# Strategy Specifications
## Deck Name And Archetype
- Identity: `Izzet Something` is a 60-card Oathbreaker combo deck built around explosive red-blue mana, spell copying, impulse draw, wheels, graveyard recasting, and storm-style payoff turns. The registered command-zone assumption for this guide is `Rowan, Scholar of Sparks // Will, Scholar of Frost` as the Oathbreaker and `Jeska's Will` as the signature spell; if the runtime engine exposes a different command-zone configuration, follow the engine output over this guide.

- Validation: The supplied active format contract reports `Oathbreaker`, `60` main-deck cards, `0` sideboard cards, singleton construction outside basic lands, and a passing format-aware validation result. The registered sideboard is empty, so every sideboarding policy is a no-change policy and no runtime line may attempt to add cards between games.

- Registered role: The deck is best treated as a rogue or hybrid fast-combo list rather than a stock archetype. It uses familiar storm infrastructure, but the exact package of `Urabrask // The Great Work`, `Storm-Kiln Artist`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, `Vivi Ornitier`, `Electro, Assaulting Battery`, `Thunderclap Drake`, `Bonus Round`, `Twinferno`, `Past in Flames`, `Grapeshot`, and command-zone `Jeska's Will` makes the tactical plan deck-specific and sensitive to legal action timing.

- Mechanic tags: Use `combo`, `storm`, `ritual`, `spell-copy`, `impulse-draw`, `wheel`, `graveyard-recursion`, `free-interaction`, and `command-zone-mana` as internal tags. The user-supplied tags are `combo, combo`; this guide consolidates them into one primary combo identity with multiple execution engines.

- Mana concern: The deck is extremely resource-dense and land-light, with key permanent and spell mana coming from `Ancient Tomb`, `City of Traitors`, `Volcanic Island`, `Steam Vents`, `Great Furnace`, `Mox Amber`, `Mox Diamond`, `Mox Opal`, `Chrome Mox`, `Lotus Petal`, `Simian Spirit Guide`, `Rite of Flame`, `Desperate Ritual`, `Pyretic Ritual`, `Seething Song`, `Ruby Medallion`, `Baral, Chief of Compliance`, and `Storm-Kiln Artist`. Veles should not keep or commit hands on archetype identity alone; every keep and combo-start decision must verify visible mana, color access, imprint/discard costs, command-zone tax, and whether the next spell chain has enough cards to continue.

- Legality concern: This guide does not override Oathbreaker legality, commander color identity, signature spell rules, current Oracle text, or rules-engine prompts. If the engine does not expose a legal action for casting `Jeska's Will`, using `Force of Will`, pitching to `Chrome Mox`, choosing a copied spell with `Bonus Round`, flashing back with `Past in Flames`, or targeting with `Grapeshot`, the agent must treat that line as unavailable.

- Card-text confidence: Several cards in the registered list are newer or less universally memorized, including `Opera Love Song`, `Electro, Assaulting Battery`, `Surge of Brilliance`, `Will of the Jeskai`, `Vivi Ornitier`, and `Ral, Monsoon Mage // Ral, Leyline Prodigy`. Card text check required before making deterministic assumptions about these cards; until the rules engine provides legal actions, treat their tactical roles as conditional velocity, cost reduction, spell payoff, or interaction only when visible action text confirms that use.

- Opponent information status: No opponent deck, metagame field, or testing concern was supplied. Matchup guidance must therefore reason from visible public information, revealed cards, life totals, clock, stack contents, graveyards, and legal actions rather than assuming specific opposing staples or hidden interaction.

## Thesis
- Assemble a one-turn spell-chain, not a fair tempo curve: this deck wants to combine fast mana, cost reduction, spell-copy effects, wheel or impulse-draw velocity, and graveyard recasting into a decisive `Grapeshot` turn. Treat command-zone `Jeska's Will`, `Bonus Round`, `Twinferno`, `Past in Flames`, `Storm-Kiln Artist`, `Ruby Medallion`, `Baral, Chief of Compliance`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, and `Rowan, Scholar of Sparks // Will, Scholar of Frost` as the cards that turn a pile of rituals into a kill.

- Win by converting mana into card access, card access into more spells, and storm count into lethal or near-lethal `Grapeshot`. Prefer lines that preserve enough red mana and spell density to continue after a wheel, copied impulse spell, or `Past in Flames`; do not spend rituals merely to deploy a medium permanent unless that permanent immediately increases the odds of a protected combo turn.

- Prioritize commitment gates over isolated value: before casting `Bonus Round`, using `Past in Flames`, firing `Wheel of Fortune`, resolving command-zone `Jeska's Will`, or spending free protection, verify visible mana, remaining cards, graveyard quality, storm count, opposing pressure, stack risk, and whether waiting gives the opponent a better disruption window. This deck is not trying to win a long creature-combat game, trade one-for-one indefinitely, or conserve cards for conventional card advantage once a real combo window is present.

- Respect runtime legality above all deck theory: if Veles does not expose the spell, target, flashback, copy, imprint, pitch, signature-spell, or mana-payment action, the agent must abandon that line. Card text check required for `Opera Love Song`, `Electro, Assaulting Battery`, `Surge of Brilliance`, `Will of the Jeskai`, `Vivi Ornitier`, and `Ral, Monsoon Mage // Ral, Leyline Prodigy`; use them according to visible legal actions rather than assumed text.

## Role Package
- Threats: `Urabrask // The Great Work`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, `Vivi Ornitier`, `Electro, Assaulting Battery`, `Thunderclap Drake`, `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, and `Baral, Chief of Compliance` are the board objects most likely to make repeated spells matter. Protect them only when they materially enable the current or next combo turn; do not defend a creature simply because it is legendary or synergistic.

- Payoffs: `Grapeshot` is the clean deterministic finisher when storm count and targets line up, while `Urabrask // The Great Work`, `Thunderclap Drake`, `Vivi Ornitier`, `Electro, Assaulting Battery`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, and copied burn or spell chains can create alternate lethal pressure when legal actions expose that route. Use `Lightning Bolt` as removal, reach, or storm-chain glue according to visible life totals and board pressure.

- Engines: `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Ruby Medallion`, `Baral, Chief of Compliance`, `Artist's Talent`, `Bonus Round`, `Twinferno`, `Past in Flames`, command-zone `Jeska's Will`, and `Rowan, Scholar of Sparks // Will, Scholar of Frost` are the main conversion pieces. Sequence cost reducers before rituals when mana allows; sequence copy engines before high-output draw or ritual spells only after checking that the opponent cannot easily punish the commitment.

- Velocity: `Timetwister`, `Wheel of Fortune`, `Windfall`, `Faithless Looting`, `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Highway Robbery`, `Valakut Awakening // Valakut Stoneforge`, `Gitaxian Probe`, `Gamble`, `Mystical Tutor`, `Opera Love Song`, `Will of the Jeskai`, and `Surge of Brilliance` keep the chain moving. Prefer information from `Gitaxian Probe` before all-in choices, and treat `Gamble` as high-risk unless the searched card is immediately castable or redundancy makes the discard acceptable.

- Interaction: `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Mental Misstep`, `Pyroblast`, `Red Elemental Blast`, `Sink into Stupor // Soporific Springs`, `Snap`, and `Lightning Bolt` buy the window to combo. Spend interaction on effects that stop the combo, remove a required engine, create lethal pressure, or counter a decisive opposing stack object; conserve it against low-impact plays when a win attempt is close.

- Protection: `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, `Red Elemental Blast`, and `Mental Misstep` are most valuable on the combo turn, especially after `Bonus Round`, `Past in Flames`, a wheel, or command-zone `Jeska's Will` has been committed. Do not pitch or exile critical blue/red cards without checking whether that payment strands the rest of the line.

- Recursion: `Past in Flames` is the main graveyard conversion plan, with `Faithless Looting`, rituals, and cheap interaction becoming fuel once flashback is legal. Track which cards are actually in the graveyard, which have already been cast, and whether enough mana remains after `Past in Flames` to recast rituals before selecting it.

- Mana: `Ancient Tomb`, `City of Traitors`, `Volcanic Island`, `Steam Vents`, `Great Furnace`, `Island`, `Mountain`, `Scalding Tarn`, `Bloodstained Mire`, `Mox Amber`, `Mox Diamond`, `Mox Opal`, `Chrome Mox`, `Lotus Petal`, `Simian Spirit Guide`, `Rite of Flame`, `Desperate Ritual`, `Pyretic Ritual`, and `Seething Song` are the burst package. Preserve colored sources for red-heavy chains and blue protection; treat `Mox Diamond` and `Chrome Mox` payments as real card costs.

- Sideboard modules: no sideboard cards are registered. Between games, keep the same 60 unless the rules engine reports a legal format-specific action that does not require adding sideboard cards.

## Primary Win Conditions
- Storm kill with `Grapeshot` is the default win path: build a turn with red mana, spell density, and at least one multiplier from `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Ruby Medallion`, `Baral, Chief of Compliance`, `Bonus Round`, `Twinferno`, `Past in Flames`, command-zone `Jeska's Will`, or `Rowan, Scholar of Sparks // Will, Scholar of Frost`. Execute only when legal actions show enough castable spells, mana sources, or graveyard flashback to raise storm count; prioritize it when the opponent is tapped low, shields are known from `Gitaxian Probe`, or waiting risks losing the engine.

- `Past in Flames` recursion is the strongest rebuild-and-kill path: set it up by putting rituals, cantrips, burn, protection, and velocity spells into the graveyard through normal casting, `Faithless Looting`, wheels, or forced trades. Execute by floating mana first, resolving `Past in Flames`, then recasting `Rite of Flame`, `Desperate Ritual`, `Pyretic Ritual`, `Seething Song`, `Gitaxian Probe`, `Faithless Looting`, and any legal cheap spells before finishing with `Grapeshot` or `Lightning Bolt` reach. Prioritize it when the graveyard contains multiple mana-positive spells and the hand lacks enough fresh material.

- Copy-engine turns with `Bonus Round` or `Twinferno` are high-output but fragile: set them up with available red mana, a follow-up ritual or draw spell, and preferably `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, or `Red Elemental Blast` available for the critical stack fight. Execute by copying mana or velocity before copied payoff spells; avoid casting `Bonus Round` when an opponent can immediately benefit more from the symmetry or when the only follow-up is low impact.

- Wheel-and-reload turns with `Wheel of Fortune`, `Timetwister`, `Windfall`, and `Valakut Awakening // Valakut Stoneforge` win by turning temporary mana into a new hand while storm count and engines are already active. Prioritize this path when hand size is low, mana is floating, `Storm-Kiln Artist` or `Birgi, God of Storytelling // Harnfel, Horn of Bounty` is converting spells into more resources, or `Gamble`/`Mystical Tutor` has positioned a key card.

- Permanent-engine kills use `Storm-Kiln Artist`, `Urabrask // The Great Work`, `Vivi Ornitier`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, `Artist's Talent`, `Electro, Assaulting Battery`, and `Thunderclap Drake` to make routine spells lethal or mana-positive. Card text check required for `Vivi Ornitier`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, `Artist's Talent`, `Electro, Assaulting Battery`, `Thunderclap Drake`, `Opera Love Song`, `Will of the Jeskai`, and `Surge of Brilliance`; follow visible legal actions and do not assume damage, mana, copying, or transformation text.

## Secondary Win Conditions
- Burn reach is the clean backup when storm is partial: use `Lightning Bolt`, small `Grapeshot`, copied burn from `Twinferno` or `Bonus Round`, and any legal damage from `Urabrask // The Great Work` or `Ral, Monsoon Mage // Ral, Leyline Prodigy` to finish low-life opponents. Preserve `Lightning Bolt` as reach when the board is stable; spend it as removal only when a creature threatens lethal, stops a combo turn, or attacks a required planeswalker.

- Creature and planeswalker pressure matters when the combo stalls: attack with `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Baral, Chief of Compliance`, `Thunderclap Drake`, `Vivi Ornitier`, `Electro, Assaulting Battery`, and `Urabrask // The Great Work` only when combat does not expose a required engine to a bad block or removal window. Treat chip damage as a way to reduce required storm count, not as the primary plan.

- Value chaining can win by overwhelming resources without an immediate kill: sequence `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Highway Robbery`, `Opera Love Song`, `Will of the Jeskai`, `Surge of Brilliance`, and `Faithless Looting` to find the next engine or ritual. Use exile-draw effects before ending the turn only when mana can actually cast the cards in time.

- Command-zone pressure is a fallback resource plan: when `Rowan, Scholar of Sparks // Will, Scholar of Frost` is legal and survivable, deploy it to discount or support later spell chains; when command-zone `Jeska's Will` is legal, treat it as a commitment card whose value depends on visible mana, opponent hand size if known, and immediate follow-up spells.

## Emergency Lines
- Behind on life, stop bleeding before optimizing storm: use `Lightning Bolt`, `Snap`, `Sink into Stupor // Soporific Springs`, `Force of Will`, `Fierce Guardianship`, `Mental Misstep`, `Pyroblast`, `Red Elemental Blast`, or `Deflecting Swat` on the spell or creature that changes the lethal clock. Do not take extra damage from `Ancient Tomb`, shock decisions with `Steam Vents`, or unnecessary attacks unless the same turn can win or materially stabilize.

- Behind on board, trade expendable bodies but protect true engines: block with nonessential creatures when it buys a full turn, but avoid losing `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, or `Baral, Chief of Compliance` if they are the only path to a live combo turn. If no clean answer exists, pivot to a faster `Grapeshot` setup instead of trying to play fair.

- Behind on cards, prioritize refill over isolated interaction: cast `Wheel of Fortune`, `Timetwister`, `Windfall`, `Valakut Awakening // Valakut Stoneforge`, or impulse-draw effects when the hand cannot assemble mana plus payoff. Use `Gamble` only when the chosen card is immediately castable, redundant, or worth the discard risk.

- Behind on mana, convert permanent and free resources first: deploy `Ruby Medallion`, `Baral, Chief of Compliance`, legal moxen, `Lotus Petal`, and `Simian Spirit Guide` before spending rituals that strand the hand. Treat `Chrome Mox`, `Mox Diamond`, and pitch counters as emergency payments, not free resources.

- If `Grapeshot` is unavailable, removed, countered, or inaccessible, shift to incremental damage, copied `Lightning Bolt`, legal damage from engines, and creature attacks while using wheels and `Past in Flames` to find remaining reach. If graveyard recursion is shut off or empty, stop valuing `Past in Flames` as a rescue plan and rebuild through hand, exile-draw, command-zone `Jeska's Will`, and live permanents.

## Resource Model
- Mana is the deck's primary resource: convert `Rite of Flame`, `Desperate Ritual`, `Pyretic Ritual`, `Seething Song`, `Lotus Petal`, `Simian Spirit Guide`, fast lands, and moxen into a same-turn spell chain rather than slow board development. Spend ritual mana only when it advances a draw engine, cost reducer, wheel, `Past in Flames`, `Bonus Round`, `Twinferno`, or a credible `Grapeshot`/`Lightning Bolt` finish.

- Hand size is fuel, not safety: `Wheel of Fortune`, `Timetwister`, `Windfall`, `Valakut Awakening // Valakut Stoneforge`, `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Faithless Looting`, and `Highway Robbery` turn cards into velocity. Avoid emptying the hand into isolated mana when no refill, payoff, or command-zone follow-up is legal.

- Life is a spendable tempo buffer until a visible clock appears: `Ancient Tomb`, shock-land decisions with `Steam Vents`, `Gitaxian Probe`, and Force-style pitch interaction can buy speed, information, or protection. Stop spending life loosely when opponent attacks plus known burn or board damage threatens to shorten the combo window by a full turn.

- Board permanents are accelerants and shields: protect `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Ruby Medallion`, `Baral, Chief of Compliance`, and live command-zone support because they reduce the mana needed for a winning chain. Card text check required for `Ral, Monsoon Mage // Ral, Leyline Prodigy`, `Vivi Ornitier`, `Artist's Talent`, `Electro, Assaulting Battery`, `Thunderclap Drake`, `Opera Love Song`, `Will of the Jeskai`, and `Surge of Brilliance`; use only rules-engine legal actions for their resource outputs.

- Graveyard is a delayed hand for `Past in Flames`: rituals, `Gitaxian Probe`, `Faithless Looting`, cheap interaction, and burn become future storm and mana once flashback is legal. Do not exile, wheel away planning context, or spend graveyard-dependent lines as though recursion is guaranteed when graveyard hate is visible or `Past in Flames` is unavailable.

- Exile-draw is a deadline resource: cards revealed by `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Expressive Iteration`, and similar effects should be cast inside their legal window before speculative setup. Prioritize land drops and zero/one-mana spells from exile when they keep the chain alive.

- Information is protection equity: `Gitaxian Probe` and public stack behavior decide whether to commit `Bonus Round`, `Past in Flames`, `Storm-Kiln Artist`, or a wheel. Use `Mystical Tutor` and `Gamble` with known risk: `Mystical Tutor` costs draw timing, and `Gamble` can discard the searched card unless the line is immediate or redundant.

- Sacrifice fodder is mostly mana material: `Lotus Petal`, Treasures from `Storm-Kiln Artist`, and expendable artifacts can enable burst turns, while `Mox Opal` and `Mox Amber` may need board support before producing mana. Do not sacrifice or discard artifacts casually if doing so turns off `Mox Opal` or strands colored requirements.

- Sideboard bullets do not exist in the registered list: there is no post-board resource package, no exact `registered addition:` plan, and no sideboard card to preserve for a matchup. All adaptation must come from mulligans, sequencing, interaction priority, and command-zone timing.

## Mana Guide
- Keep hands with immediate red mana plus either acceleration, velocity, or command-zone access: the deck needs red for rituals, wheels, `Grapeshot`, `Lightning Bolt`, `Bonus Round`, and most explosive starts. Blue mana matters for `Mystical Tutor`, `Expressive Iteration`, `Snap`, `Sink into Stupor // Soporific Springs`, pitch counters, and stack fights, but a blue-heavy hand without red acceleration is usually slow.

- Treat `Volcanic Island`, `Steam Vents`, `Scalding Tarn`, `Bloodstained Mire`, `Island`, `Mountain`, `Great Furnace`, `Ancient Tomb`, `City of Traitors`, `Sink into Stupor // Soporific Springs`, and `Valakut Awakening // Valakut Stoneforge` as sequencing decisions, not just lands. Fetch or play the land that supports the current turn's legal spells and the next turn's likely chain.

- Play land before draw when the legal line already needs that mana: cast rituals, reducers, wheels, or command-zone spells only after securing required colors and avoiding missed land-drop value. Draw before land when `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Faithless Looting`, `Brainstorm`-style effects if legally present, or a wheel can materially change which land should be used.

- Sequence fast mana by dependency: play artifact mana and reducers before rituals when they increase net output, but keep `Lotus Petal`, `Simian Spirit Guide`, `Chrome Mox`, `Mox Diamond`, and pitch cards hidden until they are needed to pay for a decisive spell or protection. Use `Chrome Mox` and `Mox Diamond` only when the imprinted or discarded card is less important than immediate mana.

- Respect `City of Traitors` fragility: if it is already on the battlefield, avoid playing another land before extracting its mana unless the new land is required for a winning or survival line. If `Ancient Tomb` is available, count the life cost before choosing it over colored sources.

- Enable metalcraft and legendary-mana checks from visible board only: `Mox Opal` needs enough artifacts, and `Mox Amber` needs an eligible legendary permanent as determined by the engine. Do not assume either mox produces mana until Veles lists that mana action.

- Use cost reducers before large spell chains when tempo allows: `Ruby Medallion`, `Baral, Chief of Compliance`, `Rowan, Scholar of Sparks // Will, Scholar of Frost`, and possibly `Ral, Monsoon Mage // Ral, Leyline Prodigy` can turn marginal hands into winning turns. Card text check required for unknown reducer or transformation details; follow the legal action text.

- Mulligan mana fails aggressively: ship hands with only colorless lands and no castable acceleration, hands with moxen but no enabled mana, and hands that cannot cast a relevant spell before the opponent's visible clock matters. Keep risky one-land hands only when the land plus zero-mana resources produces multiple spells or a refill effect.

## Mulligan Guide
- Strong keeps produce red mana, velocity, and a payoff: keep hands like `Volcanic Island` plus `Lotus Petal`, `Rite of Flame`, `Wheel of Fortune`, and `Force of Will`, or `Steam Vents` plus `Chrome Mox`, `Pyretic Ritual`, `Storm-Kiln Artist`, and `Wrenn's Resolve`. A strong hand either threatens a turn-two or turn-three chain or protects a slower reducer start.

- Medium keeps have stable mana plus one engine but need a draw step: keep hands with two lands, `Ruby Medallion` or `Baral, Chief of Compliance`, and one of `Expressive Iteration`, `Reckless Impulse`, `Faithless Looting`, or `Mystical Tutor`. These hands are acceptable when they can cast spells on turns one and two without relying on a single fragile artifact.

- Risky keeps need a specific missing piece: treat one-land hands with `Ancient Tomb`, `City of Traitors`, `Mox Opal`, or `Mox Amber` as risky unless Veles shows enabled mana and a legal draw or wheel path. Keep only when the hand already contains red access, a castable velocity spell, and a credible follow-up such as `Past in Flames`, `Bonus Round`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, or command-zone pressure.

- Automatic ships fail the first resource test: ship hands with no red source, hands where all mana is disabled mox text, hands that are only `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, `Red Elemental Blast`, and `Mental Misstep`, and hands that contain only payoff cards such as `Grapeshot`, `Past in Flames`, `Bonus Round`, and wheels without mana or setup.

- Matchup-dependent keeps change with speed and stack pressure: against visible fast creature starts, value `Lightning Bolt`, `Snap`, `Sink into Stupor // Soporific Springs`, and fast engines over speculative wheels. Against blue or combo opponents, keep slower hands with `Gitaxian Probe`, `Force of Will`, `Fierce Guardianship`, `Mental Misstep`, `Pyroblast`, or `Red Elemental Blast` if they also cast a meaningful spell by turn two.

- Play/draw decisions favor speed on the play and information on the draw: on the play, keep hands that deploy `Ruby Medallion`, `Baral, Chief of Compliance`, `Storm-Kiln Artist`, `Artist's Talent`, or `Ral, Monsoon Mage // Ral, Leyline Prodigy` before the opponent can pressure them. On the draw, require either extra interaction, a stronger refill, or enough mana to recover from being one turn behind.

- Trap hands look explosive but strand action: avoid hands with `Gamble` as the only search plus no immediate cast of the found card, `Mox Diamond` with too few lands, `Chrome Mox` with only essential colored cards to imprint, `Timetwister` or `Windfall` that refills the opponent before producing mana advantage, or `Bonus Round` with no protected follow-up. Card text check required for `Vivi Ornitier`, `Electro, Assaulting Battery`, `Opera Love Song`, `Will of the Jeskai`, `Thunderclap Drake`, and `Surge of Brilliance`; keep them only when their listed legal actions support mana, cards, or a concrete combo turn.

## Turn Arc
- Turn 1 prioritizes mana identity and information: lead with `Volcanic Island`, `Steam Vents`, `Scalding Tarn`, `Bloodstained Mire`, `Mountain`, or `Island` according to the hand's castable spells, then use `Gitaxian Probe` when life and matchup allow. Deploy `Lotus Petal`, `Mox Opal`, `Mox Amber`, `Chrome Mox`, or `Mox Diamond` only when it enables a real turn-one spell or protects the next turn's chain.

- Turn 1 setup prefers reducers over unsupported rituals: cast `Ruby Medallion`, `Baral, Chief of Compliance`, `Faithless Looting`, or a legal `Mystical Tutor` setup before burning `Rite of Flame`, `Pyretic Ritual`, `Desperate Ritual`, or `Seething Song` into no payoff. Deviate into `Lightning Bolt`, `Mental Misstep`, `Pyroblast`, or `Red Elemental Blast` only when Veles shows a relevant target or the opponent's visible line threatens to close the combo window.

- Turn 2 should establish the engine or refill: aim for `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Artist's Talent`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, or `Glimpse the Impossible`. If `Wheel of Fortune`, `Timetwister`, or `Windfall` is legal, cast it only when it improves your hand more than the opponent's visible position or when the current hand will otherwise stall.

- Turn 3 is the normal commitment checkpoint: consider `Bonus Round`, `Twinferno`, `Past in Flames`, `Jeska's Will`, `Seething Song`, and `Grapeshot` only after counting visible mana, storm count, graveyard spells, and protection. Use `Gitaxian Probe` or known public information before committing into open interaction, and hold `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, or `Red Elemental Blast` for the spell that actually stops the winning chain.

- Turns 4-5 convert setup into a protected kill: chain reducers, rituals, exile-draw, wheels, and graveyard recursion toward `Grapeshot` or a lethal `Lightning Bolt` line when legal. If the opponent has developed pressure, spend `Snap`, `Sink into Stupor // Soporific Springs`, or `Lightning Bolt` to buy a full turn rather than making low-impact card selection.

- Late game favors recursion and command-zone leverage: use `Past in Flames`, `Wheel of Fortune`, `Timetwister`, `Windfall`, `Valakut Awakening // Valakut Stoneforge`, and command-zone `Rowan, Scholar of Sparks // Will, Scholar of Frost` plus `Jeska's Will` only through legal engine prompts. If resources are exhausted, preserve any permanent that reduces costs or produces mana, because one draw spell can restart the chain.

## Card Roles
- `Rowan, Scholar of Sparks // Will, Scholar of Frost` is the command-zone cost reducer and repeatable pressure source: deploy the legal face that advances the current hand, then use `Jeska's Will` only when mana, cards, or storm count make the signature-spell tax worth paying. Do not expose the command-zone plan into obvious removal or stack pressure unless waiting risks losing the combo window.

- `Jeska's Will` is the command-zone burst card and a main commitment resource: cast it when Veles shows it can create enough mana or cards to continue the chain, especially with reducers, `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Bonus Round`, or `Twinferno`. Avoid firing it just for medium value if the opponent can untap with the refilled resources or if signature-spell tax will strand future turns.

- `Grapeshot` is the cleanest deterministic kill: hold it until storm count plus copies can end the game or remove decisive creatures while still preserving a later kill. With `Bonus Round`, `Twinferno`, `Past in Flames`, `Storm-Kiln Artist`, or wheels, count all visible spell copies and legal targets before choosing damage distribution.

- `Lightning Bolt` is both reach and tempo interaction: use it early only to remove a creature that materially shortens the combo window or disrupts a key engine. Preserve it as a secondary kill piece when storm is high, life totals are low, or copy effects make direct damage lethal.

- `Storm-Kiln Artist` is a premier engine creature: cast it before rituals and cheap spells when it is likely to survive the current priority cycle. It turns `Rite of Flame`, `Pyretic Ritual`, `Desperate Ritual`, `Seething Song`, `Gitaxian Probe`, `Faithless Looting`, and copy spells into mana snowballs, so do not waste zero- and one-mana spells before it unless they enable casting it.

- `Birgi, God of Storytelling // Harnfel, Horn of Bounty` is a flexible engine card: prefer `Birgi, God of Storytelling` when chaining spells now, and consider `Harnfel, Horn of Bounty` when the hand has stalled but has expendable cards. Do not discard protection or the only payoff to `Harnfel, Horn of Bounty` without a visible replacement line.

- `Ruby Medallion`, `Baral, Chief of Compliance`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, and `Artist's Talent` are setup permanents: deploy them before wheels, rituals, and exile-draw when the turn is not already lethal. Card text check required for `Ral, Monsoon Mage // Ral, Leyline Prodigy` and `Artist's Talent`; use their legal actions only when Veles shows cost reduction, mana, damage, filtering, or combo advancement.

- `Vivi Ornitier`, `Electro, Assaulting Battery`, `Thunderclap Drake`, `Will of the Jeskai`, `Opera Love Song`, and `Surge of Brilliance` require Oracle/runtime verification: Card text check required. Treat them as conditional engine or velocity pieces only when their legal action text clearly produces mana, cards, spell copying, damage, protection, or a deterministic combo step; otherwise prioritize known engines and interaction.

- `Rite of Flame`, `Pyretic Ritual`, `Desperate Ritual`, and `Seething Song` are fuel, not setup by themselves: cast them when they convert into an engine, wheel, copied spell, `Past in Flames`, or lethal `Grapeshot`. Holding one ritual is often better than adding mana that empties unused, especially before `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, or `Bonus Round`.

- `Simian Spirit Guide`, `Lotus Petal`, `Chrome Mox`, `Mox Diamond`, `Mox Opal`, and `Mox Amber` are acceleration with real opportunity cost: spend them to unlock a decisive setup turn, a protected combo turn, or an emergency interaction window. Check enabled status before relying on `Mox Opal` or `Mox Amber`, and do not imprint or discard a unique payoff unless the resulting mana immediately advances the line.

- `Ancient Tomb`, `City of Traitors`, `Great Furnace`, `Volcanic Island`, `Steam Vents`, `Scalding Tarn`, `Bloodstained Mire`, `Mountain`, `Island`, `Sink into Stupor // Soporific Springs`, and `Valakut Awakening // Valakut Stoneforge` define the mana floor: choose untapped red access before blue unless the hand needs protection or selection first. Treat `Ancient Tomb` damage and `City of Traitors` sacrifice risk as acceptable only when they buy a full turn or enable a chain; use modal lands as spells only when mana is already secure.

- `Wheel of Fortune`, `Timetwister`, and `Windfall` are refill engines and opponent-resource risks: cast them when your hand is nearly empty, your mana continues after resolution, or the opponent's visible hand/board makes their refill less punishing. Avoid giving a stocked opponent a fresh grip before you have mana floating, protection, or a same-turn follow-up.

- `Faithless Looting`, `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Highway Robbery`, and `Valakut Awakening // Valakut Stoneforge` are velocity tools: cast them before land drop when the result can change land choice, and after reducers when cost savings matter. Card text check required for `Glimpse the Impossible` and `Highway Robbery`; follow runtime exile/play timing exactly and do not strand cards that must be cast this turn.

- `Past in Flames` is the graveyard rebuild and second-combo-turn card: hold it until the graveyard contains rituals, selection, protection, or a payoff worth flashing back. It is strongest after a failed first chain, after looting, or with cost reduction; do not cast it into graveyard hate or with too little mana to use the granted flashback actions.

- `Bonus Round` and `Twinferno` are commitment multipliers: use them when the next spells are rituals, draw, tutor, or lethal damage, and when opponent interaction is known or reasonably covered. Do not cast a copy effect with no high-impact follow-up, and remember that symmetrical or copied effects can create stack complexity that must be resolved from legal Veles prompts only.

- `Gamble` and `Mystical Tutor` are selection with different risk profiles: use `Mystical Tutor` for the exact instant or sorcery needed next, commonly `Jeska's Will`, `Past in Flames`, `Wheel of Fortune`, `Timetwister`, `Windfall`, protection, or `Grapeshot`. Use `Gamble` when the found card can be cast immediately, the hand can tolerate the discard, or `Past in Flames` makes the graveyard acceptable.

- `Gitaxian Probe` is information and storm count: cast it before commitment turns when life payment is acceptable and hidden interaction matters. Use the revealed hand to decide whether to protect `Storm-Kiln Artist`, force a wheel, wait on `Bonus Round`, or bait with a lower-value spell.

- `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, `Red Elemental Blast`, and `Mental Misstep` protect the winning window: hold them for counterspells, discard, removal on a key engine, graveyard hate, or effects that stop the chain. Do not spend premium free interaction on low-impact threats unless the board clock makes survival the only route to another turn.

- `Snap` and `Sink into Stupor // Soporific Springs` are tempo and combo-protection interaction: use them to remove a hate creature, clear a blocker only when damage matters, rebuy mana through untapped lands, or protect an engine from removal if legal. Card text check required for `Sink into Stupor // Soporific Springs`; treat it as a land first when mana is short.

- `Urabrask // The Great Work` is a high-ceiling engine or payoff, but the exact tactical mode must be checked at runtime: Card text check required for any transformation or saga assumptions. Commit it when red spell-chaining, damage, or chapter text is visible and relevant; avoid treating it as guaranteed lethal without Veles-confirmed legal actions.

- `Mox Opal`, `Great Furnace`, `Chrome Mox`, `Mox Diamond`, and artifact tokens from `Storm-Kiln Artist` interact around artifact count and mana density: sequence artifacts before checking metalcraft-style mana actions. Do not sacrifice or spend artifact resources casually if they are enabling `Mox Opal` or a follow-up payment.

## Interaction Priorities

- Priority: protect the combo turn before trading for board texture. Save `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, `Red Elemental Blast`, and `Mental Misstep` for effects that stop `Jeska's Will`, `Past in Flames`, a wheel, `Bonus Round`, `Twinferno`, `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, or lethal `Grapeshot` unless the visible board will kill you before another turn.

- Counter first: stop opposing counterspells, discard aimed at the last payoff, graveyard hate before `Past in Flames`, taxing or rule-setting permanents that prevent casting multiple spells, and removal pointed at a committed engine. Use `Gitaxian Probe` information to separate real must-counter cards from bait; if the opponent has only one disruptive card, plan the combo turn around forcing that exchange before committing `Bonus Round` or `Past in Flames`.

- Counter second: stop fast pressure only when life total and turn clock make survival the bottleneck. `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` should answer creatures that shorten the clock, carry hate text, or block a deterministic damage line; do not spend premium free permission on ordinary attackers while a protected win is still available.

- Remove or bounce first: target hate permanents and creatures that restrict spell casting, graveyard access, activated mana, or targeting before targeting generic damage sources. `Snap` is best when it both clears a hate body and untaps lands for the same turn; `Sink into Stupor // Soporific Springs` is strongest as a tempo reset on a high-impact permanent when the land side is not needed.

- Ignore low-impact permanents: allow slow value engines, expensive blockers, and nonlethal board development to resolve when your hand contains mana, velocity, and a protected payoff. This deck wins by compressing a turn, so spending `Force of Will` or `Fierce Guardianship` on cards that do not change the next one to two turns often lowers win probability.

- Bait deliberately: cast lower-value setup or velocity spells before exposing `Bonus Round`, `Past in Flames`, `Storm-Kiln Artist`, or command-zone `Jeska's Will` when the opponent is likely to interact. Good bait includes a noncritical `Reckless Impulse`, `Wrenn's Resolve`, `Faithless Looting`, `Expressive Iteration`, or a reducer that is helpful but not required; do not bait with the only card that converts mana into a kill.

- Archetype shift: against blue interaction, treat `Pyroblast`, `Red Elemental Blast`, `Force of Will`, `Fierce Guardianship`, and `Deflecting Swat` as combo pieces rather than generic answers. Against creature pressure, value `Lightning Bolt`, `Snap`, and fast mana more highly because buying one turn can be equivalent to drawing several cards. Against graveyard pressure, win before relying on `Past in Flames` or force the hate exchange before committing rituals to the graveyard.

- No-discard caveat: this list has no true discard spell, so do not plan to strip hidden interaction from hand. Use `Gitaxian Probe`, bait sequencing, and protection mana instead, and respect the rules-engine legal action list rather than assuming an opponent hand can be changed.

## Combat And Trading Rules

- Default combat rule: avoid creature trades unless they preserve the engine or prevent lethal pressure. `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Baral, Chief of Compliance`, `Thunderclap Drake`, `Vivi Ornitier`, `Electro, Assaulting Battery`, and `Urabrask // The Great Work` should usually stay alive when their visible abilities support mana, cost reduction, spell velocity, or damage conversion; Card text check required for uncertain newer cards before assigning combat value.

- Attack rule: attack only when the creature is not needed for mana, cost reduction, blocking, or a same-turn combo action. Incidental damage matters mainly because it lowers the required `Grapeshot` storm count or `Lightning Bolt` reach; it is not worth exposing a key engine to a block or combat trick when a spell chain is the primary plan.

- Block rule: block early only to preserve a life total that is about to become the limiting resource. Life can be spent on `Ancient Tomb`, `Gitaxian Probe`, shock-land timing with `Steam Vents`, and extra turns of setup, so treat life above roughly 10 as spendable against slow decks and life below roughly 7 as a warning threshold against fast boards.

- Trade rule: trade non-engine creatures when the opponent's attacker represents a two-turn clock, carries disruptive text, or forces you to spend interaction that should protect the combo. Do not trade `Storm-Kiln Artist` or `Birgi, God of Storytelling // Harnfel, Horn of Bounty` for ordinary combat damage unless the alternative is dying before your next main phase.

- Protection rule: use `Deflecting Swat`, `Force of Will`, `Fierce Guardianship`, `Pyroblast`, or `Red Elemental Blast` on removal only after deciding the protected permanent is part of the current or next-turn kill. If the engine was merely speculative and a fresh wheel or `Past in Flames` line is available, let removal resolve and keep interaction for the decisive spell.

- Archetype shift: against aggressive decks, blocking and `Lightning Bolt` removal rise in priority because survival creates the combo window. Against control decks, avoid unnecessary attacks that expose engines and instead preserve cards for a protected stack fight. Against creature-light combo, combat is mostly a clock-setting tool; attack only when it does not reduce mana, storm, or protection density.

## Selection And Tutor Rules

- Selection rule: use information before irreversible velocity when legal sequencing allows it. Cast `Gitaxian Probe` before `Gamble`, `Mystical Tutor`, wheel effects, or a commitment spell so the pilot can decide whether to find protection, mana, a payoff, or a rebuild card from visible hand information rather than guessing at hidden interaction.

- Land-drop rule: delay the land drop before `Expressive Iteration`, `Faithless Looting`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Valakut Awakening // Valakut Stoneforge`, `Windfall`, `Wheel of Fortune`, or `Timetwister` when a newly seen land could change the turn. Make the land drop first only when the visible line already requires that mana to cast the selection spell or to keep protection available.

- `Mystical Tutor` rule: find the card that completes the next concrete line, not the flashiest spell. Prioritize `Jeska's Will`, `Past in Flames`, `Wheel of Fortune`, `Timetwister`, `Windfall`, `Bonus Round`, `Twinferno`, `Grapeshot`, `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, `Red Elemental Blast`, `Lightning Bolt`, `Snap`, or `Sink into Stupor // Soporific Springs` according to the immediate bottleneck: mana, refill, recursion, kill, protection, or survival.

- `Gamble` rule: use `Gamble` aggressively only when the hand can tolerate the random discard or when the tutored card wins if retained. With a large hand, find the missing engine or payoff; with a small hand, prefer `Gamble` for redundant categories such as ritual density, wheel access, `Past in Flames`, or `Grapeshot` only after checking whether discarding the found card would strand the turn.

- Impulse-draw rule: treat `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, and `Highway Robbery` as same-turn resource commitments unless the rules text says otherwise. Cast them after reducers such as `Ruby Medallion`, `Baral, Chief of Compliance`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, or `Rowan, Scholar of Sparks // Will, Scholar of Frost` when legal, and before rituals only if the deck needs to discover a payoff before spending mana.

- Looting rule: use `Faithless Looting` to convert excess lands, redundant moxen, stranded protection, or graveyard-friendly spells into action. Do not discard the only payoff, the only blue card for `Force of Will`, the only mana source, or `Past in Flames` unless the current or next-turn line can use the graveyard.

- Wheel rule: cast `Windfall`, `Wheel of Fortune`, or `Timetwister` when the current hand lacks a complete line, when the opponent's known hand is strong enough to justify disruption, or when floating mana and permanents let the new hand continue. Avoid wheels that refill a low-resource opponent before you have mana, protection, or a clear follow-up.

- Graveyard-selection rule: count graveyard rituals, protection, and payoff access before choosing `Past in Flames`. If graveyard hate is visible or known, force that exchange first or pivot to exile-draw, wheel, command-zone `Jeska's Will`, and non-graveyard storm lines.

- Unknown-text rule: apply Card text check required to `Will of the Jeskai`, `Opera Love Song`, `Vivi Ornitier`, `Electro, Assaulting Battery`, `Artist's Talent`, `Thunderclap Drake`, and `Surge of Brilliance` before making a deterministic selection claim. Use them tactically only when Veles exposes exact legal actions and visible outcomes.

## Priority And Stack Rules

- Priority rule: pass routine priority when the stack is empty and no legal action advances mana, cards, protection, or survival. Stop and reason whenever a legal action involves `Jeska's Will`, `Bonus Round`, `Twinferno`, `Past in Flames`, a wheel, `Grapeshot`, a free counterspell, or removal aimed at an engine.

- Combo-stack rule: commit `Bonus Round`, `Twinferno`, `Past in Flames`, `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, or command-zone `Jeska's Will` only after checking available mana, visible protection, known disruption from `Gitaxian Probe`, and whether waiting gives the opponent a better window. Once committed, preserve priority resources for spells that stop the chain rather than for low-impact stack objects.

- Copy rule: with `Bonus Round` or `Twinferno`, verify every copied spell's targets from the rules engine before accepting the line. Use copied rituals, draw, tutor, or `Grapeshot` only when the legal action text confirms target and copy structure; do not assume a copy can retarget or that copying is beneficial without visible legal choices.

- Protection rule: use `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, `Red Elemental Blast`, and `Mental Misstep` on stack objects that counter, redirect, discard, tax, exile the graveyard, remove the committed engine, or prevent a lethal spell. Let ordinary card draw, creature deployment, and nonlethal value resolve when the protected line still wins faster.

- Removal-window rule: use `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` before the combo turn when a visible permanent blocks spell chaining, attacks for lethal, or creates an immediate tax. During the combo turn, removal is correct only if it unlocks mana, clears a prevention effect, removes a hate piece, or makes `Grapeshot` lethal.

- Optional-payment rule: accept optional costs, copies, or triggered abilities only when they increase the current line's mana, storm, cards, protection, or lethal damage. Decline optional payments that consume the last colored mana needed for `Pyroblast`, `Red Elemental Blast`, `Lightning Bolt`, `Snap`, `Grapeshot`, or a follow-up ritual unless Veles shows the payment is required for the selected win.

- Graveyard-timing rule: cast `Past in Flames` after rituals and useful instants or sorceries are in the graveyard, but before spending the mana needed to flash them back. If the opponent has open graveyard interaction or a known hate card, hold protection or choose a non-graveyard refill line.

- Combat-window rule: keep instant-speed interaction available through declare attackers, declare blockers, and before damage when the opponent can present lethal or disrupt an engine. Do not fire `Lightning Bolt`, `Snap`, `Sink into Stupor // Soporific Springs`, or protection in combat merely for tempo if the next main phase can produce a protected kill.

- Lethal-stack rule: before casting `Grapeshot`, verify storm count, legal targets, opponent life total, prevention effects, and whether copies must be assigned to creatures or players. If the rules engine exposes only nonlethal target sets, continue building storm or pivot to a wheel or `Past in Flames` line.

## Sideboard Map

- Sideboard status: this registered Oathbreaker list has no sideboard cards, so Veles must not propose any between-game card changes. Treat every game as the same 60-card configuration and spend between-game reasoning on mulligan thresholds, protection priorities, known opposing interaction, and sequencing discipline rather than configuration edits.

- Executable plan status: no legal `registered addition:` or `trim:` plan exists because the registered sideboard inventory is empty. Any runtime or model response that names a card to add from outside the main deck should be rejected as illegal, even if the card is a familiar Izzet, storm, Oathbreaker, commander-protection, tutor, ramp, or utility staple.

- Registration rule: keep all 60 main-deck cards available after every game, including narrow interaction such as `Pyroblast`, `Red Elemental Blast`, `Mental Misstep`, `Force of Will`, `Fierce Guardianship`, and `Deflecting Swat`. These cards are part of the maindeck hedge package, not sideboard material, and their value must be reassessed by matchup and visible board state instead of being removed.

- Matchup adaptation rule: adapt by changing play patterns, not deck contents. Against fast decks, make earlier survival decisions with `Lightning Bolt`, `Snap`, `Sink into Stupor // Soporific Springs`, `Ancient Tomb`, and life-payment choices; against slower decks, protect the compact combo turn with `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, `Red Elemental Blast`, and `Mental Misstep`.

- Blue-opponent rule: keep `Pyroblast` and `Red Elemental Blast` in the post-game plan because they are already registered maindeck answers. Prioritize them for counter wars, blue card-selection engines, blue planeswalkers, and blue stack interaction that would stop `Jeska's Will`, `Past in Flames`, `Bonus Round`, `Twinferno`, `Windfall`, `Wheel of Fortune`, `Timetwister`, or `Grapeshot`.

- Nonblue-opponent rule: do not treat `Pyroblast` or `Red Elemental Blast` as guaranteed dead unless Veles confirms no legal targets and no blue stack objects or permanents are relevant. When they are low-impact in a nonblue matchup, they become pitch resources, discard candidates to `Faithless Looting`, or cards to cycle past with `Valakut Awakening // Valakut Stoneforge`, but they remain registered cards in the 60.

- Aggro rule: against creature pressure, lower the mulligan tolerance for hands that rely on `Ancient Tomb`, slow wheels, or unsupported `Past in Flames`. Raise the value of early red mana, `Lightning Bolt`, `Snap`, `Sink into Stupor // Soporific Springs`, `Lotus Petal`, `Chrome Mox`, `Mox Diamond`, `Mox Opal`, `Mox Amber`, and a fast command-zone `Jeska's Will` line that wins before combat damage matters.

- Burn-pressure rule: against direct-damage decks, treat life as a scarce resource and avoid casual `Ancient Tomb`, shockland, and wheel lines that give the opponent fresh damage unless the current turn is protected or close to lethal. `Deflecting Swat` gains priority against targeted burn or disruption, while `Force of Will` life payment must be justified by preserving a winning turn or preventing lethal.

- Discard rule: against hand-attack decks, prefer hands with redundant engines, fast mana, command-zone access, or graveyard utility through `Past in Flames`. Use `Gitaxian Probe` information to decide whether to commit `Ruby Medallion`, `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Baral, Chief of Compliance`, `Artist's Talent`, `Vivi Ornitier`, `Electro, Assaulting Battery`, or `Thunderclap Drake` before the opponent can remove key pieces from hand.

- Graveyard-hate rule: against visible or known graveyard interaction, reduce reliance on `Past in Flames` as the first win route and emphasize exile-draw, wheels, command-zone `Jeska's Will`, ritual chains, and copy effects. Do not cast `Past in Flames` into open hate unless protection is legal, the exchange clears the hate for a later line, or waiting is worse by visible clock and resources.

- Tax-and-stax rule: against visible cost increases, rule-setting permanents, or spell-limit effects, make removal and bounce decisions before committing rituals. `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` should answer the permanent only when Veles confirms a legal target and the permanent blocks the current combo line, threatens lethal, or prevents meaningful spell chaining.

- Artifact-hate rule: against decks that attack artifacts, value immediate use of `Lotus Petal`, `Chrome Mox`, `Mox Diamond`, `Mox Opal`, `Mox Amber`, `Ruby Medallion`, and `Great Furnace` before exposing them unnecessarily. If artifact removal is known, prioritize nonartifact mana from lands, rituals, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Baral, Chief of Compliance`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, and `Rowan, Scholar of Sparks // Will, Scholar of Frost` when legal.

- Counterspell matchup rule: make `Gitaxian Probe`, `Mystical Tutor`, `Gamble`, and wheel timing revolve around the opponent's ability to stop the decisive spell. Delay `Bonus Round`, `Twinferno`, `Past in Flames`, and lethal `Grapeshot` until protection, redundancy, or visible opponent weakness justifies the commitment.

- Creature-combo matchup rule: prioritize speed and targeted disruption over incremental resource play. Use `Lightning Bolt`, `Snap`, `Sink into Stupor // Soporific Springs`, `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Mental Misstep`, `Pyroblast`, and `Red Elemental Blast` only when they stop a visible combo piece, protect the current win, or prevent a next-turn kill indicated by public information.

- Midrange matchup rule: preserve card velocity and avoid spending premium protection on low-impact threats. `Windfall`, `Wheel of Fortune`, `Timetwister`, `Expressive Iteration`, `Faithless Looting`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Highway Robbery`, and `Valakut Awakening // Valakut Stoneforge` should rebuild through one-for-one interaction while keeping mana available for the turn that matters.

- Mirror-or-storm rule: race with information and protection rather than fair board development. `Gitaxian Probe` becomes a commitment gate, `Mental Misstep` should be saved for cheap enablers or opposing protection when legal, and `Pyroblast` or `Red Elemental Blast` should be held for blue payoff, protection, or draw spells instead of minor setup.

- No-sideboard validation rule: between games, Veles may update matchup notes, known revealed cards, and role assignment, but the registered 60 must remain unchanged. Any generated plan that adds unregistered cards or removes registered cards is an invalid sideboard request and should route to a no-change lock.

- Role-change rule: after Game 1, decide whether the same 60 should be piloted as fastest-combo, protected-combo, or survival-then-combo. The card configuration does not change, but the opening-hand standards, protection targets, wheel timing, and willingness to expose engine permanents should change based on observed opponent speed and interaction.

- Documentation rule: record no sideboard cards as covered by absence, not omission. The deck's adaptive tools are maindeck interaction, command-zone `Jeska's Will`, fast mana, wheels, copy effects, `Past in Flames`, and `Grapeshot`, so sideboard guidance should never imply access to external cards.

## Matchup Guidance

- Aggro: race the first real damage clock rather than trying to become a control deck. Keep hands that make early red mana, fast artifacts, a ritual chain, or command-zone `Jeska's Will`; downgrade hands built around slow wheels, unsupported `Past in Flames`, or repeated `Ancient Tomb` activations. Use `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` on creatures only when they buy a full turn, remove a hate creature, or clear lethal pressure. Prefer a protected win attempt over incremental card selection once the opponent can present lethal on the next combat.

- Go-wide: treat board quantity as a timer and make spell-chain turns happen before blocks become irrelevant. `Grapeshot` can function as a battlefield reset or win condition, so do not spend it on a partial cleanup unless the visible board would otherwise end the game or stop the combo. `Bonus Round`, `Twinferno`, `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, rituals, and wheels should be valued as a way to jump from survival into lethal rather than as slow value pieces. Avoid giving a go-wide deck a fresh hand with `Windfall`, `Wheel of Fortune`, or `Timetwister` unless the same turn can convert that hand into a win or protected stabilization.

- Burn: protect life total as a hard resource gate. Avoid casual shockland, `Ancient Tomb`, and `Force of Will` life payments when the current line is not decisive. `Deflecting Swat` is most valuable against targeted damage or targeted disruption that would change the clock, while `Fierce Guardianship`, `Force of Will`, `Mental Misstep`, `Pyroblast`, and `Red Elemental Blast` should be spent only on legal stack objects that prevent lethal, stop the winning turn, or protect a game-ending spell. Wheels are risky because they can reload direct damage; use them when the visible alternative is losing the race or when mana and protection already point to a same-turn kill.

- Control: win through information, redundancy, and protected commitment. Use `Gitaxian Probe` as a commitment gate before `Bonus Round`, `Twinferno`, `Past in Flames`, `Wheel of Fortune`, `Windfall`, `Timetwister`, or lethal `Grapeshot`. Hold `Pyroblast` and `Red Elemental Blast` for blue interaction, blue card advantage, or a blue permanent that constrains the combo; do not spend them on low-impact targets just to use mana. `Mystical Tutor` and `Gamble` should usually find the missing axis of the turn: mana when spells are present, payoff when mana is abundant, protection when the opponent is representing counterplay, or recursion when the graveyard is already stocked.

- Tempo: respect cheap pressure plus one protected interruption. Sequence low-cost setup first so `Mental Misstep`, `Pyroblast`, `Red Elemental Blast`, `Force of Will`, `Fierce Guardianship`, and `Deflecting Swat` can cover the decisive point rather than a minor cantrip-equivalent exchange. `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` should target the threat that shortens the clock or the permanent that blocks spell velocity. Avoid tapping low for fragile engines such as `Storm-Kiln Artist`, `Baral, Chief of Compliance`, `Ruby Medallion`, `Artist's Talent`, `Thunderclap Drake`, `Electro, Assaulting Battery`, `Vivi Ornitier`, or `Ral, Monsoon Mage // Ral, Leyline Prodigy` if the opponent can remove it and still attack meaningfully unless waiting makes the clock unwinnable. Card text check required for the less familiar engine cards before relying on exact static or triggered abilities.

- Midrange: assume one-for-one disruption and make every exchange build toward a compressed winning turn. Preserve `Past in Flames`, `Timetwister`, `Wheel of Fortune`, `Windfall`, `Expressive Iteration`, `Faithless Looting`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Highway Robbery`, and `Valakut Awakening // Valakut Stoneforge` as ways to rebuild after discard or removal. Deploy `Ruby Medallion`, `Baral, Chief of Compliance`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, or `Storm-Kiln Artist` when they are likely to survive through the current turn or immediately produce mana. Do not overprotect a nonlethal permanent if the same protection spell is needed for the later payoff.

- Removal-heavy decks: shift from permanent dependence toward burst mana, command-zone access, and graveyard recursion. `Rite of Flame`, `Pyretic Ritual`, `Desperate Ritual`, `Seething Song`, `Simian Spirit Guide`, `Lotus Petal`, `Chrome Mox`, `Mox Diamond`, `Mox Opal`, `Mox Amber`, and `Jeska's Will` matter more than slow creature engines when the opponent has visible removal mana. If an engine creature is cast, prefer lines where it generates value before passing priority or where protection is legal and worth spending. `Past in Flames` becomes a major recovery line after traded resources, but only when graveyard access is not visibly shut off.

- Combo: race with disruption held for the exact spell, trigger, or permanent that changes the outcome. `Gitaxian Probe` should decide whether to commit now, wait with interaction, or force the opponent to act first. `Mental Misstep`, `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, and `Red Elemental Blast` should answer the opponent's engine, payoff, tutor-like selection, or protection only when Veles shows a legal target and public information makes that exchange decisive. Against faster combo, downgrade speculative card advantage and upgrade immediate mana plus `Grapeshot`, `Bonus Round`, `Twinferno`, `Past in Flames`, or command-zone `Jeska's Will` lines.

- Big mana: punish setup turns before the opponent's expensive threats dominate the stack or battlefield. Keep hands with fast mana and card velocity even if they are less interactive, because slow reactive hands give big mana time to overwhelm. Use `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` on mana creatures, cost reducers, lock pieces, or payoff threats only when that target is visible and meaningfully delays the opponent's critical turn. Wheels are strong when the opponent has spent resources accelerating, but dangerous if they refill a hand that already has more mana than Veles can contain.

- Graveyard decks: decide whether the race or disruption role is more important from visible graveyard size, public enablers, and the opponent's clock. This deck has no registered sideboard graveyard hate, so the main plan is speed, stack interaction, bounce, damage, and winning before recursive value takes over. Do not lean on `Past in Flames` as the only route if the opponent is also incentivized to fight over graveyards or presents visible graveyard hate. `Timetwister`, where legal and available, may reset graveyard resources, but do not assume it solves all graveyard positions without checking the legal action, stack context, replacement effects, and who benefits from the new hand.

- Artifact/enchantment decks: identify whether the opposing permanent is a clock, a mana engine, or a rule-setting lock before spending interaction. `Lightning Bolt` cannot answer most noncreature artifacts or enchantments, so rely on speed, stack interaction, `Snap`, `Sink into Stupor // Soporific Springs`, and exact rules-engine legal targets. If the opponent attacks artifacts, use `Lotus Petal`, `Chrome Mox`, `Mox Diamond`, `Mox Opal`, `Mox Amber`, `Great Furnace`, and `Ruby Medallion` with urgency instead of exposing them for later value. If the opponent uses artifact mana, a fast wheel after they empty their hand can be strong only when the same turn advances toward lethal.

- Single-threat decks: answer the threat only when it changes the clock, blocks the combo, or carries protection that will make later interaction worse. `Lightning Bolt`, `Snap`, `Sink into Stupor // Soporific Springs`, `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, and `Red Elemental Blast` should be evaluated against the exact visible object and legal target text. If the single threat is not lethal soon, prioritize assembling `Bonus Round`, `Twinferno`, `Past in Flames`, rituals, wheels, and `Grapeshot` rather than trading premium interaction for tempo. If the threat threatens lethal next turn, shift all selection and tutor decisions toward survival plus a same-turn or next-turn kill.

- Blue mirrors and storm mirrors: keep the hand compact, informed, and protected. `Gitaxian Probe` is the cleanest way to avoid walking `Jeska's Will`, `Bonus Round`, `Twinferno`, `Past in Flames`, or `Grapeshot` into known interaction. `Pyroblast` and `Red Elemental Blast` are premium, not filler, and should be held for counter wars, blue draw engines, or blue payoffs that determine the turn. `Will of the Jeskai`, `Opera Love Song`, `Surge of Brilliance`, `Vivi Ornitier`, `Electro, Assaulting Battery`, and `Ral, Monsoon Mage // Ral, Leyline Prodigy` require card text check before matchup-specific reliance; use them only according to legal action text and visible tactical role at runtime.

## Specific Matchup Notes

- General note: exact opponents are absent, so these notes are archetype-only and revealed cards override assumptions. Treat every runtime decision as legal-actions first, visible board and public information second, and this guide third; do not assume hidden interaction, exact card text, or deterministic kills unless Veles exposes the relevant action.

- Fast creature pressure: prioritize survival only when the clock beats a same-turn or next-turn combo attempt. Use `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` on visible attackers, cost reducers, or lock creatures that materially change the clock; otherwise keep mana and cards pointed toward `Rite of Flame`, `Pyretic Ritual`, `Desperate Ritual`, `Seething Song`, `Bonus Round`, `Twinferno`, `Past in Flames`, and `Grapeshot`. Likely sideboarding: none, because the registered sideboard is empty.

- Blue interaction decks: use information before commitment and protect the decisive stack exchange. `Gitaxian Probe` should determine whether to lead with a bait engine, wait, or commit to `Jeska's Will`, `Past in Flames`, `Wheel of Fortune`, `Windfall`, `Timetwister`, `Bonus Round`, `Twinferno`, or `Grapeshot`. Priority targets are opposing counters, blue draw engines, and stack interaction that stops the payoff; `Pyroblast`, `Red Elemental Blast`, `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, and `Mental Misstep` should be saved for those exchanges when legal.

- Discard and attrition decks: convert early resources into velocity before the hand is stripped. `Faithless Looting`, `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Highway Robbery`, `Valakut Awakening // Valakut Stoneforge`, `Wheel of Fortune`, `Windfall`, and `Timetwister` are recovery tools, but wheels can also refill an opponent who has held cards. `Past in Flames` is the major rebuild line if the graveyard remains usable.

- Graveyard and recursion decks: race first unless a legal stack or bounce action clearly breaks the opponent's engine. This list has no registered graveyard hate, so priority targets are enablers, payoff spells, and permanents that convert the graveyard into pressure. Do not rely on `Past in Flames` as the only closer if visible graveyard hate or replacement effects are present.

- Permanent lock and artifact decks: identify whether the visible permanent stops casting, mana, graveyard use, or damage before spending interaction. `Snap` and `Sink into Stupor // Soporific Springs` can matter only when Veles shows legal targets; `Lightning Bolt` is mostly creature-bound. Use `Lotus Petal`, `Chrome Mox`, `Mox Diamond`, `Mox Opal`, `Mox Amber`, `Great Furnace`, `Ruby Medallion`, and cost reducers before the opponent can profitably constrain artifacts or mana.

- Unknown card-text engines: treat `Will of the Jeskai`, `Opera Love Song`, `Surge of Brilliance`, `Electro, Assaulting Battery`, `Vivi Ornitier`, `Thunderclap Drake`, `Artist's Talent`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, and `Urabrask // The Great Work` as Card text check required before relying on exact modes, triggers, discounts, damage, or transformation text. Use them according to legal action text and visible tactical role until verified.

## Risk Summary

- Mana risk: this deck can produce explosive turns but can also strand blue or red requirements behind `City of Traitors`, `Ancient Tomb`, artifact mana, imprint choices, and single-land keeps. Avoid hands that need the perfect draw to cast both setup and protection.

- Matchup risk: fast pressure plus disruption is the hardest general pattern because it shortens the window while taxing protection. Do not spend `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, or `Red Elemental Blast` on low-impact objects when the real threat is the counterspell, lock piece, or lethal clock.

- Draw risk: wheels and exile-draw can force immediate sequencing choices. `Wheel of Fortune`, `Windfall`, and `Timetwister` may rescue an empty hand but may also give the opponent fresh interaction; `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, and similar effects reward using available mana before the window closes.

- Over-sideboarding risk: no registered sideboard exists, so post-game adaptation must be strategic rather than structural. Do not invent sideboard cards or alter the registered 60.

- Graveyard risk: `Past in Flames` is powerful but fragile against visible graveyard disruption or replacement effects. Keep a non-graveyard path through rituals, command-zone pressure, wheels, `Bonus Round`, `Twinferno`, and `Grapeshot` when public information warns against graveyard dependence.

- Sweeper/removal risk: creature engines such as `Storm-Kiln Artist`, `Baral, Chief of Compliance`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Thunderclap Drake`, `Vivi Ornitier`, and `Electro, Assaulting Battery` can lose tempo if removed before generating value. Prefer committing them when they immediately enable mana, cards, or a protected combo turn.

- Closer risk: `Grapeshot` requires enough storm count, copies, or damage amplification to matter. Do not fire it as a partial answer unless survival requires it or the legal target set makes the exchange decisive.

- Interaction risk: protection is scarce and context-dependent. Use `Mental Misstep`, `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Pyroblast`, and `Red Elemental Blast` only when the target is legal and the exchange protects a win, prevents a loss, or stops a lock.

- Sequencing risk: premature rituals, premature wheels, and premature cost reducers expose the deck to fizzles. Sequence information, land drops, discounts, mana bursts, copy effects, recursion, and payoff so each spell either increases mana, increases storm, protects the stack, or converts into a near-term kill.

## Test Feedback Checklist

- Deciding factor: identify the exact turn where the game shifted, then tag it as mana, velocity, engine commitment, stack fight, combat pressure, or failed closing. Record the visible board state and legal actions that made the chosen line correct or questionable.

- Mulligans: record whether the opener had colored mana, a fast mana piece, a velocity card, and a realistic payoff path. Flag hands that kept `Ancient Tomb`, `City of Traitors`, `Mox Diamond`, `Chrome Mox`, `Lotus Petal`, `Mox Amber`, or `Mox Opal` without enough colored follow-through.

- Mana: note every turn where `Rite of Flame`, `Pyretic Ritual`, `Desperate Ritual`, `Seething Song`, `Ruby Medallion`, `Baral, Chief of Compliance`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Storm-Kiln Artist`, or `Jeska's Will` failed to convert into a meaningful spell chain. Separate color failure from total-mana failure.

- Velocity: check whether `Faithless Looting`, `Expressive Iteration`, `Wrenn's Resolve`, `Reckless Impulse`, `Glimpse the Impossible`, `Highway Robbery`, `Valakut Awakening // Valakut Stoneforge`, `Windfall`, `Wheel of Fortune`, or `Timetwister` improved the turn or merely spent mana without raising win probability.

- Engine commitment: review whether `Storm-Kiln Artist`, `Birgi, God of Storytelling // Harnfel, Horn of Bounty`, `Bonus Round`, `Twinferno`, `Past in Flames`, `Artist's Talent`, `Thunderclap Drake`, `Vivi Ornitier`, `Electro, Assaulting Battery`, `Ral, Monsoon Mage // Ral, Leyline Prodigy`, `Urabrask // The Great Work`, `Opera Love Song`, `Will of the Jeskai`, and `Surge of Brilliance` were committed with enough mana, cards, protection, or visible urgency. Mark Card text check required for any unverified engine text.

- Interaction: record whether `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Mental Misstep`, `Pyroblast`, `Red Elemental Blast`, `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` stopped a decisive object or were spent on a lower-impact legal target.

- Closing: verify that `Grapeshot` was cast only when storm count, copied spells, visible targets, and damage math supported lethal, survival, or a decisive board reset. Flag partial `Grapeshot` lines that left the opponent with an unchanged clock.

- Role: ask whether the pilot correctly played as fast combo, protected combo, recovery combo, or temporary control. Misrole warnings include holding velocity too long against pressure, wheeling into open interaction without need, or protecting a setup permanent while the payoff was not ready.

- Mistakes: list any action where the legal action text was followed but the strategic target was poor. Pay special attention to `Gamble`, `Mystical Tutor`, `Gitaxian Probe`, imprint/discard choices, `Simian Spirit Guide`, `Mox Diamond`, and fetch or modal land decisions.

- Stranded cards: record cards stuck in hand or exile because of color, timing, target, graveyard, command-zone, or card-text uncertainty. A repeated stranded pattern is stronger evidence than one unlucky game.

- Overperformers and underperformers: name the exact cards that created wins, protected wins, or failed repeatedly. Do not generalize from one game unless the same failure is structurally visible in mana, action availability, or matchup pressure.

- Sideboard: confirm that no registered sideboard actions were available. Post-game adaptation must be reflected as play-pattern changes only unless the registered deck changes later.

## First Tuning Questions

- Mana base: does the list need more reliable colored mana, or were losses caused by poor sequencing of `Volcanic Island`, `Steam Vents`, `Island`, `Mountain`, `Scalding Tarn`, `Bloodstained Mire`, `Great Furnace`, `Sink into Stupor // Soporific Springs`, and `Valakut Awakening // Valakut Stoneforge`? Treat `Ancient Tomb` and `City of Traitors` as accelerants that can also create colored-mana traps.

- Fast mana package: did `Chrome Mox`, `Mox Diamond`, `Mox Opal`, `Mox Amber`, `Lotus Petal`, and `Simian Spirit Guide` enable winning turns often enough to justify their card-disadvantage or condition costs? Identify whether failures came from missing artifacts, missing legendary permanents, or imprint/discard pain.

- Ritual density: did `Rite of Flame`, `Pyretic Ritual`, `Desperate Ritual`, and `Seething Song` produce enough mana without `Bonus Round`, `Twinferno`, `Ruby Medallion`, `Baral, Chief of Compliance`, or `Birgi, God of Storytelling // Harnfel, Horn of Bounty`? If rituals stranded, ask whether the deck lacks setup, payoff, or card velocity.

- Velocity mix: did exile-draw from `Wrenn's Resolve`, `Reckless Impulse`, and `Glimpse the Impossible` conflict with reactive protection or delayed combo turns? Compare those results against graveyard-based recovery from `Faithless Looting` and `Past in Flames`, and against reset effects from `Wheel of Fortune`, `Windfall`, and `Timetwister`.

- Tutor and selection: did `Mystical Tutor`, `Gamble`, `Expressive Iteration`, `Gitaxian Probe`, and `Valakut Awakening // Valakut Stoneforge` find the correct missing piece, or did they amplify uncertainty? Track whether the most common missing piece was mana, payoff, protection, or a draw reset.

- Protection suite: were `Force of Will`, `Fierce Guardianship`, `Deflecting Swat`, `Mental Misstep`, `Pyroblast`, and `Red Elemental Blast` enough against blue and stack-heavy opponents? If not, ask whether the deck needs more protection, faster commitment, or fewer fragile setup permanents.

- Removal and tempo: did `Lightning Bolt`, `Snap`, and `Sink into Stupor // Soporific Springs` buy enough time against creature pressure and lock permanents? If aggro losses recur, decide whether control tools or faster goldfish speed matter more.

- Closer package: did `Grapeshot` close games cleanly, or did the deck frequently generate mana/cards without lethal output? If closing failed, evaluate whether `Bonus Round`, `Twinferno`, `Past in Flames`, `Storm-Kiln Artist`, and command-zone lines actually produced enough spell count.

- Role conflict: did the deck lose because it tried to be protected combo and all-in storm in the same game? Tune toward the role that the logs show winning most often, not the role that looks strongest in isolation.

- Sideboard slots: is the 0-card sideboard intentional for the active Oathbreaker contract, or should future registration include a legal sideboard package for aggro, blue interaction, graveyard hate, and permanent locks?

## Veles Tactical Policy

### Policy: Mulligan For Mana Plus Velocity
- Priority: High
- Decision families: mulligan
- Cards: Volcanic Island; Steam Vents; Island; Mountain; Scalding Tarn; Bloodstained Mire; Lotus Petal; Chrome Mox; Mox Diamond; Mox Opal; Mox Amber; Rite of Flame; Pyretic Ritual; Desperate Ritual; Seething Song; Faithless Looting; Expressive Iteration; Wrenn's Resolve; Reckless Impulse; Wheel of Fortune; Windfall; Timetwister
- Phase windows: opening hand, mulligan decisions, London bottom decisions
- Runtime cues: prompt:mulligan; prompt:bottom; visible opening hand
- Use when: deciding keep, mulligan, or bottom cards before the first turn.
- Avoid when: no mulligan prompt is active or hand contents are not visible.
- Instructions: Keep hands that combine colored mana, at least one accelerator or reducer, and a card-flow path; reject hands that only make colorless mana or spend multiple cards without a follow-up draw, wheel, engine, or command-zone line. Bottom redundant lands or narrow interaction before the first functional mana source, first velocity card, or only payoff.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Enabling Permanent Setup
- Priority: Medium
- Decision families: mana; priority
- Cards: Ruby Medallion; Baral, Chief of Compliance; Storm-Kiln Artist; Birgi, God of Storytelling // Harnfel, Horn of Bounty; Artist's Talent; Thunderclap Drake; Ral, Monsoon Mage // Ral, Leyline Prodigy; Rowan, Scholar of Sparks // Will, Scholar of Frost
- Phase windows: precombat main, postcombat main
- Runtime cues: action:cast; action:activate; visible mana and hand
- Use when: an enabling permanent is legal before the combo turn and the pilot can still protect, pass, or continue with meaningful resources.
- Avoid when: casting the permanent consumes the only protection mana against visible pressure or delays a legal winning line.
- Instructions: Commit reducers and mana engines before rituals when the turn is not already deterministic; prefer the engine that improves the most visible legal follow-up spells. Card text check required for Artist's Talent, Thunderclap Drake, Ral, Monsoon Mage // Ral, Leyline Prodigy, Rowan, Scholar of Sparks // Will, Scholar of Frost, and any unfamiliar transform face.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Artifact Mana Deployment
- Priority: Medium
- Decision families: mana
- Cards: Lotus Petal; Chrome Mox; Mox Diamond; Mox Opal; Mox Amber; Great Furnace; Volcanic Island; Steam Vents; Ancient Tomb; City of Traitors
- Phase windows: precombat main, combo turn, priority before casting payoff
- Runtime cues: action:play; action:cast; action:imprint; action:discard
- Use when: deciding whether to deploy fast mana, choose imprint/discard material, or sequence artifact count for Mox Opal.
- Avoid when: the artifact has no visible mana use this turn and exposing it provides no immediate setup benefit.
- Instructions: Use zero-mana artifacts to unlock metalcraft, legendary mana, or color fixing before spending rituals; protect the only blue card for Force of Will unless the current line requires Chrome Mox imprint. Do not discard the only land to Mox Diamond unless remaining mana already casts a velocity or engine spell.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Ritual Chain Commitment Gate
- Priority: High
- Decision families: mana; priority
- Cards: Rite of Flame; Pyretic Ritual; Desperate Ritual; Seething Song; Jeska's Will; Bonus Round; Twinferno; Birgi, God of Storytelling // Harnfel, Horn of Bounty; Storm-Kiln Artist; Ruby Medallion; Baral, Chief of Compliance
- Phase windows: main phases, storm turn, after resolving setup permanents
- Runtime cues: action:cast Rite of Flame; action:cast Pyretic Ritual; action:cast Desperate Ritual; action:cast Seething Song; action:cast Jeska's Will
- Use when: choosing whether to start a mana-positive chain from visible legal actions.
- Avoid when: the hand lacks velocity, payoff, or recovery and passing leaves a safer protected line.
- Instructions: Start the chain only when visible resources can convert mana into cards, command-zone progress, Past in Flames, a wheel, or Grapeshot pressure. Count reducer effects, storm count, floating colors, and copied ritual risks before the first ritual.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Draw-Impulse Sequencing
- Priority: Medium
- Decision families: selection; priority
- Cards: Faithless Looting; Expressive Iteration; Wrenn's Resolve; Reckless Impulse; Glimpse the Impossible; Highway Robbery; Valakut Awakening // Valakut Stoneforge; Gitaxian Probe
- Phase windows: main phases before and during combo turn
- Runtime cues: action:cast Faithless Looting; action:cast Expressive Iteration; action:cast Wrenn's Resolve; action:cast Reckless Impulse; action:cast Glimpse the Impossible; action:cast Highway Robbery; action:cast Gitaxian Probe
- Use when: choosing card flow before spending nonrenewable rituals or after producing floating mana.
- Avoid when: exiling cards would strand reactive protection or the pilot cannot use the cards before timing expires.
- Instructions: Lead with information and low-cost selection before irreversible mana bursts; prefer graveyard-feeding spells when Past in Flames is available, and prefer impulse effects when the turn can spend the exiled cards immediately. Card text check required for Glimpse the Impossible and Highway Robbery.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Wheel Commitment Gate
- Priority: High
- Decision families: selection; priority
- Cards: Wheel of Fortune; Windfall; Timetwister; opponent: Narset
- Phase windows: main phases, stack-empty priority
- Runtime cues: action:cast Wheel of Fortune; action:cast Windfall; action:cast Timetwister
- Use when: deciding whether to reset hands as the main refill plan.
- Avoid when: the opponent benefits more from the reset, visible graveyard setup would be lost by Timetwister, or protection is needed first.
- Instructions: Cast a wheel when current hand cannot continue but mana, reducer, storm count, or protection makes the new hand actionable. Do not assume hidden opponent weakness; use Gitaxian Probe or public information when available.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Tutor And Gamble Selection
- Priority: Medium
- Decision families: selection
- Cards: Mystical Tutor; Gamble
- Phase windows: main phases, end step, upkeep with draw pending
- Runtime cues: action:cast Mystical Tutor; action:cast Gamble; prompt:search; prompt:choose card
- Use when: the engine requests a search or card choice from library or hand.
- Avoid when: no legal search choice is exposed or the missing role is ambiguous without board context.
- Instructions: Search for the missing role, not the most famous card: mana when bottlenecked, wheel or Past in Flames when empty, protection when a winning turn is already present, and Grapeshot only when damage math is plausible. Gamble discard risk must be accepted only when the searched card is needed or redundancy exists.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Past In Flames Commitment Gate
- Priority: High
- Decision families: priority; selection
- Cards: Past in Flames; Rite of Flame; Pyretic Ritual; Desperate Ritual; Seething Song; Faithless Looting; Lightning Bolt; Grapeshot
- Phase windows: main phases with graveyard visible
- Runtime cues: action:cast Past in Flames; action:flashback
- Use when: deciding whether graveyard spells justify committing Past in Flames.
- Avoid when: graveyard contents are too thin, graveyard hate is visibly active, or mana cannot pay key flashback costs.
- Instructions: Commit Past in Flames when the visible graveyard plus hand can rebuild mana, cards, and storm toward lethal or a decisive reset. Preserve red mana for flashback chains and verify each flashback action from engine output.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Copy-Spell Commitment Gate
- Priority: High
- Decision families: priority; interaction
- Cards: Bonus Round; Twinferno; Grapeshot; Jeska's Will; Seething Song; Wheel of Fortune; Windfall; Timetwister
- Phase windows: main phases before key instant or sorcery
- Runtime cues: action:cast Bonus Round; action:cast Twinferno
- Use when: deciding whether copy effects are worth exposing before the payoff spell.
- Avoid when: opponent can visibly exploit symmetrical copying or the next copied spell is low impact.
- Instructions: Use copy effects when the next legal spell materially increases mana, cards, storm, or lethal damage. Treat Twinferno modes with Card text check required unless engine text clearly shows the copy mode and target.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Grapeshot Lethal Or Stabilize Gate
- Priority: High
- Decision families: priority; interaction
- Cards: Grapeshot; Bonus Round; Twinferno; Lightning Bolt
- Phase windows: main phases, lethal turn, emergency creature removal line
- Runtime cues: action:cast Grapeshot; prompt:target Grapeshot
- Use when: Grapeshot is legal and storm/copy information is visible.
- Avoid when: damage cannot kill the opponent, remove decisive threats, or set up a protected second wave.
- Instructions: Count all visible copies, legal targets, prevention shields, and opponent life before casting. Use Grapeshot defensively only when it changes survival math or clears a blocker for a visible win.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Grapeshot Opponent Target
- Priority: Medium
- Decision families: interaction
- Cards: Grapeshot
- Phase windows: Grapeshot target prompts
- Runtime cues: action:target opponent Grapeshot
- Use when: the only strategic plan already selected is opponent damage and a legal action text explicitly targets the opponent with Grapeshot.
- Avoid when: multiple visible creature targets matter, prevention is unresolved, or lethal math was not already selected by a prior model decision.
- Instructions: Choose the legal target-opponent Grapeshot action after the commitment gate has selected the opponent-damage line.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Permission Commitment Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Force of Will; Fierce Guardianship; Deflecting Swat; Mental Misstep; Pyroblast; Red Elemental Blast
- Phase windows: stack interaction windows, opponent combo turn, protection window for own combo
- Runtime cues: action:cast Force of Will; action:cast Fierce Guardianship; action:cast Deflecting Swat; action:cast Mental Misstep; action:cast Pyroblast; action:cast Red Elemental Blast
- Use when: deciding whether to spend a counter, redirect, or blast on a visible stack object.
- Avoid when: the spell is low impact, cannot stop the relevant effect, or spending the card removes protection from a winning line.
- Instructions: Spend free protection to stop opposing wins, stop disruption aimed at the active combo, or protect a decisive wheel, Past in Flames, Bonus Round, or Grapeshot. Verify pitch, commander, color, and target legality from engine prompts.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Tempo Removal And Bounce
- Priority: Medium
- Decision families: interaction; combat
- Cards: Lightning Bolt; Snap; Sink into Stupor // Soporific Springs
- Phase windows: opponent combat, end step, own main phase before combo
- Runtime cues: action:cast Lightning Bolt; action:cast Snap; action:cast Sink into Stupor
- Use when: a visible creature, planeswalker, lock piece, or stack-permitted target changes survival or combo access.
- Avoid when: the target does not affect the clock, mana, stack, or current combo route.
- Instructions: Use Lightning Bolt to remove pressure or finish damage only when the target changes a clock or kill. Use Snap and Sink into Stupor // Soporific Springs to clear blockers, mana creatures, or hate permanents only when the tempo gain is visible.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat With Utility Creatures
- Priority: Low
- Decision families: combat
- Cards: Baral, Chief of Compliance; Storm-Kiln Artist; Birgi, God of Storytelling // Harnfel, Horn of Bounty; Thunderclap Drake; Vivi Ornitier; Electro, Assaulting Battery
- Phase windows: declare attackers, declare blockers, combat trick windows
- Runtime cues: prompt:attack; prompt:block; action:attack; action:block
- Use when: creature combat decisions appear and no immediate combo kill is selected.
- Avoid when: attacking risks a mana engine, reducer, or payoff creature needed for the next turn.
- Instructions: Preserve engine creatures over chip damage unless combat damage is part of lethal or blocks prevent death. Card text check required for Thunderclap Drake, Vivi Ornitier, and Electro, Assaulting Battery before treating them as expendable or essential.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Command-Zone Spell Window
- Priority: High
- Decision families: priority; mana
- Cards: Rowan, Scholar of Sparks // Will, Scholar of Frost; Jeska's Will
- Phase windows: main phases with command-zone actions legal
- Runtime cues: action:cast Rowan, Scholar of Sparks // Will, Scholar of Frost; action:cast Will, Scholar of Frost; action:cast Jeska's Will
- Use when: a command-zone planeswalker or signature spell action is legal and affects the combo turn.
- Avoid when: commander tax, loyalty exposure, or stack risk makes the line weaker than hand-based velocity.
- Instructions: Treat command-zone access as a resource, not a default action; cast it when visible mana and follow-up spells convert the effect into cards, mana, protection, or a win attempt. Card text check required for Rowan, Scholar of Sparks // Will, Scholar of Frost in the active rules engine.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Mandatory Mana Payment
- Priority: Low
- Decision families: mana
- Cards: none
- Phase windows: cost payment prompts
- Runtime cues: action:pay; prompt:pay mana
- Use when: exactly one legal pay-mana action is offered by the engine and no alternative source choice is listed.
- Avoid when: multiple mana-source actions, optional payments, or color choices are visible.
- Instructions: Submit the sole visible pay-mana action because no strategic choice remains after the prior spell selection.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: No Registered Sideboard Actions
- Priority: Low
- Decision families: sideboard
- Cards: none
- Phase windows: between games, sideboard prompt
- Runtime cues: prompt:sideboard; sideboard_count:0
- Use when: Veles requests sideboarding for this registered 60-card Oathbreaker list.
- Avoid when: any future registration includes sideboard cards.
- Instructions: Submit no card changes and preserve the registered main deck exactly. Adapt only through mulligan, sequencing, protection, and combo-speed choices.
- Pilot skill floor: low
- No-API allowed: no
- Light-model allowed: yes
