# Strategy Specifications
## Deck Name And Archetype
Ajani, Nacatl Pariah is a 100-card Brawl deck with Ajani, Nacatl Pariah as the command-zone centerpiece, zero sideboard cards, and a validated Brawl count profile: 100 registered main cards, 0 registered sideboard cards, singleton nonbasic structure, and repeated basic lands only through 5 Mountain and 2 Plains. Do not apply 60-card constructed sizing checks to this list, and do not create sideboard actions because the registered sideboard inventory is empty.

The active archetype tag is combo, but the visible card mix should be treated as a red-white low-curve pressure and sacrifice-damage combo shell rather than a pure one-turn deterministic combo deck. The agent should look for early material from cards such as Guide of Souls, Ragavan, Nimble Pilferer, Kellan, Planar Trailblazer, Hired Claw, Fanatical Firebrand, Forge Devil, and Ajani, Nacatl Pariah, then convert that material into pressure, damage, or sacrifice leverage through Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Broadside Bombardiers, Gut, True Soul Zealot, Warleader's Call, Arabella, Abandoned Doll, Anim Pakal, Thousandth Moon, and Squee, Dubious Monarch when legal action text and board state support it.

This is a hybrid deck specification status, not a stock-format staple guide. The list contains many newer or digital-specific names, including Starting Town, Multiversal Passage, Ruby Collector, Masked Meower, Stadium Headliner, Hexing Squelcher, Sear, Cinder Strike, Erode, Spider-Punk, Kari Zev, Crew of Two, Cloud, Midgar Mercenary, and graveyard-selection threat; card text checks may be required before making strong assumptions about these cards beyond their visible legal actions, types, costs, targets, and effects reported by the rules engine. The pilot should never infer hidden mode text, triggered text, or combat math from name recognition alone.

The primary legality and role concern is not deck size but runtime action confidence. Brawl validation passes under the supplied contract, but the agent must still respect command-zone rules, commander tax, color identity legality, current mana production, visible target legality, replacement effects, and any Arena or rules-engine implementation details at decision time. When the engine offers an action involving Ajani, Nacatl Pariah, Mox Amber, Cavern of Souls, Arena of Glory, Gemstone Caverns, Castle Embereth, Den of the Bugbear, Eiganjo, Seat of the Empire, Sokenzan, Crucible of Defiance, Shatterskull Smashing, Sundering Eruption, Witch Enchanter, or Pinnacle Monk, use the exact legal action text rather than assuming tabletop shortcut behavior.

The mana profile is Boros with a high density of fetches, untapped duals, pain lands, modal lands, and utility lands: Arid Mesa, Bloodstained Mire, Flooded Strand, Marsh Flats, Prismatic Vista, Scalding Tarn, Windswept Heath, Wooded Foothills, Sacred Foundry, Battlefield Forge, Clifftop Retreat, Inspiring Vantage, Needleverge Pathway, Sunbaked Canyon, Sunbillow Verge, Command Tower, Mana Confluence, Thran Portal, Elegant Parlor, and Starting Town should be evaluated as fixing and tempo pieces before committing one-color hands. The pilot should flag hands that cannot cast early red interaction or early white interaction because the deck's pressure plan depends on deploying cheap threats while preserving access to Lightning Bolt, Swords to Plowshares, Static Prison, Chained to the Rocks, Patriar's Humiliation, Unwanted Remake, Torch the Tower, Flame Slash, Reckless Rage, Lithomantic Barrage, Thraben Charm, and Mana Tithe when those cards are visible and legal.

Opponent information status is currently unspecified. Treat all matchup expectations as unknown until Veles supplies opposing commander, public revealed cards, graveyards, exile, battlefield, decision history, or matchup metadata. Do not name or play around absent format staples as if they are known; reason from visible pressure, open mana, revealed interaction, life totals, commander identity, and legal actions only.

## Thesis
Ajani, Nacatl Pariah assembles a low-curve Boros board, then turns cheap creatures, tokens, combat pressure, and sacrifice outlets into compounded damage before slower opponents can stabilize. The deck is not trying to play a long draw-go control game or hold every spell for perfect value; it wants early battlefield presence from Ajani, Nacatl Pariah, Guide of Souls, Ragavan, Nimble Pilferer, Hired Claw, Forge Devil, Fanatical Firebrand, Kellan, Planar Trailblazer, and similar cheap bodies, then it converts that presence through Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Broadside Bombardiers, Gut, True Soul Zealot, Warleader's Call, Anim Pakal, Thousandth Moon, Arabella, Abandoned Doll, Squee, Dubious Monarch, and Castle Embereth when legal actions and visible combat math support it.

Prioritize mana-efficient pressure plus one conversion engine over slow, disconnected hands. A hand with functional red-white mana, a one- or two-mana creature, and either removal or a sacrifice/payoff card is closer to the deck's plan than a hand full of expensive threats without early material. Do not keep or sequence as if Ajani, Nacatl Pariah alone will solve every game; commander access is important, but the deck's best turns usually come from pairing Ajani with expendable permanents, cheap interaction, or damage amplifiers.

Win by forcing the opponent to answer multiple overlapping damage channels. Creature combat can start the clock, sacrifice outlets can finish through blockers, burn can remove blockers or close life totals, and token/attack payoffs can turn small bodies into meaningful pressure. Treat each creature as both an attacker and a future resource unless the engine shows it has a unique ongoing role that should be preserved.

Avoid inventing combo certainty from names alone. For Starting Town, Multiversal Passage, Ruby Collector, Masked Meower, Stadium Headliner, Hexing Squelcher, Sear, Cinder Strike, Erode, Spider-Punk, Kari Zev, Crew of Two, Cloud, Midgar Mercenary, and graveyard-selection threat, Card text check required; use only rules-engine legal actions, visible types, costs, targets, triggers, and revealed text at runtime.

## Role Package
- Threats: Ajani, Nacatl Pariah, Ragavan, Nimble Pilferer, Laelia, the Blade Reforged, Rahilda, Wanted Cutthroat, Screaming Nemesis, Pyrogoyf, Phlage, Titan of Fire's Fury, Anim Pakal, Thousandth Moon, Broadside Bombardiers, Squee, Dubious Monarch, Seasoned Pyromancer, Den of the Bugbear, and Shatterskull Smashing pressure life totals while demanding answers. Use them to shorten the game, not to posture defensively unless survival requires blocks.

- Payoffs: Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Warleader's Call, Gut, True Soul Zealot, Arabella, Abandoned Doll, Broadside Bombardiers, Castle Embereth, Chainsaw, Stormforged Armor, and Barbed Batterfist reward having expendable bodies or attackers. Commit these when the board already has material or when the legal action sequence creates material immediately.

- Engines: Ajani, Nacatl Pariah, Guide of Souls, Anim Pakal, Thousandth Moon, Fable of the Mirror-Breaker, Squee, Dubious Monarch, Seasoned Pyromancer, Grim Lavamancer, Gut, True Soul Zealot, Goblin Bombardment, and Warleader's Call are the deck's repeatable value or conversion pieces. Preserve engines over replaceable attackers when both lines produce similar immediate damage.

- Velocity: Fable of the Mirror-Breaker, Seasoned Pyromancer, Laelia, the Blade Reforged, Kellan, Planar Trailblazer, Sunbaked Canyon, and fetch lands such as Arid Mesa, Bloodstained Mire, Flooded Strand, Marsh Flats, Prismatic Vista, Scalding Tarn, Windswept Heath, and Wooded Foothills help turn early resources into better draws or smoother mana. Card text check required for Kellan, Planar Trailblazer and any digital-specific velocity action before treating it as card advantage.

- Interaction: Lightning Bolt, Chain Lightning, Flame Slash, Swords to Plowshares, Chained to the Rocks, Static Prison, Torch the Tower, Reckless Rage, Collateral Damage, Thraben Charm, Patriar's Humiliation, Unwanted Remake, Dusk Rose Reliquary, Lithomantic Barrage, Fury, Forge Devil, Fanatical Firebrand, Grim Lavamancer, Eiganjo, Seat of the Empire, Sokenzan, Crucible of Defiance, Cinder Strike, Molten Impact, Sear, Erode, and Invasion of Tarkir are the removal or tactical-interaction pool. Aim interaction at blockers, lifegain engines, opposing commanders, and combo pieces that race the sacrifice-damage plan.

- Protection: Mana Tithe, Voice of Victory, Cavern of Souls, and careful priority discipline are the main ways to protect key turns. This is not a dedicated protection deck, so avoid overcommitting a sacrifice engine into visible open interaction unless waiting gives the opponent a stronger clock or known answer window.

- Recursion: Phlage, Titan of Fire's Fury and any visible graveyard-based legal action from the engine provide the clearest recursion angle. Do not assume graveyard replay, escape, flashback, or return timing unless the current legal action explicitly offers it.

- Mana: Mox Amber, Arena of Glory, Gemstone Caverns, Command Tower, Mana Confluence, Thran Portal, Battlefield Forge, Sacred Foundry, Inspiring Vantage, Clifftop Retreat, Needleverge Pathway, Sunbillow Verge, Elegant Parlor, Starting Town, Mountain, Plains, and the fetch package should be sequenced for untapped early red-white access. Prioritize casting one-drop pressure plus holding cheap interaction over preserving perfect late-game utility.

- Sideboard: The registered sideboard contains no cards, so there is no extra-card module and no legal deck-change plan. Between games, adapt only through mulligan standards, commander timing, role assignment, and in-game tactical choices.

## Primary Win Conditions
- Sacrifice-pressure is the cleanest closing plan when the deck has bodies plus an outlet. Setup requires Ajani, Nacatl Pariah or another cheap creature, expendable material from cards such as Guide of Souls, Squee, Dubious Monarch, Seasoned Pyromancer, Anim Pakal, Thousandth Moon, Gut, True Soul Zealot, Den of the Bugbear, Sokenzan, Crucible of Defiance, or engine-created tokens, and a conversion card such as Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Collateral Damage, or Broadside Bombardiers. Execute by attacking first when damage is safe, then sacrificing creatures only when the legal action advances lethal math, blanks removal, converts a doomed blocker, or protects a key tempo turn. Disruption points are outlet removal, exile effects, lifegain, sweepers, and graveyard denial against recursive pieces; prioritize this path when blockers make combat damage unreliable or the opponent is close enough that every creature can become direct damage.

- Wide combat plus damage amplification wins when the board can attack before the opponent stabilizes. Setup uses cheap pressure from Ragavan, Nimble Pilferer, Hired Claw, Forge Devil, Fanatical Firebrand, Kellan, Planar Trailblazer, Merry, Esquire of Rohan, Kari Zev, Crew of Two, and similar low-cost bodies, then adds Warleader's Call, Anim Pakal, Thousandth Moon, Arabella, Abandoned Doll, Castle Embereth, Chainsaw, Stormforged Armor, Barbed Batterfist, or Tajic, Legion's Valor when legal actions show they improve combat. Execute by clearing the blocker that most changes profitable attacks with Lightning Bolt, Chain Lightning, Flame Slash, Swords to Plowshares, Chained to the Rocks, Static Prison, Torch the Tower, Reckless Rage, Fury, Lithomantic Barrage, or Eiganjo, Seat of the Empire. Disruption points are sweepers, larger blockers, lifelink, and combat tricks; prioritize this path against slow starts, tapped-away opponents, and hands without a sacrifice outlet.

- Commander-centered pressure wins when Ajani, Nacatl Pariah is cheap to deploy and the board can use commander access as repeated material or payoff. Setup red-white mana, at least one follow-up creature or token source, and enough interaction to stop a blocker or opposing commander. Execute only through rules-engine legal actions: cast Ajani, Nacatl Pariah when it contributes to the current turn or next attack, use any transform, loyalty, or triggered options only when visible legal text supports them, and do not assume hidden combo text. Disruption points are commander tax, exile, bounce, and removal before a sacrifice/trigger window; prioritize this path when the hand lacks another one-drop engine or when recasting the commander is more efficient than spending cards from hand.

- Burn-finish lines close games after combat has reduced life totals. Setup chip damage from creatures, then hold Lightning Bolt, Chain Lightning, Torch the Tower, Collateral Damage, Fanatical Firebrand, Grim Lavamancer, Molten Impact, Sear, Cinder Strike, Shatterskull Smashing, Invasion of Tarkir, and sacrifice outlets as reach. Execute by counting visible life, available mana, sacrifice fodder, prevention shields, and stack interaction before pointing damage at the opponent. Card text check required for Molten Impact, Sear, Cinder Strike, and some digital cards; use them as finishers only when legal action text confirms damage or target mode. Prioritize burn-to-face when lethal is visible or when delaying lets the opponent gain life or remove the outlet.

## Secondary Win Conditions
- Value pressure takes over when the first rush is answered. Use Fable of the Mirror-Breaker, Seasoned Pyromancer, Laelia, the Blade Reforged, Rahilda, Wanted Cutthroat, Squee, Dubious Monarch, Grim Lavamancer, Pyrogoyf, and Phlage, Titan of Fire's Fury to rebuild without emptying the hand into a sweeper. Treat Sunbaked Canyon and fetch lands as resource smoothing, not automatic cash-in, unless mana is already stable or the next legal action needs a new card more than a land.

- Creature-land and channel pressure punish opponents who trade one-for-one with spells. Den of the Bugbear, Castle Embereth, Sokenzan, Crucible of Defiance, Eiganjo, Seat of the Empire, Shatterskull Smashing, Sundering Eruption, and Witch Enchanter can function as mana early and action later if the engine exposes the relevant mode. Use these lines when hand size is low, but avoid animating or spending lands into obvious removal if normal spells still advance pressure.

- Equipment and standalone threat lines matter when sacrifice outlets are absent. Chainsaw, Stormforged Armor, Barbed Batterfist, Screaming Nemesis, Broadside Bombardiers, Laelia, the Blade Reforged, Pyrogoyf, Cloud, Midgar Mercenary, Spider-Punk, Stadium Headliner, Masked Meower, Ruby Collector, Hexing Squelcher, Searslicer Goblin, and graveyard-selection threat can create individual must-answer threats, but Card text check required for several of these names. Let legal actions and visible stats decide whether to commit them as attackers, blockers, or value permanents.

## Emergency Lines
- Stabilize life before engine setup when the opponent presents lethal or a short clock. Spend Swords to Plowshares, Chained to the Rocks, Static Prison, Flame Slash, Lightning Bolt, Reckless Rage, Fury, Dusk Rose Reliquary, Patriar's Humiliation, Unwanted Remake, Thraben Charm, or Torch the Tower on the creature or commander that changes survival math most, even if that delays a payoff.

- Preserve board material when behind on cards. Do not sacrifice a creature for marginal damage if it is needed to block, crew a visible legal action, enable Broadside Bombardiers, support Goblin Bombardment lethal later, or keep Warleader's Call and Arabella, Abandoned Doll pressure meaningful.

- Convert resources aggressively when behind on board but ahead on reach. If blockers cannot win combat, pivot to Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Grim Lavamancer, burn spells, and Den of the Bugbear pressure, counting exact visible damage before choosing a line.

- Rebuild through commander access and lands when win conditions are removed. Recast Ajani, Nacatl Pariah only if commander tax fits the turn; otherwise deploy resilient action from Squee, Dubious Monarch, Fable of the Mirror-Breaker, Seasoned Pyromancer, Phlage, Titan of Fire's Fury, creature-lands, or channel lands.

- Fix mana before chasing synergy when color or land count is failing. Prioritize untapped red-white access from Command Tower, Sacred Foundry, Battlefield Forge, Mana Confluence, Inspiring Vantage, Needleverge Pathway, Clifftop Retreat, Sunbillow Verge, Elegant Parlor, Thran Portal, Plains, Mountain, and fetch lands over speculative setup cards that cannot be cast on time.

## Resource Model
- Life is a spendable tempo resource only while the deck remains the beatdown. Use Sacred Foundry, Battlefield Forge, Mana Confluence, Sunbaked Canyon, fetch lands, and aggressive attacks to keep pressure ahead of damage taken, but stop paying life freely once the opponent can present a short clock or lifegain race.

- Hand size is fuel for pressure, reach, and post-sweeper rebuilding. Deploy cheap creatures early, but keep at least one follow-up or burn piece when the board already demands an answer; Fable of the Mirror-Breaker, Seasoned Pyromancer, Laelia, the Blade Reforged, Squee, Dubious Monarch, Phlage, Titan of Fire's Fury, and Sunbaked Canyon are preferred recovery tools when the first board is answered.

- Mana is the deck's main constraint because many decisions are double-spell turns. Sequence one-drop threats, Ajani, Nacatl Pariah, removal, and sacrifice outlets so the turn can still hold Lightning Bolt, Swords to Plowshares, Mana Tithe, Torch the Tower, Collateral Damage, Fanatical Firebrand, or Goblin Bombardment activation when the visible board says interaction matters.

- Board material is both damage and ammunition. Treat Guide of Souls, Forge Devil, Fanatical Firebrand, Hired Claw, Ragavan, Nimble Pilferer, Kellan, Planar Trailblazer, Merry, Esquire of Rohan, Kari Zev, Crew of Two, tokens, and equipment bodies as attackers first, but preserve expendable creatures when Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Broadside Bombardiers, Gut, True Soul Zealot, Collateral Damage, or Dusk Rose Reliquary can convert them into decisive value.

- Graveyard cards become resources only when legal actions expose them. Grim Lavamancer, Phlage, Titan of Fire's Fury, Pyrogoyf, graveyard-selection threat, Pinnacle Monk, Witch Enchanter, and Thraben Charm may care about graveyards or alternate zones, but do not assume a graveyard mode unless the engine presents it; protect enough graveyard density for Grim Lavamancer or Phlage when those actions are visible.

- Exile is tactical information and sometimes access. Laelia, the Blade Reforged, Rahilda, Wanted Cutthroat, Torch the Tower, Unwanted Remake, and digital cards may create or use exile decisions; Card text check required for Ruby Collector, Masked Meower, Stadium Headliner, Spider-Punk, Searslicer Goblin, Hexing Squelcher, Molten Impact, Sear, Cinder Strike, Erode, and Starting Town, so follow legal action text rather than memory.

- Lands are action density, not just mana. Den of the Bugbear, Castle Embereth, Eiganjo, Seat of the Empire, Sokenzan, Crucible of Defiance, Shatterskull Smashing, Sundering Eruption, Witch Enchanter, and Sunbaked Canyon should be preserved as late-game spell slots when mana is stable and the hand is light.

- Information is gained from public zones, revealed hands, combat math, available mana, commander tax, and legal actions. Do not infer hidden removal or blockers as certainty; use visible untapped mana, known revealed cards, and opponent commander context to decide whether to commit Ajani, Nacatl Pariah, Goblin Bombardment, Warleader's Call, or a burn finish.

- Extra-card bullets do not exist for this registered list. Because Sideboard count is 0, all adaptation must come from main-deck role shifts, commander access, mulligans, and in-game sequencing.

## Mana Guide
- Prioritize red-white access by turn two. Keep hands that can cast early red threats or burn plus Ajani, Nacatl Pariah, removal, or a sacrifice outlet; mulligan hands with only colorless/awkward utility mana, no first-two-turn play, or spells stranded by missing red or white.

- Fetch lands should fix the current hand before thinning or bluffing. Arid Mesa, Bloodstained Mire, Flooded Strand, Marsh Flats, Prismatic Vista, Scalding Tarn, Windswept Heath, and Wooded Foothills should usually find the color that unlocks the next two turns, with Sacred Foundry, Elegant Parlor, Plains, or Mountain chosen according to untapped need and life pressure.

- Untapped red is the default early requirement. Mountain, Sacred Foundry, Battlefield Forge, Mana Confluence, Inspiring Vantage, Command Tower, Needleverge Pathway, Clifftop Retreat when enabled, Sunbillow Verge when enabled, Thran Portal when configured, and fetch lands support early Chain Lightning, Lightning Bolt, Flame Slash, Torch the Tower, Ragavan, Nimble Pilferer, Fanatical Firebrand, Forge Devil, Hired Claw, and Goblin Bombardment.

- White mana must be available before committing to commander or premium interaction turns. Ajani, Nacatl Pariah, Swords to Plowshares, Chained to the Rocks, Static Prison, Dusk Rose Reliquary, Patriar's Humiliation, Unwanted Remake, Thraben Charm, Witch Enchanter, and Warleader's Call all punish careless Mountain-heavy keeps.

- Tapped and modal lands should be played on turns where they do not cost pressure. Elegant Parlor, Starting Town, Multiversal Passage, Sundering Eruption, Shatterskull Smashing, Witch Enchanter, and possibly Sunbillow Verge or Clifftop Retreat should enter or be used as lands when the hand needs mana more than their spell-side or utility mode; Card text check required for Starting Town and Multiversal Passage.

- Utility lands should be held when their activated or channel mode is likely to matter. Den of the Bugbear is a threat after sweepers, Castle Embereth converts a wide board into extra damage, Eiganjo, Seat of the Empire and Sokenzan, Crucible of Defiance are interaction or material if the engine exposes channel actions, and Sunbaked Canyon can turn excess mana into a card.

- Mox Amber is keepable only with realistic legendary support or other mana. Ajani, Nacatl Pariah, Squee, Dubious Monarch, Gut, True Soul Zealot, Laelia, the Blade Reforged, Anim Pakal, Thousandth Moon, Tajic, Legion's Valor, and other visible legendary permanents can turn it on, but a hand relying on inactive Mox Amber as a land should be treated as short on mana.

- Play land before draw or discard when mana usage is already clear. Play the land first to enable attacks, removal, sacrifice activations, or double-spell turns; delay the land drop until after Fable of the Mirror-Breaker, Seasoned Pyromancer, Sunbaked Canyon, exile-play decisions, or visible selection actions when the draw can change whether a fetch, modal land, utility land, Plains, or Mountain is correct.

## Mulligan Guide
- Strong keeps: keep two or three lands with both red and white access plus a turn-one play and a turn-two engine. Examples: Ragavan, Nimble Pilferer or Guide of Souls into Ajani, Nacatl Pariah; Fanatical Firebrand plus Goblin Bombardment; Hired Claw plus Lightning Bolt plus Ajani, Nacatl Pariah; Mox Amber only counts when Ajani, Nacatl Pariah or another castable legendary makes it functional.

- Medium keeps: keep slower hands when they have clean colors, interaction, and a card-advantage bridge. Examples: Chain Lightning or Swords to Plowshares plus Fable of the Mirror-Breaker; Flame Slash plus Warleader's Call; Torch the Tower plus Seasoned Pyromancer; Static Prison plus Laelia, the Blade Reforged.

- Risky keeps: keep one-land hands only on the draw with a fetch land or untapped red source, multiple one-mana plays, and no stranded double-spell dependency. Ship one-land hands built around Mox Amber, Castle Embereth, Den of the Bugbear, or modal spell-lands unless the legal opener already casts meaningful spells.

- Automatic ships: ship hands with no red source, no white source and Ajani, Nacatl Pariah or white removal stranded, four-plus expensive/nonfunctional cards, no play before turn three, or only sacrifice outlets with no creature material. Ship hands whose first action is Broadside Bombardiers, Phlage, Titan of Fire's Fury, Fury, Seasoned Pyromancer, or Laelia, the Blade Reforged unless early mana and interaction are also present.

- Matchup-dependent keeps: keep removal-heavy hands against creature commanders when Lightning Bolt, Swords to Plowshares, Flame Slash, Chain Lightning, Reckless Rage, Chained to the Rocks, Static Prison, Patriar's Humiliation, or Unwanted Remake answers the visible pressure. Keep engine-heavy hands against slow decks when Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Warleader's Call, Fable of the Mirror-Breaker, or Ajani, Nacatl Pariah can resolve before the opponent presents a clock.

- Play/draw rule: on the play, prioritize a turn-one attacker into Ajani, Nacatl Pariah or a sacrifice outlet. On the draw, prioritize interaction plus resilient resources; Mana Tithe is stronger when it can punish a tapped-away opponent but weaker when the hand cannot develop.

- Trap hands: do not keep hands that look explosive but lack bodies for Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Gut, True Soul Zealot, or Collateral Damage. Do not keep burn-only hands that cannot beat lifegain, large blockers, or commander recasts. Card text check required for Ruby Collector, Masked Meower, Stadium Headliner, Starting Town, Spider-Punk, Searslicer Goblin, Hexing Squelcher, Molten Impact, Sear, Cinder Strike, and Erode, so do not keep a hand relying on unverified text unless the engine exposes useful legal actions.

## Turn Arc
- Turn 1: prefer untapped red or white that enables a creature, removal, or both-color turn two. Lead Ragavan, Nimble Pilferer, Guide of Souls, Fanatical Firebrand, Hired Claw, Forge Devil, Grim Lavamancer, Kellan, Planar Trailblazer, or Mox Amber with a castable legend; hold Lightning Bolt, Swords to Plowshares, Torch the Tower, or Chain Lightning when the opposing commander or visible creature matters more than chip damage.

- Turn 2: deploy Ajani, Nacatl Pariah when the opponent cannot punish a low-toughness board and when extra material advances sacrifice, anthem, or attack pressure. Prefer Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Dusk Rose Reliquary, Chained to the Rocks, Static Prison, Patriar's Humiliation, or Thraben Charm instead when the visible board demands an answer or the hand already has expendable creatures.

- Turn 3: convert the first body into a snowball before spending burn to face. Preferred plays are Warleader's Call, Fable of the Mirror-Breaker, Anim Pakal, Thousandth Moon, Gut, True Soul Zealot, Kari Zev, Crew of Two, Merry, Esquire of Rohan, Laelia, the Blade Reforged with attack support, or a double-spell turn combining creature plus removal. Deviate to Swords to Plowshares, Flame Slash, Reckless Rage, Unwanted Remake, or Mana Tithe when losing tempo would make later sacrifice damage irrelevant.

- Turns 4-5: commit payoff pressure when the board is stable or the opponent is shields-down. Broadside Bombardiers, Squee, Dubious Monarch, Seasoned Pyromancer, Phlage, Titan of Fire's Fury, Pyrogoyf, Screaming Nemesis, Tajic, Legion's Valor, Cloud, Midgar Mercenary, Invasion of Tarkir, Stormforged Armor, Chainsaw, and Barbed Batterfist should either increase immediate damage, rebuild after removal, or turn small creatures into lethal threats; otherwise keep mana for interaction and sacrifice activations.

- Late game: turn every draw step into damage, material, or reach. Use Den of the Bugbear, Castle Embereth, Sunbaked Canyon, Sokenzan, Crucible of Defiance, Eiganjo, Seat of the Empire, Shatterskull Smashing, Sundering Eruption, Witch Enchanter, Grim Lavamancer, Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, and Phlage, Titan of Fire's Fury only through visible legal actions; prioritize lines that survive a single removal spell over all-in attacks unless the engine shows lethal.

## Card Roles
- Commander role: Ajani, Nacatl Pariah is the deck's cheap command-zone body, legend for Mox Amber, and central snowball piece. Cast Ajani early when the hand has another body, sacrifice pressure, or anthem support; hold or recast Ajani when commander tax would consume a turn that should remove a blocker or protect lethal. Card text check required for exact transform and Cat-death timing, so only commit transform lines when Forge exposes the trigger and legal actions.

- One-drop pressure role: Ragavan, Nimble Pilferer, Guide of Souls, Hired Claw, Fanatical Firebrand, Forge Devil, Grim Lavamancer, and Kellan, Planar Trailblazer start the deck's tempo plan. Lead with the creature that attacks through the visible board or produces future mana/value; prefer Fanatical Firebrand, Forge Devil, or Grim Lavamancer when a small opposing creature must die before attacks matter. Guide of Souls, Hired Claw, Kellan, Planar Trailblazer, and Ruby Collector need card text checks for exact triggers, but treat them as early engine candidates only when legal actions show useful attacks, energy, counters, or resource conversion.

- Sacrifice outlets role: Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, and Gut, True Soul Zealot turn small bodies into reach and removal-resistant damage. Deploy an outlet before disposable creatures when the opponent represents sweepers or blockers; deploy creatures first when mana is tight and the outlet would not be activated this turn. Do not sacrifice real attackers before checking lethal math, commander transform triggers, Warleader's Call triggers, Broadside Bombardiers timing, and whether the creature is needed to crew or block.

- Sacrifice fuel role: Squee, Dubious Monarch, Kari Zev, Crew of Two, Anim Pakal, Thousandth Moon, Barbed Batterfist, Fable of the Mirror-Breaker, Seasoned Pyromancer, Sokenzan, Crucible of Defiance, Den of the Bugbear, and Ajani-generated material provide repeatable or multi-body pressure. Prioritize these when the hand already contains Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Collateral Damage, or Broadside Bombardiers. Avoid cashing in token makers too early against control; their best role is forcing the opponent to answer both combat and sacrifice damage.

- Anthem and damage multipliers role: Warleader's Call, Arabella, Abandoned Doll, Castle Embereth, Stormforged Armor, Chainsaw, Tajic, Legion's Valor, and Cloud, Midgar Mercenary convert wide boards into real clocks. Cast Warleader's Call before token production when possible; activate Castle Embereth only after blocks or when the engine confirms the attack will connect or trade favorably. Card text check required for Arabella, Abandoned Doll, Stormforged Armor, Chainsaw, Tajic, Legion's Valor, and Cloud, Midgar Mercenary, so treat them as combat payoffs only through visible engine actions.

- High-impact attackers role: Laelia, the Blade Reforged, Broadside Bombardiers, Screaming Nemesis, Pyrogoyf, Rahilda, Wanted Cutthroat, Merry, Esquire of Rohan, and Squee, Dubious Monarch are the threats that punish an opponent who spends early turns answering one-drops. Cast them when a removal spell has cleared the blocker or when the opponent is tapped low; hold them when the turn needs interaction plus sacrifice activation. Card text check required for Screaming Nemesis, Pyrogoyf, Rahilda, Wanted Cutthroat, and Merry, Esquire of Rohan before relying on exact combat or exile-play triggers.

- Premium removal role: Swords to Plowshares, Lightning Bolt, Chain Lightning, Flame Slash, Torch the Tower, Reckless Rage, Chained to the Rocks, Static Prison, Unwanted Remake, Patriar's Humiliation, Thraben Charm, Lithomantic Barrage, and Fury answer blockers, commanders, and stabilizing creatures. Use exile or disabling effects on recursive, indestructible, lifelink, or commander threats; use damage removal on tempo blockers that stop Ragavan, Nimble Pilferer or protect planeswalkers/battles. Do not point Lightning Bolt or Chain Lightning at the opponent until the visible board no longer contains a must-kill blocker or commander.

- Conditional interaction role: Mana Tithe, Dusk Rose Reliquary, Collateral Damage, Invasion of Tarkir, Eiganjo, Seat of the Empire, Shatterskull Smashing, Sundering Eruption, Witch Enchanter, Cinder Strike, Sear, Molten Impact, Erode, Hexing Squelcher, and Pinnacle Monk are context-dependent answers or modal cards. Keep Mana Tithe mana open when the opponent's next play is likely to swing the game and your board already attacks; spend it only when the target matters more than adding power. Card text check required for Cinder Strike, Sear, Molten Impact, Erode, Hexing Squelcher, Pinnacle Monk, Invasion of Tarkir, Sundering Eruption, and Witch Enchanter before assigning exact roles beyond engine-shown legal actions.

- Card flow role: Fable of the Mirror-Breaker, Seasoned Pyromancer, Laelia, the Blade Reforged, Rahilda, Wanted Cutthroat, graveyard-selection threat, Sunbaked Canyon, and possible exile-play cards prevent the deck from running away after early pressure. Discard redundant lands, inactive Mox Amber, matchup-poor removal, or expensive cards that cannot be cast before preserving cheap creatures and sacrifice outlets. Card text check required for graveyard-selection threat, but treat it as graveyard/selection pressure only when the legal actions expose that function.

- Graveyard and late-resource role: Phlage, Titan of Fire's Fury, Grim Lavamancer, Pyrogoyf, Thraben Charm, and Seasoned Pyromancer care about graveyard texture. Spend graveyard cards deliberately; do not activate Grim Lavamancer if it strands Phlage, Titan of Fire's Fury or weakens Pyrogoyf without changing combat or lethal. Use graveyard hate modes from Thraben Charm only when the opposing graveyard resource is visible and more threatening than creature removal or damage.

- Utility and protection role: Voice of Victory, Cavern of Souls, Mox Amber, Gemstone Caverns, Arena of Glory, Multiversal Passage, Starting Town, Thran Portal, Sunbillow Verge, Needleverge Pathway, Command Tower, Mana Confluence, Battlefield Forge, Inspiring Vantage, Clifftop Retreat, Sacred Foundry, Elegant Parlor, and fetch lands stabilize colors and protect tempo. Name creature types or choose colors based on the immediate hand, not generic deck identity; prioritize white for Ajani, Nacatl Pariah and removal, red for one-drops, burn, and sacrifice outlets. Card text check required for Voice of Victory, Multiversal Passage, Starting Town, Sunbillow Verge, and Arena of Glory before relying on exact protection, color, or haste text.

- Equipment and combat trick role: Barbed Batterfist, Chainsaw, Stormforged Armor, Tajic, Legion's Valor, Cloud, Midgar Mercenary, Spider-Punk, Masked Meower, Stadium Headliner, Searslicer Goblin, and Broadside Bombardiers should make attacks safer or more explosive. Equip or commit these after verifying the creature will survive removal, blockers, and sacrifice needs; do not spend a full turn improving one creature when a wider line with Warleader's Call or sacrifice damage pressures multiple axes. Card text check required for Spider-Punk, Masked Meower, Stadium Headliner, Searslicer Goblin, Chainsaw, and Stormforged Armor.

- Modal land spell role: Shatterskull Smashing, Sundering Eruption, Witch Enchanter, Eiganjo, Seat of the Empire, Sokenzan, Crucible of Defiance, Den of the Bugbear, and Sunbaked Canyon are lands until their spell or ability mode clearly changes the game. Play them as lands when missing land drops or colors; hold them when already mana-stable and the visible board suggests their spell/activation mode can remove a blocker, add surprise bodies, or finish a game.

- Unknown-text discipline role: Masked Meower, Ruby Collector, Starting Town, Stadium Headliner, Spider-Punk, Searslicer Goblin, Hexing Squelcher, Molten Impact, Sear, Cinder Strike, Erode, Pinnacle Monk, and Cloud, Midgar Mercenary require runtime text confirmation. Use these cards only according to Forge legal actions and visible labels; never assume they are removal, protection, token production, or reach unless the action text states the relevant effect.

## Interaction Priorities
- Remove commanders and persistent engines first with Swords to Plowshares, Chained to the Rocks, Static Prison, Dusk Rose Reliquary, Unwanted Remake, or Patriar's Humiliation when the engine shows a legal target. Spend exile, prison, or disabling effects on threats that survive damage, recur, gain life, block every small attacker, or dominate combat; keep Lightning Bolt, Chain Lightning, Flame Slash, Torch the Tower, Reckless Rage, and Fury for creatures that can be killed cleanly by damage.

- Clear the blocker before chasing face damage when Ragavan, Nimble Pilferer, Guide of Souls, Hired Claw, Fanatical Firebrand, Forge Devil, Masked Meower, Ruby Collector, or Ajani, Nacatl Pariah can attack into value. Use cheap removal to open attacks, then let Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Collateral Damage, Broadside Bombardiers, and Warleader's Call convert later expendable bodies into reach.

- Counter only decisive noncreature or high-tempo plays with Mana Tithe. Hold one white mana when the opponent is likely to tap away for a stabilizer, sweeper, commander, planeswalker, lock piece, or lifegain engine; do not strand a development turn just to represent Mana Tithe if your board is empty or the opponent can pay. This deck has no registered discard or bounce spell, so do not preserve tempo waiting for a hidden discard/bounce line.

- Exile graveyard engines only when the visible graveyard resource matters more than the board. Use Thraben Charm graveyard modes only against a public recursive threat, escape-style resource, reanimation target, or graveyard-count payoff; otherwise prefer creature removal or damage. Do not spend Grim Lavamancer fuel if that weakens Phlage, Titan of Fire's Fury or Pyrogoyf without preventing lethal, unlocking attacks, or finishing the opponent.

- Bait removal with replaceable threats before exposing engines. Lead with Hired Claw, Fanatical Firebrand, Forge Devil, Kellan, Planar Trailblazer, Barbed Batterfist, Masked Meower, or a token-maker when the opponent has open mana; protect Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Warleader's Call, Fable of the Mirror-Breaker, and Ajani, Nacatl Pariah for turns where they produce immediate value or force multiple awkward answers.

- Ignore low-impact blockers when sacrifice damage or anthem pressure beats them. A single small blocker is not worth Swords to Plowshares if Castle Embereth, Warleader's Call, Arabella, Abandoned Doll, Goblin Bombardment, or Broadside Bombardiers can push damage without losing the engine. Card text check required for Arabella, Abandoned Doll, Cinder Strike, Sear, Molten Impact, Erode, Hexing Squelcher, Pinnacle Monk, Invasion of Tarkir, and Witch Enchanter before relying on exact removal, prevention, or targeting text.

- Change interaction posture by archetype. Against creature swarms, prioritize Fury, Flame Slash, Torch the Tower, Reckless Rage, Chain Lightning, Lightning Bolt, and combat trades over face damage. Against control, prioritize Mana Tithe, Cavern of Souls, Voice of Victory, haste threats, Den of the Bugbear, and sacrifice outlets that punish sweepers. Against combo, spend burn and exile on mana creatures, commanders, or visible engine pieces even if it slows your clock.

## Combat And Trading Rules
- Attack to force blocks before sacrificing creatures. When Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Collateral Damage, Broadside Bombardiers, or Gut, True Soul Zealot is active, make attacks that pressure life totals and then sacrifice creatures only after blockers, removal, or damage assignment make the creature expendable. Do not sacrifice a creature precombat unless the legal action immediately removes a blocker, flips combat math, or prevents lethal.

- Preserve Ajani, Nacatl Pariah when it is an engine, and trade it only when commander access or a visible transform/payoff line makes the exchange favorable. Avoid attacking Ajani, Nacatl Pariah into open blockers if it is enabling Mox Amber, sacrifice math, or future pressure; attack when removal has cleared the lane, Arena of Glory or equipment changes combat, or the opponent must choose between damage and losing a key permanent.

- Trade small creatures aggressively against faster boards and conservatively against slower boards. Block with Forge Devil, Fanatical Firebrand, Hired Claw, Masked Meower, Ruby Collector, Barbed Batterfist bodies, Sokenzan, Crucible of Defiance tokens, or Fable of the Mirror-Breaker tokens when life is under pressure or the body can be sacrificed for value. Keep them back when Warleader's Call, Castle Embereth, Anim Pakal, Thousandth Moon, Arabella, Abandoned Doll, or Gut, True Soul Zealot rewards a wider attack.

- Protect high-impact attackers from bad trades. Laelia, the Blade Reforged, Broadside Bombardiers, Screaming Nemesis, Pyrogoyf, Rahilda, Wanted Cutthroat, Squee, Dubious Monarch, Merry, Esquire of Rohan, and Phlage, Titan of Fire's Fury should attack into blockers only when the legal line shows survival, valuable trade, trigger value, or a sacrifice fallback. Card text check required for several of these exact triggers, so let Forge action text and visible combat labels govern final choices.

- Use equipment and pump after checking removal windows. Chainsaw, Stormforged Armor, Barbed Batterfist, Tajic, Legion's Valor, Cloud, Midgar Mercenary, Spider-Punk, Stadium Headliner, Searslicer Goblin, Castle Embereth, and Arena of Glory should push damage when the equipped or pumped creature is likely to matter this turn; avoid investing mana into one attacker if the opponent can answer it and leave you behind on board. Card text check required for exact equipment, haste, and combat-modifier text.

- Treat life total as a clock, not a cushion. Above 15 life, favor attacks and trades that preserve pressure unless the opponent threatens a large crackback. From 8 to 14 life, leave back enough blockers to survive visible attacks plus likely haste or burn from public information. At 7 or less, prioritize survival blocks, lifegain from Phlage, Titan of Fire's Fury if legal, and removal over speculative chip damage.

- Adjust combat by matchup shape. Against control, overextend only when sacrifice outlets, Den of the Bugbear, Squee, Dubious Monarch, Fable of the Mirror-Breaker, or Seasoned Pyromancer rebuild after removal. Against midrange, force trades that make Goblin Bombardment and graveyard resources better. Against combo, race with the highest-damage legal attacks unless a blocker or interaction spell must be held to stop a visible next-turn kill.

## Selection And Tutor Rules
- Treat this list as pseudo-selection, not true tutoring. Arid Mesa, Bloodstained Mire, Flooded Strand, Marsh Flats, Prismatic Vista, Scalding Tarn, Windswept Heath, and Wooded Foothills find mana, not a combo piece; use them to secure untapped red-white access, basic Plains or Mountain against land pressure, or Sacred Foundry / Elegant Parlor style fixing when life and tempo allow.

- Sequence fetchlands around the turn's real information. Crack a fetchland before casting a spell only when you need that mana now, need revolt-style or graveyard-count material, or want to thin before a known draw/filter action. Delay a fetchland when the legal action can reveal what color is needed, when life total makes Sacred Foundry painful, or when preserving an uncracked land conceals information.

- Preserve land drops until after selection when the choice can change the land. With Fable of the Mirror-Breaker, Seasoned Pyromancer, Masked Meower, Laelia, the Blade Reforged, Ragavan, Nimble Pilferer, Rahilda, Wanted Cutthroat, Kellan, Planar Trailblazer, graveyard-selection threat, or any legal exile/draw/filter action, wait on the land drop if the visible action text might reveal or draw a land and you can still cast the intended play afterward. Play the land first when missing the mana would prevent the selection spell or leave Mana Tithe / Lightning Bolt / Swords to Plowshares unavailable at a critical window.

- Discard excess mana before action density. When Seasoned Pyromancer or Fable of the Mirror-Breaker asks for discard choices, pitch redundant lands, situational removal with no targets, or late equipment before sacrificing a functional curve. Keep at least one cheap creature for Ajani, Nacatl Pariah pressure and sacrifice outlets, and keep at least one clean answer when the opponent has a visible commander, engine, or lethal attacker.

- Use graveyard selection as a shared resource check. Grim Lavamancer, Phlage, Titan of Fire's Fury, Pyrogoyf, graveyard-selection threat, and possible delirium/escape-style lines can compete for the same graveyard cards; do not exile graveyard fuel for small damage if it strands Phlage, Titan of Fire's Fury or shrinks Pyrogoyf below the combat threshold shown by Forge. Spend graveyard cards freely only to prevent lethal, remove a decisive permanent, or finish the opponent.

- Prioritize temporary-play windows before irreversible choices. If Laelia, the Blade Reforged, Ragavan, Nimble Pilferer, Rahilda, Wanted Cutthroat, or another visible action grants permission to play a card this turn, evaluate that card before sacrificing creatures, using treasure, spending Mox Amber mana, or making a land drop. Do not assume hidden exiled cards are playable unless Forge exposes the legal action.

- Bottom or decline low-impact cards by role and clock. In any scry, surveil, seek, discover, or filter prompt, keep one-land stabilizers only when mana is missing, keep cheap creatures when Ajani, Nacatl Pariah or sacrifice outlets need bodies, keep burn when it removes a visible blocker or completes lethal, and bottom expensive or conditional cards when under a short clock. Card text check required for exact selection text on Masked Meower, Ruby Collector, Stadium Headliner, Starting Town, Cinder Strike, Molten Impact, Erode, Pinnacle Monk, Hexing Squelcher, Invasion of Tarkir, and Witch Enchanter.

## Priority And Stack Rules
- Use priority to convert tempo into damage, not to show patience. Cast Lightning Bolt, Chain Lightning, Flame Slash, Torch the Tower, Reckless Rage, Swords to Plowshares, Chained to the Rocks, Static Prison, Patriar's Humiliation, Unwanted Remake, Lithomantic Barrage, or Fury when a visible creature blocks your attack, threatens lethal, enables the opponent's engine, or will become harder to answer after resolution.

- Hold instant-speed sacrifice outlets for opponent commitment. Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Collateral Damage, Broadside Bombardiers, and Fanatical Firebrand are strongest after blocks, in response to removal, in response to exile, or at end step for final damage. Do not sacrifice a creature before combat damage if the creature can deal combat damage and still be sacrificed afterward.

- Counter only high-leverage spells with Mana Tithe. Keep one white mana open when the opponent taps low for a commander, sweeper, stabilizing lifegain, combo engine, planeswalker, or removal spell aimed at Ajani, Nacatl Pariah / Goblin Bombardment / Warleader's Call. Let small creatures, replaceable cantrips, and spells the opponent can pay for resolve unless countering them protects lethal or survival.

- Respond to removal by extracting value from the threatened permanent. If the opponent targets a creature that can be sacrificed, use Goblin Bombardment, Barrage of Expendables, Weaponize the Monsters, Collateral Damage, or Broadside Bombardiers only when the legal action produces damage, treasure, token value, or denies exile/lifelink value. If the targeted card is Ajani, Nacatl Pariah, check commander replacement, Mox Amber, and transform/engine implications before choosing.

- Let opposing spells resolve when your answer improves afterward. Delay Swords to Plowshares, Lightning Bolt, Torch the Tower, Thraben Charm, or Patriar's Humiliation until the opponent equips, enchants, targets, attacks, or commits mana if waiting creates a clearer two-for-one or removes a higher-value object. Act immediately when waiting allows a trigger, ward/tax payment, protection, sacrifice, or lethal combat step that Forge exposes.

- Treat optional payments and triggers as resource gates. Pay optional costs or sacrifice costs only when the resulting action advances lethal, protects a key permanent, removes a blocker, grows the board through Warleader's Call / Anim Pakal, Thousandth Moon / Gut, True Soul Zealot, or converts a creature that was already dying. Decline optional value when mana is needed for Mana Tithe, Swords to Plowshares, Lightning Bolt, activation damage, or commander tax.

- Use combat priority windows deliberately. After attackers are declared, remove the blocker that most changes damage; after blockers, sacrifice blocked creatures that would die anyway; before damage, use pump or equipment only if Forge shows legal survival or lethal pressure. Between damage steps or after damage, prefer sacrifice damage and burn that finish the opponent over developing new permanents.

- Respect graveyard and exile timing exactly. Use Thraben Charm graveyard interaction when a public graveyard card is about to be used, reanimated, escaped, counted, or targeted; otherwise preserve the spell for a creature or damage mode if legal. Cast or activate Phlage, Titan of Fire's Fury, Grim Lavamancer, Sokenzan, Crucible of Defiance, Eiganjo, Seat of the Empire, Den of the Bugbear, Castle Embereth, and Shatterskull Smashing only from legal Forge actions, and never assume channel, escape, adventure, or modal-back-face timing beyond visible prompts.

## Sideboard Map
- No registered sideboard means every post-game configuration stays as the same 100-card Brawl main deck. Veles must reject any between-game deck-change proposal that changes the registered card pool because the registered sideboard inventory is empty.

- Between-game changes are role changes only. Against faster creature decks, increase main-deck emphasis on cheap interaction and blockers: Lightning Bolt, Chain Lightning, Flame Slash, Swords to Plowshares, Chained to the Rocks, Static Prison, Torch the Tower, Reckless Rage, Fury, Forge Devil, Fanatical Firebrand, Unwanted Remake, Patriar's Humiliation, and Thraben Charm. Lower priority within the registered main deck for slow nonlethal setup when the visible clock makes it unsafe, especially equipment or engine actions that do not affect combat this turn.

- Against removal-heavy midrange or control, increase main-deck emphasis on resilient pressure and sacrifice value. Prioritize Ajani, Nacatl Pariah, Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Broadside Bombardiers, Squee, Dubious Monarch, Fable of the Mirror-Breaker, Seasoned Pyromancer, Laelia, the Blade Reforged, Den of the Bugbear, and Sokenzan, Crucible of Defiance when legal. Preserve expendable creatures for sacrifice outlets when the opponent is representing removal, but do not pass damage merely to save material unless a specific legal action creates better value.

- Against combo or engine opponents, increase main-deck emphasis on clock plus disruption. Deploy early pressure from Ragavan, Nimble Pilferer, Guide of Souls, Hired Claw, Kellan, Planar Trailblazer, Rahilda, Wanted Cutthroat, Anim Pakal, Thousandth Moon, Kari Zev, Crew of Two, or Ajani, Nacatl Pariah, then reserve Mana Tithe, Swords to Plowshares, Lightning Bolt, Static Prison, Patriar's Humiliation, Unwanted Remake, Thraben Charm, and graveyard pressure from Grim Lavamancer or Phlage, Titan of Fire's Fury for visible high-leverage turns.

- Against graveyard decks, increase main-deck emphasis on public graveyard pressure without overvaluing low-impact hate. Use Thraben Charm when Forge exposes a graveyard target, recursion action, escape-style action, or graveyard-count payoff that matters now. Use Grim Lavamancer and Phlage, Titan of Fire's Fury conditionally, because their graveyard costs can conflict with Pyrogoyf, graveyard-selection threat, or future escape-style lines.

- Against large-creature or commander-centric decks, increase main-deck emphasis on clean answers before chip damage. Prioritize Swords to Plowshares, Chained to the Rocks, Static Prison, Patriar's Humiliation, Unwanted Remake, Flame Slash, Reckless Rage, Fury, Shatterskull Smashing, Sundering Eruption, and Eiganjo, Seat of the Empire when the visible permanent dominates combat or blocks lethal. Keep burn for the opponent only when the board is already contained or the legal damage line is lethal.

- Against go-wide creature decks, increase main-deck emphasis on board-wide damage conversion and anthem pressure. Warleader's Call, Arabella, Abandoned Doll, Castle Embereth, Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Broadside Bombardiers, Gut, True Soul Zealot, Anim Pakal, Thousandth Moon, and Squee, Dubious Monarch can turn small bodies into reach. Avoid spending all expendable creatures before attacks unless Forge shows lethal, survival, or removal of a decisive blocker.

- Against lifegain or stabilization decks, increase main-deck emphasis on noncombat reach and pressure before the opponent stabilizes. Screaming Nemesis, Goblin Bombardment, Lightning Bolt, Chain Lightning, Collateral Damage, Broadside Bombardiers, Warleader's Call, and Phlage, Titan of Fire's Fury are important finishing tools. Card text check required for exact tactical roles on Screaming Nemesis and several newer cards, so follow legal action text and visible board state before committing.

- Against mana denial, taxes, or counter-heavy opponents, increase main-deck emphasis on efficient sequencing. Lead with one-mana threats and interaction, use Cavern of Souls only according to legal name/type prompts, keep Mox Amber online with legendary permanents when useful, and avoid tapping below Mana Tithe, Lightning Bolt, Swords to Plowshares, or sacrifice activation mana when the opponent can punish a shields-down turn.

- Game 2 and later mulligans must reflect the revealed archetype because no sideboard fixes bad role alignment. Keep hands that match the observed matchup: cheap removal versus fast creatures, early pressure plus Mana Tithe versus combo/control, sacrifice outlet plus fodder versus removal, and stable two-color mana for Ajani, Nacatl Pariah plus interaction. Ship hands that only execute a slow equipment or value plan when the opponent already proved they can race it.

## Matchup Guidance
- Aggro: Stabilize first, then convert every spare body into reach. Keep hands with untapped red or white mana, one early creature, and at least one cheap answer such as Lightning Bolt, Chain Lightning, Flame Slash, Swords to Plowshares, Chained to the Rocks, Torch the Tower, Static Prison, Reckless Rage, Forge Devil, Fanatical Firebrand, Fury, Unwanted Remake, or Patriar's Humiliation. Use Ajani, Nacatl Pariah, Guide of Souls, Hired Claw, Ragavan, Nimble Pilferer, Kellan, Planar Trailblazer, Kari Zev, Crew of Two, and Anim Pakal, Thousandth Moon as early board presence when legal, but do not race blindly if the opponent has a wider board. Trade creatures that would otherwise be outclassed, preserve life above speculative equipment development, and use Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Collateral Damage, Broadside Bombardiers, and Gut, True Soul Zealot to turn forced blocks or dying creatures into damage.

- Control: Apply pressure through different permanent types and avoid exposing the whole hand to one answer. Lead with cheap threats before slower engines, prioritize Ajani, Nacatl Pariah, Ragavan, Nimble Pilferer, Laelia, the Blade Reforged, Squee, Dubious Monarch, Fable of the Mirror-Breaker, Seasoned Pyromancer, Den of the Bugbear, Sokenzan, Crucible of Defiance, Warleader's Call, and sacrifice outlets that punish removal. Hold Mana Tithe for a visible high-impact spell or a turn where the opponent taps low; do not spend it on low-impact setup if the clock is already working. Preserve Lightning Bolt, Chain Lightning, Collateral Damage, Phlage, Titan of Fire's Fury, Broadside Bombardiers, and sacrifice activations as reach once the opponent starts trading one-for-one.

- Combo: Present a fast clock and reserve interaction for commitment turns. Mulligan toward early pressure plus disruption rather than slow card-quality hands. Deploy Ragavan, Nimble Pilferer, Guide of Souls, Hired Claw, Ajani, Nacatl Pariah, Anim Pakal, Thousandth Moon, Rahilda, Wanted Cutthroat, Laelia, the Blade Reforged, or Pyrogoyf when legal, then hold Mana Tithe, Swords to Plowshares, Lightning Bolt, Static Prison, Patriar's Humiliation, Thraben Charm, Unwanted Remake, or graveyard pressure for the visible card or stack object that actually advances the opponent's engine. Do not fire removal at filler creatures if public information suggests a commander, graveyard, artifact, enchantment, or spell-chain payoff matters more.

- Tempo: Fight for mana efficiency before fighting for maximum value. Use one-mana removal to break early snowball threats, and sequence tapped lands, modal lands, fetchlands, and Mox Amber so Ajani, Nacatl Pariah or a second spell can be cast before the opponent's pressure compounds. Treat Mana Tithe as a tempo tool when it stops the opponent's best same-turn play; otherwise preserve mana for Lightning Bolt, Swords to Plowshares, Torch the Tower, or sacrifice activations. Avoid slow equipment lines with Chainsaw, Barbed Batterfist, Stormforged Armor, or Cloud, Midgar Mercenary unless Forge shows the equip or attack line changes combat immediately. Card text check required for exact newer-card equipment roles, so follow visible legal actions.

- Midrange: Trade resources while preserving a sacrifice engine or resilient threat as the last advantage source. Use Swords to Plowshares, Chained to the Rocks, Static Prison, Patriar's Humiliation, Flame Slash, Reckless Rage, Fury, and Unwanted Remake on creatures that dominate combat or enable the opponent's value plan. Develop Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Warleader's Call, Fable of the Mirror-Breaker, Seasoned Pyromancer, Squee, Dubious Monarch, Laelia, the Blade Reforged, and Den of the Bugbear when the board is not collapsing. Keep expendable creatures for sacrifice outlets if the opponent is removal-heavy, but attack when damage plus post-combat sacrifice can force lethal or an unfavorable block.

- Big mana: Race first and tax the payoff turn. Keep aggressive hands with two colors and at least one way to interact with a large creature or spell. Commit early attackers, use Castle Embereth, Warleader's Call, Arabella, Abandoned Doll, Broadside Bombardiers, and sacrifice outlets to shorten the clock, and save Mana Tithe for the first visible expensive payoff if the opponent taps into it. Use Swords to Plowshares, Chained to the Rocks, Static Prison, Patriar's Humiliation, Unwanted Remake, Shatterskull Smashing, Sundering Eruption, Eiganjo, Seat of the Empire, or Fury on the threat that invalidates combat. Do not point burn at the opponent early if the visible board demands a clean answer.

- Graveyard: Use graveyard interaction only when the public graveyard matters now. Thraben Charm should target or answer a visible graveyard card, recursion setup, escape-style line, or graveyard-count payoff when Forge exposes that legal action. Grim Lavamancer and Phlage, Titan of Fire's Fury can pressure graveyards incidentally, but their costs may conflict with Pyrogoyf, graveyard-selection threat, and future Phlage, Titan of Fire's Fury lines. Preserve removal for creatures that convert graveyard material into board advantage, and avoid low-impact graveyard hate while dying to visible attackers.

- Artifact/enchantment: Identify whether the artifact or enchantment is the engine, the protection, or just a speed bump. Use Dusk Rose Reliquary, Thraben Charm, Erode, Static Prison, Unwanted Remake, Patriar's Humiliation, or burn-based pressure according to legal action text and visible targets. Card text check required for Dusk Rose Reliquary and Erode if Forge prompts reveal non-obvious restrictions. Against artifact-heavy boards, prioritize killing payoff permanents or blockers that stop lethal over removing incidental mana or utility. Against enchantment-heavy decks, pressure life total while saving clean answers for lock pieces or combat-stopping permanents.

- Go-wide: Treat small creatures as both pressure and ammunition. Warleader's Call, Arabella, Abandoned Doll, Castle Embereth, Anim Pakal, Thousandth Moon, Squee, Dubious Monarch, Kari Zev, Crew of Two, Gut, True Soul Zealot, Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Broadside Bombardiers, and Collateral Damage let the deck convert bodies into lethal without needing one large attacker. Block when life is the bottleneck, attack when anthem or sacrifice math turns trades into damage, and preserve Fanatical Firebrand, Forge Devil, Fury, Lightning Bolt, and Chain Lightning for one-toughness or snowball creatures when visible.

- Single-threat decks: Answer the first threat that invalidates attacks or threatens commander-scale damage. Prioritize Swords to Plowshares, Chained to the Rocks, Static Prison, Patriar's Humiliation, Unwanted Remake, Flame Slash, Reckless Rage, Fury, Eiganjo, Seat of the Empire, Shatterskull Smashing, and Sundering Eruption over chip damage. If the single threat is protected by equipment, counters, or a commander ability, wait for Forge to expose the legal interaction window and choose the answer that changes combat this turn. Use sacrifice outlets and burn to finish the opponent after the blocker is gone.

- Burn: Preserve life total and race only after the board is stable. Prefer untapped lands that do not cost life when colors are already functional, and avoid unnecessary Sunbaked Canyon, Battlefield Forge, Mana Confluence, Sacred Foundry, or fetchland shock decisions unless they unlock immediate interaction or lethal. Remove creatures that represent repeated damage, use Guide of Souls, Ajani, Nacatl Pariah, Phlage, Titan of Fire's Fury, and Screaming Nemesis conditionally according to legal text, and do not spend Swords to Plowshares on a low-impact creature if the life swing helps the opponent race less than another removal line.

- Removal-heavy decks: Make every creature either replace itself, pressure immediately, or punish removal. Sequence Ajani, Nacatl Pariah, Fable of the Mirror-Breaker, Seasoned Pyromancer, Squee, Dubious Monarch, Laelia, the Blade Reforged, Den of the Bugbear, Sokenzan, Crucible of Defiance, Warleader's Call, Goblin Bombardment, Weaponize the Monsters, and Barrage of Expendables so the opponent's removal leaves damage or material behind. Hold Collateral Damage, Broadside Bombardiers, and sacrifice activations for targets already being removed when legal. Do not overcommit if two active threats plus reach already force the opponent to answer every turn.

## Specific Matchup Notes

- General/archetype-only: Exact opponents are absent, so revealed cards, legal actions, and public zones override these assumptions. Sideboarding is locked because the registered sideboard is empty; do not submit sideboard changes, and instead adjust mulligans, threat pacing, and interaction timing.

- Creature-race opponents: Remove the first visible creature that snowballs combat or repeated damage before spending burn upstairs. Priority targets are early commanders, evasive attackers, anthem creatures, or engines that make blockers irrelevant; use Lightning Bolt, Chain Lightning, Sear, Flame Slash, Torch the Tower, Reckless Rage, Swords to Plowshares, Chained to the Rocks, Static Prison, or Patriar's Humiliation according to Forge target legality. Preserve Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Broadside Bombardiers, Collateral Damage, and Fanatical Firebrand for combat math that converts a blocked or dying creature into damage.

- Control and removal-heavy opponents: Lead with threats that leave material, punish removal, or attack from noncreature zones. Favor Fable of the Mirror-Breaker, Seasoned Pyromancer, Squee, Dubious Monarch, Laelia, the Blade Reforged, Den of the Bugbear, Sokenzan, Crucible of Defiance, Warleader's Call, and sacrifice outlets before exposing a single fragile closer. Priority targets are planeswalkers, lifegain engines, sweep-prevention blockers, and permanents that shut off sacrifice or attack steps. Hold Mana Tithe for a tap-away sweeper, stabilizer, or commander recast when the opponent uses nearly all mana.

- Big-mana opponents: Race while keeping one clean answer for the first payoff that invalidates combat. Prioritize Ragavan, Nimble Pilferer, Guide of Souls, Kellan, Planar Trailblazer, Hired Claw, Kari Zev, Crew of Two, Anim Pakal, Thousandth Moon, Warleader's Call, Castle Embereth, and Arabella, Abandoned Doll when they accelerate damage. Priority targets are large blockers, lifegain creatures, sweepers if Mana Tithe is live, and mana engines only when killing them delays the payoff turn more than attacking does.

- Graveyard opponents: Use graveyard pressure only when a public graveyard card or count is currently enabling the opponent. Thraben Charm, Grim Lavamancer, Phlage, Titan of Fire's Fury, Unwanted Remake, and Torch the Tower can interact with graveyard plans depending on legal text, but exiling your own graveyard can weaken Pyrogoyf, graveyard-selection threat, Grim Lavamancer, and Phlage, Titan of Fire's Fury. Priority targets are visible recursion payoffs, creatures about to return, and engines that repeatedly convert graveyard cards into board advantage.

- Artifact or enchantment engines: Answer the permanent that changes the clock or disables sacrifice combat first. Use Dusk Rose Reliquary, Erode, Thraben Charm, Static Prison, Chained to the Rocks, Patriar's Humiliation, Unwanted Remake, and burn only when Forge exposes a legal target that matters now. Card text check required for Dusk Rose Reliquary, Erode, and newer digital cards if action labels reveal restrictions not captured in the guide.

## Risk Summary

- Mana risk: The deck needs early red and white while playing fetchlands, pain lands, modal lands, utility lands, and Mox Amber. Keep hands that cast early interaction plus Ajani, Nacatl Pariah or a proactive one-drop; ship hands that depend on a single tapped land, colorless utility, or Mox Amber without a legend.

- Matchup risk: The deck can look like pure aggro but often needs sacrifice reach or commander pressure to finish. Do not trade away every expendable creature when Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Broadside Bombardiers, Gut, True Soul Zealot, or Collateral Damage is visible.

- Draw risk: Singleton Brawl creates uneven draws, so avoid assuming any missing staple, second copy, or hidden payoff will appear. Mulligan for functional mana, early board presence, and at least one interaction or engine card rather than for a perfect combo texture.

- Illegal deck-change risk: No registered sideboard exists, so any sideboard request is illegal. Adapt by changing role assignment, threat timing, and removal targets only.

- Graveyard risk: Self-exile costs can shrink future lines. Check whether Grim Lavamancer, Phlage, Titan of Fire's Fury, Pyrogoyf, and graveyard-selection threat care about current graveyard contents before choosing exile payments or graveyard-hate actions.

- Sweeper/removal risk: Overcommitting small creatures into a visible sweeper window can strand sacrifice reach. Keep at least one resilient source, manland, saga, token maker, or sacrifice outlet when two threats already demand answers.

- Closer risk: Burn spells are also removal, so pointing Lightning Bolt, Chain Lightning, Sear, Torch the Tower, or Shatterskull Smashing at the opponent too early can lose to a single stabilizing blocker. Burn face when it enables lethal, forces a short clock, or the board is already controlled.

- Interaction risk: Mana Tithe is strongest before the opponent can pay. Use it on a decisive tap-away spell; do not hold it so long that it becomes dead while the opponent resolves battlefield pressure.

- Sequencing risk: Equipment and modal-card lines can consume mana without affecting the current board. Choose Chainsaw, Barbed Batterfist, Stormforged Armor, Cloud, Midgar Mercenary, Pinnacle Monk, Witch Enchanter, Shatterskull Smashing, and Sundering Eruption lines only after checking legal action text, land-drop needs, and immediate combat impact.

## Test Feedback Checklist

- Deciding factor: Record whether the game was decided by early creature pressure, Ajani, Nacatl Pariah pressure, sacrifice reach, burn reach, commander tax, mana stumble, or a single unanswered permanent. Name the exact cards that mattered, especially Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Warleader's Call, Fable of the Mirror-Breaker, Laelia, the Blade Reforged, or Phlage, Titan of Fire's Fury.

- Mulligans: Ask whether the opening hand had both colors, a turn-one or turn-two play, and either interaction or an engine. Flag keeps that relied on Mox Amber without a legendary creature, utility lands without colored sources, or reactive hands with no early board.

- Mana: Track whether red or white was missing at the moment it mattered. Note painful sequencing from Battlefield Forge, Mana Confluence, Sunbaked Canyon, Thran Portal, or fetch-shock lines, and record whether Arena of Glory, Castle Embereth, Den of the Bugbear, Sokenzan, Crucible of Defiance, Shatterskull Smashing, Sundering Eruption, Pinnacle Monk, or Witch Enchanter was better as a spell, land, or activation.

- Velocity: Record whether the deck ran away of cards before lethal. Identify whether Seasoned Pyromancer, Fable of the Mirror-Breaker, Laelia, the Blade Reforged, Ragavan, Nimble Pilferer, Rahilda, Wanted Cutthroat, Sunbaked Canyon, graveyard-selection threat, or Phlage, Titan of Fire's Fury supplied enough follow-up material.

- Engines: Ask whether sacrifice outlets were present before expendable creatures died. Note if Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Broadside Bombardiers, Collateral Damage, Gut, True Soul Zealot, Fanatical Firebrand, or Squee, Dubious Monarch converted material into damage or sat stranded.

- Removal: Record every removal spell that was pointed at a creature, planeswalker, battle, artifact, enchantment, or opponent. Check whether Lightning Bolt, Chain Lightning, Sear, Flame Slash, Torch the Tower, Reckless Rage, Chained to the Rocks, Static Prison, Patriar's Humiliation, Swords to Plowshares, Unwanted Remake, Dusk Rose Reliquary, Thraben Charm, Lithomantic Barrage, Erode, or Fury answered the highest-impact visible threat.

- Sideboard: Confirm no sideboard action was submitted because the registered sideboard is empty. If the match felt sideboard-dependent, record the role that was missing rather than inventing a sideboard card.

- Closing: Ask whether burn went upstairs too early or too late. Record missed lethal involving Castle Embereth, Warleader's Call, Arabella, Abandoned Doll, Den of the Bugbear, Sokenzan, Crucible of Defiance, Broadside Bombardiers, Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Lightning Bolt, Chain Lightning, Sear, Collateral Damage, Shatterskull Smashing, or Ajani, Nacatl Pariah.

- Role: Identify when the pilot should have been beatdown, control, or combo-reach. Flag games where the deck traded off creatures while holding sacrifice payoffs, held removal while dying to visible pressure, or attacked into bad combat when a burn finish was more realistic.

- Mistakes: Capture legal-action mistakes, not imagined lines. Note missed land drops, unspent mana, wrong target choice, premature Mana Tithe hold, unsafe all-in commitment, incorrect graveyard exile cost, or failing to use a sacrifice outlet before removal resolved.

- Stranded cards: List cards stuck in hand or unused on board at game end and why. Pay special attention to Mana Tithe, Mox Amber, Chainsaw, Stormforged Armor, Barbed Batterfist, Molten Impact, Cinder Strike, Invasion of Tarkir, Cloud, Midgar Mercenary, Ruby Collector, Masked Meower, Spider-Punk, Hexing Squelcher, and Stadium Headliner when action labels or card text uncertainty affected decisions.

- Overperformers and underperformers: Name exact cards that repeatedly created wins or failed to matter. Separate card-performance problems from pilot timing, matchup texture, and mana constraints.

## First Tuning Questions

- Mana base: Are there too many lands that enter tapped, cost life, or provide awkward colors for early Ajani, Nacatl Pariah plus burn sequencing? If early hands fail often, review the balance among Mountain, Plains, Command Tower, Sacred Foundry, Elegant Parlor, Needleverge Pathway, Sunbillow Verge, Battlefield Forge, Inspiring Vantage, Clifftop Retreat, Mana Confluence, Thran Portal, Cavern of Souls, Gemstone Caverns, and utility lands.

- Early pressure: Does the deck reliably start on a creature or removal spell by turn one or turn two? If not, evaluate whether the current mix around Guide of Souls, Ragavan, Nimble Pilferer, Fanatical Firebrand, Forge Devil, Hired Claw, Kellan, Planar Trailblazer, Grim Lavamancer, and Torch the Tower is dense enough for Brawl singleton games.

- Sacrifice density: Are sacrifice outlets appearing often enough before expendable creatures die? If not, decide whether the roles currently carried by Goblin Bombardment, Weaponize the Monsters, Barrage of Expendables, Broadside Bombardiers, Collateral Damage, and Gut, True Soul Zealot need more redundancy.

- Removal mix: Is the deck losing to large creatures, wide boards, enchantments, artifacts, planeswalkers, or lifegain stabilizers? Tie the answer to exact performance from Swords to Plowshares, Chained to the Rocks, Static Prison, Flame Slash, Reckless Rage, Fury, Dusk Rose Reliquary, Thraben Charm, Erode, Lithomantic Barrage, and Unwanted Remake.

- Closing power: Are games ending with the opponent stabilized at low life? If yes, test whether reach from Lightning Bolt, Chain Lightning, Sear, Shatterskull Smashing, Collateral Damage, Warleader's Call, Castle Embereth, Arabella, Abandoned Doll, Den of the Bugbear, and Sokenzan, Crucible of Defiance is being drawn and preserved often enough.

- Role conflict: Does the list lose because aggressive creatures, equipment, sacrifice engines, and reactive answers pull in different directions? Compare games where Chainsaw, Barbed Batterfist, Stormforged Armor, Tajic, Legion's Valor, Anim Pakal, Thousandth Moon, Merry, Esquire of Rohan, and Voice of Victory advanced the same clock versus games where they consumed mana without closing.

- Graveyard pressure: Are Grim Lavamancer, Pyrogoyf, Phlage, Titan of Fire's Fury, and graveyard-selection threat fighting over the same graveyard resources? If graveyard exile costs repeatedly weaken later threats, tune the graveyard plan around the cards that actually win games.

- Control plan: Does the deck have enough resilient threats against removal-heavy opponents? Use results from Seasoned Pyromancer, Fable of the Mirror-Breaker, Squee, Dubious Monarch, Laelia, the Blade Reforged, Den of the Bugbear, Sokenzan, Crucible of Defiance, and Warleader's Call to decide whether the slower plan is real.

- Future tuning slots: The registered sideboard is empty, so match losses cannot be fixed during sideboarding. If the testing environment later permits a sideboard, ask which missing roles deserve slots: graveyard interaction, artifact/enchantment answers, anti-control resilience, anti-aggro stabilization, or large-threat removal.

- Card-text uncertainty: Which newer or digital-only cards produced unclear action labels or low-confidence choices? Prioritize text checks for Molten Impact, Ruby Collector, Masked Meower, Stadium Headliner, Starting Town, Cinder Strike, Spider-Punk, Hexing Squelcher, Searslicer Goblin, Cloud, Midgar Mercenary, and graveyard-selection threat before making final trims or additions.

## Veles Tactical Policy

### Policy: Opening Hand Functional Aggression
Priority: High
Decision families: mulligan
Cards: Ajani, Nacatl Pariah; Mountain; Plains; Command Tower; Sacred Foundry; Guide of Souls; Ragavan, Nimble Pilferer; Fanatical Firebrand; Lightning Bolt; Torch the Tower
Phase windows: opening hand, mulligan, pregame
Runtime cues: hand, commander, land count, legal mulligan actions
Use when: choosing keep or mulligan before any hidden information changes.
Avoid when: a legal engine report marks the hand unviewable or incomplete.
Instructions: Keep hands with two usable mana sources and at least one early creature, commander line, or one-mana interaction. Mulligan hands with zero early action, one land without Mox Amber support, or colors that cannot cast visible early spells. Value Ajani, Nacatl Pariah higher when the hand can cast it on curve and still use removal or a sacrifice outlet later.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Pregame Free-Mana Choice
Priority: Medium
Decision families: pregame, mana
Cards: Gemstone Caverns; Mox Amber
Phase windows: pregame, opening hand
Runtime cues: action:put Gemstone Caverns onto the battlefield, action:exile
Use when: a legal pregame action offers Gemstone Caverns from the opening hand.
Avoid when: exiling the only early creature, only white source, only red source, or only removal spell would make the hand nonfunctional.
Instructions: Use Gemstone Caverns only when the exiled card is redundant in visible hand and the acceleration creates an earlier commander, threat, or interaction turn. Treat Mox Amber as bonus mana only when a legendary permanent is castable or already visible.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: First Permanent Setup
Priority: Medium
Decision families: mana, priority
Cards: Guide of Souls; Ragavan, Nimble Pilferer; Hired Claw; Kellan, Planar Trailblazer; Fanatical Firebrand; Grim Lavamancer; Ajani, Nacatl Pariah
Phase windows: main phase, turn one, turn two
Runtime cues: legal cast actions for one- and two-mana creatures
Use when: selecting the first creature or commander development play.
Avoid when: visible opposing pressure requires immediate removal to prevent a major tempo loss.
Instructions: Lead with a creature that attacks or enables later sacrifice pressure before holding up narrow interaction. Cast Ajani, Nacatl Pariah on curve when mana supports follow-up pressure and the opponent has not shown an immediate clean answer in public information.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sacrifice Engine Commitment Gate
Priority: High
Decision families: priority, interaction
Cards: Goblin Bombardment; Weaponize the Monsters; Barrage of Expendables; Broadside Bombardiers; Gut, True Soul Zealot; Collateral Damage
Phase windows: main phase, combat, end step, response window
Runtime cues: legal cast or activate actions for sacrifice outlets
Use when: deciding whether to deploy or activate a sacrifice outlet before the board is forced to trade.
Avoid when: sacrificing the only meaningful attacker or commander support leaves no clock and no lethal setup.
Instructions: Commit a sacrifice engine when visible creatures are expendable, removal is likely to trade anyway, or direct damage creates a near-term kill. Do not cash in material merely because an outlet is available; preserve bodies for Warleader's Call, Castle Embereth, Arabella, Abandoned Doll, Anim Pakal, Thousandth Moon, and combat unless damage changes the race.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Sacrifice Response
Priority: Medium
Decision families: interaction, priority
Cards: Goblin Bombardment; Barrage of Expendables; Weaponize the Monsters; Fanatical Firebrand
Phase windows: response window, removal on stack, combat damage window
Runtime cues: action:activate Goblin Bombardment, action:activate Barrage of Expendables, action:activate Weaponize the Monsters, action:activate Fanatical Firebrand
Use when: a visible creature you control is already targeted by opposing removal and a legal outlet action can sacrifice that same creature.
Avoid when: the legal action text does not identify the sacrifice source or target choices clearly.
Instructions: Convert a doomed creature into damage when the rules engine shows the creature will otherwise be lost and the outlet activation is legal. Choose opponent as damage target only if no higher-priority visible creature, planeswalker, or battle target is required for survival.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Removal Target Triage
Priority: High
Decision families: interaction
Cards: Lightning Bolt; Chain Lightning; Sear; Flame Slash; Torch the Tower; Reckless Rage; Chained to the Rocks; Static Prison; Swords to Plowshares; Unwanted Remake; Dusk Rose Reliquary; Thraben Charm; Lithomantic Barrage; Erode; Fury; Patriar's Humiliation
Phase windows: main phase, combat, opponent turn, stack response
Runtime cues: legal target actions for removal spells or abilities
Use when: selecting whether and where to spend removal.
Avoid when: a lethal line is available this turn without spending the removal defensively.
Instructions: Kill blockers when it converts attacks into major damage or commander progress; kill attackers when life total or board collapse makes racing impossible. Save exile or broad answers for recursive, oversized, protected, or noncreature permanents when public information shows cheaper burn is insufficient.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Face-Burn Lethal Gate
Priority: High
Decision families: priority, interaction
Cards: Lightning Bolt; Chain Lightning; Sear; Collateral Damage; Shatterskull Smashing; Goblin Bombardment; Weaponize the Monsters; Barrage of Expendables; Broadside Bombardiers; Warleader's Call
Phase windows: main phase, combat, end step, opponent end step
Runtime cues: legal damage actions, opponent life total, visible damage sources
Use when: visible legal actions can produce lethal damage this turn or before the opponent untaps.
Avoid when: prevention, lifegain, tax, ward, or target restriction is visible and unresolved.
Instructions: Count direct damage, attack damage, sacrifice damage, Warleader's Call triggers, and creature-land pressure before passing. Send burn to opponent only when lethal is deterministic from visible legal actions or when delaying clearly gives the opponent a stabilizing turn.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Opponent Burn Target
Priority: Medium
Decision families: interaction
Cards: Lightning Bolt; Chain Lightning; Sear
Phase windows: main phase, end step, response window
Runtime cues: action:target opponent Lightning Bolt, action:target opponent Chain Lightning, action:target opponent Sear
Use when: opponent life total is less than or equal to the damage shown by the legal action text and no prevention or lifegain effect is visible on stack or battlefield.
Avoid when: legal action text does not show opponent as a target.
Instructions: Choose target opponent for the named burn spell when the legal action text and visible life total show lethal damage from that spell alone.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Mana Sequencing For Double-Spell Turns
Priority: Medium
Decision families: mana, priority
Cards: Mountain; Plains; Sacred Foundry; Battlefield Forge; Inspiring Vantage; Clifftop Retreat; Command Tower; Mana Confluence; Needleverge Pathway; Sunbillow Verge; Elegant Parlor; Thran Portal; Cavern of Souls; Sunbaked Canyon
Phase windows: main phase, combat main phase, end step setup
Runtime cues: land play actions, mana-source choices, legal cast actions
Use when: choosing a land drop or mana payment with multiple legal spells available.
Avoid when: the engine offers only one legal mana payment.
Instructions: Preserve both red and white access before choosing utility lands. Sequence untapped sources first when the turn needs creature plus removal, commander plus protection by tempo, or sacrifice outlet plus activation. Spend life from pain lands only when it changes the current turn or prevents a larger loss.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Commitment Gate
Priority: High
Decision families: interaction, priority
Cards: Mana Tithe
Phase windows: opponent main phase, stack response, combat trick response
Runtime cues: action:cast Mana Tithe, stack spell
Use when: a visible opposing spell is on the stack and Mana Tithe is legal.
Avoid when: opponent has unused mana that can visibly pay the tax or the spell is low impact for the current race.
Instructions: Spend Mana Tithe on commander-level threats, sweepers, lifegain stabilizers, combo pieces, or removal that breaks the sacrifice or commander plan. Do not hold Mana Tithe past the window where opponents can naturally pay unless the current stack spell is genuinely low impact.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Pressure Versus Material
Priority: Medium
Decision families: combat
Cards: Castle Embereth; Den of the Bugbear; Sokenzan, Crucible of Defiance; Warleader's Call; Arabella, Abandoned Doll; Anim Pakal, Thousandth Moon; Tajic, Legion's Valor; Merry, Esquire of Rohan
Phase windows: beginning of combat, declare attackers, declare blockers, combat damage
Runtime cues: legal attack and block actions, visible blockers, life totals
Use when: choosing attacks, blocks, or pump activation.
Avoid when: exactly one legal combat action exists and the action is procedural.
Instructions: Attack when damage, triggers, or postcombat sacrifice reach outweigh losing the creature. Hold back when the creature is needed as sacrifice fuel, commander support, or the only blocker against lethal. Activate Castle Embereth only after attackers are declared and visible mana is not needed for burn, removal, or sacrifice activations.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Resource Allocation
Priority: Medium
Decision families: selection, priority
Cards: Grim Lavamancer; Pyrogoyf; Phlage, Titan of Fire's Fury; Torch the Tower
Phase windows: main phase, end step, response window
Runtime cues: graveyard, exile-cost actions, escape or activate actions
Use when: a legal action would exile cards from your graveyard.
Avoid when: card identities in the graveyard are hidden or not supplied by visible state.
Instructions: Spend graveyard cards when the action removes a key threat, enables lethal, or deploys a major threat. Preserve graveyard density when Pyrogoyf or Phlage, Titan of Fire's Fury needs it more than a low-impact activation.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Card-Text-Uncertain Digital Cards
Priority: Low
Decision families: priority, interaction, selection, combat
Cards: Molten Impact; Ruby Collector; Masked Meower; Stadium Headliner; Starting Town; Cinder Strike; Spider-Punk; Hexing Squelcher; Searslicer Goblin; Cloud, Midgar Mercenary
Phase windows: any legal prompt involving these cards
Runtime cues: legal action text includes one of these card names
Use when: the rules engine exposes legal actions for a card whose exact text is not confirmed in the guide.
Avoid when: the legal action would commit lethal, survival, or hidden-zone decisions without enough visible text.
Instructions: Card text check required. Follow the legal action label literally, prefer low-risk development over irreversible sacrifices or all-in attacks, and route target or mode choices through light-model reasoning.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Selection And Looting Discipline
Priority: Medium
Decision families: selection
Cards: Fable of the Mirror-Breaker; Seasoned Pyromancer; Laelia, the Blade Reforged; Sunbaked Canyon; Witch Enchanter; Pinnacle Monk
Phase windows: main phase, draw step replacement, triggered selection, end step
Runtime cues: discard, draw, exile-play, channel, modal land/spell actions
Use when: choosing cards to discard, play from exile, cycle, channel, or use as mana-facing modal cards.
Avoid when: the selection prompt contains hidden card identities not visible to the acting player.
Instructions: Discard redundant lands after land drops are secure, stranded expensive cards under pressure, or matchup-dead removal. Preserve cheap creatures, sacrifice outlets, and reach when the hand can assemble pressure plus burn. Treat modal cards as lands when missing land drops and spells when mana is already functional.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Commander Recast And Tap-Away Gate
Priority: High
Decision families: mana, priority
Cards: Ajani, Nacatl Pariah
Phase windows: main phase, post-removal recovery, commander tax decision
Runtime cues: legal cast Ajani, Nacatl Pariah from command zone
Use when: deciding whether to spend the turn recasting the commander.
Avoid when: recasting consumes all mana while a visible lethal attack or must-answer permanent is unresolved.
Instructions: Recast Ajani, Nacatl Pariah when it restarts pressure, enables current hand synergies, or forces the opponent to answer while you retain follow-up. Delay recast when removal, burn lethal, or a sacrifice engine produces a stronger immediate board swing.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Equipment And Pump Commitment
Priority: Low
Decision families: combat, mana
Cards: Chainsaw; Stormforged Armor; Barbed Batterfist; Castle Embereth
Phase windows: main phase, beginning of combat, declare attackers
Runtime cues: equip, attach, pump, attack actions
Use when: choosing whether to invest mana into equipment or team pump.
Avoid when: removal is visibly available on stack or the equipped creature is the only necessary sacrifice resource.
Instructions: Equip or pump when it converts into immediate damage, wins combat, or forces blocks that feed sacrifice outlets. Prefer adding another body when pump does not change combat math or lethal timing.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Empty Lock
Priority: Low
Decision families: sideboard
Cards: none
Phase windows: between games, sideboard step
Runtime cues: action:no sideboard changes
Use when: the only legal sideboard action text confirms no sideboard changes and the registered sideboard count is zero.
Avoid when: the engine exposes any nonempty card-pool change candidate list.
Instructions: Submit no sideboard changes because the registered sideboard is empty. Do not invent cards, trims, wish targets, or metagame substitutions.
Pilot skill floor: no-api
No-API allowed: no
Light-model allowed: yes

### Policy: Broadside And Collateral Damage Target Gate
Priority: Medium
Decision families: interaction, combat
Cards: Broadside Bombardiers; Collateral Damage; Goblin Bombardment; Weaponize the Monsters; Barrage of Expendables
Phase windows: combat, main phase, response window
Runtime cues: legal target and sacrifice actions involving these cards
Use when: a damage source requires sacrificing or committing a creature.
Avoid when: the sacrifice removes the only attacker needed for lethal combat or the only blocker preventing lethal.
Instructions: Choose targets that either finish the opponent, remove a blocker before damage, or stop a lethal attacker. Use expendable tokens and creatures already losing relevance before sacrificing unique engines or commander support.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Emergency Survival Override
Priority: High
Decision families: combat, interaction, priority
Cards: Swords to Plowshares; Lightning Bolt; Torch the Tower; Flame Slash; Fury; Static Prison; Chained to the Rocks; Unwanted Remake; Fanatical Firebrand
Phase windows: opponent combat, end step before lethal, main phase under pressure
Runtime cues: visible attackers, opponent lethal next combat, legal removal or block actions
Use when: visible board state shows the opponent can deal lethal before your next meaningful action.
Avoid when: your current legal actions produce lethal first.
Instructions: Spend premium interaction and accept bad trades to survive when the opponent has lethal pressure. Block before preserving sacrifice value if survival depends on the blocker. Recheck direct-damage lethal before choosing a purely defensive line.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes
