# Strategy Specifications
## Deck Name And Archetype
Prismari, the Inspiration is a Commander combo-control list built around a singleton 100-card main deck and a 10-card Veles policy sideboard. The active validation contract reports Commander as the active format, exactly 100 main-deck cards, singleton compliance outside basic lands, 12 Mountain, 11 Island, and exactly 10 sideboard cards, so this guide must not flag 60-card constructed sizing issues.

- Format validation: Treat the registered main deck as format-valid under the supplied Commander contract, with Prismari, the Inspiration as the commander and Pyroblast, Abrade, Vandalblast, By Force, Cyclonic Rift, Narset's Reversal, Pact of Negation, Aetherize, Defense Grid, and Pithing Needle as sideboard-only Veles policy cards.
- Archetype tags: Use combo and control as the live strategic tags, with storm, spell-copying, spell-count payoff, artifact mana, red-blue stack interaction, and large-mana burst turns as the operative subthemes.
- Stock status: Classify this as a rogue or hybrid Commander storm-control shell rather than a stock list, because Prismari, the Inspiration, Ral, Monsoon Mage, Ral, Crackling Wit, Storm Skreelix, The Eternity Elevator, Bender's Waterskin, Vivi Ornitier, and Niv-Mizzet, Visionary require card-database confirmation before the pilot assumes established play patterns.
- Card-text caution: Card text check required for Prismari, the Inspiration, Ral, Monsoon Mage, Ral, Crackling Wit, Storm Skreelix, The Eternity Elevator, Bender's Waterskin, Vivi Ornitier, Niv-Mizzet, Visionary, and Sceptre of Eternal Glory before assigning deterministic combo roles, loyalty abilities, triggered abilities, or mana restrictions.
- Strategic identity: Pilot the deck as a patient Izzet control-combo deck that develops artifact mana, protects a decisive spell chain, and wins through storm/payoff bursts from Grapeshot, Brain Freeze, Empty the Warrens, Mind's Desire, Thousand-Year Storm, Ral, Storm Conduit, Guttersnipe, Haze of Rage, Crackle with Power, or commander-enabled lines once legal runtime text supports them.
- Control identity: Use Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, and sideboard interaction to protect the setup turn, stop opposing wins, and buy time for mana rocks and spell engines.
- Mana identity: Expect the deck to lean heavily on Sol Ring, Arcane Signet, Fellwar Stone, Chromatic Lantern, Firemind Vessel, Izzet Locket, Skyclave Relic, Chromatic Orrery, Sky Diamond, Fire Diamond, Gilded Lotus, Thran Dynamo, Thought Vessel, Mind Stone, Talisman of Creativity, Lotus Bloom, Mox Tantalite, Mox Amber, Cursed Mirror, Nyx Lotus, Throne of Eldraine, and Lotus Field, so mulligans must respect both colored access and artifact-mana velocity.
- Role concern: Avoid treating every expensive card as a payoff; Thryx, the Sudden Storm, Etali, Primal Storm, Melek, Izzet Paragon, Mizzix of the Izmagnus, Niv-Mizzet, Visionary, and Through the Breach may be engines, threats, or conditional bridges only after legal actions and visible text confirm their immediate value.
- Legality concern: Respect Commander color identity and singleton assumptions, but let the rules engine decide legality for command-zone casting, sideboard access, companion-like behavior if any, and unusual card types or alchemy-style objects.
- Opponent info status: No opponent deck, commander, metagame target, or matchup data is supplied, so default to open-table Commander threat assessment from public information only and avoid naming hidden opposing cards unless Veles exposes them through legal reveal, stack, battlefield, graveyard, exile, or command-zone state.
- Runtime priority: Legal actions and rules-engine output override every guide heuristic, especially for storm count, copy triggers, target legality, mana payment, commander tax, replacement effects, and whether a sideboard card is available in the current Veles match configuration.

## Thesis
Prismari, the Inspiration assembles artifact mana, spell velocity, stack protection, and storm-style payoff turns before committing to a decisive chain. The deck wants early mana from Sol Ring, Arcane Signet, Talisman of Creativity, Mind Stone, Fellwar Stone, Sky Diamond, Fire Diamond, Lotus Bloom, Mox Tantalite, Mox Amber, Thran Dynamo, Gilded Lotus, Firemind Vessel, Chromatic Lantern, Chromatic Orrery, Nyx Lotus, Sceptre of Eternal Glory, Throne of Eldraine, Skyclave Relic, and Lotus Field, then converts that mana into a protected burst involving Thousand-Year Storm, Mind's Desire, Grapeshot, Brain Freeze, Empty the Warrens, Haze of Rage, Guttersnipe, Ral, Storm Conduit, or Crackle with Power.

Prioritize survival and mana development over early chip damage unless the legal board state shows a clear race advantage. This is not a normal creature-curve deck, not a commander-damage deck by default, and not a tap-out battlecruiser list that can ignore opposing open mana; it should win by creating one or two high-leverage turns where spell count, copied spells, generated mana, or payoff triggers outweigh ordinary card quality.

Treat Prismari, the Inspiration as a central build-around only after runtime text confirms the commander's exact abilities. Card text check required for Prismari, the Inspiration, Ral, Monsoon Mage, Ral, Crackling Wit, Storm Skreelix, The Eternity Elevator, Bender's Waterskin, Vivi Ornitier, Niv-Mizzet, Visionary, and Sceptre of Eternal Glory, so do not assume deterministic combo loops or loyalty lines unless Veles exposes them as legal actions with visible text.

Protect the commitment turn with Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Dualcaster Mage, Thryx, the Sudden Storm, and sideboard tools when available. Spend Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, or board-bounce sideboard cards to prevent lethal pressure, remove hate pieces, or force through a payoff, not merely to trade for low-impact creatures while the hand still needs time.

## Role Package
- Threats: Use Etali, Primal Storm, Melek, Izzet Paragon, Niv-Mizzet, Visionary, Ral, Crackling Wit, Ral, Monsoon Mage, Vivi Ornitier, Storm Skreelix, Thryx, the Sudden Storm, and Prismari, the Inspiration as visible-board pressure or engine bodies only when their legal text and current vulnerability justify committing mana. Card text check required for the custom or newer names before assigning exact threat duties.

- Payoffs: Build decisive turns around Grapeshot, Brain Freeze, Empty the Warrens, Mind's Desire, Thousand-Year Storm, Guttersnipe, Haze of Rage, Ral, Storm Conduit, Crackle with Power, Arrow Storm, and Pigment Storm. Favor these cards when the hand already has mana, spell count, or protection; avoid firing them as isolated low-output plays unless the board demands a small removal or survival line.

- Engines: Treat Storm-Kiln Artist, Thousand-Year Storm, Ral, Storm Conduit, Storm the Vault, Mizzix of the Izmagnus, Melek, Izzet Paragon, Snapcaster Mage, Storm Skreelix, The Eternity Elevator, Staff of Compleation, Chromatic Orrery, Nyx Lotus, and commander text as engines that need timing discipline. Commit an engine when it either generates immediate value, survives likely public interaction, or is necessary because waiting loses to visible pressure.

- Velocity: Use Opt, Big Score, Jeska's Will, Mystical Tutor, Fabricate, Gamble, Mind's Desire, Izzet Locket, Mind Stone, Staff of Compleation, and Snapcaster Mage to sculpt the payoff turn. Prioritize finding missing categories, not generic cards: mana when constrained, protection when facing open interaction, payoff when the deck has enough resources, and removal when a visible permanent blocks the plan.

- Interaction: Use Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Dualcaster Mage, Through the Breach, and targeted sideboard cards to stop wins, protect payoff turns, and manage hate. Treat cheap interaction as part of the combo turn's mana budget rather than as automatic early-game spending.

- Protection: Hold Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Thryx, the Sudden Storm, Dualcaster Mage, and Pact of Negation after sideboarding for the turn that matters. Defense Grid is a sideboard protection module against heavy instant-speed opposition, but it can also constrain your own responses, so respect legal timing and visible stack state.

- Recursion: Use Snapcaster Mage as the main explicit recursion card, with any graveyard access from other cards requiring runtime confirmation. Reuse interaction when survival is at stake, reuse tutors or velocity when assembling, and reuse a payoff only when storm count, mana, and targets make the copied line materially decisive.

- Mana: Develop rocks before engines when the hand lacks explosive mana, and sequence colored sources around blue protection plus red payoff requirements. Reliquary Tower and Spellbook support large-hand setup; Scalding Tarn, Steam Vents, Training Center, Thundering Falls, Frostboil Snarl, Temple of Epiphany, Riverpyre Verge, Mountain, and Island should be chosen to preserve both Counterspell-style blue and red storm-finisher access.

- Sideboard modules: Pyroblast, Pact of Negation, Narset's Reversal, and Defense Grid reinforce stack fights; Abrade, Vandalblast, By Force, Pithing Needle, and Cyclonic Rift answer artifacts, activated abilities, or problematic permanents; Aetherize buys time against creature pressure. Sideboard cards must enter only through explicit Veles sideboard plans and legal sideboard availability.

## Primary Win Conditions
- Storm-copy kill: Assemble mana rocks, cheap spells, protection, and a payoff before committing Thousand-Year Storm, Grapeshot, Brain Freeze, or Guttersnipe. Setup favors Sol Ring, Arcane Signet, Talisman of Creativity, Mind Stone, Fellwar Stone, Lotus Bloom, Mox Tantalite, Thran Dynamo, Gilded Lotus, Chromatic Orrery, Jeska's Will, Big Score, Opt, Mystical Tutor, Fabricate, Gamble, Storm-Kiln Artist, and Snapcaster Mage; execution starts only when legal actions show enough mana and spell density to continue after interaction. Prioritize this path when opponents are low on shields, the hand contains Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Dualcaster Mage, or Thryx, the Sudden Storm, or waiting gives visible attackers or engines too much time.

- Storm count payoff: Use Mind's Desire, Empty the Warrens, Haze of Rage, Grapeshot, Brain Freeze, and Crackle with Power as finishers, not casual midgame spells, unless survival requires a smaller line. Setup requires counting current spells, floating mana, available colors, legal targets, and post-resolution follow-up actions from Veles; execution should choose the payoff that matches the game state: Grapeshot for damage distribution, Brain Freeze for library-pressure kills, Empty the Warrens for board-based pressure, Haze of Rage for combat scaling, and Crackle with Power for direct lethal or planeswalker removal when legal. Disruption risk is highest when committing mana before protection is available, so prioritize this line only after checking visible stack interaction and whether a failed payoff leaves the deck defenseless.

- Engine-permanent snowball: Commit Storm-Kiln Artist, Ral, Storm Conduit, Mizzix of the Izmagnus, Melek, Izzet Paragon, Storm the Vault, Staff of Compleation, Chromatic Orrery, Nyx Lotus, or Thousand-Year Storm when the engine produces immediate value, is protected, or must be risked to avoid losing. Setup is mana first, then engine plus at least one spell or protective action; execution converts each legal copy, discount, draw, mana, or damage trigger into a larger payoff turn. Card text check required for Prismari, the Inspiration, Ral, Monsoon Mage, Ral, Crackling Wit, Storm Skreelix, The Eternity Elevator, Bender's Waterskin, Vivi Ornitier, Niv-Mizzet, Visionary, and Sceptre of Eternal Glory, so use them as win engines only when Veles exposes exact legal text.

- Big threat shortcut: Use Through the Breach, Etali, Primal Storm, Thryx, the Sudden Storm, Melek, Izzet Paragon, Niv-Mizzet, Visionary, Ral, Crackling Wit, Ral, Monsoon Mage, Vivi Ornitier, or Prismari, the Inspiration as pressure when combo assembly is too slow or the board is already stable. Prioritize this path against tapped-out opponents, after removal has been spent, or when a single attack/activation creates enough cards, damage, or mana to force a later storm turn.

## Secondary Win Conditions
- Burn cleanup: Convert Lightning Bolt, Shock, Flame of Anor, Arrow Storm, Pigment Storm, Grapeshot, Guttersnipe, Ral, Storm Conduit, and Crackle with Power into finishing damage after engines or combat reduce life totals. Use burn defensively only when a visible creature, planeswalker, or lethal stack object threatens the primary plan; otherwise preserve it as reach.

- Token and combat pressure: Use Empty the Warrens, Haze of Rage, Etali, Primal Storm, Skirk Prospector, Storm-Kiln Artist, Treasure Nabber, Thryx, the Sudden Storm, Melek, Izzet Paragon, and commander-visible bodies to pressure life totals when storm lethal is unavailable. Attack when the board remains favorable after likely blocks, but do not trade away Skirk Prospector, Storm-Kiln Artist, or other engine bodies if their visible text is needed for mana or combo execution.

- Value recursion: Use Snapcaster Mage to rebuy the highest-impact visible instant or sorcery for the current problem: Counterspell, Swan Song, Flusterstorm, or Red Elemental Blast for stack fights; Mystical Tutor, Opt, Big Score, or Jeska's Will for rebuilding; Lightning Bolt, Shock, Flame of Anor, or Amphibian Downpour for survival; Grapeshot or Brain Freeze only when the legal storm/copy context is decisive. Do not assume additional graveyard recursion unless Veles exposes it.

- Mana-overload fallback: When win conditions are removed, lean on Chromatic Orrery, Nyx Lotus, Gilded Lotus, Thran Dynamo, Firemind Vessel, Skyclave Relic, Cursed Mirror, Chromatic Lantern, and Lotus Field to hard-cast threats and oversized Crackle with Power. This line wins slower, so keep interaction available and force opponents to answer one must-kill permanent at a time.

## Emergency Lines
- Behind on life: Stop optimizing storm count and spend Shock, Lightning Bolt, Flame of Anor, Amphibian Downpour, Counterspell, Swan Song, Flusterstorm, or a legal blocker to survive the next combat or stack sequence. Aetherize and Cyclonic Rift matter only if sideboarded and legally available.

- Behind on board: Prioritize legal removal, bounce, tap-down, or blocker creation before committing Thousand-Year Storm or slow engines. Empty the Warrens can be a stabilizer when tokens block profitably; Haze of Rage should not be treated as removal unless combat math from Veles shows it changes survival.

- Behind on cards: Use Opt, Big Score, Staff of Compleation, Izzet Locket, Mind Stone, Jeska's Will, Mind's Desire, Snapcaster Mage, Mystical Tutor, Fabricate, or Gamble to find a missing category. Choose mana if constrained, interaction if dying, protection if ready to combo, and payoff if resources are already present.

- Behind on mana: Develop lands and rocks before holding up expensive interaction, unless the stack or board shows immediate lethal danger. Prefer color-fixing from Arcane Signet, Talisman of Creativity, Chromatic Lantern, Riverpyre Verge, Steam Vents, Training Center, Frostboil Snarl, Temple of Epiphany, Thundering Falls, Island, and Mountain over colorless acceleration when blue protection or red payoff mana is missing.

- Engines disrupted: Rebuild with redundant engines instead of forcing a naked payoff. Move from Storm-Kiln Artist to Thousand-Year Storm, from Thousand-Year Storm to Mind's Desire, from planeswalker pressure to Crackle with Power, or from combo to Etali, Primal Storm and token pressure depending on visible resources.

- Win conditions removed: Identify remaining live closers by public zones before spending tutors. If Grapeshot or Brain Freeze is gone, pivot to Crackle with Power, Empty the Warrens, Guttersnipe, Ral, Storm Conduit, Haze of Rage combat, or large creature pressure; if engines are gone, preserve burn and interaction for a longer control game.

## Resource Model
- Life converts into time for one protected storm turn, not into a resource to spend freely. Preserve life when visible attackers threaten a two-turn clock; spend life or absorb damage only when the payoff is a decisive setup action such as resolving Thousand-Year Storm, Mind's Desire, Storm-Kiln Artist, Chromatic Orrery, or a protected Crackle with Power line.

- Hand converts into storm density and category coverage. Keep at least one payoff, one acceleration path, and one protection or interaction piece when possible; do not cash in Big Score, Opt, Gamble, Fabricate, Mystical Tutor, Mind Stone, Izzet Locket, Staff of Compleation, or Jeska's Will without identifying whether the missing category is mana, protection, payoff, or survival.

- Mana is the deck's central bottleneck and should be banked into artifacts before combo turns. Sol Ring, Arcane Signet, Fellwar Stone, Talisman of Creativity, Sky Diamond, Fire Diamond, Thought Vessel, Mind Stone, Chromatic Lantern, Firemind Vessel, Skyclave Relic, Gilded Lotus, Thran Dynamo, Nyx Lotus, Chromatic Orrery, Mox Amber, Mox Tantalite, Lotus Bloom, and Lotus Field turn slow hands into explosive hands, but only colored sources let the deck hold Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Lightning Bolt, Shock, Grapeshot, Brain Freeze, or Mystical Tutor at the right time.

- Board converts into mana, damage, protection pressure, and future storm count. Treat Storm-Kiln Artist, Guttersnipe, Skirk Prospector, Treasure Nabber, Melek, Izzet Paragon, Mizzix of the Izmagnus, Ral, Storm Conduit, Thousand-Year Storm, and Storm the Vault as engines that are worth protecting when they will generate value before the next full rotation.

- Graveyard converts mainly through Snapcaster Mage and public spell history. Rebuy interaction when dying or fighting the stack, rebuy card selection when rebuilding, and rebuy Grapeshot or Brain Freeze only when Veles shows storm/copy context and legal targets that make the payoff immediate.

- Exile converts through visible temporary permissions only. Use Mind's Desire, Etali, Primal Storm, Through the Breach, and any commander- or engine-exiled cards only according to legal actions shown by Veles; do not assume cards remain playable after the exposed timing window closes.

- Lands convert into colored stability before utility. Island and Mountain are the safest basics; Steam Vents, Training Center, Frostboil Snarl, Temple of Epiphany, Thundering Falls, Riverpyre Verge, Scalding Tarn, and Lotus Field should be sequenced to support early blue interaction and red payoff turns. Reliquary Tower matters when hand size is large; do not prioritize it over missing colors.

- Sacrifice fodder converts into mana and emergency value only when Veles exposes legal actions. Skirk Prospector, Storm-Kiln Artist Treasure tokens, Treasure Nabber artifacts, Cursed Mirror copies, and Empty the Warrens tokens should be preserved until they either enable a payoff turn, prevent lethal, or no longer matter as board material.

- Tempo converts through cheap interaction and tapped-mana discipline. Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Counterspell, Swan Song, Flusterstorm, and Red Elemental Blast buy setup turns; use them earlier against lethal pressure and later when they protect a committed engine.

- Information converts into safer commitment gates. Mystical Tutor, Fabricate, Gamble, Opt, revealed hands, visible open mana, graveyards, known exiled cards, and prior stack actions should decide whether to wait, protect, or fire Mind's Desire, Thousand-Year Storm, Grapeshot, Brain Freeze, Empty the Warrens, or Crackle with Power.

- Sideboard bullets convert narrow weaknesses into exact answers after sideboarding. Pyroblast, Pact of Negation, Narset's Reversal, Defense Grid, Abrade, Vandalblast, By Force, Cyclonic Rift, Aetherize, and Pithing Needle should be valued by visible matchup pressure and legal targets, not by generic card quality.

## Mana Guide
- Keep mana hands that make both colors and advance mana by turn two or three. A strong opener has two or three lands or one to two lands plus Sol Ring, Arcane Signet, Talisman of Creativity, Fellwar Stone, Fire Diamond, Sky Diamond, Mind Stone, Thought Vessel, Mox Amber with a legal enabling permanent, Mox Tantalite, or Lotus Bloom; a risky opener needs Veles-visible card selection such as Opt or a fast artifact path.

- Mulligan hands that cannot cast blue interaction or red development in time. Hands with only colorless rocks, only Mountain plus blue spells, only Island plus red payoffs, or expensive engines without early acceleration should be sent back unless legal draw/filter actions and matchup speed justify the keep.

- Prioritize blue early when protection or tutors are present. Island, Steam Vents, Training Center, Riverpyre Verge, Temple of Epiphany, Thundering Falls, Frostboil Snarl, Arcane Signet, Talisman of Creativity, Fellwar Stone, Chromatic Lantern, and Sky Diamond support Counterspell, Swan Song, Flusterstorm, Mystical Tutor, Brain Freeze, Opt, Fabricate, Snapcaster Mage, and Melek, Izzet Paragon.

- Prioritize red early when acceleration or payoff pressure is present. Mountain, Steam Vents, Training Center, Riverpyre Verge, Frostboil Snarl, Thundering Falls, Arcane Signet, Talisman of Creativity, Fellwar Stone, Chromatic Lantern, Fire Diamond, and Lotus Field support Lightning Bolt, Shock, Gamble, Jeska's Will, Storm-Kiln Artist, Guttersnipe, Skirk Prospector, Grapeshot, Empty the Warrens, Haze of Rage, and Crackle with Power.

- Sequence tapped and conditional lands before holding up interaction when the turn has no required response. Temple of Epiphany, Thundering Falls, Frostboil Snarl, and Lotus Field should enter during setup turns; preserve untapped Island, Mountain, Steam Vents, Training Center, or Riverpyre Verge when the stack, combat, or commander protection matters.

- Treat nonbasic and utility-land sequencing as a color-stability decision, not a bonus-value decision. Scalding Tarn should be cracked for the source that fixes the next two turns of Veles-visible costs, usually early blue for Counterspell, Swan Song, Mystical Tutor, Opt, or Brain Freeze before red payoff turns; Reliquary Tower should wait until the hand is actually at risk of discarding after a draw burst, because it does not solve early blue-red requirements. If the hand has Opt, Staff of Compleation, Mind Stone, Izzet Locket, or Big Score plus an uncertain land drop, decide whether the card-selection action can change the land choice before playing a land; otherwise play the required colored land first so the current turn's legal actions stay available.

- Play land before draw when mana is needed for known legal actions this turn. Cast Opt, activate Staff of Compleation, sacrifice Mind Stone, use Izzet Locket, or cast Big Score before land only when finding a missing land type changes which land should be played or when hand size/card selection is more important than immediate mana.

- Convert colorless burst into colored payoff only after checking costs. Sol Ring, Thran Dynamo, Gilded Lotus, Firemind Vessel, Chromatic Orrery, Nyx Lotus, Sceptre of Eternal Glory, Throne of Eldraine, The Eternity Elevator, and Chromatic Lantern can unlock large turns, but Card text check required for Sceptre of Eternal Glory, Throne of Eldraine, The Eternity Elevator, Bender's Waterskin, Prismari, the Inspiration, Ral, Monsoon Mage, Ral, Crackling Wit, Storm Skreelix, Vivi Ornitier, and Niv-Mizzet, Visionary; follow Veles legal mana actions rather than assumed text.

## Mulligan Guide
- Strong keep: Keep two to three lands with both colors plus early acceleration and a purpose card. Island or Steam Vents plus Mountain or Training Center with Sol Ring, Arcane Signet, Talisman of Creativity, Fellwar Stone, Mind Stone, or Thought Vessel and one of Opt, Mystical Tutor, Counterspell, Storm-Kiln Artist, Guttersnipe, Fabricate, or Jeska's Will is a keep unless the visible matchup requires immediate creature removal.

- Medium keep: Keep slower two-color hands that have interaction and a bridge to mana. Temple of Epiphany, Frostboil Snarl, Island, Fire Diamond, Counterspell, Lightning Bolt, and Big Score is acceptable on a normal table because it answers early pressure and develops into cards; it is weaker on the draw against fast creature pressure if Lightning Bolt or Shock is the only early play.

- Risky keep: Keep one-land hands only with legal early correction and a castable plan. Island plus Sol Ring, Opt, Arcane Signet, Mystical Tutor, Lightning Bolt, Mind Stone, and Thousand-Year Storm can be kept on the play only if Veles shows Opt and artifact sequencing is legal; Mountain plus Opt, Counterspell, Brain Freeze, Fabricate, Melek, Izzet Paragon, and Mind's Desire is a ship because the blue spell cannot be cast.

- Automatic ship: Ship hands with no lands, one land without castable selection or acceleration, no blue source plus multiple blue interaction cards, no red source plus red payoff pressure, or only expensive engines. Hands built around Chromatic Orrery, Gilded Lotus, Thran Dynamo, Nyx Lotus, Thousand-Year Storm, Mind's Desire, and Crackle with Power without early mana should mulligan even if the ceiling is high.

- Matchup-dependent keep: Keep removal-heavy hands against visible creature or commander pressure, and keep stack-heavy hands against spell-combo or blue control. Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, and Counterspell matter more against early attackers; Swan Song, Flusterstorm, Red Elemental Blast, Mystical Tutor, and Snapcaster Mage matter more when the opponent is representing stack interaction or fast noncreature spells.

- Play/draw adjustment: On the play, value Sol Ring, Arcane Signet, Mox Tantalite, Lotus Bloom, and two-mana rocks higher because early tempo can land Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, or commander setup before shields are stressed. On the draw, require either more stable colors, cheap interaction, or Opt because the extra card does not fix hands that cannot answer a fast start.

- Trap hand: Do not keep payoff clusters that cannot survive to their payoff turn. Grapeshot, Brain Freeze, Empty the Warrens, Haze of Rage, Mind's Desire, Thousand-Year Storm, Crackle with Power, and Etali, Primal Storm looks powerful, but it is a mulligan without colored mana, acceleration, or cheap spells to build storm count.

## Turn Arc
- Turn 1: Lead with untapped blue or red access when interaction or selection is available. Prefer Island, Steam Vents, Training Center, Riverpyre Verge, or Mountain into Sol Ring, Mox Amber when enabled, Mox Tantalite, Lotus Bloom, Opt, Lightning Bolt, Shock, or Spellbook; play Temple of Epiphany or Thundering Falls tapped when no one-card response is needed.

- Turn 1 deviation: Fetch or choose colors to support the next two turns, not only the current spell. Scalding Tarn should find the source Veles exposes as legal and relevant; do not spend Lightning Bolt or Shock on low-impact targets unless the creature threatens a fast clock, a known engine, or commander damage pressure.

- Turn 2: Advance mana before exposing fragile payoffs unless the table is already forcing interaction. Preferred plays are Arcane Signet, Talisman of Creativity, Fellwar Stone, Mind Stone, Thought Vessel, Fire Diamond, Sky Diamond, Izzet Locket, or Chromatic Lantern; hold Counterspell, Swan Song, Flusterstorm, or Red Elemental Blast when an opponent can present a decisive engine before the next turn.

- Turn 2 deviation: Cast Mystical Tutor, Gamble, or Fabricate only when the target or found card has a clear next-turn use. Seek acceleration when mana-light, protection when preparing Thousand-Year Storm or Mind's Desire, and payoff when Storm-Kiln Artist, Guttersnipe, or cheap spells are already visible.

- Turn 3: Commit the first engine when it will generate value before likely removal or when protection is available. Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, Ral, Storm Conduit, Ral, Monsoon Mage, Ral, Crackling Wit, or Prismari, the Inspiration can be developed here, but Card text check required for Prismari, the Inspiration, Ral, Monsoon Mage, and Ral, Crackling Wit; follow Veles legal actions exactly.

- Turns 4-5: Decide whether this turn is a protected setup turn or a payoff turn before casting the first spell. Set up with Thran Dynamo, Gilded Lotus, Firemind Vessel, Skyclave Relic, Cursed Mirror, Thryx, the Sudden Storm, Melek, Izzet Paragon, or Niv-Mizzet, Visionary when shields are needed; fire Jeska's Will, Big Score, Mind's Desire, Empty the Warrens, Grapeshot, Brain Freeze, or Crackle with Power only when storm count, mana, and targets are visible.

- Late game: Convert accumulated mana and cards into one decisive stack sequence. Prioritize protected Thousand-Year Storm, Mind's Desire, Crackle with Power, Grapeshot, Brain Freeze, Etali, Primal Storm, Through the Breach, or commander lines when Veles shows legal actions and enough mana; if behind, spend Flame of Anor, Amphibian Downpour, Lightning Bolt, Shock, Counterspell, or Snapcaster Mage defensively before chasing a fragile combo turn.

## Card Roles
- Commander role: Prismari, the Inspiration is the command-zone identity card and should be treated as a setup or payoff anchor only when Veles shows the exact legal action and available mana. Card text check required; do not assume it reduces costs, creates mana, draws cards, or copies spells unless the engine exposes those effects in visible state or action text.

- Storm payoffs: Grapeshot and Brain Freeze are finishing tools, not early chip spells, unless a target must be removed or a library kill is already impossible later. Hold them for turns with visible storm count, Thousand-Year Storm, Ral, Storm Conduit, Guttersnipe, Storm-Kiln Artist, Mind's Desire, Haze of Rage, or Empty the Warrens support; target opponent only when the legal action text and visible resources show a deterministic kill or materially advancing lethal pressure.

- Mass payoff engines: Thousand-Year Storm is the premium spell-chain engine and should usually wait until the same turn it can copy at least one meaningful spell or be protected by Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Thryx, the Sudden Storm, or enough mana to continue. Mind's Desire is a commitment card; fire it when storm count and mana are already visible, and avoid spending it as a speculative reload into open interaction unless waiting is worse.

- Token and pump payoffs: Empty the Warrens is a fallback win condition when direct storm damage is not available or life totals are too high for Grapeshot. Haze of Rage converts wide token boards, Guttersnipe pressure, or copied-spell turns into combat lethality; do not cast it into an empty or nearly empty board unless Veles shows storm copies creating immediate tactical value.

- Damage finishers: Crackle with Power is the big-mana kill and should be conserved until mana rocks, treasures, Nyx Lotus, Chromatic Orrery, Gilded Lotus, Thran Dynamo, Lotus Field, or Sceptre of Eternal Glory support a high-impact X. Arrow Storm and Pigment Storm are removal-or-face reach tools; Card text check required for exact modes and thresholds, so choose them only when Veles exposes legal targets and damage-relevant text.

- Spell damage permanents: Guttersnipe rewards cheap spells and copied spells, so cast it before a planned multi-spell turn when it is likely to survive or immediately trigger. Ral, Storm Conduit can be a combo or value engine with copied spells and damage triggers; protect it when it is part of a visible lethal line. Ral, Monsoon Mage and Ral, Crackling Wit need Card text check required; treat them as planeswalker or spell-engine pieces only according to exposed legal abilities.

- Mana-generating storm engine: Storm-Kiln Artist is one of the best midgame commitments because every instant or sorcery can turn into future mana. Cast it before Jeska's Will, Big Score, Opt, Gamble, Mystical Tutor, Fabricate, interaction exchanges, or copied-spell turns; protect it from removal when the next turn is likely to be the deck's decisive storm turn.

- Cost and spell-copy engines: Mizzix of the Izmagnus rewards repeated instant and sorcery casting, so deploy it before medium spells when the table cannot immediately punish the tempo loss. Melek, Izzet Paragon is a late setup engine; play it when top-card information and mana let the deck use the revealed spell soon. Dualcaster Mage is primarily stack interaction or copy payoff; hold it for copying a high-impact instant or sorcery, disrupting an opponent's spell, or enabling a visible combo line rather than casting it as a generic creature.

- Top-end threats: Etali, Primal Storm and Through the Breach provide non-storm pressure that can punish shields-down tables. Use Through the Breach only when a visible creature target such as Etali, Primal Storm, Thryx, the Sudden Storm, Melek, Izzet Paragon, Niv-Mizzet, Visionary, or another exposed legal target creates immediate impact; Card text check required for Niv-Mizzet, Visionary before treating it as draw, damage, or combo material.

- Protection and stack control: Counterspell, Swan Song, Flusterstorm, and Red Elemental Blast protect the combo turn first and answer opposing game-winning spells second. Do not spend them on low-impact development unless life, commander damage, or an opposing engine forces action. Flusterstorm is strongest during stack fights or opposing storm turns; Red Elemental Blast needs blue legal targets and should not be held when a blue commander or draw engine must be stopped now.

- Cheap interaction: Lightning Bolt and Shock buy time, clear pressure from planeswalkers, remove hate creatures when legal, or finish a damaged opponent. Flame of Anor is flexible interaction or card flow, but choose modes only from Veles-exposed legal options; it improves when a Wizard such as Snapcaster Mage, Dualcaster Mage, Mizzix of the Izmagnus, Melek, Izzet Paragon, or some Ral/Niv-Mizzet card is visibly relevant, but do not assume type text if the engine does not expose it.

- Soft removal and tempo: Amphibian Downpour is a tactical answer to commanders, huge attackers, or must-neutralize creatures when its legal target text is shown. Card text check required for exact effect and storm behavior; treat it as a defensive storm-chain piece only when Veles shows multiple copies or relevant target choices.

- Tutors and selection: Mystical Tutor should find the instant or sorcery that the next turn actually supports: interaction when exposed to a win, Jeska's Will or Big Score when short on resources, Mind's Desire or Grapeshot when storm-ready, or Crackle with Power when mana is abundant. Fabricate should usually find Sol Ring-style acceleration early, Chromatic Orrery or Gilded Lotus for big mana, or a specific artifact engine when the hand needs it. Gamble can find any missing piece but carries discard risk; use it when redundancy, graveyard access through Snapcaster Mage, or urgency makes the risk acceptable.

- Cantrips and recursion: Opt is early smoothing, storm count, and a low-risk way to keep mana open; cast it before land drops only when the drawn card can change the land decision. Snapcaster Mage is best held for Counterspell, Swan Song, Lightning Bolt, Opt, Big Score, Mystical Tutor, Jeska's Will, or a finishing spell from the graveyard; do not expose it as a blocker unless survival demands it.

- Card-advantage rituals: Jeska's Will is a premium go-now card when Prismari, the Inspiration or another commander condition is legally satisfied by Veles, but Card text check required for exact modes at runtime. Big Score converts a weaker hand card into cards and treasure; prefer discarding redundant lands, dead interaction, or expensive payoffs that cannot be cast soon.

- Artifact acceleration: Sol Ring, Arcane Signet, Fellwar Stone, Talisman of Creativity, Mind Stone, Thought Vessel, Fire Diamond, Sky Diamond, Izzet Locket, Firemind Vessel, Thran Dynamo, Gilded Lotus, Skyclave Relic, Chromatic Lantern, Chromatic Orrery, Mox Amber, Mox Tantalite, Lotus Bloom, Cursed Mirror, Staff of Compleation, Nyx Lotus, Sceptre of Eternal Glory, Throne of Eldraine, The Eternity Elevator, and Bender's Waterskin are the deck's mana spine. Sequence cheap fixing before colorless burst unless the hand already casts its colored spells; Card text check required for Staff of Compleation, Sceptre of Eternal Glory, Throne of Eldraine, The Eternity Elevator, and Bender's Waterskin before using them for anything beyond exposed legal mana or activated abilities.

- Hand-size and utility artifacts: Spellbook and Thought Vessel matter when the hand is large from Jeska's Will, Big Score, Mind's Desire, or copied draw effects. Do not spend early tempo on Spellbook if the current hand is not at risk of discarding and a mana rock or interaction spell is available.

- Creature utility: Skirk Prospector is a mana bridge only when Goblins or relevant creatures are visible and sacrifice is legal; do not assume it supports non-Goblin lines. Treasure Nabber pressures artifact-heavy opponents and can create explosive mana, but it is matchup-dependent and fragile. Storm Skreelix and Vivi Ornitier require Card text check required; treat them as engine creatures only after Veles exposes their abilities.

- Key lands: Lotus Field is powerful but can cost tempo or material, so play it when the sacrificed lands and color needs are acceptable. Steam Vents, Scalding Tarn, Training Center, Riverpyre Verge, Frostboil Snarl, Temple of Epiphany, Thundering Falls, Mountain, and Island should be sequenced to cast early blue interaction and red acceleration. Reliquary Tower is valuable after draw bursts, but do not prioritize it over colored sources before Counterspell, Swan Song, Jeska's Will, or Storm-Kiln Artist are castable.

### Card Hover Notes

#### Prismari, the Inspiration
- Deck role: Main, 1 copy; commander/core storm payoff and protected top-end threat.
- Role type: combo enabler; engine payoff; threat/clock.
- Deck-specific job: Gives each instant and sorcery spell you cast storm, turning Grapeshot, Brain Freeze, Mind's Desire, Empty the Warrens, Haze of Rage, Opt, Big Score, Lightning Bolt, Shock, Counterspell, and Flame of Anor into multiplied stack events once Prismari is safely online.
- Timing: Commit at seven mana when the same turn can cast at least one meaningful instant or sorcery, or when ward/pay 5 life plus open protection makes removal inefficient.
- Inputs / outputs: Consumes {5}{U}{R} plus commander tax; outputs flying 7/7 pressure, ward tax, and storm copies for future instant and sorcery spells.
- Partners / packages: Best with Grapeshot, Brain Freeze, Mind's Desire, Storm-Kiln Artist, Guttersnipe, Ral, Storm Conduit, Thousand-Year Storm, Counterspell, Swan Song, and Flusterstorm.
- Role peers: Closest role overlap is Ral, Crackling Wit emblem and Thousand-Year Storm, but Prismari grants storm to each instant and sorcery spell you cast.
- Failure modes: Casting Prismari without follow-up can let opponents untap and pay 5 life only when the commander is worth removing; commander tax makes repeated recasts expensive.
- Matchup / visibility hooks: Strongest against tapped-low control or midrange boards; against exile, bounce, or commander-tax pressure, verify command-zone recast math before committing.

#### Grapeshot
- Deck role: Main, 1 copy; core storm finisher and flexible small removal.
- Role type: combo finisher; reach/finisher; interaction-removal.
- Deck-specific job: Converts spell count from Prismari, the Inspiration, Thousand-Year Storm, Mind's Desire chains, Storm-Kiln Artist mana, and cheap spells into distributed 1-damage pings to players, planeswalkers, or creatures.
- Timing: Save for lethal or for a required low-toughness creature/planeswalker removal line; use early only when a visible hate creature will stop the storm turn.
- Inputs / outputs: Consumes {1}{R} and storm count; outputs 1 damage to any target plus storm copies with independent targets.
- Partners / packages: Pairs with Prismari, the Inspiration, Thousand-Year Storm, Ral, Storm Conduit, Guttersnipe, Storm-Kiln Artist, Mind's Desire, Jeska's Will, Opt, and Big Score.
- Role peers: Crackle with Power is the big-mana damage finisher; Lightning Bolt and Shock are lower-ceiling removal/reach.
- Failure modes: Too little storm count leaves opponents alive and consumes the cleanest kill card; wrong target distribution can miss lethal through multiple opponents or planeswalkers.
- Matchup / visibility hooks: Count opponent life totals, planeswalker loyalty, prevention effects, and legal targets before casting.

#### Thousand-Year Storm
- Deck role: Main, 1 copy; core spell-copy engine.
- Role type: engine piece; combo enabler; engine payoff.
- Deck-specific job: Copies each instant or sorcery you cast for each other instant and sorcery spell you have cast before it this turn, letting setup spells become payoff scaling for Grapeshot, Brain Freeze, Big Score, Opt, Lightning Bolt, Shock, and protection spells.
- Timing: Cast when you can follow with at least one useful instant or sorcery immediately, or when Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Thryx, the Sudden Storm, or Pact of Negation can protect it.
- Inputs / outputs: Consumes {4}{U}{R}; outputs copied instant and sorcery spells, target flexibility, and high storm-turn ceiling.
- Partners / packages: Strong with Grapeshot, Brain Freeze, Mind's Desire, Big Score, Jeska's Will, Opt, Counterspell, Flusterstorm, and Storm-Kiln Artist.
- Role peers: Prismari, the Inspiration grants storm; Ral, Storm Conduit copies the next instant or sorcery once with −2.
- Failure modes: Tapping out for it with no follow-up invites removal and gives no immediate value.
- Matchup / visibility hooks: Prioritize against slow boards; delay into open blue mana unless protection or bait sequencing is available.

#### Thryx, the Sudden Storm
- Deck role: Main, 1 copy; flash threat and top-end spell shield.
- Role type: protection/evasion; threat/clock; mana/fixing/ramp.
- Deck-specific job: Reduces spells you cast with mana value 5 or greater by {1} and makes them unable to be countered, supporting Prismari, the Inspiration, Mind's Desire, Thousand-Year Storm, Etali, Primal Storm, Crackle with Power when X makes mana value 5+, Through the Breach, Chromatic Orrery, and Niv-Mizzet, Visionary.
- Timing: Flash in before a key turn cycle or in response to opponents tapping low; cast before expensive payoff spells when counter-magic is likely.
- Inputs / outputs: Consumes {3}{U}{U}; outputs 4/5 flying pressure, flash timing, {1} discount, and counter protection for mana value 5+ spells.
- Partners / packages: Works with Mind's Desire, Thousand-Year Storm, Prismari, the Inspiration, Etali, Primal Storm, Through the Breach, Crackle with Power, and Niv-Mizzet, Visionary.
- Role peers: Defense Grid taxes off-turn interaction; Pact of Negation protects one spell but has upkeep risk.
- Failure modes: Does not protect cheap spells like Grapeshot, Brain Freeze, Counterspell, or Swan Song.
- Matchup / visibility hooks: Excellent into blue control; less urgent against creature swarms unless a 4/5 flyer stabilizes combat.

#### Ral, Monsoon Mage
- Deck role: Main, 1 copy; spell-discount engine and transform planeswalker threat.
- Role type: engine piece; mechanic enabler; modal utility.
- Deck-specific job: Front face reduces instant and sorcery spells you cast by {1}; on your turn, each instant or sorcery cast flips a coin, with lost flips dealing 1 damage to you and won flips optionally exiling Ral and returning him transformed as Ral, Leyline Prodigy.
- Timing: Deploy before multi-spell turns when the {1} discount saves enough mana; transform when loyalty from instant/sorcery count makes Ral survive and the planeswalker abilities matter.
- Inputs / outputs: Consumes {1}{R}; outputs cost reduction, possible self-damage, and possible planeswalker access.
- Mode map: Activated mode guidance: front face discounts spells and risks self-damage; transformed face enters with loyalty 2 plus instant/sorcery count this turn, +1 discounts future instant/sorcery spells until your next turn, −2 divides 2 damage among one or two targets and draws if you control another blue permanent, −8 exiles top eight and lets you cast instant/sorcery spells from them without paying mana costs this turn.
- Partners / packages: Best with Opt, Mystical Tutor, Grapeshot, Brain Freeze, Big Score, Counterspell, Flame of Anor, and Thousand-Year Storm.
- Role peers: Mizzix of the Izmagnus and Storm Skreelix also reduce instant/sorcery costs.
- Failure modes: Repeated lost flips can matter in races; transforming into a vulnerable planeswalker without blockers can waste the discount body.
- Matchup / visibility hooks: Strong in slower spell mirrors; protect from combat pressure before choosing a planeswalker line.

#### Dualcaster Mage
- Deck role: Main, 1 copy; flash stack-copy interaction and tactical creature.
- Role type: interaction-stack; combo enabler; role glue.
- Deck-specific job: Copies target instant or sorcery spell on the stack, letting you duplicate your own Big Score, Jeska's Will, Mystical Tutor, Grapeshot, Brain Freeze, or Crackle with Power, or copy an opponent's high-impact instant/sorcery when legal.
- Timing: Hold until a valuable instant or sorcery is on the stack; do not cast as a 2/2 unless blocking prevents lethal or pressure is free.
- Inputs / outputs: Consumes {1}{R}{R}; outputs a 2/2 body and one copied target instant or sorcery spell with optional new targets.
- Partners / packages: Pairs with Grapeshot, Brain Freeze, Big Score, Jeska's Will, Mystical Tutor, Counterspell fights, and Narset's Reversal postboard.
- Role peers: Narset's Reversal also copies instant/sorcery spells but returns the original to hand; Ral, Storm Conduit −2 copies your next instant/sorcery.
- Failure modes: Requires a legal instant or sorcery spell on the stack; cannot copy permanents or abilities.
- Matchup / visibility hooks: Valuable against spell combo and control; weak against battlefield-only pressure if no copy target appears.

#### Brain Freeze
- Deck role: Main, 1 copy; core storm mill finisher.
- Role type: combo finisher; reach/finisher.
- Deck-specific job: Mills target player for three cards per copy, converting storm count from Prismari, the Inspiration, Thousand-Year Storm, Mind's Desire, cheap spells, and protection fights into a library kill or pressure line.
- Timing: Save for a lethal or near-lethal mill turn; avoid firing into graveyard decks unless milling is immediately decisive or targets yourself for a legal Snapcaster Mage setup only when that is clearly better.
- Inputs / outputs: Consumes {1}{U} and storm count; outputs mill three per original/copy to target players.
- Partners / packages: Works with Prismari, the Inspiration, Thousand-Year Storm, Mind's Desire, Flusterstorm stack fights, Storm-Kiln Artist, Guttersnipe, and Snapcaster Mage.
- Role peers: Grapeshot is the damage storm finisher; Mind's Desire is a storm payoff that produces temporary cast permissions.
- Failure modes: Milling opponents with graveyard synergies can help them if not lethal; wrong target selection in multiplayer can leave the real threat alive.
- Matchup / visibility hooks: Check visible library sizes, graveyard payoffs, Eldrazi-like replacement effects if exposed, and opponent recursion before committing.

#### Storm-Kiln Artist
- Deck role: Main, 1 copy; core mana engine and artifact-scaling creature.
- Role type: engine piece; mechanic payoff; mana/fixing/ramp.
- Deck-specific job: Creates Treasure tokens whenever you cast or copy an instant or sorcery spell, turning storm copies from Grapeshot, Brain Freeze, Haze of Rage, Flusterstorm, Amphibian Downpour, Prismari, the Inspiration, and Thousand-Year Storm into mana.
- Timing: Cast before a turn with multiple instant/sorcery casts or when you can protect it; avoid exposing it into obvious removal if it cannot trigger before dying.
- Inputs / outputs: Consumes {3}{R}; outputs Treasure tokens, artifact count, and power from artifacts you control.
- Partners / packages: Best with Opt, Big Score, Jeska's Will, Grapeshot, Brain Freeze, Flusterstorm, Thousand-Year Storm, Ral, Storm Conduit, and Storm the Vault.
- Role peers: Mizzix of the Izmagnus reduces costs; Vivi Ornitier creates mana from its power once each of your turns.
- Failure modes: Dies to common creature removal before producing mana; Treasure use must preserve colors for Counterspell, Swan Song, Grapeshot, and Brain Freeze.
- Matchup / visibility hooks: Prioritize protecting against removal-heavy and artifact-count payoff games; beware artifact sweepers.

#### Etali, Primal Storm
- Deck role: Main, 1 copy; singleton top-end threat and Breach target.
- Role type: threat/clock; card selection; engine payoff.
- Deck-specific job: Attacking exiles the top card of each player's library and lets you cast any number of spells among them without paying mana costs, giving the deck a non-storm way to convert mana into cards.
- Timing: Cast when a 6/6 can attack or when Through the Breach can produce an immediate attack; avoid slow deployment into removal with no haste or protection.
- Inputs / outputs: Consumes {4}{R}{R}; outputs combat pressure and temporary free-cast access from exiled top cards on attack.
- Partners / packages: Pairs with Through the Breach, Thryx, the Sudden Storm, Sol Ring, Thran Dynamo, Gilded Lotus, Chromatic Orrery, and Cursed Mirror.
- Role peers: Melek, Izzet Paragon and Mind's Desire also convert library access into spells, but Etali needs combat.
- Failure modes: No attack trigger if removed, tapped, or unable to attack; exiled cards depend on top libraries and legal cast timing.
- Matchup / visibility hooks: Better against tapped-out midrange and big-mana pods; trim or delay against fast combo and control with open removal.

#### Ral, Crackling Wit
- Deck role: Main, 1 copy; planeswalker engine, token maker, and storm-emblem payoff.
- Role type: engine piece; card selection; combo enabler.
- Deck-specific job: Gains loyalty whenever you cast a noncreature spell, creates Otter prowess blockers/attackers, filters with draw three then discard two, and can emblem to give instant and sorcery spells you cast storm.
- Timing: Cast when you can defend loyalty with blockers, interaction, or immediate noncreature follow-up; −3 when digging for mana, protection, or payoff matters more than building to −10.
- Inputs / outputs: Consumes {2}{U}{R}; outputs loyalty, 1/1 blue-red Otter tokens with prowess, card draw/discard, and possible storm emblem.
- Mode map: +1 makes an Otter token; −3 draws three then discards two; −10 draws three and gives an emblem granting storm to your instant/sorcery spells.
- Partners / packages: Works with Sol Ring, Arcane Signet, Opt, Big Score, Counterspell, Grapeshot, Brain Freeze, Haze of Rage, and Empty the Warrens.
- Role peers: Prismari, the Inspiration grants storm while on board; Ral, Storm Conduit rewards casts/copies with damage.
- Failure modes: Planeswalker dies to attackers if cast without blockers; −3 can discard needed payoff if the hand is not categorized first.
- Matchup / visibility hooks: Strong in grindy games; against go-wide boards, make Otters or use interaction before chasing emblem.

#### Flusterstorm
- Deck role: Main, 1 copy; cheap stack protection and storm-scaling counter.
- Role type: interaction-stack; protection/evasion.
- Deck-specific job: Counters target instant or sorcery spell unless its controller pays {1}, with storm copies to overload stack fights and protect Grapeshot, Brain Freeze, Mind's Desire, Thousand-Year Storm, or Crackle with Power.
- Timing: Hold for decisive instant/sorcery spells on the stack, especially when prior spells make storm copies tax multiple responses.
- Inputs / outputs: Consumes {U}; outputs one or more soft counters targeting instant or sorcery spells.
- Partners / packages: Pairs with Grapeshot, Brain Freeze, Mind's Desire, Thousand-Year Storm, Prismari, the Inspiration, Storm-Kiln Artist, and Counterspell.
- Role peers: Counterspell counters any target spell for {U}{U}; Swan Song hits enchantment, instant, or sorcery spells but gives a Bird.
- Failure modes: Cannot counter creature, artifact, planeswalker, or battle spells; soft tax can fail against opponents with spare mana.
- Matchup / visibility hooks: Highest value against spell combo and blue control; low value against creature-heavy battlefield pressure.

#### Haze of Rage
- Deck role: Main, 1 copy; storm combat finisher and token-board payoff.
- Role type: mechanic payoff; reach/finisher; modal utility.
- Deck-specific job: Gives creatures you control +1/+0 until end of turn, with storm and buyback, turning Empty the Warrens Goblins, Ral, Crackling Wit Otters, Skirk Prospector, Guttersnipe, Treasure Nabber, and Prismari, the Inspiration into burst combat damage.
- Timing: Cast only when attackers exist or storm copies materially change combat; pay buyback {2} only if keeping Haze matters more than using mana for protection or lethal.
- Inputs / outputs: Consumes {1}{R}, optional buyback {2}, and spell count; outputs temporary team power boosts and possible card return to hand.
- Mode map: Normal cast goes to graveyard after resolving; buyback cast costs {2} extra and returns Haze of Rage to hand as it resolves.
- Partners / packages: Strong with Empty the Warrens, Skirk Prospector, Ral, Crackling Wit Otters, Prismari, the Inspiration, Thousand-Year Storm, and Storm-Kiln Artist.
- Role peers: Empty the Warrens supplies bodies; Crackle with Power and Grapeshot finish without combat.
- Failure modes: Empty-board Haze wastes mana; buyback can consume mana needed for Counterspell, Swan Song, or lethal storm.
- Matchup / visibility hooks: Better against stalled boards without sweepers; weaker into large blockers or instant-speed removal.

#### Amphibian Downpour
- Deck role: Main, 1 copy; flash storm Aura removal for creatures.
- Role type: interaction-removal; protection/evasion; mechanic payoff.
- Deck-specific job: Enchants target creature, strips abilities, and makes it a blue Frog creature with base power/toughness 1/1; storm copies become Aura tokens and can neutralize multiple commanders or attackers.
- Timing: Use at instant speed before combat damage, in response to a creature ability becoming relevant, or during a storm turn when copies can blank several creatures.
- Inputs / outputs: Consumes {2}{U} and legal creature targets; outputs ability loss, 1/1 base stats, blue Frog type, and Aura tokens from storm copies.
- Partners / packages: Works with Prismari, the Inspiration, Thousand-Year Storm, Storm-Kiln Artist, Guttersnipe, Ral, Storm Conduit, and creature pressure stabilization.
- Role peers: Lightning Bolt, Shock, Flame of Anor, Arrow Storm, and Pigment Storm remove by damage; Cyclonic Rift bounces nonland permanents postboard.
- Failure modes: Requires creature targets; does not remove noncreature permanents or stop abilities already on the stack.
- Matchup / visibility hooks: Excellent against commander-centric creature plans and large attackers; check ward, hexproof, shroud, protection, and Aura legality.

#### Ral, Storm Conduit
- Deck role: Main, 1 copy; planeswalker damage engine and spell-copy setup.
- Role type: engine piece; reach/finisher; combo enabler.
- Deck-specific job: Deals 1 damage to target opponent or planeswalker whenever you cast or copy an instant or sorcery, making storm copies and Thousand-Year Storm lines add damage while −2 copies the next instant or sorcery you cast this turn.
- Timing: Cast before a planned spell chain when it can survive or immediately trigger; use −2 before Grapeshot, Brain Freeze, Big Score, Mystical Tutor, or interaction when the copy matters.
- Inputs / outputs: Consumes {2}{U}{R}; outputs loyalty, scry, one-shot copy setup, and damage triggers to opponents/planeswalkers.
- Mode map: +2 scries 1; −2 creates a delayed trigger to copy your next instant or sorcery this turn.
- Partners / packages: Best with Grapeshot, Brain Freeze, Flusterstorm, Thousand-Year Storm, Prismari, the Inspiration, Storm-Kiln Artist, Guttersnipe, and Opt.
- Role peers: Guttersnipe damages each opponent on casts only; Ral also rewards copies and can hit planeswalkers.
- Failure modes: Trigger targets only opponents or planeswalkers, not creatures; planeswalker can die before the chain.
- Matchup / visibility hooks: Strong in spell mirrors and planeswalker races; protect against creature boards before relying on loyalty.

#### Storm the Vault
- Deck role: Main, 1 copy; artifact-mana engine and transform payoff.
- Role type: engine piece; mana/fixing/ramp; modal utility.
- Deck-specific job: Makes Treasures when one or more creatures you control deal combat damage to a player, then transforms at end step if you control five or more artifacts into Vault of Catlacan.
- Timing: Cast when creatures can connect or artifact count is already near five; transform lines are stronger after Sol Ring, Arcane Signet, Treasure tokens, Spellbook, Mox Amber, Mox Tantalite, Lotus Bloom, and Mind Stone.
- Inputs / outputs: Consumes {2}{U}{R}; outputs Treasure tokens, artifact count, and potential land mana burst.
- Mode map: Storm the Vault is the enchantment that creates Treasure from combat damage and checks five artifacts at end step; Vault of Catlacan taps for one mana of any color or {U} for each artifact you control.
- Partners / packages: Works with Empty the Warrens, Ral, Crackling Wit Otters, Treasure Nabber, Storm-Kiln Artist Treasures, Sol Ring, Spellbook, and Mox Amber.
- Role peers: Chromatic Orrery, Gilded Lotus, Nyx Lotus, and Sceptre of Eternal Glory are noncombat mana engines.
- Failure modes: No Treasure if creatures fail to damage a player; five-artifact check happens at end step.
- Matchup / visibility hooks: Better versus low-blocker boards; weaker against creature stalls and artifact sweepers.

#### Sol Ring
- Deck role: Main, 1 copy; core fast mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Accelerates from one mana into early Arcane Signet, Talisman of Creativity, Mind Stone, Thought Vessel, Thran Dynamo, Gilded Lotus, Thousand-Year Storm, Mind's Desire, or Prismari, the Inspiration turns.
- Timing: Cast as early as possible unless holding up a one-mana response prevents an immediate visible loss.
- Inputs / outputs: Consumes {1}; taps for {C}{C}, which pays generic costs but not blue or red requirements.
- Partners / packages: Enables Arcane Signet, Fellwar Stone, Chromatic Lantern, Thran Dynamo, Gilded Lotus, Chromatic Orrery, The Eternity Elevator, and Crackle with Power generic costs.
- Role peers: Thran Dynamo and The Eternity Elevator produce colorless burst later; Mind Stone adds smaller colorless mana plus draw.
- Failure modes: Colorless mana cannot cast Counterspell, Swan Song, Grapeshot, Brain Freeze, or red/blue pips alone.
- Matchup / visibility hooks: High-priority keep card; against artifact hate, use the tempo before opponents can punish.

#### Mind's Desire
- Deck role: Main, 1 copy; core storm payoff and card-access finisher.
- Role type: combo finisher; card selection; engine payoff.
- Deck-specific job: Shuffles your library, exiles the top card, and lets you play it without paying mana cost until end of turn; storm multiplies this into a chain of temporary cast permissions.
- Timing: Cast when storm count is already meaningful and enough mana/protection remains to use nonfree follow-up permissions, land play limits, or responses.
- Inputs / outputs: Consumes {4}{U}{U} and storm count; outputs exiled cards playable this turn without paying mana costs.
- Partners / packages: Strong with Jeska's Will, Big Score, Opt, Grapeshot, Brain Freeze, Empty the Warrens, Thousand-Year Storm, Prismari, the Inspiration, and Storm-Kiln Artist.
- Role peers: Etali, Primal Storm exiles top cards through combat; Melek, Izzet Paragon casts instant/sorcery spells from the top of library.
- Failure modes: Low storm count makes it speculative; exiled cards expire after turn timing allows.
- Matchup / visibility hooks: Best against tapped-out pods; protect with Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, or Pact of Negation.

#### Guttersnipe
- Deck role: Main, 1 copy; spell-damage engine and secondary finisher.
- Role type: engine payoff; reach/finisher; threat/clock.
- Deck-specific job: Deals 2 damage to each opponent whenever you cast an instant or sorcery spell, making cheap spells and storm turns lethal even when Grapeshot or Crackle with Power is unavailable.
- Timing: Cast before a multi-spell turn when likely to survive or when immediate follow-up spells trigger it at least once.
- Inputs / outputs: Consumes {2}{R}; outputs repeated each-opponent damage from instant/sorcery casts.
- Partners / packages: Works with Opt, Mystical Tutor, Big Score, Grapeshot, Brain Freeze, Counterspell, Flusterstorm, Jeska's Will, and Thousand-Year Storm.
- Role peers: Ral, Storm Conduit damages target opponent or planeswalker on casts and copies; Vivi Ornitier damages each opponent on noncreature casts.
- Failure modes: Does not trigger from copied spells, artifacts, creatures, or planeswalkers; dies before value if exposed.
- Matchup / visibility hooks: Strong against multiplayer life totals when protected; fragile against removal-heavy decks.

#### Lightning Bolt
- Deck role: Main, 1 copy; cheap removal and reach.
- Role type: interaction-removal; reach/finisher.
- Deck-specific job: Deals 3 damage to any target, killing early creatures/planeswalkers, protecting Ral planeswalkers, or finishing opponents after Guttersnipe, Ral, Storm Conduit, Grapeshot, or Crackle with Power pressure.
- Timing: Hold unless a visible target threatens lethal, shuts off the combo, attacks a key planeswalker, or the 3 damage completes lethal.
- Inputs / outputs: Consumes {R}; outputs 3 damage to any target and one instant/sorcery cast for storm engines.
- Partners / packages: Pairs with Snapcaster Mage, Thousand-Year Storm, Prismari, the Inspiration, Storm-Kiln Artist, Guttersnipe, and Ral, Storm Conduit.
- Role peers: Shock is smaller instant damage; Flame of Anor can deal 5 to target creature.
- Failure modes: Spending it on low-impact chip damage may leave no answer to hate creatures or planeswalkers.
- Matchup / visibility hooks: Prioritize against fast commanders, utility creatures, and planeswalkers; move to reach when opponents are within exact damage.

#### Shock
- Deck role: Main, 1 copy; cheap interaction and storm-count glue.
- Role type: interaction-removal; reach/finisher; role glue.
- Deck-specific job: Deals 2 damage to any target while adding a low-cost instant to storm chains and triggering Guttersnipe, Storm-Kiln Artist, Ral, Storm Conduit, and Vivi Ornitier.
- Timing: Use early only on a creature or planeswalker that changes the clock or blocks the engine plan; otherwise save for spell-chain density or lethal math.
- Inputs / outputs: Consumes {R}; outputs 2 damage to any target and one instant/sorcery cast.
- Partners / packages: Works with Snapcaster Mage, Thousand-Year Storm, Prismari, the Inspiration, Storm-Kiln Artist, Guttersnipe, and Ral, Storm Conduit.
- Role peers: Lightning Bolt is the stronger one-mana damage spell; Grapeshot scales with storm.
- Failure modes: Two damage may not kill the actual problem; firing face too early rarely matters in Commander.
- Matchup / visibility hooks: Best against small utility creatures, low-loyalty planeswalkers, and exact lethal setups.

#### Jeska's Will
- Deck role: Main, 1 copy; premium red ritual and exile-card burst.
- Role type: modal utility; mana/fixing/ramp; card selection.
- Deck-specific job: With Prismari, the Inspiration controlled as commander, can both add {R} equal to target opponent's hand size and exile the top three cards of your library playable this turn, fueling storm turns.
- Timing: Cast on a go-turn after choosing the opponent with the largest hand for mana mode; if no commander is controlled, choose the mode that fixes the current bottleneck.
- Inputs / outputs: Consumes {2}{R}; outputs red mana, temporary card access, or both if commander condition is met.
- Mode map: Mana mode targets an opponent and adds {R} for each card in that opponent's hand; exile mode exiles top three cards and lets you play them this turn; both are available only if you control a commander as you cast it.
- Partners / packages: Best with Prismari, the Inspiration, Storm-Kiln Artist, Thousand-Year Storm, Mind's Desire, Grapeshot, Brain Freeze, and Crackle with Power.
- Role peers: Big Score draws and creates Treasures; Gamble finds one card with random discard risk.
- Failure modes: Red mana cannot pay blue-heavy costs alone; exiled cards expire this turn.
- Matchup / visibility hooks: Strong against full-handed control; weaker after opponents empty hands or if commander is absent.

#### Empty the Warrens
- Deck role: Main, 1 copy; token storm payoff and combat fallback finisher.
- Role type: mechanic payoff; threat/clock; engine fuel/material.
- Deck-specific job: Creates two 1/1 red Goblins plus storm copies, building a board for blocking, Skirk Prospector mana, Haze of Rage lethal attacks, and pressure when direct storm kills are unavailable.
- Timing: Cast after several spells when tokens can survive to matter; use defensively if blockers prevent lethal combat next turn.
- Inputs / outputs: Consumes {3}{R} and storm count; outputs red Goblin creature tokens.
- Partners / packages: Works with Skirk Prospector, Haze of Rage, Storm the Vault, Ral, Crackling Wit, Prismari, the Inspiration, Thousand-Year Storm, and Guttersnipe.
- Role peers: Grapeshot and Brain Freeze finish immediately; Empty the Warrens asks the board to survive.
- Failure modes: Vulnerable to sweepers, bounce, and larger blockers; low storm count creates too few bodies.
- Matchup / visibility hooks: Better against control after counters are exhausted; weaker into go-wide blockers or known sweepers.

#### Skirk Prospector
- Deck role: Main, 1 copy; Goblin sacrifice mana bridge.
- Role type: mana/fixing/ramp; engine fuel/material.
- Deck-specific job: Sacrifices Goblins to add {R}, mainly converting Empty the Warrens Goblins into red mana for Grapeshot, Haze of Rage buyback, Jeska's Will follow-ups, Crackle with Power, or protection sequences involving red spells.
- Timing: Deploy before or after Empty the Warrens when red mana conversion matters; do not sacrifice blockers if survival depends on them.
- Inputs / outputs: Consumes {R}; outputs a 1/1 body and activated ability sacrificing a Goblin for {R}.
- Partners / packages: Exact Goblin partners are Empty the Warrens Goblin tokens, Guttersnipe, Treasure Nabber, Mizzix of the Izmagnus, and Skirk Prospector itself.
- Role peers: Lotus Bloom and Storm-Kiln Artist Treasures also create burst colored mana without sacrificing Goblins.
- Failure modes: Cannot sacrifice non-Goblin creatures like Storm-Kiln Artist, Snapcaster Mage, Dualcaster Mage, Thryx, or Prismari.
- Matchup / visibility hooks: Strong after token storms; weak as an isolated 1/1 against removal-heavy or no-combat games.

#### Arrow Storm
- Deck role: Main, 1 copy; singleton sorcery-speed damage slot.
- Role type: interaction-removal; reach/finisher.
- Deck-specific job: Deals 4 damage to any target, or 5 damage to that permanent or player with damage that can't be prevented if you attacked this turn.
- Timing: Use postcombat when raid is active and prevention or 5 damage matters; cast precombat only if 4 damage solves an urgent target.
- Inputs / outputs: Consumes {3}{R}{R}; outputs 4 or raid-upgraded 5 damage to any target.
- Partners / packages: Attack enablers include Prismari, the Inspiration, Etali, Primal Storm, Thryx, the Sudden Storm, Ral, Crackling Wit Otters, Empty the Warrens Goblins, and Treasure Nabber.
- Role peers: Pigment Storm targets creatures and pushes excess damage to that creature's controller; Crackle with Power scales higher.
- Failure modes: Expensive sorcery can strand interaction mana; raid requires an attack this turn.
- Matchup / visibility hooks: Better against planeswalkers, prevention, or exact lethal; weaker when holding up Counterspell is required.

#### Pigment Storm
- Deck role: Main, 1 copy; singleton creature removal with excess damage reach.
- Role type: interaction-removal; reach/finisher.
- Deck-specific job: Deals 5 damage to target creature and deals excess damage to that creature's controller, letting removal also pressure life totals.
- Timing: Cast when a creature must die and excess damage matters; avoid using on a high-toughness creature if no excess damage or survival value exists.
- Inputs / outputs: Consumes {3}{R}{R}; outputs 5 damage to target creature and overflow damage to that creature's controller.
- Partners / packages: Supports Guttersnipe, Ral, Storm Conduit, Storm-Kiln Artist, Thousand-Year Storm, Prismari, the Inspiration, and Snapcaster Mage if later flashed back.
- Role peers: Flame of Anor deals 5 to target creature at instant speed; Arrow Storm can hit any target.
- Failure modes: Cannot target players, planeswalkers, artifacts, or enchantments directly; sorcery speed limits combat tricks.
- Matchup / visibility hooks: Strong against single important creatures; side out more often when artifact, stack, or enchantment pressure matters.

#### Mystical Tutor
- Deck role: Main, 1 copy; instant-speed spell tutor.
- Role type: tutor/search; card selection.
- Deck-specific job: Searches for an instant or sorcery card, reveals it, shuffles, and puts it on top, finding the exact missing spell for survival, protection, setup, or finish.
- Timing: Cast at the end step before your turn when possible; cast in response only when top-card setup matters immediately with draw from Opt, Big Score, Mind Stone, Izzet Locket, or Staff of Compleation.
- Inputs / outputs: Consumes {U}; outputs top-deck access, not a card in hand immediately.
- Partners / packages: Priority targets by role are Grapeshot, Brain Freeze, Mind's Desire, Crackle with Power, Jeska's Will, Big Score, Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Flame of Anor, and Through the Breach.
- Role peers: Gamble can find any card into hand with random discard; Fabricate finds artifact cards into hand.
- Failure modes: Drawing is still required; shuffling after reveal gives opponents information.
- Matchup / visibility hooks: Find Counterspell/Swan Song against imminent combo, Grapeshot/Brain Freeze when storm-ready, and Jeska's Will/Big Score when resources are missing.

#### Fabricate
- Deck role: Main, 1 copy; artifact tutor for mana and utility.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Searches for an artifact card, reveals it, puts it into hand, and shuffles; most often finds mana infrastructure or a specific utility artifact.
- Timing: Cast when the turn can spare {2}{U} and the target changes the next one or two turns.
- Inputs / outputs: Consumes {2}{U}; outputs chosen artifact card in hand.
- Partners / packages: High-priority targets include Sol Ring, Arcane Signet, Talisman of Creativity, Chromatic Lantern, Skyclave Relic, Thran Dynamo, Gilded Lotus, Chromatic Orrery, Staff of Compleation, Cursed Mirror, Spellbook, Mind Stone, Sceptre of Eternal Glory, and The Eternity Elevator.
- Role peers: Mystical Tutor finds instant/sorcery cards; Gamble finds any card with random discard.
- Failure modes: Spending turn three on Fabricate can fall behind creature pressure; choosing slow artifacts over needed color fixing can strand blue/red spells.
- Matchup / visibility hooks: Against artifact hate, choose immediate mana or resilient Skyclave Relic; against grindy decks, consider Staff of Compleation or Chromatic Orrery.

#### Gamble
- Deck role: Main, 1 copy; high-variance universal tutor.
- Role type: tutor/search; card selection.
- Deck-specific job: Searches for any card, puts it into hand, then discards a card at random, making it strongest when the hand has expendable cards or the target wins quickly.
- Timing: Use when the missing role is urgent and random discard is acceptable; avoid with a tiny hand containing one irreplaceable payoff unless losing otherwise.
- Inputs / outputs: Consumes {R}; outputs any card into hand, then random discard and shuffle.
- Partners / packages: Finds Grapeshot, Brain Freeze, Mind's Desire, Thousand-Year Storm, Storm-Kiln Artist, Counterspell, Jeska's Will, Sol Ring, Chromatic Orrery, Lotus Field, or boarded-in Pyroblast, Abrade, Vandalblast, By Force, Cyclonic Rift, Narset's Reversal, Pact of Negation, Aetherize, Defense Grid, or Pithing Needle when those exact cards are in the current configuration.
- Role peers: Mystical Tutor has no discard risk but only finds instant/sorcery to top; Fabricate finds artifacts to hand.
- Failure modes: Randomly discarding the tutored card or only protection can lose the line.
- Matchup / visibility hooks: Better when Snapcaster Mage can reuse discarded instant/sorcery cards or when multiple redundant win paths remain visible.

#### Lotus Field
- Deck role: Main, 1 copy; high-output land mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, sacrifices two lands, then taps for three mana of any one color, creating a large colored burst for Prismari, the Inspiration, Mind's Desire, Crackle with Power, Counterspell plus red payoff, or commander tax.
- Timing: Play when sacrificing two lands will not break color access or tempo; avoid when immediate untapped mana or land count matters.
- Inputs / outputs: Consumes land drop and two sacrificed lands; outputs hexproof land producing three mana of one color.
- Partners / packages: Works with Chromatic Lantern, Sceptre of Eternal Glory basic-name checks indirectly through preserving basics, and big-mana payoffs Crackle with Power, Prismari, the Inspiration, and Mind's Desire.
- Role peers: Gilded Lotus produces three mana without land sacrifice; Nyx Lotus scales with devotion but enters tapped.
- Failure modes: Entering tapped and sacrificing two lands can lose tempo or reduce total mana if played too early.
- Matchup / visibility hooks: Strong in slower games; risky against land destruction, tempo pressure, or hands with few lands.

#### Storm Skreelix
- Deck role: Main, 1 copy; cost-reduction engine and evasive spell threat.
- Role type: engine piece; mechanic payoff; threat/clock.
- Deck-specific job: Reduces instant and sorcery spells you cast by {1} and grows +2/+0 until end of turn whenever you cast an instant or sorcery, making cheap spell chains double as flying pressure.
- Timing: Cast before a turn where the discount saves multiple mana or when its flying body can pressure safely.
- Inputs / outputs: Consumes {3}{U}{R}; outputs 2/4 flyer, spell-cost reduction, and temporary power boosts.
- Partners / packages: Best with Opt, Mystical Tutor, Grapeshot, Brain Freeze, Big Score, Counterspell, Flame of Anor, Haze of Rage, and Thousand-Year Storm.
- Role peers: Ral, Monsoon Mage and Mizzix of the Izmagnus reduce instant/sorcery costs; Thryx reduces only mana value 5+ spells.
- Failure modes: Five-mana creature can die before discounting a spell; power boosts do not help if it cannot attack safely.
- Matchup / visibility hooks: Better against slower creature-light pods; against removal-heavy decks, prefer immediate spell follow-up.

#### Red Elemental Blast
- Deck role: Main, 1 copy; narrow blue interaction.
- Role type: interaction-stack; interaction-removal; protection/evasion.
- Deck-specific job: Chooses either counter target blue spell or destroy target blue permanent, protecting storm turns from blue stack interaction or answering a resolved blue engine.
- Timing: Hold for blue spells on the stack that stop your win or blue permanents that drive the opponent's game; use proactively only when the blue permanent blocks your combo.
- Inputs / outputs: Consumes {R}; outputs one blue-spell counter or one blue-permanent destruction effect.
- Mode map: Counter mode targets a blue spell; destroy mode targets a blue permanent.
- Partners / packages: Protects Thousand-Year Storm, Mind's Desire, Grapeshot, Brain Freeze, Crackle with Power, Storm-Kiln Artist, and Ral, Storm Conduit.
- Role peers: Pyroblast is sideboarded and says counter target spell if it's blue or destroy target permanent if it's blue; Counterspell hits any target spell.
- Failure modes: Dead against nonblue spells/permanents; cannot destroy nonblue artifacts or enchantments.
- Matchup / visibility hooks: Premium against blue control, blue commanders, and blue combo engines; low value elsewhere.

#### Arcane Signet
- Deck role: Main, 1 copy; core two-mana fixing rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Adds one mana of any color in Prismari's color identity, fixing {U} and {R} while accelerating into Storm-Kiln Artist, Counterspell plus red interaction, Thousand-Year Storm, and Prismari.
- Timing: Cast early unless a visible threat requires holding one- or two-mana interaction.
- Inputs / outputs: Consumes {2}; outputs repeatable blue or red mana.
- Partners / packages: Supports Counterspell, Swan Song, Flusterstorm, Grapeshot, Brain Freeze, Jeska's Will, Big Score, Mizzix of the Izmagnus, and Flame of Anor.
- Role peers: Talisman of Creativity also fixes but can cost life; Fellwar Stone depends on opponent lands.
- Failure modes: Artifact removal can set back development; does not add two mana like Sol Ring.
- Matchup / visibility hooks: High keep value in most matchups; prioritize when colors are uneven.

#### Fellwar Stone
- Deck role: Main, 1 copy; conditional two-mana fixing rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Adds one mana of a color that a land an opponent controls could produce, usually helping cast blue or red spells in multiplayer pods but dependent on visible opponent lands.
- Timing: Cast early when opponent lands can produce useful colors or when any acceleration matters.
- Inputs / outputs: Consumes {2}; outputs opponent-land-dependent colored mana.
- Partners / packages: Supports early Counterspell, Swan Song, Mystical Tutor, Lightning Bolt, Grapeshot, Storm-Kiln Artist, and Flame of Anor when colors line up.
- Role peers: Arcane Signet is reliable commander-color fixing; Sky Diamond and Fire Diamond are fixed-color tapped rocks.
- Failure modes: May fail to produce {U} or {R} if opponents lack those land colors; exact mana options can change as opponents' lands change.
- Matchup / visibility hooks: Better in multiplayer with varied lands; check Veles mana actions before relying on a color.

#### Chromatic Lantern
- Deck role: Main, 1 copy; color-fixing artifact and land fixer.
- Role type: mana/fixing/ramp.
- Deck-specific job: Gives lands you control "{T}: Add one mana of any color" and taps for one mana of any color, smoothing Counterspell, Prismari, Grapeshot, Brain Freeze, Crackle with Power, and Lotus Field lines.
- Timing: Cast when color constraints matter more than speed; especially good before Lotus Field or colorless-heavy artifact draws.
- Inputs / outputs: Consumes {3}; outputs repeatable any-color mana and converts all lands into any-color sources.
- Partners / packages: Helps Lotus Field, Reliquary Tower, Mountain, Island, Temple of Epiphany, Thundering Falls, and artifact-heavy hands cast blue/red spells.
- Role peers: Arcane Signet fixes one mana; Chromatic Orrery lets you spend mana as though any color and adds {C}{C}{C}{C}{C}.
- Failure modes: Does not accelerate as explosively as Thran Dynamo or Gilded Lotus; artifact removal can reopen color problems.
- Matchup / visibility hooks: Prioritize in games where color access, not total mana, is the bottleneck.

#### Firemind Vessel
- Deck role: Main, 1 copy; tapped two-color mana rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped and then adds two mana of different colors, usually {U}{R}, supporting expensive Izzet spells and protection plus payoff turns.
- Timing: Cast on setup turns when losing immediate mana is acceptable; avoid if you must hold interaction this turn.
- Inputs / outputs: Consumes {4}; outputs two mana of different colors on later turns.
- Partners / packages: Supports Prismari, the Inspiration, Thousand-Year Storm, Mind's Desire, Melek, Izzet Paragon, Niv-Mizzet, Visionary, and Crackle with Power.
- Role peers: Gilded Lotus makes three mana of one color; Thran Dynamo makes {C}{C}{C}; Chromatic Lantern fixes lands.
- Failure modes: Enters tapped, so it does not help the turn it resolves; slow against tempo or fast combo.
- Matchup / visibility hooks: Strong in grindy big-mana games; candidate cut for Pyroblast, Abrade, Pact of Negation, or Cyclonic Rift plans.

#### Izzet Locket
- Deck role: Main, 1 copy; fixing rock with late draw conversion.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Taps for {U} or {R}, then can be sacrificed for {U/R}{U/R}{U/R}{U/R}, tap to draw two when mana is abundant.
- Timing: Cast early for colors; sacrifice only when two cards matter more than keeping the mana source.
- Inputs / outputs: Consumes {3}; outputs blue/red mana or, later, two cards at the cost of four hybrid mana, tapping, and sacrificing the artifact.
- Partners / packages: Supports Counterspell, Flame of Anor, Grapeshot, Brain Freeze, Big Score, and late Storm-Kiln Artist artifact-count decisions.
- Role peers: Mind Stone ramps earlier and draws one for {1}; Thought Vessel provides colorless mana and no max hand size.
- Failure modes: Three-mana rock is slow; sacrificing it during setup can strand colored costs.
- Matchup / visibility hooks: Good in slow games needing cards; often trimmed when postboard speed or cheap interaction matters.

#### Opt
- Deck role: Main, 1 copy; cheap selection and storm-count glue.
- Role type: card selection; role glue.
- Deck-specific job: Scries 1 then draws a card, smoothing land drops, finding protection/payoffs, and adding a one-mana instant to Guttersnipe, Storm-Kiln Artist, Ral, Storm Conduit, Thousand-Year Storm, and Prismari lines.
- Timing: Cast before land drop only when the draw can change the land decision; otherwise hold for end step, stack triggers, or storm turns.
- Inputs / outputs: Consumes {U}; outputs scry 1, one drawn card, and an instant/sorcery cast.
- Partners / packages: Works with Mystical Tutor top-deck setup, Snapcaster Mage, Storm-Kiln Artist, Guttersnipe, Ral, Storm Conduit, and Thousand-Year Storm.
- Role peers: Big Score draws more and makes Treasures but requires discard and four mana; Staff of Compleation draws at life cost.
- Failure modes: Bottoming a needed role because the current hand was misread can derail the turn.
- Matchup / visibility hooks: Strong keep smoother; hold up against control when representing Counterspell also matters.

#### Skyclave Relic
- Deck role: Main, 1 copy; resilient fixing rock and kicked ramp option.
- Role type: mana/fixing/ramp; modal utility.
- Deck-specific job: Indestructible artifact that taps for one mana of any color; when kicked, creates two tapped token copies for long-game mana scaling and artifact count.
- Timing: Cast unkicked for stable fixing; kick for {6} total when the game is slow and the extra tapped copies will matter.
- Inputs / outputs: Consumes {3}, or {6} with kicker {3}; outputs one indestructible any-color rock, or three total tapped/untapped Relic objects after kicked resolution.
- Mode map: Normal cast creates one Relic; kicked cast creates two tapped token copies as it enters.
- Partners / packages: Works with Fabricate, Storm the Vault, Storm-Kiln Artist artifact count, Chromatic Orrery, Crackle with Power, and Prismari.
- Role peers: Chromatic Lantern fixes lands; Gilded Lotus produces larger mana but is not indestructible.
- Failure modes: Kicked line is slow and produces tapped tokens; indestructible does not stop exile or bounce.
- Matchup / visibility hooks: Good against artifact destruction-heavy games; too slow against fast pressure if kicked.

#### Chromatic Orrery
- Deck role: Main, 1 copy; top-end mana engine and draw engine.
- Role type: mana/fixing/ramp; engine piece; card selection.
- Deck-specific job: Lets you spend mana as though it were mana of any color, taps for {C}{C}{C}{C}{C}, and can draw cards equal to colors among permanents you control.
- Timing: Cast when seven mana is available and you can untap or immediately use the color-smoothing; activate draw when five mana and tap are worth the cards.
- Inputs / outputs: Consumes {7}; outputs five colorless mana usable as any color because of Orrery's static ability, plus draw from {5}, tap based on permanent colors.
- Partners / packages: Fuels Prismari, the Inspiration, Crackle with Power, Mind's Desire, Thousand-Year Storm, Niv-Mizzet, Visionary, and Fabricate.
- Role peers: Gilded Lotus produces three colored mana; Thran Dynamo produces three colorless mana.
- Failure modes: Seven-mana artifact can be too slow; draw count depends on permanent colors actually controlled.
- Matchup / visibility hooks: Excellent in big-mana mirrors; risky versus fast combo or artifact removal with no immediate payoff.

#### Sceptre of Eternal Glory
- Deck role: Main, 1 copy; legendary mana rock with basic-name scaling.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of any color, or three mana of any one color if you control three or more lands with the same name; this deck can enable that with Mountain or Island counts.
- Timing: Cast when four-mana setup is acceptable; prioritize the three-mana mode once three Mountains or three Islands are visible.
- Inputs / outputs: Consumes {4}; outputs one any-color mana, or three mana of one color with the same-name land condition.
- Partners / packages: Works with 12 Mountain, 11 Island, Scalding Tarn fetching Steam Vents/Thundering Falls or basics, Crackle with Power, Prismari, and Mind's Desire.
- Role peers: Gilded Lotus always taps for three mana of one color; Nyx Lotus scales with devotion and enters tapped.
- Failure modes: Without three same-name lands it is only a four-mana one-mana rock.
- Matchup / visibility hooks: Stronger in longer games with basic-heavy draws; weaker in hands relying on nonbasic lands and artifact speed.

#### Throne of Eldraine
- Deck role: Main, 1 copy; color-committed big-mana artifact and draw engine.
- Role type: mana/fixing/ramp; card selection; modal utility.
- Deck-specific job: Chooses a color as it enters, taps for four mana of that color usable only to cast monocolored spells of that color, and draws two for {3}, tap using only mana of the chosen color.
- Timing: Choose red when the hand needs Grapeshot, Jeska's Will, Empty the Warrens, Haze of Rage, Lightning Bolt, Shock, Crackle with Power, or Etali; choose blue when the hand needs Counterspell, Brain Freeze, Mind's Desire, Mystical Tutor, Fabricate, or Snapcaster Mage.
- Inputs / outputs: Consumes {5}; outputs restricted four-mana bursts and restricted draw activation.
- Mode map: Activated mode and entry-choice guidance: entry color choice determines both monocolored-spell mana and draw-activation payment color.
- Partners / packages: Supports monocolored spells named above and big draw turns with Chromatic Lantern or many basics of the chosen color.
- Role peers: Gilded Lotus makes unrestricted colored mana; Sceptre of Eternal Glory can make three unrestricted same-color mana conditionally.
- Failure modes: Cannot spend its four mana on multicolored cards like Prismari, Thousand-Year Storm, Flame of Anor, or Ral planeswalkers.
- Matchup / visibility hooks: Strong when hand is color-clustered; risky when needing mixed-color interaction.

#### The Eternity Elevator
- Deck role: Main, 1 copy; colorless mana artifact and creature-station payoff.
- Role type: mana/fixing/ramp; engine piece; modal utility.
- Deck-specific job: Taps for {C}{C}{C}; can station by tapping another creature you control as a sorcery to add charge counters equal to that creature's power, then at 20+ charge counters taps for X mana of one color.
- Timing: Cast when colorless burst helps cast top-end; station only when tapping a creature such as Prismari, Etali, Storm Skreelix, or a pumped token does not cost needed attacks/blocks.
- Inputs / outputs: Consumes {5}; outputs three colorless mana, charge counters from creatures, and eventually colored mana equal to counters at 20+.
- Mode map: Mana mode taps for {C}{C}{C}; station mode taps another creature as a sorcery for charge counters; 20+ mode taps for X mana of one color.
- Partners / packages: Works with Prismari, Etali, Empty the Warrens Goblins after Haze of Rage, Storm Skreelix, and Ral, Crackling Wit Otters.
- Role peers: Thran Dynamo gives {C}{C}{C} for {4}; Chromatic Orrery fixes color issues.
- Failure modes: Colorless mana cannot pay blue/red pips; station can consume attackers or blockers.
- Matchup / visibility hooks: Better in board-stable games; poor when creatures are needed defensively.

#### Nyx Lotus
- Deck role: Main, 1 copy; devotion-based big-mana artifact.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped and later chooses a color to add mana equal to devotion to that color, counting mana symbols in costs of permanents you control.
- Timing: Cast when permanents with blue or red pips are already present or likely; do not rely on it as immediate mana because it enters tapped.
- Inputs / outputs: Consumes {4}; outputs color-scaled mana based on devotion to chosen color.
- Partners / packages: Devotion sources include Prismari, Ral, Monsoon Mage, Storm-Kiln Artist, Guttersnipe, Ral, Storm Conduit, Mizzix of the Izmagnus, Melek, Izzet Paragon, and Niv-Mizzet, Visionary.
- Role peers: Gilded Lotus always makes three of one color; Sceptre of Eternal Glory conditionally makes three with same-name lands.
- Failure modes: Low permanent count makes it weak; board wipes shrink output; tapped entry costs tempo.
- Matchup / visibility hooks: Strong in permanent-heavy setup games; poor when opponents remove engines immediately.

#### Sky Diamond
- Deck role: Main, 1 copy; tapped blue mana rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides repeatable {U} for Counterspell, Swan Song, Flusterstorm, Mystical Tutor, Brain Freeze, Fabricate, Snapcaster Mage, Mind's Desire, and Melek.
- Timing: Cast early when tapped entry will not prevent required interaction; better on turns with no one-mana response needed.
- Inputs / outputs: Consumes {2}; enters tapped; outputs {U} on later turns.
- Partners / packages: Supports early blue interaction and blue-heavy costs with Island, Steam Vents, Training Center, Temple of Epiphany, Thundering Falls, and Riverpyre Verge.
- Role peers: Fire Diamond provides red; Arcane Signet and Talisman of Creativity provide either blue or red.
- Failure modes: Tapped entry cannot hold up Swan Song or Opt immediately.
- Matchup / visibility hooks: Strong in slower setups; trim against fast decks when tapped mana is too slow.

#### Fire Diamond
- Deck role: Main, 1 copy; tapped red mana rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides repeatable {R} for Lightning Bolt, Shock, Gamble, Jeska's Will, Grapeshot, Empty the Warrens, Storm-Kiln Artist, Haze of Rage, and Crackle with Power.
- Timing: Cast early when the turn does not need immediate red interaction.
- Inputs / outputs: Consumes {2}; enters tapped; outputs {R} on later turns.
- Partners / packages: Supports red payoff lines with Mountain, Steam Vents, Training Center, Frostboil Snarl, Thundering Falls, Riverpyre Verge, and Talisman of Creativity.
- Role peers: Sky Diamond provides blue; Arcane Signet and Talisman of Creativity fix both commander colors.
- Failure modes: Tapped entry can fail to answer a creature immediately; only red does not cast blue protection.
- Matchup / visibility hooks: Better when red payoff or removal matters; cut more often in stack-heavy postboard games needing blue.

#### Staff of Compleation
- Deck role: Main, 1 copy; utility artifact for mana, draw, proliferate, and owner-permanent sacrifice.
- Role type: modal utility; card selection; mana/fixing/ramp.
- Deck-specific job: Offers several activated abilities: pay life for any-color mana, draw, proliferate planeswalkers/counters, or destroy a permanent you own when that matters.
- Timing: Use life-payment abilities only when life total can afford the cost; activate proliferate when Ral planeswalkers, Vivi counters, or The Eternity Elevator counters matter.
- Inputs / outputs: Consumes {3}; outputs any-color mana for 2 life, draw for 4 life, proliferate for 3 life, owner-permanent destruction for 1 life, and untap for {5}.
- Mode map: Activated mode choices: {T}, pay 1 life destroys target permanent you own; {T}, pay 2 life adds one mana of any color; {T}, pay 3 life proliferates; {T}, pay 4 life draws a card; {5} untaps Staff.
- Partners / packages: Works with Ral, Crackling Wit, Ral, Storm Conduit, Vivi Ornitier, The Eternity Elevator, Mox Tantalite/Lotus Bloom suspend counters only if proliferate can legally affect them.
- Role peers: Mind Stone and Izzet Locket draw by sacrificing; Chromatic Lantern fixes without life.
- Failure modes: Reckless life payments lose races; owner-permanent destruction is narrow.
- Matchup / visibility hooks: Strong in grindy games; dangerous against burn or combat pressure.

#### Mox Tantalite
- Deck role: Main, 1 copy; delayed zero-mana fixing artifact.
- Role type: mana/fixing/ramp; modal utility.
- Deck-specific job: Suspends for {0} with three time counters, then later casts for free and taps for one mana of any color.
- Timing: Suspend on turn one or when spare priority exists; late hard-cast is not available from hand because it has no mana cost unless legal effects permit casting without paying.
- Inputs / outputs: Consumes time rather than mana when suspended; outputs any-color mana after the last time counter is removed and it resolves.
- Mode map: Suspend 3—{0}: exile it with three time counters, remove one at each upkeep, and when the last is removed you may cast it without paying its mana cost.
- Partners / packages: Supports storm turns with Prismari, Thousand-Year Storm, Crackle with Power, Counterspell, and Grapeshot once active.
- Role peers: Lotus Bloom also suspends for {0} but sacrifices for three mana once.
- Failure modes: Too slow when drawn late; vulnerable after becoming an artifact.
- Matchup / visibility hooks: Excellent in openers; weak against fast pressure when payoff arrives too late.

#### Cursed Mirror
- Deck role: Main, 1 copy; red mana rock and temporary creature-copy tool.
- Role type: modal utility; mana/fixing/ramp; role glue.
- Deck-specific job: Taps for {R}; as it enters, may become a copy of any creature on the battlefield until end of turn except it has haste.
- Timing: Cast as red ramp when no creature copy matters; copy Etali, Primal Storm, Storm-Kiln Artist, Guttersnipe, Thryx, or an opposing creature when immediate haste value beats long-term rock stability for the turn.
- Inputs / outputs: Consumes {2}{R}; outputs red mana rock, and optionally a hasty temporary creature copy for the entry turn.
- Mode map: Normal entry remains artifact mana; copy entry becomes chosen creature until end of turn with haste, then returns to being Cursed Mirror.
- Partners / packages: Best copy targets in deck are Etali, Primal Storm, Storm-Kiln Artist, Guttersnipe, Niv-Mizzet, Visionary, Thryx, and Melek.
- Role peers: Fire Diamond is cheaper red ramp; Dualcaster Mage offers flash spell copying rather than creature copying.
- Failure modes: Copying the wrong creature may lose a needed red mana source for that turn; legendary copy rules can matter.
- Matchup / visibility hooks: Strong when copying immediate attack or ETB value; otherwise use as ramp.

#### Gilded Lotus
- Deck role: Main, 1 copy; big colored mana rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for three mana of any one color, powering Prismari, Mind's Desire, Crackle with Power, Counterspell plus red payoff, and repeated spell chains.
- Timing: Cast when five-mana setup is safe; strongest when it immediately helps cast follow-up spells the same turn through Sol Ring or Thran Dynamo.
- Inputs / outputs: Consumes {5}; outputs three mana of one chosen color per tap.
- Partners / packages: Supports Crackle with Power, Prismari, the Inspiration, Mind's Desire, Thousand-Year Storm, Niv-Mizzet, Visionary, and Jeska's Will follow-ups.
- Role peers: Thran Dynamo gives colorless; Firemind Vessel gives two different colors; Sceptre of Eternal Glory can make three conditionally.
- Failure modes: Five mana with no immediate protection can be slow; one-color output still requires planning for mixed costs.
- Matchup / visibility hooks: Strong in big-mana games; trim when postboard games are decided before turn five.

#### Thran Dynamo
- Deck role: Main, 1 copy; large colorless mana rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Adds {C}{C}{C} for generic costs on Thousand-Year Storm, Mind's Desire, Prismari, the Inspiration, Chromatic Orrery, The Eternity Elevator, and Crackle with Power.
- Timing: Cast on setup turns when color needs are already covered or Chromatic Lantern/Orrery will smooth colors.
- Inputs / outputs: Consumes {4}; outputs three colorless mana.
- Partners / packages: Works with Sol Ring, Chromatic Lantern, Chromatic Orrery, Gilded Lotus, Crackle with Power, and Prismari.
- Role peers: The Eternity Elevator also taps for {C}{C}{C} but costs five; Gilded Lotus makes colored mana.
- Failure modes: Colorless mana cannot pay {U}{U}, {R}{R}, or multicolored pips by itself.
- Matchup / visibility hooks: Excellent for big mana; weak in hands missing blue/red access.

#### Mox Amber
- Deck role: Main, 1 copy; zero-mana conditional colored rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of a color among legendary creatures and planeswalkers you control, using Prismari, Thryx, Etali, Ral planeswalkers, Mizzix, Vivi, Melek, Niv-Mizzet, and legendary artifacts/creatures only if they meet type requirements.
- Timing: Cast freely for storm/artifact count; rely on mana only when a qualifying legendary creature or planeswalker is on board.
- Inputs / outputs: Consumes {0}; outputs conditional colored mana.
- Partners / packages: Enables Ral, Monsoon Mage, Ral, Crackling Wit, Ral, Storm Conduit, Mizzix of the Izmagnus, Vivi Ornitier, Melek, Izzet Paragon, Niv-Mizzet, Visionary, Thryx, Etali, and Prismari.
- Role peers: Mox Tantalite and Lotus Bloom also cost no mana up front but are delayed.
- Failure modes: Does nothing for mana with no legendary creature or planeswalker.
- Matchup / visibility hooks: Strong in legend-heavy draws; still useful for artifact count with Storm the Vault.

#### Thought Vessel
- Deck role: Main, 1 copy; colorless ramp and hand-size utility.
- Role type: mana/fixing/ramp; role glue.
- Deck-specific job: Taps for {C} and removes maximum hand size, preserving cards after Jeska's Will, Mind's Desire, Big Score, Ral, Crackling Wit, Chromatic Orrery, or Niv-Mizzet, Visionary draw bursts.
- Timing: Cast early for ramp if colors are covered; value no-max-hand-size when a large draw turn is likely.
- Inputs / outputs: Consumes {2}; outputs colorless mana and no maximum hand size.
- Partners / packages: Pairs with Reliquary Tower, Spellbook, Big Score, Mind's Desire, Ral, Crackling Wit, Niv-Mizzet, Visionary, and Chromatic Orrery.
- Role peers: Mind Stone also costs two and draws later; Spellbook has no mana ability but costs zero.
- Failure modes: Colorless mana does not cast blue/red interaction alone; no-max text is irrelevant with small hands.
- Matchup / visibility hooks: Good in grindy draw-heavy games; lower priority when early colored mana is missing.

#### Spellbook
- Deck role: Main, 1 copy; zero-mana hand-size artifact and artifact-count material.
- Role type: engine fuel/material; role glue.
- Deck-specific job: Removes maximum hand size and adds a free artifact for Storm the Vault, Storm-Kiln Artist power, Mox Amber-style artifact density checks, and storm-count turns when cast before payoff.
- Timing: Cast early only when no better mana or interaction use exists, or during a storm turn where free spell count and artifact count matter.
- Inputs / outputs: Consumes {0}; outputs no maximum hand size and a battlefield artifact.
- Partners / packages: Works with Thought Vessel, Reliquary Tower, Storm the Vault, Storm-Kiln Artist, Jeska's Will, Big Score, Mind's Desire, and Ral, Crackling Wit.
- Role peers: Thought Vessel provides hand-size plus mana; Reliquary Tower provides hand-size on a land.
- Failure modes: No mana ability and no card draw; spending sequencing attention on it before mana can be a trap.
- Matchup / visibility hooks: Often sideboard cut when narrow interaction is needed.

#### Mind Stone
- Deck role: Main, 1 copy; colorless ramp with draw conversion.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Taps for {C} early and later sacrifices for {1}, tap to draw a card, bridging setup into velocity.
- Timing: Cast early when colorless mana helps; sacrifice only when extra card matters more than keeping mana.
- Inputs / outputs: Consumes {2}; outputs {C}, or consumes {1}, tap, and sacrifice to draw one card.
- Partners / packages: Works with Fabricate, Mystical Tutor top-deck setup, Thought Vessel, Thran Dynamo, Crackle with Power, and Storm the Vault.
- Role peers: Izzet Locket fixes colors and draws two later; Thought Vessel keeps hand size.
- Failure modes: Sacrificing during a setup turn can reduce mana below payoff thresholds.
- Matchup / visibility hooks: Reliable in most matchups; draw mode shines in attrition games.

#### Bender's Waterskin
- Deck role: Main, 1 copy; multiplayer untap fixing artifact.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of any color and untaps during each other player's untap step, allowing repeated instant-speed mana across opponent turns.
- Timing: Cast when passing with Counterspell, Swan Song, Flusterstorm, Opt, Lightning Bolt, Shock, or Mystical Tutor matters across turns.
- Inputs / outputs: Consumes {3}; outputs one mana of any color per tap and multiple untaps around the table.
- Partners / packages: Supports Counterspell, Swan Song, Flusterstorm, Mystical Tutor, Opt, Lightning Bolt, Shock, and Snapcaster Mage on opponents' turns.
- Role peers: Arcane Signet is cheaper but untaps only normally; Chromatic Lantern fixes lands.
- Failure modes: Less valuable in one-on-one or when you cannot use mana during opponents' turns.
- Matchup / visibility hooks: Strong in multiplayer control pods; slower than two-mana rocks against aggro.

#### Talisman of Creativity
- Deck role: Main, 1 copy; two-mana Izzet fixing rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {C} without life or for {U}/{R} while dealing 1 damage to you, enabling early interaction and payoffs.
- Timing: Cast early; choose colorless when life matters and colored mana is not required.
- Inputs / outputs: Consumes {2}; outputs {C}, or {U}/{R} with 1 self-damage.
- Partners / packages: Supports Counterspell, Swan Song, Flusterstorm, Lightning Bolt, Grapeshot, Brain Freeze, Flame of Anor, Big Score, and Ral planeswalkers.
- Role peers: Arcane Signet fixes without life; Fellwar Stone depends on opponent lands.
- Failure modes: Repeated colored activations can matter against burn or combat pressure.
- Matchup / visibility hooks: Excellent keep card; monitor life total when using Staff of Compleation and Steam Vents too.

#### Lotus Bloom
- Deck role: Main, 1 copy; delayed burst mana artifact.
- Role type: mana/fixing/ramp.
- Deck-specific job: Suspends for {0} with three time counters, then later sacrifices for three mana of any one color, powering a future storm or Crackle turn.
- Timing: Suspend as early as possible; use the sacrifice turn when the three mana converts into protected payoff or critical setup.
- Inputs / outputs: Consumes time; outputs one-shot three mana of any one color by tapping and sacrificing.
- Mode map: Suspend access: exile Lotus Bloom with three time counters for {0}, remove one counter each upkeep, then cast from exile without paying its mana cost when the last counter is removed.
- Partners / packages: Supports Mind's Desire, Thousand-Year Storm, Prismari, the Inspiration, Crackle with Power, Grapeshot, and Brain Freeze.
- Role peers: Mox Tantalite is delayed repeatable one-mana fixing; Gilded Lotus is repeatable three-mana artifact.
- Failure modes: Too slow if drawn late; one-shot sacrifice requires exact timing.
- Matchup / visibility hooks: Strong in opener against slower pods; poor when immediate interaction is required.

#### Steam Vents
- Deck role: Main, 1 copy; dual land and fetch target.
- Role type: mana/fixing/ramp.
- Deck-specific job: Island Mountain land that taps for {U} or {R}, providing both core colors and searchable access from Scalding Tarn.
- Timing: Pay 2 life only when untapped mana enables Sol Ring follow-up, Opt, Lightning Bolt, Swan Song, or other urgent action.
- Inputs / outputs: Land drop; optional 2 life; outputs {U} or {R}.
- Partners / packages: Works with Scalding Tarn, Frostboil Snarl reveal checks, Riverpyre Verge's Island/Mountain condition, Counterspell, Grapeshot, Brain Freeze, and Jeska's Will.
- Role peers: Thundering Falls is also Island Mountain but enters tapped and surveils; Training Center is untapped with two or more opponents.
- Failure modes: Unnecessary 2 life hurts against burn or fast combat.
- Matchup / visibility hooks: Prioritize untapped against stack pressure; tapped mode is acceptable in slow setup.

#### Scalding Tarn
- Deck role: Main, 1 copy; land search and color fixing.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Pays 1 life, taps, and sacrifices to search for an Island or Mountain card, putting it onto the battlefield; registered targets include Steam Vents, Thundering Falls, Island, and Mountain.
- Timing: Crack when the needed source is known or before shuffle-sensitive top-deck effects; preserve if landfall-like timing is irrelevant and information may improve.
- Inputs / outputs: Consumes land, 1 life, and sacrifice; outputs chosen Island/Mountain target onto battlefield.
- Partners / packages: Finds Steam Vents for untapped dual access, Thundering Falls for tapped dual plus surveil, Island for blue, or Mountain for red.
- Role peers: No direct peer; closest role overlap is Frostboil Snarl and Temple of Epiphany as color-fixing lands.
- Failure modes: Cannot find Riverpyre Verge, Training Center, Temple of Epiphany, Frostboil Snarl, Lotus Field, or Reliquary Tower.
- Matchup / visibility hooks: Fetch untapped Steam Vents only when 2 life is worth immediate mana.

#### Treasure Nabber
- Deck role: Main, 1 copy; artifact-ramp punisher and temporary mana theft threat.
- Role type: hate piece; threat/clock; role glue.
- Deck-specific job: Whenever an opponent taps an artifact for mana, you gain control of that artifact until the end of your next turn, disrupting mana-rock pods and giving temporary resources.
- Timing: Cast before opponents' artifact-heavy turns or when their rocks are visible; less urgent with no opposing artifact mana.
- Inputs / outputs: Consumes {2}{R}; outputs a 3/2 body and temporary control of opponent mana artifacts after they tap for mana.
- Partners / packages: Helps cast Prismari, Thousand-Year Storm, Mind's Desire, Crackle with Power, and protects mana wars with Vandalblast/By Force sideboard plans.
- Role peers: Abrade, Vandalblast, and By Force attack artifacts directly postboard; Treasure Nabber steals tempo instead.
- Failure modes: Does nothing against land-based mana or artifacts not tapped for mana; stolen artifacts return at end of your next turn.
- Matchup / visibility hooks: Strong against big-mana artifact decks; fragile against creature removal.

#### Frostboil Snarl
- Deck role: Main, 1 copy; conditional Izzet dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {U} or {R}; can enter untapped by revealing an Island or Mountain card from hand, including Island, Mountain, Steam Vents, or Thundering Falls.
- Timing: Play early if you can reveal a qualifying card; otherwise sequence tapped on turns with no required interaction.
- Inputs / outputs: Land drop and possible reveal; outputs {U} or {R}.
- Partners / packages: Supports Counterspell, Swan Song, Lightning Bolt, Grapeshot, Brain Freeze, Flame of Anor, and Riverpyre Verge condition indirectly through Island/Mountain lands elsewhere.
- Role peers: Temple of Epiphany always enters tapped but scries; Training Center often enters untapped in multiplayer.
- Failure modes: Enters tapped without reveal; reveal gives opponents hand information.
- Matchup / visibility hooks: Important in opening hands that need both colors; tapped entry matters against fast starts.

#### Training Center
- Deck role: Main, 1 copy; multiplayer Izzet dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {U} or {R} and enters tapped unless you have two or more opponents, making it strong in multiplayer Commander.
- Timing: In multiplayer, use as early untapped fixing; in duel-like games, account for tapped entry.
- Inputs / outputs: Land drop; outputs {U} or {R}.
- Partners / packages: Casts Counterspell, Swan Song, Mystical Tutor, Lightning Bolt, Jeska's Will, Grapeshot, Brain Freeze, and Flame of Anor.
- Role peers: Steam Vents can enter untapped for life; Riverpyre Verge may require Island/Mountain for blue.
- Failure modes: Enters tapped in one-on-one contexts if you do not have two or more opponents.
- Matchup / visibility hooks: Premium in normal multiplayer pods; less explosive in Duel Commander-shaped games.

#### Temple of Epiphany
- Deck role: Main, 1 copy; tapped Izzet fixing land with selection.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Enters tapped, scries 1, then taps for {U} or {R}, smoothing early draws for mana, protection, or payoffs.
- Timing: Play on a turn where tapped entry does not forfeit needed interaction; use scry to find missing role.
- Inputs / outputs: Land drop and tapped tempo; outputs scry 1 and later {U}/{R}.
- Partners / packages: Helps find Sol Ring, Arcane Signet, Counterspell, Opt, Storm-Kiln Artist, Grapeshot, Brain Freeze, or lands.
- Role peers: Thundering Falls surveils instead of scrying; Frostboil Snarl can enter untapped with reveal.
- Failure modes: Tapped entry cannot support turn-one Opt, Swan Song, Lightning Bolt, or Shock.
- Matchup / visibility hooks: Strong in slower openers; risky against fast pressure requiring immediate mana.

#### Thundering Falls
- Deck role: Main, 1 copy; tapped Island Mountain with surveil.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Island Mountain land that enters tapped, surveils 1, and taps for {U} or {R}; fetchable by Scalding Tarn.
- Timing: Play/fetch when tapped entry is acceptable and surveil can bin a low-value card or preserve a needed top card.
- Inputs / outputs: Land drop or fetch target; outputs surveil 1 and later {U}/{R}.
- Partners / packages: Works with Scalding Tarn, Frostboil Snarl reveal, Riverpyre Verge condition, Snapcaster Mage if an instant/sorcery is surveilled, and early color fixing.
- Role peers: Steam Vents is fetchable and can enter untapped; Temple of Epiphany scries instead of surveils.
- Failure modes: Tapped entry loses tempo; surveilling a payoff into graveyard is only good if Snapcaster Mage or game context supports it.
- Matchup / visibility hooks: Good in setup games; avoid when immediate interaction mana is required.

#### Flame of Anor
- Deck role: Main, 1 copy; instant modal interaction and card draw.
- Role type: modal utility; interaction-removal; card selection.
- Deck-specific job: Chooses one mode, or two if you control a Wizard as you cast it; relevant Wizards include Ral, Monsoon Mage, Dualcaster Mage, Mizzix of the Izmagnus, Vivi Ornitier, Melek, Izzet Paragon, Niv-Mizzet, Visionary, Snapcaster Mage, and Guttersnipe if type line Goblin Shaman is not Wizard, so do not count Guttersnipe.
- Timing: Cast when artifact destruction, 5 creature damage, or draw two solves the current turn; with a Wizard, pair draw with removal when possible.
- Inputs / outputs: Consumes {1}{U}{R}; outputs target player draws two, destroys target artifact, and/or deals 5 damage to target creature.
- Mode map: Draw mode targets a player; artifact mode destroys target artifact; damage mode deals 5 to target creature; choose two only if you control a Wizard as you cast it.
- Partners / packages: Wizard enablers are Ral, Monsoon Mage, Dualcaster Mage, Mizzix, Vivi, Melek, Niv-Mizzet, and Snapcaster Mage.
- Role peers: Abrade sideboard handles artifact or 3 creature damage; Lightning Bolt/Shock are cheaper damage.
- Failure modes: Without Wizard, only one mode; cannot hit players or planeswalkers with damage mode.
- Matchup / visibility hooks: Excellent against artifact engines and creature pressure; draw mode targets can matter with opponent draw-punish effects.

#### Mizzix of the Izmagnus
- Deck role: Main, 1 copy; experience-counter cost engine.
- Role type: engine piece; mechanic payoff.
- Deck-specific job: Grants experience counters when you cast instant/sorcery spells with mana value greater than your current experience count, then reduces instant/sorcery costs by {1} per experience counter.
- Timing: Deploy before medium spells like Big Score, Flame of Anor, Mind's Desire, Through the Breach, or Crackle with Power when likely to survive.
- Inputs / outputs: Consumes {2}{U}{R}; outputs experience counters and generic cost reduction for instant/sorcery spells.
- Partners / packages: Works with Opt, Mystical Tutor, Big Score, Jeska's Will, Grapeshot, Brain Freeze, Counterspell, Mind's Desire, and Crackle with Power.
- Role peers: Ral, Monsoon Mage and Storm Skreelix reduce instant/sorcery costs by {1}; Mizzix can scale higher.
- Failure modes: Does not reduce colored mana; dies before experience counters matter if exposed.
- Matchup / visibility hooks: Strong in long spell games; weak against immediate removal or combat pressure.

#### Vivi Ornitier
- Deck role: Main, 1 copy; noncreature-spell mana/damage engine.
- Role type: engine piece; mana/fixing/ramp; reach/finisher.
- Deck-specific job: Noncreature spells put +1/+1 counters on Vivi and deal 1 damage to each opponent; once each of your turns, {0} adds X mana in any combination of {U}/{R}, where X is Vivi's power.
- Timing: Cast before a noncreature chain when it can grow and generate mana that same turn or next turn.
- Inputs / outputs: Consumes {1}{U}{R}; outputs counters, each-opponent damage, and once-per-turn blue/red mana based on power.
- Partners / packages: Works with Sol Ring, Arcane Signet, Opt, Grapeshot, Brain Freeze, Big Score, Thousand-Year Storm, Ral planeswalkers, and Haze of Rage if power changes matter.
- Role peers: Storm-Kiln Artist makes Treasures from instant/sorcery casts/copies; Vivi triggers on noncreature spell casts but only mana once per your turn.
- Failure modes: Starts as 0/3 with no mana output until power increases; creature removal before activation can lose the engine.
- Matchup / visibility hooks: Strong against slower boards; protect when noncreature density is high.

#### Riverpyre Verge
- Deck role: Main, 1 copy; red land with conditional blue.
- Role type: mana/fixing/ramp.
- Deck-specific job: Always taps for {R}; taps for {U} only if you control an Island or a Mountain.
- Timing: Play early when it gives red immediately; prioritize Island, Mountain, Steam Vents, or Thundering Falls to unlock blue.
- Inputs / outputs: Land drop; outputs {R}, or {U} with Island/Mountain condition.
- Partners / packages: Works with Island, Mountain, Steam Vents, Thundering Falls, Counterspell, Lightning Bolt, Jeska's Will, Brain Freeze, and Flame of Anor.
- Role peers: Frostboil Snarl and Training Center provide both colors with different conditions.
- Failure modes: Cannot produce blue without a controlled Island or Mountain; sequencing can strand Counterspell.
- Matchup / visibility hooks: Fine red opener; check condition before keeping blue-heavy hands.

#### Reliquary Tower
- Deck role: Main, 1 copy; colorless utility land for large hands.
- Role type: mana/fixing/ramp; role glue.
- Deck-specific job: Provides no maximum hand size and taps for {C}, preserving cards after Mind's Desire, Big Score, Ral, Crackling Wit, Chromatic Orrery, Niv-Mizzet, Visionary, or Jeska's Will exile/draw turns when applicable.
- Timing: Play when colors are already secure or discard risk is real; avoid over colored lands early.
- Inputs / outputs: Land drop; outputs {C} and no maximum hand size.
- Partners / packages: Works with Thought Vessel, Spellbook, Mind's Desire, Big Score, Chromatic Orrery, Ral, Crackling Wit, and Niv-Mizzet, Visionary.
- Role peers: Thought Vessel supplies colorless mana plus no max hand size; Spellbook has no mana ability.
- Failure modes: Does not produce {U} or {R}; can make Counterspell, Swan Song, Lightning Bolt, or Grapeshot uncastable if sequenced poorly.
- Matchup / visibility hooks: Valuable in grindy draw games; low priority in fast games.

#### Counterspell
- Deck role: Main, 1 copy; hard permission spell.
- Role type: interaction-stack; protection/evasion.
- Deck-specific job: Counters target spell on the stack, protecting Thousand-Year Storm, Mind's Desire, Grapeshot, Brain Freeze, Crackle with Power, Prismari, or stopping an opponent's decisive spell.
- Timing: Hold for game-changing spells, engine removal, combo payoffs, or stack interaction aimed at your committed win.
- Inputs / outputs: Consumes {U}{U}; outputs a hard counter to target spell.
- Partners / packages: Works with Snapcaster Mage, Storm-Kiln Artist, Guttersnipe, Ral, Storm Conduit, Thousand-Year Storm, and Prismari.
- Role peers: Swan Song is cheaper but narrower and gives a Bird; Flusterstorm only hits instant/sorcery spells and taxes.
- Failure modes: Requires double blue; cannot answer resolved permanents.
- Matchup / visibility hooks: Premium against combo/control; preserve blue mana when opponent can win on stack.

#### Melek, Izzet Paragon
- Deck role: Main, 1 copy; top-library instant/sorcery engine.
- Role type: engine piece; card selection; combo enabler.
- Deck-specific job: Reveals the top card of your library, lets you cast instant and sorcery spells from the top, and copies instant/sorcery spells cast from your library.
- Timing: Cast when mana remains to use a revealed instant/sorcery soon or top-card manipulation from Opt/Mystical Tutor supports it.
- Inputs / outputs: Consumes {4}{U}{R}; outputs public top-card information, cast permission from library, and copies for those spells.
- Partners / packages: Strong with Mystical Tutor, Opt, Grapeshot, Brain Freeze, Big Score, Counterspell, Flame of Anor, and Thousand-Year Storm.
- Role peers: Mind's Desire and Etali cast from exile; Melek uses the top of library and only instant/sorcery cards.
- Failure modes: Reveals information to opponents; non-instant/sorcery top cards stall the engine.
- Matchup / visibility hooks: Best in slower games with time to untap; risky into open removal.

#### Niv-Mizzet, Visionary
- Deck role: Main, 1 copy; flying draw engine and large threat.
- Role type: engine payoff; card selection; threat/clock.
- Deck-specific job: Draws cards whenever a source you control deals noncombat damage to an opponent, turning Guttersnipe, Vivi Ornitier, Ral, Storm Conduit, Lightning Bolt, Shock, Grapeshot, Crackle with Power, Arrow Storm, and Pigment Storm overflow into cards.
- Timing: Cast when you can deal noncombat damage soon or protect a six-mana flyer.
- Inputs / outputs: Consumes {4}{U}{R}; outputs 5/5 flying body, no maximum hand size, and card draw from your noncombat damage to opponents.
- Partners / packages: Works with Guttersnipe, Ral, Storm Conduit, Vivi Ornitier, Grapeshot, Lightning Bolt, Shock, Crackle with Power, and Flame of Anor only when damage hits an opponent.
- Role peers: Chromatic Orrery draws from permanent colors; Ral, Crackling Wit draws through loyalty.
- Failure modes: Does not draw from damage to creatures or planeswalkers; removal before damage gives no cards.
- Matchup / visibility hooks: Powerful in grindy damage races; protect from exile or bounce before committing.

#### Snapcaster Mage
- Deck role: Main, 1 copy; flash graveyard reuse tool.
- Role type: recursion; interaction-stack; card selection.
- Deck-specific job: Gives target instant or sorcery card in your graveyard flashback until end of turn with flashback cost equal to its mana cost, then that spell is exiled if cast from graveyard.
- Timing: Hold for a graveyard spell that solves the current stack, stabilizes combat, or completes a storm turn.
- Inputs / outputs: Consumes {1}{U}; outputs 2/1 flash body and temporary flashback permission.
- Partners / packages: Priority targets include Counterspell, Swan Song, Flusterstorm, Lightning Bolt, Shock, Opt, Big Score, Mystical Tutor, Jeska's Will, Grapeshot, Brain Freeze, and Flame of Anor.
- Role peers: No direct peer; closest role overlap is Melek for alternate spell access and Mind's Desire for temporary casting.
- Failure modes: Requires legal instant/sorcery target in graveyard and mana to pay flashback; exiles the recast spell.
- Matchup / visibility hooks: Strong in stack fights and removal-heavy games; weak against graveyard hate if target is removed before resolution.

#### Crackle with Power
- Deck role: Main, 1 copy; big-mana damage finisher.
- Role type: reach/finisher; interaction-removal.
- Deck-specific job: Deals five times X damage to each of up to X targets, converting Sol Ring, Lotus Field, Gilded Lotus, Thran Dynamo, Chromatic Orrery, Sceptre of Eternal Glory, Nyx Lotus, Jeska's Will, and Storm-Kiln Artist Treasures into lethal.
- Timing: Cast when X reaches a decisive threshold for opponents, planeswalkers, or creatures; do not fire for low X unless survival requires removal.
- Inputs / outputs: Consumes {X}{X}{X}{R}{R}; outputs 5X damage to up to X chosen targets.
- Partners / packages: Works with Gilded Lotus, Thran Dynamo, Chromatic Orrery, Lotus Field, Sceptre of Eternal Glory, Jeska's Will, Storm-Kiln Artist, and Thryx when mana value is 5+.
- Role peers: Grapeshot scales with spell count; Lightning Bolt/Shock are cheap single-target damage.
- Failure modes: Triple-X cost grows quickly; wrong X or target count can miss lethal.
- Matchup / visibility hooks: Strong against life-total races and planeswalkers; protect from counters with Counterspell, Swan Song, Flusterstorm, or Pact of Negation.

#### Swan Song
- Deck role: Main, 1 copy; cheap narrow permission.
- Role type: interaction-stack; protection/evasion.
- Deck-specific job: Counters target enchantment, instant, or sorcery spell and gives its controller a 2/2 blue Bird creature token with flying.
- Timing: Hold for opposing combo/protection spells or removal targeting your engine; use on enchantments before they resolve because Swan Song cannot answer permanents already on battlefield.
- Inputs / outputs: Consumes {U}; outputs countered enchantment/instant/sorcery spell and a 2/2 flying Bird for that spell's controller.
- Partners / packages: Protects Thousand-Year Storm, Storm-Kiln Artist, Mind's Desire, Grapeshot, Brain Freeze, Crackle with Power, and Prismari.
- Role peers: Counterspell counters any spell for {U}{U}; Flusterstorm hits instant/sorcery with storm tax.
- Failure modes: Cannot counter creatures, artifacts, planeswalkers, or battles; Bird token can pressure planeswalkers/life.
- Matchup / visibility hooks: Premium versus spell combo and enchantment prison; less useful against creature decks.

#### Through the Breach
- Deck role: Main, 1 copy; instant creature-cheat shortcut.
- Role type: modal utility; threat/clock; combo enabler.
- Deck-specific job: Puts a creature card from hand onto the battlefield with haste, then sacrifices it at next end step; can also splice onto Arcane for {2}{R}{R}, though the only registered Arcane spell is Through the Breach itself, so splice is rarely relevant without opponent-derived Arcane.
- Timing: Use when a creature immediately attacks/triggers or stabilizes; best with Etali, Primal Storm or Prismari when haste impact matters.
- Inputs / outputs: Consumes {4}{R}; outputs temporary hasty creature from hand and end-step sacrifice trigger.
- Mode map: Normal cast cheats one creature from hand; splice onto Arcane can add this effect to an Arcane spell for {2}{R}{R} if a legal Arcane spell is being cast.
- Partners / packages: Targets include Etali, Primal Storm, Prismari, the Inspiration, Thryx, Melek, Niv-Mizzet, Storm-Kiln Artist, Guttersnipe, and Storm Skreelix.
- Role peers: Cursed Mirror can copy a creature for one turn; Etali is the premium Breach threat.
- Failure modes: Sacrifice at end step means no long-term engine unless the immediate value is enough.
- Matchup / visibility hooks: Strong against tapped-out boards; weak into instant-speed removal before attack.

#### Big Score
- Deck role: Main, 1 copy; instant draw and Treasure generator.
- Role type: discard outlet; card selection; mana/fixing/ramp.
- Deck-specific job: As an additional cost discards a card, then draws two and creates two Treasure tokens, giving storm turns both cards and colored mana.
- Timing: Cast end step or during setup when discard is planned; on go-turn, Treasures can bridge to Mind's Desire, Grapeshot, Brain Freeze, or Counterspell.
- Inputs / outputs: Consumes {3}{R} and one discarded card; outputs two drawn cards and two Treasure artifacts.
- Partners / packages: Works with Storm-Kiln Artist, Thousand-Year Storm, Prismari, Snapcaster Mage, Mystical Tutor top-deck, Mind's Desire, and Crackle with Power.
- Role peers: Jeska's Will gives mana/exile access without discard; Izzet Locket draws two by sacrificing.
- Failure modes: Discarding the only payoff/protection can lose the planned turn; countered Big Score still pays discard cost.
- Matchup / visibility hooks: Strong against slower decks; risky into open counters if the discarded card is high value.

#### Mountain
- Deck role: Main, 12 copies; basic red mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {R} for Lightning Bolt, Shock, Gamble, Jeska's Will, Grapeshot, Empty the Warrens, Haze of Rage, Storm-Kiln Artist, Crackle with Power, Pyroblast, and red sideboard artifact answers.
- Timing: Prioritize early when hand needs red removal, red ramp, or Frostboil Snarl/Riverpyre Verge support; do not over-prioritize when Counterspell or Brain Freeze requires blue.
- Inputs / outputs: Land drop; outputs {R}; counts as Mountain for Frostboil Snarl reveal, Riverpyre Verge condition, Scalding Tarn target map, and Sceptre of Eternal Glory same-name condition.
- Partners / packages: Works with Frostboil Snarl, Riverpyre Verge, Scalding Tarn, Sceptre of Eternal Glory, Jeska's Will, Grapeshot, and Crackle with Power.
- Role peers: Island covers blue; Steam Vents and Thundering Falls cover both.
- Failure modes: Mountain-heavy hands can strand Counterspell, Swan Song, Brain Freeze, Mystical Tutor, and Fabricate.
- Matchup / visibility hooks: Red access is crucial against early creature pressure and artifact postboard plans.

#### Island
- Deck role: Main, 11 copies; basic blue mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {U} for Opt, Mystical Tutor, Swan Song, Flusterstorm, Counterspell, Brain Freeze, Fabricate, Snapcaster Mage, Mind's Desire, and blue sides of multicolor engines.
- Timing: Prioritize early when holding stack interaction or selection; do not ignore red if the hand needs Lightning Bolt, Jeska's Will, Grapeshot, or Storm-Kiln Artist.
- Inputs / outputs: Land drop; outputs {U}; counts as Island for Frostboil Snarl reveal, Riverpyre Verge condition, Scalding Tarn target map, and Sceptre of Eternal Glory same-name condition.
- Partners / packages: Works with Frostboil Snarl, Riverpyre Verge, Scalding Tarn, Counterspell, Brain Freeze, Mystical Tutor, and Mind's Desire.
- Role peers: Mountain covers red; Steam Vents and Thundering Falls cover both.
- Failure modes: Island-heavy hands can strand red removal and storm finishers.
- Matchup / visibility hooks: Blue access is highest priority against combo/control and when protecting a go-turn.

#### Pyroblast
- Deck role: Sideboard, 1 copy; blue stack/permanent bullet.
- Role type: sideboard bullet; interaction-stack; interaction-removal.
- Deck-specific job: Chooses to counter target spell if it is blue or destroy target permanent if it is blue, reinforcing blue stack fights and blue engine answers.
- Timing: Bring in against blue control/combo; hold for blue spells that stop your win or blue permanents that snowball.
- Inputs / outputs: Consumes {R}; outputs conditional blue-spell counter or conditional blue-permanent destruction.
- Mode map: Counter mode targets any spell but only counters it if it is blue; destroy mode targets any permanent but only destroys it if it is blue.
- Partners / packages: Protects Mind's Desire, Thousand-Year Storm, Grapeshot, Brain Freeze, Crackle with Power, Ral, Storm Conduit, and Prismari.
- Role peers: Red Elemental Blast has stricter target wording: target blue spell or target blue permanent.
- Failure modes: Can legally target nonblue objects under its wording but will not affect them if not blue on resolution.
- Matchup / visibility hooks: Side in for visible blue commanders, counters, or engines; leave out against nonblue creature/artifact pressure.

#### Abrade
- Deck role: Sideboard, 1 copy; flexible creature/artifact answer.
- Role type: sideboard bullet; modal utility; interaction-removal.
- Deck-specific job: Either deals 3 damage to target creature or destroys target artifact, covering small commanders, hate creatures, mana rocks, equipment, and prison artifacts.
- Timing: Bring in when both creature pressure and artifacts are plausible, or one specific artifact/creature is a known obstacle.
- Inputs / outputs: Consumes {1}{R}; outputs one of two instant-speed answers.
- Mode map: Damage mode targets a creature for 3 damage; artifact mode destroys target artifact.
- Partners / packages: Complements Lightning Bolt, Shock, Flame of Anor, Vandalblast, By Force, and Cyclonic Rift.
- Role peers: Vandalblast/By Force are artifact-only; Flame of Anor can destroy an artifact or deal 5 to a creature with different costs.
- Failure modes: Cannot hit enchantments, planeswalkers directly, large creatures with more than 3 toughness, or spell stack objects.
- Matchup / visibility hooks: Bring in versus artifact ramp, equipment, and small creature pressure; avoid against pure stack combo.

#### Vandalblast
- Deck role: Sideboard, 1 copy; artifact reset bullet.
- Role type: sideboard bullet; modal utility; interaction-removal.
- Deck-specific job: Destroys target artifact you do not control, or with overload {4}{R} changes target to each artifact you do not control for a one-sided artifact wipe.
- Timing: Bring in against artifact mana clusters, prison artifacts, equipment boards, or artifact combo; overload when multiple artifacts matter more than keeping mana for protection.
- Inputs / outputs: Consumes {R} or overload {4}{R}; outputs artifact destruction.
- Mode map: Normal cast destroys target artifact you do not control; overloaded cast destroys each artifact you do not control.
- Partners / packages: Works with Treasure Nabber, Abrade, By Force, Cyclonic Rift, and Pithing Needle against artifact activated engines.
- Role peers: By Force scales by X targets; Abrade is instant and flexible but lower ceiling.
- Failure modes: Sorcery speed; cannot hit your own artifacts, enchantments, or creatures.
- Matchup / visibility hooks: High impact against big-mana artifact decks; low value if only one artifact matters and Abrade is enough.

#### By Force
- Deck role: Sideboard, 1 copy; scalable artifact removal.
- Role type: sideboard bullet; interaction-removal.
- Deck-specific job: Destroys X target artifacts, letting red mana convert into multiple precise artifact answers without hitting your own rocks.
- Timing: Bring in when opponents present multiple artifacts but overload Vandalblast timing or collateral is not ideal.
- Inputs / outputs: Consumes {X}{R}; outputs destruction of X target artifacts.
- Partners / packages: Complements Abrade, Vandalblast, Treasure Nabber, Cyclonic Rift, and Pithing Needle.
- Role peers: Vandalblast overload hits each artifact you do not control; Abrade is instant and can hit a creature.
- Failure modes: Requires legal targets equal to chosen X; sorcery speed exposes you to opponent untap or stack interaction.
- Matchup / visibility hooks: Best against artifact ramp/prison; poor against enchantment, creature, or stack-based decks.

#### Cyclonic Rift
- Deck role: Sideboard, 1 copy; broad nonland permanent bounce and overload reset.
- Role type: sideboard bullet; modal utility; interaction-removal.
- Deck-specific job: Returns target nonland permanent you do not control to its owner's hand, or overloaded for {6}{U} returns each nonland permanent you do not control.
- Timing: Bring in against creature boards, hate permanents, enchantments, artifact prison, or stalled boards; overload before a lethal storm/combat turn when seven mana is available.
- Inputs / outputs: Consumes {1}{U} or overload {6}{U}; outputs temporary bounce, not destruction.
- Mode map: Normal mode targets one nonland permanent you do not control; overload changes target to each nonland permanent you do not control.
- Partners / packages: Opens windows for Mind's Desire, Thousand-Year Storm, Empty the Warrens, Haze of Rage, Grapeshot, and Crackle with Power.
- Role peers: Aetherize handles attacking creatures only; Abrade/Vandalblast/By Force answer artifacts.
- Failure modes: Opponents can recast bounced cards; overload is expensive.
- Matchup / visibility hooks: Strong against permanent-heavy boards; weaker against pure stack combo.

#### Narset's Reversal
- Deck role: Sideboard, 1 copy; stack-copy and tempo bullet.
- Role type: sideboard bullet; interaction-stack; protection/evasion.
- Deck-specific job: Copies target instant or sorcery spell, returns it to its owner's hand, and lets you choose new targets for the copy, turning opposing haymakers or your own spells into tempo swings.
- Timing: Bring in against high-impact instant/sorcery decks; hold for a spell where copying and bouncing the original changes the game.
- Inputs / outputs: Consumes {U}{U}; outputs a copy of target instant/sorcery and returns original to owner's hand.
- Partners / packages: Works with your Big Score, Jeska's Will, Grapeshot, Brain Freeze, Counterspell fights, Mind's Desire protection, and Dualcaster Mage-style stack plans.
- Role peers: Dualcaster Mage copies without returning original; Counterspell stops any target spell without copying.
- Failure modes: Cannot target permanent spells or abilities; returning your own spell to hand may be wrong if mana cannot recast it.
- Matchup / visibility hooks: Strong versus control/combo; weak against battlefield-only pressure.

#### Pact of Negation
- Deck role: Sideboard, 1 copy; zero-mana emergency permission.
- Role type: sideboard bullet; interaction-stack; protection/evasion.
- Deck-specific job: Counters target spell for {0}, then requires paying {3}{U}{U} at your next upkeep or you lose the game.
- Timing: Bring in when protecting a winning turn or stopping an immediate loss matters more than next-turn mana; avoid as routine interaction.
- Inputs / outputs: Consumes no mana now; outputs hard counter to target spell and a mandatory upkeep payment.
- Partners / packages: Protects Mind's Desire, Thousand-Year Storm, Grapeshot, Brain Freeze, Crackle with Power, Prismari, Storm-Kiln Artist, and Ral engines.
- Role peers: Counterspell costs {U}{U} now; Swan Song costs {U} and is narrower but has no upkeep loss trigger.
- Failure modes: If the win fails and {3}{U}{U} is unavailable next upkeep, you lose.
- Matchup / visibility hooks: Side in for fast combo/control stack fights; avoid in attrition games without reliable blue mana.

#### Aetherize
- Deck role: Sideboard, 1 copy; anti-combat survival bullet.
- Role type: sideboard bullet; interaction-removal.
- Deck-specific job: Returns all attacking creatures to their owners' hands, punishing alpha strikes and protecting life total, Ral planeswalkers, and engine turns.
- Timing: Bring in against creature swarms or commander combat decks; cast after attackers are declared and before combat damage when bounce changes survival.
- Inputs / outputs: Consumes {3}{U}; outputs bounce of all attacking creatures only.
- Partners / packages: Complements Cyclonic Rift, Amphibian Downpour, Lightning Bolt, Shock, Flame of Anor, and Empty the Warrens blockers.
- Role peers: Cyclonic Rift can hit nonland permanents and overload proactively; Aetherize is combat-window specific.
- Failure modes: Does nothing against nonattacking creatures, spell combo, or postcombat recasts.
- Matchup / visibility hooks: Strong against go-wide attacks; poor against control or artifact ramp with few attackers.

#### Defense Grid
- Deck role: Sideboard, 1 copy; proactive anti-interaction artifact.
- Role type: sideboard bullet; protection/evasion; hate piece.
- Deck-specific job: Makes each spell cost {3} more to cast except during its controller's turn, discouraging opponents from interacting during your storm turn.
- Timing: Bring in against instant-speed counter/removal decks; cast before committing Thousand-Year Storm, Mind's Desire, Grapeshot, Brain Freeze, or Crackle with Power.
- Inputs / outputs: Consumes {2}; outputs a symmetrical timing tax on off-turn spells.
- Partners / packages: Protects Prismari go-turns, Thousand-Year Storm, Mind's Desire, Storm-Kiln Artist, Ral, Storm Conduit, Grapeshot, and Brain Freeze.
- Role peers: Pact of Negation protects one spell; Pyroblast and Red Elemental Blast answer blue interaction.
- Failure modes: Also taxes your own off-turn Counterspell, Swan Song, Flusterstorm, Opt, Lightning Bolt, and Snapcaster Mage lines.
- Matchup / visibility hooks: Strong against blue control; poor when you must play reactive defense every opponent turn.

#### Pithing Needle
- Deck role: Sideboard, 1 copy; named activated-ability hate artifact.
- Role type: sideboard bullet; hate piece.
- Deck-specific job: As it enters, choose a card name; activated abilities of sources with the chosen name cannot be activated unless they are mana abilities.
- Timing: Bring in only against visible or commander-known activated abilities that matter; choose a legal public-information name.
- Inputs / outputs: Consumes {1}; outputs a static lock on nonmana activated abilities from chosen-name sources.
- Partners / packages: Complements Cyclonic Rift, Abrade, Vandalblast, By Force, Counterspell, and Swan Song against permanent-based engines.
- Role peers: Sorcerous Spyglass is not registered; Cyclonic Rift temporarily bounces the permanent instead of naming it.
- Failure modes: Does not stop mana abilities, triggered abilities, static abilities, spells, or unnamed sources.
- Matchup / visibility hooks: Strong against commander activation engines and artifact/combo permanents with activated abilities; weak against hidden-information guesses.

## Interaction Priorities

- Counter decisive stack actions first: spend Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Dualcaster Mage, or post-board Pact of Negation on opponent combo payoffs, board wipes that remove Storm-Kiln Artist or Thousand-Year Storm before a go-turn, commanders or engines that will immediately snowball, and interaction aimed at the deck's committed finisher. Preserve protection when the hand already has Grapeshot, Brain Freeze, Mind's Desire, Crackle with Power, or Thousand-Year Storm plus enough mana to threaten a decisive turn.

- Remove hate and pressure before value creatures: use Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Arrow Storm, Pigment Storm, Abrade, Vandalblast, By Force, or Cyclonic Rift on permanents that stop casting, copying, targeting, graveyard use, artifact mana, or storm-count conversion. Card text check required for Arrow Storm, Pigment Storm, and Amphibian Downpour before assuming exact damage, reduction, or copy behavior; follow Veles target legality over role labels.

- Protect engines over generic tempo: prioritize Storm-Kiln Artist, Thousand-Year Storm, Mizzix of the Izmagnus, Melek, Izzet Paragon, Ral, Storm Conduit, Ral, Crackling Wit, and Prismari, the Inspiration when they are the path to the next decisive turn. Let weaker development die if saving it costs the only Counterspell-style answer to a visible win, a lethal attack setup, or removal pointed at the active storm engine.

- Bait interaction with replaceable plays: lead with Sol Ring, Arcane Signet, Mind Stone, Izzet Locket, Opt, Guttersnipe, Treasure Nabber, or a noncritical Ral when the hand can still win without that card. Do not bait with Jeska's Will, Mind's Desire, Thousand-Year Storm, Storm-Kiln Artist, Crackle with Power, Grapeshot, Brain Freeze, or Through the Breach unless the deck has protection, redundancy, or the table is forced to answer something else first.

- Ignore low-impact permanents when racing combo: do not spend premium counters or burn on small attackers, mana rocks, or card-neutral setup if the life total is stable and a protected storm turn is close. Against fast creature decks, change this rule: answer early commanders, anthem-like engines, evasive pressure, and anything that makes the next combat step lethal before holding up speculative combo protection.

- Discard, exile, and bounce choices stay rules-engine bounded: the main deck has no proactive opponent discard plan, so never claim hand disruption unless Veles exposes a copied or opponent-derived legal choice. Use Cyclonic Rift or Aetherize post-board as tempo survival or pre-combo clearing tools; bounce attackers or blockers when it prevents lethal, opens a finishing attack, or clears a hate permanent that removal cannot legally answer.

- Archetype adjustment: against blue control, hold Red Elemental Blast, Pyroblast, Flusterstorm, Swan Song, Narset's Reversal, and Pact of Negation for stack fights and avoid tapping out for unsupported engines. Against artifact-heavy decks, upgrade Abrade, Vandalblast, By Force, Treasure Nabber, and Fabricate-for-mana plans. Against graveyard or spell-combo decks, race with protected storm lines and counter the payoff rather than minor setup. Against creature swarms, stabilize first with cheap burn, Flame of Anor, Amphibian Downpour, Aetherize, or Cyclonic Rift before spending mana on slow top-end.

## Combat And Trading Rules

- Preserve engine creatures unless survival is at stake: do not trade Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, Melek, Izzet Paragon, Niv-Mizzet, Visionary, Storm Skreelix, Vivi Ornitier, or Prismari, the Inspiration for ordinary attackers while a spell-chain plan is plausible. Card text check required for Niv-Mizzet, Visionary, Storm Skreelix, Vivi Ornitier, and Prismari, the Inspiration before assigning combat value beyond visible power, toughness, keywords, and exposed abilities.

- Attack when the creature is not needed for mana, blocking, or protection: send Etali, Primal Storm when Veles shows a favorable attack and the expected trigger or damage matters more than holding a blocker. Attack with Thryx, the Sudden Storm, Dualcaster Mage, Snapcaster Mage, Treasure Nabber, or Skirk Prospector only when the trade is acceptable, the creature has already delivered its key function, or pressure changes an opponent's lethal math.

- Block to preserve combo life thresholds: take small damage when life is high and the blocker is an engine, but block aggressively when the next visible combat threatens lethal, commander-damage loss, planeswalker collapse, or forces the deck below a safe setup turn. Treat 10 or less life in Commander as danger against open boards, and treat 5 or less as survival mode unless the current turn can win.

- Trade expendable creatures before mana engines: Snapcaster Mage after flashing back a spell, Dualcaster Mage after copying a spell, Treasure Nabber when no artifact-heavy opponent remains, and Skirk Prospector without visible sacrifice value are acceptable trade candidates. Storm-Kiln Artist, Mizzix of the Izmagnus, Melek, Izzet Paragon, Guttersnipe, and active Ral planeswalkers are not acceptable routine trades unless the alternative is losing the game.

- Use combat tricks only from legal prompts: cast Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Aetherize, Cyclonic Rift, or Counterspell-style protection in combat when Veles exposes the priority window and the action changes lethal math, saves a critical engine, or removes a blocker before a decisive attack. Do not assume hidden tricks, unshown damage assignment, or unavailable targets.

- Change combat posture by matchup: against creature decks, block earlier, conserve life, and value Aetherize/Cyclonic Rift as reset buttons. Against control and combo, minimize creature exposure, attack planeswalkers or exposed opponents when free, and keep mana open for stack interaction. Against artifact ramp, pressure life totals with safe attacks while using Treasure Nabber and artifact removal to disrupt their mana rather than trading away engines.

## Selection And Tutor Rules

- Tutor for the missing role, not the flashiest card: use Mystical Tutor when the hand already supplies mana and needs a specific instant or sorcery for the next turn cycle. Find Mind's Desire, Jeska's Will, Crackle with Power, Grapeshot, or Brain Freeze when a storm or mana burst turn is already plausible; find Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Lightning Bolt, Shock, Flame of Anor, or post-board Pact of Negation when survival or protection matters first.

- Use Fabricate as mana fixing before payoff hunting: find Sol Ring, Arcane Signet, Talisman of Creativity, Chromatic Lantern, Skyclave Relic, Thran Dynamo, Gilded Lotus, Chromatic Orrery, or another legal artifact mana piece when the hand cannot cast its engines. Find Staff of Compleation, Cursed Mirror, or a utility artifact only when Veles shows the mana base is already functional and the chosen artifact advances the current visible plan. Card text check required for Bender's Waterskin, The Eternity Elevator, Sceptre of Eternal Glory, and Throne of Eldraine before treating them as specific selection or engine targets.

- Treat Gamble as high-variance commitment selection: cast Gamble for a decisive card only when losing a random card is acceptable or the hand has enough redundancy to survive the discard. Prefer Gamble for a missing combo payoff, protection spell, mana burst, or artifact setup when the alternative is falling too far behind; avoid it with a tiny hand containing exactly one irreplaceable finisher unless the current turn must try to win.

- Sequence Opt before land drop when the hand needs a specific color, land, or cheap interaction for this turn. Sequence Opt after land drop when the land choice is already forced and the deck wants maximum information about opponent actions before deciding whether to hold interaction.

- Use Big Score and similar draw actions as setup, not desperation discard, unless the visible game state demands cards immediately. Discard excess lands, redundant mana rocks, or slow top-end first; do not discard Grapeshot, Brain Freeze, Mind's Desire, Thousand-Year Storm, Jeska's Will, Storm-Kiln Artist, or Crackle with Power unless Veles shows a stronger legal line or the card is currently uncastable and survival is threatened.

- Use Snapcaster Mage as graveyard selection with stack timing discipline: target the instant or sorcery that answers the current problem or completes the current chain, not merely the highest mana value card. Prioritize Counterspell, Swan Song, Flusterstorm, Lightning Bolt, Shock, Opt, Big Score, Jeska's Will, Grapeshot, Brain Freeze, or Flame of Anor according to legal target availability and current mana.

- Bottom or decline low-impact selection when a go-turn needs density: keep mana bursts, cheap spells, storm payoffs, protection, and engines; move excess expensive artifacts, redundant lands, or uncastable top-end away when the hand already has enough mana. Card text check required for Prismari, the Inspiration, Ral, Monsoon Mage, Ral, Crackling Wit, Niv-Mizzet, Visionary, Storm Skreelix, and Vivi Ornitier before using their visible prompts as selection engines.

## Priority And Stack Rules

- Hold priority for a storm turn only after the deck has mana, payoff, and protection or a reason waiting is worse. Cast cheap setup first when it increases storm count safely, then commit Thousand-Year Storm, Storm-Kiln Artist, Jeska's Will, Mind's Desire, Grapeshot, Brain Freeze, Empty the Warrens, or Crackle with Power only through legal actions and visible mana.

- Fight on the stack over game-ending effects, engine removal, and protection for the committed finisher. Use Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Pyroblast, Pact of Negation, Narset's Reversal, or Dualcaster Mage when Veles exposes a legal response that stops a win, saves Thousand-Year Storm or Storm-Kiln Artist, protects a lethal Grapeshot or Brain Freeze, or turns an opponent spell into a decisive swing.

- Let low-impact spells resolve when interaction is more valuable later. Do not spend Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Pyroblast, or Pact of Negation on routine ramp, small creatures, or replaceable card selection unless that spell creates lethal pressure, shuts off the storm plan, or removes the only available path to victory.

- Use copy effects only with exact legal targets shown by Veles. Dualcaster Mage and Narset's Reversal can convert a stack fight or high-impact spell into advantage, but do not assume a spell is copyable, retargetable, or favorable unless the rules engine exposes the action and target text.

- Pay optional storm-adjacent costs only when they preserve the main line. Approve visible optional payments from Prismari, the Inspiration, Ral, Storm Conduit, Ral, Monsoon Mage, Ral, Crackling Wit, Mizzix of the Izmagnus, Guttersnipe, Storm-Kiln Artist, or Thousand-Year Storm only after checking that the payment does not consume mana needed for protection, exact lethal, or required follow-up targets. Card text check required for uncertain optional abilities.

- Use combat priority windows for survival or decisive conversion. Cast Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Aetherize, Cyclonic Rift, Counterspell, Swan Song, or Flusterstorm in combat when the legal response prevents lethal, saves an engine that wins soon, clears a blocker for lethal, or stops a combat trick that would collapse the plan.

- Respect graveyard timing and public information: cast Snapcaster Mage, Brain Freeze, Through the Breach, or any graveyard-related legal action only when targets and permissions are visible. Do not assume hidden graveyard synergies, flashback availability, or copied-spell outcomes beyond the current action list.

- Pass priority deliberately when mana must stay open. Passing with Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Pyroblast, Pact of Negation, Narset's Reversal, Lightning Bolt, Shock, or Flame of Anor available is correct when the deck is representing interaction, but passing during a go-turn is wrong if a legal mana-positive or storm-building action is visible and the current stack state is safe.

## Sideboard Map

- Use the sideboard as a role-conversion tool, not a generic power upgrade. Prismari, the Inspiration wants to preserve storm density, mana development, and stack control, so every sideboard change should answer a specific pressure: artifact mana races, blue stack fights, creature alpha strikes, stax-style permanents, enchantment or permanent bottlenecks that can be bounced, or a single activated engine that blocks the combo turn.

- Pyroblast is premium against blue interaction, blue commanders, and blue card-advantage engines that can stop Thousand-Year Storm, Mind's Desire, Grapeshot, Brain Freeze, Crackle with Power, or a protected Ral, Storm Conduit line. Do not bring Pyroblast against nonblue creature swarms, artifact prison without blue support, or tables where no blue spell or permanent is likely to matter.

- Abrade is the cleanest flexible answer when one artifact or small creature is the obstacle. It is survival interaction against creature decks and tempo protection against artifact decks. Do not bring Abrade when the opposing problems are enchantments, planeswalkers, large boards, or stack interaction.

- Vandalblast is the high-ceiling artifact reset for mana-rock clusters, artifact prison, equipment boards, and artifact combo pressure. It is weak when only one artifact matters or when spending sorcery-speed mana gives a faster combo deck the next decisive turn.

- By Force is scalable artifact interaction when red mana is available and Veles exposes multiple legal artifact targets. It is worse than Abrade against a single artifact, worse than stack protection in counter wars, and risky when the deck is mana constrained.

- Cyclonic Rift is the broad emergency valve for nonland permanents and creature boards. Early it buys time; late it can create the cleanest window for Mind's Desire, Thousand-Year Storm, Empty the Warrens, or Crackle with Power. Do not bring it as the only answer to a stack fight when Pyroblast, Pact of Negation, Narset's Reversal, Counterspell, Swan Song, or Flusterstorm is the relevant axis.

- Narset's Reversal is stack leverage against high-impact instants and sorceries, especially when copying or returning the spell changes the race. It is bad when opponents pressure through permanents already on the battlefield or when no legal spell target is likely to be available on the stack.

- Pact of Negation is emergency protection for a turn that wins or prevents an immediate loss. It is not routine interaction; do not bring it into slow games where the deck cannot pay the next-turn cost if the win attempt fails.

- Aetherize is anti-combat protection when attackers are declared and returning attacking creatures prevents lethal, saves a planeswalker, or preserves a key engine. It is narrow against noncombat combo, small chip attacks, and boards that can redeploy faster than Prismari can convert the extra turn.

- Defense Grid is a proactive shield when the plan is to commit engines and win on your own turn. It is weak when the table is creature-heavy, when Prismari must keep answering threats at instant speed every turn cycle, or when opponents can remove it without losing tempo.

- Pithing Needle is a named-answer card only when a visible or matchup-known activated ability is strategically central. It buys time or disables a specific obstacle, but it is weak against triggered abilities, static abilities, combat stats, spell-based combo, or hidden-information guesses. Choose only a legal name that Veles exposes or a commander identity already known from public information.

Blue Stack-Fight Combo Plan
Side in: Pyroblast; Narset's Reversal; Pact of Negation; Defense Grid
Cut: Spellbook; Firemind Vessel; Etali, Primal Storm; Pigment Storm

Artifact Prison Or Artifact Ramp Plan
Side in: Abrade; Vandalblast; By Force; Pithing Needle
Cut: Spellbook; Izzet Locket; Fire Diamond; Arrow Storm

Creature Swarm Survival Plan
Side in: Aetherize; Cyclonic Rift; Abrade
Cut: Spellbook; Etali, Primal Storm; Pigment Storm

Permanent Hate Or Enchantment Pressure Plan
Side in: Cyclonic Rift; Pact of Negation; Narset's Reversal
Cut: Spellbook; Arrow Storm; Firemind Vessel

Tempo Pressure With Blue Interaction Plan
Side in: Pyroblast; Abrade; Pact of Negation
Cut: Etali, Primal Storm; Pigment Storm; Firemind Vessel

Mixed Unknown Commander Table Plan
Side in: Abrade; Cyclonic Rift; Pact of Negation
Cut: Spellbook; Firemind Vessel; Arrow Storm

- When boarding for interaction, reduce main-deck emphasis on Spellbook, Bender's Waterskin, The Eternity Elevator, Throne of Eldraine, Sceptre of Eternal Glory, Firemind Vessel, Izzet Locket, Sky Diamond, Fire Diamond, Thought Vessel, or excess slow artifact mana only when the matchup is decided by a narrow answer window. Card text check required for Bender's Waterskin, The Eternity Elevator, Sceptre of Eternal Glory, and Throne of Eldraine before deprioritizing them in a matchup where their exact text may matter.

- When boarding for speed and protection, reduce main-deck emphasis on Etali, Primal Storm, Through the Breach, Pigment Storm, Arrow Storm, Thryx, the Sudden Storm, or other expensive nonessential threats when the opponent is faster or stack interaction is the central fight. Keep enough payoffs for Grapeshot, Brain Freeze, Mind's Desire, Empty the Warrens, Crackle with Power, and Thousand-Year Storm lines.

- Keep sideboarding Commander-aware: the deck is 100 main-deck cards with a 10-card sideboard, so small changes should shift role without hollowing out the core. Do not remove too much acceleration, too many cheap spells, or too many win conditions just to add narrow answers.

## Matchup Guidance

- Aggro: prioritize survival mana and cheap interaction before slow storm engines. Keep hands that cast Sol Ring, Arcane Signet, Talisman of Creativity, Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Counterspell, or Abrade early, and avoid hands that only present Chromatic Orrery, Etali, Primal Storm, Through the Breach, or Thousand-Year Storm without time to deploy them. Use Guttersnipe, Storm-Kiln Artist, and Mizzix of the Izmagnus only when the visible board lets them survive or immediately convert into mana, damage, or reduced costs. Role cards include Abrade, Aetherize, and Cyclonic Rift; do not overboard into Pyroblast, Defense Grid, or Narset's Reversal unless the aggro deck also showed meaningful blue stack pressure.

- Control: play as a protected combo deck, not as a fair card-for-card control deck. Lead with mana rocks and low-commitment cantrips such as Opt while forcing opponents to answer Prismari, the Inspiration, Ral, Crackling Wit, Ral, Storm Conduit, Melek, Izzet Paragon, or Thousand-Year Storm only when you can protect the commitment with Flusterstorm, Counterspell, Swan Song, Red Elemental Blast, Dualcaster Mage, Narset's Reversal, Pact of Negation, or Pyroblast. Do not jam Mind's Desire, Grapeshot, Brain Freeze, or Crackle with Power into open mana unless waiting is worse, a protection spell is available, or legal actions show the table is tapped low. Role cards include Pyroblast, Narset's Reversal, Pact of Negation, and Defense Grid; avoid diluting storm density with creature-only interaction unless a commander or creature engine is actually deciding the game.

- Combo: identify whether you are faster, better protected, or forced to disrupt first. Hold Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Narset's Reversal, Pact of Negation, and Pyroblast for the spell or engine that creates an immediate win or prevents your own win, not for routine setup pieces. Commit Mind's Desire, Thousand-Year Storm, Storm-Kiln Artist, Storm the Vault, Ral, Storm Conduit, Grapeshot, Brain Freeze, or Crackle with Power only after checking visible mana, stack threats, known revealed cards, and whether storm count or mana can actually finish. Role cards include Defense Grid against stack-heavy combo, Pithing Needle only for a visible activated ability, Pyroblast only when blue cards matter, and Narset's Reversal only when a high-impact instant or sorcery is likely to appear on the stack.

- Tempo: protect mana development and refuse low-impact fights. Sequence Steam Vents, Training Center, Riverpyre Verge, Frostboil Snarl, Thundering Falls, Temple of Epiphany, Island, Mountain, and artifact mana so that Counterspell, Swan Song, Flusterstorm, Lightning Bolt, Shock, or Opt can still be cast when the opponent presents pressure plus disruption. Do not expose Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, Melek, Izzet Paragon, or Ral, Storm Conduit into a board where one cheap answer plus attacks erase the turn. Role cards include Pyroblast, Abrade, Cyclonic Rift, and Pact of Negation; reduce slow artifacts and seven-mana threats when the opponent is winning on tempo.

- Midrange: trade early only when it preserves the life total or protects a future engine turn. Let medium creatures exist if your visible hand can win with Mind's Desire, Empty the Warrens, Grapeshot, Brain Freeze, Haze of Rage, or Crackle with Power before combat damage matters; spend Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, or Abrade when a creature threatens Ral, Crackling Wit, Ral, Storm Conduit, Guttersnipe, Storm-Kiln Artist, or your life total. Prioritize resilient mana and card flow from Mind Stone, Izzet Locket, Big Score, Jeska's Will, Staff of Compleation, and Fabricate, while checking card text before relying on Bender's Waterskin or The Eternity Elevator. Cyclonic Rift is the sideboard card that most often converts a stalled midrange board into a winning turn.

- Big mana: pressure the window before the opponent's mana makes single answers insufficient. Keep fast mana hands with Sol Ring, Lotus Bloom, Mox Tantalite, Mox Amber, Thran Dynamo, Gilded Lotus, Nyx Lotus, Chromatic Orrery, Sceptre of Eternal Glory, or Chromatic Lantern only when they also lead to a payoff or protection. Counter or bounce the payoff rather than the ramp unless Veles shows a specific ramp spell or artifact that unlocks an immediate decisive turn. Role cards include Vandalblast, By Force, Abrade, Cyclonic Rift, and Pithing Needle for visible activated engines; avoid Pyroblast unless blue payoffs or blue protection matter.

- Graveyard: respect graveyard combo, but do not overboard into cards this deck does not register. Use Brain Freeze as a win condition or pressure tool only after checking whether opponent graveyard use makes milling dangerous. Use Snapcaster Mage for exact visible graveyard spells that advance survival, protection, selection, or lethal storm; do not assume a graveyard line is legal until Veles exposes it. Role cards include Counterspell, Swan Song, Flusterstorm, Narset's Reversal, Pact of Negation, and Pithing Needle only for visible activated graveyard engines. Reduce creature burn when the graveyard, not the board, is the axis.

- Artifact/enchantment: separate artifact problems from enchantment problems before choosing interaction. Against artifact mana, prison artifacts, equipment, or activated artifact engines, prioritize Abrade, Vandalblast, By Force, Cyclonic Rift, Flame of Anor if legally applicable, and Pithing Needle for activated abilities. Against enchantments, recognize that the registered sideboard has limited direct answers; Cyclonic Rift is the broad reset and stack interaction must stop the enchantment before it resolves when possible. Do not assume artifact removal handles enchantments, and do not bring Pithing Needle for triggered or static enchantment text.

- Go-wide: preserve life and planeswalkers until a storm payoff can outscale the board. Empty the Warrens can race opposing boards when cast with meaningful storm count, but it is weak if the opponent already has profitable attacks or sweepers are visible. Haze of Rage is a finishing or combat-swing card only when legal attackers and damage math support it; card text check required before using it as a deterministic line. Role cards include Aetherize, Cyclonic Rift, and Abrade. Use Lightning Bolt, Shock, and Flame of Anor to remove the creature that changes combat math rather than the first creature presented.

- Single-threat: answer the threat only when it matters more than advancing the combo. Use Lightning Bolt, Shock, Abrade, Flame of Anor, Amphibian Downpour, Counterspell, Swan Song, Cyclonic Rift, or Pithing Needle according to visible legal text and permanent type. If one large commander or creature is the only clock, buying one turn for Mind's Desire, Thousand-Year Storm, Crackle with Power, Brain Freeze, or Grapeshot can be better than spending multiple cards. Do not assume Amphibian Downpour fully neutralizes a threat without card text verification and rules-engine legal output.

- Burn: treat life total as a hard combo clock. Favor hands with cheap interaction, fast mana, and a quick payoff over speculative engines. Counter spells that represent lethal damage, protect Staff of Compleation activations from reckless life payment, and avoid Steam Vents life loss unless the untapped mana changes survival or enables a decisive turn. Guttersnipe and Storm-Kiln Artist are strong only if they trigger before dying or force the opponent to spend burn away from life total. Pact of Negation is for lethal-turn protection, Aetherize matters only if attackers matter, and Abrade matters only if creatures or artifacts matter.

- Removal-heavy decks: diversify threats and avoid investing everything into one creature engine. Make opponents answer Prismari, the Inspiration, Ral, Crackling Wit, Ral, Storm Conduit, Thousand-Year Storm, Storm the Vault, Mind's Desire, and Crackle with Power across different card types. Cast Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, Melek, Izzet Paragon, Niv-Mizzet, Visionary, or Vivi Ornitier when they immediately generate value, are protected, or bait removal before a stronger engine. Defense Grid can matter if the removal is instant-speed; Cyclonic Rift matters if permanent pressure is the issue. Card text check required for Prismari, the Inspiration, Ral, Monsoon Mage, Storm Skreelix, Niv-Mizzet, Visionary, Vivi Ornitier, Bender's Waterskin, The Eternity Elevator, Sceptre of Eternal Glory, and Throne of Eldraine before making matchup-specific assumptions about exact abilities.

## Specific Matchup Notes

- General/archetype-only: exact opponents are absent, so revealed cards, commander identity, public zones, and Veles legal actions override these assumptions. Use these notes to bias mulligans, priority holds, and sideboard-role selection, but never infer hidden removal, counterspells, sweepers, or combo pieces without visible evidence.

- Blue stack decks: protect the decisive turn before protecting routine setup. Role cards include Pyroblast, Narset's Reversal, Pact of Negation, and Defense Grid. Priority concerns are visible counterspells, stack-copy effects, bounce pointed at Thousand-Year Storm, and interaction aimed at Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, Ral, Storm Conduit, Mind's Desire, or Crackle with Power. Reduce slow artifacts that do not help cast spells through interaction this turn.

- Artifact-heavy decks: fight the engine before fighting incidental permanents. Role cards include Vandalblast, By Force, Abrade, Cyclonic Rift, and Pithing Needle. Priority concerns are visible artifact mana clusters, activated win engines, prison artifacts, equipment that changes combat math, and artifacts that prevent storm execution. Reduce creature-only burn when the opponent's board advantage is artifact-based.

- Creature pressure decks: preserve life, planeswalkers, and engine creatures until one storm turn can overtake combat. Role cards include Aetherize, Cyclonic Rift, and Abrade. Priority concerns are creatures threatening lethal, attackers that kill Ral, Crackling Wit or Ral, Storm Conduit, and permanents that stop blocking or racing. Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, and Abrade should answer the creature that changes the clock, not merely the first legal target.

- Graveyard decks: use Brain Freeze cautiously when milling helps the opponent more than it advances lethal. Role cards include Narset's Reversal, Pact of Negation, and Pithing Needle only for visible activated graveyard engines. Priority concerns are stack-based reanimation, graveyard payoff spells, and activated permanents that convert the graveyard into a win. Snapcaster Mage is a tactical resource only when Veles exposes a legal graveyard spell worth recasting.

- Removal-heavy midrange: diversify threat types and demand answers across permanents, spells, and planeswalkers. Priority threats are Prismari, the Inspiration, Thousand-Year Storm, Ral, Storm Conduit, Ral, Crackling Wit, Mind's Desire, Crackle with Power, Storm the Vault, and Etali, Primal Storm. Cast Storm-Kiln Artist, Guttersnipe, Melek, Izzet Paragon, Niv-Mizzet, Visionary, Vivi Ornitier, or Mizzix of the Izmagnus when they produce immediate value, force a meaningful answer, or are protected. Cyclonic Rift and Pact of Negation are the usual sideboard upgrades when the matchup turns on one key turn.

- Unknown combo: hold Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Pyroblast, Narset's Reversal, or Pact of Negation for the visible spell that wins or unlocks the win, not the first spell. Defense Grid is correct only when your own combo turn needs insulation more than your reactive turns need open mana. Pithing Needle belongs only against a visible activated ability or a known commander activation that Veles can name legally. Priority concerns are tutors, deterministic payoff spells, and engines that let the opponent ignore combat.

- Big-mana commander decks: pressure them before single answers become too small. Role cards include Vandalblast, By Force, Abrade, Cyclonic Rift, and Pithing Needle. Prioritize visible mana-doubling artifacts, activated mana engines, or payoff permanents that make the next turn decisive. Do not spend Pyroblast or Pact of Negation on routine ramp unless that ramp directly unlocks a visible winning line.

- Enchantment or prison tables: respect that the registered sideboard has few clean enchantment answers. Cyclonic Rift is the broad reset, while Pact of Negation, Narset's Reversal, Counterspell, Swan Song, Flusterstorm, and Red Elemental Blast must stop key nonartifact prison spells before they resolve when possible. Abrade, Vandalblast, and By Force handle artifact prison only; Pithing Needle handles activated abilities only.

- Go-wide boards: Aetherize is the cleanest combat punishment when attackers are committed, while Cyclonic Rift can reset a wider permanent board and open the winning turn. Empty the Warrens can race only when storm count and combat math support it. Preserve Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, and Abrade for creatures that change lethal math, protect planeswalkers, or stop Prismari from untapping into a combo turn.

- Single-commander or single-engine decks: do not over-sideboard for a card that can be answered by timing. Cyclonic Rift, Abrade, Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Counterspell, Swan Song, Pact of Negation, and Pithing Needle all matter only according to the permanent type, legal text, and visible timing window. If one large commander is merely a clock, buying one turn for Mind's Desire, Thousand-Year Storm, Crackle with Power, Brain Freeze, or Grapeshot can be better than spending multiple resources.

## Risk Summary
- Mana risk: the deck can draw too many expensive artifacts, colorless sources, or delayed mana pieces without enough blue-red access. Favor Steam Vents, Training Center, Riverpyre Verge, Frostboil Snarl, Thundering Falls, Temple of Epiphany, Island, Mountain, Arcane Signet, Talisman of Creativity, Chromatic Lantern, and Fellwar Stone when early interaction or Opt matters.

- Draw risk: hands with only payoffs such as Mind's Desire, Thousand-Year Storm, Crackle with Power, Etali, Primal Storm, or Chromatic Orrery can fail before they act. Mulligan or sequence toward cheap mana, selection, Jeska's Will, Big Score, Fabricate, Gamble, Mystical Tutor, Mind Stone, Izzet Locket, or Staff of Compleation when legal and safe.

- Matchup risk: creature decks punish slow setup, blue decks punish unprotected commitment, artifact decks punish delayed answers, and graveyard decks can turn Brain Freeze into a liability. Let visible pressure and public information decide whether the turn is control, setup, or commitment.

- Over-sideboarding risk: do not dilute the storm core by adding every sideboard answer. Use Pyroblast, Abrade, Vandalblast, By Force, Cyclonic Rift, Narset's Reversal, Pact of Negation, Aetherize, Defense Grid, and Pithing Needle only when their role maps to revealed threats.

- Sweeper/removal risk: Empty the Warrens, Guttersnipe, Storm-Kiln Artist, Skirk Prospector, Treasure Nabber, Dualcaster Mage, Snapcaster Mage, and engine creatures can disappear before converting value. Prefer immediate triggers, protected windows, or bait sequencing before committing the card that must survive.

- Closer risk: Grapeshot, Brain Freeze, Haze of Rage, Empty the Warrens, and Crackle with Power require exact legal-action confirmation, storm count, targets, mana, and damage or library math. Card text check required for Haze of Rage before treating it as a deterministic combat finisher.

- Interaction risk: spending Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, or Lightning Bolt on low-impact plays can leave no answer for the real stop sign. Hold interaction when your hand already has a credible engine turn.

- Sequencing risk: casting tutors, rocks, and engines in the wrong order can strand storm count, colored mana, or protection. Check land drop, floating mana, available blue, available red, command-zone timing, and whether casting Opt, Mystical Tutor, Fabricate, Gamble, Jeska's Will, or Big Score first changes the line.

## Test Feedback Checklist
- Result driver: record the exact card or sequence that decided the game, such as Thousand-Year Storm into Grapeshot, Mind's Desire chaining spells, Crackle with Power as a mana sink, Empty the Warrens surviving a turn, or a control win after Counterspell, Swan Song, Flusterstorm, and Red Elemental Blast protected the decisive turn.

- Mulligan quality: note whether the opening hand had two usable mana sources, at least one blue or red source, an early accelerator such as Sol Ring, Arcane Signet, Fellwar Stone, Talisman of Creativity, Mind Stone, Fire Diamond, or Sky Diamond, and either velocity or interaction. Flag keeps that contained only expensive payoff cards like Thousand-Year Storm, Mind's Desire, Etali, Primal Storm, Chromatic Orrery, or Crackle with Power.

- Mana execution: record whether the game was lost to color access, total mana, tapped lands, delayed suspend mana from Lotus Bloom or Mox Tantalite, or overreliance on colorless artifacts. Track whether Lotus Field, Nyx Lotus, Gilded Lotus, Thran Dynamo, Firemind Vessel, Chromatic Lantern, Skyclave Relic, Sceptre of Eternal Glory, Throne of Eldraine, or The Eternity Elevator actually enabled the winning turn or sat stranded.

- Velocity and setup: identify which card moved the hand from setup into action: Opt, Big Score, Jeska's Will, Mystical Tutor, Fabricate, Gamble, Staff of Compleation, Izzet Locket, or Mind Stone. Flag games where selection found mana but not payoff, found payoff but not protection, or spent too much mana without adding storm count pressure.

- Engine commitment: evaluate every major commitment turn for whether waiting was better. Check Prismari, the Inspiration, Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, Melek, Izzet Paragon, Ral, Storm Conduit, Ral, Crackling Wit, Ral, Monsoon Mage, Vivi Ornitier, Storm the Vault, and Thousand-Year Storm against visible removal, open mana, known counterplay, clock pressure, and available protection.

- Interaction discipline: review whether Lightning Bolt, Shock, Flame of Anor, Amphibian Downpour, Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, and Dualcaster Mage were spent on the spell or permanent that actually changed the game. Mark passes that let a visible lethal line, stax piece, graveyard engine, or attacker resolve when a legal answer was available.

- Closing math: verify that Grapeshot, Brain Freeze, Empty the Warrens, Haze of Rage, Crackle with Power, Guttersnipe triggers, and Thousand-Year Storm copies were aimed at a legal and sufficient end state. Record storm count, available mana, legal targets, opponent life, library counts, blockers, and whether Veles exposed a safer lethal or survival action.

- Sideboard impact: after postboard games, record whether Pyroblast, Abrade, Vandalblast, By Force, Cyclonic Rift, Narset's Reversal, Pact of Negation, Aetherize, Defense Grid, or Pithing Needle answered the matchup's real pressure or diluted the storm plan. Note every sideboard card drawn but unused, stranded by mana, or too narrow for the revealed opponent.

- Role accuracy: decide whether the pilot correctly played control, setup, race, or all-in combo for the visible game. Flag role mistakes such as tapping out into open interaction, holding engines while dying to attackers, firing Brain Freeze into a graveyard deck, or casting Empty the Warrens when a sweeper was already public.

- Card text uncertainty: mark every decision involving Prismari, the Inspiration, Ral, Monsoon Mage, Storm Skreelix, Niv-Mizzet, Visionary, Vivi Ornitier, Bender's Waterskin, The Eternity Elevator, Sceptre of Eternal Glory, or Throne of Eldraine where card text check required affected tactical confidence.

## First Tuning Questions
- Mana base question: does the deck need more reliable early blue-red access, or did Steam Vents, Scalding Tarn, Training Center, Riverpyre Verge, Frostboil Snarl, Thundering Falls, Temple of Epiphany, Island, Mountain, and Chromatic Lantern consistently support interaction plus storm turns?

- Acceleration question: are the expensive rocks and legends winning enough games to justify their density, or are Chromatic Orrery, Firemind Vessel, Gilded Lotus, Thran Dynamo, Nyx Lotus, Sceptre of Eternal Glory, Throne of Eldraine, and The Eternity Elevator creating too many slow hands?

- Velocity question: does the deck need more cheap selection or draw because Opt, Big Score, Jeska's Will, Mystical Tutor, Fabricate, Gamble, Staff of Compleation, Izzet Locket, and Mind Stone do not find the correct mix of mana, protection, and payoff often enough?

- Engine density question: which engines overperform under real pressure: Thousand-Year Storm, Storm-Kiln Artist, Guttersnipe, Mizzix of the Izmagnus, Melek, Izzet Paragon, Storm the Vault, Prismari, the Inspiration, Ral, Storm Conduit, Ral, Crackling Wit, or Vivi Ornitier? Consider reducing engines that require survival without immediate value.

- Closer question: is the deck closing more reliably through Grapeshot, Brain Freeze, Empty the Warrens, Crackle with Power, Haze of Rage, Mind's Desire, or creature damage from Etali, Primal Storm? Tune away from finishers that repeatedly need impossible mana, storm count, targets, or board texture.

- Control-plan question: does the interaction suite stop the actual losses, or should Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Lightning Bolt, Shock, Flame of Anor, and Amphibian Downpour be rebalanced toward stack defense, creature survival, or permanent answers?

- Aggro-plan question: are Aetherize, Cyclonic Rift, Abrade, Lightning Bolt, Shock, Amphibian Downpour, Empty the Warrens, and early blockers enough against fast creature pressure? If life totals collapse before storm setup, tune for cheaper stabilization rather than more top-end payoff.

- Sideboard-slot question: which sideboard cards earn their slot across likely pods: Pyroblast, Abrade, Vandalblast, By Force, Cyclonic Rift, Narset's Reversal, Pact of Negation, Aetherize, Defense Grid, and Pithing Needle? Replace narrow cards only after logs show they were drawn in the target matchup and still failed.

- Role-conflict question: is the list trying to be big-mana artifact control and low-curve storm at the same time without enough glue? Use logs to decide whether to lean harder into protected spell chains, commander-centric value, artifact ramp into Crackle with Power, or reactive control into one decisive payoff.

## Veles Tactical Policy

### Policy: Mulligan For Mana Plus Action
Priority: Medium
Decision families: mulligan
Cards: Sol Ring; Arcane Signet; Fellwar Stone; Talisman of Creativity; Mind Stone; Fire Diamond; Sky Diamond; Opt; Counterspell; Lightning Bolt; Shock
Phase windows: Pregame mulligan only.
Runtime cues: opening hand; mulligan prompt; commander game start.
Use when: the hand has fewer than three mana sources, lacks blue access, or contains only expensive payoff cards.
Avoid when: the hand already has land, accelerator, and either interaction or selection.
Instructions: Keep functional mana plus a cheap spell over speculative hands with Thousand-Year Storm, Mind's Desire, Etali, Primal Storm, Chromatic Orrery, or Crackle with Power but no runway.
Pilot skill floor: Low.
No-API allowed: no
Light-model allowed: yes

### Policy: Early Setup Accelerator
Priority: Medium
Decision families: mana; priority
Cards: Sol Ring; Arcane Signet; Fellwar Stone; Talisman of Creativity; Mind Stone; Fire Diamond; Sky Diamond; Thought Vessel; Izzet Locket
Phase windows: Main phase before committing engines.
Runtime cues: legal cast actions for cheap mana artifacts.
Use when: a legal accelerator increases next-turn mana and does not consume mana needed for visible interaction against an immediate threat.
Avoid when: holding up Counterspell, Swan Song, Flusterstorm, Red Elemental Blast, Lightning Bolt, or Shock is required to stop a visible lethal or lock piece.
Instructions: Build mana first, then deploy storm engines; do not tap out for slow rocks when the visible stack or board demands defense.
Pilot skill floor: Low.
No-API allowed: no
Light-model allowed: yes

### Policy: Big-Mana Commitment Gate
Priority: Medium
Decision families: mana; priority
Cards: Lotus Field; Lotus Bloom; Mox Tantalite; Gilded Lotus; Thran Dynamo; Firemind Vessel; Chromatic Lantern; Skyclave Relic; Chromatic Orrery; Nyx Lotus; Sceptre of Eternal Glory; Throne of Eldraine; The Eternity Elevator
Phase windows: Main phase, especially before storm or finisher turns.
Runtime cues: legal cast, play, activate, or suspend actions for large mana infrastructure.
Use when: the play materially advances a future storm or Crackle with Power turn and the table is not presenting immediate lethal pressure.
Avoid when: the action sacrifices tempo into a board that requires removal, bounce, or blockers this turn.
Instructions: Treat big mana as a commitment, not filler; card text check required for Sceptre of Eternal Glory, Throne of Eldraine, and The Eternity Elevator before relying on exact output.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Engine Deployment Gate
Priority: High
Decision families: priority; interaction
Cards: Prismari, the Inspiration; Thousand-Year Storm; Storm-Kiln Artist; Guttersnipe; Mizzix of the Izmagnus; Melek, Izzet Paragon; Ral, Storm Conduit; Ral, Crackling Wit; Ral, Monsoon Mage; Vivi Ornitier; Storm the Vault
Phase windows: Main phase with priority and enough mana to cast or protect an engine.
Runtime cues: legal cast action for an engine permanent.
Use when: the engine can produce immediate value, the pilot has protection, or waiting risks losing to the visible board.
Avoid when: the engine would enter without follow-up into open interaction while a cheaper setup or protection line exists.
Instructions: Ask whether the engine survives, pays off this turn, or must be forced because the clock is too short; card text check required for Prismari, the Inspiration, Ral, Monsoon Mage, Vivi Ornitier, and Storm the Vault details.
Pilot skill floor: High.
No-API allowed: no
Light-model allowed: yes

### Policy: Storm Turn Commitment Gate
Priority: High
Decision families: priority; mana; selection
Cards: Jeska's Will; Big Score; Mind's Desire; Thousand-Year Storm; Storm-Kiln Artist; Grapeshot; Brain Freeze; Empty the Warrens; Haze of Rage; Crackle with Power
Phase windows: Main phase before starting a multi-spell chain.
Runtime cues: multiple legal spells, available mana, storm count, payoff in hand or visible zone.
Use when: visible mana and cards can produce a decisive payoff or waiting gives opponents another turn to kill, discard, or remove the engine.
Avoid when: the chain depends on unknown draws with no protection and no board necessity.
Instructions: Count mana, storm, copy triggers, legal targets, opponent life totals, and library counts before the first irreversible spell.
Pilot skill floor: High.
No-API allowed: no
Light-model allowed: yes

### Policy: Mandatory Mana Payment Execution
Priority: Low
Decision families: mana
Cards: Sol Ring; Arcane Signet; Fellwar Stone; Talisman of Creativity; Chromatic Lantern; Gilded Lotus; Thran Dynamo; Firemind Vessel; Sky Diamond; Fire Diamond
Phase windows: Any payment prompt after a selected spell or ability.
Runtime cues: action:pay mana
Use when: the pending prompt only asks for mana payment for the already selected spell or ability and the legal action text identifies the required payment.
Avoid when: multiple visible source choices change later interaction mana or storm-turn sequencing.
Instructions: Choose the legal payment that completes the selected action; route source-sensitive choices to the light model when holding interaction.
Pilot skill floor: Low.
No-API allowed: yes
Light-model allowed: yes

### Policy: Stack Permission Gate
Priority: High
Decision families: interaction; priority
Cards: Counterspell; Swan Song; Flusterstorm; Red Elemental Blast; Flusterstorm; Pact of Negation; Pyroblast; Narset's Reversal
Phase windows: Opponent spell on stack or own combo spell under threat.
Runtime cues: legal counter, copy, or redirect action while a spell is on the stack.
Use when: the stack object stops the combo, wins the game, removes a key engine, or represents visible lethal pressure.
Avoid when: the stack object is low impact and saving permission protects a later engine or payoff.
Instructions: Spend permission on threats that change the game, and protect Thousand-Year Storm, Mind's Desire, Crackle with Power, Brain Freeze, or Grapeshot only when the line is already committed.
Pilot skill floor: High.
No-API allowed: no
Light-model allowed: yes

### Policy: Cheap Removal And Stabilization
Priority: Medium
Decision families: interaction; priority; combat
Cards: Lightning Bolt; Shock; Flame of Anor; Amphibian Downpour; Abrade; Cyclonic Rift; Aetherize
Phase windows: Main phase, combat, end step, or stack windows with legal removal or bounce.
Runtime cues: legal target action for a removal or bounce spell.
Use when: a visible creature, artifact, or attacking board creates lethal pressure, locks the combo, or removes a critical engine.
Avoid when: the target is not affecting the race, combo access, or mana development.
Instructions: Prioritize survival and lock pieces over chip damage; card text check required for Amphibian Downpour before assuming exact removal mode.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Tutor And Selection Gate
Priority: Medium
Decision families: selection; priority
Cards: Mystical Tutor; Fabricate; Gamble; Opt; Staff of Compleation; Izzet Locket; Mind Stone
Phase windows: Main phase, end step, or selection prompt.
Runtime cues: legal search, draw, scry, or discard-selection action.
Use when: the hand lacks exactly one category: mana, protection, engine, payoff, or stabilizer.
Avoid when: the choice requires unknown card text certainty or the current board demands immediate interaction instead.
Instructions: Search for the missing category, not a generic powerful card; Gamble requires graveyard and discard-risk reasoning before selecting a high-importance card.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Snapcaster Target Gate
Priority: Medium
Decision families: selection; interaction; priority
Cards: Snapcaster Mage; Counterspell; Swan Song; Flusterstorm; Lightning Bolt; Shock; Opt; Big Score; Mystical Tutor
Phase windows: Snapcaster Mage trigger or graveyard target prompt.
Runtime cues: legal target action from graveyard for Snapcaster Mage.
Use when: the graveyard contains a visible instant or sorcery that solves the current stack, stabilizes combat, or advances the storm turn.
Avoid when: no visible graveyard target changes the turn or mana cannot pay the flashback cost.
Instructions: Route target choice through the light model because the target depends on stack, mana, and future priority windows.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Brain Freeze Target Opponent Execution
Priority: Low
Decision families: selection; priority
Cards: Brain Freeze
Phase windows: Target prompt after Brain Freeze or its copy is already selected.
Runtime cues: action:target opponent Brain Freeze
Use when: the legal action text identifies target opponent for Brain Freeze and the selected line requires milling an opponent.
Avoid when: legal actions include self-targeting or multiple opponent targets with different strategic consequences.
Instructions: Choose target opponent only for the already committed mill line; route multiplayer target ranking through the light model.
Pilot skill floor: Low.
No-API allowed: yes
Light-model allowed: yes

### Policy: Grapeshot And Crackle Lethal Targeting
Priority: High
Decision families: selection; interaction; priority
Cards: Grapeshot; Crackle with Power; Lightning Bolt; Shock; Ral, Storm Conduit; Guttersnipe
Phase windows: Target and damage-allocation prompts during a committed kill or survival line.
Runtime cues: legal damage target or allocation actions.
Use when: visible life totals, storm count, copy count, and damage text show a lethal or required removal line.
Avoid when: damage math depends on uncertain triggers, unknown prevention, or multiple opponents with different survival states.
Instructions: Verify exact visible damage before assigning targets; card text check required for Ral, Storm Conduit interactions if the kill depends on copied-spell triggers.
Pilot skill floor: High.
No-API allowed: no
Light-model allowed: yes

### Policy: Empty The Warrens And Haze Combat Plan
Priority: Medium
Decision families: combat; priority
Cards: Empty the Warrens; Haze of Rage; Skirk Prospector; Etali, Primal Storm; Treasure Nabber
Phase windows: Main phase token commitment, combat declare attackers, and postcombat priority.
Runtime cues: legal cast, attack, sacrifice, or pump action with visible creatures.
Use when: a creature-board line can pressure life totals, defend planeswalkers, or convert stalled storm into a board.
Avoid when: visible sweepers, larger blockers, or lethal counterpressure make token commitment weaker than holding interaction.
Instructions: Attack only after checking blockers, crack-back damage, and whether Skirk Prospector mana is needed for the storm turn.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Single Attack
Priority: Low
Decision families: combat
Cards: Etali, Primal Storm; Storm-Kiln Artist; Guttersnipe; Dualcaster Mage; Snapcaster Mage; Skirk Prospector
Phase windows: Declare attackers.
Runtime cues: action:attack
Use when: exactly one legal attack action exists and the board shows no legal blockers or combat tricks from visible information.
Avoid when: multiple attackers, multiple defenders, known reach/flying blockers, or postcombat mana needs are visible.
Instructions: Submit the sole legal attack action only when combat has no branching choices in the legal action list.
Pilot skill floor: Low.
No-API allowed: yes
Light-model allowed: yes

### Policy: Sideboard Role Selection
Priority: Medium
Decision families: sideboard; pregame
Cards: Pyroblast; Abrade; Vandalblast; By Force; Cyclonic Rift; Narset's Reversal; Pact of Negation; Aetherize; Defense Grid; Pithing Needle
Phase windows: Between games and pregame sideboard planning.
Runtime cues: sideboard planning prompt; known opponent archetype; previous-game public log; revealed commander identity; public win condition or pressure axis.
Use when: Veles asks for a postboard configuration before the next game.
Avoid when: the proposed configuration removes too much acceleration, payoff density, cheap spell count, or blue-red interaction for the expected role.
Instructions: Select narrow answers only for pressures shown by public information: blue stack fights, artifacts, combat swarms, activated abilities, broad permanent pressure, or counter-heavy control. Preserve the storm core and treat each sideboard card as a role shift rather than a raw upgrade.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Lock Validation
Priority: High
Decision families: sideboard; validation; pregame
Cards: Pyroblast; Abrade; Vandalblast; By Force; Cyclonic Rift; Narset's Reversal; Pact of Negation; Aetherize; Defense Grid; Pithing Needle
Phase windows: Sideboard lock submission before a postboard game begins.
Runtime cues: legal sideboard submission prompt; registered 100-card main deck; registered 10-card sideboard; proposed swap set.
Use when: Veles is about to submit a postboard plan.
Avoid when: any incoming card is absent from the registered sideboard, any outgoing card is absent from the registered main deck, counts are unbalanced, or the proposed deck violates the Commander-family deck contract.
Instructions: Verify exact card spelling and one-for-one count preservation before submission. Reject placeholder names and any generated card identity not present in the registered main deck or registered sideboard.
Pilot skill floor: Low.
No-API allowed: no
Light-model allowed: yes

### Policy: Narrow Answer Deployment
Priority: Medium
Decision families: interaction; selection; sideboard
Cards: Pyroblast; Abrade; Vandalblast; By Force; Cyclonic Rift; Narset's Reversal; Pact of Negation; Aetherize; Defense Grid; Pithing Needle
Phase windows: Postboard games during legal cast windows, stack windows, combat windows, and name-selection prompts.
Runtime cues: legal cast action for a sideboard card; visible artifact cluster; visible blue spell or permanent; attacking creatures; nonland permanent bottleneck; visible activated ability; stack spell that changes the game.
Use when: the sideboard card answers the pressure it was included for and the exchange protects survival, a planeswalker, a key engine, or a lethal storm turn.
Avoid when: using the card answers only an incidental threat, consumes mana needed for a protected combo turn, or relies on hidden-information guesses.
Instructions: Deploy Pyroblast, Narset's Reversal, and Pact of Negation for decisive stack exchanges; deploy Abrade, Vandalblast, and By Force according to artifact count and urgency; deploy Aetherize only for meaningful combat; deploy Cyclonic Rift when bounce creates time or a winning window; deploy Pithing Needle only from public information and legal name choices.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Defense Grid Commitment
Priority: Medium
Decision families: sideboard; priority; interaction
Cards: Defense Grid
Phase windows: Postboard main phase before combo commitment.
Runtime cues: legal cast action for Defense Grid; opponents showed instant-speed permission or removal; pilot can follow with a protected setup or win attempt.
Use when: the expected game is a stack fight and Prismari wants to force action on its own turn.
Avoid when: the table is attacking life total, Prismari must keep instant-speed answers available, or spending the turn on Defense Grid does not improve the next combo window.
Instructions: Treat Defense Grid as a pre-combo shield, not a default setup play. Confirm that it does not strand the pilot's own required interaction before committing mana to it.
Pilot skill floor: Medium.
No-API allowed: no
Light-model allowed: yes
