree; Vexing Bauble; Whipflare; Mishra's Bauble; Mox Opal; Urza's Saga; Kappa Cannoneer
- Phase windows: sideboarding between games
- Runtime cues: sideboard prompt; matchup label; prior public game evidence
- Use when: post-board configuration must answer combo, big mana, blue stack decks, creature swarms, artifacts, graveyard pressure, or nonbasic mana.
- Avoid when: adding reactive cards removes too much artifact density, threat count, or Mox Opal support.
- Instructions: Add Force of Negation, Consign to Memory, Mystical Dispute, Vexing Bauble, Damping Sphere, Harbinger of the Seas, Whipflare, Shattering Spree, or extra Galvanic Blast only for matchups where their legal targets or disruptive role are expected and supported by public evidence.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
