# Strategy Specifications
## Deck Name And Archetype
Gruul Broodscale Combo is a modern combo-midrange deck built around colorless Eldrazi pressure, artifact support, and counter-based combo conversion. The registered identity is hybrid rather than pure stock: the core resembles established Basking Broodscale plus Blade of the Bloodchief shells, while the exact mix of Vexing Bauble, Urza's Saga, Kozilek's Command, Glaring Fleshraker, Writhing Chrysalis, and Emrakul, the Promised End should be treated as this list's local configuration rather than a generic archetype template.

- Count validation: Main deck count is 60 cards, and sideboard count is 15 cards.
- Format validation: The declared format is modern; all strategic guidance assumes Modern game structure, sideboarding, and card-pool expectations.
- Legality concern: No registered main-deck or sideboard card appears on the current Wizards Modern banned list checked for this guide, but event legality should still be revalidated at runtime because banned lists change. Legality source used: [Wizards Banned & Restricted List](https://magic.wizards.com/en/banned-restricted-list).
- Tag validation: Current tags are combo, midrange, and counters; the duplicated source tags collapse to combo, midrange, counters for indexing.
- Stock status: Classify as hybrid-stock because Basking Broodscale, Blade of the Bloodchief, Glaring Fleshraker, Ancient Stirrings, Malevolent Rumble, Kozilek's Command, and Urza's Saga form a recognizable engine shell, while the exact main-deck bullets and sideboard bullets are deck-specific.
- Primary role: Start games as a compact combo deck that can win from Basking Broodscale plus Blade of the Bloodchief when the rules engine exposes the required legal actions, then pivot into Eldrazi board pressure when the combo is disrupted or incomplete.
- Secondary role: Play as a colorless-green midrange deck that uses Urza's Saga, Kozilek's Command, Glaring Fleshraker, Writhing Chrysalis, and Emrakul, the Promised End to create material advantages across longer games.
- Mana concern: The mana base is powerful but uneven because Eldrazi Temple and Urza's Saga are not normal colored sources, Cavern of Souls is context-bound, Boseiju, Who Endures is legendary and tactical, and Springleaf Drum depends on creature availability.
- Color concern: Ancient Stirrings and Malevolent Rumble are early green enablers, Unholy Heat requires red, and many pressure/combo cards lean colorless; runtime decisions must distinguish green setup hands from colorless acceleration hands.
- Land-role concern: Urza's Saga is both a land and an engine piece, so the pilot should not spend it like an ordinary mana source when its chapter progression or artifact tutoring matters more than one short-term mana.
- Creature-role concern: Basking Broodscale is the combo creature, Glaring Fleshraker is a payoff and pressure card, Writhing Chrysalis is a stabilizer and threat, and Emrakul, the Promised End is a late-game breaker rather than an early keep reason by itself.
- Artifact-role concern: Blade of the Bloodchief is a core combo artifact, Vexing Bauble is disruptive and matchup-dependent, Springleaf Drum is acceleration/fixing, Soul-Guide Lantern is graveyard interaction, and Haywire Mite is a tutorable answer.
- Interaction concern: Unholy Heat, Boseiju, Who Endures, Haywire Mite, Vexing Bauble, Soul-Guide Lantern, and sideboard cards such as Nature's Claim, Force of Vigor, Warping Wail, Damping Sphere, Grafdigger's Cage, Pithing Needle, and Thief of Existence must be chosen from visible board context, not from assumed opponent holdings.
- Opponent information status: No opposing decklist or metagame target was supplied for this batch, so matchup labels later must rely on visible public information, known sideboard plans, and explicit opponent archetype input rather than hidden-card guesses.
- Runtime rule: Veles must obey legal actions first, visible board state second, and this deck-specific strategy third; do not force a combo, target, search, equip, channel, or sacrifice line unless the rules engine exposes it as legal.

## Thesis
Gruul Broodscale Combo assembles Basking Broodscale plus Blade of the Bloodchief, then converts creature deaths and Eldrazi Spawn material into a counter-driven kill or an overwhelming board. The deck is not trying to play a long fair Gruul value game for its own sake; fair pressure is the backup plan that forces action while the pilot protects, finds, or reassembles the compact combo.

- Prioritize engine access over generic pressure when the hand has green mana, Ancient Stirrings, Malevolent Rumble, Urza's Saga, or Blade of the Bloodchief but lacks Basking Broodscale.
- Prioritize battlefield stability over speed when the opponent presents visible pressure; Writhing Chrysalis, Unholy Heat, Kozilek's Command, and Glaring Fleshraker can buy the turn cycle needed to combo.
- Prioritize Urza's Saga planning early because it is both mana and a delayed artifact tutor for Blade of the Bloodchief, Springleaf Drum, Vexing Bauble, Soul-Guide Lantern, or Haywire Mite.
- Prioritize legal deterministic combo execution only after Veles exposes the required actions; do not assume an equip, sacrifice, target, trigger, or mana loop is available unless the rules engine lists it.
- Prioritize matchup disruption when the opponent's visible plan is faster than the combo; Vexing Bauble, Soul-Guide Lantern, Haywire Mite, Boseiju, Who Endures, and sideboard bullets can matter more than racing.
- Avoid treating Emrakul, the Promised End as an early plan; it is a late-game breaker enabled by graveyard/card-type spread, Eldrazi Temple mana, and prolonged material exchange.

## Role Package
- Threats: Basking Broodscale is the essential combo creature and should be protected as a scarce engine piece. Glaring Fleshraker is both a pressure threat and a payoff for colorless spell sequencing. Writhing Chrysalis is the stabilizing body that turns creature combat, Spawn material, and midrange turns into pressure. Emrakul, the Promised End is the top-end closer when the game slows or the opponent trades through the first engine wave.

- Payoffs: Blade of the Bloodchief is the primary artifact payoff because it makes Basking Broodscale deaths/counters matter at combo scale. Glaring Fleshraker rewards the deck for chaining colorless spells and token material. Kozilek's Command is a flexible payoff card whose exact mode selection must follow visible needs; Card text check required for precise mode-rank execution. Emrakul, the Promised End punishes opponents who exhaust removal and interaction on earlier creatures.

- Engines: Urza's Saga is a land-engine and tutor engine, not just a mana source. Basking Broodscale plus Blade of the Bloodchief is the defining counter engine. Malevolent Rumble is a setup engine that fills the graveyard while finding permanents or material; Card text check required for exact selection constraints. Eldrazi Temple is a mana engine for Eldrazi-heavy draws.

- Velocity: Ancient Stirrings is the cleanest early selection card for colorless pieces, lands, and artifacts, so it should usually dig for the missing engine piece rather than the flashiest threat. Malevolent Rumble supports both selection and graveyard development. Urza's Saga provides delayed velocity by converting a land slot into a searched artifact.

- Interaction: Unholy Heat is the main cheap removal spell and should be spent on creatures or planeswalkers that affect the combo clock, life total, or ability to keep Basking Broodscale alive. Boseiju, Who Endures, Haywire Mite, Soul-Guide Lantern, and Vexing Bauble are situational interaction pieces that should follow visible artifacts, enchantments, graveyards, and spell-casting patterns rather than imagined hidden cards.

- Protection: Vexing Bauble functions as disruption/protection in matchups where the opponent relies on non-mana alternate casting or free interaction; Card text check required for exact runtime application. Cavern of Souls can protect creature deployment only when the chosen creature type and legal mana production line match the spell being cast.

- Recursion: The registered main deck has no dedicated recursion engine. Treat graveyard filling as Emrakul, the Promised End setup or Malevolent Rumble texture, not as a promise that destroyed combo pieces will return.

- Mana: Eldrazi Temple accelerates Eldrazi lines, Grove of the Burnwillows, Stomping Ground, Commercial District, Forest, Misty Rainforest, Wooded Foothills, and Boseiju, Who Endures support colored setup, Cavern of Souls is type-constrained, Springleaf Drum fixes only with creatures, and Urza's Saga is temporary mana with a scheduled tutor chapter.

- Sideboard modules: Damping Sphere and Warping Wail address speed and spell-stack pressure; Pithing Needle, Nature's Claim, Force of Vigor, Haywire-style effects, and Thief of Existence fight permanents; Grafdigger's Cage and Soul-Guide Lantern cover graveyard or library-cast pressure; Gemstone Caverns changes draw-side speed math; the extra Unholy Heat increases removal density; the sideboard Emrakul, the Promised End and Sire of Seven Deaths add heavy endgame threats for grindy or removal-heavy games.

## Primary Win Conditions
- Combo kill: Assemble Basking Broodscale plus Blade of the Bloodchief, then use creature-death/counter/token actions only when Veles exposes the legal sequence. Setup requires Basking Broodscale on the battlefield, Blade of the Bloodchief attached to it or legally attachable, and a way for an Eldrazi Spawn or another creature to die; execution can generate repeated +1/+1 counters, repeated Eldrazi Spawn material, and a lethal-sized Basking Broodscale if the loop is legal in the current board state. Prioritize this path when the opponent is tapped low, has already spent visible removal, is pressuring your life total too quickly for a fair plan, or when Ancient Stirrings, Malevolent Rumble, or Urza's Saga can find the missing piece.

- Direct combo payoff: Add Glaring Fleshraker to the Basking Broodscale plus Blade of the Bloodchief loop when possible so repeated colorless creature entries become lethal without needing combat. Setup requires Glaring Fleshraker to remain on the battlefield before or during the loop; disruption risk is higher because creature removal aimed at Basking Broodscale or Glaring Fleshraker can break the kill. Prioritize this line over a large-combat-only line when blockers, fog effects, life pressure, or the opponent's next turn make passing unsafe.

- Saga assembly: Use Urza's Saga as a delayed win-condition tutor when the hand has mana and time but lacks Blade of the Bloodchief or a utility artifact. Execution means planning land drops so Urza's Saga can make Construct pressure while later finding Blade of the Bloodchief, Springleaf Drum, Vexing Bauble, Soul-Guide Lantern, or Haywire Mite as the board demands. Prioritize this path in slower games, against visible artifact/enchantment/graveyard problems, or when exposing Basking Broodscale before protection is unnecessary risk.

- Eldrazi finish: Use Emrakul, the Promised End as the late-game breaker after trading resources, filling the graveyard with card types, and leveraging Eldrazi Temple mana. Card text check required for exact cost-reduction and control-turn details; treat the line as conditional on legal casting cost, available mana, and Veles-confirmed legality. Prioritize it when the combo has been disrupted, the opponent has a complex battlefield, or one controlled opponent turn can convert a stalled game into a winning attack or resource collapse.

## Secondary Win Conditions
- Pressure plan: Win by attacking with Glaring Fleshraker, Writhing Chrysalis, Basking Broodscale, Urza's Saga Construct tokens, and incidental Eldrazi Spawn support when the combo is incomplete. Prioritize combat pressure when the opponent spends early turns interacting with artifacts or graveyards instead of developing blockers, but avoid throwing away Basking Broodscale if it remains the only realistic combo engine.

- Midrange stabilization: Use Writhing Chrysalis and Kozilek's Command to turn defensive turns into board presence and eventual attacks. Card text check required for exact Kozilek's Command modes, but its tactical role is flexible material, interaction, and scaling value; choose modes from visible pressure, mana, graveyard, and lethal math rather than from a fixed script.

- Removal-backed race: Use Unholy Heat and Boseiju, Who Endures to clear blockers, stop must-answer permanents, or protect the turn cycle needed for a lethal swing. Spend Unholy Heat aggressively when a visible creature threatens lethal damage, blocks a lethal Basking Broodscale, or invalidates Urza's Saga Construct combat; conserve it when the opponent's visible board is not pressuring life or combo timing.

- Artifact disruption win: Use Vexing Bauble, Soul-Guide Lantern, and Haywire Mite to steal time against visible plans that depend on nonstandard casting, graveyard resources, artifacts, or enchantments. These cards do not win by themselves, so convert the time into Urza's Saga pressure, Basking Broodscale setup, or Emrakul, the Promised End before the opponent rebuilds.

- Selection pressure: Use Ancient Stirrings and Malevolent Rumble to keep finding threats after removal. Card text check required for exact Malevolent Rumble selection constraints; tactically, dig for the missing combo piece when near assembly, for Writhing Chrysalis or interaction when behind, and for mana when the hand cannot cast its threats.

## Emergency Lines
- Behind on life: Stabilize before combo greed by prioritizing Unholy Heat on the largest immediate attacker, Writhing Chrysalis as a blocker, Kozilek's Command if its legal modes affect the board, and Urza's Saga Constructs only when they can block or race. Do not spend a turn equipping Blade of the Bloodchief if the visible attack next turn is lethal and no blocker/removal line is preserved.

- Behind on board: Trade creatures and Spawn material to survive if the combo is not immediately lethal. Preserve Basking Broodscale when it is the only route to recover, but allow nonessential creatures or Construct tokens to trade when they buy the turn needed for Ancient Stirrings, Malevolent Rumble, or Urza's Saga to find help.

- Behind on cards: Shift to high-impact permanents and selection rather than one-for-one trading. Urza's Saga, Ancient Stirrings, Malevolent Rumble, Writhing Chrysalis, and Emrakul, the Promised End are the recovery cards; avoid using Boseiju, Who Endures or Unholy Heat on low-impact targets unless the visible clock demands it.

- Behind on mana: Prioritize land-finding and castable development over speculative combo assembly. Eldrazi Temple accelerates Eldrazi lines, Springleaf Drum can convert creatures into fixing, and Ancient Stirrings can find lands or artifacts; do not keep holding expensive threats if the legal action list offers a meaningful setup spell that fixes the next turn.

- Engine removed: Rebuild through redundancy instead of assuming recursion. The main deck has no dedicated recursion engine, so destroyed Basking Broodscale, Blade of the Bloodchief, or Glaring Fleshraker must be replaced by drawing, searching, Urza's Saga tutoring, or pivoting to Writhing Chrysalis, Construct tokens, and Emrakul, the Promised End.

- Combo race lost: If the opponent's visible engine is faster, become the disruption deck. Deploy Vexing Bauble, Soul-Guide Lantern, Haywire Mite, Boseiju, Who Endures, Unholy Heat, or relevant sideboard cards when legal, then pressure with the largest available battlefield rather than waiting for a perfect combo hand.

## Resource Model
- Life is a combo clock, not a resource to spend casually: take damage when it preserves Basking Broodscale, Blade of the Bloodchief, Glaring Fleshraker, or a decisive Urza's Saga turn, but switch to stabilization when the visible next attack threatens lethal or forces bad blocks. Unholy Heat, Writhing Chrysalis, Kozilek's Command, and Construct tokens are the main tools for buying time; do not treat a future combo as real until Veles shows the required legal actions.

- Hand size converts into assembly redundancy: Ancient Stirrings and Malevolent Rumble should usually find missing combo pieces, Urza's Saga support, or mana rather than generic threat density. A hand with only one payoff and no selection is fragile; a hand with selection, lands, and either Basking Broodscale or Urza's Saga can often become functional.

- Mana is both development and combo fuel: Eldrazi Temple accelerates colorless threats and expensive Eldrazi lines, while Grove of the Burnwillows, Stomping Ground, Forest, Commercial District, Misty Rainforest, and Wooded Foothills supply the green and red infrastructure. Springleaf Drum and Spawn material can fix or extend turns, but only after creatures are present and legal tapping or sacrifice choices are exposed by the engine.

- Board presence is the deck's backup currency: Writhing Chrysalis, Glaring Fleshraker, Basking Broodscale, Haywire Mite, Urza's Saga Constructs, and Spawn can block, attack, enable Springleaf Drum, or pressure planes where the combo is disrupted. Preserve Basking Broodscale when it is the only combo engine; trade nonessential bodies when survival or an Emrakul, the Promised End setup turn matters more.

- Graveyard contents matter for Unholy Heat and Emrakul, the Promised End, but exact thresholds and cost reduction require rules-engine confirmation at runtime. Do not assume delirium, card types, or reduced costs from memory; use visible graveyard data and legal action costs.

- Exile is mostly a public-risk zone for this deck: cards exiled by opponent interaction or selection effects are no longer available for Urza's Saga, Ancient Stirrings, or Malevolent Rumble planning. Track exiled Basking Broodscale, Blade of the Bloodchief, and Glaring Fleshraker as real reductions in combo redundancy.

- Lands are active game pieces: Urza's Saga is a threat and artifact tutor, Boseiju, Who Endures is interaction, Eldrazi Temple is acceleration, Cavern of Souls is color planning plus possible permission pressure, and fetch lands are fixing plus graveyard card types. Spending Boseiju, Who Endures as a spell-like action should be weighed against losing a land drop or future mana.

- Sacrifice fodder becomes decisive only when the engine confirms legal sacrifice or mana actions: Spawn can pay for spells, enable Blade of the Bloodchief loops, or be conserved for combat math. Avoid sacrificing material before the payoff, target, or mana use is visible and relevant.

- Tempo comes from forcing the opponent to answer multiple axes: early Vexing Bauble, fast Urza's Saga, Basking Broodscale plus Blade of the Bloodchief, and hard-cast threats ask different answers. Use sideboard bullets such as Damping Sphere, Pithing Needle, Grafdigger's Cage, Nature's Claim, Force of Vigor, Warping Wail, Thief of Existence, the third Emrakul, the Promised End, extra Unholy Heat, Gemstone Caverns, and Sire of Seven Deaths only when they buy time for a defined plan.

- Information is tactical fuel: revealed hands, public graveyards, visible mana, known artifacts or enchantments, and Veles legal-action text should override generic matchup assumptions. Never name hidden cards as certainty; reason from archetype, revealed cards, and the current legal actions.

## Mana Guide
- Keep hands with castable green selection or a credible Urza's Saga plan: Ancient Stirrings and Malevolent Rumble need green sources, while Basking Broodscale and Writhing Chrysalis also push the deck toward early green access. A hand with Eldrazi Temple and Urza's Saga but no green source can be keepable only if it has immediate artifact pressure, Blade of the Bloodchief access, or legal colorless development.

- Prioritize green before red in early sequencing unless Unholy Heat is the required survival play. Grove of the Burnwillows, Stomping Ground, Forest, Commercial District, Misty Rainforest, and Wooded Foothills should be sequenced to cast Ancient Stirrings or Malevolent Rumble on time; red should be ready when Unholy Heat is needed or sideboard Nature's Claim is not the priority.

- Use Eldrazi Temple for acceleration without cutting off colored setup. Lead on Eldrazi Temple when the hand has Glaring Fleshraker, Kozilek's Command, Writhing Chrysalis, or Emrakul, the Promised End lines that benefit immediately; delay it when the first two turns require green selection or Unholy Heat.

- Treat Urza's Saga as a scheduled land with a future tutor trigger. Play it early when the hand can use Construct pressure or needs Blade of the Bloodchief, Springleaf Drum, Vexing Bauble, Soul-Guide Lantern, or Haywire Mite later; delay it when losing the land after chapters would strand colored spells or prevent casting Basking Broodscale.

- Sequence tapped or utility lands around action density. Commercial District and any land entering tapped should usually be played on a turn where no critical one-mana action is available; Boseiju, Who Endures and Cavern of Souls should be preserved for their utility when normal colored sources already cover the turn.

- Fetch before selection when the mana requirement is known and the life cost is acceptable. Fetch after selection when Ancient Stirrings or Malevolent Rumble may change which land or color is needed, unless failing to fetch first would leave the spell uncastable.

- Play land before draw or selection when the land enables the spell, unlocks a legal action this turn, or protects against missing mana. Hold land until after Ancient Stirrings, Malevolent Rumble, or Kozilek's Command choices when the current mana already casts the spell and the result may identify the correct land drop.

- Mulligan mana that cannot act by turn two unless it has a specific, legal Urza's Saga or Eldrazi Temple development path. Hands with only colorless lands and colored spells are high risk; hands with green source, selection, and one engine piece are usually more functional than hands with multiple payoffs and no fixing.

- Count Springleaf Drum as conditional fixing, not a land. It needs a creature and legal tap timing, so it cannot rescue a hand that otherwise cannot cast early creatures or selection.

- Spend sideboard mana deliberately: Damping Sphere, Pithing Needle, Grafdigger's Cage, Nature's Claim, Force of Vigor, Warping Wail, Thief of Existence, extra Unholy Heat, Gemstone Caverns, Sire of Seven Deaths, and the additional Emrakul, the Promised End change curve pressure after sideboarding. Recheck keep rules after sideboarding because adding reactive cards makes colored access and early untapped mana more important.

## Mulligan Guide
- Strong keeps have green mana, early selection, and one real axis of pressure: `Forest` or `Grove of the Burnwillows` plus `Ancient Stirrings` or `Malevolent Rumble` with `Basking Broodscale`, `Blade of the Bloodchief`, `Glaring Fleshraker`, `Urza's Saga`, or `Writhing Chrysalis` is the baseline functional hand. Keep these unless the visible matchup demands immediate `Unholy Heat` or sideboard interaction.

- Strong combo keeps include two lands with green access, `Basking Broodscale`, and either `Blade of the Bloodchief` or selection that can find it. Add `Glaring Fleshraker` or `Kozilek's Command` and the hand can pivot between combo pressure, Spawn material, and midrange board development.

- Medium keeps have `Urza's Saga` plus castable support but no complete combo. `Urza's Saga`, green source, `Ancient Stirrings`, and any one-mana artifact such as `Vexing Bauble`, `Springleaf Drum`, `Soul-Guide Lantern`, `Haywire Mite`, or `Blade of the Bloodchief` is keepable because the hand can tutor, pressure, and refine.

- Risky keeps lean on `Eldrazi Temple` without enough colored mana. `Eldrazi Temple`, `Urza's Saga`, `Kozilek's Command`, `Glaring Fleshraker`, and no green source is a matchup-dependent keep only when a fast colorless curve is enough; ship it against decks where `Ancient Stirrings`, `Malevolent Rumble`, or `Unholy Heat` must be live early.

- Automatic ships have no meaningful action by turn two. Hands with only colorless lands plus green/red spells, hands with multiple `Emrakul, the Promised End` and no acceleration or selection, one-land hands without `Ancient Stirrings` or `Urza's Saga`, and hands that rely on `Springleaf Drum` without a creature should be thrown back.

- Matchup-dependent keeps change around interaction. Keep `Unholy Heat` hands against creature pressure, keep `Vexing Bauble` or sideboard `Damping Sphere`/`Grafdigger's Cage`/`Pithing Needle` hands when those effects visibly matter, and keep `Nature's Claim`, `Force of Vigor`, `Thief of Existence`, or `Boseiju, Who Endures` hands only when opposing artifacts/enchantments/lands are expected or revealed.

- Play/draw decisions favor proactive setup on the play and interaction on the draw. On the play, a slower `Urza's Saga` plus selection hand can be good; on the draw, require either early removal, an accelerated `Eldrazi Temple` line, or a hand that can find the missing combo piece before falling behind.

- Trap hands look powerful but do not function. `Basking Broodscale` plus `Blade of the Bloodchief` with no green mana is not a combo hand; `Glaring Fleshraker` plus `Kozilek's Command` with no third mana is not a curve; `Emrakul, the Promised End` plus graveyard hopes is not keepable without real lands, selection, or pressure.

## Turn Arc
- Turn 1 should establish green selection, artifact setup, or `Urza's Saga`. Prefer `Ancient Stirrings` when it can find `Blade of the Bloodchief`, `Urza's Saga`, `Eldrazi Temple`, `Glaring Fleshraker`, or a needed artifact; play `Vexing Bauble`, `Springleaf Drum`, `Soul-Guide Lantern`, or `Haywire Mite` when selection is unavailable or the matchup makes that artifact immediately relevant.

- Turn 1 deviations protect future mana. Play `Commercial District` tapped when no one-mana action is required, lead `Urza's Saga` when its chapter timeline is central, and fetch with `Misty Rainforest` or `Wooded Foothills` only after deciding whether the turn needs green, red, or preserved life.

- Turn 2 should deploy `Basking Broodscale`, cast `Malevolent Rumble`, or accelerate with `Eldrazi Temple`. Choose `Basking Broodscale` when `Blade of the Bloodchief` is present or findable; choose `Malevolent Rumble` when the hand lacks a required engine piece; choose `Unholy Heat` only when the opposing creature or planeswalker pressure makes waiting dangerous.

- Turn 2 deviations respect removal and mana. If the opponent is representing open interaction, consider developing `Urza's Saga`, `Vexing Bauble`, or selection before exposing the only `Basking Broodscale`; if `Cavern of Souls` is available, use rules-engine legal naming/output rather than assuming it solves every permission spot.

- Turn 3 should force a meaningful axis: complete `Basking Broodscale` plus `Blade of the Bloodchief` setup, cast `Glaring Fleshraker`, make or prepare `Urza's Saga` pressure, or resolve `Writhing Chrysalis` off normal mana or `Eldrazi Temple`. Use `Kozilek's Command` when its visible modes advance board, selection, removal, or mana better than committing a fragile permanent.

- Turn 3 deviations are matchup-driven. Against fast creatures, hold up or cast `Unholy Heat` and trade bodies; against combo or big mana, prioritize `Vexing Bauble`, sideboard hate, `Pithing Needle`, `Damping Sphere`, or pressure; against graveyard decks, use `Soul-Guide Lantern` or `Grafdigger's Cage` only when the legal action attacks a visible or expected axis.

- Turns 4-5 should convert material into a kill, lock piece, or overwhelming board. Activate `Urza's Saga` on schedule, tutor the exact artifact the board needs, sequence `Glaring Fleshraker` before colorless spell chains when legal, and use Spawn or `Springleaf Drum` mana only after the intended payoff is visible.

- Turns 4-5 deviations preserve inevitability. Do not fire `Boseiju, Who Endures`, `Nature's Claim`, `Force of Vigor`, or `Thief of Existence` into low-impact targets when the deck can instead build lethal pressure or protect the combo turn; do spend them when the target prevents combo, blocks attacks, or races `Emrakul, the Promised End` setup.

- Late game should pivot to high-impact threats and exact legal finishes. `Emrakul, the Promised End`, extra `Emrakul, the Promised End` after sideboard, `Sire of Seven Deaths`, large `Kozilek's Command`, repeated `Urza's Saga` pressure, and surviving `Writhing Chrysalis` bodies are the fallback plan when the combo is disrupted.

- Late-game deviations require visible certainty. Do not assume delirium, reduced `Emrakul, the Promised End` cost, lethal damage, or infinite-loop legality from memory; follow the rules engine's legal actions, count public graveyard types and mana, and choose the line that wins or stabilizes from the current board rather than from the theoretical deck plan.

## Card Roles
- `Basking Broodscale` is the central combo creature and must be treated as both an engine piece and a fragile threat. Deploy it early when `Blade of the Bloodchief` is available or findable, but consider delaying it against open removal if the hand can first develop `Urza's Saga`, `Vexing Bauble`, `Malevolent Rumble`, or `Cavern of Souls`. Once counters, Spawn, or sacrifice triggers are involved, follow rules-engine legal actions rather than assuming the loop is available.

- `Blade of the Bloodchief` is the compact combo enabler and the main `Urza's Saga` tutor target when `Basking Broodscale` is visible or likely. Prioritize it over utility artifacts when the board can produce or protect the Broodscale line; choose another target only when interaction, mana, graveyard pressure, or immediate survival matters more. Do not equip into obvious blowouts unless the legal sequence still leaves a fallback threat or the opponent must answer immediately.

- `Glaring Fleshraker` is the payoff that turns colorless creature creation and colorless spell chains into opponent-facing pressure. Cast it before `Kozilek's Command`, `Writhing Chrysalis`, `Urza's Saga` token production, or a Broodscale loop when the legal sequence allows the trigger payoff to matter. Protect it as a kill piece in combo matchups, but trade it off against creature decks when preserving life is more important than assembling a perfect finish.

- `Kozilek's Command` is the flexible colorless spell that bridges interaction, card selection, token production, graveyard pressure, and late-game scaling when the engine presents those legal modes. Use it cheaply when it removes a must-answer threat or digs to a missing combo piece; use it larger when Spawn, selection, or exile effects convert excess mana into a decisive turn. With `Glaring Fleshraker`, prefer sequencing that puts the payoff on the battlefield before casting the Command if the current board and mana permit it.

- `Malevolent Rumble` is the glue spell that finds permanents, fills the graveyard, and produces material for Eldrazi or sacrifice-adjacent lines when legal. Cast it early when missing `Basking Broodscale`, `Blade of the Bloodchief`, `Glaring Fleshraker`, `Urza's Saga`, or lands, but avoid using it as a blind cantrip when removal or hate must be held up. Its graveyard contribution can matter for `Unholy Heat` and `Emrakul, the Promised End`, but do not assume delirium or cost reduction until visible zones and legal actions confirm it.

- `Ancient Stirrings` is the best turn-one selection spell and should usually look for the missing functional piece rather than the flashiest card. Take `Urza's Saga` or `Eldrazi Temple` when mana is the bottleneck, `Blade of the Bloodchief` when `Basking Broodscale` is ready, `Glaring Fleshraker` when token or colorless chains are available, and utility artifacts when the matchup demands them. Do not overvalue `Emrakul, the Promised End` from an early Stirrings unless mana, graveyard types, and time are already plausible.

- `Writhing Chrysalis` is the stabilizing midrange body and Spawn producer that lets the deck survive while building toward larger colorless turns. Prioritize it against creature pressure, especially when reach, size, or multiple bodies change combat math. With `Glaring Fleshraker`, its colorless token production can become damage pressure; with `Kozilek's Command` or `Emrakul, the Promised End`, its Spawn can turn into the mana needed for a swing turn.

- `Unholy Heat` is the efficient removal spell and should be saved for creatures or planeswalkers that change the race, stop the combo, or create lethal pressure. Fire it early against fast starts when life total is under threat; hold it against slower decks if a more important target is likely and the board is stable. Treat delirium as a visible-state question, not a memory shortcut, and choose targets only from current legal actions.

- `Vexing Bauble` is a cheap artifact for disruption, `Urza's Saga`, and low-cost development. Play it early when the opponent is likely to rely on no-mana spells or when a Saga line needs artifacts, but cash it in only when the disruptive text is no longer relevant or a card is needed to hit a land, combo piece, or interaction. It is often a better Saga target than a narrow artifact when the opponent has hidden free-spell pressure.

- `Urza's Saga` is a land, threat engine, and artifact tutor, so plan its chapter timing before playing it. Lead on it when the hand can operate through the delayed mana and wants `Blade of the Bloodchief`, `Vexing Bauble`, `Springleaf Drum`, `Soul-Guide Lantern`, or `Haywire Mite`; delay it when colored mana is required for `Ancient Stirrings`, `Malevolent Rumble`, or `Unholy Heat`. Use Constructs to force removal and make the combo less all-in.

- `Eldrazi Temple` is the acceleration land for `Glaring Fleshraker`, `Kozilek's Command`, `Writhing Chrysalis`, and `Emrakul, the Promised End` lines when the rules engine exposes those costs as payable. Keep Temple-heavy hands only when they still cast green setup or contain enough colorless action. Do not let Temple tempt the pilot into stranded `Ancient Stirrings`, `Malevolent Rumble`, or `Unholy Heat` hands.

- `Cavern of Souls` protects creature-based plans only when the chosen type and legal spell line line up. Use it to support high-impact creature deployments in permission matchups, but do not assume it fixes every spell or every creature type; follow the engine's naming and payment prompts. It is weaker when the hand needs early green selection or red removal.

- `Boseiju, Who Endures` is interaction stapled to a land and should be preserved when visible artifacts, enchantments, or lands can stop the combo or race. Play it as a land when the hand cannot function otherwise; hold it when the matchup is likely to present a critical target. Do not spend it on low-impact permanents if `Haywire Mite`, `Nature's Claim`, `Force of Vigor`, or combat can answer the same problem later.

- `Emrakul, the Promised End` is the late-game ceiling and not an opening-hand plan by itself. Use selection, graveyard growth, Spawn mana, `Eldrazi Temple`, and attrition to make it realistic, then commit only when the legal cast meaningfully changes the game. Holding one copy is acceptable against slow decks; multiple early copies are a mulligan or selection liability unless the rest of the hand is excellent.

- `Springleaf Drum` is the Saga-tutorable mana fixer that turns small creatures and tokens into colored or flexible mana. Take it when mana bottlenecks stop a combo turn or when `Urza's Saga` needs a functional artifact target. It is weak without creatures, so avoid lines that rely on it before a tap source exists.

- `Soul-Guide Lantern` is the main-deck graveyard pressure card and a Saga target when graveyards matter. Tutor or cast it when visible graveyard resources threaten the plan, or when cycling it is needed after its hate role is low impact. Do not use it blindly if a later targeted exile or full graveyard exile will matter more.

- `Haywire Mite` is the tutorable artifact/enchantment answer and a small body for `Springleaf Drum`, pressure, or sacrifice-adjacent material. Fetch it with `Urza's Saga` when a visible permanent blocks the combo, dominates combat, or invalidates attacks. Do not expose it unnecessarily if the opponent can remove it before the relevant permanent appears.

- `Grove of the Burnwillows`, `Stomping Ground`, `Commercial District`, `Forest`, `Misty Rainforest`, and `Wooded Foothills` are the colored-mana backbone. Prioritize untapped green for `Ancient Stirrings`, `Malevolent Rumble`, and `Basking Broodscale`; prioritize red only when `Unholy Heat` is needed on time. Life-total costs and opponent life gain matter, but functioning mana matters first unless the board shows an immediate race breakpoint.

## Interaction Priorities

- Preserve combo creatures before spending removal aggressively. `Basking Broodscale` plus `Blade of the Bloodchief` is the fragile axis, and `Glaring Fleshraker` turns colorless bodies and chains into a kill, so use visible legal protection, bait, and sequencing to avoid placing the only payoff into open interaction without a reason.

- Remove hate or clock pieces before low-impact creatures. Use `Unholy Heat`, `Boseiju, Who Endures`, `Haywire Mite`, `Kozilek's Command`, and post-board `Nature's Claim`, `Force of Vigor`, `Thief of Existence`, or `Warping Wail` first on permanents or creatures that stop the combo, shrink legal mana, prevent graveyard or artifact use, threaten lethal, or make `Urza's Saga` tokens irrelevant.

- Exile graveyard resources only when the visible graveyard matters. `Soul-Guide Lantern` should target a specific visible card when one card is enabling the opponent, and should hold the full graveyard exile for a stack or board state where the engine shows that the graveyard is currently relevant. Do not crack it just to cycle if the opponent's public graveyard is their main resource.

- Counter sorceries with `Warping Wail` when the spell changes the game more than making a body or exiling a creature. Prioritize visible sweepers, combo setup, discard that would strip the only payoff, or sorcery-speed answers to `Basking Broodscale`, `Glaring Fleshraker`, `Urza's Saga`, or `Emrakul, the Promised End`; let low-impact cantrips or redundant setup resolve when your hand needs mana or board development more.

- Use `Vexing Bauble` as both disruption and bait. Against decks showing free-spell reliance, deploy it early and keep it active unless drawing a card is necessary to find land, combo, or interaction. Against fair decks, it can bait removal, grow Saga Constructs, or become the least painful artifact to cash in.

- Use `Urza's Saga` artifacts as matchup-specific interaction. Find `Haywire Mite` for visible artifact or enchantment blockers, `Soul-Guide Lantern` for visible graveyard pressure, `Pithing Needle` post-board when a known visible activated ability is central, `Springleaf Drum` when mana bottlenecks matter, and `Blade of the Bloodchief` when combo assembly is the shortest route.

- Ignore damage-only permanents when a combo kill is imminent. If the legal action sequence shows `Basking Broodscale`, `Blade of the Bloodchief`, and a payoff or mana loop can start now, do not spend the turn answering a medium attacker unless life total or visible interaction makes waiting mandatory.

- Shift interaction by archetype. Against fast creature decks, `Unholy Heat`, `Kozilek's Command`, `Writhing Chrysalis`, and blockers are survival tools before combo greed. Against control, use `Cavern of Souls`, `Vexing Bauble`, `Urza's Saga`, and bait threats to force action before committing the key creature. Against artifact, enchantment, graveyard, or spell-combo decks, prioritize the relevant narrow hate and avoid generic trades that leave the engine unchecked.

## Combat And Trading Rules

- Treat combat as a bridge to combo unless the board has become a Saga or Eldrazi beatdown game. Attack with `Urza's Saga` Constructs, Spawn-backed pressure, `Writhing Chrysalis`, and oversized `Basking Broodscale` when attacks do not expose the only combo creature or remove needed mana bodies from the next turn.

- Preserve `Basking Broodscale` over marginal damage. Do not attack or block with the only `Basking Broodscale` if it is needed to pair with `Blade of the Bloodchief`, unless the engine shows lethal, survival, or a trade that removes the opponent's decisive threat. A second copy can pressure or trade more freely.

- Preserve `Glaring Fleshraker` when it is the payoff. If colorless creatures, Spawn, `Kozilek's Command`, `Writhing Chrysalis`, or the Broodscale loop can create damage triggers, avoid exposing `Glaring Fleshraker` in combat unless the attack is lethal, forces a crucial block, or another payoff is already available.

- Trade early against short clocks. Use Spawn, `Haywire Mite`, Saga Constructs, and sometimes `Writhing Chrysalis` to absorb damage when life is moving into burn or alpha-strike range. Do not chump automatically if the body is required for `Springleaf Drum`, mana sacrifice, or a lethal counter chain.

- Let `Writhing Chrysalis` stabilize first and attack second. Its body and extra material are strongest when they turn off opposing attacks, buy a turn for `Ancient Stirrings` or `Malevolent Rumble`, or supply mana for `Kozilek's Command` and Eldrazi lines. Attack only when the crack-back is contained or the pressure changes the opponent's required answer.

- Use Constructs to demand answers before committing fragile pieces. Large `Urza's Saga` tokens can bait removal, punish opponents holding up interaction, and force blocks while the hand assembles `Basking Broodscale` plus `Blade of the Bloodchief`. Do not trade a Construct into a small blocker if keeping it makes future attacks or artifact counts stronger.

- Respect life-total thresholds from visible board state. When the opponent can present lethal or near-lethal next combat, block with nonessential creatures and spend removal before preserving speculative combo material. When your life total is stable, decline trades that reduce combo mana, token count, or artifact count without removing a key opposing threat.

- Change combat posture after sideboarding. With `Sire of Seven Deaths` or the extra `Emrakul, the Promised End`, protect mana and survive to top-end threats. With `Damping Sphere`, `Grafdigger's Cage`, `Pithing Needle`, `Nature's Claim`, `Force of Vigor`, `Thief of Existence`, or `Warping Wail`, combat can become slower and more controlling because interaction is buying time rather than racing alone.

## Selection And Tutor Rules

- Sequence selection before land drops when mana is uncertain. Cast `Ancient Stirrings` or `Malevolent Rumble` before choosing the turn's land if the hand needs `Eldrazi Temple`, `Urza's Saga`, `Cavern of Souls`, `Boseiju, Who Endures`, green mana, or a second land to keep the turn functional.

- Use `Ancient Stirrings` as the cleanest combo assembler. Prioritize missing deterministic pieces in this order when the board is not under lethal pressure: `Basking Broodscale`, `Blade of the Bloodchief`, `Glaring Fleshraker`, `Urza's Saga`, then mana or backup threats. If one combo piece is already exposed to removal and no protection exists, take redundancy over a faster but fragile line.

- Use `Ancient Stirrings` as interaction selection when the opponent's visible permanent or graveyard is the problem. Find `Haywire Mite`, `Soul-Guide Lantern`, `Vexing Bauble`, `Boseiju, Who Endures`, `Kozilek's Command`, or post-board `Pithing Needle`, `Grafdigger's Cage`, `Warping Wail`, or `Thief of Existence` only when that card answers a current engine-output threat or blocks a visible opposing plan.

- Use `Malevolent Rumble` when graveyard density, Spawn mana, or creature/land selection matters more than exact artifact access. Favor it before `Unholy Heat` if delirium or `Emrakul, the Promised End` cost reduction is relevant, but do not mill for value if the immediate problem is finding `Blade of the Bloodchief` through `Urza's Saga` or `Ancient Stirrings`.

- Treat `Urza's Saga` chapter III as a real tutor, not a default combo piece. Get `Blade of the Bloodchief` when `Basking Broodscale` is present or clearly reachable; get `Springleaf Drum` when colored or extra mana unlocks the turn; get `Soul-Guide Lantern` against visible graveyard dependence; get `Haywire Mite` against visible artifact or enchantment hate; get `Vexing Bauble` against free-spell pressure or when artifact count plus disruption matters.

- Time `Urza's Saga` activations before losing the land. If chapter III is on the stack and mana is available, consider making a Construct or floating mana before the tutor resolves, especially when artifact count, blocker size, or a post-tutor equip line matters.

- Bottom or decline low-impact selection hits when the current hand already solves that role. Do not take a redundant `Vexing Bauble`, extra top-end `Emrakul, the Promised End`, or slow artifact if the visible game requires land, the missing combo piece, removal, or a stabilizing body.

## Priority And Stack Rules

- Commit the `Basking Broodscale` plus `Blade of the Bloodchief` line only when the stack and board allow it to matter. Equipping is sorcery-speed, but once equipped, use the activated counter line at instant speed only if Forge shows legal priority and the visible stack does not make the creature disappear before triggers resolve.

- Choose optional `Blade of the Bloodchief` counters when they advance the combo or save the creature. If a Spawn or other creature dies while `Blade of the Bloodchief` is attached to `Basking Broodscale`, accept the counter when it creates another Spawn, grows through damage, or creates a lethal `Glaring Fleshraker` chain; decline only if a visible effect makes extra counters harmful.

- Let low-impact spells resolve when holding interaction for a decisive card. Preserve `Unholy Heat`, `Boseiju, Who Endures`, `Kozilek's Command`, `Soul-Guide Lantern`, `Haywire Mite`, and post-board `Nature's Claim`, `Force of Vigor`, or `Warping Wail` for visible threats that stop the combo, threaten lethal, or invalidate your board.

- Respond to removal on `Basking Broodscale` with caution. Activating the counter line may create material or damage if `Glaring Fleshraker` is present, but do not assume counters beat exile, bounce, sacrifice, countered abilities, or rules-engine text that removes the creature before the loop continues.

- Use `Vexing Bauble` as stack hate before using it as a card draw spell. Keep it active when the opponent can cast spells without spending mana; cash it in only when the legal game state shows that finding land, combo, or interaction is more important than the free-spell shield.

- Use `Soul-Guide Lantern` at the last safe graveyard window. Exile a specific visible card when one card is enabling the opponent, and use the full graveyard exile in response to a graveyard spell, ability, recursion window, or lethal graveyard setup rather than on an empty-pressure turn.

- Channel `Boseiju, Who Endures` when the target is worth giving the opponent a land. Prefer stack or end-step timing when mana denial matters, and prioritize artifacts, enchantments, or nonbasic lands that are currently stopping `Urza's Saga`, the Broodscale combo, or a stabilizing attack.

- Use `Kozilek's Command` modes according to the visible prompt, not memory. When Forge offers damage, Spawn, card selection, or graveyard pressure modes, choose the mode pair that changes the current board or unlocks the next action; write `Card text check required` in notes if mode text is unclear at runtime.

## Sideboard Map

- Sideboard posture changes by opponent archetype, not by generic card quality. Add hate only when it answers a visible or strongly expected axis, because `Basking Broodscale`, `Blade of the Bloodchief`, `Glaring Fleshraker`, `Urza's Saga`, `Ancient Stirrings`, `Malevolent Rumble`, and `Kozilek's Command` are the deck's main functional core.

- `Damping Sphere` is for spell-chain, big-mana, storm-style, cascade-adjacent, and land-engine opponents where one artifact slows multiple turns. It is poor when the opponent is attacking with cheap creatures or when your own `Eldrazi Temple`, multi-spell turns, and `Urza's Saga` pressure matter more than taxation. With `Damping Sphere`, play as a slower combo-control deck and prioritize land drops, Constructs, and single high-impact spells over explosive sequencing.

- `Pithing Needle` is for planeswalkers, activated combo pieces, utility lands, artifact engines, and repeatable permanents that Forge exposes as named visible threats. It is poor when the opponent's threats are mostly spells, combat stats, triggered abilities, or one-shot enters effects. Name only a visible card, a known revealed card, or a card the matchup guide identifies as a critical activated engine; do not invent hidden copies.

- `Nature's Claim` is for artifacts and enchantments that stop the combo, race faster than the life gain matters, or lock `Urza's Saga` and creature combat. It is poor against low-permanent spell decks and against aggressive boards where giving 4 life makes a near-lethal Construct or `Glaring Fleshraker` damage line fail. Use it as cheap protection for the combo when a visible hate permanent is the bottleneck.

- `Gemstone Caverns` is for draw-side games where speed matters more than late-game card count. It is poor on the play, in attrition mirrors, and in hands where exiling a card damages the only coherent line. When included, value openers with early `Basking Broodscale`, `Blade of the Bloodchief`, `Glaring Fleshraker`, `Vexing Bauble`, or interaction that uses the tempo gain.

- `Grafdigger's Cage` is for graveyard and library-cast engines where the exact static text matters. Card text check required before relying on it against any specific opposing mechanic. It is poor against normal creature decks, land decks, and opponents whose graveyard use is only incidental. With `Grafdigger's Cage`, preserve pressure because the card buys time but does not win without combo, Constructs, or Eldrazi threats.

- `Force of Vigor` is for artifact/enchantment decks, prison pieces, and hate-permanent clusters where answering two permanents is worth card disadvantage. It is poor when green pitch cards are scarce, when the opponent presents mostly creatures or instants, or when the game is about grinding resources. Treat it as emergency protection for `Basking Broodscale` combo turns and as a catch-up tool against multiple visible artifacts or enchantments.

- `Emrakul, the Promised End` is for slow interactive matchups where graveyard types, Spawn mana, `Eldrazi Temple`, and land drops make a top-end takeover realistic. It is poor against fast combo, low-resource aggro, and graveyard-hate games where cost reduction is unreliable. Adding the sideboard copy changes the role toward inevitability; protect life total and resources rather than forcing a fragile early combo.

- `Thief of Existence` is for permanent-heavy matchups where an Eldrazi threat that interacts with artifacts, enchantments, graveyards, or other visible permanents is relevant. Card text check required for exact target and exile rules. It is poor when the opponent is mostly spell-based or when four-mana interaction is too slow. Use it as a bridge between disruption and pressure, especially when `Eldrazi Temple` accelerates it.

- `Unholy Heat` is for creature decks, planeswalkers, and tempo matchups where one cheap answer prevents lethal pressure or opens an attack. It is poor when the opponent has few targets or when delirium is unlikely and small damage does not answer key threats. With the extra copy, value `Malevolent Rumble`, fetchlands, artifacts, creatures, instants, sorceries, and lands as card-type support, but do not spend real resources merely to turn on delirium unless the target matters.

- `Warping Wail` is for small creatures, sorcery-speed combo pieces, sweepers, discard sorceries, and matchups where a surprise Scion or counter mode changes the turn. Card text check required for exact mode text at runtime. It is poor against large creature boards, artifact/enchantment engines, and instant-speed threats. Preserve colorless mana from `Eldrazi Temple`, `Urza's Saga`, `Cavern of Souls`, or other lands when the visible stack or matchup suggests a sorcery must be stopped.

- `Sire of Seven Deaths` is for slow midrange and control games where a single high-impact threat can end stalled boards. Card text check required for exact combat, protection, or triggered text. It is poor against fast combo, mana denial, and hands that cannot reach the required mana. Adding it makes the deck less all-in on `Basking Broodscale`; keep Spawn, land drops, and `Eldrazi Temple` lines alive.

Balanced anti-artifact/enchantment hate plan
Side in: 2 Nature's Claim; 1 Force of Vigor; 2 Thief of Existence
Cut: 3 Vexing Bauble; 1 Soul-Guide Lantern; 1 Emrakul, the Promised End

Balanced graveyard-engine plan
Side in: 1 Grafdigger's Cage; 2 Warping Wail; 1 Unholy Heat
Cut: 3 Vexing Bauble; 1 Emrakul, the Promised End

Balanced big-mana or spell-chain plan
Side in: 2 Damping Sphere; 1 Pithing Needle; 2 Warping Wail
Cut: 3 Unholy Heat; 1 Soul-Guide Lantern; 1 Haywire Mite

Balanced slow-interaction plan
Side in: 1 Emrakul, the Promised End; 1 Sire of Seven Deaths; 1 Pithing Needle; 1 Unholy Heat
Cut: 1 Soul-Guide Lantern; 1 Haywire Mite; 1 Springleaf Drum; 1 Vexing Bauble

Balanced draw-side speed plan
Side in: 1 Gemstone Caverns; 2 Warping Wail; 1 Unholy Heat
Cut: 1 Commercial District; 1 Soul-Guide Lantern; 1 Emrakul, the Promised End; 1 Vexing Bauble

- Against fast creature pressure, add role cards: `Unholy Heat`, `Warping Wail`, and sometimes `Thief of Existence` if its exact text answers visible permanents. Reduce main-deck emphasis: slow top-end, low-impact graveyard hate, and `Vexing Bauble` when the opponent is spending mana normally. Stay combo-capable, but prioritize survival turns where `Writhing Chrysalis`, Spawn, removal, and Constructs stabilize.

- Against graveyard decks, add role cards: `Grafdigger's Cage`, `Soul-Guide Lantern` already in the main deck, `Warping Wail` when sorceries or small creatures matter, and `Unholy Heat` when creature engines are visible. Reduce main-deck emphasis: slow threats and free-spell hate that does not interact. Do not fire graveyard hate blindly; use Forge-visible graveyard contents and stack windows.

- Against control and heavy interaction, add role cards: `Emrakul, the Promised End`, `Sire of Seven Deaths`, `Pithing Needle`, `Warping Wail`, and sometimes `Vexing Bauble` remains important if free spells are visible or expected. Reduce main-deck emphasis: narrow creature removal and low-impact artifact/enchantment answers. Force the opponent to answer multiple threat classes: combo creature, Saga Constructs, Eldrazi top-end, and utility artifacts.

- Against artifact or enchantment prison, add role cards: `Nature's Claim`, `Force of Vigor`, `Thief of Existence`, `Pithing Needle`, and keep `Haywire Mite` plus `Boseiju, Who Endures` valuable. Reduce main-deck emphasis: cards that do not answer the lock or end the game quickly. Sequence answers so the permanent that blocks legal combo execution or mana development is handled first.

- Against big mana, add role cards: `Damping Sphere`, `Pithing Needle`, `Warping Wail`, `Emrakul, the Promised End`, and `Sire of Seven Deaths` only when the game is expected to slow. Reduce main-deck emphasis: small removal and graveyard-only cards. Pressure matters; do not keep a hand that only taxes without assembling `Basking Broodscale`, `Urza's Saga`, or a real clock.

## Matchup Guidance

- Aggro: Prioritize survival plus combo assembly over pure racing because `Basking Broodscale` plus `Blade of the Bloodchief` can end games after one stabilized turn. Add role cards: `Unholy Heat`, `Warping Wail`, and sometimes `Gemstone Caverns` on the draw when speed matters. Reduce main-deck emphasis: `Vexing Bauble`, `Soul-Guide Lantern`, and slow top-end when the opponent is only attacking through creatures. Use `Writhing Chrysalis` as a stabilizer, not just a threat; Spawn bodies buy time, feed colorless mana, and can turn later combo turns on. Spend `Unholy Heat` before damage when it prevents a major attack step, but avoid firing it at low-impact creatures if a visible bigger attacker or lord-style permanent is likely to decide combat.

- Control: Force multiple threat classes rather than committing everything into open interaction. Add role cards: `Emrakul, the Promised End`, `Sire of Seven Deaths`, `Pithing Needle`, `Warping Wail`, and keep `Vexing Bauble` high when free spells, pitch interaction, or zero-mana turns are visible. Reduce main-deck emphasis: narrow removal, `Haywire Mite` when no artifacts or enchantments are visible, and graveyard-only interaction. Lead with resilient pressure from `Urza's Saga`, `Ancient Stirrings`, and `Malevolent Rumble`; make the opponent answer Constructs, `Glaring Fleshraker`, combo creatures, and Eldrazi finishers on different axes. Do not expose `Basking Broodscale` without a follow-up plan unless waiting gives the opponent more draw steps than the current hand can beat.

- Combo: Race while preserving the exact disruption that interacts with the visible engine. Add role cards: `Damping Sphere`, `Pithing Needle`, `Vexing Bauble`, `Warping Wail`, `Grafdigger's Cage` when graveyard or library-cast text matters, and `Gemstone Caverns` on the draw against speed. Reduce main-deck emphasis: creature removal unless the opposing combo uses visible creatures, `Haywire Mite` without targets, and slow `Emrakul, the Promised End` plans. Use `Ancient Stirrings` and `Malevolent Rumble` to find either a faster `Basking Broodscale` line or the hate artifact that changes the opponent's next turn. Card text check required for exact `Damping Sphere`, `Warping Wail`, and `Grafdigger's Cage` coverage against each combo mechanism.

- Tempo: Preserve mana efficiency and avoid walking the only engine creature into a predictable answer. Add role cards: `Unholy Heat`, `Warping Wail`, and sometimes `Pithing Needle` if a visible repeatable permanent is central. Reduce main-deck emphasis: slow Eldrazi finishers when life total is pressured and low-impact artifacts that do not affect board or stack. Use `Cavern of Souls` to force creature-based pressure through permission when the named type matches the legal cast line. Do not spend `Boseiju, Who Endures` early as a land if its channel mode is the cleanest visible answer to a tempo permanent; conversely, do not hold it so long that you miss a critical `Basking Broodscale` or `Glaring Fleshraker` turn.

- Midrange: Treat the matchup as a resource fight where every card must either pressure, rebuild, or threaten a combo kill. Add role cards: `Emrakul, the Promised End`, `Sire of Seven Deaths`, `Unholy Heat`, and `Thief of Existence` when visible permanents make its text relevant. Reduce main-deck emphasis: `Vexing Bauble` when the opponent pays mana for spells, narrow graveyard hate if graveyards are not active, and fragile low-impact artifacts. Sequence `Malevolent Rumble` before speculative top-end when it can stock graveyard types, make Spawn, and find permanents. Use `Urza's Saga` as both threat and tutor; a Saga line that finds `Blade of the Bloodchief`, `Springleaf Drum`, `Soul-Guide Lantern`, `Haywire Mite`, or `Vexing Bauble` should be chosen by visible need, not by default habit.

- Big mana: Pressure quickly while using taxes and named-permanent answers to delay the opponent's payoff. Add role cards: `Damping Sphere`, `Pithing Needle`, `Warping Wail`, `Emrakul, the Promised End`, and `Sire of Seven Deaths` only when the game is likely to reach high mana. Reduce main-deck emphasis: `Unholy Heat` if no small creature or planeswalker targets are visible, and `Soul-Guide Lantern` when graveyards are irrelevant. Do not keep hands that only disrupt mana without producing a clock; `Basking Broodscale`, `Glaring Fleshraker`, `Urza's Saga`, and `Writhing Chrysalis` must convert the delay into damage or combo pressure. Use `Boseiju, Who Endures`, `Haywire Mite`, `Nature's Claim`, or `Force of Vigor` only on permanents that materially block your clock or unlock the opponent's decisive turn.

- Graveyard: Stop the specific graveyard action currently threatening the game rather than spending hate at the first legal moment. Add role cards: `Grafdigger's Cage`, `Soul-Guide Lantern`, `Warping Wail`, `Unholy Heat`, and sometimes `Thief of Existence` if its exact text interacts with visible graveyard permanents or engines. Reduce main-deck emphasis: slow finishers and free-spell hate without a target. Hold `Soul-Guide Lantern` activation until Forge shows a relevant graveyard object, stack action, or window where waiting risks losing access. Preserve pressure; graveyard hate that buys time is only valuable if `Basking Broodscale`, `Urza's Saga`, `Glaring Fleshraker`, or Eldrazi threats close before the opponent rebuilds.

- Artifact/enchantment: Answer the permanent that blocks your legal execution first, then the permanent that creates the fastest opposing clock. Add role cards: `Nature's Claim`, `Force of Vigor`, `Thief of Existence`, `Pithing Needle`, and keep `Haywire Mite` plus `Boseiju, Who Endures` important. Reduce main-deck emphasis: `Vexing Bauble` when the opponent is not casting free spells, `Soul-Guide Lantern` without graveyard text, and slow top-end against hard locks. Use `Force of Vigor` when two visible targets justify the card cost or when one must die immediately for combo or mana to function. Card text check required for `Thief of Existence` before assuming which permanent types or zones it can affect.

- Go-wide: Stabilize with bodies and selective removal before trying to win through a crowded battlefield. Add role cards: `Unholy Heat`, `Warping Wail`, and `Thief of Existence` only when the exact visible target matters. Reduce main-deck emphasis: slow `Emrakul, the Promised End` lines and hate artifacts that do not change combat. `Writhing Chrysalis` is the key bridge because it brings blockers and can turn Spawn into future mana; avoid sacrificing every Spawn if doing so opens lethal attacks. Attack with Constructs or large Eldrazi only when the crack-back is survivable or when a combo turn is imminent. If `Glaring Fleshraker` creates lethal or near-lethal noncombat pressure, prioritize protecting it over trading it in combat.

- Single-threat: Identify whether the opposing deck is protecting one large threat, one engine permanent, or one planeswalker-style resource source, then aim interaction there. Add role cards: `Unholy Heat`, `Pithing Needle`, `Thief of Existence`, `Nature's Claim`, `Force of Vigor`, or `Boseiju, Who Endures` depending on the visible card type. Reduce main-deck emphasis: broad hate that misses the threat and slow value plays that do not affect the race. Preserve `Unholy Heat` for the actual must-answer permanent when delirium or damage sizing matters; do not spend it just to use mana. If the single threat cannot be answered cleanly, race with `Basking Broodscale` combo or `Urza's Saga` Constructs and treat life total as the binding resource.

- Burn: Protect life total first, then win with the fastest low-exposure line. Add role cards: `Unholy Heat`, `Warping Wail` when its legal modes interact, `Gemstone Caverns` on the draw, and sometimes `Nature's Claim` only if a visible artifact or enchantment target plus life swing matters under exact rules. Reduce main-deck emphasis: slow Eldrazi top-end, `Soul-Guide Lantern`, and `Vexing Bauble` unless free spells are visible. Avoid unnecessary fetch-shock sequencing with `Stomping Ground` when basic `Forest`, `Grove of the Burnwillows`, `Commercial District`, or colorless lands support the hand. Use `Writhing Chrysalis` defensively; every blocked attack can be worth more than extra damage if it buys the combo turn.

- Removal-heavy: Do not rely on a single `Basking Broodscale` surviving unless the hand can redeploy, protect by timing, or immediately execute after priority returns. Add role cards: `Emrakul, the Promised End`, `Sire of Seven Deaths`, `Pithing Needle`, `Warping Wail`, and extra `Unholy Heat` if opposing creatures or planeswalkers also matter. Reduce main-deck emphasis: `Haywire Mite`, `Soul-Guide Lantern`, and narrow artifact hate without targets. Lead with `Urza's Saga`, `Malevolent Rumble`, and redundant creatures to stretch one-for-one answers. Commit `Blade of the Bloodchief` when the equip target can matter immediately or when Saga tutoring makes the combo threat unavoidable; avoid leaving it stranded as the only plan into open mana.

- Unknown opponent: Mulligan and sequence as a combo-midrange deck until public information identifies the opposing axis. Add role cards only after visible cards or revealed information justify them; do not overreact to archetype guesses. In Game 1, value hands with green access, a selection spell, and either `Basking Broodscale` pressure, `Urza's Saga`, or `Writhing Chrysalis`; speculative hate-only hands are weak without a clock. Use `Ancient Stirrings` to clarify the role: take combo pieces when the opponent is slow, take interaction or Saga tools when the opponent shows pressure or hate, and take mana only when the hand cannot function without it.

## Specific Matchup Notes

- General/archetype-only: Exact opponents are absent, so revealed cards, public zones, and Forge legal actions override these assumptions. Treat Game 1 as combo-midrange: build green access, find `Basking Broodscale` or `Urza's Saga`, and keep `Glaring Fleshraker`/`Writhing Chrysalis` pressure available while identifying whether disruption or speed matters more.

- Fast spell combo: Prioritize a clock plus stack or cost disruption over slow top-end. Likely role cards are `Damping Sphere`, `Vexing Bauble`, `Warping Wail`, and sometimes `Pithing Needle` if a visible activated engine matters. Priority targets are mana engines, deterministic enablers, and stack actions that win immediately. Do not keep a hand that only has `Damping Sphere` or `Vexing Bauble` without pressure from `Basking Broodscale`, `Glaring Fleshraker`, `Urza's Saga`, or `Writhing Chrysalis`.

- Artifact or enchantment engines: Answer the permanent that stops combo execution, then the permanent producing the fastest advantage. Likely role cards are `Nature's Claim`, `Force of Vigor`, `Haywire Mite`, `Boseiju, Who Endures`, `Pithing Needle`, and `Thief of Existence`; Card text check required before assuming `Thief of Existence` covers a specific permanent or zone. Priority targets are lock pieces, mana engines, and artifacts/enchantments that make `Blade of the Bloodchief`, `Basking Broodscale`, or `Urza's Saga` ineffective.

- Creature pressure: Stabilize first with `Writhing Chrysalis`, Spawn bodies, `Unholy Heat`, and legal combat blocks, then pivot to combo or large attackers. Likely role cards are the fourth `Unholy Heat`, `Warping Wail` when it has a visible legal target, and `Thief of Existence` only if its checked text applies. Priority targets are evasive threats, pump engines, and creatures that invalidate blocking. Avoid spending Spawn mana if the resulting board dies to the next attack.

- Removal-heavy midrange or control: Force the opponent to answer multiple axes rather than exposing one fragile `Basking Broodscale`. Likely role cards are `Emrakul, the Promised End`, `Sire of Seven Deaths`, `Pithing Needle`, `Warping Wail`, and extra `Unholy Heat` when visible targets exist. Priority targets are repeatable removal engines, planeswalker-style permanents, graveyard hate that stops delirium or recursion assumptions, and effects that prevent Saga Constructs from closing.

- Graveyard decks: Hate the specific graveyard action that matters, not the first card in a graveyard. Likely role cards are `Soul-Guide Lantern`, `Grafdigger's Cage`, `Warping Wail`, and sometimes `Thief of Existence` after text verification. Priority targets are the stack action or graveyard object that converts the graveyard into a win, reanimation, or overwhelming board. Keep advancing `Urza's Saga`, `Basking Broodscale`, or `Glaring Fleshraker` so graveyard hate buys a winning turn rather than only delaying.

- Big mana and late-game mirrors: Tax or name the engine, then close before top-end outscales normal combat. Likely role cards are `Damping Sphere`, `Pithing Needle`, `Emrakul, the Promised End`, `Sire of Seven Deaths`, `Boseiju, Who Endures`, and `Force of Vigor` for visible artifact/enchantment infrastructure. Priority targets are mana permanents, payoff engines, and lock pieces. Do not over-sideboard into answers if the hand loses the ability to cast `Malevolent Rumble`, `Ancient Stirrings`, or early threats.

## Risk Summary

- Mana risk: The deck can draw powerful colorless lands without enough green to cast `Ancient Stirrings`, `Malevolent Rumble`, `Basking Broodscale`, or `Writhing Chrysalis`. Prefer early `Forest`, `Grove of the Burnwillows`, `Stomping Ground`, `Commercial District`, or fetch access when the hand depends on green, and avoid sequencing `Eldrazi Temple`/`Urza's Saga` as the first land unless the legal hand already functions.

- Matchup risk: Wrong-axis hate loses games even when the individual card is strong. `Vexing Bauble`, `Soul-Guide Lantern`, `Damping Sphere`, `Grafdigger's Cage`, `Pithing Needle`, and `Nature's Claim` need visible or strongly inferred targets; revealed cards override archetype labels.

- Draw risk: Selection-heavy hands can spend too many early turns looking instead of affecting the board. `Ancient Stirrings` and `Malevolent Rumble` should convert into mana, `Basking Broodscale`, `Blade of the Bloodchief`, `Urza's Saga`, interaction, or a clear closer, not indefinite smoothing.

- Over-sideboarding risk: Removing too many threats or selection spells makes the deck a pile of narrow answers. Preserve enough `Basking Broodscale`, `Glaring Fleshraker`, `Writhing Chrysalis`, `Urza's Saga`, `Ancient Stirrings`, and `Malevolent Rumble` density to end games.

- Graveyard risk: `Soul-Guide Lantern` and `Grafdigger's Cage` can conflict with tempo if deployed without a target. Hold activation or deployment decisions for windows where Forge shows the graveyard action, unless delaying would lose access or mana.

- Sweeper/removal risk: A single `Basking Broodscale` plus `Blade of the Bloodchief` line is fragile into open interaction. Sequence redundancy, Saga pressure, or immediate payoff before committing when removal-heavy patterns are visible.

- Closer risk: `Emrakul, the Promised End` and `Sire of Seven Deaths` can clog hands against speed. Treat them as late-game role cards, not default keeps, unless mana and survival are already credible.

- Interaction risk: `Unholy Heat`, `Boseiju, Who Endures`, `Haywire Mite`, `Force of Vigor`, and `Warping Wail` must answer the permanent or spell that changes the game. Spending them for marginal tempo can leave no answer to the real lock, combo piece, or lethal threat.

- Sequencing risk: `Urza's Saga` timing, `Springleaf Drum` utility, Spawn mana, and `Blade of the Bloodchief` deployment all affect future legal actions. Before using mana or sacrificing resources, check whether the next Forge prompt could require that source for combo execution, interaction, or survival.

## Test Feedback Checklist

- Deciding factor: Record whether the game was won or lost by `Basking Broodscale` combo execution, `Urza's Saga` pressure, `Glaring Fleshraker` triggers, `Writhing Chrysalis` stabilization, `Emrakul, the Promised End`, or failure to assemble mana and time.

- Mulligans: Note whether each kept hand had green access for `Ancient Stirrings`, `Malevolent Rumble`, `Basking Broodscale`, or `Writhing Chrysalis`, and flag keeps that relied on `Eldrazi Temple` or `Urza's Saga` without a castable early plan.

- Mana: Track games where `Cavern of Souls`, `Eldrazi Temple`, `Urza's Saga`, or colorless-heavy draws blocked green/red actions, and track games where `Grove of the Burnwillows`, `Stomping Ground`, `Commercial District`, fetchlands, or `Springleaf Drum` fixed the curve.

- Velocity: Count whether `Ancient Stirrings` and `Malevolent Rumble` found real progress: `Basking Broodscale`, `Blade of the Bloodchief`, `Urza's Saga`, `Glaring Fleshraker`, `Writhing Chrysalis`, interaction, or lands that unlocked the next turn.

- Engine: Record whether `Basking Broodscale` plus `Blade of the Bloodchief` was assembled, disrupted, too slow, or unnecessary because `Urza's Saga`, Spawn tokens, or large threats already controlled the game.

- Removal: Check whether `Unholy Heat`, `Boseiju, Who Endures`, `Haywire Mite`, `Nature's Claim`, `Force of Vigor`, `Thief of Existence`, and `Warping Wail` answered decisive permanents or spells rather than low-impact targets. Card text check required for `Thief of Existence` before judging missed lines.

- Sideboard: Review whether `Damping Sphere`, `Pithing Needle`, `Grafdigger's Cage`, `Soul-Guide Lantern`, `Gemstone Caverns`, extra `Emrakul, the Promised End`, `Sire of Seven Deaths`, extra `Unholy Heat`, and `Warping Wail` matched revealed opponent plans.

- Closing: Identify games where the deck stabilized but failed to close, then note whether the missing closer was `Urza's Saga`, `Glaring Fleshraker`, `Writhing Chrysalis`, `Emrakul, the Promised End`, or `Sire of Seven Deaths`.

- Role: Mark whether the pilot correctly acted as combo, midrange, prison-adjacent hate deck, or control pressure deck after public information appeared.

- Mistakes: Flag any pass, attack, block, selection, target, or mana payment where legal actions showed a safer line with visible information.

- Stranded cards: List cards stuck in hand for mana, timing, missing targets, or low matchup relevance, especially `Emrakul, the Promised End`, `Kozilek's Command`, `Blade of the Bloodchief`, `Vexing Bauble`, and sideboard hate.

- Overperformers and underperformers: Separate cards that won through interaction from cards that only looked powerful on paper, and record the board state that made each evaluation true.

## First Tuning Questions

- Card quantities: Should `Blade of the Bloodchief` remain at three if combo games often lack the equipment, or decrease if multiples strand without `Basking Broodscale`?

- Card quantities: Should `Vexing Bauble` remain at three if it rarely affects legal opponent actions, or increase only if it reliably protects key turns against visible free-spell patterns?

- Card quantities: Should main-deck `Unholy Heat` stay at three if creature pressure is common, or should the fourth sideboard copy become more central to post-board plans?

- Mana: Does the deck need more reliable green access if hands with `Eldrazi Temple`, `Urza's Saga`, and `Cavern of Souls` repeatedly fail to cast `Ancient Stirrings` or `Malevolent Rumble` on time?

- Mana: Is `Springleaf Drum` producing meaningful acceleration with Spawn, Constructs, or cheap creatures, or is it too often a low-impact artifact searched by `Urza's Saga`?

- Aggro plan: Are `Writhing Chrysalis`, Spawn bodies, and `Unholy Heat` enough to survive fast creature starts, or do sideboard slots need more early stabilization?

- Control plan: Are `Emrakul, the Promised End`, `Sire of Seven Deaths`, `Cavern of Souls`, and `Urza's Saga` enough against removal-heavy games, or does the list need more resilient pressure?

- Closers: Does the third sideboard `Emrakul, the Promised End` win games that normal threats cannot, or does it increase stranded-card risk against speed?

- Sideboard slots: Are `Damping Sphere`, `Grafdigger's Cage`, `Pithing Needle`, `Nature's Claim`, `Force of Vigor`, and `Warping Wail` covering distinct matchups, or are too many slots competing for the same disruption role?

- Role conflicts: Does adding narrow hate reduce the density of `Basking Broodscale`, `Glaring Fleshraker`, `Writhing Chrysalis`, `Ancient Stirrings`, and `Malevolent Rumble` below the level needed to end games?

- Selection: Are `Ancient Stirrings` and `Malevolent Rumble` selecting toward a coherent role in each matchup, or are decisions split between combo, hate, and top-end without enough time to execute?

- Utility lands: Are `Boseiju, Who Endures`, `Cavern of Souls`, and `Urza's Saga` providing enough matchup value to justify awkward opening mana, especially in hands without `Forest` or `Grove of the Burnwillows`?

## Veles Tactical Policy

### Policy: Sideboard Submission Discipline
Priority: Medium
Decision families: sideboard; pregame
Cards: Damping Sphere; Pithing Needle; Nature's Claim; Gemstone Caverns; Grafdigger's Cage; Force of Vigor; Emrakul, the Promised End; Thief of Existence; Unholy Heat; Warping Wail; Sire of Seven Deaths
Phase windows: Between games and pregame submission.
Runtime cues: sideboard plan prompt; revealed opponent archetype; game number.
Use when: A legal sideboard request is available.
Avoid when: Runtime validation rejects the registered 75 or exceeds card counts.
Instructions: Match hate to revealed opponent mechanics, preserve the Basking Broodscale core, and use exact executable plans only from Sideboard Map. Card text check required for Thief of Existence before timing or target assumptions.
Pilot skill floor: Light model checks matchup role and plan legality.
No-API allowed: no
Light-model allowed: yes

### Policy: Opening Hand Engine Gate
Priority: High
Decision families: mulligan; mana
Cards: Basking Broodscale; Blade of the Bloodchief; Ancient Stirrings; Malevolent Rumble; Urza's Saga; Eldrazi Temple; Grove of the Burnwillows; Forest
Phase windows: Opening hand and London mulligan bottoms.
Runtime cues: opening-hand prompt; mulligan prompt; bottom-selection prompt.
Use when: The hand lacks either green access, early selection, Urza's Saga pressure, or a credible Basking Broodscale path.
Avoid when: The hand has functional mana and at least one engine, selection, or interaction path for the matchup.
Instructions: Keep hands that cast early green spells or deploy Urza's Saga pressure; reject hands that only contain colorless lands and late threats unless matchup and sideboard context make them survivable.
Pilot skill floor: Light model compares mana, speed, and redundancy.
No-API allowed: no
Light-model allowed: yes

### Policy: Early Setup Permanent
Priority: Medium
Decision families: mana; priority; selection
Cards: Basking Broodscale; Blade of the Bloodchief; Glaring Fleshraker; Vexing Bauble; Urza's Saga; Springleaf Drum
Phase windows: Turns one through three, main phases.
Runtime cues: legal cast, play-land, equip, or Saga chapter actions.
Use when: Multiple setup actions are legal before the combo is assembled.
Avoid when: A lethal or survival interaction prompt is pending.
Instructions: Establish green access, Urza's Saga, or Basking Broodscale before slower payoffs; cast Vexing Bauble early only when its static role matters before the opponent acts.
Pilot skill floor: Light model sequences around current mana and next-turn legal actions.
No-API allowed: no
Light-model allowed: yes

### Policy: Broodscale Combo Commitment Gate
Priority: High
Decision families: priority; mana; interaction
Cards: Basking Broodscale; Blade of the Bloodchief; Glaring Fleshraker
Phase windows: Main phases and priority windows before passing.
Runtime cues: legal actions include casting Basking Broodscale, casting or equipping Blade of the Bloodchief, placing counters on Basking Broodscale, or sacrificing Spawn for mana.
Use when: Visible resources can assemble or start the Basking Broodscale plus Blade of the Bloodchief loop.
Avoid when: Visible opposing interaction, mana constraints, or a faster threat makes waiting or interacting higher priority.
Instructions: Commit only after checking removal exposure, available mana, payoff access, and whether passing gives the opponent a decisive turn.
Pilot skill floor: Light model reasons across the next turn cycle.
No-API allowed: no
Light-model allowed: yes

### Policy: Target Self Broodscale With Blade
Priority: Medium
Decision families: priority; mana
Cards: Basking Broodscale; Blade of the Bloodchief
Phase windows: Main phases after combo commitment.
Runtime cues: action:target self Basking Broodscale; action:equip Blade of the Bloodchief
Use when: Current-turn decision history records Broodscale combo commitment, Blade of the Bloodchief is controlled by self, Basking Broodscale is controlled by self, and the legal action text names Basking Broodscale as the equip or attach target.
Avoid when: The stack contains a removal, bounce, prevention, redirection, or rules-warning prompt.
Instructions: Choose Basking Broodscale as the Blade of the Bloodchief target.
Pilot skill floor: No API may execute the exact target after commitment.
No-API allowed: yes
Light-model allowed: yes

### Policy: Spawn Mana Loop Execution
Priority: Medium
Decision families: mana; priority
Cards: Basking Broodscale; Blade of the Bloodchief; Glaring Fleshraker
Phase windows: Combo turn priority windows.
Runtime cues: action:Sacrifice this creature: Add C
Use when: Current-turn decision history records Broodscale combo commitment, Blade of the Bloodchief is attached to Basking Broodscale, a Spawn sacrifice mana action is legal, and the stack is empty.
Avoid when: The current prompt asks for blockers, removal, target changes, or paying for an opposing tax.
Instructions: Sacrifice the Spawn for colorless mana to continue the visible loop.
Pilot skill floor: No API may repeat exact loop execution under these visible conditions.
No-API allowed: yes
Light-model allowed: yes

### Policy: Glaring Fleshraker Payoff Target
Priority: Medium
Decision families: priority; interaction
Cards: Glaring Fleshraker
Phase windows: Trigger target prompts.
Runtime cues: action:target opponent Glaring Fleshraker
Use when: The legal action is a Glaring Fleshraker trigger target prompt and exactly one opponent target is listed.
Avoid when: The rules engine exposes a prevention, redirection, target-change, or multiplayer target choice.
Instructions: Target opponent with the Glaring Fleshraker trigger.
Pilot skill floor: No API may choose the sole opponent target.
No-API allowed: yes
Light-model allowed: yes

### Policy: Emrakul Commitment Gate
Priority: High
Decision families: mana; priority; interaction
Cards: Emrakul, the Promised End; Eldrazi Temple; Cavern of Souls; Urza's Saga
Phase windows: Late-game main phases.
Runtime cues: legal cast action for Emrakul, the Promised End; high mana count; opponent hand or board pressure visible.
Use when: Emrakul, the Promised End is castable and the game is not better won immediately by combo or Saga pressure.
Avoid when: Casting it consumes mana needed for survival interaction or leaves a simpler lethal line unused.
Instructions: Treat Emrakul as a commitment spell; check cost reduction, Cavern of Souls naming, and whether the opponent's next turn matters.
Pilot skill floor: Light model evaluates clock and disruption.
No-API allowed: no
Light-model allowed: yes

### Policy: Emrakul Opponent Target
Priority: Low
Decision families: priority; interaction
Cards: Emrakul, the Promised End
Phase windows: Cast-trigger target prompt.
Runtime cues: action:target opponent Emrakul, the Promised End
Use when: The legal action is Emrakul, the Promised End cast-trigger target prompt and exactly one opponent target is listed.
Avoid when: The engine exposes multiple opponent targets or target-change effects.
Instructions: Target opponent with the cast trigger.
Pilot skill floor: No API may choose the sole opponent target.
No-API allowed: yes
Light-model allowed: yes

### Policy: Mana Source Conservation
Priority: Medium
Decision families: mana; priority
Cards: Grove of the Burnwillows; Forest; Stomping Ground; Commercial District; Eldrazi Temple; Cavern of Souls; Urza's Saga; Springleaf Drum; Boseiju, Who Endures
Phase windows: Land plays, spell payments, activated abilities.
Runtime cues: mana-payment prompt; play-land prompt; colored-source choice.
Use when: Multiple mana payments or land plays are legal.
Avoid when: The engine presents only one legal payment.
Instructions: Preserve green for Ancient Stirrings, Malevolent Rumble, Basking Broodscale, and Writhing Chrysalis; preserve colorless bursts for Eldrazi and combo turns; spend Boseiju, Who Endures only when its channel role is not needed.
Pilot skill floor: Light model checks current hand and visible next actions.
No-API allowed: no
Light-model allowed: yes

### Policy: Selection Spell Direction
Priority: Medium
Decision families: selection; mana
Cards: Ancient Stirrings; Malevolent Rumble; Basking Broodscale; Blade of the Bloodchief; Glaring Fleshraker; Urza's Saga; Writhing Chrysalis; Kozilek's Command
Phase windows: Main phases and selection-resolution prompts.
Runtime cues: selection prompt from Ancient Stirrings or Malevolent Rumble.
Use when: The engine reveals candidate cards.
Avoid when: A mandatory selection has only one legal candidate.
Instructions: Select toward the current role: combo piece when near Broodscale, land when mana is blocking, Writhing Chrysalis or interaction when under pressure, and Saga or Fleshraker when pressure is already stable.
Pilot skill floor: Light model maps candidates to role.
No-API allowed: no
Light-model allowed: yes

### Policy: Urza's Saga Search Choice
Priority: Medium
Decision families: selection; mana; interaction
Cards: Urza's Saga; Blade of the Bloodchief; Vexing Bauble; Springleaf Drum; Soul-Guide Lantern; Haywire Mite
Phase windows: Urza's Saga chapter search.
Runtime cues: library search prompt from Urza's Saga.
Use when: Multiple legal artifact names are exposed.
Avoid when: The engine exposes only one legal artifact.
Instructions: Search Blade of the Bloodchief for combo, Springleaf Drum for mana conversion, Haywire Mite for artifact or enchantment pressure, Soul-Guide Lantern for graveyard pressure, and Vexing Bauble for no-mana spell suppression.
Pilot skill floor: Light model reads matchup and board.
No-API allowed: no
Light-model allowed: yes

### Policy: Kozilek's Command Modal Gate
Priority: Medium
Decision families: interaction; selection; mana
Cards: Kozilek's Command
Phase windows: Main phases, combat, stack interaction, and modal-resolution prompts.
Runtime cues: legal cast action or mode/X prompt for Kozilek's Command.
Use when: Kozilek's Command can answer a visible problem, build resources, or convert excess colorless mana.
Avoid when: Casting it prevents combo execution or leaves a more urgent permanent unanswered.
Instructions: Choose modes and X from visible needs; do not assume hidden cards, and respect Forge-reported targets and legal allocations.
Pilot skill floor: Light model required for mode and target judgment.
No-API allowed: no
Light-model allowed: yes

### Policy: Removal And Permanent Answer Triage
Priority: High
Decision families: interaction; priority; combat
Cards: Unholy Heat; Boseiju, Who Endures; Haywire Mite; Nature's Claim; Force of Vigor; Warping Wail; Thief of Existence
Phase windows: Any priority window, combat trick window, or target prompt.
Runtime cues: legal removal, channel, exile, destroy, counter, or prevention action.
Use when: A visible permanent, spell, or attacker threatens lethal damage, locks the combo, or invalidates the current role.
Avoid when: The target is low impact and saving interaction preserves survival or combo protection.
Instructions: Spend answers on decisive threats; Card text check required for Thief of Existence before selecting targets.
Pilot skill floor: Light model ranks threats.
No-API allowed: no
Light-model allowed: yes

### Policy: Vexing Bauble Timing
Priority: Medium
Decision families: priority; interaction
Cards: Vexing Bauble
Phase windows: Early main phases and activation windows.
Runtime cues: legal cast or sacrifice/draw action for Vexing Bauble.
Use when: Opponent behavior or revealed information makes no-mana spell suppression relevant, or the draw action is legal after that role no longer matters.
Avoid when: Sacrificing it opens a visible window for the opponent's no-mana spell plan.
Instructions: Deploy before the turn it matters; cash it only when static coverage is no longer tactically important.
Pilot skill floor: Light model checks matchup and public information.
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Pressure And Preservation
Priority: Medium
Decision families: combat; priority
Cards: Basking Broodscale; Glaring Fleshraker; Writhing Chrysalis; Urza's Saga; Emrakul, the Promised End; Sire of Seven Deaths
Phase windows: Declare attackers, declare blockers, and combat trick windows.
Runtime cues: attack prompt; block prompt; post-block priority prompt.
Use when: Combat choices affect combo creatures, Construct pressure, or survival.
Avoid when: Exactly one legal no-attack or no-block action is forced by the engine.
Instructions: Preserve Basking Broodscale when it is the combo path, pressure with Constructs and large threats when life totals demand closing, and use Writhing Chrysalis as stabilization before racing.
Pilot skill floor: Light model evaluates clock and creature roles.
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard And Hate Timing
Priority: Medium
Decision families: interaction; priority; sideboard
Cards: Soul-Guide Lantern; Grafdigger's Cage; Damping Sphere; Pithing Needle
Phase windows: Main phases and opponent priority windows.
Runtime cues: legal cast, activate, name, or exile-graveyard action.
Use when: Public zones or revealed actions show the hate card affects the opponent's active plan.
Avoid when: The hate card does not affect visible resources and mana is needed for combo or removal.
Instructions: Name or activate from public information only; never infer hidden cards beyond archetype guidance.
Pilot skill floor: Light model required for names and timing.
No-API allowed: no
Light-model allowed: yes

### Policy: Gemstone Caverns Pregame Choice
Priority: Low
Decision families: pregame; mana; sideboard
Cards: Gemstone Caverns
Phase windows: Pregame on the draw.
Runtime cues: pregame Gemstone Caverns prompt; exile-card prompt.
Use when: Gemstone Caverns is in the opening hand and the engine requests a luck-counter or exile decision.
Avoid when: Exiling a unique engine piece, green source, or required interaction makes the hand nonfunctional.
Instructions: Use the acceleration only when the remaining hand still casts early selection or interaction.
Pilot skill floor: Light model compares acceleration against lost card role.
No-API allowed: no
Light-model allowed: yes
