# Strategy Specifications
## Deck Name And Archetype
Etali, Primal Conqueror is a Brawl singleton ramp-combo-burn deck built around using the commander as the central top-end engine, not as a generic Gruul midrange finisher. The registered commander is `Etali, Primal Conqueror`, the active format is Brawl, and the format-aware validation contract reports the list as passing with 100 main-deck cards and 0 sideboard cards. The deck has no registered sideboard, so post-game configuration decisions should be treated as unavailable unless the runtime later exposes a legal companion, sideboard, or format-specific substitute zone.

The registered construction is 100 main / 0 sideboard with singleton nonbasic and nonland cards outside basic lands. The only repeated registered names are `Mountain` and `Forest`, each at 14 copies, which is legal under the supplied Brawl contract. Do not raise 60-card deck-size warnings, 15-card sideboard warnings, or constructed duplicate warnings for this guide; the active validation explicitly identifies this as a command-zone format and says the deck passes.

The archetype is hybrid rather than stock: ramp is the default game plan, combo is the ceiling, and burn is the reach package. Treat the list as a rogue/hybrid Etali shell because it mixes mana acceleration, commander cheating, triggered-value amplification, discover/cascade-style velocity, large artifact and creature threats, planeswalker pressure, and direct-damage finishers instead of following one narrow stock build. Runtime decisions should favor lines that either accelerate to `Etali, Primal Conqueror`, cheat or copy a large permanent, or convert a developed board into lethal pressure with cards such as `Fanatic of Mogis`, `Quakebringer`, `Burn Down the House`, `Chandra, Awakened Inferno`, or `Etali, Primal Storm`.

The strategic identity is red-green big-mana with a commander-centric payoff chain. The ramp cards include `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Utopia Sprawl`, `Arcane Signet`, `Chromatic Lantern`, `The Celestus`, `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, `Nissa, Resurgent Animist`, `Leyline of Abundance`, `Nykthos, Shrine to Nyx`, and several tapped or fixing lands. The payoff layer includes `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Trumpeting Carnosaur`, `Hit the Mother Lode`, `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Devourer of Destiny`, `Titania's Command`, `Pinnacle Kill-Ship`, and `Helm of the Host`.

The main legality concern for a decision agent is not deck registration but action certainty. Many card names in this list are recent, digital, Universes Beyond, or uncommon enough that card text should be checked at runtime before assuming exact modes, costs, triggers, or legality. `Mona Lisa, Science Geek`, `Pinnacle Kill-Ship`, `Great Divide Guide`, `Intrepid Stablemaster`, `Raucous Audience`, `Raiding Schemes`, `Rocksteady, Crash Courser`, and `Curator of Sun's Creation` especially require engine-provided legal actions or a card text check before tactical claims become binding.

The mana concern is practical color and tempo pressure, not color identity failure. The deck is mostly green-red, but many early turns depend on having green mana for acceleration while still preserving red access for `Abrade`, `Bitter Reunion`, `Koth, Fire of Resistance`, `Professional Face-Breaker`, `Fanatic of Mogis`, `Rampaging Raptor`, `Urabrask`, `Burn Down the House`, `Purphoros, Bronze-Blooded`, and `Chandra, Awakened Inferno`. Hands with only red sources and no cheap ramp are slower than they look, while hands with green acceleration but no red source may still be keepable if they reliably cast ramp and reach commander mana.

Opponent information status is unknown at guide assembly time. Do not assume opponent archetype, hidden hand contents, commander identity, removal density, counterspell availability, graveyard hate, or sweepers unless Veles exposes that information through public state, revealed cards, matchup metadata, or legal actions. Use this guide as deck-specific intent layered after rules-engine legality and visible board state.

## Thesis
Etali, Primal Conqueror assembles mana acceleration, cheat effects, trigger amplification, and oversized permanents so the commander can become the central rules-engine event rather than a late fair creature. Prioritize hands and turns that create early green mana, convert that mana into durable acceleration, and reach a turn where `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Devourer of Destiny`, `Trumpeting Carnosaur`, or `Hit the Mother Lode` can take over the game from visible legal actions.

The deck wins by landing one decisive top-end sequence, then turning the resulting material into damage before the opponent can reset. The cleanest paths are commander resolution, attack-trigger pressure from `Etali, Primal Storm`, copied or repeated large threats with `Helm of the Host`, haste or cheat pressure from `Purphoros, Bronze-Blooded` and `Quicksilver Amulet`, and burn or devotion-style reach from `Fanatic of Mogis`, `Quakebringer`, `Burn Down the House`, `Koth, Fire of Resistance`, and `Chandra, Awakened Inferno` when legal actions support them.

The deck is not trying to be a low-curve Gruul beatdown deck, a pure burn deck, or a hold-up-control deck. Do not spend premium turns trading small creatures for chip damage if that delays commander mana, exposes the only ramp creature unnecessarily, or strands a hand full of seven-plus-mana threats. Do not assume opponent hidden cards, commander removal, sweepers, or countermagic; use public mana, revealed cards, stack contents, and legal actions to decide whether to commit now or continue developing.

Prioritize mana first, then decisive payoff deployment, then damage conversion. Early turns should usually favor `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Utopia Sprawl`, `Arcane Signet`, `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, `Chromatic Lantern`, `The Celestus`, `Leyline of Abundance`, or `Nissa, Resurgent Animist` over medium pressure unless the opponent is visibly racing. Midgame decisions should ask whether the current legal action advances Etali access, protects a future payoff turn, or creates a board that makes `Fanatic of Mogis`, `Burn Down the House`, or `Chandra, Awakened Inferno` lethal or stabilizing.

## Role Package
- Threats: `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Devourer of Destiny`, `Trumpeting Carnosaur`, `Pinnacle Kill-Ship`, `Spinewoods Armadillo`, `Rampaging Raptor`, `Quakebringer`, `Rocksteady, Crash Courser`, and `Writhing Chrysalis` are the bodies or board-impact permanents that should end games or force answers. Card text check required for `Pinnacle Kill-Ship`, `Rocksteady, Crash Courser`, and exact `Writhing Chrysalis` tactical details before assuming modes, triggers, or combat math.

- Payoffs: `Etali, Primal Conqueror` is the commander payoff and should be treated as the main commitment gate. `Helm of the Host`, `Roaming Throne`, `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, `Hit the Mother Lode`, `Fanatic of Mogis`, `Burn Down the House`, `Chandra, Awakened Inferno`, and `Koth, Fire of Resistance` are payoff cards because they either multiply triggers, bypass mana timing, create sudden damage, or convert a developed red board into reach.

- Engines: `Nissa, Resurgent Animist`, `Leyline of Abundance`, `Loot, Exuberant Explorer`, `Mona Lisa, Science Geek`, `Curator of Sun's Creation`, `Professional Face-Breaker`, `Bitter Reunion`, `Cloud Key`, `Evolving Door`, `Raiding Schemes`, and `Raucous Audience` are the repeat-value or cost-shaping pieces. Card text check required for `Mona Lisa, Science Geek`, `Curator of Sun's Creation`, `Raiding Schemes`, and `Raucous Audience`; choose engine lines only when legal actions confirm the relevant trigger, cost reduction, selection, or token/economy output.

- Velocity: `Trumpeting Carnosaur`, `Geological Appraiser`, `Etali's Favor`, `Questing Druid`, `Bramble Familiar`, `Grapple with the Past`, `Threats Undetected`, `Archdruid's Charm`, `Titania's Command`, and `Devourer of Destiny` help find cards, convert zones, or produce cascade/discover-style momentum. Card text check required for exact digital or newer templating before treating any selection as deterministic.

- Interaction: `Abrade`, `Burn Down the House`, `Meteor Golem`, `Cityscape Leveler`, `Titania's Command`, `Archdruid's Charm`, `Chandra, Awakened Inferno`, `Koth, Fire of Resistance`, `Rampaging Raptor`, and `Devourer of Destiny` are the main ways to answer board states or pressure planeswalkers/battles. Spend interaction to preserve the ramp-to-Etali plan, stop lethal pressure, remove a visible lock piece, or clear a path for a decisive payoff.

- Protection: `Bitter Reunion`, `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, `Helm of the Host`, `Roaming Throne`, and haste/cheat sequencing are the practical protection layer because they compress the window between investment and value. The deck has little traditional protection, so avoid exposing a single payoff into obvious public interaction unless waiting is worse or commander tax makes delay costly.

- Recursion: `Grapple with the Past`, `Bramble Familiar`, `Titania's Command`, and any legal graveyard action exposed by the engine are the recovery package. Do not assume recursion modes without legal action text; use them to recover `Etali, Primal Conqueror`, a lost ramp land, or the highest-impact threat when the graveyard is public and the line is legal.

- Mana: `Forest`, `Mountain`, `Command Tower`, `Stomping Ground`, `Copperline Gorge`, `Rockfall Vale`, `Temple of Abandon`, `Commercial District`, `Wooded Ridgeline`, `Bristling Backwoods`, `Hidden Nursery`, `Hidden Volcano`, `Mirage Mesa`, `Nykthos, Shrine to Nyx`, `Elvish Mystic`, `Llanowar Elves`, `Goldhound`, `Poison Dart Frog`, `Great Divide Guide`, `Intrepid Stablemaster`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Utopia Sprawl`, `Arcane Signet`, `Chromatic Lantern`, `The Celestus`, `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, `Nissa, Resurgent Animist`, and `Leyline of Abundance` are the infrastructure. Card text check required for `Mirage Mesa`, `Great Divide Guide`, `Intrepid Stablemaster`, and `Poison Dart Frog` before assuming exact mana abilities.

- Extra-card modules: none. The registered sideboard is 0 cards, so sideboard planning is unavailable unless Veles exposes a separate legal format-specific zone at runtime.

## Primary Win Conditions
- Commander avalanche: prioritize `Etali, Primal Conqueror` when mana is stable, the hand lacks a better same-turn stabilizer, and visible board pressure does not require immediate removal first. Setup is lands plus acceleration from `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Utopia Sprawl`, `Arcane Signet`, `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, `Chromatic Lantern`, `The Celestus`, `Leyline of Abundance`, or `Nissa, Resurgent Animist`; execution is resolving the commander, taking only legal cast/play actions Veles exposes from the trigger, then converting the resulting permanents or spells into a dominant board. Disruption risk is removal, counterplay, commander tax, or whiff-like legal action sets; commit when waiting gives the opponent more time than the current trigger risk costs.

- Attack-trigger pressure: prioritize `Etali, Primal Storm` when haste, cheat, or protection-by-speed is available, or when the opponent has limited visible blockers and the game can be won by repeated attack triggers. Setup is a board that can attack safely or a timing compressor such as `Bitter Reunion`, `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, or `Helm of the Host`; execution is to attack only when legal combat output and visible blockers make the trigger worth the risk. Disruption risk is removal before combat, chump blocks, tap effects, or racing pressure; choose this line over commander recasting when six-mana pressure arrives sooner than paying commander tax.

- Big-threat compression: prioritize `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, and `Helm of the Host` when the hand contains expensive bodies and normal casting is too slow. Setup is enough mana to deploy the enabler plus a threat such as `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Devourer of Destiny`, `Trumpeting Carnosaur`, `Pinnacle Kill-Ship`, `Spinewoods Armadillo`, or `Quakebringer`; execution is to put the largest legal board-impact card onto the battlefield or copy the most decisive threat. Disruption risk is the enabler being removed before activation or the copied/cheated creature not affecting the right axis; favor this path against slow decks or when one large trigger answers the current board.

- Red reach and devotion pressure: prioritize `Fanatic of Mogis`, `Quakebringer`, `Burn Down the House`, `Koth, Fire of Resistance`, `Chandra, Awakened Inferno`, `Urabrask`, and `Hit the Mother Lode` when life totals, visible blockers, or board stalls make combat damage unreliable. Setup is red permanents, mana, and a stable enough life total to spend a turn on reach; execution is to choose legal damage or emblem/pressure lines that shorten the clock without sacrificing lethal prevention. Disruption risk is lifegain, damage prevention, or spending burn before it is lethal; use this path when the opponent is low, planeswalker pressure is safe, or a sweeper plus follow-up wins the race.

## Secondary Win Conditions
- Midrange combat wins games when the top-end is delayed, so convert `Rampaging Raptor`, `Rocksteady, Crash Courser`, `Writhing Chrysalis`, `Questing Druid`, `Professional Face-Breaker`, `Rabbit Battery`, `Goldhound`, and incidental bodies into pressure only after preserving required mana. Card text check required for exact `Rocksteady, Crash Courser` and `Writhing Chrysalis` tactical assumptions; attack when visible blocks are favorable or when forcing trades protects later Etali turns.

- Value selection wins stalled games by finding the next payoff rather than overcommitting into the board. Use `Threats Undetected`, `Archdruid's Charm`, `Titania's Command`, `Grapple with the Past`, `Bramble Familiar`, `Questing Druid`, `Geological Appraiser`, `Trumpeting Carnosaur`, `Etali's Favor`, and `Devourer of Destiny` to locate lands, threats, or recovery pieces according to legal action text; do not assume exact discover, adventure, or selection outcomes when Veles has not exposed them.

- Resource-denial pressure is a backup plan when the opponent is mana-tight or dependent on a single permanent type. `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Abrade`, `Titania's Command`, `Archdruid's Charm`, `Burn Down the House`, and planeswalker damage can turn a stable board into a soft lock by removing visible blockers, artifacts, planeswalkers, lands, or must-answer permanents. Prioritize this over face damage when denying the opponent's next turn protects a winning threat.

- Recursion and graveyard recovery matter after removal or trades, so use `Grapple with the Past`, `Bramble Familiar`, and legal `Titania's Command` modes to recover the best public graveyard card for the current axis. Recover `Etali, Primal Conqueror` or a decisive threat when mana is ready; recover a land or ramp piece when commander tax or missed land drops are the bottleneck.

## Emergency Lines
- Behind on life: stabilize before ramping greedily, using `Burn Down the House`, `Abrade`, `Meteor Golem`, `Cityscape Leveler`, `Titania's Command`, `Archdruid's Charm`, blockers, or lifegain-mode legal actions if exposed. Do not attack with needed blockers under a short clock unless the attack changes lethal math or enables a decisive follow-up.

- Behind on board: choose sweepers, removal, or board-impact threats over slow engines. `Burn Down the House`, `Chandra, Awakened Inferno`, `Cityscape Leveler`, `Meteor Golem`, `Sundering Titan`, and `Devourer of Destiny` should be evaluated as catch-up tools before committing `Helm of the Host`, `Cloud Key`, `Evolving Door`, `Raiding Schemes`, or other delayed engines.

- Behind on cards: convert selection and cascade-style velocity into action rather than holding speculative threats. Prefer legal lines from `Grapple with the Past`, `Bramble Familiar`, `Questing Druid`, `Threats Undetected`, `Geological Appraiser`, `Trumpeting Carnosaur`, `Hit the Mother Lode`, `Titania's Command`, and planeswalkers when they increase options this turn or next turn.

- Behind on mana: protect mana creatures and prioritize land-finding before seven-mana threats. Keep `Elvish Mystic`, `Llanowar Elves`, `Ilysian Caryatid`, `Ixalli's Lorekeeper`, `Utopia Sprawl`, `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, `Chromatic Lantern`, `The Celestus`, `Nissa, Resurgent Animist`, and `Nykthos, Shrine to Nyx` lines ahead of medium attacks unless the opponent is already nearly dead.

- Engines removed or combo denied: pivot to command-zone recasts, hard-cast threats, and planeswalker/burn reach instead of waiting for the exact enabler. If `Helm of the Host`, `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, or `Roaming Throne` is gone, win through `Etali, Primal Conqueror`, `Etali, Primal Storm`, large creatures, `Fanatic of Mogis`, `Koth, Fire of Resistance`, or `Chandra, Awakened Inferno` as legal actions allow.

## Resource Model
- Mana is the deck's primary resource, so convert early turns into lands, fixing, and acceleration before spending cards on medium pressure. `Elvish Mystic`, `Llanowar Elves`, `Ilysian Caryatid`, `Ixalli's Lorekeeper`, `Utopia Sprawl`, `Goldhound`, `Arcane Signet`, `The Celestus`, `Chromatic Lantern`, `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, `Nissa, Resurgent Animist`, `Loot, Exuberant Explorer`, and `Nykthos, Shrine to Nyx` are the cards that turn hand slots into earlier `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, or `Sundering Titan` turns.

- Life is a buffer for reaching the first decisive seven-plus-mana action, not a resource to spend casually. Take damage when it preserves a mana creature, a key land drop, or a larger stabilizing play; trade or remove creatures sooner when visible attacks put commander deployment or planeswalker use at risk.

- Hand size should be spent on acceleration until the deck can cast or cheat a top-end threat. Keep at least one payoff or selection card when possible, because hands that only ramp can stall after a removal spell, while hands that only contain `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, or `Devourer of Destiny` can lose before they act.

- Board material is both defense and mana infrastructure, so do not expose `Elvish Mystic`, `Llanowar Elves`, `Ilysian Caryatid`, or other mana permanents in combat unless the attack changes a race or the creature is no longer needed for the next turn's spell. Large creatures become resources for pressure only after checking whether they are needed as blockers against visible lethal or near-lethal attacks.

- Graveyard resources matter after trades and removal, so treat `Grapple with the Past`, `Bramble Familiar`, and legal `Titania's Command` modes as recovery tools for lands, commander-tax pressure, or a decisive creature. Do not assume a graveyard card is recoverable unless the legal action text exposes that target or mode.

- Exile resources must be read from Veles state before use. If `Questing Druid`, `Trumpeting Carnosaur`, `Geological Appraiser`, `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Hit the Mother Lode`, or another effect creates castable exile cards, cast the time-limited card when it advances mana, removes pressure, or produces a threat before the permission expires; do not spend mana on low-impact exile value when commander or survival is the priority.

- Lands are not just counts; they are colors, devotion, utility, and timing. `Command Tower`, `Stomping Ground`, `Commercial District`, `Copperline Gorge`, `Bristling Backwoods`, `Wooded Ridgeline`, `Rockfall Vale`, `Temple of Abandon`, `Hidden Nursery`, `Hidden Volcano`, `Mirage Mesa`, and `Nykthos, Shrine to Nyx` should be sequenced for the next two turns, not only the current spell.

- Sacrifice fodder is tactical fuel when visible legal actions expose mana, artifact, creature, or upgrade costs. Preserve `Goldhound`, Treasure tokens from `Professional Face-Breaker`, visible Spawn or similar tokens, and expendable small creatures when they enable `Etali, Primal Conqueror`, `Quicksilver Amulet`, `Evolving Door`, or a stabilizing play; spend them when waiting would miss the decisive turn.

- Tempo is gained by compressing top-end deployment with `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, `Helm of the Host`, `Bitter Reunion`, `Cloud Key`, and acceleration. Use tempo to force the opponent to answer a threat before they can develop, but avoid delayed engines when the board already demands `Abrade`, `Burn Down the House`, `Meteor Golem`, or `Cityscape Leveler`.

- Information is a resource for commitment gates. Use revealed hands, public graveyards, visible mana, open blockers, stack contents, and known removal windows before committing `Etali, Primal Conqueror`, `Helm of the Host`, `Purphoros, Bronze-Blooded`, or `Quicksilver Amulet`; never assume hidden interaction is absent unless Veles state or public history supports it.

- Extra-card bullets do not exist in this registration. With `Sideboard (0)`, all adaptation must come from mulligans, sequencing, target priority, and commander recasts rather than later-game decklist changes.

## Mana Guide
- Keep hands that can produce green early and both colors by the first major payoff turn. A good opener usually has two or more lands or one land plus reliable legal acceleration, an early green source for `Elvish Mystic`, `Llanowar Elves`, `Utopia Sprawl`, `Cultivate`, or `Emergent Sequence`, and a path to red for `Abrade`, `Bitter Reunion`, `Koth, Fire of Resistance`, `Burn Down the House`, `Etali, Primal Storm`, or `Chandra, Awakened Inferno`.

- Mulligan hands that cannot act before turn three unless they have multiple lands, fixing, and a clear route to `Etali, Primal Conqueror`. Ship one-land hands without a visible one-mana accelerator, hands with only tapped lands and no two-mana play against pressure, and hands whose colors cannot cast their early ramp.

- Sequence untapped green first when the hand contains one-mana acceleration. `Forest`, `Command Tower`, `Stomping Ground`, `Copperline Gorge`, or another legal untapped green source should enable `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, or `Utopia Sprawl` before playing slower lands, unless the legal land text or life total makes another land necessary.

- Use tapped or setup lands when the turn has no essential one-mana play. `Temple of Abandon`, `Commercial District`, `Wooded Ridgeline`, `Bristling Backwoods`, `Hidden Nursery`, and `Hidden Volcano` should enter during low-pressure turns or before the deck needs exact seven-mana deployment; do not delay an untapped source if it prevents `Abrade`, ramp, or a commander turn.

- Fix colors before maximizing total mana. `Arcane Signet`, `Chromatic Lantern`, `The Celestus`, `Cultivate`, `Invasion of Zendikar`, and `Nissa, Resurgent Animist` should be chosen or sequenced to cover red-green access first, then to accelerate toward top-end threats. Card text check required for exact `Mirage Mesa`, `Great Divide Guide`, `Loot, Exuberant Explorer`, `Mona Lisa, Science Geek`, and `Intrepid Stablemaster` mana assumptions; use their legal action text rather than memory.

- Play land before draw or selection when the current hand already contains the required land and the spell sequence needs guaranteed mana this turn. Delay land until after `Grapple with the Past`, `Questing Druid`, `Bramble Familiar`, `Threats Undetected`, `Archdruid's Charm`, `Titania's Command`, `Temple of Abandon`, or other exposed selection only when the result can change which land should be played.

- Prioritize `Nykthos, Shrine to Nyx` when devotion is already meaningful and colored access is otherwise covered. Do not keep or sequence `Nykthos, Shrine to Nyx` as the only functional source for early green or red spells; treat it as an explosive midgame land, not basic fixing.

- Spend creature and artifact mana with removal risk in mind. Use fragile mana creatures before land mana when a sweeper or combat trade is likely to make them unavailable later, but preserve colored land sources when upcoming legal actions need exact red or green pips.

- Plan commander tax before optional value payments. If `Etali, Primal Conqueror` has been removed, count the next commander cost before activating `Quicksilver Amulet`, equipping or copying with `Helm of the Host`, transforming or using expensive abilities, or spending Treasure and `Goldhound` on secondary plays.

## Mulligan Guide
- Strong keep: keep two or three lands with early green plus `Elvish Mystic`, `Llanowar Elves`, `Utopia Sprawl`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Arcane Signet`, or `Cultivate`, especially when the hand also has `Abrade`, `Bitter Reunion`, `Questing Druid`, or a top-end payoff. The best hands cast acceleration before turn three and show a believable path to `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Chandra, Awakened Inferno`, `Cityscape Leveler`, or `Sundering Titan`.

- Medium keep: keep three lands plus fixing and one midgame stabilizer when the first play is turn two. `Command Tower`, `Stomping Ground`, `Copperline Gorge`, `Rockfall Vale`, `Temple of Abandon`, `Commercial District`, `Wooded Ridgeline`, `Bristling Backwoods`, `Hidden Nursery`, or `Hidden Volcano` can be acceptable if the legal sequence still casts `Arcane Signet`, `The Celestus`, `Chromatic Lantern`, `Emergent Sequence`, `Invasion of Zendikar`, or `Cultivate` on time.

- Risky keep: keep one land only with an untapped green source plus `Elvish Mystic`, `Llanowar Elves`, or `Utopia Sprawl`, and only when the hand has a second-mana plan if the accelerator dies. Ship most one-land hands with `Nykthos, Shrine to Nyx`, tapped lands, top-end creatures, `Helm of the Host`, `Quicksilver Amulet`, or no castable green play.

- Automatic ship: ship zero-land hands, hands with five or more expensive cards and no acceleration, hands whose lands cannot cast their early spells, and hands that require `Nykthos, Shrine to Nyx` as fixing. Ship hands that contain only `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Devourer of Destiny`, `Quakebringer`, `Etali, Primal Storm`, or `Chandra, Awakened Inferno` as action without ramp.

- Matchup-dependent keep: keep `Abrade`, `Burn Down the House`, `Meteor Golem`, or `Rampaging Raptor` hands more often against visible creature pressure, artifact engines, or fast starts. Keep slower engine hands with `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, `Cloud Key`, `Helm of the Host`, or `Roaming Throne` more often when the opponent is slow and public information suggests low early pressure.

- Play/draw adjustment: on the play, favor one-mana accelerators and hands that curve ramp into commander before the opponent stabilizes. On the draw, require either more stable mana, `Abrade`, `Bitter Reunion`, `Questing Druid`, `Grapple with the Past`, or a catch-up card because the opponent acts first.

- Trap hand: do not keep a hand just because it contains `Etali, Primal Conqueror` or `Helm of the Host` if it cannot produce early mana. Do not keep `Purphoros, Bronze-Blooded` plus giant creatures without red mana and a way to reach the activation or cast window; Card text check required for exact shortcut assumptions.

## Turn Arc
- Turn 1: lead with untapped green when it casts `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, or `Utopia Sprawl`. If no one-mana play is available, prefer a tapped fixing land such as `Temple of Abandon`, `Commercial District`, `Wooded Ridgeline`, `Bristling Backwoods`, `Hidden Nursery`, or `Hidden Volcano` unless the hand needs untapped red for `Abrade` next turn.

- Turn 2: deploy acceleration before value when safe. Preferred plays are `Arcane Signet`, `Ilysian Caryatid`, `Emergent Sequence`, `Goldhound`, `Poison Dart Frog`, `Bitter Reunion`, or a legal mana creature/action from `Great Divide Guide`, `Intrepid Stablemaster`, `Loot, Exuberant Explorer`, or `Mona Lisa, Science Geek`; Card text check required, so use legal action text. Deviate to `Abrade` when a visible threat or artifact will snowball before ramp matters.

- Turn 3: fix colors and bridge to seven mana. Prioritize `Cultivate`, `The Celestus`, `Chromatic Lantern`, `Invasion of Zendikar`, `Nissa, Resurgent Animist`, `Professional Face-Breaker`, `Questing Druid`, or `Grapple with the Past` depending on legal actions and pressure. Use `Archdruid's Charm`, `Threats Undetected`, or `Titania's Command` only when the exposed mode or target clearly advances mana, a stabilizer, or the commander plan.

- Turns 4-5: choose between stabilizing and committing. Against pressure, cast `Burn Down the House`, `Abrade`, `Meteor Golem`, `Rampaging Raptor`, `Writhing Chrysalis`, `Spinewoods Armadillo`, or another legal defensive play before engines. Against slower boards, set up `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, `Cloud Key`, `Roaming Throne`, `Helm of the Host`, `Koth, Fire of Resistance`, `Urabrask`, `Geological Appraiser`, `Trumpeting Carnosaur`, `Hit the Mother Lode`, or commander access.

- Late game: convert mana into irreversible threats, not scattered value. Cast or cheat `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, `Sundering Titan`, `Chandra, Awakened Inferno`, `Quakebringer`, or `Devourer of Destiny` when visible mana and board state support the line. Recast the commander through tax when it is better than a secondary engine, and use `Bitter Reunion`, `Rabbit Battery`, `Purphoros, Bronze-Blooded`, or `Helm of the Host` only when legal text and visible board make the haste/copy line matter immediately.

## Card Roles
- Commander payoff: `Etali, Primal Conqueror` is the deck's central mana payoff and should be cast or cheated only when the visible board lets the enter-the-battlefield trigger matter or when waiting risks falling behind. Treat commander access as a resource: if tax is rising, prefer setup that makes the next commander cast decisive rather than spending mana on medium engines.

- Alternate Etali pressure: `Etali, Primal Storm` rewards attacking and haste, so pair it with `Bitter Reunion`, `Rabbit Battery`, or `Purphoros, Bronze-Blooded` when legal action text supports immediate combat. Do not expose it into obvious removal when `Etali, Primal Conqueror` is the better tax-resistant plan.

- One-mana acceleration: `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, and `Utopia Sprawl` are premium opening plays because they compress the commander clock. Prioritize them over early card selection unless the hand lacks the land or color needed to keep developing.

- Two-mana and creature acceleration: `Ilysian Caryatid`, `Goldhound`, `Poison Dart Frog`, `Great Divide Guide`, `Intrepid Stablemaster`, `Loot, Exuberant Explorer`, and `Mona Lisa, Science Geek` are bridge cards from early turns into seven-mana threats. Card text check required for the newer or unusual cards; use them according to visible legal mana, treasure, fixing, or body text, and do not assume hidden combat or combo abilities.

- Artifact fixing: `Arcane Signet`, `The Celestus`, `Chromatic Lantern`, and `Cloud Key` help convert a mixed singleton hand into castable top end. Cast fixing before speculative value when it enables `Etali, Primal Conqueror`, `Chandra, Awakened Inferno`, `Sundering Titan`, or multi-spell turns; cast `Cloud Key` only when the chosen card type from legal text will reduce relevant follow-up spells.

- Land-ramp package: `Emergent Sequence`, `Cultivate`, `Invasion of Zendikar`, `Nissa, Resurgent Animist`, `Archdruid's Charm`, and `Titania's Command` should be evaluated first as mana development, then as selection or utility. Use `Archdruid's Charm` and `Titania's Command` modes from legal action text; do not choose a flexible mode for small value if it delays the commander or a stabilizing sweeper.

- Search and selection: `Threats Undetected`, `Grapple with the Past`, `Questing Druid`, `Bramble Familiar`, and `Devourer of Destiny` improve card quality but must not replace necessary ramp under pressure. Card text check required for exact adventure, selection, or cast-from-exile timing; choose targets or piles from visible legal candidates that either hit mana, find a stabilizer, or assemble a high-impact payoff line.

- Discover and cascade-like pressure: `Geological Appraiser`, `Trumpeting Carnosaur`, `Curator of Sun's Creation`, `Hit the Mother Lode`, and `Etali's Favor` are velocity cards that turn mana into board or spell advantage. Card text check required for exact trigger conditions; use them when mana is available after stabilizing, and avoid firing them blindly if the current board demands a specific removal spell or blocker.

- Cheat and copy engines: `Quicksilver Amulet`, `Purphoros, Bronze-Blooded`, `Helm of the Host`, `Roaming Throne`, and `Evolving Door` are commitment cards, not automatic curve plays. Deploy them when the hand or board already contains a payoff such as `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Trumpeting Carnosaur`, or `Quakebringer`; otherwise prioritize mana and survival.

- Removal and stabilization: `Abrade`, `Burn Down the House`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, `Rampaging Raptor`, and `Chandra, Awakened Inferno` are the main ways to stop an opponent from racing the ramp plan. Spend `Abrade` early on a visible snowball creature or artifact; hold broader answers for boards where one-for-one removal no longer catches up.

- Big artifact and land punishment: `Cityscape Leveler`, `Sundering Titan`, and `Meteor Golem` are high-cost interaction bodies that should answer the permanent most likely to prevent Etali from winning. Do not choose destructive targets casually; follow legal targets and visible board state, and avoid harming your own mana unless the action text is mandatory or the exchange is decisive.

- Haste and attack conversion: `Bitter Reunion`, `Rabbit Battery`, `Professional Face-Breaker`, `Rampaging Raptor`, and `Raiding Schemes` help convert large creatures into immediate damage or resources. Use haste effects when a large threat can attack now, when `Etali, Primal Storm` needs a trigger, or when combat damage unlocks treasure/value; do not spend them for cosmetic tempo when no attacker benefits.

- Red devotion and burn pressure: `Fanatic of Mogis`, `Quakebringer`, `Urabrask`, `Koth, Fire of Resistance`, and `Chandra, Awakened Inferno` provide noncombat reach and pressure planes. Count visible red pips before choosing `Fanatic of Mogis`; use `Koth, Fire of Resistance` primarily to hit land drops, ramp, or threaten a longer-game emblem line if legal text supports it.

- Midrange bodies and stabilizers: `Writhing Chrysalis`, `Spinewoods Armadillo`, `Rocksteady, Crash Courser`, `Raucous Audience`, `Pinnacle Kill-Ship`, and `Bramble Familiar` are role players that buy time or add pressure while the deck climbs. Card text check required for exact mechanics; choose them over engines when the opponent's board requires blockers, life-buffering, or a credible attack next turn.

- Lands and color structure: `Command Tower`, `Stomping Ground`, `Copperline Gorge`, `Rockfall Vale`, `Commercial District`, `Wooded Ridgeline`, `Bristling Backwoods`, `Temple of Abandon`, `Hidden Nursery`, `Hidden Volcano`, and `Mirage Mesa` are fixing first, tempo tools second. `Nykthos, Shrine to Nyx` is an explosive devotion land, so treat it as a payoff land once red or green pips are established rather than a keepable source by itself.

- Basic lands: `Forest` is the most important early basic because it casts the one-mana acceleration and `Utopia Sprawl`. `Mountain` becomes critical once the deck pivots into `Abrade`, haste enablers, sweepers, planeswalkers, red devotion, and top-end threats; fetch or select basics according to the next two legal turns, not only the current spell.

## Interaction Priorities
- Stop the fastest visible clock before building engines: use `Abrade`, `Burn Down the House`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, `Rampaging Raptor`, or `Chandra, Awakened Inferno` to prevent lethal pressure, repeated combat snowballing, or a planeswalker ultimate before spending mana on `Helm of the Host`, `Evolving Door`, `Quicksilver Amulet`, or `Roaming Throne`.

- Remove mana denial and commander blockers first against control or midrange: visible permanents that tax, counter, steal, exile, or repeatedly answer `Etali, Primal Conqueror` matter more than small attackers if life is stable. Use `Meteor Golem` or `Cityscape Leveler` on the permanent that keeps Etali from resolving, attacking, or generating an ETB payoff.

- Use `Abrade` early when the target changes the game immediately: kill a visible low-cost engine creature, artifact mana, equipment, or damage source if it would beat the ramp curve. Do not spend `Abrade` on a low-pressure creature when `Burn Down the House` is already a legal stabilizer or when the opponent is representing a more important artifact.

- Save sweepers for boards that beat one-for-one play: `Burn Down the House` is strongest when it resets multiple attackers, clears small utility creatures, or protects a planeswalker follow-up. Do not sweep away your own `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, and other ramp bodies unless the life total or board state requires it.

- Target noncreature engines with permanent removal: `Meteor Golem` and `Cityscape Leveler` should answer planeswalkers, lock pieces, sacrifice engines, graveyard engines, or artifact/combo pieces before ordinary blockers. `Sundering Titan` requires special care because target or trigger choices can affect your lands; follow legal choices and preserve enough red-green mana to recast `Etali, Primal Conqueror` when possible.

- Treat free spells from `Etali, Primal Conqueror` as real interaction, not bonus clutter: if a legal exiled spell can remove, counter, discard, exile, or bounce, point it at the visible card most likely to stop Etali's trigger from winning or stabilizing. Do not invent hidden targets; use only legal action text and public zones.

- Bait interaction with medium threats when the commander is not urgent: `Trumpeting Carnosaur`, `Geological Appraiser`, `Etali, Primal Storm`, `Koth, Fire of Resistance`, `Professional Face-Breaker`, and `Quakebringer` can draw removal before `Etali, Primal Conqueror`. Do not bait when the opponent's clock forces immediate commander impact or when the hand cannot recover from another taxed commander cast.

- Ignore low-impact creatures when your top end races them: small attackers without evasion or engine text can be handled by blockers from `Writhing Chrysalis`, `Spinewoods Armadillo`, `Raucous Audience`, `Rocksteady, Crash Courser`, or sweepers. Card text check required for newer role players; use their exact visible stats and abilities before assigning them to stabilize.

- Change removal posture by archetype: against aggro, protect life and board parity first; against control, pressure mana and planeswalkers before small creatures; against combo, answer enabling permanents and commanders immediately; against ramp mirrors, disrupt mana engines only when it delays a larger payoff more than developing your own Etali plan.

## Combat And Trading Rules
- Attack when combat advances a payoff, not merely because a creature is untapped: `Etali, Primal Storm` wants haste or a clear attack trigger, `Professional Face-Breaker` wants damage to generate resources, and `Rampaging Raptor` pressures planeswalkers or life totals. Hold attacks that expose necessary ramp bodies or blockers without gaining damage, treasure, or trigger value.

- Preserve mana creatures until Etali is online: `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Goldhound`, `Poison Dart Frog`, `Great Divide Guide`, and `Intrepid Stablemaster` should not trade in combat unless the trade prevents major damage or the mana is no longer needed. Card text check required for unusual mana creatures; evaluate only visible legal abilities.

- Trade early against fast decks when the trade buys a full turn: losing a ramp creature can be correct if it keeps life above the danger range for `Burn Down the House`, `Chandra, Awakened Inferno`, or `Etali, Primal Conqueror`. Avoid chump blocks before turn five unless the next attack threatens lethal or a planeswalker you need to keep.

- Protect engines that multiply Etali triggers: `Helm of the Host`, `Roaming Throne`, `Quicksilver Amulet`, and `Purphoros, Bronze-Blooded` justify conservative blocks if their survival will create a decisive large-creature turn. Do not protect an engine over life total when the opponent already has lethal pressure on board.

- Use haste as a conversion resource: `Bitter Reunion`, `Rabbit Battery`, and `Purphoros, Bronze-Blooded` are most valuable when they let `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, `Sundering Titan`, or `Trumpeting Carnosaur` attack before removal can reset the board. Do not spend haste support on a minor attacker when a larger threat is likely next turn.

- Block to preserve planeswalkers only when they will matter next turn: defend `Koth, Fire of Resistance`, `Lukka, Coppercoat Outcast`, or `Chandra, Awakened Inferno` if the loyalty action will ramp, remove, or close the game. Let a planeswalker take damage if saving it costs the creature needed to cast or protect Etali.

- Count red devotion before choosing damage lines: `Fanatic of Mogis` can turn board presence into reach, so attacking or trading away red permanents before casting it may reduce lethal pressure. If `Fanatic of Mogis` is not in hand or visible through legal selection, do not overprotect weak red creatures solely for theoretical devotion.

- Stabilize before racing when behind on board: `Writhing Chrysalis`, `Spinewoods Armadillo`, `Bramble Familiar`, `Raucous Audience`, `Pinnacle Kill-Ship`, and `Rocksteady, Crash Courser` can be blockers or pressure depending on exact text and stats. Card text check required; prefer blocks that survive combat or force the opponent to spend mana before your commander turn.

## Selection And Tutor Rules
- Treat true tutor effects as commitment decisions: use `Archdruid's Charm`, `Threats Undetected`, `Invasion of Zendikar`, `Cultivate`, `Emergent Sequence`, and `Titania's Command` to fix the exact bottleneck shown by hand, board, and commander tax. Do not tutor generically when the current legal line needs a specific color, land count, creature body, or high-impact permanent.

- Prioritize mana search before value search when `Etali, Primal Conqueror` is not castable: find green or red sources, untapped mana, or lands that support commander recasts before selecting a threat. `Command Tower`, `Stomping Ground`, `Commercial District`, `Copperline Gorge`, `Rockfall Vale`, `Temple of Abandon`, `Wooded Ridgeline`, `Bristling Backwoods`, `Hidden Nursery`, and `Hidden Volcano` matter by visible color access; choose basics when legal text restricts the search.

- Use `Archdruid's Charm` as either fixing or tactical answer: search for a land or creature only when that advances the next two turns more than any legal removal or pump mode. Card text check required for the exact mode wording; obey Forge's offered mode list and target list.

- Use `Threats Undetected` to assemble pressure, not a random pile: choose creatures that force difficult opponent splits, such as `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Cityscape Leveler`, `Sundering Titan`, `Trumpeting Carnosaur`, `Meteor Golem`, `Devourer of Destiny`, or `Spinewoods Armadillo`, based on legal candidates. Card text check required for exact restrictions; do not assume every creature is selectable.

- Sequence land-drop decisions after selection when the selection can change the land: cast `Cultivate`, `Invasion of Zendikar`, `Emergent Sequence`, `Grapple with the Past`, adventure halves, discover spells, or scry/filter effects before playing a land if the result can reveal or find the missing color. Play the land first only when it is required to cast the selection spell.

- Use `Grapple with the Past` as recovery when a specific graveyard card matters: return `Etali, Primal Conqueror` only if commander-zone access is not better, and prioritize `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, or a needed land when visible graveyard contents make that legal. Do not assume milled cards are known until Forge exposes them.

- Treat discover and exile-cast effects as constrained selection: `Geological Appraiser`, `Trumpeting Carnosaur`, `Hit the Mother Lode`, `Curator of Sun's Creation`, and `Etali, Primal Conqueror` can create temporary spell choices. Cast the legal exiled card that fixes mana, removes a blocker or lock piece, protects the commander turn, or produces the largest immediate board swing; decline or defer only when Forge offers a legal non-cast action and casting is visibly worse.

- Bottom or skip low-impact setup when the commander turn is already secured: redundant small mana creatures, slow engines, and tapped lands lose priority once seven-plus mana and both colors are established. Keep interaction, haste support, or high-impact threats if the next turn is about resolving or attacking with `Etali, Primal Conqueror`.

## Priority And Stack Rules
- Pass priority when no legal instant-speed action changes the current exchange: this ramp deck wins by mana and large triggers, so do not spend `Abrade`, `Archdruid's Charm`, activated abilities, or optional payments into empty value unless a visible threat, lock piece, lethal line, or commander-protection issue exists.

- Respond to removal on key engines only with legal protection or conversion, not hope: if `Etali, Primal Conqueror`, `Helm of the Host`, `Quicksilver Amulet`, `Roaming Throne`, `Purphoros, Bronze-Blooded`, or a planeswalker is targeted, check for legal activated abilities, haste grants, sacrifice/conversion, or stack interaction before passing. Card text check required for newer permanents with unusual activated abilities.

- Activate `Quicksilver Amulet` at the latest safe window: put `Etali, Primal Conqueror`, `Cityscape Leveler`, `Sundering Titan`, `Meteor Golem`, `Etali, Primal Storm`, or `Trumpeting Carnosaur` in on the opponent's end step when possible, or before combat when immediate attack or ETB pressure matters. Do not expose the creature early if the same visible outcome is available after the opponent taps mana.

- Spend `Abrade` before damage or combo resolution when the target's effect is imminent: destroy an artifact engine, equipment, mana rock, or creature that changes combat, lethal math, or the stack. Let small creatures resolve if `Burn Down the House`, blockers, or a larger Etali line handles them more efficiently.

- Use optional payments only when they preserve the main turn: pay costs from `Bitter Reunion`, `Rabbit Battery`, `Purphoros, Bronze-Blooded`, `Professional Face-Breaker`, `The Celestus`, `The Celestus`-style filtering, or treasure sources when the result accelerates Etali, grants decisive haste, fixes a missing color, or prevents death. Do not consume mana needed for commander tax, removal, or a stack tax.

- Let opponent card draw or setup resolve when answering the board is stronger: save interaction for permanents and spells that stop `Etali, Primal Conqueror`, create lethal pressure, exile the graveyard card you need, counter the commander, or invalidate combat. Do not fire removal into a spell that has no visible target or battlefield consequence unless Forge exposes a decisive legal response.

- Respect trigger order and target prompts literally: Etali cast triggers, discover triggers, `Fanatic of Mogis`, `Cityscape Leveler`, `Meteor Golem`, `Sundering Titan`, `Koth, Fire of Resistance`, and `Chandra, Awakened Inferno` can create mandatory or optional choices. Choose legal targets that remove commander blockers, mana denial, planeswalkers, or lethal attackers; avoid your own permanents unless the action text or survival math requires it.

- Hold priority around combat tricks only when the window changes damage: after attackers, after blockers, and before damage, check for haste, removal, activated abilities, treasure, or flash-like deployment that can create an Etali attack, save life, kill a blocker, or produce lethal. Pass through routine combat when the only legal actions are low-impact mana or setup activations.

## Sideboard Map
- Registered sideboard status: this Brawl list has zero registered sideboard cards, so Veles must not generate any executable plan, must not name any card as available from outside the registered main deck, and must treat every between-game configuration request as illegal unless the rules engine or event layer exposes a format-specific command-zone-only adjustment. The only legal registered card pool is the 100-card main deck headed by `Etali, Primal Conqueror`.

- Between-game policy: preserve the submitted 100 exactly. Do not alter the main deck, do not invent wishboard access, and do not assume companion, learn, lesson, attraction, sticker, or best-of-three outside-card access from the strategy tags. If a between-game configuration prompt appears, choose the legal no-change or decline action when Forge exposes one; otherwise require engine validation before committing any change.

- No-sideboard coverage: there are no sideboard cards to cover. Runtime guidance should therefore focus on role adaptation through mulligans, sequencing, commander tax planning, and in-game target priority rather than decklist change.

- No-sideboard adaptation plan: no executable deck-change plan exists because the registered sideboard is empty. A balanced plan would require equal numbers of legal outside entries and legal main-deck removals, and this deck has zero legal outside entries.

- Archetype adaptation versus fast aggro: stabilize through early mana bodies only when they also block or accelerate into a sweeper. `Burn Down the House`, `Abrade`, `Rampaging Raptor`, `Writhing Chrysalis`, `Spinewoods Armadillo`, `Meteor Golem`, and `Cityscape Leveler` become higher-priority stabilizers than slow value engines. `Etali, Primal Conqueror` remains the best swing card, but keep hands that survive to cast it rather than hands that only promise a spectacular turn seven.

- Archetype adaptation versus creature-light control: pressure mana and cards while preserving threat density. `Cavern of Souls` is not registered, so do not assume uncounterable commander lines. Use `Bitter Reunion`, `Rabbit Battery`, `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, and `Helm of the Host` as timing tools when visible mana suggests a sorcery-speed Etali turn is exposed. `Chandra, Awakened Inferno`, `Koth, Fire of Resistance`, `Etali, Primal Storm`, and `Sundering Titan` are meaningful alternate must-answer threats.

- Archetype adaptation versus artifact engines: prioritize `Abrade`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, and any legal `Archdruid's Charm` answer mode over pure ramp once the opposing artifact is generating mana, cards, combo progress, or protection. `Roaming Throne`, `Helm of the Host`, `Quicksilver Amulet`, `Arcane Signet`, `Chromatic Lantern`, `The Celestus`, and `Cloud Key` are your own artifact dependencies, so do not expose them into visible artifact sweepers unless the resulting Etali turn is worth the risk.

- Archetype adaptation versus graveyard decks: no dedicated graveyard hate is registered, so win by speed, pressure, and selective permanent interaction. `Grapple with the Past` is a self-recovery card, not hate. Use `Burn Down the House`, `Abrade`, `Meteor Golem`, `Cityscape Leveler`, and combat to manage graveyard payoff permanents after they appear. Do not pretend the deck can exile graveyards unless Forge offers a legal action from a resolved card.

- Archetype adaptation versus ramp mirrors: accelerate first, then convert mana into commander triggers or artifact-cheat turns. `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Goldhound`, `Poison Dart Frog`, `Arcane Signet`, `Chromatic Lantern`, `The Celestus`, `Cultivate`, `Invasion of Zendikar`, `Nissa, Resurgent Animist`, `Loot, Exuberant Explorer`, and `Leyline of Abundance` all support racing to the first decisive seven-plus-mana turn. Interaction should hit opposing mana engines only when that delays a larger threat more than developing your own.

- Archetype adaptation versus removal-heavy midrange: diversify permanent types and keep commander recasts realistic. `Bitter Reunion`, `The Celestus`, `Questing Druid`, `Grapple with the Past`, `Titania's Command`, `Threats Undetected`, and planeswalkers help recover after one-for-one removal. `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, and `Helm of the Host` become commitment gates because losing the setup artifact or enchantment can cost a full turn.

- Archetype adaptation versus go-wide boards: value sweepers and bodies over slow single-target play. `Burn Down the House` is the cleanest registered mass-control card when legal. `Fanatic of Mogis`, `Quakebringer`, `Rampaging Raptor`, `Writhing Chrysalis`, `Rocksteady, Crash Courser`, `Spinewoods Armadillo`, `Cityscape Leveler`, and `Meteor Golem` should be evaluated by life-total impact and blocking math, not just mana value.

- Archetype adaptation versus combo: shorten the clock and hold interaction for visible engine pieces. `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Hit the Mother Lode`, `Trumpeting Carnosaur`, `Geological Appraiser`, and `Curator of Sun's Creation` can create burst turns, but only legal stack and target choices matter at runtime. Use `Abrade`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, and `Archdruid's Charm` against visible combo permanents; do not reserve answers for unknown cards.

- Role change when behind: become a stabilization deck. Prioritize land drops, blockers, removal, and sweepers before slow artifacts such as `Helm of the Host` or `Cloud Key`. `Etali, Primal Conqueror` is still a comeback engine, but commander tax makes reckless recasts poor when the opponent has lethal pressure on board.

- Role change when ahead: become a conversion deck. Use haste, extra threat deployment, and destructive ETB effects to end the game before the opponent rebuilds. `Bitter Reunion`, `Rabbit Battery`, `Purphoros, Bronze-Blooded`, `Quicksilver Amulet`, `Helm of the Host`, `Roaming Throne`, `Fanatic of Mogis`, and `Etali, Primal Storm` are stronger when the opponent is already forced to answer the board.

- Role change when mana-flooded: convert excess mana into commander pressure, activated abilities, and large permanents. Recasting `Etali, Primal Conqueror` is acceptable when the trigger or transformed body is materially better than smaller plays. `Nykthos, Shrine to Nyx` should be valued by visible devotion and legal activation timing, not by theoretical ceiling.

- Role change when mana-light: protect early accelerants and choose fixing lines before speculative payoffs. `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, `Utopia Sprawl`, `Arcane Signet`, `Chromatic Lantern`, and `The Celestus` should lead unless survival requires `Abrade` or a blocker.

- Runtime safeguard: reject any generated sideboarding action that names a nonregistered card, names a registered main-deck card as available from outside the registered main deck, or changes quantities in the 100-card list. The correct adaptive behavior is strategic role reassessment, not deck modification.

## Matchup Guidance

- Aggro: keep hands that create mana and interact before the first large Etali turn, not hands that only contain expensive payoff cards. `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, `Goldhound`, `Poison Dart Frog`, `Utopia Sprawl`, `Arcane Signet`, `Cultivate`, and `Invasion of Zendikar` are good only if they let you reach `Burn Down the House`, `Rampaging Raptor`, `Writhing Chrysalis`, `Spinewoods Armadillo`, `Meteor Golem`, or `Etali, Primal Conqueror` before lethal pressure. Trade early creatures when the trade preserves life and does not strand a required color. Do not spend `Abrade` on a minor creature if a visible artifact or larger attacker is already the real source of damage.

- Control: make control answer different permanent types and do not rely on a single sorcery-speed commander cast. `Bitter Reunion`, `Rabbit Battery`, `Purphoros, Bronze-Blooded`, and `Quicksilver Amulet` are timing tools for forcing high-impact creatures through windows where the opponent is tapped low. `Chandra, Awakened Inferno`, `Koth, Fire of Resistance`, `Etali, Primal Storm`, `Sundering Titan`, `Cityscape Leveler`, and `Helm of the Host` are alternate must-answer threats. Commit `Etali, Primal Conqueror` when waiting gives the control deck more draw steps than your hand can punish, but avoid walking the commander into obvious open interaction when another threat pressures them first.

- Combo: race with commander triggers while holding interaction for visible engines, not hypothetical hidden pieces. `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Hit the Mother Lode`, `Trumpeting Carnosaur`, `Geological Appraiser`, and `Curator of Sun's Creation` are your burst tools when the game must end quickly. Use `Abrade`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, and legal `Archdruid's Charm` modes on visible permanents that produce mana, enable repeated selection, protect the combo, or represent the known payoff. If the opponent has no visible engine, develop mana and pressure instead of passing with unused resources.

- Tempo: protect the mana curve and make them answer one large object at a time. Cheap accelerants are fragile, so prefer land-based development from `Cultivate`, `Emergent Sequence`, `Invasion of Zendikar`, and stable fixing when the opponent is representing bounce or small removal. `Bitter Reunion` and `Rabbit Battery` matter because haste reduces the window for the tempo deck to untap and reset your threat. Avoid spending a full turn on `Cloud Key`, `Helm of the Host`, or `Evolving Door` unless the visible board is stable or the next legal action immediately converts the setup into a threat.

- Midrange: go over the top, but do not ignore removal math. `Questing Druid`, `Grapple with the Past`, `Titania's Command`, `Threats Undetected`, `The Celestus`, `Nissa, Resurgent Animist`, and planeswalkers help rebuild after trades. Use `Abrade`, `Meteor Golem`, and `Cityscape Leveler` on permanents that either dominate combat or stop Etali from mattering. When both players are trading one-for-one, prioritize land drops and commander tax planning over speculative small attacks.

- Big mana: accelerate first unless a visible opposing mana permanent clearly enables a faster decisive turn. Your best plan is often to land `Etali, Primal Conqueror` or a cheat effect before the opponent resolves their own top-end. `Nykthos, Shrine to Nyx`, `Leyline of Abundance`, `Loot, Exuberant Explorer`, `Nissa, Resurgent Animist`, `Chromatic Lantern`, `Arcane Signet`, `The Celestus`, `Cultivate`, and creature mana all matter in the race. Use `Sundering Titan`, `Cityscape Leveler`, `Meteor Golem`, and `Archdruid's Charm` to break mana infrastructure only when the legal target is visible and the tempo loss favors you.

- Graveyard: accept that this registered list has no dedicated graveyard hate and win by speed, pressure, and board control. `Grapple with the Past` is self-recovery, not opponent graveyard interaction. Point removal and destructive ETB effects at visible graveyard payoff permanents after they appear. Do not choose graveyard-focused lines because of hidden assumptions; choose them only when Forge exposes legal actions and public zones show the graveyard matters now.

- Artifact/enchantment: treat engines, mana rocks, lock pieces, and protection permanents as higher-value targets than random creatures. `Abrade`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, and legal `Archdruid's Charm` modes are the main answers. Protect your own `Arcane Signet`, `Chromatic Lantern`, `The Celestus`, `Cloud Key`, `Quicksilver Amulet`, `Helm of the Host`, and `Roaming Throne` from overcommitment when the opponent shows sweepers or repeated artifact/enchantment removal. If an artifact or enchantment is only incremental, keep developing toward Etali instead of spending a scarce answer.

- Go-wide: prioritize sweepers, large blockers, and life-total math over single-target value. `Burn Down the House` is the clearest reset when legal; do not delay it for extra value if the next combat threatens lethal or forces bad blocks. `Writhing Chrysalis`, `Rampaging Raptor`, `Spinewoods Armadillo`, `Rocksteady, Crash Courser`, `Meteor Golem`, and `Cityscape Leveler` should be judged by whether they change attacks and blocks immediately. `Fanatic of Mogis` and `Quakebringer` can contribute reach, but Card text check required before assuming exact damage or prevention effects.

- Single-threat: answer the one threat if it kills faster than your commander plan. Save `Abrade`, `Meteor Golem`, `Cityscape Leveler`, `Archdruid's Charm`, and combat double-blocks for the visible permanent that actually wins the game. If the threat is hard to remove, race with `Etali, Primal Conqueror`, haste from `Bitter Reunion` or `Rabbit Battery`, and large bodies from `Purphoros, Bronze-Blooded` or `Quicksilver Amulet`. Do not chump early if the chump creature is your only path to seven mana and the life total remains above the next visible attack.

- Burn: preserve life total as a real resource and avoid unnecessary shock-style or slow tapland costs when legal alternatives exist. Use early blockers, `Spinewoods Armadillo`, and removal to reduce repeat damage sources. `Burn Down the House` is acceptable as a stabilizer even when it catches your own small creatures if those creatures no longer race. Force the burn deck to answer a quick `Etali, Primal Conqueror` when your life total is stable enough to survive the crack-back.

- Removal-heavy decks: diversify threats and keep recursion or card flow available. Do not put all resources into `Helm of the Host`, `Quicksilver Amulet`, `Purphoros, Bronze-Blooded`, or commander tax unless the visible hand/board context makes the commitment necessary. `Bitter Reunion`, `Grapple with the Past`, `Questing Druid`, `The Celestus`, `Titania's Command`, `Threats Undetected`, `Koth, Fire of Resistance`, and `Chandra, Awakened Inferno` help maintain pressure after removal. When the opponent is trading down on mana, recasting `Etali, Primal Conqueror` is good; when tax makes the recast consume the whole turn into lethal pressure, stabilize first.

- Universal matchup rule: no sideboard transformation exists because the registered sideboard is empty. Adjust mulligans, sequencing, target priority, combat posture, and commitment timing only from legal actions, visible permanents, public zones, and known commander tax. Do not invent hate cards, protection cards, or matchup bullets that are not in the 100-card registered list.

## Specific Matchup Notes
- General/archetype-only: exact opponents are absent, so revealed cards, commanders, public zones, and legal actions override these assumptions. Treat sideboarding as none because the registered sideboard has zero cards; likely matchup adjustment is only mulligan posture, target priority, combat discipline, and commitment timing.

- Fast aggro and burn: keep hands that produce early blockers or acceleration without taking avoidable tempo damage. `Elvish Mystic`, `Llanowar Elves`, `Goldhound`, `Ilysian Caryatid`, `Poison Dart Frog`, `Ixalli's Lorekeeper`, `Utopia Sprawl`, `Arcane Signet`, and `Cultivate` are valuable only if they help reach a stabilizing body or `Etali, Primal Conqueror` before life total becomes critical. Priority targets are visible repeat damage permanents, evasive attackers, and go-wide engines; use `Abrade`, `Burn Down the House`, `Meteor Golem`, and `Cityscape Leveler` when the legal target or reset changes the next combat.

- Control and removal-heavy decks: force must-answer threats while avoiding all-in commitments into open mana. `Quicksilver Amulet`, `Purphoros, Bronze-Blooded`, `Bitter Reunion`, `Rabbit Battery`, `Helm of the Host`, and `Roaming Throne` can shorten the answer window, but commit them only when the visible board and priority context suggest waiting is worse. Priority targets are planeswalkers, repeatable card-selection permanents, and lock pieces that stop Etali or large creatures from mattering.

- Midrange mirrors: play toward higher top-end and cleaner rebuilds after trades. `Questing Druid`, `Grapple with the Past`, `Threats Undetected`, `Titania's Command`, `Koth, Fire of Resistance`, `Chandra, Awakened Inferno`, and `The Celestus` matter when both players exchange resources. Priority targets are permanents that dominate combat, generate repeated material, or answer `Etali, Primal Conqueror` without losing tempo.

- Combo and engine decks: race with ramp unless a visible engine piece creates a faster known kill. `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Hit the Mother Lode`, `Trumpeting Carnosaur`, `Geological Appraiser`, and `Curator of Sun's Creation` are pressure tools, not excuses to ignore a public combo permanent. Priority targets are visible mana engines, cost reducers, sacrifice engines, graveyard payoffs, and protection permanents that make the opponent's next turn decisive.

- Big-mana decks: count mana development each turn and decide whether disruption or acceleration wins the race. `Nykthos, Shrine to Nyx`, `Leyline of Abundance`, `Nissa, Resurgent Animist`, `Loot, Exuberant Explorer`, `Chromatic Lantern`, `The Celestus`, `Invasion of Zendikar`, and `Cultivate` support the race to commander and top-end. Use `Sundering Titan`, `Cityscape Leveler`, `Meteor Golem`, or legal `Archdruid's Charm` modes on mana infrastructure only when the visible tempo swing is larger than advancing your own threat.

## Risk Summary
- Mana risk: the deck can draw expensive threats without enough early acceleration or fixing. Mulligan hands that cannot cast early ramp or reach red-green mana in time, and avoid speculative keeps that rely on `Nykthos, Shrine to Nyx`, `Cloud Key`, or a single fragile mana creature to function.

- Matchup risk: the list has broad power but few cheap universal answers. Fast decks can punish setup turns, control decks can punish single-threat pacing, and combo decks can ignore combat if `Abrade`, `Archdruid's Charm`, `Meteor Golem`, `Cityscape Leveler`, or `Burn Down the House` do not line up with visible threats.

- Draw risk: singleton Brawl creates uneven mixes of ramp, payoff, and interaction. Hands with `Etali, Primal Conqueror`, `Cityscape Leveler`, `Sundering Titan`, `Devourer of Destiny`, or `Hit the Mother Lode` but no bridge to cast them should be treated as high variance, not powerful by default.

- Illegal deck-change risk: no sideboard exists, so never invent outside cards or matchup bullets. The only legal adjustments are play/draw decisions, mulligans, sequencing, target selection, combat, and priority use.

- Graveyard risk: the deck has no dedicated opponent graveyard hate. `Grapple with the Past` is a self-resource card, so graveyard matchups must be handled by speed, board pressure, and removing visible payoff permanents after Forge exposes legal targets.

- Sweeper/removal risk: `Burn Down the House` can reset your mana creatures and delay Etali, while spot removal can strand setup artifacts or cheat permanents. Use sweepers when survival or lethal prevention matters more than preserving ramp, and avoid committing `Helm of the Host`, `Quicksilver Amulet`, or `Purphoros, Bronze-Blooded` without a near-term payoff.

- Closer risk: large threats can still lose if they enter too late, lack haste, or fail to affect the current board. Prefer `Bitter Reunion`, `Rabbit Battery`, `Purphoros, Bronze-Blooded`, or immediate-impact permanents when the opponent can untap into removal, combo, or lethal.

- Interaction risk: `Abrade`, `Archdruid's Charm`, `Meteor Golem`, `Cityscape Leveler`, and `Sundering Titan` are scarce and context-sensitive. Spend them on visible permanents that change the next turn cycle, not on replaceable creatures or speculative hidden-card fears.

- Sequencing risk: setup pieces are strongest when they immediately unlock a legal follow-up. Sequence land drops, colored sources, mana creatures, `Arcane Signet`, `Chromatic Lantern`, and `The Celestus` before optional value engines, and do not tap away for `Cloud Key`, `Evolving Door`, or `Helm of the Host` when the board demands stabilization.

## Test Feedback Checklist
- Deciding factor: identify whether the game was won or lost by ramp speed, commander access, removal timing, combat math, or failure to convert a large threat. Record whether `Etali, Primal Conqueror`, `Etali, Primal Storm`, `Hit the Mother Lode`, `Cityscape Leveler`, `Sundering Titan`, or `Chandra, Awakened Inferno` actually changed the outcome after resolving.

- Mulligans: note whether the opening hand had castable acceleration, red-green mana, and a path to six or more mana. Flag keeps that depended on only `Nykthos, Shrine to Nyx`, only a fragile creature such as `Elvish Mystic` or `Llanowar Elves`, or top-end cards without `Utopia Sprawl`, `Arcane Signet`, `Cultivate`, `Invasion of Zendikar`, `The Celestus`, or `Chromatic Lantern` support.

- Mana: record every game where color access or land count delayed a legal high-impact play. Check whether `Command Tower`, `Stomping Ground`, `Commercial District`, `Rockfall Vale`, `Copperline Gorge`, `Temple of Abandon`, `Wooded Ridgeline`, `Bristling Backwoods`, `Hidden Nursery`, `Hidden Volcano`, `Mirage Mesa`, or basics entered in the right sequence for the visible hand.

- Velocity: ask whether the deck saw enough cards before the decisive turn. Track whether `Questing Druid`, `Bitter Reunion`, `Grapple with the Past`, `Threats Undetected`, `Titania's Command`, `Trumpeting Carnosaur`, `Geological Appraiser`, `Curator of Sun's Creation`, and `Devourer of Destiny` produced meaningful selection, recursion, discovery, or pressure.

- Engines: record whether setup permanents created immediate advantage or sat idle. Review `Leyline of Abundance`, `Nissa, Resurgent Animist`, `Loot, Exuberant Explorer`, `Mona Lisa, Science Geek`, `Cloud Key`, `Evolving Door`, `Quicksilver Amulet`, `Purphoros, Bronze-Blooded`, `Helm of the Host`, and `Roaming Throne` for timing, payoff, and vulnerability to visible interaction.

- Removal: check whether scarce answers were spent on permanents that affected the next turn cycle. Audit `Abrade`, `Archdruid's Charm`, `Burn Down the House`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, and planeswalker pressure from `Rampaging Raptor` for target quality and missed legal alternatives.

- Closing: ask whether the deck turned mana advantage into lethal pressure quickly enough. Track whether haste or immediate-impact tools such as `Bitter Reunion`, `Rabbit Battery`, `Purphoros, Bronze-Blooded`, `Fanatic of Mogis`, `Quakebringer`, `Urabrask`, and `Rampaging Raptor` shortened the clock or were stranded.

- Role: record whether the pilot correctly chose ramp, control, race, or rebuild posture from visible board state. A game where `Burn Down the House` was held too long, `Etali, Primal Conqueror` was rushed into obvious punishment, or `Chandra, Awakened Inferno` was ignored as a stabilizer should be marked for review.

- Mistakes: log every pass with unused mana when a legal stabilizing or pressure action existed. Also flag attacks that exposed key ramp creatures, blocks that wasted `Goldhound`, `Poison Dart Frog`, `Writhing Chrysalis`, or `Spinewoods Armadillo`, and target choices made without checking public graveyards, exile, stack, and commander tax.

- Stranded cards: identify cards stuck in hand for multiple turns and why. Separate mana-color failures, timing failures, missing targets, and low-impact legal actions for `Lukka, Coppercoat Outcast`, `Koth, Fire of Resistance`, `Raiding Schemes`, `Rocksteady, Crash Courser`, `Great Divide Guide`, `Intrepid Stablemaster`, and `Pinnacle Kill-Ship`; mark `Card text check required` when the tactical reason depends on uncertain text.

- Sideboard: confirm that no sideboard action was attempted because the registered sideboard is empty. If the match exposed an unhandled axis, record it as a deck construction issue, not as a missed sideboard line.

## First Tuning Questions
- Mana base: are `14 Mountain` and `14 Forest` correct, or did games show repeated red or green bottlenecks? Use logged delays for `Etali, Primal Conqueror`, `Archdruid's Charm`, `Burn Down the House`, and early green ramp before changing the basic-land split.

- Ramp density: does the list need more reliable early mana, or are current ramp slots enough when mulligans are disciplined? Compare games with `Elvish Mystic`, `Llanowar Elves`, `Ixalli's Lorekeeper`, `Ilysian Caryatid`, `Utopia Sprawl`, `Arcane Signet`, `Cultivate`, and `Invasion of Zendikar` against games where top-end cards were stranded.

- Aggro plan: does the deck stabilize fast enough against early pressure? If not, decide whether the issue is too few cheap blockers, mistimed `Burn Down the House`, poor `Abrade` target priority, or slow hands with too many cards like `Cityscape Leveler`, `Sundering Titan`, `Hit the Mother Lode`, and `Etali, Primal Storm`.

- Control plan: does the deck present enough must-answer threats without overcommitting? Review whether `Quicksilver Amulet`, `Purphoros, Bronze-Blooded`, `Helm of the Host`, `Roaming Throne`, `Chandra, Awakened Inferno`, and command-zone `Etali, Primal Conqueror` were sequenced to force action instead of walking into visible open mana.

- Closer package: are the finishers redundant or necessary? Track whether `Fanatic of Mogis`, `Quakebringer`, `Urabrask`, `Rampaging Raptor`, `Etali's Favor`, and `Rabbit Battery` actually ended games, or whether they competed with slower ramp and cheat-engine plans.

- Engine conflict: are `Cloud Key`, `Evolving Door`, `Helm of the Host`, `Quicksilver Amulet`, and `Purphoros, Bronze-Blooded` pulling toward different game plans? Keep engines that convert legal actions into immediate pressure and question engines that require multiple idle turns.

- Interaction count: are `Abrade`, `Archdruid's Charm`, `Meteor Golem`, `Cityscape Leveler`, `Sundering Titan`, and `Burn Down the House` enough for visible problem permanents? If losses came from unanswered engines, tune toward more answers rather than blaming pilot sequencing alone.

- Future tuning slots: should the zero-sideboard registration remain explicit for this Brawl configuration? If future rules support a sideboard-like zone, add only after validation confirms legality; until then, solve matchup gaps in the main 100.

- Role identity: is the deck strongest as ramp-combo around `Etali, Primal Conqueror`, big-mana midrange, or haste-enabled monster pressure? Use win logs, stranded-card logs, and overperformer notes before cutting role cards that may only need better sequencing.

## Veles Tactical Policy

### Policy: Command-Zone Ramp Mulligan
Priority: High
Decision families: mulligan
Cards: Etali, Primal Conqueror; Forest; Mountain; Command Tower; Stomping Ground; Arcane Signet; Cultivate; Utopia Sprawl; Llanowar Elves; Elvish Mystic; Ilysian Caryatid; Ixalli's Lorekeeper
Phase windows: opening hand, mulligan, pregame
Runtime cues: prompt:mulligan; zone:opening hand
Use when: the hand must decide keep or mulligan with command-zone Etali available.
Avoid when: the hand has fewer than two mana sources, no early mana development, and only seven-plus-mana threats.
Instructions: keep hands with two or more lands plus an early accelerator, or three lands plus a castable setup spell; ship hands that cannot affect mana before turn three unless the hand already has stable colors and multiple interaction or selection plays.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Leyline Pregame Setup
Priority: Medium
Decision families: pregame, mana
Cards: Leyline of Abundance
Phase windows: opening hand, pregame
Runtime cues: action:put Leyline of Abundance onto the battlefield
Use when: the legal action explicitly offers pregame placement of Leyline of Abundance and the card is in the opening hand.
Avoid when: no legal action text names Leyline of Abundance.
Instructions: choose the Leyline placement action when offered; this is deterministic because the deck wants early mana scaling before commander deployment.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: First Green Mana Creature
Priority: Medium
Decision families: mana, priority
Cards: Llanowar Elves; Elvish Mystic; Ixalli's Lorekeeper; Ilysian Caryatid; Poison Dart Frog; Goldhound
Phase windows: main phase, early turns
Runtime cues: action:cast Llanowar Elves; action:cast Elvish Mystic; action:cast Ixalli's Lorekeeper; action:cast Ilysian Caryatid; action:cast Poison Dart Frog; action:cast Goldhound
Use when: a one- or two-mana accelerator is legal before the first high-impact threat is cast.
Avoid when: casting it walks into a visible sweeper on stack, prevents an immediate required interaction action, or leaves a known tax unpaid.
Instructions: deploy the cheapest accelerator that preserves next-turn colors; prefer green-producing acceleration early, but use Goldhound when red mana or sacrifice mana is the visible bottleneck.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Land And Enchantment Sequencing
Priority: Medium
Decision families: mana, selection
Cards: Utopia Sprawl; Forest; Mountain; Command Tower; Stomping Ground; Commercial District; Rockfall Vale; Copperline Gorge; Temple of Abandon; Nykthos, Shrine to Nyx
Phase windows: precombat main, first land play
Runtime cues: action:play; action:cast Utopia Sprawl
Use when: multiple land or Utopia Sprawl actions are legal in the same main phase.
Avoid when: a selection spell should legally resolve first and can change the land choice.
Instructions: make green reliable before red top-end, attach Utopia Sprawl only to a legal Forest, and sequence untapped lands before tapped lands when the current turn has a castable accelerator or interaction spell.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Commander Commitment Gate
Priority: High
Decision families: priority, mana
Cards: Etali, Primal Conqueror
Phase windows: main phase, high-mana turns
Runtime cues: action:cast Etali, Primal Conqueror
Use when: Etali is legal from command zone or another visible zone and mana can be committed this turn.
Avoid when: visible stack pressure, known removal, commander tax, or a lethal opposing attack makes a stabilizing action mandatory first.
Instructions: cast Etali when it advances the board immediately or waiting risks losing the mana window; delay when interaction, wipe, or cheaper threat sequencing better protects the turn cycle.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Etali Trigger Execution
Priority: Medium
Decision families: selection, priority
Cards: Etali, Primal Conqueror
Phase windows: triggered ability resolution
Runtime cues: action:cast without paying mana cost; action:play without paying mana cost
Use when: Etali's visible trigger offers cards to cast or play from exile.
Avoid when: the offered action is illegal, optional, or creates a visible downside greater than passing.
Instructions: prioritize free spells that remove blockers, create mana, produce immediate pressure, or protect survival; do not invent hidden card identities beyond the engine output.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Big-Mana Cheat Engine Gate
Priority: High
Decision families: priority, mana
Cards: Quicksilver Amulet; Purphoros, Bronze-Blooded; Helm of the Host; Cloud Key; Evolving Door
Phase windows: main phase, end step, activated ability windows
Runtime cues: action:activate Quicksilver Amulet; action:activate Purphoros, Bronze-Blooded; action:activate Helm of the Host; action:activate Evolving Door; action:cast Cloud Key
Use when: a cheat or engine action is legal and can convert a visible hand or battlefield card into a major board swing.
Avoid when: the action consumes all mana before required interaction, lacks a visible follow-up, or exposes the only engine to removal without pressure.
Instructions: commit engines when they produce immediate or next-turn material advantage; avoid spending a full turn on an engine that does not affect board, mana, or lethal pressure.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Quicksilver Threat Deployment
Priority: Medium
Decision families: priority
Cards: Quicksilver Amulet; Cityscape Leveler; Sundering Titan; Meteor Golem; Etali, Primal Storm; Trumpeting Carnosaur; Spinewoods Armadillo
Phase windows: opponent end step, own main phase, combat setup
Runtime cues: action:put Cityscape Leveler; action:put Sundering Titan; action:put Meteor Golem; action:put Etali, Primal Storm
Use when: Quicksilver Amulet activation is legal and the legal action text names the exact creature to put onto the battlefield.
Avoid when: the named creature has an enter-the-battlefield target or land-destruction choice requiring tactical judgment.
Instructions: route the activation through light reasoning unless the only legal named creature action is already selected by a higher-level policy.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Commitment Gate
Priority: High
Decision families: interaction, priority
Cards: Abrade; Archdruid's Charm; Burn Down the House; Meteor Golem; Cityscape Leveler; Sundering Titan; Chandra, Awakened Inferno
Phase windows: main phase, combat, stack response windows
Runtime cues: action:cast Abrade; action:cast Archdruid's Charm; action:cast Burn Down the House; action:activate Chandra, Awakened Inferno
Use when: a visible opposing permanent, attack, or stack object threatens lethal, locks mana, or invalidates Etali deployment.
Avoid when: the target is low impact and mana is needed for a decisive commander, sweeper, or survival line.
Instructions: spend scarce removal on board states that change the next turn cycle; preserve flexible answers when the opposing threat is not pressuring life, mana, or the combo turn.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Abrade Artifact Or Creature Choice
Priority: Medium
Decision families: interaction
Cards: Abrade
Phase windows: instant-speed response, main phase
Runtime cues: action:cast Abrade; action:target
Use when: Abrade has multiple legal modes or targets.
Avoid when: the engine presents exactly one legal target and another policy has selected the action.
Instructions: choose artifact destruction for visible engines or mana pieces that enable a faster opposing kill; choose creature damage when the creature affects combat math, planeswalker pressure, or survival before Etali.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper Versus Board Development
Priority: High
Decision families: interaction, combat
Cards: Burn Down the House; Chandra, Awakened Inferno
Phase windows: main phase before combat, emergency stabilization
Runtime cues: action:cast Burn Down the House; action:activate Chandra, Awakened Inferno
Use when: the opponent has visible board pressure and the deck can either sweep, make blockers, or develop a threat.
Avoid when: sweeping destroys more of this deck's winning board than the opponent's pressure and lethal is not threatened.
Instructions: sweep when life total or planeswalker pressure demands reset; create or preserve attackers when the board race is already favorable and the opponent lacks visible lethal pressure.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Pressure With Haste Tools
Priority: Medium
Decision families: combat, priority
Cards: Rabbit Battery; Bitter Reunion; Purphoros, Bronze-Blooded; Rampaging Raptor; Urabrask; Etali's Favor; Fanatic of Mogis; Quakebringer
Phase windows: precombat main, declare attackers, postcombat main
Runtime cues: action:attack; action:activate Bitter Reunion; action:reconfigure Rabbit Battery; action:cast Etali's Favor
Use when: haste or immediate damage can shorten the clock or pressure a planeswalker this turn.
Avoid when: attacking exposes the only mana creature, engine creature, or blocker needed to survive the visible crack-back.
Instructions: push damage when it changes lethal timing; hold back when the same creature is required for mana, blocking, or a follow-up Etali turn.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Single Legal Attack Execution
Priority: Low
Decision families: combat
Cards: none
Phase windows: declare attackers
Runtime cues: action:attack with exactly one listed attacker
Use when: exactly one legal attack action is presented, the action text names one attacker, and opponent has no visible untapped blockers.
Avoid when: any planeswalker, battle, blocker, combat trick window, or multiple attack choices are visible.
Instructions: choose the single legal attack action only when the legal text fully determines the attacker and defender.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Selection And Tutor Gate
Priority: Medium
Decision families: selection, mana
Cards: Threats Undetected; Archdruid's Charm; Titania's Command; Grapple with the Past; Questing Druid; Bramble Familiar; Invasion of Zendikar; Cultivate
Phase windows: main phase, spell resolution
Runtime cues: action:search; action:choose; action:return; action:reveal
Use when: a legal action asks for library, graveyard, or revealed-card selection.
Avoid when: the legal option is deterministic land ramp already covered by a concrete action.
Instructions: select mana when short of Etali or sweeper mana, select interaction when under pressure, and select threats when mana is already stable; never assume hidden library contents not shown by the engine.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Basic Ramp Search
Priority: Low
Decision families: selection, mana
Cards: Cultivate; Invasion of Zendikar
Phase windows: spell resolution
Runtime cues: action:search for Forest; action:search for Mountain
Use when: the only legal search choices are visible basic Forest and Mountain actions and current visible mana lacks one of the two colors.
Avoid when: multiple nonbasic choices, tapped-land choices, or a revealed-card selection prompt exists.
Instructions: choose the missing color first; if both colors are already available, route through light-model for land-count and hand-context reasoning.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Graveyard Recursion Choice
Priority: Medium
Decision families: selection
Cards: Grapple with the Past; Titania's Command; Bramble Familiar
Phase windows: spell resolution, main phase
Runtime cues: action:return; action:choose card from graveyard
Use when: a visible graveyard selection can return a card or convert graveyard resources.
Avoid when: the graveyard is hidden, empty, or the prompt does not expose candidate names.
Instructions: return mana when commander tax or color shortage blocks the plan; return removal when survival is threatened; return a finisher when board and mana already support pressure.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Mana Payment Preservation
Priority: Medium
Decision families: mana, priority
Cards: Nykthos, Shrine to Nyx; The Celestus; Chromatic Lantern; Arcane Signet; Leyline of Abundance; Nissa, Resurgent Animist; Loot, Exuberant Explorer
Phase windows: cost payment, main phase, activated mana abilities
Runtime cues: action:activate mana ability; action:pay
Use when: multiple mana-source or color-payment actions are legal.
Avoid when: the engine presents one mandatory payment and no alternate source choice.
Instructions: preserve colored sources needed for visible follow-up actions; use Nykthos only when devotion output exceeds the opportunity cost of the land tap; keep interaction mana open when a stack or combat window is likely.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Priority Pass Discipline
Priority: Medium
Decision families: priority, interaction
Cards: Abrade; Archdruid's Charm; Quicksilver Amulet; Bitter Reunion; Rabbit Battery
Phase windows: all priority windows, opponent end step, combat trick windows
Runtime cues: action:pass priority; action:pass
Use when: passing priority is legal and other instant-speed or activated actions are also legal.
Avoid when: a visible lethal attack, stack threat, or end-step deployment opportunity exists.
Instructions: pass when holding mana is better than acting into incomplete information; act before passing if a visible end-step activation, removal spell, or haste setup changes the next turn.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Empty Sideboard Lock
Priority: Low
Decision families: sideboard
Cards: none
Phase windows: between games, sideboard step
Runtime cues: prompt:sideboard; registered sideboard empty
Use when: the match asks for sideboarding and the registered sideboard contains zero cards.
Avoid when: any legal sideboard card is registered in future deck data.
Instructions: submit no changes only if the runtime action explicitly supports unchanged registration; do not invent sideboard cards or attempt main-deck removals from the 100-card Brawl deck.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes
