# Strategy Specifications
## Deck Name And Archetype
Fire Lord Azula is a Commander-format Grixis singleton combo-spells deck with the active tags `combo, combo`; treat the deck as a rogue or hybrid strategy rather than a stock archetype. The registered main deck is 100 cards and passes the active Commander validation contract: singleton nonbasic names, basic land duplicates only, with 7 `Island`, 7 `Mountain`, and 5 `Swamp`. The registered Veles policy sideboard is exactly 10 cards: `Pyroblast`, `Red Elemental Blast`, `Hydroblast`, `Feed the Swarm`, `Vandalblast`, `Abrade`, `Toxic Deluge`, `Dauthi Voidwalker`, `Grafdigger's Cage`, and `Pithing Needle`.

Use `Fire Lord Azula` as the deck identity and presumed commander-facing centerpiece, but do not assume commander card text or command-zone behavior beyond what the rules engine exposes. Card text check required for `Fire Lord Azula`, `Azula, Cunning Usurper`, `Firebender Ascension`, `The Last Agni Kai`, `Fire Nation Occupation`, `Haste Magic`, `Sazacap's Brew`, `Lost in Memories`, `Dream Harvest`, `Reckless Ransacking`, `Rocket-Powered Goblin Glider`, `Ancestors' Aid`, `Fae Flight`, `Ashling's Command`, and any other custom or unfamiliar card before the agent treats them as deterministic engines, protection, removal, draw, or lethal pressure.

Classify the shell as spell-combo with reactive control and burst-resource turns. `Sol Ring`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, and `Wayfarer's Bauble` support early acceleration; `Storm-Kiln Artist`, `Third Path Iconoclast`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Cormela, Glamour Thief`, and `Case of the Ransacked Lab` appear to support engine turns; `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Expansion // Explosion`, `Electrodominance`, `Magma Opus`, and `Turnabout` appear to be high-leverage payoff or bridge cards. These labels are tactical hypotheses, not legality claims.

Respect the mana base as a core strategic constraint. The deck must sequence three colors through `Command Tower`, `Crumbling Necropolis`, `Path of Ancestry`, `Exotic Orchard`, `Choked Estuary`, `Foreboding Ruins`, `Smoldering Marsh`, `Sulfur Falls`, `Cascade Bluffs`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Shivan Reef`, `Ferrous Lake`, `Coastal Peak`, `Frostboil Snarl`, `Seething Landscape`, `Dimir Aqueduct`, `Izzet Boilerworks`, and `Rakdos Carnarium`; bounce lands, filters, pain lands, and conditional lands can turn an otherwise powerful opener into a stranded hand if the legal actions do not produce the required colors on time.

Treat opponent information as unknown unless Veles exposes it through public zones, revealed cards, stack objects, game logs, or sideboard configuration. Do not infer hidden cards from archetype labels alone, and do not spend `Spell Pierce`, `Negate`, `Izzet Charm`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, `Leadership Vacuum`, `Chain Reaction`, or `Hostile Takeover` without matching the legal action to the visible threat, stack object, or survival clock.

Use the sideboard as matchup-shaping policy support, not as proof of expected opponents. `Pyroblast`, `Red Elemental Blast`, and `Hydroblast` imply color-specific stack or permanent fights; `Feed the Swarm`, `Vandalblast`, `Abrade`, and `Toxic Deluge` imply permanent-pressure answers; `Dauthi Voidwalker`, `Grafdigger's Cage`, and `Pithing Needle` imply graveyard, cast-from-zone, activated-ability, or named-card pressure. Boarded-game decisions must still follow legal sideboard plans and runtime-visible evidence.

## Thesis
Fire Lord Azula assembles functional Grixis mana, cheap acceleration, spell-volume engines, discard-to-draw velocity, and a protected payoff turn rather than a normal creature curve. Prioritize hands and lines that cast `Sol Ring`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, or `Wayfarer's Bauble` early while still preserving blue or black interaction when visible pressure or stack threats require it.

The deck wins by turning one spell-heavy window into decisive damage, cards, tokens, mana, copied spells, graveyard recasts, or commander-centered pressure. Treat `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Expansion // Explosion`, `Electrodominance`, `Magma Opus`, `Turnabout`, `Storm-Kiln Artist`, `Third Path Iconoclast`, and likely `Fire Lord Azula` or `Azula, Cunning Usurper` as the cards that can convert setup into a closing turn, but only commit once Veles shows legal actions, available mana, target legality, and the current stack state.

The deck is not trying to win by spending every turn on small combat damage with unsupported creatures. Use `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Storm-Kiln Artist`, `Third Path Iconoclast`, and `Cormela, Glamour Thief` as engines or bridge threats first, and attack only when the board state, commander pressure, pump spell, or token count makes combat part of the plan.

The deck is also not a pure draw-go control deck. `Spell Pierce`, `Negate`, `Izzet Charm`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, `Leadership Vacuum`, `Chain Reaction`, and `Hostile Takeover` should buy the turns needed to set up, protect a commitment, or stop a decisive visible threat; do not trade them for low-impact objects when the hand contains a near-term engine or payoff line that needs cover.

Prioritize resource conversion over raw card retention. `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Frantic Search`, `Prismari Command`, and `Discovery // Dispersal` are best when they fix mana, place expensive spells where recursion can use them, find interaction, or enable a protected payoff turn; avoid discarding the only payoff, only answer, or only land drop unless the visible line justifies it.

Card text check required for custom or unfamiliar names before assigning deterministic roles to `Fire Lord Azula`, `Azula, Cunning Usurper`, `Firebender Ascension`, `The Last Agni Kai`, `Fire Nation Occupation`, `Haste Magic`, `Sazacap's Brew`, `Lost in Memories`, `Dream Harvest`, `Rocket-Powered Goblin Glider`, `Ancestors' Aid`, `Fae Flight`, and `Ashling's Command`.

## Role Package
- Threats: `Fire Lord Azula`, `Azula, Cunning Usurper`, `Storm-Kiln Artist`, `Third Path Iconoclast`, `Cormela, Glamour Thief`, `Torrential Gearhulk`, and `Rocket-Powered Goblin Glider` are the main visible bodies or pressure pieces; treat custom threats as conditional until card text is confirmed by Forge.

- Payoffs: `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Electrodominance`, `Magma Opus`, `Turnabout`, `Unleash Fury`, `Fists of Flame`, `Blazing Crescendo`, `Sudden Breakthrough`, `Expedite`, and `Haste Magic` are the primary cards to examine when the deck can turn mana plus spells into a decisive turn, large attack, or stack-based finish.

- Engines: `Storm-Kiln Artist`, `Third Path Iconoclast`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Case of the Ransacked Lab`, `Firebender Ascension`, `Fire Nation Occupation`, and `The Last Agni Kai` are setup permanents or repeat-value cards; commit them when the deck can either use them immediately, protect them, or accept losing tempo if they are removed.

- Velocity: `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Frantic Search`, `Prismari Command`, `Discovery // Dispersal`, `Sazacap's Brew`, `Dream Harvest`, and `Lost in Memories` are hand-shaping tools; use them to hit land drops, stock graveyard payoffs, and find interaction rather than to churn blindly under pressure.

- Interaction: `Spell Pierce`, `Negate`, `Izzet Charm`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, `Leadership Vacuum`, `Chain Reaction`, `Hostile Takeover`, and `Ashling's Command` are the main answer suite; match each to the visible threat type and preserve flexible answers when the opponent has multiple public lines.

- Protection: `Spell Pierce`, `Negate`, `Izzet Charm`, `Increasing Vengeance`, `Expansion // Explosion`, `Crosis's Charm`, `Maestros Charm`, and possibly `Ancestors' Aid` protect or multiply important stack turns depending on legal text and targets; use protection most aggressively when a payoff turn is already on the stack or clearly available next turn.

- Recursion: `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Electric Revelation`, and possibly `Cormela, Glamour Thief` reward disciplined graveyard setup; discard expensive instants or sorceries only when recursion, mana, or future casting windows are plausible from public state.

- Mana: `Sol Ring`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, `Wayfarer's Bauble`, `Storm-Kiln Artist`, `Big Score`, `Unexpected Windfall`, and the Grixis land base form the resource core; sequence lands to unlock blue interaction and black/red removal before holding filter or bounce-land value.

- Sideboard modules: `Pyroblast`, `Red Elemental Blast`, and `Hydroblast` cover color-specific fights; `Feed the Swarm`, `Vandalblast`, `Abrade`, and `Toxic Deluge` cover permanent pressure; `Dauthi Voidwalker`, `Grafdigger's Cage`, and `Pithing Needle` cover graveyard, cast-from-zone, or activated-ability pressure when sideboarding rules and visible matchup evidence support them.

## Primary Win Conditions
- Graveyard-burst win path: Build a graveyard with castable high-impact instants and sorceries using `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Frantic Search`, `Prismari Command`, and `Discovery // Dispersal`, then convert that setup through `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk`. Prioritize this line when the graveyard contains real payoffs such as `Magma Opus`, `Expansion // Explosion`, `Electrodominance`, `Prismari Command`, `Izzet Charm`, `Maestros Charm`, or interaction, and when the opponent has not shown graveyard hate or open stack pressure that must be answered first.

- Spell-volume engine win path: Commit `Storm-Kiln Artist`, `Third Path Iconoclast`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Case of the Ransacked Lab`, or `Firebender Ascension` when Veles shows the deck can cast follow-up spells or protect the turn cycle. Execute by chaining velocity, interaction, and copy effects, then turn generated mana, bodies, or reduced costs into `Expansion // Explosion`, `Electrodominance`, `Magma Opus`, `Mizzix's Mastery`, or a decisive combat step. Disruption risk is highest from creature removal before value is gained, so prioritize this line when at least one engine can immediately convert a spell or when holding `Spell Pierce`, `Negate`, `Izzet Charm`, `Crosis's Charm`, or `Maestros Charm` for protection.

- Commander-centered pressure path: Use `Fire Lord Azula` and `Azula, Cunning Usurper` as primary named threats only according to visible legal actions and confirmed text; Card text check required before assuming exact damage, copying, sacrifice, or combo functions. Prioritize this path when commander deployment does not consume all defenses against a visible lethal line, when `Expedite`, `Haste Magic`, `Fists of Flame`, `Unleash Fury`, `Blazing Crescendo`, `Sudden Breakthrough`, `Ancestors' Aid`, or `Fae Flight` creates legal immediate pressure, or when the opponent is shields-down after committing to the board.

- Big-mana finisher path: Use `Turnabout`, `Storm-Kiln Artist`, `Big Score`, `Unexpected Windfall`, `Sol Ring`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Fellwar Stone`, and `Talisman of Dominance` to reach a turn where `Expansion // Explosion`, `Electrodominance`, or `Magma Opus` can swing cards, tempo, or life totals. Prioritize this line when mana is the constraint and the hand already contains a payoff; do not spend setup spells merely to make mana if the payoff, target, or protection is absent.

## Secondary Win Conditions
- Token-and-chip pressure is a real fallback when `Third Path Iconoclast` or `Storm-Kiln Artist` survives. Use cheap interaction and velocity to build material, attack planeswalkers or exposed life totals when profitable, and keep enough blockers back when the opponent's visible attack threatens a faster clock.

- Creature-combat bursts can end games from modest boards when a legal attacker can receive `Fists of Flame`, `Unleash Fury`, `Blazing Crescendo`, `Sudden Breakthrough`, `Expedite`, `Haste Magic`, `Ancestors' Aid`, or `Fae Flight`. Treat these as commitment spells, not filler; use them when Veles shows legal targets, damage matters this turn, and the opponent's open mana or visible blockers do not make the line collapse for no gain.

- Control-to-finisher wins happen when `Chain Reaction`, `Hostile Takeover`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, `Leadership Vacuum`, `Negate`, `Spell Pierce`, and `Izzet Charm` buy enough time for a later payoff. Prefer this line when behind on board but stable on cards, because the deck can turn one protected graveyard or big-mana window into a closing sequence.

- Value-recursion pressure is acceptable when `Cormela, Glamour Thief`, `Torrential Gearhulk`, `Mizzix's Mastery`, or `Invoke Calamity` can reuse already-traded spells. Do not force graveyard dependence into visible hate; if the opponent controls graveyard denial, shift toward hand-cast spells, board control, commander pressure, or sideboard hate answers after boarding.

- Custom-card engines may be win conditions, but use them conditionally. Card text check required for `The Last Agni Kai`, `Fire Nation Occupation`, `Dream Harvest`, `Lost in Memories`, `Sazacap's Brew`, `Rocket-Powered Goblin Glider`, and `Ashling's Command`; follow Veles legal actions and visible text rather than inferring combo roles from names.

## Emergency Lines
- Behind on life: Stop sculpting unless a payoff turn is immediate, and spend `Chain Reaction`, `Hostile Takeover`, `Sheoldred's Edict`, `Liliana's Triumph`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, or `Leadership Vacuum` on the visible source of lethal pressure. Preserve blockers from `Third Path Iconoclast`, `Storm-Kiln Artist`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, and `Cormela, Glamour Thief` when attacks do not change the race.

- Behind on board: Prioritize sweepers and flexible removal over engine deployment. `Chain Reaction` and `Hostile Takeover` are the main reset buttons, while `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Sheoldred's Edict`, and `Liliana's Triumph` handle single threats when a full reset is unavailable or unnecessary.

- Behind on cards: Use `Frantic Search`, `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Discovery // Dispersal`, and `Prismari Command` to find lands, interaction, or payoff, but do not discard the only answer to a visible lethal permanent or the only payoff that can win.

- Behind on mana: Sequence lands and rocks before expensive engines, and prefer `Sol Ring`, `Arcane Signet`, `Wayfarer's Bauble`, signets, `Fellwar Stone`, and `Talisman of Dominance` over speculative velocity when colors are missing. Treat `Dimir Aqueduct`, `Izzet Boilerworks`, `Rakdos Carnarium`, `Cascade Bluffs`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Shivan Reef`, `Ferrous Lake`, `Coastal Peak`, `Frostboil Snarl`, and `Foreboding Ruins` as tactical sequencing constraints.

- Removed or stranded win conditions: Shift from the lost plan to the remaining public resources. If graveyard payoff is gone, win through board control plus commander or token pressure; if engines die, preserve `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Expansion // Explosion`, and `Electrodominance`; if commander tax is too high, stop forcing `Fire Lord Azula` and play the Grixis spells game.

## Resource Model
- Life is a buffer for setup only while the visible clock is slow. Spend life from `Shivan Reef`, `Talisman of Dominance`, or post-board `Toxic Deluge` when the mana or reset changes the next turn cycle; stop treating life as expendable once opponent attackers, burn, or commander damage create a short clock.

- Hand size is the deck's main convertible resource. Use `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Frantic Search`, `Discovery // Dispersal`, `Izzet Charm`, and `Prismari Command` to trade spare lands, redundant setup, or graveyard-desirable spells into action, but do not discard the only payoff, only sweeper, or only color source unless Veles shows an immediate replacement line.

- Mana converts directly into threat density and stack leverage. Early `Sol Ring`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, and `Wayfarer's Bauble` let the deck deploy `Fire Lord Azula`, `Storm-Kiln Artist`, `Third Path Iconoclast`, `Mizzix's Mastery`, `Invoke Calamity`, `Magma Opus`, `Expansion // Explosion`, or `Electrodominance` while still holding interaction.

- Board presence is both pressure and insulation. `Storm-Kiln Artist`, `Third Path Iconoclast`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Cormela, Glamour Thief`, and `Torrential Gearhulk` should be protected or used immediately when possible; do not trade them in combat unless survival, lethal pressure, or a confirmed recursion line makes the trade necessary.

- Graveyard value is a second hand, not a guaranteed combo zone. Fill it with spent interaction and velocity for `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Electric Revelation`, and `Cormela, Glamour Thief`, but pivot away from graveyard plans when visible hate or post-board `Dauthi Voidwalker` or `Grafdigger's Cage` effects constrain legal use.

- Exile is mostly a constraint unless Veles shows legal play permissions or flashback-style actions. Track cards exiled by `Mizzix's Mastery`, `Invoke Calamity`, `Electric Revelation`, `Discovery // Dispersal`, or opponent effects as public information, and do not assume exiled cards remain reusable.

- Lands are strategic resources because several enter tapped, bounce, filter, or condition colors. `Dimir Aqueduct`, `Izzet Boilerworks`, and `Rakdos Carnarium` trade tempo for card-like land drops; `Cascade Bluffs`, `Darkwater Catacombs`, and `Shadowblood Ridge` improve colors after another mana source exists; `Path of Ancestry`, `Crumbling Necropolis`, `Coastal Peak`, `Frostboil Snarl`, `Foreboding Ruins`, `Choked Estuary`, `Smoldering Marsh`, and `Seething Landscape` require sequencing attention.

- Sacrifice fodder is scarce until tokens or expendable creatures exist. Treat `Third Path Iconoclast` tokens, treasure-like resources from `Storm-Kiln Artist`, and visible disposable permanents as fuel only when Veles presents legal costs; Card text check required before assuming sacrifice roles for `Fire Lord Azula`, `Azula, Cunning Usurper`, `Fire Nation Occupation`, or `The Last Agni Kai`.

- Information converts into better discard, counterspell, and sideboard-bullet timing. Use revealed hands, public graveyards, stack objects, commander zone state, and known sideboard hate to decide whether `Negate`, `Spell Pierce`, `Izzet Charm`, `Pyroblast`, `Red Elemental Blast`, `Hydroblast`, `Feed the Swarm`, `Vandalblast`, `Abrade`, or `Pithing Needle` has a real job.

## Mana Guide
- Keep hands that produce functional Grixis mana plus either acceleration, velocity, or interaction. A strong opener has two or more lands or a land plus `Sol Ring`/rock, access to blue or a path to blue, and a castable early play; mulligan hands that cannot cast spells before turn three or contain only expensive payoffs like `Magma Opus`, `Invoke Calamity`, `Mizzix's Mastery`, `Expansion // Explosion`, and `Electrodominance` without setup.

- Prioritize blue early because velocity and stack interaction stabilize the deck. `Island`, `Command Tower`, `Exotic Orchard`, `Crumbling Necropolis`, `Choked Estuary`, `Sulfur Falls`, `Cascade Bluffs`, `Darkwater Catacombs`, `Dimir Aqueduct`, `Izzet Boilerworks`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Fellwar Stone`, and `Talisman of Dominance` should be sequenced to cast `Spell Pierce`, `Negate`, `Izzet Charm`, `Frantic Search`, `Discovery // Dispersal`, and draw-discard spells on time.

- Add red before payoff turns because most burst and finishers are red-heavy. Plan for `Mountain`, `Shivan Reef`, `Foreboding Ruins`, `Frostboil Snarl`, `Smoldering Marsh`, `Shadowblood Ridge`, `Rakdos Carnarium`, `Izzet Boilerworks`, `Rakdos Signet`, `Izzet Signet`, and `Cascade Bluffs` to support `Storm-Kiln Artist`, `Third Path Iconoclast`, `Big Score`, `Unexpected Windfall`, `Mizzix's Mastery`, `Magma Opus`, `Electrodominance`, and combat bursts.

- Add black when removal, charms, or commander-adjacent cards demand it. `Swamp`, `Command Tower`, `Crumbling Necropolis`, `Dimir Aqueduct`, `Rakdos Carnarium`, `Choked Estuary`, `Foreboding Ruins`, `Smoldering Marsh`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Dimir Signet`, `Rakdos Signet`, and `Talisman of Dominance` should support `Liliana's Triumph`, `Sheoldred's Edict`, `Crosis's Charm`, `Maestros Charm`, `Nightscape Familiar`, `Hostile Takeover`, and `Szat's Will`.

- Play tapped lands early unless a one-mana interaction window matters. Lead on `Crumbling Necropolis`, bounce lands, conditional lands, or slow duals when the hand has no immediate `Spell Pierce`, `Expedite`, `Wayfarer's Bauble`, `Sol Ring`, or one-mana legal play; choose untapped sources when passing with interaction changes the opponent's best line.

- Delay land drops before draw-discard only when hand size and legal actions reward it. Cast `Frantic Search`, `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, or `Prismari Command` before playing a land if the deck is digging for a needed color and no landfall-like or mana-spend action is being lost; play the land first when it enables the spell, pays a counterspell tax, or protects against discarding the only usable source.

## Mulligan Guide
- Strong keep: Keep functional Grixis mana plus acceleration and either velocity or interaction. Examples include `Command Tower`, `Island`, `Mountain`, `Sol Ring`, `Izzet Signet`, `Demand Answers`, and `Spell Pierce`; or `Crumbling Necropolis`, `Island`, `Swamp`, `Arcane Signet`, `Thrill of Possibility`, `Chaos Warp`, and `Storm-Kiln Artist`.

- Medium keep: Keep slower hands that have three lands, at least two colors, and a clear turn-two play. Examples include `Choked Estuary`, `Mountain`, `Dimir Aqueduct`, `Wayfarer's Bauble`, `Discovery // Dispersal`, `Izzet Charm`, and `Chain Reaction`; these hands are acceptable if the table is not presenting immediate pressure.

- Risky keep: Keep two-land hands only when the first two turns already function. `Island`, `Shivan Reef`, `Fellwar Stone`, `Frantic Search`, `Big Score`, `Mizzix's Mastery`, and `Magma Opus` is risky but defensible on the draw; it is worse on the play because missing land three strands the expensive half of the hand.

- Automatic ship: Mulligan hands with one land and no `Sol Ring`, no cheap rock, and no castable velocity. Also ship payoff-heavy hands such as `Mizzix's Mastery`, `Invoke Calamity`, `Magma Opus`, `Expansion // Explosion`, `Electrodominance`, `Turnabout`, and one or two lands when no early spell finds mana.

- Matchup-dependent keep: Keep removal-heavy hands against visible creature pressure or commanders that win through board presence. A hand with `Swamp`, `Mountain`, `Crumbling Necropolis`, `Liliana's Triumph`, `Sheoldred's Edict`, `Chain Reaction`, and `Unexpected Windfall` is strong against creature starts but weak against spell-combo unless it also finds `Negate`, `Spell Pierce`, or `Izzet Charm`.

- Play/draw rule: On the play, value untapped mana, `Sol Ring`, signets, and `Wayfarer's Bauble` over slow sculpting. On the draw, tolerate one tapped land or bounce land if the hand has `Demand Answers`, `Thrill of Possibility`, `Discovery // Dispersal`, `Izzet Charm`, or `Frantic Search` to recover tempo.

- Trap hand: Do not keep a hand because it names several exciting finishers. `Fire Lord Azula`, `Azula, Cunning Usurper`, `Mizzix's Mastery`, `Invoke Calamity`, `Magma Opus`, `Expansion // Explosion`, and two awkward lands is a trap unless Veles shows early mana and legal setup actions; Card text check required for commander-specific payoff assumptions.

- Trap hand: Do not keep color-fragile hands that appear mana-rich but cannot cast the first spell. `Cascade Bluffs`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Rakdos Carnarium`, `Magma Opus`, `Negate`, and `Goblin Electromancer` can fail if the filters lack the right starting colors.

## Turn Arc
- Turn 1: Prefer `Sol Ring`, `Wayfarer's Bauble`, or an untapped source that represents `Spell Pierce` when the opponent can present a critical early spell. If no one-mana action matters, play tapped fixing such as `Crumbling Necropolis`, `Coastal Peak`, `Path of Ancestry`, `Frostboil Snarl`, `Foreboding Ruins`, or `Choked Estuary` when it enters tapped.

- Turn 2: Prefer acceleration before sculpting when it unlocks turn-three commander, engine, or protected interaction. Cast `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, or activate `Wayfarer's Bauble`; deviate to `Izzet Charm`, `Spell Pierce`, `Liliana's Triumph`, or `Sheoldred's Edict` only when a visible threat or stack object must be answered.

- Turn 2: Use `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Discovery // Dispersal`, or `Izzet Charm` when mana is missing or the hand has redundant expensive spells. Discard spare lands, flashback-friendly cards, or replaceable action before discarding the only sweeper, only payoff, or only source of a needed color.

- Turn 3: Prefer a protected or immediately productive engine. `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Third Path Iconoclast`, `Storm-Kiln Artist`, `Case of the Ransacked Lab`, `Firebender Ascension`, or `Cormela, Glamour Thief` is better when Veles shows follow-up spells, but hold them if visible removal is likely and the hand can instead pass with `Negate`, `Izzet Charm`, `Chaos Warp`, or `Crosis's Charm`.

- Turns 4-5: Shift from setup to leverage. Cast `Fire Lord Azula` or `Azula, Cunning Usurper` only when mana, visible board state, and card text support the line; otherwise use `Big Score`, `Unexpected Windfall`, `Prismari Command`, `Frantic Search`, or `Reckless Ransacking` to prepare a larger turn while keeping interaction available.

- Turns 4-5: Sweep or reset before racing when creature pressure shortens the clock. Use `Chain Reaction`, `Hostile Takeover`, `Ashling's Command`, `Chaos Warp`, `Maestros Charm`, `Crosis's Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, or `Leadership Vacuum` according to legal targets and visible threat priority.

- Late game: Commit to a payoff only when it advances lethal, decisive control, or a protected recovery. `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Magma Opus`, `Electrodominance`, `Expansion // Explosion`, `Turnabout`, `Increasing Vengeance`, `Fists of Flame`, `Unleash Fury`, `Blazing Crescendo`, `Sudden Breakthrough`, `Expedite`, `Haste Magic`, and `The Last Agni Kai` require legal-action confirmation and visible mana math before committing.

- Late game deviation: Pass with mana open when the opponent's next visible spell matters more than extra velocity. Preserve `Negate`, `Spell Pierce`, `Izzet Charm`, and instant-speed removal over low-impact draw-discard when public pressure, commander recast timing, or stack interaction decides the turn cycle.

## Card Roles
- Commander identity: `Fire Lord Azula` is the deck's named plan, but do not assume its exact payoff text until Veles exposes legal actions. Cast it when the board is stable, mana remains for protection or follow-up, or commander damage/spell payoff is visibly relevant; avoid tapping out into lethal pressure or open stack interaction unless waiting is worse.

- Alternate commander or engine threat: `Azula, Cunning Usurper` is a high-priority named card with Card text check required. Treat it as a fragile commitment piece until proven otherwise; deploy it when the hand can immediately exploit its legal actions, protect it with `Negate`, `Spell Pierce`, or `Izzet Charm`, or force the opponent to answer it before a larger spell turn.

- Fast mana and fixing: `Sol Ring`, `Arcane Signet`, `Fellwar Stone`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Talisman of Dominance`, and `Wayfarer's Bauble` are early-turn accelerants that turn clunky Grixis hands into functional hands. Cast them before velocity when they unlock double-spell turns; do not discard them early unless mana is already abundant and the hand needs action more than ramp.

- Cost reducers and spell engines: `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Storm-Kiln Artist`, `Third Path Iconoclast`, and `Cormela, Glamour Thief` convert cheap spells into tempo, mana, bodies, or recursion. Lead with the reducer when follow-up spells are ready; hold `Storm-Kiln Artist` or `Third Path Iconoclast` against visible removal if the same turn cannot produce value.

- Unverified engine permanents: `Case of the Ransacked Lab`, `Firebender Ascension`, `Fire Nation Occupation`, and `The Last Agni Kai` require Card text check required before assigning deterministic lines. Cast them only when their visible legal actions align with the role Veles needs that turn: card flow while stable, pressure while ahead, or combo support when the graveyard/hand already contains payoffs.

- Cheap velocity: `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Reckless Ransacking`, `Discovery // Dispersal`, and `Izzet Charm` are hand-shaping tools first and graveyard setup second. Use them to fix mana, bin expensive flashback or recursion targets, and trade redundant lands for action; do not discard the only sweeper, only interaction spell, or only payoff unless survival or mana development requires it.

- Burst draw and treasure-style setup: `Big Score`, `Unexpected Windfall`, `Frantic Search`, and `Prismari Command` bridge the deck into large turns. Prefer casting them at instant speed before a payoff turn, especially when they set up `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, or `Expansion // Explosion`; avoid spending the whole turn on them while a visible board threatens lethal.

- Major recursion and spell-copy payoffs: `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Increasing Vengeance`, and `Expansion // Explosion` are commitment cards, not routine cantrips. Fire them when the graveyard or stack has exact legal targets worth the mana; hold them if the only target is low-impact velocity and the opponent is representing stack interaction.

- Large finishers and conversion spells: `Magma Opus`, `Electrodominance`, `Turnabout`, `Fists of Flame`, `Unleash Fury`, `Blazing Crescendo`, `Sudden Breakthrough`, `Expedite`, and `Haste Magic` turn a prepared board or mana burst into lethal pressure or decisive tempo. Card text check required for `Haste Magic`; use pump/haste cards only when Veles shows a legal attacker or damage line, not as speculative hand clearing.

- Flexible removal and stack interaction: `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Izzet Charm`, `Negate`, and `Spell Pierce` are the deck's main answers to problem permanents, stack fights, and early combo attempts. Save them for cards that beat the deck's current role; spending `Chaos Warp` on a minor creature is wrong when a commander, prison piece, or lethal engine is likely.

- Edicts and commander pressure tools: `Liliana's Triumph`, `Sheoldred's Edict`, and `Leadership Vacuum` answer protected creatures, single-threat commanders, or boards where targeting is poor. Use them before sweepers when the opponent has only one relevant creature; avoid edicts into expendable tokens unless the legal action is forced or the token is the real threat.

- Sweepers and board resets: `Chain Reaction`, `Hostile Takeover`, `Ashling's Command`, and `Szat's Will` are survival tools and reset buttons. Card text check required for `Ashling's Command`; cast sweepers before life total pressure invalidates setup, but preserve engine creatures when a smaller answer or block keeps the game stable.

- Modal or uncertain custom spells: `Ancestors' Aid`, `Dream Harvest`, `Sazacap's Brew`, `Lost in Memories`, `Rocket-Powered Goblin Glider`, and `Fae Flight` require Card text check required or runtime-visible legal action text before strong assumptions. Treat them as tactical role cards: choose pump, evasion, selection, or removal modes only when the visible action advances survival, lethal, or a protected setup line.

- Graveyard and discard synergy: `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Frantic Search`, `Demand Answers`, and `Thrill of Possibility` make the graveyard a planned resource. Discard expensive instants/sorceries when a later legal recast is plausible; do not discard unique answers like `Chaos Warp`, `Negate`, or a needed sweeper without a replacement.

- Creature combat package: `Fire Lord Azula`, `Azula, Cunning Usurper`, `Storm-Kiln Artist`, `Third Path Iconoclast`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Cormela, Glamour Thief`, `Torrential Gearhulk`, and `Rocket-Powered Goblin Glider` can create pressure, block, or enable spell turns. Do not attack with needed engines into obvious trades unless the attack is lethal, clears a planeswalker, or Veles shows the engine is no longer needed.

- Land roles: `Command Tower`, `Crumbling Necropolis`, `Exotic Orchard`, `Path of Ancestry`, `Choked Estuary`, `Foreboding Ruins`, `Frostboil Snarl`, `Smoldering Marsh`, `Sulfur Falls`, `Coastal Peak`, `Ferrous Lake`, `Shivan Reef`, `Cascade Bluffs`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Dimir Aqueduct`, `Izzet Boilerworks`, `Rakdos Carnarium`, `Seething Landscape`, `Island`, `Mountain`, and `Swamp` are the fixing shell. Sequence untapped sources before reactive turns, use bounce lands only when the tempo loss is safe, and verify filters have starter mana before keeping color-fragile hands.

### Card Hover Notes

#### Fire Lord Azula
- Deck role: Main, 1 copy, commander-facing core piece and spell-copy payoff.
- Role type: engine payoff; mechanic enabler; threat/clock.
- Deck-specific job: Attacks to make {R}{R} with firebending 2, then turns spells cast while Fire Lord Azula is attacking into copied spells; copied permanent spells become tokens.
- Timing: Deploy when four-color mana is stable enough for {1}{U}{B}{R} and either protection or a same-combat instant line is available; the firebending mana lasts only until end of combat, so plan combat-speed casts before attacking.
- Inputs / outputs: Consumes a commander-sized mana investment and combat exposure; produces red combat mana, copied spells, extra targets, and token copies of permanent spells cast while attacking.
- Partners / packages: Best combat-speed partners are Ancestors' Aid, Blazing Crescendo, Fists of Flame, Haste Magic, Reckless Ransacking, Sudden Breakthrough, Unleash Fury, Fae Flight, Expansion // Explosion, Increasing Vengeance, Izzet Charm, Prismari Command, and Chaos Warp.
- Role peers: No direct peer; closest role overlap is Azula, Cunning Usurper as a firebending threat and Storm-Kiln Artist as a spell-copy mana payoff.
- Failure modes: Attacking into lethal blocks or open removal without a follow-up wastes the commander; red mana floating in combat cannot be saved past end of combat unless The Last Agni Kai has resolved.
- Matchup / visibility hooks: Strong when opponents tap low or lack profitable blocks; be cautious against visible instant-speed removal, blue stack interaction, or commander-tax pressure.

#### Ancestors' Aid
- Deck role: Main, 1 copy, combat trick and Treasure role player.
- Role type: protection/evasion; mana/fixing/ramp; role glue.
- Deck-specific job: Gives target creature +2/+0 and first strike until end of turn while creating a Treasure token for later Grixis fixing or a same-turn follow-up.
- Timing: Use in combat when first strike changes a trade, protects Fire Lord Azula or Azula, Cunning Usurper in combat, or creates enough damage plus Treasure to bridge into another instant.
- Inputs / outputs: Consumes {1}{R} and a legal target creature; outputs temporary power, first strike, and one Treasure artifact that sacrifices for one mana of any color.
- Partners / packages: Pairs with Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, and Torrential Gearhulk as meaningful first-strike bodies; Treasure feeds Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, Electrodominance, and Magma Opus.
- Role peers: Sudden Breakthrough gives the same +2/+0 first strike and Treasure profile; Reckless Ransacking gives larger power and Treasure without first strike.
- Failure modes: Casting it with no combat consequence is low value; first strike does not protect from destroy effects, exile, bounce, edicts, or -X/-X.
- Matchup / visibility hooks: Better against creature combat and race math; weaker against spell-combo or removal-heavy boards where a creature will not survive to use the pump.

#### Arcane Signet
- Deck role: Main, 1 copy, core mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes any color in Fire Lord Azula's Grixis color identity, smoothing {U}, {B}, and {R} requirements for interaction, commander deployment, and payoff turns.
- Timing: Cast early before speculative discard-draw unless a visible threat requires Spell Pierce, Negate, Izzet Charm, Liliana's Triumph, or Sheoldred's Edict.
- Inputs / outputs: Consumes {2}; outputs one mana of any color in the commander's color identity each tap.
- Partners / packages: Helps cast Fire Lord Azula, Azula, Cunning Usurper, Crosis's Charm, Maestros Charm, Hostile Takeover, Invoke Calamity, Expansion // Explosion, and Magma Opus.
- Role peers: Fellwar Stone and Command Tower also provide flexible color access, while Dimir Signet, Izzet Signet, Rakdos Signet, and Talisman of Dominance provide narrower fixing.
- Failure modes: Keeping a hand that relies on Arcane Signet but cannot cast it on time can strand early interaction; it does not produce mana the turn it is cast unless another effect untaps it.
- Matchup / visibility hooks: High priority in any matchup where speed matters; protect it from artifact removal only if losing it strands colors or a near-term payoff.

#### Wayfarer's Bauble
- Deck role: Main, 1 copy, early ramp and basic-land fixer.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Searches for Island, Mountain, or Swamp and puts that basic onto the battlefield tapped, repairing missing colors while increasing land count.
- Timing: Cast on turn one when available, then activate when paying {2} does not forfeit needed interaction; prioritize activation before expensive setup turns.
- Inputs / outputs: Consumes {1} to cast plus {2}, tap, and sacrifice to activate; outputs a tapped Island, Mountain, or Swamp from the library.
- Mode map: Activation searches only for a basic land card; in this deck the exact targets are Island, Mountain, and Swamp, then the library is shuffled.
- Partners / packages: Fetch Island for Spell Pierce, Negate, Izzet Charm, Frantic Search, and Turnabout; fetch Mountain for Big Score, Mizzix's Mastery, Invoke Calamity, and Electrodominance; fetch Swamp for Liliana's Triumph, Sheoldred's Edict, Crosis's Charm, Maestros Charm, and Szat's Will.
- Role peers: Seething Landscape also finds Island, Swamp, or Mountain, while Arcane Signet and the signets fix without removing a basic from the library.
- Failure modes: Activating too late can miss land-drop tempo; it cannot find Command Tower, Crumbling Necropolis, Coastal Peak, Smoldering Marsh, or any other nonbasic.
- Matchup / visibility hooks: Strong against tempo if it resolves early; against fast pressure, decide whether activation or holding removal matters more.

#### Azula, Cunning Usurper
- Deck role: Main, 1 copy, alternate threat and value engine.
- Role type: threat/clock; mechanic enabler; interaction-removal; engine payoff.
- Deck-specific job: Enters as a 4/4 firebending attacker, pressures an opponent to exile a nontoken creature they control and a nonland card from their graveyard, then lets you cast cards exiled with Azula during your turn as though they had flash using mana of any type.
- Timing: Cast when {2}{U}{B}{B} is stable and the target opponent has a meaningful nontoken creature or graveyard card; attacking later turns on firebending 2 for combat-speed plays.
- Inputs / outputs: Consumes a five-mana Grixis commitment; outputs a 4/4, red combat mana on attacks, opponent-chosen exile pressure, and conditional access to cards exiled with Azula.
- Partners / packages: Firebending mana supports Ancestors' Aid, Blazing Crescendo, Fists of Flame, Haste Magic, Reckless Ransacking, Sudden Breakthrough, Unleash Fury, Izzet Charm, Prismari Command, and Increasing Vengeance during combat.
- Role peers: Fire Lord Azula is the direct firebending peer; Cormela, Glamour Thief also converts a creature body into instant/sorcery mana.
- Failure modes: The target opponent chooses which nontoken creature and graveyard nonland card to exile, so do not assume you get their best card; graveyard-light opponents reduce the enters trigger.
- Matchup / visibility hooks: Strong against single-creature boards and graveyard value; weaker against token boards, empty graveyards, and removal-heavy opponents with open mana.

#### Big Score
- Deck role: Main, 1 copy, burst draw and Treasure setup role player.
- Role type: discard outlet; card selection; mana/fixing/ramp; engine fuel/material.
- Deck-specific job: Turns a discard into two cards and two Treasure tokens, stocking the graveyard while preparing a larger spell turn.
- Timing: Prefer opponent end step or a safe main phase before Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, Electrodominance, or Magma Opus; avoid when discarding the only answer to a visible threat.
- Inputs / outputs: Consumes {3}{R} and an additional discarded card; outputs two drawn cards and two Treasures.
- Partners / packages: Good discard candidates include Magma Opus, Electric Revelation, Increasing Vengeance, expensive instants for Torrential Gearhulk, and expensive instants or sorceries for Mizzix's Mastery and Invoke Calamity.
- Role peers: Unexpected Windfall has the same discard, draw-two, two-Treasure structure; Electric Revelation and Thrill of Possibility draw without Treasure scale.
- Failure modes: Additional-cost discard happens before resolution, so a counterspell still costs the discarded card; do not discard a unique sweeper or counter when survival depends on it.
- Matchup / visibility hooks: Excellent in slower games and before payoff turns; risky against blue opponents with open mana or graveyard hate already visible.

#### Blazing Crescendo
- Deck role: Main, 1 copy, combat burst and impulse-card role player.
- Role type: protection/evasion; card selection; threat/clock.
- Deck-specific job: Gives target creature +3/+1 until end of turn and exiles the top card of your library for play until the end of your next turn.
- Timing: Use when extra damage matters this combat or when Fire Lord Azula attacking can copy it; casting it only for the exiled card is acceptable if missing action and mana remains safe.
- Inputs / outputs: Consumes {1}{R} and a legal target creature; outputs temporary power/toughness and one time-limited playable exiled card.
- Partners / packages: Best targets are Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, Torrential Gearhulk, or a Soldier token from Third Path Iconoclast, Firebender Ascension, or Fire Nation Occupation.
- Role peers: Haste Magic also gives +3/+1 and temporary card access while adding haste; Fists of Flame gives trample and draw-scaling power.
- Failure modes: The exiled card must still obey timing and mana rules; using the pump into removal can lose both combat pressure and the card-access window.
- Matchup / visibility hooks: Better when racing or punishing tapped-out opponents; weaker against instant-speed removal, fog-like effects, or boards where flying/trample is needed instead.

#### Cascade Bluffs
- Deck role: Main, 1 copy, blue-red filter land and mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Converts an existing {U} or {R} input into {U}{U}, {U}{R}, or {R}{R}, or taps for {C} when colored filtering is not needed.
- Timing: Keep only with another starter mana source; sequence before double-blue or double-red turns when the hand includes Turnabout, Torrential Gearhulk, Invoke Calamity, Electrodominance, or Expansion // Explosion.
- Inputs / outputs: Taps for {C}, or consumes {U/R} plus tapping to output two blue/red mana in the listed combinations.
- Partners / packages: Supports Negate, Frantic Search, Turnabout, Torrential Gearhulk, Fire Lord Azula, Mizzix's Mastery, Increasing Vengeance, Invoke Calamity, Electrodominance, Expansion // Explosion, and Magma Opus.
- Role peers: Darkwater Catacombs filters into {U}{B}, Shadowblood Ridge filters into {B}{R}, and Ferrous Lake filters into {U}{R}.
- Failure modes: It does not make colored mana from nothing; colorless mode cannot cast Spell Pierce, Izzet Charm, or red pump spells.
- Matchup / visibility hooks: Strong in payoff hands with starter colors; risky in openers where it is the only land or only apparent colored source.

#### Case of the Ransacked Lab
- Deck role: Main, 1 copy, spellslinger cost reducer and draw engine.
- Role type: engine piece; mechanic payoff.
- Deck-specific job: Makes instant and sorcery spells you cast cost {1} less, then solves at end step if you have cast four or more instant and sorcery spells that turn; solved Case draws a card whenever you cast an instant or sorcery spell.
- Timing: Cast before a planned spell-volume turn; do not spend turn three on it if the board requires Chain Reaction, Hostile Takeover, Sheoldred's Edict, or Liliana's Triumph.
- Inputs / outputs: Consumes {2}{U}; outputs cost reduction immediately and repeat card draw after the four-spell solve condition is met.
- Partners / packages: Cheap spells that help solve it include Expedite, Spell Pierce, Ancestors' Aid, Demand Answers, Thrill of Possibility, Blazing Crescendo, Izzet Charm, Fists of Flame, Sudden Breakthrough, Reckless Ransacking, and Sazacap's Brew.
- Role peers: Goblin Electromancer and Stormcatch Mentor also reduce instant and sorcery costs; Firebender Ascension rewards attack-trigger volume instead of spell count.
- Failure modes: Casting fewer than four instant and sorcery spells in the turn leaves it unsolved; solved draw triggers can encourage overextending into open interaction.
- Matchup / visibility hooks: Strong against slower decks and control if protected; slow against fast creature pressure unless the cost reduction immediately enables answers.

#### Chain Reaction
- Deck role: Main, 1 copy, damage sweeper.
- Role type: interaction-sweeper.
- Deck-specific job: Deals X damage to each creature where X is the number of creatures on the battlefield, giving the deck a scalable reset against creature boards.
- Timing: Use when the creature count makes X large enough to kill the threats that matter or when waiting risks lethal; remember it is a sorcery.
- Inputs / outputs: Consumes {2}{R}{R}; outputs damage marked on each creature, which kills creatures only if damage meets or exceeds toughness or combines with damage already marked.
- Partners / packages: Stabilizes before payoff turns with Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Expansion // Explosion, Electrodominance, and Magma Opus.
- Role peers: Hostile Takeover is a five-mana sorcery sweeper with power/toughness setup, Ashling's Command can deal 2 damage to each creature target player controls, and Toxic Deluge gives -X/-X after sideboarding.
- Failure modes: It also damages Fire Lord Azula, Azula, Cunning Usurper, Goblin Electromancer, Nightscape Familiar, Storm-Kiln Artist, Stormcatch Mentor, Third Path Iconoclast, Cormela, Glamour Thief, and tokens you control.
- Matchup / visibility hooks: High value against go-wide creature boards; poor against spell-combo, planeswalker-only pressure, or few huge creatures when X is too small.

#### Chaos Warp
- Deck role: Main, 1 copy, universal permanent answer.
- Role type: interaction-removal.
- Deck-specific job: Shuffles the owner of target permanent's permanent into their library, then that owner reveals the top card and puts it onto the battlefield if it is a permanent card.
- Timing: Save for commanders, graveyard hate, prison pieces, lethal attackers, enchantments, artifacts, or planeswalkers that other answers cannot cleanly handle.
- Inputs / outputs: Consumes {2}{R} and a target permanent; outputs removal plus a random replacement reveal that may put a permanent onto the battlefield.
- Partners / packages: Protects Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Fire Lord Azula, Storm-Kiln Artist, and Third Path Iconoclast from hate permanents.
- Role peers: Crosis's Charm can return any target permanent or destroy target artifact/nonblack creature, while Feed the Swarm after sideboarding answers opponent creatures or enchantments at sorcery speed.
- Failure modes: The revealed card can be a worse permanent; using Chaos Warp on a low-impact target can leave no answer for a decisive commander or hate piece.
- Matchup / visibility hooks: Valuable against permanent-lock, commander, enchantment, and artifact strategies; use Sheoldred's Edict, Liliana's Triumph, Chain Reaction, or Hostile Takeover instead for sacrifice-vulnerable or damage-sweeper targets when those answers are available.

#### Choked Estuary
- Deck role: Main, 1 copy, blue-black conditional dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {U} or {B}; can enter untapped by revealing an Island or Swamp card from hand.
- Timing: Reveal Island, Swamp, Coastal Peak, or Smoldering Marsh when doing so preserves tempo; play tapped early when no one-mana interaction is needed.
- Inputs / outputs: Consumes the land drop and possibly reveals a qualifying card from hand; outputs blue or black mana.
- Partners / packages: Enables Spell Pierce, Negate, Frantic Search, Turnabout, Liliana's Triumph, Sheoldred's Edict, Crosis's Charm, Maestros Charm, Azula, Cunning Usurper, and Hostile Takeover.
- Role peers: Foreboding Ruins and Frostboil Snarl share the reveal-land tempo pattern for other color pairs.
- Failure modes: Without a reveal it enters tapped, which can miss Spell Pierce or Liliana's Triumph windows; revealing information can matter against discard or land-hate decisions.
- Matchup / visibility hooks: Strong when early blue or black interaction matters; weaker in hands that already have many tapped lands.

#### Command Tower
- Deck role: Main, 1 copy, premium Grixis mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of any color in Fire Lord Azula's color identity, fixing {U}, {B}, or {R} without life loss or filtering.
- Timing: Lead on Command Tower when it unlocks early Spell Pierce, Sol Ring plus colored follow-up, Arcane Signet, Demand Answers, or Liliana's Triumph.
- Inputs / outputs: Consumes the land drop; outputs one commander-color mana each tap.
- Partners / packages: Casts Fire Lord Azula, Azula, Cunning Usurper, Izzet Charm, Crosis's Charm, Maestros Charm, Hostile Takeover, Invoke Calamity, and Expansion // Explosion.
- Role peers: Arcane Signet is the artifact equivalent; Path of Ancestry enters tapped but can scry for Human or Noble creature spells.
- Failure modes: It is only one source, so do not assume double-blue, double-black, or heavy-red costs are covered without support from Island, Swamp, Mountain, signets, or filters.
- Matchup / visibility hooks: High keep value in every matchup; protect sequencing around land destruction only if such effects are visible.

#### Crosis's Charm
- Deck role: Main, 1 copy, flexible Grixis instant answer.
- Role type: modal utility; interaction-removal.
- Deck-specific job: Answers different permanent classes at instant speed: bounce any target permanent, destroy target nonblack creature with no regeneration, or destroy target artifact.
- Timing: Hold until the exact mode matters; {U}{B}{R} is color-intensive, so plan mana before passing with it.
- Inputs / outputs: Consumes {U}{B}{R}; outputs one chosen answer without card draw or mana generation.
- Mode map: Return target permanent to its owner's hand for temporary universal interaction; destroy target nonblack creature when creature color/legal target aligns; destroy target artifact when an artifact engine, mana rock, or equipment is the problem.
- Partners / packages: Protects Fire Lord Azula, Mizzix's Mastery, Invoke Calamity, Storm-Kiln Artist, Third Path Iconoclast, and Case of the Ransacked Lab from visible hate permanents.
- Role peers: Chaos Warp is more universal but gives a reveal; Maestros Charm damages target creature or planeswalker but cannot hit artifacts or enchantments; Abrade after sideboarding hits target creature for 3 or destroys target artifact.
- Failure modes: Cannot destroy black creatures with the creature mode, cannot permanently answer enchantments except by temporary bounce, and cannot counter a spell on the stack.
- Matchup / visibility hooks: Strong against artifact engines and single must-answer permanents; weaker if colors are strained or opponents present only stack-based threats.

#### Crumbling Necropolis
- Deck role: Main, 1 copy, tapped Grixis fixing land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {U}, {B}, or {R} after entering tapped, anchoring three-color mana for a singleton Commander deck.
- Timing: Play early when tempo is safe; avoid as the turn-one land if Spell Pierce, Sol Ring into colored follow-up, or Wayfarer's Bauble activation timing matters.
- Inputs / outputs: Consumes a land drop and one tapped turn; outputs one blue, black, or red mana on later turns.
- Partners / packages: Casts Izzet Charm, Crosis's Charm, Maestros Charm, Fire Lord Azula, Azula, Cunning Usurper, Hostile Takeover, and sideboard blasts.
- Role peers: Command Tower is untapped flexible fixing, Path of Ancestry fixes but enters tapped with creature scry upside, and Exotic Orchard depends on opponent lands.
- Failure modes: Too many tapped lands with Dimir Aqueduct, Izzet Boilerworks, Rakdos Carnarium, Coastal Peak, and Path of Ancestry can lose early interaction windows.
- Matchup / visibility hooks: Best in slower openers; risky against fast commanders, tempo decks, or one-mana stack-fight matchups.

#### Mizzix's Mastery
- Deck role: Main, 1 copy, graveyard burst payoff.
- Role type: recursion; engine payoff; modal utility.
- Deck-specific job: Exiles target instant or sorcery from your graveyard, copies it, and lets you cast the copy for free; overload {5}{R}{R}{R} changes the target to each instant and sorcery card in your graveyard.
- Timing: Cast when the graveyard contains a decisive instant or sorcery and the opponent cannot easily punish the stack; overload only when multiple cards produce lethal, board control, or overwhelming cards.
- Inputs / outputs: Consumes {3}{R} or overload {5}{R}{R}{R}; consumes graveyard cards by exiling them; outputs free spell copies and exiles Mizzix's Mastery.
- Mode map: Normal cast targets one instant or sorcery card in your graveyard; overload affects each instant and sorcery card in your graveyard and removes the target restriction.
- Partners / packages: Premium graveyard hits include Magma Opus, Big Score, Unexpected Windfall, Prismari Command, Chaos Warp, Chain Reaction, Hostile Takeover, Maestros Charm, Crosis's Charm, Expansion // Explosion, and Electrodominance when legal mana value choices fit.
- Role peers: Invoke Calamity casts up to two instant and/or sorcery spells from graveyard and/or hand; Torrential Gearhulk casts one target instant from graveyard.
- Failure modes: Grafdigger's Cage stops casting spells from graveyards; exiling weak targets creates motion without winning; overload can strand X spells if X is not set usefully by the rules engine.
- Matchup / visibility hooks: Strong in attrition and after discard setup; fragile against graveyard hate, blue counters, and instant-speed exile effects before it resolves.

#### Demand Answers
- Deck role: Main, 1 copy, cheap draw-discard velocity spell.
- Role type: discard outlet; card selection; engine fuel/material.
- Deck-specific job: Pays an additional cost by sacrificing an artifact or discarding a card, then draws two cards to find land, interaction, or payoff pieces.
- Timing: Use early to fix clunky hands or later to stock Mizzix's Mastery, Invoke Calamity, and Torrential Gearhulk; avoid when the only discard is a needed land, sweeper, or counterspell.
- Inputs / outputs: Consumes {1}{R} plus either a sacrificed artifact or discarded card; outputs two drawn cards.
- Partners / packages: Sacrifice expendable Treasure from Big Score, Unexpected Windfall, Storm-Kiln Artist, Ancestors' Aid, Reckless Ransacking, Sudden Breakthrough, Prismari Command, Ashling's Command, Magma Opus, or Sazacap's Brew when artifact count is less important.
- Role peers: Thrill of Possibility and Electric Revelation require discarding a card; Big Score and Unexpected Windfall cost more but create Treasures.
- Failure modes: Sacrificing Sol Ring, Arcane Signet, Dimir Signet, Izzet Signet, Rakdos Signet, Fellwar Stone, or Talisman of Dominance can strand colors; additional cost is lost if countered.
- Matchup / visibility hooks: Strong when digging for missing colors or answers; risky into open blue mana if losing the discard cost is unacceptable.

#### Dimir Aqueduct
- Deck role: Main, 1 copy, tapped blue-black bounce-land mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Returns a land you control to hand when it enters, then taps for {U}{B} on later turns to support blue-black requirements.
- Timing: Play when returning a tapped or low-value land does not cost a critical interaction window; avoid if bouncing the only untapped blue or black source exposes you.
- Inputs / outputs: Consumes a land drop and bounce tempo; outputs two mana, {U}{B}, once untapped.
- Partners / packages: Helps cast Azula, Cunning Usurper, Discovery // Dispersal, Crosis's Charm, Maestros Charm, Hostile Takeover, Turnabout, Torrential Gearhulk, Liliana's Triumph, and Sheoldred's Edict.
- Role peers: Izzet Boilerworks and Rakdos Carnarium are the other bounce lands for {U}{R} and {B}{R}.
- Failure modes: Entering tapped plus returning a land can skip a whole turn of Spell Pierce, Negate, Izzet Charm, or black edict access.
- Matchup / visibility hooks: Strong in slow games and land-light hands; risky against tempo, fast aggro, or opponents representing land bounce.

#### Dimir Signet
- Deck role: Main, 1 copy, blue-black artifact fixer.
- Role type: mana/fixing/ramp.
- Deck-specific job: Converts {1} and tapping into {U}{B}, helping the deck reach double-color spells and black interaction.
- Timing: Cast early, then activate when the extra mana enables two-spell turns or holds up interaction.
- Inputs / outputs: Consumes {2} to cast; activation consumes {1} and tapping to output {U}{B}.
- Partners / packages: Supports Azula, Cunning Usurper, Discovery // Dispersal, Crosis's Charm, Maestros Charm, Hostile Takeover, Turnabout, Torrential Gearhulk, Liliana's Triumph, and Sheoldred's Edict.
- Role peers: Izzet Signet and Rakdos Signet cover the other Grixis pairs; Talisman of Dominance gives {U} or {B} directly with 1 damage.
- Failure modes: Requires another mana to activate, so it is not a standalone colored source the turn after a land-light keep.
- Matchup / visibility hooks: Valuable in slower and midrange games; against artifact hate, consider whether losing it strands black or blue before leaning on it.

#### Discovery // Dispersal
- Deck role: Main, 1 copy, split-card selection and instant-speed disruption role player.
- Role type: card selection; modal utility; interaction-removal.
- Deck-specific job: Discovery surveils 2 then draws a card to sculpt graveyard and hand; Dispersal makes each opponent return a highest-mana-value nonland permanent they control and then discard a card.
- Timing: Cast Discovery early when finding land, interaction, or graveyard fuel matters; cast Dispersal when opponents have meaningful high-mana nonland permanents or low hand size.
- Inputs / outputs: Discovery consumes {1}{U/B} and outputs surveil placement plus one draw; Dispersal consumes {3}{U}{B} and outputs opponent bounce plus discard.
- Mode map: Discovery is a sorcery that looks at the top two, puts any number into graveyard and the rest back in any order, then draws; Dispersal is an instant affecting each opponent's greatest-mana-value nonland permanent and a discard.
- Partners / packages: Discovery fuels Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation, and Cormela, Glamour Thief; Dispersal protects Fire Lord Azula and Storm-Kiln Artist from large opposing permanents.
- Role peers: Frantic Search also draws and discards while untapping lands; Izzet Charm can draw two then discard two at instant speed.
- Failure modes: Discovery is not instant-speed; Dispersal does not let you choose the exact permanent if multiple legal permanents are tied by rules-engine choice.
- Matchup / visibility hooks: Discovery is broadly useful; Dispersal is best against big-mana, Voltron, or permanent-heavy boards and weak against token swarms.

#### Coastal Peak
- Deck role: Main, 1 copy, tapped Island Mountain dual and cycling mana resource.
- Role type: mana/fixing/ramp; card selection; modal utility.
- Deck-specific job: Provides {U} or {R} because it is a Land — Island Mountain, enters tapped, and can be cycled for {2} to draw a card.
- Timing: Play early when tapped tempo is acceptable; cycle when mana is abundant, land drops are secure, or the hand needs action more than another tapped source.
- Inputs / outputs: As a land, consumes a land drop and outputs blue or red later; cycling consumes {2}, discards Coastal Peak, and draws a card.
- Mode map: Land mode enters tapped and later taps for {U} or {R}; cycling mode pays {2}, discards Coastal Peak from hand, and draws one card.
- Partners / packages: Counts as Island or Mountain for Choked Estuary, Frostboil Snarl, Foreboding Ruins, and Sulfur Falls reveal/check decisions where applicable.
- Role peers: Smoldering Marsh is another typed dual; Seething Landscape also offers cycling but searches for basic Island, Swamp, or Mountain instead of tapping for colored mana immediately.
- Failure modes: Enters tapped and does not support turn-one Spell Pierce or Sol Ring plus colored follow-up; cycling it can leave too few land drops for Magma Opus or Invoke Calamity.
- Matchup / visibility hooks: Better in slow hands needing color stability; cycle more aggressively against control when flooding.

#### Electric Revelation
- Deck role: Main, 1 copy, discard-draw spell with flashback.
- Role type: discard outlet; card selection; recursion; engine fuel/material.
- Deck-specific job: Discards a card as an additional cost, draws two, and can later be cast from the graveyard for {3}{R} with the same additional discard cost, then exiles.
- Timing: Use when a discard improves graveyard setup or fixes a weak hand; flash back when extra cards matter more than preserving graveyard density.
- Inputs / outputs: Consumes {2}{R} or flashback {3}{R} plus a discarded card; outputs two cards drawn and, from flashback, exiles Electric Revelation after resolution.
- Mode map: Hand-cast mode is normal instant-speed rummage; flashback mode casts it from graveyard for {3}{R}, pays any additional discard cost, then exiles it.
- Partners / packages: Discard targets include Magma Opus, Increasing Vengeance, expensive instants for Torrential Gearhulk, and instants or sorceries for Mizzix's Mastery and Invoke Calamity.
- Role peers: Thrill of Possibility is cheaper without flashback; Big Score and Unexpected Windfall create Treasures.
- Failure modes: Flashback still requires another card to discard; Grafdigger's Cage stops casting it from graveyard.
- Matchup / visibility hooks: Strong in attrition and after early trades; risky against fast pressure if spending three or four mana does not affect the board.

#### Electrodominance
- Deck role: Main, 1 copy, scalable instant finisher and free-cast bridge.
- Role type: reach/finisher; engine payoff; interaction-removal.
- Deck-specific job: Deals X damage to any target and may cast a spell with mana value X or less from your hand without paying its mana cost.
- Timing: Use when X kills a creature, planeswalker, opponent, or enables a free spell that changes the game; avoid small X unless the target or free spell is urgent.
- Inputs / outputs: Consumes {X}{R}{R}; outputs X damage to any target and one optional free cast from hand with mana value X or less.
- Partners / packages: High-impact free-cast hits include Mizzix's Mastery, Chain Reaction, Hostile Takeover, Big Score, Unexpected Windfall, Fire Lord Azula, Azula, Cunning Usurper, Cormela, Glamour Thief, and Case of the Ransacked Lab when X is large enough.
- Role peers: Expansion // Explosion also converts X mana into damage and cards; Magma Opus is a fixed high-impact instant.
- Failure modes: Countering Electrodominance stops both damage and free-cast permission; choosing X too low can strand the important spell in hand.
- Matchup / visibility hooks: Strong in big-mana windows and against planeswalkers or low-life opponents; weaker under tax effects or when hand has no good free spell.

#### Dream Harvest
- Deck role: Main, 1 copy, high-variance opponent-library payoff.
- Role type: engine payoff; card selection; threat/clock.
- Deck-specific job: Each opponent exiles cards from the top of their library until they have exiled total mana value 5 or greater, then you may cast those exiled cards without paying their mana costs until end of turn.
- Timing: Cast when seven mana is available and the turn can use unknown free spells immediately; better after opponents reveal expensive decks or when you need a non-graveyard payoff.
- Inputs / outputs: Consumes {5}{U/B}{U/B}; outputs temporary permission to cast opponents' exiled cards for free until end of turn.
- Partners / packages: Cost reducers Goblin Electromancer, Nightscape Familiar, Stormcatch Mentor, and Case of the Ransacked Lab do not reduce the free spells further but help reach the setup turn; Fire Lord Azula can copy spells cast while attacking if timing permits.
- Role peers: Mizzix's Mastery and Invoke Calamity provide more predictable free casting from your own cards; Azula, Cunning Usurper accesses specific exiled opponent cards.
- Failure modes: Exiled cards may be lands, uncastable by timing, or low impact; the permission ends at end of turn and does not store value.
- Matchup / visibility hooks: Better against high-mana-value decks and graveyard hate; worse against low-curve decks or open counterspell mana.

#### Exotic Orchard
- Deck role: Main, 1 copy, opponent-dependent fixing land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Adds one mana of any color that a land an opponent controls could produce, often fixing Grixis colors in multiplayer.
- Timing: Treat as uncertain until opponent lands are visible; do not keep a color-fragile hand assuming it produces {U}, {B}, or {R} without proof.
- Inputs / outputs: Consumes a land drop; outputs one color from opponent-controlled land capabilities.
- Partners / packages: When enabled, helps cast Fire Lord Azula, Azula, Cunning Usurper, Crosis's Charm, Maestros Charm, Hostile Takeover, and sideboard blasts.
- Role peers: Fellwar Stone has the same opponent-land dependency as an artifact; Command Tower and Arcane Signet are reliable commander-color sources.
- Failure modes: Against colorless or off-color opponent lands, it may not produce needed colors; Veles should follow visible land text rather than archetype assumptions.
- Matchup / visibility hooks: Strong in multiplayer and color-rich tables; weaker against mono-color or colorless land starts that do not cover missing Grixis colors.

#### Expansion // Explosion
- Deck role: Main, 1 copy, split-card copy interaction and scalable finisher.
- Role type: modal utility; interaction-stack; reach/finisher; card selection.
- Deck-specific job: Expansion copies target instant or sorcery spell with mana value 4 or less; Explosion deals X damage to any target and makes target player draw X cards.
- Timing: Use Expansion during stack fights or to multiply key spells; use Explosion when X creates lethal damage, kills a major threat, or draws enough cards to dominate.
- Inputs / outputs: Expansion consumes {U/R}{U/R}; Explosion consumes {X}{U}{U}{R}{R}; outputs a copied small instant/sorcery or X damage plus X cards for target player.
- Mode map: Expansion is an instant copying target instant or sorcery spell with mana value 4 or less and may retarget the copy; Explosion is an instant with any-target damage and a separate target player draw.
- Partners / packages: Expansion copies Big Score, Unexpected Windfall, Prismari Command, Chaos Warp, Crosis's Charm, Maestros Charm, Izzet Charm, Increasing Vengeance, Demand Answers, and Thrill of Possibility when mana value permits.
- Role peers: Increasing Vengeance copies your own instant or sorcery; Electrodominance also scales X damage and converts mana into another spell.
- Failure modes: Expansion cannot copy spells with mana value 5 or greater; Explosion can accidentally draw an opponent cards if targeting them for draw is chosen without lethal purpose.
- Matchup / visibility hooks: Excellent against stack-based decks and long games; weaker under graveyard hate only if relying on recursion, since hand-cast Explosion remains live.

#### Fellwar Stone
- Deck role: Main, 1 copy, opponent-dependent artifact ramp.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of any color a land an opponent controls could produce, accelerating Fire Lord Azula's three-color shell.
- Timing: Cast early when it improves next-turn colors; verify visible opponent lands before relying on a specific color.
- Inputs / outputs: Consumes {2}; outputs one opponent-land-enabled color when tapped.
- Partners / packages: Helps cast Fire Lord Azula, Crosis's Charm, Maestros Charm, Hostile Takeover, Mizzix's Mastery, Invoke Calamity, and sideboard color blasts when the needed colors are visible.
- Role peers: Exotic Orchard has the same color dependency as a land; Arcane Signet is reliable commander-color fixing.
- Failure modes: May fail to produce {U}, {B}, or {R} if opponents lack those land colors; artifact removal can punish hands leaning on it.
- Matchup / visibility hooks: Better in multiplayer and against three-color opponents; weaker against mono-color starts that do not cover your missing colors.

#### Hostile Takeover
- Deck role: Main, 1 copy, asymmetric-ish sweeper and stabilization payoff.
- Role type: interaction-sweeper.
- Deck-specific job: Sets up to one target creature to base 1/1 and up to one other target creature to base 4/4, then deals 3 damage to each creature.
- Timing: Cast as a sorcery when it kills enough opposing creatures or preserves one important body as a 4/4 through the 3 damage.
- Inputs / outputs: Consumes {2}{U}{B}{R}; outputs temporary base power/toughness changes and 3 damage to each creature.
- Partners / packages: Can preserve Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, or Torrential Gearhulk as the 4/4 target while shrinking an opposing threat to 1/1.
- Role peers: Chain Reaction scales with creature count; Toxic Deluge after sideboarding gives -X/-X by paying life.
- Failure modes: It still deals 3 to your creatures and does not remove indestructible creatures via destruction; base-stat changes do not erase counters or all modifiers.
- Matchup / visibility hooks: Strong against creature swarms and midrange boards; less useful against single huge creatures with protection or against stack-combo.

#### Firebender Ascension
- Deck role: Main, 1 copy, firebending trigger engine.
- Role type: engine piece; mechanic payoff.
- Deck-specific job: Creates a 2/2 red Soldier token with firebending 1, then gains quest counters whenever a creature you control attacking causes that creature's triggered ability to trigger; at four or more counters, it may copy that ability.
- Timing: Cast before multiple firebending attacks, especially when Fire Lord Azula, Azula, Cunning Usurper, or firebending Soldier tokens can attack safely.
- Inputs / outputs: Consumes {1}{R}; outputs one 2/2 firebending Soldier, quest counters, and copied attacking-trigger abilities after the four-counter threshold.
- Partners / packages: Trigger partners are Fire Lord Azula, Azula, Cunning Usurper, Fire Nation Occupation Soldier tokens, and the Soldier token made by Firebender Ascension.
- Role peers: Fire Nation Occupation also creates firebending Soldier tokens; Case of the Ransacked Lab rewards spell volume instead of attack triggers.
- Failure modes: Needs attacking creatures with triggered abilities to progress; four counters is a real threshold, so it can be slow if opponents block profitably.
- Matchup / visibility hooks: Strong against slow or shields-down boards; weaker against creature removal, pillow-fort combat blockers, or fast pressure that prevents safe attacks.

#### Fists of Flame
- Deck role: Main, 1 copy, draw-scaling combat finisher.
- Role type: protection/evasion; reach/finisher; card selection.
- Deck-specific job: Draws a card, then gives target creature trample and +1/+0 for each card you have drawn this turn.
- Timing: Best after draw step plus Big Score, Unexpected Windfall, Frantic Search, Prismari Command, Sazacap's Brew, Demand Answers, Thrill of Possibility, or Explosion have raised the draw count.
- Inputs / outputs: Consumes {1}{R} and a legal target creature; outputs one drawn card, trample, and draw-count-based power.
- Partners / packages: Best carriers are Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, Torrential Gearhulk, or a large artifact-count Storm-Kiln Artist.
- Role peers: Unleash Fury doubles power without trample; Blazing Crescendo and Haste Magic provide fixed +3/+1 and card access.
- Failure modes: A single draw step plus Fists of Flame may be too small; removal in response can waste the combat line.
- Matchup / visibility hooks: Strong for punching through blockers and commander damage math; weaker when opponents have instant-speed exile, bounce, or fog-like effects.

#### Foreboding Ruins
- Deck role: Main, 1 copy, black-red conditional dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {B} or {R}; may enter untapped by revealing a Swamp or Mountain card from hand.
- Timing: Reveal Swamp, Mountain, Coastal Peak, or Smoldering Marsh when preserving tempo matters; play tapped early when no black or red instant is needed.
- Inputs / outputs: Consumes a land drop and possible reveal information; outputs black or red mana.
- Partners / packages: Supports Liliana's Triumph, Sheoldred's Edict, Demand Answers, Mizzix's Mastery, Big Score, Unexpected Windfall, Crosis's Charm, Maestros Charm, and Hostile Takeover.
- Role peers: Choked Estuary and Frostboil Snarl are the other reveal duals in this deck.
- Failure modes: Enters tapped without a reveal; cannot provide blue for Spell Pierce, Negate, Izzet Charm, or Frantic Search.
- Matchup / visibility hooks: Useful against creature decks where black edicts and red sweepers matter; risky in hands needing early blue.

#### Frantic Search
- Deck role: Main, 1 copy, instant-speed selection and mana pivot.
- Role type: card selection; discard outlet; mana/fixing/ramp.
- Deck-specific job: Draws two, discards two, then untaps up to three lands, enabling a spell chain while stocking the graveyard.
- Timing: Cast when untapping lands preserves interaction, fixes a payoff turn, or turns floating mana into another spell; avoid before land drop if discard decisions are unclear.
- Inputs / outputs: Consumes {2}{U}; outputs two drawn cards, two discarded cards, and up to three untapped lands.
- Partners / packages: Untap high-output lands such as Dimir Aqueduct, Izzet Boilerworks, Rakdos Carnarium, Command Tower, Cascade Bluffs, Darkwater Catacombs, Shadowblood Ridge, and Ferrous Lake.
- Role peers: Izzet Charm draws two then discards two without untapping lands; Demand Answers and Thrill of Possibility require an additional-cost discard.
- Failure modes: Discarding two scarce cards can weaken survival; if lands are already untapped or mana cannot be used, the spell loses its biggest edge.
- Matchup / visibility hooks: Excellent in stack turns and control matchups; risky under graveyard hate only if discards are intended for recursion.

#### Frostboil Snarl
- Deck role: Main, 1 copy, blue-red conditional dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {U} or {R}; may enter untapped by revealing an Island or Mountain card from hand.
- Timing: Reveal Island, Mountain, Coastal Peak, or Smoldering Marsh when untapped mana matters; play tapped if sequencing slow fixing is safe.
- Inputs / outputs: Consumes a land drop and possible reveal; outputs blue or red mana.
- Partners / packages: Supports Spell Pierce, Negate, Izzet Charm, Frantic Search, Turnabout, Demand Answers, Big Score, Mizzix's Mastery, Invoke Calamity, and Expansion // Explosion.
- Role peers: Choked Estuary covers {U}/{B}; Foreboding Ruins covers {B}/{R}.
- Failure modes: Enters tapped without a reveal and provides no black; revealing information can expose color needs.
- Matchup / visibility hooks: Good in hands with early blue-red spells; risky if black interaction is the needed answer.

#### Goblin Electromancer
- Deck role: Main, 1 copy, cost-reducer engine creature.
- Role type: engine piece; mana/fixing/ramp; role glue.
- Deck-specific job: Makes instant and sorcery spells you cast cost {1} less, improving double-spell turns and expensive payoffs.
- Timing: Cast early when you can follow with spells before it dies; delay against open removal if the hand can instead hold interaction.
- Inputs / outputs: Consumes {U}{R}; outputs a 2/2 body and generic cost reduction for instants and sorceries.
- Partners / packages: Reduces Mizzix's Mastery, Big Score, Unexpected Windfall, Chain Reaction, Hostile Takeover, Invoke Calamity, Magma Opus, Turnabout, Crosis's Charm, Maestros Charm, and Prismari Command.
- Role peers: Stormcatch Mentor also reduces instant and sorcery costs and has haste/prowess; Case of the Ransacked Lab reduces instant and sorcery costs as an enchantment.
- Failure modes: Does not reduce artifact, enchantment, creature, or Equipment spells; trading it in combat can cost a future payoff turn.
- Matchup / visibility hooks: Strong against control and midrange when protected; fragile against creature removal and sweepers.

#### Haste Magic
- Deck role: Main, 1 copy, haste/pump and impulse-card role player.
- Role type: protection/evasion; card selection; threat/clock.
- Deck-specific job: Gives target creature +3/+1 and haste until end of turn, then exiles the top card of your library and lets you play it until your next end step.
- Timing: Use to convert Fire Lord Azula, Azula, Cunning Usurper, Cormela, Glamour Thief, Storm-Kiln Artist, or Torrential Gearhulk into immediate pressure; the exiled card window lasts through your next end step.
- Inputs / outputs: Consumes {1}{R} and a legal target creature; outputs temporary power, haste, and one temporary playable exiled card.
- Partners / packages: Strong with Fire Lord Azula's attack trigger, Azula, Cunning Usurper's firebending, Fists of Flame, Unleash Fury, Blazing Crescendo, and Fae Flight.
- Role peers: Expedite gives haste and draws a card for {R}; Blazing Crescendo gives +3/+1 and shorter card access without haste.
- Failure modes: Haste is wasted on a creature already able to attack unless power or card access matters; exiled cards still require legal timing and mana.
- Matchup / visibility hooks: Better against tapped-out opponents and planeswalkers; weaker into instant-speed removal or when no creature can safely attack.

#### Increasing Vengeance
- Deck role: Main, 1 copy, spell-copy payoff and flashback role player.
- Role type: recursion; engine payoff; interaction-stack.
- Deck-specific job: Copies target instant or sorcery spell you control; if cast from a graveyard, copies that spell twice instead.
- Timing: Save for spells whose copy changes the game, such as Big Score, Unexpected Windfall, Prismari Command, Crosis's Charm, Maestros Charm, Expansion // Explosion, Electrodominance, or Magma Opus.
- Inputs / outputs: Consumes {R}{R} from hand or flashback {3}{R}{R}; outputs one copy from hand or two copies from graveyard, then exiles after flashback.
- Mode map: Hand mode copies one target instant or sorcery spell you control; flashback mode casts from graveyard and copies that spell twice instead.
- Partners / packages: Storm-Kiln Artist triggers on both casting and copying instant or sorcery spells; Fire Lord Azula can add another copy layer when attacking and you cast Increasing Vengeance during combat.
- Role peers: Expansion // Explosion's Expansion side copies target instant or sorcery with mana value 4 or less, including opponents' spells; Fire Lord Azula copies any spell you cast while attacking.
- Failure modes: Requires your own instant or sorcery spell on the stack; copying low-impact rummage while under lethal pressure can be a waste.
- Matchup / visibility hooks: Strong in counter wars and payoff turns; vulnerable to graveyard hate when relying on flashback.

#### Invoke Calamity
- Deck role: Main, 1 copy, instant-speed free-cast payoff.
- Role type: recursion; engine payoff.
- Deck-specific job: Casts up to two instant and/or sorcery spells with total mana value 6 or less from graveyard and/or hand without paying their mana costs, then exiles those spells if they would go to your graveyard and exiles Invoke Calamity.
- Timing: Use when the two-spell package creates survival, lethal, or major resource gain; hold if graveyard hate or counterspell pressure makes the exchange bad.
- Inputs / outputs: Consumes {1}{R}{R}{R}{R}; outputs up to two free instant/sorcery casts from hand and/or graveyard with total mana value 6 or less, then exiles those spells on graveyard replacement.
- Partners / packages: Strong pairings include Prismari Command plus Big Score, Chaos Warp plus Demand Answers, Chain Reaction plus Thrill of Possibility, Crosis's Charm plus Izzet Charm, and Maestros Charm plus Sudden Breakthrough when total mana value permits.
- Role peers: Mizzix's Mastery uses only graveyard instant/sorcery cards; Torrential Gearhulk casts one target instant from graveyard.
- Failure modes: Heavy red requirement strains mana; Grafdigger's Cage stops graveyard casting, and free-cast choices that do not affect the board can fail to stabilize.
- Matchup / visibility hooks: Excellent after trading resources; weaker against graveyard hate, taxing effects, and blue interaction if no protection is available.

#### Izzet Boilerworks
- Deck role: Main, 1 copy, tapped blue-red bounce-land mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Returns a land you control to hand on entry and later taps for {U}{R}, supporting blue interaction and red payoff turns.
- Timing: Play when the tempo loss is safe or when bouncing a tapped land protects future land drops; avoid if returning the only untapped blue source loses Spell Pierce or Negate.
- Inputs / outputs: Consumes land drop plus a returned land; outputs {U}{R} once untapped.
- Partners / packages: Helps cast Izzet Charm, Prismari Command, Frantic Search, Turnabout, Fire Lord Azula, Big Score, Mizzix's Mastery, Invoke Calamity, and Expansion // Explosion.
- Role peers: Dimir Aqueduct covers {U}{B}; Rakdos Carnarium covers {B}{R}.
- Failure modes: Entering tapped and bouncing a land can skip early plays; vulnerable to land bounce or destruction after the return trigger.
- Matchup / visibility hooks: Strong in slow setup games; risky against tempo or aggressive starts.

#### Izzet Charm
- Deck role: Main, 1 copy, flexible instant interaction and selection spell.
- Role type: modal utility; interaction-stack; interaction-removal; card selection.
- Deck-specific job: Counters target noncreature spell unless its controller pays {2}, deals 2 damage to target creature, or draws two cards then discards two cards.
- Timing: Hold as stack interaction when a noncreature spell matters; use damage on early creatures; use draw-discard when digging or setting up graveyard payoffs is more important.
- Inputs / outputs: Consumes {U}{R}; outputs one chosen counter, creature damage, or loot effect.
- Mode map: Counter mode targets a noncreature spell on the stack and is tax-based; damage mode targets a creature only; loot mode draws two then discards two.
- Partners / packages: Loot mode fuels Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation, and Cormela, Glamour Thief.
- Role peers: Negate counters noncreature spells cleanly for {1}{U}; Spell Pierce is cheaper but tax-limited; Prismari Command offers damage, loot, Treasure, or artifact destruction.
- Failure modes: Cannot counter creature spells, cannot damage planeswalkers or players, and the counter mode can fail if the opponent pays {2}.
- Matchup / visibility hooks: High value against tempo and combo; choose mode based on visible stack object, creature clock, or hand bottleneck.

#### Izzet Signet
- Deck role: Main, 1 copy, blue-red artifact fixer.
- Role type: mana/fixing/ramp.
- Deck-specific job: Converts {1} and tapping into {U}{R}, supporting the deck's heaviest spell colors.
- Timing: Cast early to unlock turn-three engines, interaction plus velocity, or red-heavy payoff turns.
- Inputs / outputs: Consumes {2} to cast; activation consumes {1} and tapping to output {U}{R}.
- Partners / packages: Helps cast Goblin Electromancer, Stormcatch Mentor, Izzet Charm, Prismari Command, Fire Lord Azula, Big Score, Mizzix's Mastery, Turnabout, Invoke Calamity, Expansion // Explosion, and Magma Opus.
- Role peers: Dimir Signet and Rakdos Signet fix other pairs; Arcane Signet fixes any commander color directly.
- Failure modes: Needs another mana to activate, so a one-land hand with Izzet Signet can still fail.
- Matchup / visibility hooks: Strong in most openers; vulnerable to artifact hate when opponents show Vandalblast-style or Collector Ouphe-style effects.

#### Ashling's Command
- Deck role: Main, 1 copy, modal instant utility and sweeper-adjacent role player.
- Role type: modal utility; interaction-sweeper; card selection; mana/fixing/ramp.
- Deck-specific job: Chooses two among copying target Elemental you control, target player drawing two cards, dealing 2 damage to each creature target player controls, and target player creating two Treasure tokens.
- Timing: Use when two modes solve the current board: usually draw plus damage while stabilizing, or Treasure plus draw before a payoff turn.
- Inputs / outputs: Consumes {3}{U}{R}; outputs exactly two chosen effects from the four options.
- Mode map: Copy-Elemental mode needs a target Elemental you control; draw mode targets a player; damage mode deals 2 to each creature target player controls; Treasure mode targets a player to create two Treasures.
- Partners / packages: Elemental copy target in this list is the 4/4 blue and red Elemental token made by Magma Opus; Treasure feeds Expansion // Explosion, Electrodominance, Invoke Calamity, and Magma Opus.
- Role peers: Prismari Command is cheaper and also offers damage, draw-discard, Treasure, and artifact destruction; Chain Reaction and Hostile Takeover are broader creature resets.
- Failure modes: Copy mode is dead without the Magma Opus Elemental token; damage mode hits only one target player's creatures and may miss high-toughness threats.
- Matchup / visibility hooks: Strong against small creature boards and when a two-mode instant matters; weaker against large creatures, stack-only combo, or boards without useful targets.

#### Reckless Ransacking
- Deck role: Main, 1 copy, pump and Treasure role player.
- Role type: protection/evasion; mana/fixing/ramp; role glue.
- Deck-specific job: Gives target creature +3/+2 until end of turn and creates a Treasure token.
- Timing: Use during combat when the stat boost changes damage or survival, or before a spell-chain when Treasure enables the next cast.
- Inputs / outputs: Consumes {1}{R} and a target creature; outputs temporary power/toughness and one Treasure.
- Partners / packages: Best with Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, Torrential Gearhulk, and Fists of Flame or Unleash Fury follow-ups.
- Role peers: Ancestors' Aid and Sudden Breakthrough create Treasure with first strike instead of +3/+2.
- Failure modes: Does not grant trample, evasion, or first strike; using it on a blocked creature that still dies can waste the spell.
- Matchup / visibility hooks: Better in races and combat-heavy games; weaker against removal-heavy opponents unless the Treasure is the main reason to cast it.

#### Leadership Vacuum
- Deck role: Main, 1 copy, commander-specific interaction cantrip.
- Role type: interaction-removal; card selection.
- Deck-specific job: Target player returns each commander they control from the battlefield to the command zone, then you draw a card.
- Timing: Hold for a commander that is attacking, enabling an engine, or about to be protected; cantrip makes it acceptable when tempo matters.
- Inputs / outputs: Consumes {2}{U} and targets a player; outputs commander-zone tempo and one drawn card.
- Partners / packages: Buys time for Fire Lord Azula, Mizzix's Mastery, Invoke Calamity, Chain Reaction, Hostile Takeover, and Expansion // Explosion.
- Role peers: Sheoldred's Edict and Liliana's Triumph answer creatures through sacrifice choices; Chaos Warp answers any target permanent but gives a reveal.
- Failure modes: Does nothing to noncommander threats and cannot stop a commander spell on the stack; target player chooses no object, the effect applies to commanders they control.
- Matchup / visibility hooks: Excellent against Voltron and commander-centric engines; poor against decks whose threats are noncommander permanents or spells.

#### Liliana's Triumph
- Deck role: Main, 1 copy, instant edict role player.
- Role type: interaction-removal.
- Deck-specific job: Each opponent sacrifices a creature of their choice; the Liliana planeswalker discard rider is usually irrelevant because this deck registers no Liliana planeswalker.
- Timing: Use when an opponent has one important creature, protected creature, or commander and few expendable bodies; avoid into token clutter unless the token is the actual threat.
- Inputs / outputs: Consumes {1}{B}; outputs opponent-chosen creature sacrifice.
- Partners / packages: Complements Sheoldred's Edict, Leadership Vacuum, Crosis's Charm, Maestros Charm, Chain Reaction, and Hostile Takeover.
- Role peers: Sheoldred's Edict offers nontoken creature, token creature, or planeswalker sacrifice choices; Leadership Vacuum specifically moves commanders.
- Failure modes: Opponents choose what they sacrifice; does not hit planeswalkers, artifacts, enchantments, or spells on the stack.
- Matchup / visibility hooks: Strong against hexproof, ward, or single-threat creature plans; weak against go-wide boards.

#### Maestros Charm
- Deck role: Main, 1 copy, flexible Grixis instant.
- Role type: modal utility; card selection; lifegain/stabilization; interaction-removal.
- Deck-specific job: Chooses between top-five selection, a 3-life drain from each opponent, or 5 damage to target creature or planeswalker.
- Timing: Use selection when stable and looking for payoff or answer; use damage on a must-answer creature or planeswalker; use drain when life swing or lethal math matters.
- Inputs / outputs: Consumes {U}{B}{R}; outputs one selected card with four milled to graveyard, each-opponent life loss plus your life gain, or 5 damage to target creature/planeswalker.
- Mode map: Selection mode looks at top five, puts one into hand and the rest into graveyard; drain mode hits each opponent for 3 and gains you 3; damage mode targets creature or planeswalker only.
- Partners / packages: Selection fills graveyard for Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation, and Cormela, Glamour Thief.
- Role peers: Crosis's Charm is removal-focused; Prismari Command is cheaper but lower impact.
- Failure modes: Cannot damage players with the 5-damage mode; the selection mode can mill needed lands or permanents if chosen carelessly.
- Matchup / visibility hooks: Excellent against midrange and planeswalkers; hold in control if the stack fight or graveyard setup matters more than a small drain.

#### Magma Opus
- Deck role: Main, 1 copy, top-end instant payoff and Treasure setup card.
- Role type: engine payoff; reach/finisher; card selection; mana/fixing/ramp; modal utility.
- Deck-specific job: Hard-cast mode divides 4 damage among any number of targets, taps two target permanents, creates a 4/4 blue-red Elemental, and draws two; discard ability makes a Treasure for {U/R}{U/R}.
- Timing: Discard early when eight mana is unrealistic and Treasure fixes a payoff turn; hard-cast or recur when the full tempo, damage, token, and draw package changes the game.
- Inputs / outputs: Hard cast consumes {6}{U}{R}; discard ability consumes {U/R}{U/R} and Magma Opus from hand to create one Treasure.
- Mode map: Instant mode resolves the full damage, tap, Elemental, and draw sequence; activated discard mode creates a Treasure token and puts Magma Opus into graveyard.
- Partners / packages: Premium with Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Increasing Vengeance, Expansion // Explosion, and Ashling's Command's Elemental-copy mode.
- Role peers: Electrodominance and Expansion // Explosion are scalable damage payoffs; Big Score and Unexpected Windfall are cheaper Treasure draw setup.
- Failure modes: Hard-cast mode needs legal targets for the tap portion; discarding it into visible graveyard hate can strand the payoff plan.
- Matchup / visibility hooks: Strong in slow games, against planeswalkers, and with graveyard recursion; weaker when graveyard hate is active and eight mana is unlikely.

#### Negate
- Deck role: Main, 1 copy, clean stack interaction.
- Role type: interaction-stack.
- Deck-specific job: Counters target noncreature spell on the stack, protecting payoff turns and stopping opposing noncreature engines.
- Timing: Hold for sweepers, counterspells, graveyard hate, combo pieces, removal aimed at Fire Lord Azula or Storm-Kiln Artist, and lock pieces on the stack.
- Inputs / outputs: Consumes {1}{U}; outputs a countered noncreature spell.
- Partners / packages: Protects Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, Electrodominance, Magma Opus, Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, and Third Path Iconoclast.
- Role peers: Spell Pierce is cheaper but tax-based; Izzet Charm counters only noncreature spells unless controller pays {2}.
- Failure modes: Cannot counter creature spells or resolved permanents; spending it on low-impact card draw can leave no answer for a decisive spell.
- Matchup / visibility hooks: High value against control, combo, and graveyard hate; lower value against creature-heavy boards unless their key cards are noncreature.

#### Nightscape Familiar
- Deck role: Main, 1 copy, cost reducer and small resilient body.
- Role type: engine piece; mana/fixing/ramp; protection/evasion.
- Deck-specific job: Makes blue spells and red spells you cast cost {1} less and can regenerate itself for {1}{B}.
- Timing: Cast early when blue/red spell density in hand is high; keep {1}{B} open for regeneration when blocking or facing destroy-based removal.
- Inputs / outputs: Consumes {1}{B}; outputs cost reduction for blue and red spells plus a 1/1 body with a regeneration shield ability.
- Partners / packages: Reduces Fire Lord Azula, Goblin Electromancer, Stormcatch Mentor, Izzet Charm, Prismari Command, Crosis's Charm, Maestros Charm, Big Score, Mizzix's Mastery, Invoke Calamity, Turnabout, Torrential Gearhulk, Expansion // Explosion, and Magma Opus where color applies.
- Role peers: Goblin Electromancer and Stormcatch Mentor reduce instant and sorcery spells rather than all blue/red spells.
- Failure modes: Regeneration must be activated before a destruction event; the shield replaces destruction, taps Nightscape Familiar, removes damage, and removes it from combat, but does not stop exile, bounce, sacrifice, or -X/-X.
- Matchup / visibility hooks: Strong in removal-light setup games; weak against exile effects and sweepers that do not destroy.

#### The Last Agni Kai
- Deck role: Main, 1 copy, fight-based red mana burst role player.
- Role type: interaction-removal; mana/fixing/ramp; mechanic payoff.
- Deck-specific job: Target creature you control fights target creature an opponent controls; if the opposing creature is dealt excess damage this way, you add that much {R}, and you do not lose unspent red mana as steps and phases end this turn.
- Timing: Use when your creature can survive or profitably trade and excess damage creates meaningful red mana for a follow-up.
- Inputs / outputs: Consumes {1}{R} and two legal creature targets; outputs fight damage, possible red mana, and red mana retention across steps and phases until turn ends.
- Partners / packages: Strong with high-power Fire Lord Azula, Azula, Cunning Usurper, Torrential Gearhulk, Storm-Kiln Artist with artifacts, Unleash Fury, Fists of Flame, Blazing Crescendo, Haste Magic, Reckless Ransacking, and Ancestors' Aid.
- Role peers: Chain Reaction and Hostile Takeover are broader creature answers; Ancestors' Aid and Sudden Breakthrough help combat but do not fight.
- Failure modes: Fight damage hits both creatures; first strike does not apply to fight, and indestructible or high-toughness opposing creatures can nullify the mana plan.
- Matchup / visibility hooks: Better against medium creatures and tapped-out boards; risky against instant-speed pump, protection, or removal that changes fight math.

#### Path of Ancestry
- Deck role: Main, 1 copy, tapped commander-color land with creature scry upside.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Adds one commander-color mana; when spent to cast a creature sharing Human or Noble with Fire Lord Azula, you scry 1.
- Timing: Play early when tapped tempo is acceptable; use its mana for Fire Lord Azula, Azula, Cunning Usurper, or Third Path Iconoclast when scry matters.
- Inputs / outputs: Consumes a tapped land drop; outputs {U}, {B}, or {R} and occasional scry 1 for matching creature spells.
- Partners / packages: Scry-trigger creature spells are Fire Lord Azula, Azula, Cunning Usurper, and Third Path Iconoclast.
- Role peers: Command Tower fixes without entering tapped; Crumbling Necropolis fixes all three colors but has no scry.
- Failure modes: Entering tapped can miss early Spell Pierce or Sol Ring sequences; most creatures here do not share Human or Noble.
- Matchup / visibility hooks: Strong in slower games where scry improves setup; weaker against fast pressure that punishes tapped lands.

#### Prismari Command
- Deck role: Main, 1 copy, flexible instant command and artifact answer.
- Role type: modal utility; interaction-removal; card selection; mana/fixing/ramp.
- Deck-specific job: Chooses two among 2 damage to any target, target player draws two then discards two, target player creates a Treasure, and destroy target artifact.
- Timing: Use when two modes matter at once: artifact plus damage, loot plus Treasure, or damage plus loot while holding up interaction.
- Inputs / outputs: Consumes {1}{U}{R}; outputs exactly two selected effects from the four modes.
- Mode map: Damage mode hits any target; loot mode targets a player to draw two then discard two; Treasure mode targets a player to create one Treasure; artifact mode destroys target artifact.
- Partners / packages: Loot fuels Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation, and Cormela, Glamour Thief; Treasure feeds Expansion // Explosion, Electrodominance, and Magma Opus.
- Role peers: Izzet Charm offers counter, creature damage, or loot; Ashling's Command offers larger but costlier two-mode effects.
- Failure modes: Damage mode only deals 2, and giving an opponent Treasure or loot is rarely correct unless a specific target-player prompt forces it.
- Matchup / visibility hooks: Excellent against artifacts, utility creatures with 2 toughness, planeswalkers at 2 loyalty, and setup turns where loot plus Treasure creates the next payoff.

#### Rakdos Carnarium
- Deck role: Main, 1 copy, tapped black-red bounce-land mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Returns a land you control when it enters and later taps for {B}{R}, supporting black interaction and red payoff turns.
- Timing: Play when returning a land does not expose you to a critical stack or removal window; bouncing a tapped land is usually best.
- Inputs / outputs: Consumes a land drop and bounce tempo; outputs {B}{R} once untapped.
- Partners / packages: Helps cast Liliana's Triumph, Sheoldred's Edict, Demand Answers, Big Score, Mizzix's Mastery, Unexpected Windfall, Invoke Calamity, Crosis's Charm, Maestros Charm, and Hostile Takeover.
- Role peers: Dimir Aqueduct and Izzet Boilerworks provide the other bounce-land pairs.
- Failure modes: No blue mana and enters tapped; returning the only blue land can strand Negate, Spell Pierce, Izzet Charm, or Frantic Search.
- Matchup / visibility hooks: Good in slow hands; dangerous against tempo and fast creature pressure.

#### Rakdos Signet
- Deck role: Main, 1 copy, black-red artifact fixer.
- Role type: mana/fixing/ramp.
- Deck-specific job: Converts {1} and tapping into {B}{R}, covering edicts, red velocity, and heavy red payoff turns.
- Timing: Cast early when it unlocks turn-three or turn-four plays; sequence before discard-draw if colors are incomplete.
- Inputs / outputs: Consumes {2} to cast; activation consumes {1} and tapping to output {B}{R}.
- Partners / packages: Supports Liliana's Triumph, Sheoldred's Edict, Big Score, Unexpected Windfall, Mizzix's Mastery, Invoke Calamity, Crosis's Charm, Maestros Charm, Hostile Takeover, and Szat's Will.
- Role peers: Dimir Signet and Izzet Signet fix other pairs; Talisman of Dominance covers {U}/{B} without activation input.
- Failure modes: Requires another mana to activate and cannot produce blue; artifact removal can break color assumptions.
- Matchup / visibility hooks: Strong against midrange and aggro where black-red answers matter; weaker if hand is blue-heavy.

#### Sazacap's Brew
- Deck role: Main, 1 copy, discard-draw spell with optional gift pump.
- Role type: discard outlet; card selection; modal utility; protection/evasion.
- Deck-specific job: As an additional cost discards a card, then target player draws two; if you promised a tapped Fish gift to an opponent as you cast it, target creature you control gets +2/+0 until end of turn.
- Timing: Cast for card flow when discard is beneficial; promise the Fish only when +2/+0 changes combat or lethal math.
- Inputs / outputs: Consumes {1}{R}, a discarded card, and optionally gives an opponent a tapped 1/1 blue Fish; outputs target-player draw two and conditional pump.
- Mode map: No-gift line is discard then target player draws two; gift line gives an opponent a tapped Fish before effects, then also pumps target creature you control +2/+0.
- Partners / packages: Discard fuels Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation, and Cormela, Glamour Thief; pump works with Fire Lord Azula, Azula, Cunning Usurper, Fists of Flame, and Unleash Fury.
- Role peers: Thrill of Possibility draws two without gifting a creature; Blazing Crescendo and Haste Magic pump while providing temporary card access.
- Failure modes: Target player draws two, so do not accidentally target an opponent unless required by a specific plan; gifting adds a blocker for future turns even though tapped now.
- Matchup / visibility hooks: Better when racing or setting graveyard; worse against token payoffs or sacrifice decks that can exploit the Fish.

#### Shadowblood Ridge
- Deck role: Main, 1 copy, black-red filter land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Filters generic input into {B}{R}, turning any available mana plus tap into black-red color access.
- Timing: Sequence with another mana source; use when needing both black and red for Crosis's Charm, Maestros Charm, Hostile Takeover, or red payoff plus black interaction.
- Inputs / outputs: Activation consumes {1} and tapping; outputs {B}{R}.
- Partners / packages: Supports Liliana's Triumph, Sheoldred's Edict, Demand Answers, Big Score, Mizzix's Mastery, Invoke Calamity, Crosis's Charm, Maestros Charm, and Szat's Will.
- Role peers: Darkwater Catacombs filters into {U}{B}; Ferrous Lake filters into {U}{R}; Cascade Bluffs filters blue/red with blue or red input.
- Failure modes: Does not tap for mana by itself in the Card Reference; needs another mana source to activate.
- Matchup / visibility hooks: Good in color-stable hands; risky in one-land or colorless-heavy keeps.

#### Sheoldred's Edict
- Deck role: Main, 1 copy, modal instant edict.
- Role type: modal utility; interaction-removal.
- Deck-specific job: Makes each opponent sacrifice their choice of nontoken creature, creature token, or planeswalker depending on the chosen mode.
- Timing: Choose the mode that isolates the visible threat; use before opponents add expendable permanents if a single commander, token, or planeswalker matters.
- Inputs / outputs: Consumes {1}{B}; outputs opponent-chosen sacrifice in the selected permanent class.
- Mode map: Nontoken creature mode pressures commanders and large creatures; creature token mode clears token threats; planeswalker mode answers planeswalkers through sacrifice.
- Partners / packages: Complements Liliana's Triumph, Leadership Vacuum, Chaos Warp, Crosis's Charm, Maestros Charm, Chain Reaction, and Hostile Takeover.
- Role peers: Liliana's Triumph is cheaper in decision complexity but only hits creatures; Leadership Vacuum is commander-specific.
- Failure modes: Opponents choose the sacrifice, so boards with multiple legal objects can blank the intended hit.
- Matchup / visibility hooks: Strong against protected single threats, tokens, or planeswalkers; weaker against mixed boards with expendable permanents.

#### Shivan Reef
- Deck role: Main, 1 copy, blue-red pain land and colorless source.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {C} freely or for {U}/{R} while dealing 1 damage to you.
- Timing: Use colored mode when the spell matters more than the life; use {C} for Sol Ring, Wayfarer's Bauble, signet activation, or generic costs when life is pressured.
- Inputs / outputs: Consumes land tap; outputs colorless without damage or blue/red with 1 self-damage.
- Partners / packages: Casts Spell Pierce, Negate, Izzet Charm, Frantic Search, Demand Answers, Big Score, Mizzix's Mastery, Invoke Calamity, and Expansion // Explosion.
- Role peers: Talisman of Dominance has similar pain for {U}/{B}; Sulfur Falls and Frostboil Snarl provide blue-red without life if conditions are met.
- Failure modes: Repeated pain can turn burn or combat into lethal; it does not provide black.
- Matchup / visibility hooks: Manage life carefully against burn and aggro; spend life more freely when racing combo or protecting a payoff.

#### Smoldering Marsh
- Deck role: Main, 1 copy, Swamp Mountain dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {B} or {R}, counts as Swamp and Mountain, and enters tapped unless you control two or more basic lands.
- Timing: Strong after Island, Mountain, or Swamp basics are established; early tapped entry is acceptable if no immediate interaction is required.
- Inputs / outputs: Consumes a land drop; outputs black or red once available.
- Partners / packages: Reveal/check partner for Choked Estuary, Foreboding Ruins, Frostboil Snarl, and Sulfur Falls; casts Liliana's Triumph, Sheoldred's Edict, Demand Answers, Big Score, Mizzix's Mastery, and Invoke Calamity.
- Role peers: Coastal Peak is an Island Mountain that always enters tapped and cycles; Foreboding Ruins is an untapped-conditional black-red dual.
- Failure modes: Does not provide blue and may enter tapped before two basic lands; nonbasic status means Wayfarer's Bauble and Seething Landscape cannot find it.
- Matchup / visibility hooks: Better in longer games with basics; less reliable in fast openers needing untapped mana.

#### Sol Ring
- Deck role: Main, 1 copy, premier colorless ramp.
- Role type: mana/fixing/ramp.
- Deck-specific job: Accelerates from one mana to two colorless mana, powering rocks, Equipment, generic costs, and large payoff turns.
- Timing: Cast on turn one whenever possible unless holding Spell Pierce is clearly more important against a known immediate stack threat.
- Inputs / outputs: Consumes {1}; outputs {C}{C} when tapped.
- Partners / packages: Pays generic portions of Fire Lord Azula, Azula, Cunning Usurper, Mizzix's Mastery, Big Score, Unexpected Windfall, Torrential Gearhulk, Magma Opus, Electrodominance, and signet activations.
- Role peers: Arcane Signet fixes colors; Wayfarer's Bauble ramps basics; Sol Ring is faster but does not provide colored mana.
- Failure modes: Colorless mana cannot pay {U}, {B}, or {R}; hands with Sol Ring but no colored source can still fail.
- Matchup / visibility hooks: High-priority keep and cast in every matchup; artifact hate matters only if it strands key follow-ups.

#### Spell Pierce
- Deck role: Main, 1 copy, one-mana stack protection.
- Role type: interaction-stack.
- Deck-specific job: Counters target noncreature spell unless its controller pays {2}, protecting early setup and forcing efficient stack fights.
- Timing: Best in early turns or when opponents tap low; hold for graveyard hate, counterspells, sweepers, removal, combo spells, or lock pieces on the stack.
- Inputs / outputs: Consumes {U}; outputs a tax counter against a noncreature spell.
- Partners / packages: Protects Fire Lord Azula, Storm-Kiln Artist, Third Path Iconoclast, Case of the Ransacked Lab, Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, and Magma Opus.
- Role peers: Negate is more reliable for {1}{U}; Izzet Charm taxes noncreature spells for {2} while offering other modes.
- Failure modes: Cannot counter creature spells and gets worse when opponents have two extra mana.
- Matchup / visibility hooks: Excellent against control and combo early; weaker in long games unless opponents tap out for a key noncreature spell.

#### Rocket-Powered Goblin Glider
- Deck role: Main, 1 copy, Equipment evasion flex slot.
- Role type: protection/evasion; threat/clock; recursion.
- Deck-specific job: Gives equipped creature +2/+0, flying, and haste; mayhem {2} provides graveyard access, and if cast from graveyard it enters attached to target creature you control.
- Timing: Equip when evasion or haste creates damage, Fire Lord Azula attack triggers, or Lost in Memories combat damage; graveyard cast when mayhem is available and a legal creature target benefits immediately.
- Inputs / outputs: Consumes {3} to cast, {2} to equip, or mayhem {2} from graveyard; outputs flying, haste, and power on the equipped creature.
- Mode map: Normal cast creates Equipment needing equip {2}; graveyard cast via mayhem can attach on entry to target creature you control.
- Partners / packages: Best carriers are Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, Torrential Gearhulk, and a Soldier token from Third Path Iconoclast, Firebender Ascension, or Fire Nation Occupation.
- Role peers: Fae Flight gives flying and temporary hexproof as an Aura; Haste Magic and Expedite give haste without repeatable Equipment value.
- Failure modes: Equipment does nothing without a creature; graveyard-cast attach trigger needs a target creature you control.
- Matchup / visibility hooks: Strong against ground stalls and planeswalkers; weak against artifact removal and instant creature removal in response to equip.

#### Storm-Kiln Artist
- Deck role: Main, 1 copy, Treasure engine and scaling threat.
- Role type: engine piece; mechanic payoff; mana/fixing/ramp; threat/clock.
- Deck-specific job: Gets +1/+0 for each artifact you control and creates a Treasure whenever you cast or copy an instant or sorcery spell.
- Timing: Cast when you can follow with an instant or sorcery soon, preferably same turn or with protection; avoid running it into removal with no value.
- Inputs / outputs: Consumes {3}{R}; outputs a growing body and Treasure tokens from instant/sorcery casts and copies.
- Partners / packages: Triggers from Demand Answers, Thrill of Possibility, Big Score, Unexpected Windfall, Frantic Search, Izzet Charm, Prismari Command, Increasing Vengeance, Expansion // Explosion, Mizzix's Mastery, Invoke Calamity, and Fire Lord Azula copies.
- Role peers: Third Path Iconoclast creates Soldier artifact creatures from noncreature spells; Firebender Ascension rewards attack triggers.
- Failure modes: Dies to common creature removal before producing value; sacrificing too many Treasures can shrink its power before combat.
- Matchup / visibility hooks: Excellent in spell-chain turns and artifact-count races; fragile against red damage sweepers, exile removal, and bounce.

#### Stormcatch Mentor
- Deck role: Main, 1 copy, hasty cost reducer and prowess chip threat.
- Role type: engine piece; mechanic payoff; threat/clock.
- Deck-specific job: Has haste and prowess while making instant and sorcery spells you cast cost {1} less.
- Timing: Cast before a spell-chain or when hasty pressure matters; it can attack immediately but should not trade if cost reduction is needed.
- Inputs / outputs: Consumes {U}{R}; outputs a 1/1 haste creature, prowess triggers from noncreature spells, and generic reduction for instants and sorceries.
- Partners / packages: Reduces Demand Answers, Thrill of Possibility, Electric Revelation, Big Score, Unexpected Windfall, Mizzix's Mastery, Invoke Calamity, Turnabout, Magma Opus, and Expansion // Explosion.
- Role peers: Goblin Electromancer reduces instants and sorceries as a 2/2; Nightscape Familiar reduces blue and red spells more broadly.
- Failure modes: Small body dies easily; prowess does not trigger from creature spells like Fire Lord Azula or Azula, Cunning Usurper.
- Matchup / visibility hooks: Strong when tempo and cost reduction both matter; weak against pingers and damage sweepers.

#### Sudden Breakthrough
- Deck role: Main, 1 copy, first-strike trick and Treasure role player.
- Role type: protection/evasion; mana/fixing/ramp; role glue.
- Deck-specific job: Gives target creature +2/+0 and first strike until end of turn, then creates a Treasure token.
- Timing: Cast when first strike wins combat, protects a key attacker, or Treasure enables a second spell in the same turn.
- Inputs / outputs: Consumes {1}{R} and a target creature; outputs temporary power, first strike, and one Treasure.
- Partners / packages: Works with Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, Torrential Gearhulk, and The Last Agni Kai setup turns.
- Role peers: Ancestors' Aid has the same +2/+0 first strike and Treasure profile; Reckless Ransacking gives +3/+2 and Treasure without first strike.
- Failure modes: First strike does not help against noncombat removal or fight damage from The Last Agni Kai; no evasion means blockers can still absorb damage.
- Matchup / visibility hooks: Better in creature combat and races; worse against spell-combo or removal-heavy opponents.

#### Sulfur Falls
- Deck role: Main, 1 copy, blue-red check land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {U} or {R} and enters untapped if you control an Island or Mountain.
- Timing: Sequence after Island, Mountain, Coastal Peak, or Smoldering Marsh when possible; if it will enter tapped, weigh against holding Spell Pierce or Expedite.
- Inputs / outputs: Consumes a land drop; outputs blue or red.
- Partners / packages: Supports Spell Pierce, Negate, Izzet Charm, Frantic Search, Turnabout, Demand Answers, Big Score, Mizzix's Mastery, Invoke Calamity, and Expansion // Explosion.
- Role peers: Frostboil Snarl can enter untapped by revealing Island or Mountain from hand; Shivan Reef gives immediate blue/red with life cost.
- Failure modes: Enters tapped without an Island or Mountain you control; provides no black.
- Matchup / visibility hooks: Strong in blue-red openers; risky when black edicts are the key interaction.

#### Lost in Memories
- Deck role: Main, 1 copy, flash Aura recursion engine.
- Role type: recursion; protection/evasion; engine piece.
- Deck-specific job: Enchants a creature you control, gives +1/+1, and gives that creature a combat-damage trigger that targets an instant or sorcery in your graveyard to gain flashback until end of turn with flashback cost equal to its mana cost.
- Timing: Flash it in when the enchanted creature can survive and connect with a player; choose a graveyard target you can legally cast before the turn ends.
- Inputs / outputs: Consumes {1}{R} and a target creature you control; outputs +1/+1 and temporary flashback access after combat damage to a player.
- Partners / packages: Best with evasive or large carriers Fire Lord Azula, Azula, Cunning Usurper, Rocket-Powered Goblin Glider-equipped creatures, Fae Flight-enchanted creatures, Fists of Flame trample turns, and Torrential Gearhulk.
- Role peers: Mizzix's Mastery and Invoke Calamity also use graveyard instants or sorceries; Fae Flight improves combat access.
- Failure modes: It enchants only a creature you control; if no combat damage to a player happens, no graveyard spell gains flashback.
- Matchup / visibility hooks: Strong against slow boards and tapped-out opponents; weak against instant removal, graveyard hate, and boards with flyers or reach stopping combat damage.

#### Szat's Will
- Deck role: Main, 1 copy, commander-enhanced edict and graveyard hate payoff.
- Role type: modal utility; interaction-removal; hate piece; engine fuel/material.
- Deck-specific job: Chooses one, or both if you control a commander as you cast it: each opponent sacrifices a creature they control with the greatest power; exile all opponents' graveyards and create X 0/1 black Thrulls where X is the greatest power among creature cards exiled this way.
- Timing: Best with Fire Lord Azula on board so both modes can be chosen; cast without commander only when one mode is clearly needed.
- Inputs / outputs: Consumes {4}{B}; outputs opponent sacrifice pressure, graveyard exile, and possible Thrull tokens.
- Mode map: Sacrifice mode hits each opponent's greatest-power creature by their board; graveyard mode exiles all opponents' graveyards and counts greatest power among exiled creature cards for Thrulls; commander control permits both modes.
- Partners / packages: Thrulls buy time for Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, Fire Lord Azula, and Storm-Kiln Artist turns.
- Role peers: Liliana's Triumph and Sheoldred's Edict are cheaper edicts; Dauthi Voidwalker and Grafdigger's Cage after sideboarding are earlier graveyard hate.
- Failure modes: Creature-light graveyards make few or no Thrulls; sacrifice mode can miss smaller utility creatures if a bigger creature is present.
- Matchup / visibility hooks: Strong against graveyard decks and large-creature boards; weaker against token swarms, spell-combo, or empty graveyards.

#### Cormela, Glamour Thief
- Deck role: Main, 1 copy, mana creature and instant/sorcery recursion threat.
- Role type: engine piece; mana/fixing/ramp; recursion.
- Deck-specific job: Hasty 2/4 that taps with {1} to add {U}{B}{R} only for instant and/or sorcery spells, and returns up to one target instant or sorcery from your graveyard to hand when she dies.
- Timing: Cast when she can immediately threaten mana or block profitably; use her mana before risky combat or sacrifice-like situations.
- Inputs / outputs: Consumes {1}{U}{B}{R}; activation consumes {1} and tapping to output {U}{B}{R} restricted to instants/sorceries; death trigger returns up to one target instant or sorcery.
- Partners / packages: Mana supports Crosis's Charm, Maestros Charm, Prismari Command, Big Score, Unexpected Windfall, Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, and Magma Opus.
- Role peers: Storm-Kiln Artist produces Treasure from spell casts; Torrential Gearhulk reuses one instant immediately.
- Failure modes: Mana cannot cast creatures, artifacts, enchantments, or Equipment; exile or bounce removal avoids the death recursion trigger.
- Matchup / visibility hooks: Strong in attrition and instant-heavy hands; weaker against exile removal and graveyard hate.

#### Talisman of Dominance
- Deck role: Main, 1 copy, blue-black artifact fixer and colorless source.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {C} safely or for {U}/{B} while dealing 1 damage to you.
- Timing: Cast early to support blue interaction and black edicts; use colorless mode when life matters and colored mana is not required.
- Inputs / outputs: Consumes {2}; outputs colorless, blue with 1 damage, or black with 1 damage.
- Partners / packages: Casts Spell Pierce, Negate, Frantic Search, Turnabout, Liliana's Triumph, Sheoldred's Edict, Crosis's Charm, Maestros Charm, and Azula, Cunning Usurper.
- Role peers: Dimir Signet makes {U}{B} with an activation input; Arcane Signet fixes all commander colors without pain.
- Failure modes: Repeated colored activations can put burn or combat decks into lethal range; does not produce red.
- Matchup / visibility hooks: Excellent fixing against control and midrange; manage life carefully against aggro and burn.

#### Turnabout
- Deck role: Main, 1 copy, big-mana pivot and tempo instant.
- Role type: modal utility; mana/fixing/ramp; interaction-removal.
- Deck-specific job: Chooses artifact, creature, or land, then taps all untapped permanents of that type target player controls or untaps all tapped permanents of that type that player controls.
- Timing: Use to untap your lands for a payoff turn, tap opposing creatures before combat, or tap opposing lands/artifacts before a stack fight.
- Inputs / outputs: Consumes {2}{U}{U}; outputs a type-wide tap or untap effect for target player.
- Mode map: Choose artifact, creature, or land; then choose tap untapped permanents of that type target player controls or untap tapped permanents of that type target player controls.
- Partners / packages: Untapping Dimir Aqueduct, Izzet Boilerworks, Rakdos Carnarium, Command Tower, Cascade Bluffs, Darkwater Catacombs, Shadowblood Ridge, Ferrous Lake, and basic lands can power Expansion // Explosion, Electrodominance, Magma Opus, or Invoke Calamity.
- Role peers: Frantic Search untaps up to three lands while looting; Big Score and Unexpected Windfall make Treasure instead of untapping.
- Failure modes: Choosing the wrong type or player can do nothing; tapping lands after opponents float mana may not stop the current spell.
- Matchup / visibility hooks: Strong for combo turns and alpha-strike prevention; weaker against instant-speed decks if used before they commit.

#### Expedite
- Deck role: Main, 1 copy, haste cantrip.
- Role type: protection/evasion; card selection; role glue.
- Deck-specific job: Gives target creature haste until end of turn and draws a card, enabling immediate attacks or tap abilities while replacing itself.
- Timing: Use on Fire Lord Azula, Azula, Cunning Usurper, Cormela, Glamour Thief, Storm-Kiln Artist, or Torrential Gearhulk when immediate action matters.
- Inputs / outputs: Consumes {R} and a target creature; outputs haste and one drawn card.
- Partners / packages: Enables Fire Lord Azula and Azula, Cunning Usurper attack triggers, Cormela, Glamour Thief mana, Fists of Flame draw count, Stormcatch Mentor prowess, and Storm-Kiln Artist magecraft.
- Role peers: Haste Magic gives haste plus +3/+1 and temporary card access; Rocket-Powered Goblin Glider grants repeatable haste and flying.
- Failure modes: Targeting a creature that already has haste is only worthwhile for draw, spell triggers, or Fire Lord Azula copying; removal in response stops haste but not necessarily draw if the spell has no legal target on resolution.
- Matchup / visibility hooks: Strong in tempo and commander-pressure lines; low impact when no creature is available.

#### Third Path Iconoclast
- Deck role: Main, 1 copy, token engine and artifact-material role player.
- Role type: engine piece; engine fuel/material; threat/clock.
- Deck-specific job: Creates a 1/1 colorless Soldier artifact creature token whenever you cast a noncreature spell.
- Timing: Cast before a sequence of noncreature spells or when tokens stabilize combat; avoid exposing it if no follow-up spell is available and removal is likely.
- Inputs / outputs: Consumes {U}{R}; outputs artifact Soldier tokens from noncreature casts.
- Partners / packages: Triggers from Sol Ring, Arcane Signet, signets, Case of the Ransacked Lab, Firebender Ascension, Demand Answers, Thrill of Possibility, Izzet Charm, Prismari Command, Mizzix's Mastery, and most instant/sorcery spells in the list.
- Role peers: Storm-Kiln Artist creates Treasures from instant/sorcery casts and copies; Fire Nation Occupation creates firebending Soldiers from spells cast during opponents' turns.
- Failure modes: Does not trigger from Fire Lord Azula, Azula, Cunning Usurper, Goblin Electromancer, Nightscape Familiar, Stormcatch Mentor, Cormela, Glamour Thief, or Torrential Gearhulk.
- Matchup / visibility hooks: Strong against creature pressure and control attrition; weak against sweepers and -1/-1 effects.

#### Thrill of Possibility
- Deck role: Main, 1 copy, cheap instant discard-draw.
- Role type: discard outlet; card selection; engine fuel/material.
- Deck-specific job: Discards a card as an additional cost to draw two, improving hand quality and stocking graveyard payoffs.
- Timing: Cast when discarding a spare land, Magma Opus, flashback spell, or expensive instant/sorcery improves the next turns; avoid if the discard cost risks survival.
- Inputs / outputs: Consumes {1}{R} and one discarded card; outputs two drawn cards.
- Partners / packages: Fuels Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation, Increasing Vengeance, and Cormela, Glamour Thief.
- Role peers: Demand Answers can sacrifice an artifact instead; Electric Revelation has flashback; Big Score and Unexpected Windfall add Treasures.
- Failure modes: Additional-cost discard is lost if countered; discarding the only colored source, sweeper, or counterspell can lose the game.
- Matchup / visibility hooks: Strong in setup turns and against slower decks; cast cautiously into open blue mana.

#### Torrential Gearhulk
- Deck role: Main, 1 copy, flash recursion threat.
- Role type: recursion; threat/clock; interaction-stack.
- Deck-specific job: A 5/6 flash artifact creature that may cast target instant card from your graveyard for free, exiling that spell if it would go back to the graveyard.
- Timing: Cast at opponent end step, in combat, or during a stack window when a graveyard instant has immediate impact.
- Inputs / outputs: Consumes {4}{U}{U}; outputs a 5/6 body and one free instant from graveyard.
- Partners / packages: Strong targets include Big Score, Unexpected Windfall, Prismari Command, Chaos Warp, Crosis's Charm, Maestros Charm, Izzet Charm, Increasing Vengeance, Expansion // Explosion, Magma Opus, and Turnabout.
- Role peers: Mizzix's Mastery can cast instant or sorcery from graveyard at sorcery speed; Invoke Calamity casts up to two instants/sorceries from hand or graveyard.
- Failure modes: Targets only instant cards, not sorceries; Grafdigger's Cage stops casting spells from graveyards; graveyard exile in response can remove the target.
- Matchup / visibility hooks: Excellent against control, midrange, and combat decks; weaker against graveyard hate and exile-based removal.

#### Unexpected Windfall
- Deck role: Main, 1 copy, burst draw and Treasure setup role player.
- Role type: discard outlet; card selection; mana/fixing/ramp; engine fuel/material.
- Deck-specific job: Discards a card as an additional cost, draws two cards, and creates two Treasures at instant speed.
- Timing: Cast before a payoff turn or at end step when discarding is safe; keep mana open instead if a visible threat requires interaction.
- Inputs / outputs: Consumes {2}{R}{R} and one discarded card; outputs two drawn cards and two Treasures.
- Partners / packages: Treasures feed Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, Electrodominance, Magma Opus, and Fire Lord Azula follow-up turns.
- Role peers: Big Score has the same draw-two and two-Treasure structure at {3}{R}; Electric Revelation provides flashback but no Treasure.
- Failure modes: Double red can be difficult; discard cost is lost if countered.
- Matchup / visibility hooks: Strong in slower games and instant-speed setup; risky against pressure if it consumes the turn without affecting board.

#### Unleash Fury
- Deck role: Main, 1 copy, power-doubling combat finisher.
- Role type: reach/finisher; protection/evasion.
- Deck-specific job: Doubles the power of target creature until end of turn, converting a large attacker into lethal or commander-damage pressure.
- Timing: Use after static or temporary power boosts from Blazing Crescendo, Haste Magic, Reckless Ransacking, Fists of Flame, Ancestors' Aid, Sudden Breakthrough, or Rocket-Powered Goblin Glider when damage connects.
- Inputs / outputs: Consumes {1}{R} and a target creature; outputs doubled power until end of turn.
- Partners / packages: Best carriers are Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist with artifacts, Torrential Gearhulk, Fae Flight-enchanted creatures, and Fists of Flame tramplers.
- Role peers: Fists of Flame gives trample and draw-scaling power; Blazing Crescendo and Haste Magic provide fixed pump plus card access.
- Failure modes: No evasion or trample by itself; removal or chump blocks can blank the doubled power.
- Matchup / visibility hooks: Strong when blockers are absent or evasion is present; weak against token chumps and open removal.

#### Fae Flight
- Deck role: Main, 1 copy, flash Aura evasion and short protection slot.
- Role type: protection/evasion; threat/clock.
- Deck-specific job: Flash Aura with enchant creature; when it enters, enchanted creature gains hexproof until end of turn, then remains +1/+0 and flying.
- Timing: Use to protect a creature from a targeted spell on the stack if legal, create an evasive attacker, or enable Lost in Memories combat damage.
- Inputs / outputs: Consumes {1}{U} and a target creature; outputs temporary hexproof, lasting +1/+0, and flying while attached.
- Partners / packages: Strong on Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Cormela, Glamour Thief, Torrential Gearhulk, and creatures carrying Lost in Memories.
- Role peers: Rocket-Powered Goblin Glider gives flying and haste as Equipment; Haste Magic gives haste and +3/+1 without lasting evasion.
- Failure modes: It can legally enchant any creature, including an opposing creature, so target carefully; hexproof does not stop sweepers, edicts, sacrifice, or already-illegal target choices after resolution.
- Matchup / visibility hooks: Strong against targeted removal and ground stalls; weaker against edicts, sweepers, and flying blockers.

#### Fire Nation Occupation
- Deck role: Main, 1 copy, opponent-turn token engine.
- Role type: engine piece; mechanic enabler; engine fuel/material.
- Deck-specific job: Creates a 2/2 red Soldier with firebending 1 on entry and creates another 2/2 red Soldier with firebending 1 whenever you cast a spell during an opponent's turn.
- Timing: Cast when instant-speed spells are available or the board needs bodies; it is better before passing with Negate, Spell Pierce, Izzet Charm, Prismari Command, Chaos Warp, or Big Score.
- Inputs / outputs: Consumes {2}{B}; outputs firebending Soldier tokens from entry and opponent-turn spell casting.
- Partners / packages: Opponent-turn triggers come from Spell Pierce, Negate, Izzet Charm, Prismari Command, Chaos Warp, Crosis's Charm, Maestros Charm, Big Score, Unexpected Windfall, Frantic Search, Leadership Vacuum, and Torrential Gearhulk.
- Role peers: Third Path Iconoclast creates Soldier artifact tokens from noncreature spells; Firebender Ascension creates and rewards firebending Soldiers.
- Failure modes: Does not trigger from spells cast on your own turn after entry; tokens are vulnerable to Chain Reaction, Hostile Takeover, and Toxic Deluge.
- Matchup / visibility hooks: Strong against control and midrange when passing with instants; weaker against fast flyers or sweepers.

#### Darkwater Catacombs
- Deck role: Main, 1 copy, blue-black filter land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Converts {1} plus tapping into {U}{B}, supporting blue interaction and black removal.
- Timing: Sequence with another mana source; use when double-color access matters more than raw land count.
- Inputs / outputs: Activation consumes {1} and tapping; outputs {U}{B}.
- Partners / packages: Helps cast Discovery // Dispersal, Crosis's Charm, Maestros Charm, Hostile Takeover, Turnabout, Torrential Gearhulk, Liliana's Triumph, Sheoldred's Edict, and Azula, Cunning Usurper.
- Role peers: Shadowblood Ridge filters into {B}{R}; Ferrous Lake filters into {U}{R}; Cascade Bluffs filters blue/red from blue/red input.
- Failure modes: Card Reference lists no standalone mana ability, so do not treat it as tapping for colorless or colored mana without paying {1}.
- Matchup / visibility hooks: Strong when another source is available; risky in low-land hands.

#### Ferrous Lake
- Deck role: Main, 1 copy, blue-red filter land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Converts {1} plus tapping into {U}{R}, supporting the deck's main spellslinger colors.
- Timing: Keep with another mana source; use before turns needing both blue interaction and red payoff mana.
- Inputs / outputs: Activation consumes {1} and tapping; outputs {U}{R}.
- Partners / packages: Supports Izzet Charm, Prismari Command, Frantic Search, Turnabout, Fire Lord Azula, Big Score, Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, and Magma Opus.
- Role peers: Cascade Bluffs filters blue/red differently and can tap for {C}; Darkwater Catacombs and Shadowblood Ridge filter other color pairs.
- Failure modes: Card Reference lists no tap-for-mana ability without {1}; it cannot be the only functional source in an opener.
- Matchup / visibility hooks: Strong in stable hands; weak when early one-mana interaction is required and no other source exists.

#### Seething Landscape
- Deck role: Main, 1 copy, utility land, basic fixer, and cycling card.
- Role type: modal utility; tutor/search; mana/fixing/ramp; card selection.
- Deck-specific job: Taps for {C}, can tap and sacrifice to find a basic Island, Swamp, or Mountain onto the battlefield tapped, or cycles for {U}{B}{R}.
- Timing: Use colorless mode for generic costs, sacrifice mode when missing a key basic color, and cycling mode when colors and land count are already sufficient.
- Inputs / outputs: Land mode outputs {C}; search mode consumes the land and finds a tapped Island, Swamp, or Mountain; cycling consumes {U}{B}{R}, discards Seething Landscape, and draws a card.
- Mode map: Mana mode taps for {C}; land-search mode taps, sacrifices, searches for basic Island, Swamp, or Mountain, puts it onto the battlefield tapped, then shuffles; cycling pays {U}{B}{R}, discards it, and draws.
- Partners / packages: Fetch Island for Spell Pierce, Negate, Frantic Search, and Turnabout; Swamp for Liliana's Triumph, Sheoldred's Edict, and Szat's Will; Mountain for Mizzix's Mastery, Invoke Calamity, and Electrodominance.
- Role peers: Wayfarer's Bauble also searches basic Island, Mountain, or Swamp; Coastal Peak cycles but does not search.
- Failure modes: Colorless mana cannot cast colored spells; sacrificing it reduces land count, and cycling costs all three Grixis colors.
- Matchup / visibility hooks: Strong in color-problem hands; cycle in slow flood games when action matters more than mana.

#### Pyroblast
- Deck role: Sideboard, 1 copy, anti-blue stack/permanent bullet.
- Role type: modal utility; interaction-stack; interaction-removal; sideboard bullet.
- Deck-specific job: Chooses to counter target spell if it is blue or destroy target permanent if it is blue.
- Timing: Bring in when blue spells, blue commanders, blue counterspells, or blue permanents decide the matchup; hold for the decisive blue object.
- Inputs / outputs: Consumes {R}; outputs either conditional blue-spell countering or conditional blue-permanent destruction.
- Mode map: Counter mode targets a spell and counters it only if it is blue; destroy mode targets a permanent and destroys it only if it is blue.
- Partners / packages: Protects Mizzix's Mastery, Invoke Calamity, Fire Lord Azula, Expansion // Explosion, Magma Opus, Storm-Kiln Artist, and Torrential Gearhulk from blue interaction.
- Role peers: Red Elemental Blast is the stricter anti-blue peer; Hydroblast mirrors the role against red.
- Failure modes: Does nothing to nonblue objects; "if it's blue" matters on resolution for Pyroblast's target.
- Matchup / visibility hooks: Side in against blue control, blue combo, and blue commanders; leave out against nonblue creature boards.

#### Red Elemental Blast
- Deck role: Sideboard, 1 copy, anti-blue stack/permanent bullet.
- Role type: modal utility; interaction-stack; interaction-removal; sideboard bullet.
- Deck-specific job: Chooses to counter target blue spell or destroy target blue permanent.
- Timing: Bring in when blue stack fights or blue permanents are visible; use on the spell or permanent that stops your payoff turn.
- Inputs / outputs: Consumes {R}; outputs a blue-spell counter or blue-permanent destruction.
- Mode map: Counter mode requires target blue spell; destroy mode requires target blue permanent.
- Partners / packages: Protects Fire Lord Azula, Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, Electrodominance, Magma Opus, and Torrential Gearhulk.
- Role peers: Pyroblast has similar roles but targets a spell/permanent and checks blue with "if"; Hydroblast answers red instead.
- Failure modes: Illegal against nonblue spells or permanents; do not hold it as generic protection.
- Matchup / visibility hooks: Excellent against blue control and blue combo; poor against nonblue aggro, artifacts without blue color, or graveyard-only pressure.

#### Hydroblast
- Deck role: Sideboard, 1 copy, anti-red stack/permanent bullet.
- Role type: modal utility; interaction-stack; interaction-removal; sideboard bullet.
- Deck-specific job: Chooses to counter target spell if it is red or destroy target permanent if it is red.
- Timing: Bring in against red commanders, red burn, red removal, red combo pieces, or red pressure that threatens engines and life total.
- Inputs / outputs: Consumes {U}; outputs conditional red-spell countering or conditional red-permanent destruction.
- Mode map: Counter mode targets a spell and counters it if it is red; destroy mode targets a permanent and destroys it if it is red.
- Partners / packages: Protects Fire Lord Azula, Azula, Cunning Usurper, Storm-Kiln Artist, Third Path Iconoclast, Case of the Ransacked Lab, and Mizzix's Mastery from red interaction.
- Role peers: Pyroblast and Red Elemental Blast perform color-hate roles against blue.
- Failure modes: Does nothing to nonred objects; "if it's red" matters on resolution.
- Matchup / visibility hooks: Side in against red burn, red removal-heavy decks, and red combo; leave out when red is incidental.

#### Feed the Swarm
- Deck role: Sideboard, 1 copy, sorcery creature/enchantment answer.
- Role type: interaction-removal; sideboard bullet.
- Deck-specific job: Destroys target creature or enchantment an opponent controls, then you lose life equal to that permanent's mana value.
- Timing: Bring in for enchantments, prison pieces, or creatures that black sorcery-speed removal can answer; cast when life loss is less dangerous than the permanent.
- Inputs / outputs: Consumes {1}{B}; outputs destruction of target opponent-controlled creature or enchantment and self-life loss equal to mana value.
- Partners / packages: Answers permanents that interfere with Fire Lord Azula, Mizzix's Mastery, Invoke Calamity, Storm-Kiln Artist, Third Path Iconoclast, and Case of the Ransacked Lab.
- Role peers: Chaos Warp hits any permanent but can reveal a replacement; Crosis's Charm can bounce any permanent but only destroys target nonblack creature or artifact.
- Failure modes: Sorcery speed cannot answer a spell on the stack or surprise combat trick; life loss can be fatal under burn or combat pressure.
- Matchup / visibility hooks: Side in against enchantment locks and creature-based hate; avoid against spell-only combo unless a creature/enchantment target is visible.

#### Vandalblast
- Deck role: Sideboard, 1 copy, artifact hate sweeper/bullet.
- Role type: modal utility; interaction-removal; interaction-sweeper; sideboard bullet.
- Deck-specific job: Destroys target artifact you do not control, or overloads for {4}{R} to destroy each artifact you do not control.
- Timing: Bring in against artifact mana clusters, artifact combo pieces, Equipment pressure, or lock artifacts; overload when multiple opposing artifacts justify five mana.
- Inputs / outputs: Consumes {R} or overload {4}{R}; outputs targeted artifact destruction or one-sided artifact sweep against artifacts you do not control.
- Mode map: Normal mode targets one artifact you do not control; overload changes "target" to "each" and destroys each artifact you do not control.
- Partners / packages: Clears artifacts blocking Mizzix's Mastery, Invoke Calamity, Fire Lord Azula, Storm-Kiln Artist, and Expansion // Explosion turns.
- Role peers: Abrade destroys one target artifact at instant speed; Prismari Command destroys target artifact while adding another mode.
- Failure modes: Sorcery speed and artifact-only scope; overload can still leave enchantment, creature, and planeswalker problems.
- Matchup / visibility hooks: Side in against artifact-heavy decks; avoid when opponents show only incidental mana rocks and creature pressure is the real issue.

#### Abrade
- Deck role: Sideboard, 1 copy, flexible creature/artifact answer.
- Role type: modal utility; interaction-removal; sideboard bullet.
- Deck-specific job: Chooses between dealing 3 damage to target creature or destroying target artifact.
- Timing: Bring in when both early creatures and artifacts are plausible; cast at instant speed when the target affects survival or engine access.
- Inputs / outputs: Consumes {1}{R}; outputs either 3 damage to a target creature or destruction of target artifact.
- Mode map: Damage mode targets a creature only; artifact mode targets an artifact only.
- Partners / packages: Buys time for Chain Reaction, Hostile Takeover, Mizzix's Mastery, Invoke Calamity, Fire Lord Azula, and Storm-Kiln Artist.
- Role peers: Prismari Command can deal 2 to any target or destroy target artifact; Vandalblast is stronger against multiple artifacts.
- Failure modes: Cannot hit enchantments, planeswalkers with damage mode, players, or creatures with toughness above 3 unless damage already marked helps.
- Matchup / visibility hooks: Side in against creature-plus-artifact decks; leave out against spell-combo or large-creature decks where 3 damage is too small.

#### Toxic Deluge
- Deck role: Sideboard, 1 copy, life-paid universal creature sweeper.
- Role type: interaction-sweeper; sideboard bullet.
- Deck-specific job: As an additional cost pays X life, then gives each creature -X/-X until end of turn.
- Timing: Bring in against creature swarms, Voltron, and boards where damage sweepers are too small; pay only enough life to stabilize or clear the decisive threats.
- Inputs / outputs: Consumes {2}{B} plus X life; outputs -X/-X to each creature until end of turn.
- Partners / packages: Resets boards before rebuilding with Fire Lord Azula, Mizzix's Mastery, Invoke Calamity, Storm-Kiln Artist, Third Path Iconoclast, and Torrential Gearhulk.
- Role peers: Chain Reaction deals damage based on creature count; Hostile Takeover deals 3 damage after base-stat changes.
- Failure modes: Kills your own Fire Lord Azula, Azula, Cunning Usurper, Goblin Electromancer, Nightscape Familiar, Storm-Kiln Artist, Stormcatch Mentor, Third Path Iconoclast, Cormela, Glamour Thief, and tokens; life payment can put you dead to burn.
- Matchup / visibility hooks: Excellent against indestructible-adjacent or high-toughness boards where -X/-X matters; poor against stack-combo and noncreature locks.

#### Dauthi Voidwalker
- Deck role: Sideboard, 1 copy, graveyard hate threat.
- Role type: hate piece; threat/clock; sideboard bullet.
- Deck-specific job: Exiles opponents' cards that would go to graveyards with void counters, attacks with shadow, and can tap-sacrifice to play one exiled opponent-owned card with a void counter this turn without paying its mana cost.
- Timing: Bring in before graveyard engines start; deploy early when black mana supports it and your own graveyard plan is less important than stopping theirs.
- Inputs / outputs: Consumes {B}{B}; outputs replacement-effect graveyard denial, evasive damage, and one sacrifice-cast opportunity.
- Partners / packages: Pairs with Grafdigger's Cage for graveyard suppression, and with Pithing Needle when an activated graveyard engine has a public name.
- Role peers: Grafdigger's Cage prevents graveyard/library casting and creature entry; Szat's Will exiles all opponents' graveyards once.
- Failure modes: Double black strains mana; shadow means it cannot block most attackers; sacrificing it removes the hate effect.
- Matchup / visibility hooks: Side in against reanimation, flashback, escape, self-mill, and graveyard combo; avoid against fast creature decks where blocking matters.

#### Grafdigger's Cage
- Deck role: Sideboard, 1 copy, graveyard/library-cast hate artifact.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Stops creature cards in graveyards and libraries from entering the battlefield and stops players from casting spells from graveyards or libraries.
- Timing: Bring in when opponent graveyard or library-cast lines are more important than your own Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation flashback, and Lost in Memories flashback plans.
- Inputs / outputs: Consumes {1}; outputs a static prevention effect affecting all players.
- Partners / packages: Combines with Dauthi Voidwalker and Pithing Needle against graveyard or activated-engine opponents.
- Role peers: Dauthi Voidwalker exiles opponent graveyard cards as they move there; Szat's Will is one-shot opponent graveyard exile.
- Failure modes: It also interferes with your own graveyard casting from Mizzix's Mastery, Invoke Calamity, Torrential Gearhulk, Electric Revelation, and Lost in Memories.
- Matchup / visibility hooks: Side in against graveyard casting, reanimation from libraries/graveyards, and creature-library engines; avoid when your graveyard payoff is the clearer winning plan.

#### Pithing Needle
- Deck role: Sideboard, 1 copy, named activated-ability hate artifact.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: As it enters, chooses a card name; activated abilities of sources with that name cannot be activated unless they are mana abilities.
- Timing: Bring in against commanders, planeswalkers, artifacts, lands, or repeatable permanents with public activated abilities that matter.
- Inputs / outputs: Consumes {1}; outputs a static lock on non-mana activated abilities of sources with the chosen name.
- Partners / packages: Protects Fire Lord Azula, Mizzix's Mastery, Invoke Calamity, Storm-Kiln Artist, Third Path Iconoclast, and Expansion // Explosion from named activated hate or combo pieces.
- Role peers: Feed the Swarm removes opponent creatures or enchantments; Vandalblast and Abrade remove artifacts instead of naming abilities.
- Failure modes: Does not stop triggered abilities, static abilities, mana abilities, spell casts, or unnamed alternate copies; choose only a public card name with relevant activated abilities.
- Matchup / visibility hooks: Side in against activated commanders, planeswalkers, equipment, sacrifice outlets, graveyard engines, and utility lands; leave out when threats are spells or static effects.

#### Island
- Deck role: Main deck, 7 copies, basic blue mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supplies blue for Fire Lord Azula, Spell Pierce, Negate, Izzet Charm, Frantic Search, Turnabout, Expansion // Explosion, Discovery // Dispersal, Crosis's Charm, Maestros Charm, Invoke Calamity support turns, and Torrential Gearhulk.
- Timing: Fetch early with Wayfarer's Bauble or Seething Landscape when counterspell, draw, or blue commander access is missing; prefer Mountain first only when red loot/ramp is needed immediately.
- Inputs / outputs: Taps for {U}; searchable by Wayfarer's Bauble and Seething Landscape.
- Partners / packages: Spell Pierce, Negate, Izzet Charm, Frantic Search, Turnabout, Expansion // Explosion, Discovery // Dispersal, Fire Lord Azula, Torrential Gearhulk.
- Role peers: Command Tower, Crumbling Necropolis, Exotic Orchard, Cascade Bluffs, Shivan Reef, Sulfur Falls, Coastal Peak, Frostboil Snarl, Choked Estuary, Dimir Aqueduct, and Izzet Boilerworks also provide blue.
- Failure modes: Island-heavy starts without Mountain or red rocks can strand Big Score, Mizzix's Mastery, Invoke Calamity, Electrodominance, and Fire Lord Azula's red support spells.
- Matchup / visibility hooks: Highest priority against blue mirrors, combo, and removal-heavy tables where Spell Pierce, Negate, Izzet Charm, or Torrential Gearhulk timing matters.

#### Mountain
- Deck role: Main deck, 7 copies, basic red mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supplies red for Fire Lord Azula, Ancestors' Aid, Big Score, Mizzix's Mastery, Electrodominance, Expansion // Explosion, Izzet Charm, Ashling's Command, Reckless Ransacking, Invoke Calamity, Magma Opus setup, and registered sideboard options Pyroblast, Red Elemental Blast, Vandalblast, Abrade, and Toxic Deluge.
- Timing: Fetch early when the hand needs red loot, Treasure, or commander pressure; preserve blue or black access first if the visible table demands Spell Pierce, Negate, Liliana's Triumph, or Sheoldred's Edict.
- Inputs / outputs: Taps for {R}; searchable by Wayfarer's Bauble and Seething Landscape.
- Partners / packages: Fire Lord Azula, Big Score, Demand Answers, Thrill of Possibility, Unexpected Windfall, Mizzix's Mastery, Invoke Calamity, Expansion // Explosion, Electrodominance, Pyroblast, Red Elemental Blast, Vandalblast, Abrade.
- Role peers: Command Tower, Crumbling Necropolis, Exotic Orchard, Cascade Bluffs, Shivan Reef, Sulfur Falls, Coastal Peak, Frostboil Snarl, Foreboding Ruins, Smoldering Marsh, Rakdos Carnarium, and Izzet Boilerworks also provide red.
- Failure modes: Mountain-heavy starts without Island or Swamp can strand Negate, Frantic Search, Turnabout, Crosis's Charm, Liliana's Triumph, Sheoldred's Edict, and Maestros Charm.
- Matchup / visibility hooks: High priority for spell-chain turns and post-board Pyroblast or Red Elemental Blast; less urgent when Fire Lord Azula's attack will already make temporary red mana this combat.

#### Swamp
- Deck role: Main deck, 5 copies, basic black mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supplies black for Fire Lord Azula, Azula, Cunning Usurper, Crosis's Charm, Maestros Charm, Liliana's Triumph, Sheoldred's Edict, Szat's Will, Hostile Takeover, Feed the Swarm, Dauthi Voidwalker, and Toxic Deluge.
- Timing: Fetch early when edict interaction or black commander pips are missing; delay if blue counterspells or red discard-ramp spells are the immediate bottleneck.
- Inputs / outputs: Taps for {B}; searchable by Wayfarer's Bauble and Seething Landscape.
- Partners / packages: Liliana's Triumph, Sheoldred's Edict, Crosis's Charm, Maestros Charm, Azula, Cunning Usurper, Hostile Takeover, Szat's Will, Feed the Swarm, Dauthi Voidwalker, Toxic Deluge.
- Role peers: Command Tower, Crumbling Necropolis, Exotic Orchard, Choked Estuary, Foreboding Ruins, Smoldering Marsh, Shadowblood Ridge, Darkwater Catacombs, Dimir Aqueduct, and Rakdos Carnarium also provide black.
- Failure modes: Swamp-heavy starts without Island or Mountain can strand Spell Pierce, Negate, Frantic Search, Big Score, Mizzix's Mastery, Invoke Calamity, and Expansion // Explosion.
- Matchup / visibility hooks: Prioritize black against creature-heavy or commander-centric tables where Liliana's Triumph, Sheoldred's Edict, Feed the Swarm, or Toxic Deluge is the cleanest answer.

## Interaction Priorities

- Counter stack actions that stop the deck from resolving a prepared payoff before countering routine value. Use `Negate`, `Spell Pierce`, `Izzet Charm`, `Pyroblast`, `Red Elemental Blast`, or `Hydroblast` first on visible sweepers, graveyard hate, commander removal, counterspells, or combo pieces that would beat the current turn; let minor creatures and low-impact draw resolve when the hand is setting up `Mizzix's Mastery`, `Invoke Calamity`, `Magma Opus`, `Expansion // Explosion`, or `Torrential Gearhulk`.

- Remove permanents that shut off spell turns before removing ordinary pressure. Prioritize `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Feed the Swarm`, `Abrade`, `Vandalblast`, or `Pithing Needle` against visible hate, must-answer commanders, artifact engines, enchantments, or activated abilities that prevent the next legal line; avoid spending flexible removal on a small attacker if `Chain Reaction`, `Hostile Takeover`, `Toxic Deluge`, `Ashling's Command`, or `Szat's Will` can clean up the board later.

- Use edicts when targeting is weak or one threat matters. `Liliana's Triumph`, `Sheoldred's Edict`, and `Leadership Vacuum` should answer a single commander, protected creature, hexproof-style threat, or planeswalker-equivalent pressure when Veles shows that line; do not fire them into expendable tokens unless the token is the only relevant permanent or survival requires immediate action.

- Choose discard or bounce targets by threat to the active plan, not by raw mana value. When `Discovery // Dispersal`, `Crosis's Charm`, `Maestros Charm`, `Izzet Charm`, `Liliana's Triumph`, or any commander-linked prompt offers a choice, take the card or permanent that breaks combo setup, kills `Fire Lord Azula`, stops graveyard recursion, removes a mana engine, or presents lethal; ignore cards that are expensive but currently uncastable, redundant attackers behind a sweeper, or value permanents that do not affect the next two turns.

- Bait interaction with medium-impact spells before committing the real payoff. Cast `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Reckless Ransacking`, `Prismari Command`, `Big Score`, or `Unexpected Windfall` into open mana when the hand can profit even if answered; do not lead with `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Magma Opus`, or `Torrential Gearhulk` unless waiting is worse or protection is available.

- Change answer priorities by archetype. Against fast creature boards, value life total and sweepers over sculpting; against spell combo, hold `Negate`, `Spell Pierce`, `Izzet Charm`, `Pyroblast`, `Red Elemental Blast`, or `Hydroblast`; against graveyard decks, prioritize `Dauthi Voidwalker` and `Grafdigger's Cage`; against artifacts, preserve `Vandalblast`, `Abrade`, and `Prismari Command`; against enchantments, protect `Feed the Swarm` and `Chaos Warp`.

## Combat And Trading Rules

- Preserve engine creatures unless combat decides the game. Do not trade `Storm-Kiln Artist`, `Third Path Iconoclast`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Cormela, Glamour Thief`, or `Torrential Gearhulk` for a routine attacker when the hand contains follow-up instants or sorceries; trade them only to prevent lethal, protect a planeswalker-like engine if present, or clear the way for a decisive `Fire Lord Azula` turn.

- Attack with `Fire Lord Azula` only when the attack advances lethal, pressure, or a commander-specific trigger visible to Veles. Card text check required for exact commander incentives; if no relevant trigger or safe damage line is visible, keep `Fire Lord Azula` available as the strategy anchor rather than exposing it to an unfavorable block or removal window.

- Use small token or expendable bodies as shields before spending premium answers. `Third Path Iconoclast` tokens, temporary bodies, and low-value creatures can block to buy time for `Chain Reaction`, `Hostile Takeover`, `Toxic Deluge`, `Mizzix's Mastery`, or `Invoke Calamity`; avoid chump blocking with cost reducers or `Storm-Kiln Artist` while a protected spell turn is still plausible.

- Treat life total thresholds as role switches. Above roughly 20 life, prioritize mana, velocity, and engine setup unless a single threat invalidates the plan; between 10 and 20, keep interaction open and consider sweepers earlier; below 10, choose blocks, edicts, or sweepers over speculative draw unless the visible legal action creates immediate lethal or a locked board.

- Use pump, haste, and trick cards only with a concrete attacker or survival line. `Expedite`, `Fists of Flame`, `Unleash Fury`, `Blazing Crescendo`, `Sudden Breakthrough`, `Haste Magic`, `Ancestors' Aid`, `Fae Flight`, and `Rocket-Powered Goblin Glider` need runtime-visible legal text before commitment; Card text check required for uncertain custom effects, and do not cash them in merely to cycle if interaction or mana must remain available.

- Block differently by opposing role. Against creature aggro, trade early and protect life so sweepers and big spells matter; against control, avoid attacking engines into open removal unless the attack pressures a weak window; against combo, preserve mana and blockers only when they disrupt the opponent's visible line, because racing without stack interaction is often worse than holding `Negate`, `Spell Pierce`, or `Izzet Charm`.

- Accept damage when preserving a combo turn is worth more than a minor trade. Take small attacks if blocking would lose `Storm-Kiln Artist`, `Third Path Iconoclast`, a reducer, or commander pressure needed for the next legal payoff; block aggressively when the incoming attack shortens the clock below one setup turn or forces the deck to tap out defensively next turn.

## Selection And Tutor Rules

- Treat this deck as pseudo-selection rather than true tutoring. `Wayfarer's Bauble` is the clearest land-finding action, while `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Frantic Search`, `Prismari Command`, `Izzet Charm`, and `Discovery // Dispersal` mostly trade cards, mana, or graveyard placement for velocity.

- Make land drops before discard-draw only when the hand already has enough action and colors. Hold an extra land through `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, or `Unexpected Windfall` when the visible hand needs discard fodder, but play the land first if missing a color, setting up `Negate` or `Spell Pierce`, or enabling `Mizzix's Mastery`, `Invoke Calamity`, `Magma Opus`, `Expansion // Explosion`, or `Torrential Gearhulk` on schedule.

- Discard cards that become better in the graveyard before discarding scarce interaction. `Magma Opus`, flashback or graveyard-castable spells visible to Veles, and expensive spells that can later be used with `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk` are preferred discard candidates when mana is short; keep `Chaos Warp`, `Negate`, `Spell Pierce`, `Izzet Charm`, `Chain Reaction`, or `Hostile Takeover` if the board or stack already demands them.

- Use `Frantic Search` as a mana and card-quality pivot, not as a casual cantrip. Prioritize it when untapping lands can preserve interaction, enable a second spell, or convert a clunky hand into a protected payoff turn; avoid spending it before a land drop if the discard choice is unclear and the hand still needs stable colors.

- Use modal selection to solve the current bottleneck. With `Prismari Command`, `Izzet Charm`, `Crosis's Charm`, `Maestros Charm`, `Ashling's Command`, and `Szat's Will`, choose draw, discard, damage, bounce, counter, token, or removal modes according to visible urgency; Card text check required for exact modes on `Ashling's Command` and any custom or unfamiliar spell text surfaced by Veles.

- Bottom or discard redundant finishers before cutting mana or protection. If scry, surveil, looting, or case-style selection sees multiple top-end cards, keep the one that is castable or graveyard-enabled soonest and move away extras unless the hand already has acceleration and protection.

- Find basic lands by missing color and next-turn obligation. `Wayfarer's Bauble` should usually fix the color that unlocks the most visible legal actions, with blue prioritized for stack interaction and draw, black for edicts or charms, and red for velocity or payoff turns; do not assume nonbasic search unless Veles exposes that legal action.

- Treat `Case of the Ransacked Lab`, `Dream Harvest`, `Lost in Memories`, `Sazacap's Brew`, `Firebender Ascension`, and commander-linked selection as conditional. Card text check required; follow Veles legal actions and choose cards that maintain mana, interaction, or a payoff path rather than assuming a known stock role.

## Priority And Stack Rules

- Hold priority discipline around payoff turns. Before casting `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Electrodominance`, `Magma Opus`, or `Torrential Gearhulk`, check visible open mana, known opposing stack pieces, graveyard hate, and available protection; commit when waiting gives the opponent a stronger window or when the current line can still function through one answer.

- Let low-impact spells resolve when the answer is needed for a decisive object. Save `Negate`, `Spell Pierce`, `Izzet Charm`, `Pyroblast`, `Red Elemental Blast`, and `Hydroblast` for visible counters, sweepers, graveyard hate, commander removal, combo payoffs, or lethal setup; do not counter routine draw or small creatures unless that spell changes the immediate clock or blocks the chosen line.

- Respond before combat damage only when the visible trick changes survival or lethal math. Use `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, `Abrade`, `Feed the Swarm`, `Vandalblast`, or `Toxic Deluge` according to legal timing and targets; do not spend instant-speed interaction after damage if the relevant creature, trigger, or damage event has already resolved.

- Use copy effects only on stack objects worth copying. `Increasing Vengeance`, `Expansion // Explosion`, and any visible commander-copy prompt should target a spell that produces lethal, decisive cards, decisive mana, removal of a must-answer permanent, or protection for the combo turn; avoid copying filler velocity when a payoff or answer may appear later in the same turn.

- Sequence optional payments after preserving required interaction. If Veles offers optional costs from `Fire Lord Azula`, `Firebender Ascension`, `Storm-Kiln Artist`, `Third Path Iconoclast`, `Cormela, Glamour Thief`, `Stormcatch Mentor`, or another visible source, Card text check required for exact effect; decline optional payments that consume mana needed for a counterspell, tax, target, or second payoff unless the payment itself creates lethal or survival.

- Use graveyard timing before exposing recursion. Cast discard-draw or removal first when it improves `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk`, but fire the recursion spell immediately if visible graveyard hate, exile effects, or opponent untap windows threaten the graveyard.

- Respect activated abilities and mana abilities as separate windows. Use `Sol Ring`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Talisman of Dominance`, `Fellwar Stone`, `Wayfarer's Bauble`, filter lands, and bounce lands only in ways Veles presents as legal; float mana before `Turnabout`, `Frantic Search`, or a bounce-land return only when the engine output confirms the mana remains usable.

- Pass priority intentionally when the stack favors patience. If holding interaction and the opponent has no threatening object on stack, pass rather than firing draw spells into unknown mana; if the opponent taps low or puts a must-answer spell on stack, shift from sculpting to response immediately.

## Sideboard Map

- Use the sideboard only when Veles confirms this Commander match is using the registered 10-card policy sideboard. Treat every plan as a between-game adjustment, not an in-game wish list, and never assume a sideboard card exists in hand unless the visible state shows it.

- Keep the main engine intact unless the matchup punishes setup more than it punishes answers. `Fire Lord Azula`, `Azula, Cunning Usurper`, `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Magma Opus`, `Storm-Kiln Artist`, `Third Path Iconoclast`, mana rocks, and functional color sources are the cards most likely to convert a stable game into a win; pressure-sideboarding should remove low-certainty role cards before reducing the deck's mana, velocity, or payoff density.

Blue Stack-Interaction And Graveyard Pressure
Side in: Pyroblast; Red Elemental Blast; Dauthi Voidwalker; Grafdigger's Cage
Cut: Ancestors' Aid; Fae Flight; Haste Magic; Rocket-Powered Goblin Glider

Artifact-Engine And Creature-Pressure Stabilization
Side in: Vandalblast; Abrade; Toxic Deluge; Feed the Swarm
Cut: Ancestors' Aid; Fae Flight; Sudden Breakthrough; Unleash Fury

Permanent-Lock Or Activated-Ability Pressure
Side in: Feed the Swarm; Vandalblast; Abrade; Pithing Needle
Cut: Ancestors' Aid; Fae Flight; Blazing Crescendo; Haste Magic

Red Removal Or Red Combo Interaction
Side in: Hydroblast; Toxic Deluge; Abrade
Cut: Ancestors' Aid; Fae Flight; Rocket-Powered Goblin Glider

- `Pyroblast` comes in against blue decks where counter-wars, blue commanders, blue combo payoffs, or blue card-advantage spells decide the game. Its role is protection and stack disruption for `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Magma Opus`, `Torrential Gearhulk`, and commander-centered turns; it is bad when the opponent shows little or no blue, when the game is about nonblue permanents already on board, or when the deck needs sweepers more than stack help.

- `Red Elemental Blast` mirrors `Pyroblast` as the second anti-blue effect. Bring it in when resolving one big spell matters more than raw velocity, and treat it as a high-value answer to visible blue stack objects or blue permanents only when Veles confirms a legal target. It is bad into creature-heavy nonblue tables, artifact boards without blue protection, and matchups where holding one mana does not interact with the opponent's decisive objects.

- `Hydroblast` comes in against red pressure, red commanders, red burn, red stack payoffs, or red removal that can break up `Storm-Kiln Artist`, `Third Path Iconoclast`, `Azula, Cunning Usurper`, or `Fire Lord Azula`. Its role changes from protection in combo races to removal or tempo interaction against visible red threats; it is bad when red is only a minor splash, when the opponent's key permanents are not red, or when the deck needs graveyard hate instead.

- `Feed the Swarm` comes in when enchantments, black-answerable creatures, prison pieces, or commander-support permanents are visible problems that `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, and `Sheoldred's Edict` do not answer cleanly. Its role is broad permanent interaction at sorcery speed, so use it as a deliberate answer rather than a tempo play; it is bad when life loss matters under pressure or when the opponent's threats are mostly artifacts, stack objects, or graveyard lines.

- `Vandalblast` comes in against artifact mana clusters, artifact combo pieces, equipment-style pressure, artifact lock pieces, or boards where one overloaded effect can reset the opponent while preserving the Grixis spell engine. Its role is narrow but high ceiling; it is bad when the opponent has only incidental artifacts, when the deck must answer creatures immediately, or when red mana is unreliable enough that it strands in hand.

- `Abrade` comes in when both creature removal and artifact removal are live. Prefer it over narrower hate when the opponent presents early creatures plus artifact engines, and use it to buy time for `Chain Reaction`, `Hostile Takeover`, `Mizzix's Mastery`, or a commander turn. It is bad against large creatures outside damage range, spell-only combo, enchantments, graveyard engines, and boards where `Toxic Deluge` is the cleaner reset.

- `Toxic Deluge` comes in against creature swarms, commander combat decks, token engines, and boards where `Chain Reaction` or `Hostile Takeover` may be too slow, conditional, or damage-limited. Its role is survival first and tempo second; pay only enough life to stabilize or clear the specific visible board that matters. It is bad when the deck's life total is already under lethal pressure, when the opponent wins through the stack or graveyard, or when the deck's own creatures are the only available engine.

- `Dauthi Voidwalker` comes in against graveyard recursion, spell-flashback decks, reanimation, self-mill, and decks that make `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk` mirrors risky. Its role is disruptive pressure with potential card access only if Veles exposes legal actions; do not assume a stolen spell can be cast until the engine offers it. It is bad against creature rushes where blocking matters, against artifact or enchantment locks, and in games where black mana is strained.

- `Grafdigger's Cage` comes in when the opponent's visible plan uses graveyard casting, library-to-battlefield effects, or creature recursion that can beat the deck before its own spell-combo turn. Its role is prevention rather than card advantage; deploy it early when it blocks the opponent more than it blocks this deck. It is bad when it interferes with your own visible `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, or other graveyard lines more than it harms the opponent, and it is bad against pure hand-cast pressure.

- `Pithing Needle` comes in against commanders, planeswalkers, artifacts, lands, or repeatable permanents with activated abilities that Veles shows as public threats. Its role is a preemptive or reactive lock piece, so name only a card whose identity is public and whose activated ability matters; Card text check required when a custom permanent's relevant ability is unclear. It is bad when the opponent's threats are triggered abilities, static abilities, combat stats, or stack-only spells.

- Add role cards against blue control or blue combo: `Pyroblast`, `Red Elemental Blast`, and sometimes `Dauthi Voidwalker` when graveyards are part of the fight. Reduce main-deck emphasis on low-certainty combat enhancers and unclear custom support cards such as `Ancestors' Aid`, `Fae Flight`, `Haste Magic`, or `Rocket-Powered Goblin Glider` when their text is not proving decisive.

- Add role cards against creature pressure: `Toxic Deluge`, `Abrade`, and `Feed the Swarm` when legal target types line up. Reduce main-deck emphasis on one-shot pump or haste cards such as `Blazing Crescendo`, `Sudden Breakthrough`, `Unleash Fury`, and `Haste Magic` if the deck is behind on board and needs stabilization more than burst damage.

- Add role cards against artifact engines: `Vandalblast`, `Abrade`, and sometimes `Pithing Needle` for a known activated artifact. Reduce main-deck emphasis on slow graveyard setup or creature-combat accessories only when artifact hate gives a clearer route to survive and resolve a payoff.

- Add role cards against graveyard decks: `Dauthi Voidwalker` and `Grafdigger's Cage`, with `Pithing Needle` only for a public activated graveyard engine. Reduce main-deck emphasis on graveyard-dependent lines if the hate also constrains `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk`; preserve enough non-graveyard threats to win through your own hate.

- Add role cards against enchantment or prison permanents: `Feed the Swarm`, plus `Pithing Needle` only when a public activated ability is the problem. Reduce main-deck emphasis on narrow stack counters if the opponent's decisive cards resolve before counters are available or are already on the battlefield.

- Preserve mana after sideboarding. Do not reduce lands, signets, `Sol Ring`, `Arcane Signet`, `Fellwar Stone`, `Talisman of Dominance`, or `Wayfarer's Bauble` for sideboard cards unless a separate format-specific validation requires it; the deck loses too many games by stranding double-colored interaction, expensive payoffs, or commander recasts.

## Matchup Guidance

- Aggro: Prioritize survival, untapped interaction, and early mana that casts `Chain Reaction`, `Hostile Takeover`, `Liliana's Triumph`, `Sheoldred's Edict`, `Izzet Charm`, `Chaos Warp`, or `Abrade` before sculpting for a large spell turn. Keep hands with functional Grixis mana plus an accelerator such as `Sol Ring`, `Arcane Signet`, `Izzet Signet`, `Dimir Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, or `Wayfarer's Bauble`; reject payoff-heavy hands that cannot affect the first creature wave. Use `Third Path Iconoclast` and `Storm-Kiln Artist` as stabilizing engines only when they can be followed by a spell or protected by visible legal interaction. Add role cards: `Toxic Deluge`, `Abrade`, and sometimes `Feed the Swarm` when the visible threats match those target types. Reduce main-deck emphasis: unclear combat accessories and one-shot burst cards such as `Ancestors' Aid`, `Fae Flight`, `Haste Magic`, `Blazing Crescendo`, `Sudden Breakthrough`, or `Unleash Fury` when the deck must answer creatures instead of race.

- Control: Build mana and card velocity while preserving stack interaction for the first decisive fight over `Fire Lord Azula`, `Azula, Cunning Usurper`, `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Magma Opus`, or `Torrential Gearhulk`. Prefer sequences that force the opponent to answer mid-tier engines such as `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Case of the Ransacked Lab`, `Firebender Ascension`, `Third Path Iconoclast`, or `Storm-Kiln Artist` before committing the biggest payoff. Hold `Negate`, `Spell Pierce`, `Izzet Charm`, `Increasing Vengeance`, `Expansion // Explosion`, and `Crosis's Charm` for visible stack fights where winning the exchange changes the game; do not spend them on low-impact spells merely because mana is open. Add role cards: `Pyroblast`, `Red Elemental Blast`, and `Dauthi Voidwalker` when graveyard recursion or flashback-like play is visible. Reduce main-deck emphasis: creature removal that lacks targets and custom text cards whose legal actions are not advancing the matchup.

- Combo: Race only when the hand contains acceleration, velocity, and a credible payoff path; otherwise play as disruptive control until a go-now turn is forced by clock or opponent commitment. Keep `Spell Pierce`, `Negate`, `Izzet Charm`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, and `Leadership Vacuum` for visible engine pieces, commander actions, stack payoffs, or protected combo turns. Use discard-to-draw cards such as `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, and `Frantic Search` to assemble mana plus payoff, but avoid discarding the only legal win engine unless `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk` clearly makes that graveyard card useful. Add role cards: `Grafdigger's Cage`, `Dauthi Voidwalker`, `Pithing Needle`, `Pyroblast`, `Red Elemental Blast`, or `Hydroblast` only when the opponent's visible colors and public permanent types justify them. Reduce main-deck emphasis: creature sweepers when the opponent is stack-only.

- Tempo: Protect mana efficiency and do not walk a high-cost payoff into visible open interaction when a lower-cost engine or velocity spell improves the next turn. Favor `Sol Ring`, signets, `Fellwar Stone`, `Talisman of Dominance`, `Wayfarer's Bauble`, `Goblin Electromancer`, `Nightscape Familiar`, and `Stormcatch Mentor` because they let the deck double-spell through pressure. Use `Expedite`, `Fists of Flame`, `Blazing Crescendo`, `Sudden Breakthrough`, and `Unleash Fury` only when Veles shows a legal attack or damage line that changes the race; otherwise preserve cards for velocity, removal, or setup. Add role cards: `Abrade`, `Pyroblast`, `Red Elemental Blast`, or `Hydroblast` when they answer the tempo deck's visible pressure or protection. Reduce main-deck emphasis: expensive graveyard turns when the opponent is representing bounce, counters, or lethal tempo.

- Midrange: Trade resources early, then win by resolving a larger spell or engine after the opponent spends removal on smaller threats. Use `Chain Reaction`, `Hostile Takeover`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, and `Sheoldred's Edict` on permanents that block the combo plan, pressure life total, or invalidate `Fire Lord Azula` turns. Value `Prismari Command`, `Big Score`, `Unexpected Windfall`, `Frantic Search`, and `Discovery // Dispersal` as ways to keep card flow while developing mana. Add role cards: `Feed the Swarm`, `Toxic Deluge`, `Abrade`, and `Pithing Needle` when public permanents demand them. Reduce main-deck emphasis: narrow protection or burst cards when no visible creature-combat line exists.

- Big mana: Pressure their setup with efficient development and save interaction for the first irreversible payoff rather than incidental ramp. Deploy `Fire Lord Azula`, `Azula, Cunning Usurper`, `Storm-Kiln Artist`, `Third Path Iconoclast`, or cost reducers early only when the mana supports a follow-up spell; a lone engine that dies without value may lose too much tempo. Use `Negate`, `Spell Pierce`, `Izzet Charm`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Pithing Needle`, or `Leadership Vacuum` on public payoff pieces, activated commanders, or stack objects that immediately overtake the board. Add role cards: `Pithing Needle`, `Vandalblast`, `Abrade`, or color blasts when the opponent's visible ramp or payoff type matches. Reduce main-deck emphasis: small creature removal unless the opponent's mana engine is creature-based.

- Graveyard: Identify whether your own graveyard plan or the opponent's graveyard plan matters more before deploying hate. `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Electric Revelation`, `Reckless Ransacking`, and discard-to-draw lines can make your graveyard a resource, so `Grafdigger's Cage` or `Dauthi Voidwalker` should be used only when they harm the opponent more than they constrain the visible winning line. Use `Dauthi Voidwalker` as disruption plus pressure only through legal Veles actions; do not assume access to exiled cards unless the engine offers it. Add role cards: `Dauthi Voidwalker`, `Grafdigger's Cage`, and sometimes `Pithing Needle` for a public activated graveyard engine. Reduce main-deck emphasis: graveyard-dependent payoffs if your hate is already locking them down.

- Artifact/enchantment: Answer engines by permanent type instead of spending generic interaction too early. Use `Vandalblast` and `Abrade` for artifact mana clusters, artifact combo pieces, or equipment-like pressure; use `Feed the Swarm`, `Chaos Warp`, `Crosis's Charm`, or `Maestros Charm` for enchantments and mixed permanent problems when legal targets are visible. `Prismari Command` can be a flexible bridge when its legal modes line up, but choose modes from visible text only. Add role cards: `Vandalblast`, `Abrade`, `Feed the Swarm`, and `Pithing Needle` for public activated abilities. Reduce main-deck emphasis: creature-only sweepers against noncreature boards.

- Go-wide: Preserve life total and avoid using single-target removal on the first small creature unless it enables an immediate loss. Plan around `Chain Reaction`, `Hostile Takeover`, and `Toxic Deluge` as reset buttons, then rebuild with `Third Path Iconoclast`, `Storm-Kiln Artist`, `Fire Lord Azula`, or a graveyard payoff after the board clears. Do not overcommit engine creatures into your own sweeper unless the immediate spell trigger or mana generated is worth it. Add role cards: `Toxic Deluge` and `Abrade` when they change the visible battlefield. Reduce main-deck emphasis: one-shot pump effects unless they create lethal or block profitably by legal action text.

- Single-threat: Prefer edicts, bounce-like commander pressure, and broad permanent answers over sweepers when one large creature or commander is the whole plan. `Liliana's Triumph`, `Sheoldred's Edict`, `Leadership Vacuum`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, and `Pithing Needle` are priority tools depending on whether the threat is a creature, commander, activated permanent, or stack-protected object. Keep blockers only when they actually change combat math shown by Veles; do not chump away `Storm-Kiln Artist` or `Third Path Iconoclast` if the next spell turn is the only route back. Add role cards: `Pithing Needle`, `Feed the Swarm`, `Abrade`, or `Toxic Deluge` according to public type and size. Reduce main-deck emphasis: damage sweepers when edicts or direct answers are cleaner.

- Burn: Treat life total as the primary resource and avoid unnecessary pain from lands or `Feed the Swarm` unless it prevents more damage than it costs. Develop cheap mana, cast blockers or engines only when they absorb damage or generate immediate value, and hold `Hydroblast`, `Negate`, `Spell Pierce`, `Izzet Charm`, or `Crosis's Charm` for visible red burn, red payoff permanents, or lethal stack sequences. Add role cards: `Hydroblast`, `Abrade`, and sometimes `Toxic Deluge` if creatures are the source of damage. Reduce main-deck emphasis: slow tap-land sequences and life-cost interaction when alternatives exist.

- Removal-heavy decks: Sequence engines so each removal spell trades down or fails to stop the next payoff. Prefer casting `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Third Path Iconoclast`, or `Storm-Kiln Artist` when the same turn can also cast a spell, create material, or hold interaction; delay `Fire Lord Azula` or `Azula, Cunning Usurper` if the only result is exposing the core threat into open mana. Use `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Magma Opus`, and `Expansion // Explosion` to win from cards and graveyard positioning after creature engines draw removal. Add role cards: color blasts if removal is blue or red, `Dauthi Voidwalker` if attrition involves graveyards, and `Pithing Needle` if a public repeatable removal source exists. Reduce main-deck emphasis: fragile combat-only cards when creatures are unlikely to survive.

## Specific Matchup Notes

- General/archetype-only: Exact opponents are absent, so revealed cards, legal actions, stack objects, and public commander identity override these assumptions. Keep `Fire Lord Azula` games reactive until Veles shows a safe commitment window, then convert with `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Magma Opus`, `Storm-Kiln Artist`, `Third Path Iconoclast`, or commander-centered combat only when the visible board supports it.

- Blue interaction decks: Fight over the turn that actually matters, not every setup spell. Prioritize `Negate`, `Spell Pierce`, `Izzet Charm`, `Pyroblast`, and `Red Elemental Blast` for visible counterspells, bounce that breaks a lethal turn, or stack objects that stop `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, or `Fire Lord Azula`; add role cards: `Pyroblast`, `Red Elemental Blast`, `Dauthi Voidwalker`, and `Pithing Needle` when public cards make them live. Reduce main-deck emphasis: low-impact pump or haste cards when commander damage is unlikely through open blue mana.

- Red removal or burn decks: Protect life total and avoid spending pain or tempo for marginal value. `Hydroblast`, `Negate`, `Spell Pierce`, `Izzet Charm`, `Crosis's Charm`, `Sheoldred's Edict`, `Liliana's Triumph`, and `Chain Reaction` should answer visible lethal pressure or key red stack objects; add role cards: `Hydroblast`, `Abrade`, and `Toxic Deluge` when public creatures or artifacts drive the clock. Reduce main-deck emphasis: slow tapped-land starts and fragile engine-only keeps without `Sol Ring`, `Arcane Signet`, `Dimir Signet`, `Izzet Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, or `Wayfarer's Bauble`.

- Graveyard decks: Decide whether your graveyard or theirs is more important before deploying hate. `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, `Electric Revelation`, `Demand Answers`, `Big Score`, `Unexpected Windfall`, and `Frantic Search` can make your graveyard a win resource, so add role cards: `Dauthi Voidwalker` and `Grafdigger's Cage` only when the opponent's visible graveyard plan is more threatening than your own legal flashback or recast line.

- Artifact or enchantment decks: Save broad answers for engines, lock pieces, or mana clusters that change the game immediately. Use `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Prismari Command`, `Vandalblast`, `Abrade`, `Feed the Swarm`, and `Pithing Needle` on public permanents whose text or activated abilities stop your spell turn, produce decisive mana, or threaten lethal; reduce main-deck emphasis: creature sweepers when the opponent's board is mostly noncreature.

- Creature swarm decks: Treat sweepers as comeback tools and avoid trading them for small tempo gains. Preserve `Chain Reaction`, `Hostile Takeover`, and `Toxic Deluge` for boards that threaten lethal, overwhelm blockers, or prevent a safe `Fire Lord Azula` turn; deploy `Third Path Iconoclast` or `Storm-Kiln Artist` before a sweeper only when the legal spell sequence immediately creates enough material or mana to justify losing the creature.

- Single-threat commander decks: Prefer edicts and targeted permanent answers over expensive reset buttons. `Leadership Vacuum`, `Sheoldred's Edict`, `Liliana's Triumph`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Pithing Needle`, and `Feed the Swarm` are priority tools when the visible commander, activated permanent, enchantment, or protected creature is the opponent's main plan.

## Risk Summary

- Mana risk: Grixis color requirements plus `Dimir Aqueduct`, `Izzet Boilerworks`, `Rakdos Carnarium`, `Cascade Bluffs`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Shivan Reef`, `Ferrous Lake`, `Coastal Peak`, `Frostboil Snarl`, and `Foreboding Ruins` can strand double-color or timing-sensitive spells. Mulligan hands that lack functional early colors, an accelerator, or a believable path to interaction plus velocity.

- Draw risk: Looting and discard-to-draw can throw away the wrong scarce payoff. Use `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Frantic Search`, and `Prismari Command` to improve bad hands, but protect unique closers or recursion pieces unless the graveyard line with `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk` is visible and legal.

- Over-sideboarding risk: Narrow hate can weaken the deck's spell-density and closing power. Add role cards only when public opponent cards make `Pyroblast`, `Red Elemental Blast`, `Hydroblast`, `Feed the Swarm`, `Vandalblast`, `Abrade`, `Toxic Deluge`, `Dauthi Voidwalker`, `Grafdigger's Cage`, or `Pithing Needle` live; avoid diluting `Fire Lord Azula`, engine, velocity, and payoff density for speculative answers.

- Graveyard risk: Your own payoffs may conflict with hate. `Grafdigger's Cage` and `Dauthi Voidwalker` can be correct against visible opponent graveyard engines, but they may reduce the value of `Mizzix's Mastery`, `Invoke Calamity`, `Torrential Gearhulk`, and discard setup depending on exact legal actions.

- Removal and sweeper risk: Spending `Chain Reaction`, `Hostile Takeover`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, or `Leadership Vacuum` too early can leave no answer for the decisive permanent. Hold interaction when the visible board is survivable and the opponent has a commander, engine, or stack object that beats the planned combo turn.

- Closer risk: Large spell turns can create motion without ending the game. Before committing `Electrodominance`, `Expansion // Explosion`, `Magma Opus`, `Mizzix's Mastery`, `Invoke Calamity`, `Unleash Fury`, `Fists of Flame`, `Blazing Crescendo`, `Sudden Breakthrough`, `Expedite`, or `Haste Magic`, confirm that the line produces lethal, a protected board, or decisive control through visible blockers and open mana.

- Sequencing risk: Card text check required for `Fire Lord Azula`, `Azula, Cunning Usurper`, `Firebender Ascension`, `Case of the Ransacked Lab`, `The Last Agni Kai`, `Fire Nation Occupation`, `Dream Harvest`, `Sazacap's Brew`, `Lost in Memories`, `Rocket-Powered Goblin Glider`, `Ancestors' Aid`, and `Fae Flight`. Use only rules-engine legal actions for these cards until their exact text is confirmed.

## Test Feedback Checklist

- Deciding factor: Record the exact public turn sequence that changed the game, naming the visible card or stack object that mattered most. Mark whether the key action involved `Fire Lord Azula`, `Azula, Cunning Usurper`, `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Magma Opus`, `Storm-Kiln Artist`, `Third Path Iconoclast`, a sweeper, a sideboard card, or only an opponent-visible action.

- Result cause: For each loss, name one primary cause and one secondary cause. Classify the result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem.

- Win source: For each win, name the card, package, or tactical policy that most contributed. Separate wins caused by large spell recursion, commander pressure, token pressure, sweepers, stack interaction, mana acceleration, or opponent stumble.

- Mulligans: Check whether the opener had functional Grixis mana, early acceleration, and either velocity or interaction. Flag keeps that stranded `Mizzix's Mastery`, `Invoke Calamity`, `Magma Opus`, `Hostile Takeover`, or double-colored interaction behind lands such as `Dimir Aqueduct`, `Izzet Boilerworks`, `Rakdos Carnarium`, `Cascade Bluffs`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Ferrous Lake`, `Coastal Peak`, `Frostboil Snarl`, or `Foreboding Ruins`.

- Mana: Identify whether `Sol Ring`, `Arcane Signet`, `Izzet Signet`, `Dimir Signet`, `Rakdos Signet`, `Fellwar Stone`, `Talisman of Dominance`, or `Wayfarer's Bauble` accelerated a meaningful line. Record when tapped lands, bounce lands, pain lands, filter lands, or missing colors changed a legal action choice.

- Velocity: Evaluate whether `Demand Answers`, `Thrill of Possibility`, `Electric Revelation`, `Big Score`, `Unexpected Windfall`, `Reckless Ransacking`, `Frantic Search`, `Discovery // Dispersal`, `Izzet Charm`, or `Prismari Command` improved the hand. Note discard choices that later improved or weakened `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk`.

- Engine timing: Check whether `Storm-Kiln Artist`, `Third Path Iconoclast`, `Goblin Electromancer`, `Nightscape Familiar`, `Stormcatch Mentor`, `Firebender Ascension`, `Case of the Ransacked Lab`, `Cormela, Glamour Thief`, or `Fire Nation Occupation` entered before the deck could protect or immediately use them. Card text check required for custom or uncertain engine cards before blaming pilot choice.

- Removal discipline: Review whether `Chain Reaction`, `Hostile Takeover`, `Chaos Warp`, `Crosis's Charm`, `Maestros Charm`, `Liliana's Triumph`, `Sheoldred's Edict`, `Leadership Vacuum`, `Negate`, `Spell Pierce`, and `Izzet Charm` hit the correct visible threat or stack object. Mark missed windows where survival required interaction over setup.

- Sideboard impact: For every boarded game, record whether `Pyroblast`, `Red Elemental Blast`, `Hydroblast`, `Feed the Swarm`, `Vandalblast`, `Abrade`, `Toxic Deluge`, `Dauthi Voidwalker`, `Grafdigger's Cage`, or `Pithing Needle` had a legal target, changed sequencing, or sat stranded.

- Closing: Identify whether a large turn converted into lethal pressure or decisive control. Review `Electrodominance`, `Expansion // Explosion`, `Magma Opus`, `Mizzix's Mastery`, `Invoke Calamity`, `Turnabout`, `Increasing Vengeance`, `Unleash Fury`, `Fists of Flame`, `Blazing Crescendo`, `Sudden Breakthrough`, `Expedite`, `Haste Magic`, `Ancestors' Aid`, and `Fae Flight` only through visible legal actions.

- Role accuracy: Ask whether the pilot correctly played control, combo, tempo, or survival. Flag games where the deck raced while behind, held interaction with no relevant target, or sculpted while visible pressure demanded defense.

- Stranded cards: List cards that stayed uncast because of mana, timing, target restrictions, graveyard hate, sideboard tension, or unclear card text. Separate legal-action absence from pilot preference.

- Performance notes: Name overperforming and underperforming exact cards across pre-board and post-board games. Compare whether the Deck Strategy and Tactical Policy guidance was followed before recommending changes.

## First Tuning Questions

- Card quantities: Which singletons repeatedly felt like the only needed effect at the wrong time? Track whether the deck wants more functional copies of acceleration, velocity, stack interaction, sweepers, graveyard payoff, or closing spells rather than reacting to one memorable game.

- Mana base: Did Grixis mana fail because the opener lacked colors, because lands entered tapped, or because filter lands needed a missing starter color? Use failures involving `Dimir Aqueduct`, `Izzet Boilerworks`, `Rakdos Carnarium`, `Cascade Bluffs`, `Darkwater Catacombs`, `Shadowblood Ridge`, `Ferrous Lake`, `Coastal Peak`, `Frostboil Snarl`, `Foreboding Ruins`, and `Shivan Reef` to decide whether the land mix needs adjustment.

- Aggro plan: Did creature pressure beat the deck before `Chain Reaction`, `Hostile Takeover`, `Toxic Deluge`, `Sheoldred's Edict`, `Liliana's Triumph`, or `Abrade` mattered? If yes, ask whether early blockers, cheaper interaction, or a lower setup curve would preserve combo turns better.

- Control plan: Did blue or reactive opponents stop the decisive turn despite `Negate`, `Spell Pierce`, `Izzet Charm`, `Pyroblast`, and `Red Elemental Blast`? If yes, ask whether the deck needs more protected commitment windows, more bait sequencing, or fewer fragile engine-only starts.

- Closer package: Did `Mizzix's Mastery`, `Invoke Calamity`, `Expansion // Explosion`, `Electrodominance`, `Magma Opus`, `Fire Lord Azula`, or commander-combat pumps create motion without ending the game? If yes, identify whether the failure was damage ceiling, mana ceiling, graveyard setup, target availability, or pilot sequencing.

- Sideboard slots: Which sideboard cards had legal targets and changed games, and which sat idle? Reassess `Pyroblast`, `Red Elemental Blast`, `Hydroblast`, `Feed the Swarm`, `Vandalblast`, `Abrade`, `Toxic Deluge`, `Dauthi Voidwalker`, `Grafdigger's Cage`, and `Pithing Needle` by matchup role, not by generic strength.

- Role conflicts: Did the deck lose because velocity discarded interaction, interaction delayed engine deployment, graveyard hate weakened `Mizzix's Mastery`, or commander-pump cards failed without a safe attacker? Use these conflicts to decide whether Fire Lord Azula should lean harder into combo, control, tempo, or commander damage in the next test cycle.

## Veles Tactical Policy

### Policy: Opening Keep Gate
- Priority: High
- Decision families: mulligan
- Cards: Sol Ring; Arcane Signet; Izzet Signet; Dimir Signet; Rakdos Signet; Fellwar Stone; Talisman of Dominance; Wayfarer's Bauble; Demand Answers; Thrill of Possibility; Izzet Charm; Negate; Spell Pierce
- Phase windows: Pregame mulligan decisions.
- Runtime cues: prompt:mulligan; hand contains lands and early nonland actions.
- Use when: Decide keep versus mulligan from visible opener, commander identity, land count, color access, early acceleration, velocity, and interaction.
- Avoid when: Hand lacks functional Grixis mana, has only payoff spells, or cannot cast any early accelerator, velocity spell, or interaction before falling behind.
- Instructions: Keep hands with two or more lands, at least two colors or a rock that fixes, and one early plan. Treat `Sol Ring` plus a colored source as strong. Penalize bounce-land-only starts and double-colored stranded hands.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: First Mana Development
- Priority: Medium
- Decision families: mana
- Cards: Sol Ring; Arcane Signet; Izzet Signet; Dimir Signet; Rakdos Signet; Fellwar Stone; Talisman of Dominance; Wayfarer's Bauble
- Phase windows: Turns 1-3 main phases.
- Runtime cues: action:cast; action:activate; visible mana source can pay for acceleration.
- Use when: Choose early mana actions before commander, engine, or interaction decisions.
- Avoid when: A visible must-answer threat or stack object requires immediate interaction.
- Instructions: Deploy acceleration before speculative rummaging when colors are incomplete. Prefer fixing rocks over colorless burst if the next legal plan needs blue, black, and red. Use `Wayfarer's Bauble` to repair missing basics when land drops are uncertain.
- Pilot skill floor: Low.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Bounce Land And Filter Land Discipline
- Priority: Medium
- Decision families: mana
- Cards: Dimir Aqueduct; Izzet Boilerworks; Rakdos Carnarium; Cascade Bluffs; Darkwater Catacombs; Shadowblood Ridge; Ferrous Lake; Coastal Peak; Frostboil Snarl; Foreboding Ruins; Shivan Reef
- Phase windows: Land play and mana payment windows.
- Runtime cues: action:play; action:pay mana; visible lands include bounce, filter, pain, or conditional lands.
- Use when: Choose land sequencing or payment source from visible mana options.
- Avoid when: The legal action text already forces one exact payment source.
- Instructions: Avoid bounce lands if returning the only untapped colored source prevents `Spell Pierce`, `Negate`, `Izzet Charm`, or removal. Keep starter colors for filter lands. Spend pain lands only when life loss does not expose lethal pressure.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Engine Commitment
- Priority: High
- Decision families: priority; mana
- Cards: Storm-Kiln Artist; Third Path Iconoclast; Goblin Electromancer; Nightscape Familiar; Stormcatch Mentor; Firebender Ascension; Case of the Ransacked Lab; Cormela, Glamour Thief; Fire Nation Occupation
- Phase windows: Main phases with castable engine pieces.
- Runtime cues: action:cast; visible hand includes engine permanent or cost reducer.
- Use when: Decide whether to commit the first creature, reducer, or enabling permanent.
- Avoid when: Opponent has visible lethal pressure, open interaction is already represented by public stack objects, or the engine cannot be used before likely removal.
- Instructions: Commit fragile engines when they create mana, tokens, cost reduction, or card flow on the same turn or when the table is shields-down. Card text check required for custom or uncertain cards before relying on exact triggers.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Commander Commitment Gate
- Priority: High
- Decision families: priority; combat; mana
- Cards: Fire Lord Azula; Azula, Cunning Usurper; Expedite; Haste Magic; Fae Flight; Ancestors' Aid
- Phase windows: Main phases and combat setup.
- Runtime cues: action:cast Fire Lord Azula; action:cast Azula, Cunning Usurper; legal pump or haste actions visible.
- Use when: Decide whether commander deployment or commander-centered combat is the turn plan.
- Avoid when: Commander would enter without protection, haste, follow-up spell volume, or a combat window that matters.
- Instructions: Treat commander lines as commitment decisions, not automatic plays. Prefer commander deployment when mana remains for interaction or when the same turn can convert into damage, trigger use, or protected pressure. Card text check required for `Fire Lord Azula` and `Azula, Cunning Usurper`.
- Pilot skill floor: High.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Velocity And Discard Choice
- Priority: Medium
- Decision families: selection; priority
- Cards: Demand Answers; Thrill of Possibility; Electric Revelation; Big Score; Unexpected Windfall; Reckless Ransacking; Frantic Search; Discovery // Dispersal; Izzet Charm; Prismari Command
- Phase windows: Main phases, instant-speed priority, and discard prompts.
- Runtime cues: action:cast; prompt:discard; prompt:choose card.
- Use when: Choose whether to cast velocity or select discard costs/loot cards.
- Avoid when: Discarding the only land, answer, or payoff would make the current board unwinnable.
- Instructions: Discard high-cost spells when graveyard access through `Mizzix's Mastery`, `Invoke Calamity`, or `Torrential Gearhulk` is relevant. Keep scarce interaction against visible pressure. Do not cast rummage merely to spend mana while under attack.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Graveyard Payoff Commitment
- Priority: High
- Decision families: priority; selection; mana
- Cards: Mizzix's Mastery; Invoke Calamity; Torrential Gearhulk; Magma Opus; Expansion // Explosion; Electrodominance; Increasing Vengeance
- Phase windows: Main phases, end steps, and priority with graveyard or stack access.
- Runtime cues: action:cast Mizzix's Mastery; action:cast Invoke Calamity; action:cast Torrential Gearhulk; visible graveyard contains instants or sorceries.
- Use when: Decide whether to start the large spell-recursion or copy turn.
- Avoid when: Graveyard hate is visible, mana cannot pay follow-up costs, or public stack interaction makes waiting better than committing.
- Instructions: Start the payoff turn when visible graveyard targets, mana, and stack conditions can produce lethal pressure, decisive control, or overwhelming resources. Count available treasures or untap effects before tapping out.
- Pilot skill floor: High.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Mizzix Target Selection
- Priority: Medium
- Decision families: selection
- Cards: Mizzix's Mastery; Magma Opus; Big Score; Unexpected Windfall; Prismari Command; Chaos Warp; Chain Reaction; Hostile Takeover
- Phase windows: Target-selection prompts for `Mizzix's Mastery`.
- Runtime cues: action:target Mizzix's Mastery
- Use when: Choose a visible graveyard instant or sorcery target for `Mizzix's Mastery`.
- Avoid when: The target list includes multiple different tactical roles and board state determines survival or lethal pressure.
- Instructions: Route target choice through light reasoning unless one visible legal target exists. Prefer decisive spell impact over extra motion when under pressure.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Explosion Opponent Target
- Priority: Low
- Decision families: selection
- Cards: Expansion // Explosion
- Phase windows: Target-selection prompt after `Expansion // Explosion` has already been chosen.
- Runtime cues: action:target opponent Expansion // Explosion
- Use when: The current prompt is target selection for `Expansion // Explosion`, the visible legal action text names `target opponent`, and no alternate target is required by the same prompt.
- Avoid when: The prompt offers creature, planeswalker, self, or multiple target-package choices.
- Instructions: Select the legal opponent target exactly as offered by the action text after the spell line is already committed.
- Pilot skill floor: Low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Permission Spending Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Negate; Spell Pierce; Izzet Charm; Pyroblast; Red Elemental Blast; Hydroblast
- Phase windows: Opponent spell or ability on stack.
- Runtime cues: action:cast Negate; action:cast Spell Pierce; action:cast Izzet Charm; action:cast Pyroblast; action:cast Red Elemental Blast; action:cast Hydroblast
- Use when: Decide whether a visible stack object must be countered or answered.
- Avoid when: The stack object is low impact and holding permission protects the payoff turn or survival spell.
- Instructions: Spend permission on graveyard hate, lethal pressure, commander removal, combo interruption, or opposing interaction aimed at `Mizzix's Mastery`, `Invoke Calamity`, `Storm-Kiln Artist`, or a closing spell.
- Pilot skill floor: High.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Removal And Sweeper Triage
- Priority: High
- Decision families: interaction; priority
- Cards: Chain Reaction; Hostile Takeover; Chaos Warp; Crosis's Charm; Maestros Charm; Liliana's Triumph; Sheoldred's Edict; Leadership Vacuum; Toxic Deluge; Abrade; Feed the Swarm; Vandalblast
- Phase windows: Main phases, combat priority, and opponent threat windows.
- Runtime cues: action:cast; visible opposing permanent or attack pressure.
- Use when: Choose spot removal, edict, bounce, or sweeper timing.
- Avoid when: The board is stable and removal is needed to protect a later combo turn from visible hate.
- Instructions: Use sweepers before single-target removal when multiple attackers threaten lethal. Use edicts for protected or single large creatures. Preserve `Chaos Warp` and modal charms for noncreature permanents that stop the deck.
- Pilot skill floor: High.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Trick Commitment
- Priority: Medium
- Decision families: combat; priority; interaction
- Cards: Unleash Fury; Fists of Flame; Blazing Crescendo; Sudden Breakthrough; Expedite; Haste Magic; Ancestors' Aid; Fae Flight
- Phase windows: Declare attackers, declare blockers, combat damage setup, and post-blocker priority.
- Runtime cues: action:cast; visible attacker or blocker controlled by this player.
- Use when: Decide whether to spend pump, evasion, haste, or cantrip combat effects.
- Avoid when: Opponent has visible untapped removal mana or the spell only trades a card for minor damage.
- Instructions: Commit combat tricks when they create lethal commander damage, save a key creature, force a decisive trade, or convert a spell turn into immediate pressure. Card text check required for custom or uncertain trick cards.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Attack And Block Discipline
- Priority: Medium
- Decision families: combat
- Cards: Fire Lord Azula; Azula, Cunning Usurper; Storm-Kiln Artist; Third Path Iconoclast; Cormela, Glamour Thief; Torrential Gearhulk
- Phase windows: Declare attackers and declare blockers.
- Runtime cues: prompt:attack; prompt:block; visible creatures and combat totals.
- Use when: Choose combat declarations from legal attacker or blocker sets.
- Avoid when: The only available creature is a necessary engine and the attack does not affect lethal, planeswalker pressure, or survival.
- Instructions: Preserve engine creatures unless attacking creates immediate lethal pressure or forces a necessary block. Block to protect life total before combo setup when visible pressure creates a two-turn clock.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Mandatory Single Combat Pass
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: Combat prompts.
- Runtime cues: action:pass combat
- Use when: The legal action list contains exactly one pass combat action and no attack, block, spell, activated ability, or mana action.
- Avoid when: Any non-pass combat or priority action is visible.
- Instructions: Submit the sole pass combat action.
- Pilot skill floor: Low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Turnabout And Big Mana Window
- Priority: High
- Decision families: mana; priority; selection
- Cards: Turnabout; Storm-Kiln Artist; Big Score; Unexpected Windfall; Cormela, Glamour Thief; Electrodominance; Expansion // Explosion; Magma Opus
- Phase windows: Main phases, end steps, and instant-speed priority.
- Runtime cues: action:cast Turnabout; action:choose mode; visible mana sources or treasures.
- Use when: Decide whether an untap, tap, or mana-conversion line enables a decisive spell turn.
- Avoid when: The action spends the turn without a payoff, protection, or survival result.
- Instructions: Use `Turnabout` and treasure-producing spells to bridge into a closing spell or protected recursion turn, not to make unused mana. Route mode choices through light reasoning because visible board and stack context determine the role.
- Pilot skill floor: High.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Modal Charm Selection
- Priority: Medium
- Decision families: selection; interaction
- Cards: Izzet Charm; Crosis's Charm; Maestros Charm; Prismari Command; Ashling's Command
- Phase windows: Modal spell choice prompts.
- Runtime cues: prompt:choose mode; action:choose mode; visible modal actions.
- Use when: Select modes for charms or command-style cards.
- Avoid when: Card text is unconfirmed and the mode text does not appear in Veles legal action labels.
- Instructions: Choose removal or counter modes for survival and stack protection; choose draw, loot, or treasure modes when stable and building toward payoff. Card text check required for `Ashling's Command` if exact modes are not shown.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Plan Selection
- Priority: High
- Decision families: sideboard
- Cards: Pyroblast; Red Elemental Blast; Hydroblast; Feed the Swarm; Vandalblast; Abrade; Toxic Deluge; Dauthi Voidwalker; Grafdigger's Cage; Pithing Needle
- Phase windows: Between games after sideboarding is legal.
- Runtime cues: prompt:sideboard; matchup label; opponent colors or public game evidence.
- Use when: Choose a legal 10-card Veles sideboard plan or generated swap plan.
- Avoid when: Proposed plan cuts more main-deck copies or adds more sideboard copies than registered.
- Instructions: Add blasts for blue or red stack fights, `Feed the Swarm` for enchantment problems, artifact hate for artifact engines, `Toxic Deluge` for creature pressure, and graveyard hate when opponent graveyard use was visible. Keep enough velocity, mana, and closers.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Hate Piece Deployment
- Priority: Medium
- Decision families: interaction; priority
- Cards: Dauthi Voidwalker; Grafdigger's Cage; Pithing Needle; Vandalblast; Abrade; Feed the Swarm
- Phase windows: Main phases and opponent engine windows.
- Runtime cues: action:cast Grafdigger's Cage; action:cast Dauthi Voidwalker; action:cast Pithing Needle; action:cast Vandalblast; action:cast Abrade; action:cast Feed the Swarm
- Use when: Sideboard hate is legal and opponent public information shows graveyard, activated-ability, artifact, or enchantment dependence.
- Avoid when: Hate also blocks this deck's immediate `Mizzix's Mastery`, `Invoke Calamity`, or graveyard plan and the opponent engine is not active.
- Instructions: Deploy hate before the opponent's engine turn when it does not disable the chosen Fire Lord Azula plan. Use removal hate reactively when a visible permanent is already stopping the deck.
- Pilot skill floor: Medium.
- No-API allowed: no
- Light-model allowed: yes
