# Strategy Specifications
## Deck Name And Archetype
Aziza, Mage Tower Captain is a Brawl singleton command-zone deck with a supplied 100-card main deck and no sideboard. The validation contract passes for Brawl: exactly 100 main-deck cards, 0 sideboard cards, and singleton construction outside basic lands, with 13 Plains and 13 Mountain as the only repeated nonland-rule exceptions. Do not apply 60-card constructed deck-size warnings, and do not attempt sideboarding because the registered sideboard inventory is none.

- Identity: Pilot this as a red-white token-combo and tribal-adjacent swarm deck built around Aziza, Mage Tower Captain, repeated small-creature creation, spell velocity, life-buffer engines, and burst finishers. Card text check required for Aziza, Mage Tower Captain before assuming commander-specific triggers, creature types, cost reductions, or combo text; runtime decisions must follow only legal actions exposed by the rules engine.

- Tags: The declared tags are combo and tribal, but the registered cards also support go-wide tokens, spell-matter payoffs, lifegain pressure, and burn finishers. Treat the deck as a hybrid rogue strategy rather than a stock Brawl archetype: it combines token makers such as Servo Exhibition, Raise the Alarm, Hop to It, Krenko's Command, Hordeling Outburst, Empty the Warrens, Song of Totentanz, Heroic Reinforcements, Form a Posse, and Sram's Expertise with payoff or scaling pieces such as Impact Tremors, Mondrak, Glory Dominus, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Caretaker's Talent, Artist's Talent, Moonshaker Cavalry, Grapeshot, Banefire, and Castle Embereth.

- Legality status: Use the supplied format-aware result as authoritative for this guide: the current list passes the active Brawl validation contract. Do not infer external legality changes, banlist status, or card availability at runtime; if Veles receives an engine legality error, prefer the engine result over this guide and surface that error rather than trying to pilot around it.

- Mana status: The deck is primarily Plains and Mountain with dual and fixing support from Command Tower, Sacred Foundry, Sundown Pass, Sunbillow Verge, Elegant Parlor, Needleverge Pathway, Arid Mesa, Fabled Passage, Arcane Signet, Mind Stone, Strike It Rich, Seize the Spoils, Big Score, and possibly Storm-Kiln Artist. The tactical concern is not just hitting colors; the deck often needs to preserve red or white sources for multi-spell turns, token bursts, removal plus protection, or a lethal burn finish. Card text check required for newer or unfamiliar names before treating any land or spell as producing a specific color or mana pattern beyond engine-visible legal actions.

- Role concerns: The deck can be proactive, but it is not a pure low-curve aggro deck. It should usually establish a token or spell payoff before spending major burst cards unless immediate board pressure, commander access, or lethal math justifies moving first. Removal such as Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, Rip Apart, Rebel Salvo, Sear, Quarrel's End, The Battle of Bywater, and Expel the Interlopers should be treated as role-dependent tools: preserve them against must-answer permanents or survival threats, but convert them into tempo when a swarm turn or Impact Tremors-style clock is already active.

- Commander text caution: Aziza, Mage Tower Captain is the named strategy and command-zone card, but this guide must not invent its exact abilities. When Aziza is visible as a legal cast or command-zone action, evaluate commander tax, available protection such as Teferi's Protection, board context, and whether token makers or spell chains are already ready. If the engine exposes Aziza-specific triggers or choices, choose only from those legal prompts and mark any unsupported assumption as Card text check required.

- Opponent information status: No opponent deck, metagame, or matchup labels are supplied for this batch. Use only public runtime information, visible permanents, revealed cards, commander identity if provided by the engine, graveyards, exile, stack objects, life totals, hand counts, and legal actions. Do not name unseen opponent cards in policy fields, and do not assume the opponent has format staples, sweepers, protection, tutors, ramp, or interaction unless revealed or otherwise public.

## Thesis
Aziza, Mage Tower Captain assembles a red-white token swarm, then converts small creatures and spell chains into damage, life-buffered pressure, or one-turn burst kills. Prioritize a functional mana base, an early token or spell engine, and a payoff before spending the largest burst makers, unless the visible board says immediate pressure or survival matters more.

- Primary assembly: Build wide with Servo Exhibition, Raise the Alarm, Hop to It, Ral's Reinforcements, Krenko's Command, Hordeling Outburst, Song of Totentanz, Sram's Expertise, Empty the Warrens, Heroic Reinforcements, and Form a Posse, then make those bodies matter with Impact Tremors, Mondrak, Glory Dominus, Caretaker's Talent, Artist's Talent, Castle Embereth, Moonshaker Cavalry, Frontline Rush, Moogles' Valor, or Aziza, Mage Tower Captain when legal and tactically justified.
- Primary kill pattern: Use token volume plus Impact Tremors, combat pumps, Moonshaker Cavalry, Castle Embereth, Banefire, Grapeshot, or a storm-like Empty the Warrens turn to end the game before the opponent can reset the battlefield. Card text check required for Aziza, Mage Tower Captain, Frontline Rush, Moogles' Valor, Form a Posse, Cosmogrand Zenith, Raphael, Tough Turtle, Haliya, Guided by Light, Lifecreed Duo, Quarrel's End, and Sear before relying on exact tactical text.
- Primary pacing rule: Do not fire every token card into a visibly likely sweeper, stalled combat, or no-payoff board unless the opponent's clock forces action. Hold at least one reload or protection card when Teferi's Protection, Enduring Innocence, Caretaker's Talent, draw spells, or commander access can support a second wave.
- What this deck is not: Do not pilot it as pure burn, pure control, or generic midrange. Lightning Bolt, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Bovine Intervention, Swords to Plowshares, Path to Exile, Exorcise, Rebel Salvo, The Battle of Bywater, and Expel the Interlopers are tools to protect the swarm plan, survive pressure, or clear blockers, not a default one-for-one game plan.
- Priority focus: Preserve life and board enough to reach a decisive turn, but spend life-buffer engines aggressively when Soul Warden, Lunarch Veteran, Hinterland Sanctifier, Guide of Souls, Ocelot Pride, Authority of the Consuls, Lifecreed Duo, or Haliya, Guided by Light make racing favorable. Runtime choices must still follow visible life totals, legal actions, and confirmed card text.

## Role Package
- Threats: Aziza, Mage Tower Captain, Ocelot Pride, Monastery Mentor, Young Pyromancer, Dragonmaster Outcast, Storm-Kiln Artist, Shocking Sharpshooter, Raphael, Tough Turtle, Mondrak, Glory Dominus, Elspeth, Storm Slayer, and Moonshaker Cavalry are the cards most likely to demand answers or snowball. Cast a fragile threat before a token burst only when the opponent is tapped low, the payoff matters immediately, or waiting risks losing the window.
- Payoffs: Impact Tremors, Mondrak, Glory Dominus, Caretaker's Talent, Artist's Talent, Heroic Reinforcements, Frontline Rush, Moogles' Valor, Castle Embereth, Grapeshot, Banefire, Moonshaker Cavalry, and Cosmogrand Zenith convert bodies, spells, or mana into reach. Sequence payoffs before mass token creation when mana and safety permit, because the deck's strongest turns multiply each token rather than merely adding one attacker.
- Engines: Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Ocelot Pride, Guide of Souls, Soul Warden, Lunarch Veteran, Hinterland Sanctifier, Lifecreed Duo, Haliya, Guided by Light, Enduring Innocence, Caretaker's Talent, Artist's Talent, Primal Amulet, and Aziza, Mage Tower Captain are the likely repeated-advantage pieces. Card text check required for newer names before assuming trigger conditions, but any confirmed engine should be protected over a replaceable token maker.
- Velocity: Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Jeska's Will, Strike It Rich, Mind Stone, Arcane Signet, and Primal Amulet help bridge into multi-spell turns. Use discard-draw and treasure-style effects to fix clunky hands, but avoid discarding unique finishers or protection unless the visible game requires immediate stabilization.
- Interaction: Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, Rip Apart, Rebel Salvo, Sear, Quarrel's End, The Battle of Bywater, and Expel the Interlopers answer blockers, engines, commanders, and survival threats. Spend premium exile or broad answers on permanents that stop the token plan, threaten lethal, or invalidate combat math.
- Protection: Teferi's Protection is the named high-value protection card, while Enduring Innocence and post-sweeper velocity may support recovery if their actual text permits. Hold Teferi's Protection when a developed board, payoff, or commander is worth more than one extra spell this turn.
- Recursion: The registered list does not show a clear dedicated graveyard recursion package. Treat graveyard resources as mostly spent unless a visible legal action from Enduring Innocence, Lunarch Veteran, Primal Amulet, or another card proves otherwise.
- Mana: Plains, Mountain, Command Tower, Sacred Foundry, Sundown Pass, Sunbillow Verge, Elegant Parlor, Needleverge Pathway, Arid Mesa, Fabled Passage, Eiganjo, Seat of the Empire, Castle Embereth, Arcane Signet, Mind Stone, Strike It Rich, Seize the Spoils, Big Score, Jeska's Will, and Storm-Kiln Artist support color access and burst turns. Preserve red-white balance before turns involving token spell plus payoff, removal plus protection, or Banefire/Grapeshot finishing lines.
- Extra-card modules: No sideboard cards are registered. Do not propose sideboard actions, do not invent wish-board options, and do not use deck-change plans for this deck.

## Primary Win Conditions
- Impact Tremors token conversion is the cleanest noncombat kill when the deck has a token maker in hand and enough mana to cast multiple creature-producing spells. Set up Impact Tremors before Servo Exhibition, Raise the Alarm, Hop to It, Ral's Reinforcements, Krenko's Command, Hordeling Outburst, Song of Totentanz, Sram's Expertise, Empty the Warrens, Heroic Reinforcements, or Form a Posse; execute by sequencing the largest token count after Impact Tremors and Mondrak, Glory Dominus when legal; expect disruption from enchantment removal, creature sweepers that erase the follow-up attack, or life gain that pushes the opponent above the visible damage count. Prioritize this line when combat is stalled, blockers are large, the opponent is low enough that triggers plus a small attack can finish, or Monastery Mentor / Young Pyromancer / Storm-Kiln Artist makes a multi-spell turn natural.

- Wide combat burst wins by turning expendable bodies into one lethal or near-lethal attack. Set up with cheap tokens, protect the board with Teferi's Protection if holding it, then execute with Moonshaker Cavalry, Heroic Reinforcements, Frontline Rush, Moogles' Valor, Castle Embereth, Elspeth, Storm Slayer, or Aziza, Mage Tower Captain only after checking legal combat math and visible blockers; Card text check required for Aziza, Mage Tower Captain, Frontline Rush, Moogles' Valor, and Elspeth, Storm Slayer before relying on exact boosts. Prioritize this line when the opponent is tapped low, has few profitable blocks, or your board is already wide enough that waiting mostly exposes you to a reset.

- Spell-chain payoff wins use cheap spells, treasure or mana artifacts, and storm-adjacent cards to produce a decisive turn. Set up with Arcane Signet, Mind Stone, Strike It Rich, Seize the Spoils, Big Score, Jeska's Will, Storm-Kiln Artist, Artist's Talent, Primal Amulet, Monastery Mentor, and Young Pyromancer; execute with Empty the Warrens, Grapeshot, Banefire, token spells, or Impact Tremors after counting available mana and all legal follow-up prompts. Prioritize this line when hand size is high, the opponent's shields are visibly low, or incremental attacks will not beat the board.

- Lifegain swarm wins by making racing impossible while tokens chip in. Set up Soul Warden, Lunarch Veteran, Hinterland Sanctifier, Guide of Souls, Ocelot Pride, Lifecreed Duo, Haliya, Guided by Light, and Authority of the Consuls before or alongside token waves; Card text check required for Haliya, Guided by Light, Lifecreed Duo, Guide of Souls, and Hinterland Sanctifier before assuming exact trigger payoffs. Prioritize this line against visible creature pressure or burn pressure where extra life buys the turn needed for Moonshaker Cavalry, Banefire, or a wide attack.

## Secondary Win Conditions
- Burn reach is the fallback when the opponent answers creatures but reaches a low life total. Preserve Lightning Bolt, Sear, Rebel Salvo, Grapeshot, Banefire, Impact Tremors, Shocking Sharpshooter, and possibly Quarrel's End for lethal math rather than spending them on low-impact targets; Card text check required for Sear, Shocking Sharpshooter, and Quarrel's End. Use Swords to Plowshares, Path to Exile, Abrade, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, and Rip Apart first when the threat must die and burn-to-face is an active endgame.

- Value pressure is the backup when the first swarm is removed. Rebuild with Caretaker's Talent, Enduring Innocence, Esper Sentinel, Artist's Talent, Primal Amulet, Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Mind Stone, and commander recasts of Aziza, Mage Tower Captain if legal and useful. Do not discard Moonshaker Cavalry, Mondrak, Glory Dominus, Impact Tremors, or Teferi's Protection to velocity spells unless the visible board requires immediate survival or the card is uncastable for multiple turns.

- Single-threat pressure is acceptable when token density is disrupted. Dragonmaster Outcast, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Ocelot Pride, Shocking Sharpshooter, Raphael, Tough Turtle, and Elspeth, Storm Slayer can force answers while the deck rebuilds; Card text check required for Raphael, Tough Turtle and Shocking Sharpshooter before assigning exact combat or damage roles. Protect the strongest snowball permanent over a replaceable token maker.

- Mana-land utility is a minor fallback, not a primary plan. Castle Embereth can turn small attackers into relevant damage when the board is wide, and Eiganjo, Seat of the Empire may act as interaction if a legal channel-style action is exposed by the engine. The list has no true creature-land win condition and no registered sideboard or dedicated recursion package.

## Emergency Lines
- When behind on life, stop racing unless lifegain triggers or immediate lethal are visible. Use Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Get Lost, Stroke of Midnight, Bovine Intervention, Rip Apart, Rebel Salvo, The Battle of Bywater, or Expel the Interlopers on the threat that most changes the next combat step, then rebuild through cheap tokens and lifegain permanents.

- When behind on board, trade tokens for time before protecting engines. Chump block if the next turn unlocks Moonshaker Cavalry, Expel the Interlopers, The Battle of Bywater, a lethal Banefire, or a stabilizing lifegain swarm; avoid attacking with needed blockers under a short visible clock.

- When behind on cards, convert excess lands or weak late token makers into velocity with Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Mind Stone, Jeska's Will, Caretaker's Talent, or Esper Sentinel. Keep at least one payoff or reload if the current board does not already threaten lethal.

- When behind on mana, prioritize untapped color access and cheap stabilization over ambitious chains. Use Arcane Signet, Mind Stone, Strike It Rich, treasure-producing legal actions, Arid Mesa, Fabled Passage, Command Tower, Sacred Foundry, Elegant Parlor, Sundown Pass, Sunbillow Verge, Needleverge Pathway, Plains, and Mountain to restore red-white balance before committing to double-spell turns.

- When key engines are removed, shift to the remaining axis instead of forcing the lost line. Without Impact Tremors, win through combat pump or Banefire; without Moonshaker Cavalry, win through incremental triggers and token pressure; without Mondrak, Glory Dominus, cast token makers for curve and board presence rather than waiting for a doubler.

- When graveyard recursion or combo access is absent, treat spent cards as gone unless the engine exposes a legal action. Do not plan around returning creatures or spells from the graveyard without visible text from Enduring Innocence, Lunarch Veteran, Primal Amulet, or another legal runtime action proving that line.

## Resource Model
- Life is a resource for buying setup turns, not for reckless racing. Let Soul Warden, Lunarch Veteran, Hinterland Sanctifier, Guide of Souls, Lifecreed Duo, Authority of the Consuls, Ocelot Pride, and Haliya, Guided by Light convert creature flow into time when the engine exposes triggers or legal actions; Card text check required for Hinterland Sanctifier, Guide of Souls, Lifecreed Duo, and Haliya, Guided by Light before relying on exact payoffs.

- Hand size is the fuel for spell-chain and rebuild turns. Spend Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Mind Stone, Esper Sentinel, Caretaker's Talent, Artist's Talent, Jeska's Will, and Primal Amulet to convert weak cards into velocity, but do not discard Moonshaker Cavalry, Mondrak, Glory Dominus, Impact Tremors, Teferi's Protection, or the only clean answer unless survival or mana access requires it.

- Mana is the limiting resource for both swarm development and combo turns. Prioritize early red-white access, then acceleration from Arcane Signet, Mind Stone, Strike It Rich, treasure-producing legal actions, Jeska's Will, Storm-Kiln Artist, and Primal Amulet; Card text check required for Artist's Talent and Aziza, Mage Tower Captain before assigning exact mana or discount roles.

- Board material is both pressure and conversion stock. Servo Exhibition, Raise the Alarm, Hop to It, Ral's Reinforcements, Krenko's Command, Hordeling Outburst, Sram's Expertise, Empty the Warrens, Song of Totentanz, Heroic Reinforcements, Form a Posse, Monastery Mentor, Young Pyromancer, and Mondrak, Glory Dominus turn cards into bodies; spend those bodies on combat, blocking, or legal sacrifice prompts only after checking whether Moonshaker Cavalry, Castle Embereth, Frontline Rush, Moogles' Valor, Elspeth, Storm Slayer, Impact Tremors, or Aziza, Mage Tower Captain makes them worth preserving.

- Graveyard resources are mostly spent-card information unless a visible legal action says otherwise. Track Strike It Rich, Lunarch Veteran, Primal Amulet, Enduring Innocence, and any engine-exposed graveyard action, but do not plan around recursion from the graveyard without current legal action text.

- Exile is a tactical zone only when runtime output grants play permission or tracks a removed permanent. Treat exiled cards as unavailable unless Forge exposes a legal cast/play action, and count opponent-exiled threats only through public state rather than assuming they are gone forever if a temporary effect is involved.

- Lands are functional resources beyond raw count. Castle Embereth can matter as a late pump land when the board is wide, Eiganjo, Seat of the Empire can matter only if a legal channel-style action appears, and Arid Mesa plus Fabled Passage can fix colors or change shuffle state; Card text check required for Sunbillow Verge and Elegant Parlor timing details if the engine does not expose tapped status clearly.

- Sacrifice fodder should usually be expendable tokens or Treasures, not engine creatures. Use tokens from cheap makers or artifact tokens from legal treasure actions to pay costs only when the legal prompt explicitly allows it; protect Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Mondrak, Glory Dominus, Ocelot Pride, and Impact Tremors unless the board state makes the exchange decisive.

- Tempo comes from forcing the opponent to answer a widening battlefield while holding burst finishers. Prefer double-spell turns that add bodies and preserve interaction over single expensive plays into open mana, unless Moonshaker Cavalry, Expel the Interlopers, The Battle of Bywater, Banefire, or Teferi's Protection is the visible decisive line.

- Information is a scarce resource in singleton Brawl. Respect known revealed cards, public graveyards, commander tax, visible mana, and legal action lists; never assume the opponent lacks interaction just because a previous window passed.

- Extra-card bullets do not exist for this registration. There is no sideboard map to convert into post-game resources, so every game must be piloted from the registered 100-card main deck and command-zone access.

## Mana Guide
- Keep hands that can cast early white and red spells on time. A good opener usually has two to four lands or one land plus Arcane Signet, Mind Stone, Strike It Rich, or strong draw/filtering, and it should include at least one early play such as Esper Sentinel, Soul Warden, Lunarch Veteran, Ocelot Pride, Raise the Alarm, Servo Exhibition, Lightning Bolt, Swords to Plowshares, Path to Exile, or a two-mana accelerator.

- Mulligan hands that fail basic color function. Ship one-land hands without cheap draw or acceleration, hands with only Mountains and several white early spells, hands with only Plains and several red token or draw spells, and slow hands whose first meaningful action is a high-cost payoff without visible ramp.

- Sequence lands to preserve untapped red-white access before maximizing utility. Command Tower, Sacred Foundry, Needleverge Pathway, Sundown Pass, Sunbillow Verge, Elegant Parlor, Arid Mesa, Fabled Passage, Plains, and Mountain should be chosen by current legal tapped/untapped state, next-turn color needs, and whether a same-turn interaction spell must remain available.

- Fetch for the missing color unless hand texture clearly demands basics. Use Arid Mesa and Fabled Passage to stabilize red-white balance, enable untapped future turns, or thin after known top-card manipulation only when the engine confirms legal timing; do not fetch automatically before a draw/filter action if the top of library is known and valuable.

- Play land before draw when the turn already has a required land drop or mana spend. If casting Arcane Signet, Mind Stone, a token maker, or interaction this turn depends on the land, make the land drop first; if Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, or another selection spell may change which land is best, delay the land drop when you can still use the drawn land legally.

- Preserve white mana for protection and exile effects when the opponent can punish a tap-away. Teferi's Protection, Swords to Plowshares, Path to Exile, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, The Battle of Bywater, and Expel the Interlopers all pressure white mana; Card text check required for Bovine Intervention and Quarrel's End before assuming exact interaction timing.

- Preserve red mana for reach and spell-chain turns when lethal math is close. Lightning Bolt, Sear, Abrade, Rebel Salvo, Rip Apart, Grapeshot, Banefire, Jeska's Will, Strike It Rich, Hordeling Outburst, Krenko's Command, Empty the Warrens, Song of Totentanz, and Big Score can change the turn's ceiling; Card text check required for Sear and Rebel Salvo exact cost or damage conditions.

- Spend artifacts and Treasures according to turn horizon. Arcane Signet usually supports long-game fixing, Mind Stone can later convert to a card when mana is abundant, and Treasures from Strike It Rich, Seize the Spoils, Big Score, Storm-Kiln Artist, or Jeska's Will should be saved for payoff turns unless immediate stabilization requires them.

- Count commander tax and recast pressure before committing utility mana. Aziza, Mage Tower Captain may be central to the deck's tribal-combo plan, but Card text check required; recast only when the legal action meaningfully advances the current board or threatens the next turn cycle rather than draining mana from interaction or a wider development turn.

## Mulligan Guide
- Strong keep: Keep two to four lands with both colors, an early permanent or token maker, and either payoff or interaction. Examples include Command Tower, Plains, Mountain, Esper Sentinel, Raise the Alarm, Impact Tremors, and Lightning Bolt; or Sacred Foundry, Plains, Arcane Signet, Soul Warden, Krenko's Command, Monastery Mentor, and Swords to Plowshares.

- Strong keep: Keep one-land hands only when the legal mulligan context and hand texture support immediate mana development. A one-land hand with Plains, Strike It Rich, Arcane Signet, Esper Sentinel, Raise the Alarm, Lightning Bolt, and Thrill of Possibility is color-risky but functional only if Strike It Rich and Arcane Signet are castable from visible mana sequencing.

- Medium keep: Keep balanced hands that develop slower but contain card flow or mana. Examples include Plains, Mountain, Mind Stone, Demand Answers, Hordeling Outburst, Get Lost, and Caretaker's Talent; these hands want to hit land three before committing payoff cards.

- Medium keep: Keep token-heavy hands without payoff when they curve cleanly and can defend. Servo Exhibition, Hop to It, Ral's Reinforcements, Hordeling Outburst, and Raise the Alarm are acceptable with three lands and one removal spell, but become weaker if the opponent presents early sweepers or lifegain blockers.

- Risky keep: Treat payoff-heavy hands as suspect without early bodies or draw. Mondrak, Glory Dominus, Moonshaker Cavalry, Elspeth, Storm Slayer, Cosmogrand Zenith, Form a Posse, and Banefire are not a keep by themselves unless mana, ramp, and survival are already covered.

- Risky keep: Treat red spell-chain hands as fragile without white stabilization. Young Pyromancer, Storm-Kiln Artist, Jeska's Will, Empty the Warrens, Grapeshot, Big Score, and Seize the Spoils need lands, cheap spells, and time; do not keep them if the first board action is turn three or later against pressure.

- Automatic ship: Ship zero-land hands, five-plus-land hands without draw or action, one-land hands without Arcane Signet, Mind Stone, Strike It Rich, or cheap filtering, and hands that cannot cast any nonland card before turn three. Also ship hands with only Mountains plus white early spells, or only Plains plus red early spells, unless current legal London mulligan depth makes a worse six likely.

- Matchup-dependent keep: Keep Authority of the Consuls, Soul Warden, Lunarch Veteran, Guide of Souls, Lifecreed Duo, or Hinterland Sanctifier higher against creature pressure and lower against slow control. Card text check required for Guide of Souls, Lifecreed Duo, Hinterland Sanctifier, Haliya, Guided by Light, and Raphael, Tough Turtle before relying on exact triggers.

- Play/draw rule: On the play, prefer proactive mana plus board starts such as Esper Sentinel, Ocelot Pride, Soul Warden, or Krenko's Command. On the draw, value Swords to Plowshares, Path to Exile, Lightning Bolt, Get Lost, Stroke of Midnight, Abrade, Rip Apart, and Thrill of Possibility more because the opponent acts first.

- Trap hand: Do not keep a hand because it contains Moonshaker Cavalry, Mondrak, Glory Dominus, or Impact Tremors if it lacks bodies. Do not keep a hand because it contains Teferi's Protection if it cannot develop; protection preserves a position, it does not create one.

## Turn Arc
- Turn 1: Lead with untapped color fixing that enables turn-two action. Prefer Esper Sentinel, Soul Warden, Lunarch Veteran, Ocelot Pride, Guide of Souls, Authority of the Consuls, Strike It Rich, or Lightning Bolt only when the legal action and matchup make the play relevant; hold removal if no visible target matters.

- Turn 1 deviation: Use Arid Mesa or Fabled Passage to fix the missing color when future turns need both red and white. Delay fetching only when top-card knowledge, tapped-land timing, or a legal draw/filter line makes the land choice meaningfully different.

- Turn 2: Build mana or bodies before speculative filtering. Arcane Signet and Mind Stone are preferred if the hand contains three- to five-mana payoffs; Raise the Alarm, Servo Exhibition, Krenko's Command, Hop to It, and Ral's Reinforcements are preferred when Impact Tremors, Artist's Talent, Caretaker's Talent, Mondrak, Glory Dominus, or Moonshaker Cavalry is already part of the plan.

- Turn 2 deviation: Spend Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Rip Apart, Get Lost, or Stroke of Midnight when a visible threat will snowball faster than your token engine. Card text check required for Bovine Intervention, Exorcise, Quarrel's End, Sear, and Rebel Salvo before treating them as interchangeable removal.

- Turn 3: Choose the engine that matches the current hand. Play Monastery Mentor or Young Pyromancer before a follow-up spell chain; play Impact Tremors before multiple token makers; play Storm-Kiln Artist before Big Score, Seize the Spoils, Jeska's Will, or cheap instants if it can survive.

- Turn 3 deviation: Cast Hordeling Outburst, Sram's Expertise, Heroic Reinforcements, or The Battle of Bywater only when board texture supports it. Do not walk a key board into a visible sweeper line if holding Teferi's Protection or a slower reload is better.

- Turns 4-5: Convert board material into pressure while holding one meaningful answer when possible. Mondrak, Glory Dominus, Caretaker's Talent, Elspeth, Storm Slayer, Heroic Reinforcements, Frontline Rush, Moogles' Valor, Castle Embereth, and Aziza, Mage Tower Captain matter most when tokens already exist; Card text check required for Aziza, Mage Tower Captain, Frontline Rush, Moogles' Valor, and Artist's Talent exact tactical mode.

- Turns 4-5 deviation: Use Expel the Interlopers, The Battle of Bywater, or targeted removal to reset losing boards before chasing combo damage. Use Teferi's Protection defensively when a visible lethal or sweeper-like exchange would erase the board you need to win.

- Late game: Finish with wide-board pumps, direct damage, or spell-chain payoffs. Moonshaker Cavalry, Castle Embereth, Heroic Reinforcements, Frontline Rush, Moogles' Valor, Banefire, Grapeshot, Empty the Warrens, Impact Tremors, and Storm-Kiln Artist are payoff cards; choose the legal line that ends the game or leaves the opponent unable to profitably attack back.

- Late-game deviation: Rebuild patiently after removal with token makers and draw/filtering instead of firing Banefire or Grapeshot too early. Use Mind Stone, Thrill of Possibility, Demand Answers, Highway Robbery, Big Score, Seize the Spoils, Primal Amulet, Enduring Innocence, and Caretaker's Talent only through visible legal actions and known costs.

## Card Roles
- Commander role: Aziza, Mage Tower Captain is the named strategy anchor, but card text check required before assuming exact tribal, token, spell-chain, or commander-damage incentives. Cast Aziza only when legal text advances the current battlefield or when command-zone access is worth the tempo; avoid spending a full turn on Aziza into visible removal if a token maker, draw spell, or protection-backed setup creates a safer win window.

- Mana roles: Plains and Mountain are the deck's basic color floor; keep hands that make both white token/removal spells and red spell-chain cards castable on curve. Command Tower, Sacred Foundry, Sundown Pass, Sunbillow Verge, Needleverge Pathway, Elegant Parlor, Arid Mesa, Fabled Passage, Eiganjo, Seat of the Empire, and Castle Embereth are not interchangeable: use fixing lands early, preserve Eiganjo, Seat of the Empire only when its channel-like legal action is visible and valuable, and treat Castle Embereth as a late wide-board damage card rather than just a red source when the engine can afford tapped or color-risky sequencing.

- Ramp and mana smoothing: Arcane Signet and Mind Stone are priority early plays when the hand contains Mondrak, Glory Dominus, Elspeth, Storm Slayer, Moonshaker Cavalry, Cosmogrand Zenith, Form a Posse, Big Score, or multiple three-drops. Strike It Rich is a cheap acceleration or spell-count piece; use it to bridge into an engine turn, not as a random first action if color requirements are already solved. Jeska's Will can be explosive, but card text check required for exact commander-dependent modes; treat it as a commitment card that should produce mana, cards, or storm count immediately.

- Cheap token makers: Servo Exhibition, Raise the Alarm, Krenko's Command, Ral's Reinforcements, Hop to It, Hordeling Outburst, and Sram's Expertise supply the bodies that make the deck function. Cast them before Impact Tremors, Caretaker's Talent, Artist's Talent, Mondrak, Glory Dominus, Heroic Reinforcements, Frontline Rush, Moogles' Valor, Castle Embereth, or Moonshaker Cavalry only when curving away matters; otherwise hold one token burst until a payoff is already legal and protected from obvious disaster. Card text check required for Hop to It and Ral's Reinforcements exact token counts or bonus text.

- Large token bursts: Empty the Warrens, Song of Totentanz, Form a Posse, and Cosmogrand Zenith are payoff-scale token cards rather than routine filler. Delay them until spell count, mana, Impact Tremors, Mondrak, Glory Dominus, or a finishing pump converts them into decisive pressure; do not expose a maximum-output token turn into a visible sweeper or better opponent crack-back unless Teferi's Protection or lethal damage changes the risk. Card text check required for Song of Totentanz, Form a Posse, and Cosmogrand Zenith exact costs and scaling.

- Token payoffs: Impact Tremors rewards sequencing token makers after it; prioritize it before multi-token spells when life totals make incremental damage matter. Mondrak, Glory Dominus should be protected as a multiplier, not cast into an empty board unless the follow-up is ready. Caretaker's Talent and Artist's Talent are engine pieces; card text check required for exact level, draw, or trigger text, but treat them as setup permanents that need time and bodies. Elspeth, Storm Slayer is a high-impact planeswalker-style payoff; verify legal modes and choose the mode that stabilizes, widens, or threatens lethal from visible board state.

- Creature engines: Monastery Mentor and Young Pyromancer turn cheap noncreature spells into board material; cast them before Lightning Bolt, Swords to Plowshares, Path to Exile, Thrill of Possibility, Demand Answers, Strike It Rich, or removal only when they can survive and the follow-up spell is available. Storm-Kiln Artist supports spell-chain mana; protect it when a same-turn Big Score, Seize the Spoils, Demand Answers, Jeska's Will, Grapeshot, or Empty the Warrens line is visible. Do not tap away for these engines if the opponent's visible board requires immediate removal.

- Lifegain and small-board stabilizers: Soul Warden, Lunarch Veteran, Authority of the Consuls, Ocelot Pride, Guide of Souls, Lifecreed Duo, Hinterland Sanctifier, Haliya, Guided by Light, Enduring Innocence, Esper Sentinel, Dragonmaster Outcast, Shocking Sharpshooter, and Raphael, Tough Turtle are matchup-shaped role cards. Prioritize Soul Warden, Lunarch Veteran, Authority of the Consuls, and Lifecreed Duo against creature pressure; prioritize Esper Sentinel against slow spell decks; use Dragonmaster Outcast as a late threat only when land count and survival support it. Card text check required for Ocelot Pride, Guide of Souls, Lifecreed Duo, Hinterland Sanctifier, Haliya, Guided by Light, Enduring Innocence, Shocking Sharpshooter, and Raphael, Tough Turtle before relying on exact triggers, creature types, or combat math.

- Pump and finishers: Heroic Reinforcements, Frontline Rush, Moogles' Valor, Castle Embereth, Moonshaker Cavalry, and Banefire convert material into closing damage. Use Heroic Reinforcements and Castle Embereth when many small attackers can safely attack; use Moonshaker Cavalry as the over-the-top finisher when the board is wide enough and removal risk is acceptable. Banefire is a late direct-damage closer or emergency removal only if legal text and mana make the target clear; do not spend it early unless survival requires it. Card text check required for Frontline Rush and Moogles' Valor exact pump/protection/timing.

- Removal suite: Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, Quarrel's End, Sear, Rebel Salvo, The Battle of Bywater, and Expel the Interlopers are not all equal. Spend cheap removal on snowball threats, blockers preventing lethal, or combo pieces; hold flexible answers for permanents your token plan cannot race. Use sweepers only when behind or when your recovery is stronger than the opponent's. Card text check required for Bovine Intervention, Exorcise, Quarrel's End, Sear, Rebel Salvo, The Battle of Bywater, and Expel the Interlopers before assuming exact target restrictions or board-wipe symmetry.

- Protection role: Teferi's Protection is the premium preserve-a-winning-position card, not a development spell. Hold it for visible lethal, sweepers, alpha-strike backswing prevention, or a turn where protecting a decisive board matters more than adding another token maker. Do not use it merely to save a minor creature unless that creature is the only active engine and the next turn is materially stronger.

- Card flow and discard outlets: Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, and Mind Stone turn excess lands, dead removal, or redundant expensive cards into velocity. Use them before land drops only when legal draw/discard outcomes can change the land decision; discard expensive finishers only when the current game is about survival or spell-chain density. Card text check required for Highway Robbery exact modality or graveyard use.

- Spell-chain payoffs: Grapeshot, Empty the Warrens, Storm-Kiln Artist, Monastery Mentor, Young Pyromancer, Jeska's Will, Strike It Rich, Primal Amulet, and cheap interaction form the red combo subplan. Primal Amulet needs card text check required for exact transform/copy behavior, but it should be treated as slow setup that gets better when the hand has multiple instants and sorceries. Do not fire Grapeshot as a small removal spell if it is the only realistic finishing line, unless a visible threat must die immediately.

## Interaction Priorities

- Remove engine snowballs before blockers when the opponent is building faster than your token board. Use Lightning Bolt, Swords to Plowshares, Path to Exile, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, Quarrel's End, Sear, or Rebel Salvo on commanders, repeatable draw, mana engines, sacrifice engines, and lifegain engines that will outscale Impact Tremors plus tokens; card text check required for Bovine Intervention, Exorcise, Quarrel's End, Sear, and Rebel Salvo target limits.

- Save flexible exile or permanent answers for threats your wide board cannot attack through. Swords to Plowshares and Path to Exile should answer single must-kill creatures; Get Lost and Stroke of Midnight should answer planeswalkers, enchantments, or oversized blockers when their visible drawback is less important than clearing the permanent. Abrade and Rip Apart should handle artifacts or small creatures before spending broader answers.

- Ignore small ground creatures when Soul Warden, Lunarch Veteran, Authority of the Consuls, Lifecreed Duo, or a token wall makes racing favorable. Do not spend premium removal on one-for-one attackers if the opponent is not threatening lethal, a sweeper, a combo turn, or a blocker that prevents your next attack from mattering.

- Use The Battle of Bywater and Expel the Interlopers as reset buttons only when the visible exchange favors your recovery. Prefer them against large-creature boards, tall commanders, and battlefield states where your 1/1 tokens, token makers, or follow-up hand rebuild faster; avoid wiping your own Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Mondrak, Glory Dominus, or wide lethal board unless survival demands it. Card text check required for exact modes and symmetry.

- Bait interaction with low-commitment token makers before committing Mondrak, Glory Dominus, Monastery Mentor, Storm-Kiln Artist, Impact Tremors, Caretaker's Talent, Artist's Talent, or Moonshaker Cavalry. Servo Exhibition, Raise the Alarm, Krenko's Command, Ral's Reinforcements, Hop to It, and Hordeling Outburst are acceptable probes when the hand has another payoff or protection.

- Protect decisive boards with Teferi's Protection instead of protecting minor tempo. Hold it for visible lethal backswings, opponent sweepers, stack pressure on a finishing attack, or a turn where Mondrak, Glory Dominus plus a token burst will win if preserved. Do not fire it to save a replaceable token maker unless that engine is the only path to recover.

- Change removal posture by archetype. Against aggro, kill haste, evasion, pump, and repeatable damage first, then stabilize with lifegain bodies. Against control, conserve removal for finishers and protect engines from sweepers. Against combo, prioritize visible enablers over combat damage. Against midrange, trade removal for cards that invalidate tokens, then force them to answer multiple small threats.

## Combat And Trading Rules

- Attack when the token board converts into real damage without sacrificing your next defensive turn. Wide attacks are favored with Heroic Reinforcements, Frontline Rush, Moogles' Valor, Castle Embereth, Moonshaker Cavalry, Impact Tremors pressure, or visible lifegain cushions; card text check required for Frontline Rush and Moogles' Valor exact combat effects.

- Preserve engine creatures over ordinary tokens. Do not trade Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Mondrak, Glory Dominus, Ocelot Pride, Guide of Souls, Dragonmaster Outcast, Shocking Sharpshooter, Haliya, Guided by Light, Enduring Innocence, or Raphael, Tough Turtle in combat unless the rules text and board state show the trade wins the race, prevents lethal, or unlocks a decisive follow-up. Card text check required for the less familiar creatures before relying on combat keywords or triggers.

- Trade expendable tokens aggressively against larger attackers when life is under pressure. A 1/1 token may trade or chump to preserve time for Empty the Warrens, Song of Totentanz, Form a Posse, Cosmogrand Zenith, Moonshaker Cavalry, or Banefire; avoid chumping when the opponent is not presenting a short clock and those bodies are needed for a pump finish.

- Respect life-total thresholds before choosing attacks. Above roughly 14 life, prefer development and chip attacks that keep blockers. At 8 to 13 life, leave enough material to stop the opponent's largest visible attack unless your swing threatens lethal next turn. At 7 or less, block first and use removal before combat unless Impact Tremors, Banefire, Grapeshot, Moonshaker Cavalry, or a pump effect presents immediate lethal.

- Use lifegain creatures to enable races, not reckless attacks. Soul Warden, Lunarch Veteran, Authority of the Consuls, Lifecreed Duo, Hinterland Sanctifier, and Guide of Souls can make creature mirrors favorable, but do not count hidden lifegain or unverified triggers; check visible triggers and engine output before abandoning blocks.

- Force trades against blockers that stop your payoff turn. If one large blocker prevents Moonshaker Cavalry, Heroic Reinforcements, Castle Embereth, or Frontline Rush from being lethal, remove it before attacks or trade tokens into it only when the resulting board still leaves enough attackers.

- Defend planeswalker-style or talent engines when their next activation matters more than damage. If Elspeth, Storm Slayer, Caretaker's Talent, or Artist's Talent will create cards, bodies, or lethal pressure next turn, leave blockers and use removal to preserve it; card text check required for exact loyalty, level, or activation details.

- Shift combat by archetype. Against aggro, block early and let token engines win later. Against control, attack in small waves and keep a post-sweeper rebuild. Against combo, shorten the clock even if trades are imperfect. Against midrange, avoid feeding premium creatures into larger bodies and make their removal answer tokens instead of engines.

## Selection And Tutor Rules

- Treat this deck as pseudo-selection, not a dedicated tutor shell. Arid Mesa and Fabled Passage are the only clean library-search effects from the registered list; use them to fix missing colors, thin after land-drop decisions only when no color choice matters, and preserve them when landfall, shuffle, or exact mana sequencing is visible from legal actions.

- Find untapped or immediately usable mana before optimizing land quality. With Arid Mesa or Fabled Passage, prioritize the color that lets the current hand cast Arcane Signet, Mind Stone, Lightning Bolt, Swords to Plowshares, Raise the Alarm, Krenko's Command, or other early plays on curve; do not fetch speculatively for a later splash if a current legal spell is stranded.

- Delay rummage effects until you know the turn's land and spell needs. Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, and Big Score should convert excess lands, redundant token makers, or situational removal into velocity, but do not discard the only white source, red source, protection spell, or payoff unless the current board makes that resource clearly lower value. Card text check required for Highway Robbery and Demand Answers exact costs and modes.

- Use draw-filter spells to assemble payoff plus density. When Impact Tremors, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Mondrak, Glory Dominus, Caretaker's Talent, Artist's Talent, or Primal Amulet is already active, select toward cheap noncreature spells and token bursts; when no engine is present, select toward engines, mana, or interaction before taking another medium token maker.

- Bottom or discard slow finishers when survival or setup is missing. Moonshaker Cavalry, Cosmogrand Zenith, Form a Posse, Banefire, Empty the Warrens, and Song of Totentanz are powerful late cards, but early selection should keep them only with mana, time, and token or spell density already visible.

- Keep protection and finishers when the board is already close to decisive. Teferi's Protection, Heroic Reinforcements, Frontline Rush, Moogles' Valor, Castle Embereth, Grapeshot, Banefire, and Moonshaker Cavalry rise in selection priority when the battlefield has many attackers, Impact Tremors pressure, or a clear next-turn lethal path; card text check required for Frontline Rush and Moogles' Valor.

- Respect commander-zone and singleton constraints during selection. Do not assume a second copy of any nonbasic, payoff, or removal spell exists; when a card uniquely solves the visible board, preserve it unless the legal actions show another answer.

## Priority And Stack Rules

- Pass priority quickly when the stack is empty and no instant-speed action changes the visible turn. This deck wins by developing engines and bodies, so avoid spending Lightning Bolt, Swords to Plowshares, Path to Exile, Abrade, Raise the Alarm, Teferi's Protection, or Big Score just because priority is available.

- Use instant-speed token makers at the latest safe window. Raise the Alarm is strongest before your turn, after an opponent commits attackers, or immediately before a payoff turn with Impact Tremors, Mondrak, Glory Dominus, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Caretaker's Talent, or Artist's Talent; do not cast it into open information if waiting preserves surprise and blockers.

- Respond to lethal, sweepers, and stack-based removal before value. Teferi's Protection should answer visible lethal attacks, board wipes, or removal that would break a winning board; it should not be spent to save replaceable tokens unless those tokens are the only visible path to win.

- Let harmless spells resolve when your answer is more valuable later. Do not fire Swords to Plowshares, Path to Exile, Get Lost, Stroke of Midnight, Abrade, Rip Apart, Bovine Intervention, Exorcise, Quarrel's End, Sear, or Rebel Salvo at low-impact creatures or artifacts unless they enable lethal, combo, repeated cards, or a blocker that invalidates the next attack. Card text check required for Bovine Intervention, Exorcise, Quarrel's End, Sear, and Rebel Salvo.

- Sequence payoff triggers before optional payments or extra casts. When Impact Tremors, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Soul Warden, Lunarch Veteran, Guide of Souls, Lifecreed Duo, Ocelot Pride, Haliya, Guided by Light, Shocking Sharpshooter, or Raphael, Tough Turtle triggers appear, choose legal trigger and payment actions from visible text only; card text check required for exact optional trigger behavior on less familiar cards.

- Hold Grapeshot, Empty the Warrens, and storm-style turns until spell count and mana are visible. Jeska's Will, Strike It Rich, Seize the Spoils, Big Score, Arcane Signet, Mind Stone, cheap removal, and cheap token spells can build a stack turn, but do not commit unless the legal actions show enough mana and follow-up spells to produce lethal, a dominant board, or a protected recovery.

- Use Banefire as a finisher or must-kill removal spell, not a routine tempo play. Choose X from current legal mana and visible life totals only, and prefer lethal or removal of a decisive threat over partial face damage.

- Activate Castle Embereth or other visible pump only when combat math is already favorable. Fire pump after blockers when legal if it converts blocks into lethal, preserves attackers, or wins combat; do not spend mana before attacks if the opponent can change blocks or remove the payoff.

## Sideboard Map

- Registered configuration: this Brawl list has a 100-card main deck and no sideboard, so Veles must never propose a card-pool transaction for this strategy. Treat every match as a main-deck-only configuration and adjust role, sequencing, mulligans, and in-game resource priorities instead of changing registered cards.

- Legal-action rule: if a runtime route offers sideboarding for this deck, choose the no-change or submit-current-list action when available. If the rules engine exposes no such action, report that the registered sideboard is empty and do not name any decklist change.

- No-sideboard coverage: there are no registered sideboard cards. No sideboard card has a matchup entry, role, weakness case, or role-change instruction because the registered zone inventory lists none.

- No-sideboard adaptation plan: no executable plan exists because there are zero legal cards to add from outside the registered main deck. Do not create a placeholder plan, and do not use main-deck cards as if they were outside-card options.

- Aggro role shift: prioritize survival tools already in the main deck. Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, Quarrel's End, Sear, Rebel Salvo, and Expel the Interlopers become higher-priority keeps or selections when the opponent starts with fast creatures; card text check required for Bovine Intervention, Exorcise, Quarrel's End, Sear, and Rebel Salvo.

- Aggro stabilization: treat Soul Warden, Lunarch Veteran, Guide of Souls, Hinterland Sanctifier, Lifecreed Duo, Authority of the Consuls, Ocelot Pride, Servo Exhibition, Raise the Alarm, Hop to It, Krenko's Command, Ral's Reinforcements, Hordeling Outburst, and Sram's Expertise as the main-deck life-and-blocker package. Keep hands that can create early bodies and preserve life; avoid slow hands that only contain Moonshaker Cavalry, Cosmogrand Zenith, Form a Posse, Banefire, or expensive draw unless the mana and early interaction are already present.

- Control role shift: value resilient engines and rebuilds from the registered main deck. Esper Sentinel, Artist's Talent, Caretaker's Talent, Enduring Innocence, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Primal Amulet, Impact Tremors, Mondrak, Glory Dominus, Elspeth, Storm Slayer, Empty the Warrens, and Heroic Reinforcements should be sequenced to pressure while preserving a second wave after sweepers; card text check required for Artist's Talent, Enduring Innocence, and Elspeth, Storm Slayer exact behavior.

- Control pressure discipline: do not commit every token maker into a visible sweeper or open mana if the current board already demands an answer. Keep Raise the Alarm, Song of Totentanz, Empty the Warrens, Sram's Expertise, Form a Posse, or Moonshaker Cavalry as follow-up pressure when the first board can already chip down life or force removal.

- Combo role shift: race with the fastest credible clock and preserve interaction for the first visible engine piece, payoff, or protection spell. Lightning Bolt, Swords to Plowshares, Path to Exile, Abrade, Get Lost, Stroke of Midnight, Rip Apart, Exorcise, and Rebel Salvo should answer a permanent or creature that visibly enables the opponent's combo; do not spend them on incidental damage or small blockers unless it creates lethal pressure.

- Midrange role shift: make the opponent answer engines instead of trading premium threats for single bodies. Mondrak, Glory Dominus, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Caretaker's Talent, Impact Tremors, Ocelot Pride, Soul Warden, and Authority of the Consuls become attrition anchors, while token bursts should be held until they either trigger engines, block profitably, or set up Castle Embereth, Heroic Reinforcements, Frontline Rush, Moogles' Valor, Moonshaker Cavalry, or Cosmogrand Zenith.

- Artifact and enchantment pressure: use main-deck flexible answers instead of expecting sideboard specialization. Abrade, Rip Apart, Get Lost, Stroke of Midnight, Exorcise, and Bovine Intervention are the available broad interaction suite; prioritize artifacts or enchantments that shut off token attacks, lifegain, spell chains, or commander access.

- Graveyard pressure: there is no dedicated registered graveyard-hate card in the sideboard, so answer graveyard strategies by racing, removing enablers, and managing exile-capable interaction only when legal text supports it. Swords to Plowshares, Path to Exile, Stroke of Midnight, and any visible exile-mode spell should be preserved for creatures or permanents that recur, fuel combo, or invalidate combat; do not assume hidden graveyard interaction exists.

- Token mirrors: lean on engines that punish creature volume. Impact Tremors, Soul Warden, Lunarch Veteran, Authority of the Consuls, Mondrak, Glory Dominus, The Battle of Bywater, Expel the Interlopers, Castle Embereth, Heroic Reinforcements, Frontline Rush, Moonshaker Cavalry, and Cosmogrand Zenith are the main-deck tools that change stalled boards; card text check required for The Battle of Bywater, Frontline Rush, and Cosmogrand Zenith.

- Commander dependency: Aziza, Mage Tower Captain is always part of the later-game plan because no sideboard plan can reduce reliance on the commander. Recast Aziza when commander tax is affordable and the visible board rewards commander text; delay Aziza when a token engine, removal spell, or protection action better addresses the current turn.

- Protection mapping: Teferi's Protection is the only clear registered premium protection spell from the decklist. Preserve it against lethal attacks, sweepers, or removal that breaks a decisive board; do not spend it merely to save a replaceable small token wave unless that wave is the current lethal setup.

- Mulligan compensation: because no sideboard cards change the matchup, mulligans must supply the role shift. Against fast decks, require early mana and early interaction or lifegain; against slow decks, require an engine, card flow, or pressure; against combo, require a clock plus at least one relevant answer when the hand can support it.

- Runtime constraint: all role changes are strategic preferences, not permission to invent actions. Choose only legal actions surfaced by the rules engine, use visible card names and public information, and mark uncertain card-text lines as conditional whenever the exact Oracle text is not exposed.

## Matchup Guidance

- Aggro: keep hands that can interact before turn 3 or create multiple early blockers. Soul Warden, Lunarch Veteran, Authority of the Consuls, Guide of Souls, Hinterland Sanctifier, Lifecreed Duo, Ocelot Pride, Servo Exhibition, Raise the Alarm, Krenko's Command, Ral's Reinforcements, Hop to It, and Sram's Expertise are the stabilizing package because they convert early turns into life, bodies, or both. Use Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Bovine Intervention, Quarrel's End, Sear, and Rebel Salvo on creatures that push damage through blockers or invalidate lifegain; card text check required for Bovine Intervention, Quarrel's End, Sear, and Rebel Salvo. Cast Aziza, Mage Tower Captain only when the commander text immediately improves survival or the body matters; do not spend a turn on Aziza over a legal removal or multi-token action while under lethal pressure.

- Burn: prioritize life triggers over raw token size. Soul Warden, Lunarch Veteran, Authority of the Consuls, Guide of Souls, Hinterland Sanctifier, Lifecreed Duo, Ocelot Pride, and token makers are the best way to move away of burn range, while Teferi's Protection should be reserved for lethal stacks, lethal attacks, or a turn where phasing protects both life total and a decisive board. Avoid unnecessary Sacred Foundry life payment if another legal land sequence gives the same colors. Treat Banefire and Grapeshot as finishers after stabilization rather than early removal unless the rules engine shows a clean survival line.

- Control: pressure with engines in waves instead of emptying the hand into a sweeper. Esper Sentinel, Artist's Talent, Caretaker's Talent, Enduring Innocence, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Primal Amulet, Impact Tremors, Mondrak, Glory Dominus, and Elspeth, Storm Slayer are the cards that make every token spell or cheap spell harder to answer one-for-one; card text check required for Artist's Talent, Enduring Innocence, Primal Amulet timing, and Elspeth, Storm Slayer exact modes. Commit one engine, make enough bodies to demand an answer, then hold Raise the Alarm, Empty the Warrens, Song of Totentanz, Form a Posse, Sram's Expertise, or Moonshaker Cavalry as the rebuild unless the current legal attack or spell chain is lethal.

- Removal-heavy decks: diversify threats across permanent types and keep a reload. Do not make Mondrak, Glory Dominus, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Ocelot Pride, Dragonmaster Outcast, or Aziza, Mage Tower Captain the only card that matters unless Teferi's Protection or immediate payoff is available. Prefer lines that leave behind tokens, card flow, or Impact Tremors pressure after a creature dies. If the opponent spends removal on small lifegain creatures, shift toward Caretaker's Talent, Artist's Talent, Primal Amulet, Big Score, Seize the Spoils, Demand Answers, Highway Robbery, and Thrill of Possibility to rebuild.

- Tempo: protect mana efficiency and do not walk expensive spells into obvious open interaction without a board reason. Arcane Signet, Mind Stone, Strike It Rich, Jeska's Will, Big Score, Seize the Spoils, Demand Answers, and Highway Robbery help recover from bounce or soft permission, but they should not replace developing blockers when behind. Cast cheap token spells before expensive finishers so the opponent must answer board presence before Moonshaker Cavalry, Cosmogrand Zenith, Form a Posse, Banefire, or Heroic Reinforcements can end the game. Card text check required for Cosmogrand Zenith and Form a Posse.

- Midrange: make every exchange favor the board-wide plan. Use removal on creatures that dominate combat, generate repeated value, or threaten planeswalkers and engines, not on replaceable bodies that tokens can block. Mondrak, Glory Dominus, Impact Tremors, Caretaker's Talent, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Ocelot Pride, Soul Warden, and Authority of the Consuls are attrition anchors. Castle Embereth, Frontline Rush, Heroic Reinforcements, Moogles' Valor, Moonshaker Cavalry, and Cosmogrand Zenith convert stalled boards into wins; card text check required for Frontline Rush, Moogles' Valor, and Cosmogrand Zenith.

- Big mana: shorten the clock and save interaction for the first permanent or creature that visibly takes over the game. Early Esper Sentinel, Ocelot Pride, Monastery Mentor, Young Pyromancer, Impact Tremors, Aziza, Mage Tower Captain, and token bursts create a clock before the opponent reaches oversized turns. Do not spend Swords to Plowshares, Path to Exile, Get Lost, Stroke of Midnight, Rip Apart, Abrade, Exorcise, or Rebel Salvo on low-impact ramp-adjacent permanents unless the legal text shows that permanent is the bottleneck; card text check required for Exorcise and Rebel Salvo. Banefire becomes more valuable as an unblocked or late-game finisher if the engine shows it can convert mana into lethal damage.

- Combo: race while preserving the answer that maps to the visible combo piece. A hand with only removal and no pressure may lose to redundancy; a hand with only token pressure may lose to a faster protected line. Prefer opening hands with a cheap clock plus Swords to Plowshares, Path to Exile, Lightning Bolt, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Exorcise, or Rebel Salvo. Use Grapeshot, Banefire, Impact Tremors, Empty the Warrens, Storm-Kiln Artist, Monastery Mentor, Young Pyromancer, Jeska's Will, and Primal Amulet as the spell-chain finish package only after checking current legal mana, storm count if exposed, stack state, and whether passing gives the opponent a deterministic win.

- Graveyard decks: race and remove enablers because no registered sideboard graveyard hate exists. Preserve exile-style interaction only when the rules engine confirms the relevant mode or destination; Swords to Plowshares and Path to Exile are reliable creature exile names, while Stroke of Midnight or Exorcise require visible legal text confirmation. Do not assume hidden graveyard hate, and do not waste removal on graveyard payoffs that are not currently castable, attacking, blocking, or enabling a visible loop.

- Artifact/enchantment decks: treat flexible answers as scarce. Abrade, Rip Apart, Get Lost, Stroke of Midnight, Exorcise, Bovine Intervention, and possibly Elspeth, Storm Slayer should answer artifacts or enchantments that stop attacks, shut down token creation, prevent lifegain, tax spells, or produce repeated advantage; card text check required for Bovine Intervention and Elspeth, Storm Slayer. If the opponent's artifacts are only mana, pressure first unless destroying one clearly delays a decisive turn.

- Go-wide decks: win by making your engines scale harder or by resetting the board at the right size. Soul Warden, Lunarch Veteran, Authority of the Consuls, Impact Tremors, Mondrak, Glory Dominus, The Battle of Bywater, Expel the Interlopers, Castle Embereth, Heroic Reinforcements, Frontline Rush, Moonshaker Cavalry, and Cosmogrand Zenith are the cards that matter most in creature mirrors; card text check required for The Battle of Bywater, Expel the Interlopers exact selection, Frontline Rush, and Cosmogrand Zenith. Avoid attacking away needed blockers unless the legal attack threatens lethal or forces a block that breaks parity.

- Single-threat decks: answer the threat cleanly and avoid overcommitting into one-for-many punishment. Swords to Plowshares, Path to Exile, Get Lost, Stroke of Midnight, Bovine Intervention, Lightning Bolt, Abrade, Rip Apart, Sear, Quarrel's End, Rebel Salvo, and Eiganjo, Seat of the Empire are the main tools, with card text check required for several modal or newer cards. If the opponent protects one creature, widen the board with tokens and force them to answer Impact Tremors, Castle Embereth pumps, Heroic Reinforcements, Moonshaker Cavalry, or Banefire instead of relying on combat damage through that body.

- No-sideboard constraint: matchup adaptation must come from mulligans, sequencing, target selection, and commander timing because the registered sideboard is empty. Do not propose decklist change, do not name absent hate cards, and do not treat any broad archetype weakness as solved unless a legal main-deck action visibly addresses it.

## Specific Matchup Notes

- General/archetype-only: exact opponents are absent, so revealed cards, legal actions, stack contents, and public board state override these assumptions. Treat the empty sideboard as locked; between-game deck changing is locked, and adaptation comes from mulligan discipline, commander timing, removal targets, and whether the hand supports tokens, lifegain, spell-chain pressure, or a protected finisher.

- Fast creature decks: prioritize survival before engines. Keep hands with early bodies or lifegain from Soul Warden, Lunarch Veteran, Hinterland Sanctifier, Guide of Souls, Lifecreed Duo, Authority of the Consuls, Ocelot Pride, Raise the Alarm, Krenko's Command, Servo Exhibition, Ral's Reinforcements, or Hop to It. Priority targets are creatures that produce repeated damage, make blocking impossible, or threaten lethal through your token wall. Use Lightning Bolt, Swords to Plowshares, Path to Exile, Abrade, Rip Apart, Sear, Quarrel's End, Get Lost, Stroke of Midnight, Bovine Intervention, and Eiganjo, Seat of the Empire according to visible legal modes; card text check required for Bovine Intervention, Quarrel's End, and Sear.

- Control and permission decks: force them to answer cheap, diversified threats before committing Moonshaker Cavalry, Cosmogrand Zenith, Form a Posse, or Banefire. Esper Sentinel, Caretaker's Talent, Artist's Talent, Impact Tremors, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Ocelot Pride, Dragonmaster Outcast, and Aziza, Mage Tower Captain are priority development cards when they can resolve without sacrificing too much tempo. Hold Teferi's Protection for a visible sweeper, lethal crack-back, or protected commitment if the engine exposes the relevant legal action.

- Removal-heavy midrange: do not rely on a single creature engine. Sequence token makers first when possible, then make Mondrak, Glory Dominus, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, or Ocelot Pride produce value immediately. Priority targets are planeswalkers, lifelink blockers, repeated removal engines, or creatures that invalidate attacks. Use The Battle of Bywater or Expel the Interlopers only after checking which permanents survive and whether your own board loses more than the opponent's; card text check required for exact restrictions.

- Combo and big-mana decks: present a clock while preserving the answer that maps to the visible engine. Impact Tremors, Heroic Reinforcements, Frontline Rush, Castle Embereth, Moonshaker Cavalry, Banefire, Grapeshot, Empty the Warrens, Jeska's Will, Primal Amulet, Storm-Kiln Artist, Monastery Mentor, and Young Pyromancer define your race. Priority targets are combo permanents, mana engines that immediately unlock a decisive turn, and stack objects that win or stabilize. Do not spend flexible removal on incidental mana rocks if attacking plus pressure is more likely to end the game.

- Graveyard decks: race first because no registered graveyard hate exists. Priority targets are visible graveyard enablers, sacrifice outlets, recursion engines, and creatures currently being reanimated or cast from graveyard zones. Swords to Plowshares and Path to Exile are the cleanest creature exile names; other exile or destroy modes require the rules engine to expose the legal target and effect.

## Risk Summary

- Mana risk: the deck needs both white and red early while also supporting expensive closers. Mulligan hands that cannot cast early plays, and sequence Command Tower, Sacred Foundry, Sundown Pass, Sunbillow Verge, Elegant Parlor, Needleverge Pathway, Arid Mesa, Fabled Passage, Arcane Signet, Mind Stone, and Strike It Rich to preserve access to both colors before spell-chain turns.

- Matchup risk: exact enemy plans are unknown in this batch. Do not assume the opponent is slow, creature-based, or unable to interact; let revealed cards, open mana, graveyards, and legal stack actions update the plan.

- Draw risk: token-heavy hands can flood on bodies without payoff, while payoff-heavy hands can fail to stabilize. Caretaker's Talent, Artist's Talent, Enduring Innocence, Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Jeska's Will, Primal Amulet, and Mind Stone should be valued higher when the hand lacks reload.

- Illegal deck-change risk: the registered sideboard is empty. Never invent outside-card access, and never solve graveyard, control, artifact, or sweeper matchups by naming absent cards.

- Graveyard risk: opposing recursion can outscale normal removal. Preserve exile removal when the visible threat is graveyard-based, but do not hold all interaction while losing to battlefield pressure.

- Sweeper/removal risk: committing every token maker into a visible sweeper can erase the deck's main resource. Stagger Servo Exhibition, Raise the Alarm, Hop to It, Sram's Expertise, Hordeling Outburst, Song of Totentanz, Heroic Reinforcements, Form a Posse, and Empty the Warrens unless immediate lethal or Teferi's Protection changes the risk.

- Closer risk: Moonshaker Cavalry, Cosmogrand Zenith, Banefire, Grapeshot, Heroic Reinforcements, Castle Embereth, and Impact Tremors need enough board, mana, or spell count to matter. Card text check required for Cosmogrand Zenith and several newer cards before treating them as deterministic lethal.

- Interaction risk: flexible answers are scarce and must hit the card that changes the game. Use Lightning Bolt and small damage effects on tempo threats; save Swords to Plowshares, Path to Exile, Get Lost, Stroke of Midnight, Abrade, Rip Apart, Exorcise, Rebel Salvo, and Expel the Interlopers for targets matching their exposed legal modes.

- Sequencing risk: spell-chain turns fail if mana, targets, or payoff timing is wrong. Develop Young Pyromancer, Monastery Mentor, Storm-Kiln Artist, Impact Tremors, Primal Amulet, Artist's Talent, or Caretaker's Talent before firing multiple cheap spells when the board and stack allow it.

## Test Feedback Checklist

- Deciding factor: identify the turn or decision frame that most changed the game, then name whether the deciding resource was board width, life total, mana access, card velocity, commander timing, a protected finisher, or a missed interaction window.
- Mulligans: record whether the opening hand had both colors, at least one early play, and a coherent plan between token production, lifegain, spell-chain payoff, removal, or mana development.
- Mana: note every game where Plains, Mountain, Command Tower, Sacred Foundry, Sundown Pass, Sunbillow Verge, Elegant Parlor, Needleverge Pathway, Arid Mesa, Fabled Passage, Arcane Signet, Mind Stone, or Strike It Rich failed to provide the needed color or timing.
- Velocity: check whether Caretaker's Talent, Artist's Talent, Enduring Innocence, Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Jeska's Will, Primal Amulet, or Mind Stone converted a stalled hand into action.
- Engine setup: record whether Impact Tremors, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Ocelot Pride, Mondrak, Glory Dominus, Dragonmaster Outcast, Aziza, Mage Tower Captain, or Primal Amulet produced value before being answered.
- Token density: count whether Servo Exhibition, Raise the Alarm, Hop to It, Krenko's Command, Ral's Reinforcements, Hordeling Outburst, Sram's Expertise, Song of Totentanz, Heroic Reinforcements, Form a Posse, Empty the Warrens, and Cosmogrand Zenith created enough material for payoff turns.
- Removal discipline: review whether Lightning Bolt, Swords to Plowshares, Path to Exile, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, Quarrel's End, Sear, Rebel Salvo, The Battle of Bywater, Expel the Interlopers, and Eiganjo, Seat of the Empire answered the threat that actually mattered.
- Closing: note whether Moonshaker Cavalry, Banefire, Grapeshot, Heroic Reinforcements, Frontline Rush, Castle Embereth, Impact Tremors, or Elspeth, Storm Slayer ended the game when the deck was ahead.
- Role: record whether the pilot correctly stayed defensive against pressure, became proactive against slow decks, or overprotected engines while the opponent developed a faster clock.
- Mistakes: flag any pass with useful mana and legal pressure, any removal spell fired into a low-impact target, any token maker committed into an obvious sweeper without Teferi's Protection, and any spell-chain turn started before payoffs were on board.
- Stranded cards: list cards that stayed in hand for three or more turns because of mana, target restrictions, timing, board mismatch, or card text uncertainty; mark Bovine Intervention, Quarrel's End, Sear, Cosmogrand Zenith, and Raphael, Tough Turtle with Card text check required if their exact modes affected the decision.
- Sideboard: confirm that the empty sideboard caused no illegal assumptions, no invented matchup fixes, and no post-game decklist change.
- Overperformers and underperformers: name the exact cards that won games, stabilized losing boards, or repeatedly failed to affect visible game states.

## First Tuning Questions

- Mana base: does the deck need more reliable early white-red access, or did Command Tower, Sacred Foundry, Sundown Pass, Sunbillow Verge, Elegant Parlor, Needleverge Pathway, Arid Mesa, Fabled Passage, Arcane Signet, Mind Stone, and Strike It Rich already make hands functional often enough?
- Early defense: did Soul Warden, Lunarch Veteran, Hinterland Sanctifier, Guide of Souls, Lifecreed Duo, Authority of the Consuls, Ocelot Pride, Raise the Alarm, Krenko's Command, Servo Exhibition, Ral's Reinforcements, and Hop to It stabilize fast creature openings, or does the main deck need more early defensive role density?
- Velocity package: did Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Jeska's Will, Caretaker's Talent, Artist's Talent, Enduring Innocence, Primal Amulet, and Mind Stone produce enough reload, or were token-heavy hands empty after one answered wave?
- Engine conflict: did Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Impact Tremors, Primal Amulet, Artist's Talent, Caretaker's Talent, Mondrak, Glory Dominus, and Ocelot Pride ask for too many different setup turns, or did they naturally layer into one plan?
- Commander role: did Aziza, Mage Tower Captain matter as a repeatable plan, or did commander tax, timing, or board state make the deck function mostly without the commander?
- Removal mix: were Lightning Bolt, Abrade, Rip Apart, Swords to Plowshares, Path to Exile, Get Lost, Stroke of Midnight, Exorcise, Rebel Salvo, The Battle of Bywater, and Expel the Interlopers aligned with the threats faced, or did the deck lack the right answer type at key moments?
- Closer density: did Moonshaker Cavalry, Banefire, Grapeshot, Heroic Reinforcements, Frontline Rush, Castle Embereth, Impact Tremors, Elspeth, Storm Slayer, Form a Posse, Empty the Warrens, and Cosmogrand Zenith close games from ahead, or did wins require too many uninterrupted turns?
- Aggro plan: should the deck emphasize lifegain-token stabilization more heavily if losses came from early damage before engines resolved?
- Control plan: should the deck emphasize persistent threats and draw engines more heavily if losses came from sweepers, single-target removal, or counter-heavy pacing?
- Combo plan: should the deck emphasize spell-chain payoff density more heavily if Grapeshot, Empty the Warrens, Storm-Kiln Artist, Monastery Mentor, Young Pyromancer, Impact Tremors, and Primal Amulet produced the cleanest wins?
- Sideboard structure: because the registered sideboard is empty, did any matchup reveal a repeated vulnerability that must be solved by main-deck role slots rather than later-game options?
- Card text verification: which newer or uncertain cards need exact Oracle or Arena text confirmation before the agent treats them as deterministic, especially Aziza, Mage Tower Captain, Bovine Intervention, Quarrel's End, Sear, Moogles' Valor, Raphael, Tough Turtle, Haliya, Guided by Light, Frontline Rush, and Cosmogrand Zenith?

## Veles Tactical Policy

### Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: Aziza, Mage Tower Captain; Plains; Mountain; Command Tower; Sacred Foundry; Sundown Pass; Sunbillow Verge; Elegant Parlor; Needleverge Pathway; Arcane Signet; Mind Stone
Phase windows: pregame mulligan decisions.
Runtime cues: prompt:mulligan; opening hand; visible commander.
Use when: deciding keep or mulligan before the first turn.
Avoid when: the rules engine already marks a forced keep or forced mulligan.
Instructions: Keep hands with two or more mana sources, access to both colors or a clear route to both colors, and one early play from token, lifegain, ramp, or velocity packages. Mulligan one-land hands without Arcane Signet, Mind Stone, Strike It Rich, or early card flow. Treat all-payoff hands with Moonshaker Cavalry, Banefire, Expel the Interlopers, or expensive token bursts as mulligans unless mana and early defense are already present.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Early Setup Permanent
Priority: Medium
Decision families: mana; priority
Cards: Soul Warden; Lunarch Veteran; Esper Sentinel; Guide of Souls; Ocelot Pride; Authority of the Consuls; Arcane Signet; Mind Stone; Artist's Talent; Caretaker's Talent
Phase windows: turns 1-3 main phases.
Runtime cues: action:cast; available mana; empty or developing battlefield.
Use when: multiple legal setup plays are available before the deck has established pressure or resources.
Avoid when: a visible opposing threat requires immediate Lightning Bolt, Swords to Plowshares, Path to Exile, Abrade, Rip Apart, or Get Lost.
Instructions: Prefer one-mana lifegain or tax permanents before token makers when they will trigger from future creature waves. Prefer Arcane Signet or Mind Stone when the hand contains four-plus-mana engines or commander tax pressure. Deploy Artist's Talent or Caretaker's Talent before spell-chain turns only if the immediate turn will not leave the pilot dead to visible attacks.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Token Engine Commitment
Priority: High
Decision families: priority; mana; selection
Cards: Impact Tremors; Monastery Mentor; Young Pyromancer; Storm-Kiln Artist; Mondrak, Glory Dominus; Primal Amulet; Empty the Warrens; Grapeshot
Phase windows: main phases with priority and enough mana to start a chain.
Runtime cues: action:cast; storm count; token payoff visible; opponent untapped mana.
Use when: choosing whether to begin a spell-chain, cast a fragile engine, or spend a burst maker.
Avoid when: public information shows a pending sweeper, lethal counterattack, or the payoff is absent and the spell chain only makes low-impact material.
Instructions: Commit when at least one payoff is already on board or the hand can produce payoff plus multiple spells in the same turn. Delay if the engine can be protected by Teferi's Protection next cycle or if waiting adds a decisive token doubler, damage trigger, or storm count. Do not empty the hand into a single visible sweeper unless the resulting damage or board state is immediately decisive.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Commander Deployment Gate
Priority: Medium
Decision families: priority; mana; combat
Cards: Aziza, Mage Tower Captain
Phase windows: main phases with commander legally castable.
Runtime cues: action:cast Aziza, Mage Tower Captain; commander tax; available blockers.
Use when: Aziza, Mage Tower Captain is a legal cast and competing plays include token production, removal, or draw.
Avoid when: card text or current commander function is unknown and another legal line clearly preserves survival.
Instructions: Card text check required. Cast Aziza, Mage Tower Captain when visible board and mana suggest the commander improves the next token or tribal turn, or when recasting after removal is still mana-efficient. Delay when spending the turn on Aziza leaves no blockers against lethal pressure or prevents a necessary answer.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Land And Color Sequencing
Priority: Medium
Decision families: mana
Cards: Plains; Mountain; Command Tower; Sacred Foundry; Sundown Pass; Sunbillow Verge; Elegant Parlor; Needleverge Pathway; Arid Mesa; Fabled Passage; Castle Embereth; Eiganjo, Seat of the Empire
Phase windows: precombat main phase, land-play prompts, fetch-land activations.
Runtime cues: action:play; action:activate; available colors; land drop unused.
Use when: choosing the land for turn or activating a fixing land.
Avoid when: a legal emergency action must be taken before land sequencing can matter.
Instructions: Secure both white and red before optimizing tapped-land timing. Preserve Castle Embereth for closing turns when other lands already cast the hand. Treat Eiganjo, Seat of the Empire as a land first unless its channel mode is visible, legal, and materially answers combat or a key attacker.
Pilot skill floor: low.
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic First Command Tower Land
Priority: Low
Decision families: mana
Cards: Command Tower
Phase windows: first main phase before any land has been played.
Runtime cues: action:play Command Tower
Use when: Command Tower is the only legal land-play action in the current legal action list and no land has been played this turn.
Avoid when: two or more legal land-play actions are present.
Instructions: Select the legal action that plays Command Tower.
Pilot skill floor: low.
No-API allowed: yes
Light-model allowed: yes

### Policy: Removal Triage
Priority: High
Decision families: interaction; priority
Cards: Swords to Plowshares; Path to Exile; Lightning Bolt; Abrade; Rip Apart; Get Lost; Stroke of Midnight; Bovine Intervention; Exorcise; Quarrel's End; Sear; Rebel Salvo; The Battle of Bywater; Expel the Interlopers; Eiganjo, Seat of the Empire
Phase windows: opponent combat, end step, own main phase, stack response windows.
Runtime cues: action:cast; action:target; visible threat; lethal attack math.
Use when: a legal answer can remove, exile, damage, or neutralize an opposing permanent or spell.
Avoid when: the target is low impact and the pilot has a higher-value answer window coming before damage or combo resolution.
Instructions: Answer lethal threats first, then engine permanents that outscale token production, then blockers preventing a decisive Moonshaker Cavalry, Heroic Reinforcements, Frontline Rush, or Castle Embereth attack. Card text check required for Bovine Intervention, Quarrel's End, and Sear before treating their modes as deterministic.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Protection Commitment
Priority: High
Decision families: interaction; priority
Cards: Teferi's Protection
Phase windows: stack response, opponent combat, sweeper windows, lethal damage windows.
Runtime cues: action:cast Teferi's Protection; visible lethal; board wipe on stack.
Use when: Teferi's Protection is legal and the visible stack or combat damage threatens lethal, a decisive board loss, or a protected winning counterattack.
Avoid when: the same turn can be survived without spending Teferi's Protection and public information shows a more dangerous future window.
Instructions: Spend Teferi's Protection to preserve a board that is likely to win on the next turn or to survive lethal damage. Do not use it merely to save one replaceable token unless that token carries the only visible win condition.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Go-Wide Attack Gate
Priority: Medium
Decision families: combat
Cards: Heroic Reinforcements; Frontline Rush; Moonshaker Cavalry; Castle Embereth; Elspeth, Storm Slayer; Moogles' Valor
Phase windows: beginning of combat, declare attackers, precombat main phase pump decisions.
Runtime cues: action:attack; action:activate Castle Embereth; visible blockers; life totals.
Use when: deciding whether to attack, pump, or hold tokens back.
Avoid when: exactly one forced attack action exists or combat is skipped by the engine.
Instructions: Attack when visible blockers cannot punish the board enough to stop a follow-up lethal or when pump converts width into decisive damage. Hold back enough creatures to survive the crack-back when the opponent has larger attackers and no lifegain buffer. Card text check required for Frontline Rush and Moogles' Valor before relying on exact combat math.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Defensive Block And Token Preservation
Priority: Medium
Decision families: combat
Cards: Raise the Alarm; Servo Exhibition; Krenko's Command; Ral's Reinforcements; Hop to It; Hordeling Outburst; Sram's Expertise; Form a Posse
Phase windows: declare blockers and combat trick windows.
Runtime cues: action:block; visible attackers; life total after unblocked damage.
Use when: choosing blocks with tokens or deciding whether to flash in blockers.
Avoid when: no legal block action exists or the opponent's attack is visibly nonlethal and preserving width enables a deterministic next-turn kill.
Instructions: Block to prevent lethal first, preserve lifegain and payoff creatures second, and trade expendable tokens for attackers that would otherwise force future chump blocks. Use instant token production defensively when the legal action creates blockers before damage.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Velocity And Discard Choices
Priority: Medium
Decision families: selection; priority
Cards: Thrill of Possibility; Demand Answers; Seize the Spoils; Highway Robbery; Big Score; Jeska's Will; Enduring Innocence; Mind Stone
Phase windows: main phases, end steps, selection prompts, discard-cost prompts.
Runtime cues: action:cast; prompt:discard; prompt:choose card.
Use when: hand has excess lands, stranded expensive spells, or needs a missing payoff, land, or answer.
Avoid when: discarding the only answer to a visible lethal line or the only payoff for an already assembled token engine.
Instructions: Discard redundant lands after land drops are secure, expensive closers before mana supports them, and reactive cards with no visible target. Preserve Banefire, Grapeshot, Moonshaker Cavalry, and Teferi's Protection when they are the clearest closing or survival plan.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Finisher Commitment
Priority: High
Decision families: priority; combat; mana
Cards: Moonshaker Cavalry; Banefire; Grapeshot; Heroic Reinforcements; Frontline Rush; Castle Embereth; Impact Tremors; Cosmogrand Zenith
Phase windows: main phase, combat setup, storm payoff windows.
Runtime cues: action:cast Banefire; action:cast Grapeshot; action:cast Moonshaker Cavalry; opponent life total.
Use when: a legal finisher can end the game or create a board state the opponent must answer immediately.
Avoid when: visible prevention, removal, blockers, or life total math makes the finisher nondecisive and waiting adds material.
Instructions: Count visible damage before committing. Prefer combat finishers with wide boards, Banefire when mana converts directly into lethal or planeswalker removal, and Grapeshot when storm count and targets are already visible. Card text check required for Cosmogrand Zenith before treating it as a deterministic closer.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Lethal Opponent Target
Priority: High
Decision families: interaction; priority
Cards: Banefire; Grapeshot; Lightning Bolt
Phase windows: main phase or instant-speed priority with a legal opponent target.
Runtime cues: action:target opponent; action:target Banefire opponent; action:target Grapeshot opponent; action:target Lightning Bolt opponent
Use when: exactly one legal action targets the opponent with Banefire, Grapeshot, or Lightning Bolt, the visible damage amount is greater than or equal to the opponent life total, and no required target division prompt remains.
Avoid when: multiple target assignments, prevention effects, ward or tax prompts, or stack interaction choices remain unresolved.
Instructions: Select the legal action that targets the opponent.
Pilot skill floor: low.
No-API allowed: yes
Light-model allowed: yes

### Policy: Trigger And Optional Payment Discipline
Priority: Medium
Decision families: priority; mana; selection
Cards: Impact Tremors; Monastery Mentor; Young Pyromancer; Storm-Kiln Artist; Ocelot Pride; Soul Warden; Lunarch Veteran; Lifecreed Duo; Guide of Souls; Haliya, Guided by Light
Phase windows: triggered ability prompts, optional payment prompts, main-phase sequencing.
Runtime cues: prompt:optional; prompt:trigger; visible mana; stack triggers.
Use when: Forge exposes optional triggers, payment choices, or trigger ordering from the deck's engines.
Avoid when: paying or ordering triggers consumes mana needed for a visible removal, protection, or lethal line.
Instructions: Resolve damage and token-making triggers in lines that maximize immediate board or lethal pressure. Preserve mana for removal, Teferi's Protection, and tax payments before spending on optional value. Card text check required for Guide of Souls, Haliya, Guided by Light, and Lifecreed Duo if exact counters, energy, or trigger modes matter.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Board Wipe Timing
Priority: High
Decision families: interaction; priority
Cards: The Battle of Bywater; Expel the Interlopers
Phase windows: own main phase, emergency stabilization turns.
Runtime cues: action:cast The Battle of Bywater; action:cast Expel the Interlopers; visible battlefield.
Use when: the opponent's board is ahead enough that targeted removal or blocking will not stabilize.
Avoid when: the pilot's own token engine or payoff board is the primary path to winning and the opponent is not threatening lethal or overwhelming advantage.
Instructions: Sweep when it preserves life and resets a losing battlefield. Delay if token payoffs, lifegain triggers, or a near-term Moonshaker Cavalry turn can win without destroying the pilot's material. Card text check required for exact destruction conditions before evaluating partial-board outcomes.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: No Sideboard Movement
Priority: High
Decision families: sideboard
Cards: none
Phase windows: between games, between-game configuration prompts.
Runtime cues: prompt:sideboard; registered sideboard count 0.
Use when: Veles asks for sideboarding for this registered list.
Avoid when: no between-game configuration prompt exists.
Instructions: Submit no decklist change. Do not invent outside-card or card-removal names because the registered sideboard is empty.
Pilot skill floor: low.
No-API allowed: no
Light-model allowed: yes
