# Strategy Specifications
## Deck Name And Archetype
Rakdos Sacrifice is a 60-card Alchemy Rakdos midrange-sacrifice deck with a 15-card sideboard, built to convert recursive creatures, expendable bodies, and sacrifice-adjacent pressure into attrition wins. The active validation contract reports the list as legal for Alchemy deck-count rules: 60 main-deck cards, 15 sideboard cards, at least 60 main, and no more than 15 sideboard. The registered tags are `midrange` and `sacrifice`; treat the duplicate supplied tag string `midrange,sacrifice` as the same two tactical identities rather than an extra classification.

The deck should be treated as a hybrid stock/rogue strategy: the shell uses familiar Rakdos sacrifice incentives, but the exact Alchemy configuration is card-specific and cannot be piloted as a generic format staple package. The main-deck identity is creature-dense and pressure-forward, with 4 Forsaken Miner, 4 Spiteful Hexmage, 4 Stadium Headliner, 4 Bloodghast, 4 Undead Sprinter, 3 Cecil, Dark Knight, 2 Inti, Seneschal of the Sun, and 2 Zoyowa Lava-Tongue giving the agent many creature-based decisions before sideboarding. The noncreature package is compact: 4 Torch the Tower, 2 Final Vengeance, 2 Zero Point Ballad, 4 Disturbing Mirth, and 1 Bloodthorn Flail, so removal and sacrifice payoffs must be spent with visible-state discipline rather than treated as unlimited interaction.

The mana base is registered as 20 lands: 2 Swamp, 6 Mountain, 4 Blazemire Verge, 4 Starting Town, and 4 Multiversal Passage. Mana concerns are real because the deck wants early red and black access while still casting cheap pressure and interaction on curve; runtime mulligan and sequencing should prioritize hands that can cast at least one early threat and one relevant interaction spell from visible legal actions. Card text check required for Starting Town and Multiversal Passage before assuming fixing, entering tapped behavior, sacrifice value, graveyard synergy, or any special utility. Card text check required for Cecil, Dark Knight, Stadium Headliner, Zero Point Ballad, and Nibelheim Aflame before making text-dependent claims; until the rules engine exposes legal actions, pilot them conditionally from visible choices only.

The role baseline is proactive attrition rather than pure aggro or pure control. Default game plans should develop sacrifice material early, force blocks or removal with recursive creatures, and turn expendable permanents into damage, cards, or removal when the engine exposes legal sacrifice actions. The deck should not wait indefinitely for a perfect engine if the opponent is deploying pressure; it should also avoid cashing in recursive pieces too early when the battlefield and graveyard indicate future sacrifice loops or Bloodghast-style recursion may matter.

The sideboard confirms a flexible midrange posture: 4 Duress for noncreature interaction and combo/control pressure, 2 Ghost Vacuum for graveyard pressure, 2 Molten Collapse for additional removal, 2 Sunset Saboteur and 2 Preacher of the Schism for grindy creature plans, and 3 Nibelheim Aflame for matchup-specific pressure or sweeper-adjacent roles subject to card text. Opponent information status is unknown in this batch: no exact opposing decklist, archetype, or metagame target is supplied. At runtime, Veles must let legal actions, visible board state, revealed cards, public graveyards, exile, stack objects, life totals, and matchup labels override generic assumptions.

## Thesis
Rakdos Sacrifice assembles early black-red creatures, repeatable expendable material, and compact removal into a pressure-plus-attrition game where every body can become damage, a trade, a sacrifice cost, or a recursion trigger. The deck wins by forcing the opponent to answer cheap threats more than once, converting stalled boards into sacrifice value, and using interaction to keep the opponent from stabilizing long enough for recursive pressure from Forsaken Miner and Bloodghast-style cards to matter.

Prioritize battlefield presence before abstract value because the registered list is creature-dense and only plays 8 main-deck noncreature action spells beyond Disturbing Mirth, Zero Point Ballad, and Bloodthorn Flail. The pilot should usually spend the first turns establishing a threat, preserving mana colors, and creating future sacrifice material rather than holding every creature for a perfect payoff. When legal actions show a sacrifice outlet, removal sacrifice cost, or recursion loop, choose it only if the visible exchange improves damage, removes a relevant permanent, reloads resources, or protects a more important board state.

This deck is not trying to be pure burn, pure control, or a one-turn combo deck. Do not throw away recursive creatures as though all graveyard returns are guaranteed, do not pass with unused mana when pressure is needed, and do not spend Torch the Tower or Final Vengeance on low-impact targets if visible combat or life totals show a larger threat is about to matter. Card text check required for Cecil, Dark Knight, Stadium Headliner, Zero Point Ballad, Bloodthorn Flail, Starting Town, Multiversal Passage, and Nibelheim Aflame before assuming exact abilities; until then, let rules-engine legal actions define their tactical use.

Prioritize visible inevitability over hidden speculation. If the opponent is low on life, make attacks and sacrifice lines that preserve lethal pressure. If the opponent has a larger board, shift toward removal, trading, and recursive rebuilding. If the opponent is representing sweepers or noncreature engines after sideboard, value Duress, resilient threats, and post-sweeper reloads more highly than narrow creature combat edges.

## Role Package
- Threats: Forsaken Miner, Spiteful Hexmage, Stadium Headliner, Bloodghast, Undead Sprinter, Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, Preacher of the Schism, Sunset Saboteur, and Nibelheim Aflame are the cards that pressure life totals or force interaction. Lead with threats that match current mana and board texture; preserve higher-impact or text-uncertain threats when the engine shows they require setup, targets, or extra mana.

- Payoffs: Zoyowa Lava-Tongue, Disturbing Mirth, Final Vengeance, Bloodthorn Flail, Cecil, Dark Knight, and Nibelheim Aflame are payoff candidates when legal actions show sacrifice, damage, drain, equipment, transformation, or board-impact text. Card text check required for Cecil, Dark Knight, Bloodthorn Flail, Disturbing Mirth, Zero Point Ballad, and Nibelheim Aflame before treating them as deterministic payoffs; use them according to visible legal choices rather than assumed card memory.

- Engines: Forsaken Miner and Bloodghast are the core recursive material, with Disturbing Mirth and any visible sacrifice action turning spare bodies into resources when legal. Treat recursion as a resource engine only when the graveyard, land drops, crimes, sacrifice prompts, or other engine-exposed events make return lines legal; do not sacrifice the last relevant blocker solely because a future return might exist.

- Velocity: Inti, Seneschal of the Sun, Zero Point Ballad, Disturbing Mirth, Stadium Headliner, and Sunset Saboteur are the likely velocity or smoothing module, but several require card text confirmation. Prefer velocity when the hand lacks follow-up threats, when land drops are still needed, or when sacrificing a replaceable body unlocks a better next turn; deprioritize low-board-impact velocity while facing lethal or near-lethal pressure.

- Interaction: Torch the Tower is the main cheap removal spell, Final Vengeance is the sacrifice-linked removal slot, Molten Collapse is the sideboard removal upgrade, Duress attacks noncreature hands, and Ghost Vacuum pressures graveyard plans. Spend interaction on permanents or stack-relevant threats that change combat, stop a key engine, or protect lethal pressure; avoid firing removal merely because a target exists.

- Protection: The deck protects itself mostly through redundancy, discard, recursion, and pressure rather than dedicated protection spells. Use Duress after sideboard to clear sweepers, removal, or combo pieces when visible legal choices allow, and use recursive creatures to make one-for-one removal awkward instead of overcommitting every threat into known public danger.

- Recursion: Forsaken Miner and Bloodghast are the named recursion anchors, with Undead Sprinter possibly functioning as recursive or graveyard-adjacent pressure subject to card text. Favor sacrifice and trade lines involving recursive bodies when the engine shows return conditions are available or likely soon from visible land and action states; keep nonrecursive threats alive when the same exchange can be made with expendable material.

- Mana: Swamp, Mountain, Blazemire Verge, Starting Town, and Multiversal Passage form a 20-land base that must cast early red interaction and black creatures. Card text check required for Starting Town and Multiversal Passage before assuming fixing, sacrifice utility, or timing; prioritize hands and land sequencing that produce both colors by the first meaningful interaction turn.

- Sideboard modules: Duress is for noncreature disruption, Ghost Vacuum is for graveyard pressure, Molten Collapse is for added removal, Sunset Saboteur and Preacher of the Schism are for grindy creature mirrors or attrition, and Nibelheim Aflame is a matchup-specific impact card pending card text confirmation. Sideboard choices should adjust the pressure/removal/disruption balance without cutting so much creature density that sacrifice synergies run out of material.

## Primary Win Conditions
- Recursive pressure is the default win path: use Forsaken Miner, Bloodghast, Undead Sprinter, Spiteful Hexmage, and Stadium Headliner to keep bodies on board, force trades, and make removal inefficient. Set up by developing two early threats and making land drops; execute by attacking whenever trades favor recursive or expendable creatures, then redeploying or returning material only when the rules engine offers legal recursion actions. Disruption matters most when graveyard exile, blockers, or lifegain engines would break the pressure loop; prioritize this path when the opponent is spending one-for-one answers or has no visible way to exile graveyards.

- Sacrifice attrition is the main board-stall win path: combine disposable creatures with Disturbing Mirth, Final Vengeance, Zoyowa Lava-Tongue, and any legal Cecil, Dark Knight sacrifice or damage action shown by the engine. Set up by keeping at least one replaceable body available and avoiding unnecessary attacks with the only sacrifice material. Execute by turning Forsaken Miner or Bloodghast into cards, removal, damage, or drain when legal; disruption is graveyard hate, instant-speed removal on the outlet, or losing the last body before paying a cost. Prioritize this path when combat is clogged, when the opponent has a must-kill creature, or when sacrificing a recursive body preserves pressure.

- Low-curve combat snowball is the cleanest fast win: lead with Forsaken Miner, Spiteful Hexmage, Stadium Headliner, Bloodghast, or Undead Sprinter, then use Torch the Tower and Final Vengeance to remove blockers. Set up by keeping hands with early black or red mana and at least one one- or two-mana threat. Execute by attacking before using removal when blocks reveal better targets, unless a visible blocker prevents all profitable attacks. Prioritize this path against slow hands, mana stumbles, planeswalker-like engines if legal actions expose them, or opponents who are behind on board.

- Card-text-dependent payoff pressure uses Cecil, Dark Knight, Inti, Seneschal of the Sun, Zero Point Ballad, Bloodthorn Flail, and Stadium Headliner only according to visible legal actions. Card text check required for Cecil, Dark Knight, Zero Point Ballad, Bloodthorn Flail, and Stadium Headliner before treating them as deterministic win engines. Prioritize these cards when the engine shows they add damage, selection, counters, equip pressure, or repeatable advantage without sacrificing the deck’s ability to attack and rebuild.

## Secondary Win Conditions
- Burn-and-removal reach closes games when creatures have already reduced the opponent’s life total: point Torch the Tower and Final Vengeance at creatures first if blockers or lifelink-style threats would erase attacks, and at the opponent only when legal action text and visible life totals make damage directly decisive. Zoyowa Lava-Tongue may provide reach or discard pressure if legal triggers or actions appear; card text check required before assuming exact damage output.

- Value rebuilding wins after trades: use Disturbing Mirth, Zero Point Ballad, Inti, Seneschal of the Sun, Forsaken Miner, and Bloodghast to convert spent material into new threats. Choose value lines when both players are low on cards, when the opponent has used visible removal, or when a sacrifice prompt turns a creature that would die anyway into resources. Do not choose low-impact card flow over removing a lethal attacker or preserving a necessary blocker.

- Bigger individual threats win when recursion is contained: Cecil, Dark Knight, Preacher-like sideboard cards are not in the main deck, so main-game backup pressure should come from Cecil, Dark Knight, Inti, Seneschal of the Sun, Stadium Headliner, Undead Sprinter, and Bloodthorn Flail if legal actions show combat-enhancing text. Card text check required for Bloodthorn Flail and Cecil, Dark Knight; use them as visible-board pressure, not as assumed protection.

- Mana-pressure cleanup wins when the opponent stumbles: use Blazemire Verge, Starting Town, Multiversal Passage, Swamp, and Mountain sequencing to deploy threats every turn rather than holding speculative interaction. Card text check required for Starting Town and Multiversal Passage; until confirmed, choose land actions that preserve both colors and keep Torch the Tower or black creature deployment available.

## Emergency Lines
- When behind on life, stabilize before extracting value: hold back enough creatures to block, spend Torch the Tower or Final Vengeance on the attacker that changes the clock, and sacrifice a creature only if the result removes pressure, gains decisive resources, or uses a body that could not profitably block. Do not attack with the only blocker unless visible legal actions produce immediate lethal or remove the crack-back.

- When behind on board, trade down the battlefield: use recursive bodies as blockers or sacrifice costs, aim removal at the largest combat swing, and rebuild with Forsaken Miner, Bloodghast, Undead Sprinter, Disturbing Mirth, and Zero Point Ballad when legal. Prioritize a clean two-turn survival line over a speculative engine setup.

- When behind on cards, make each body matter twice: favor Disturbing Mirth and legal recursion actions, preserve Inti, Seneschal of the Sun if it is generating visible selection, and avoid spending Torch the Tower on creatures that are not pressuring life, blocking lethal, or enabling an opposing engine. Sacrifice expendable creatures before nonrecursive threats when the engine offers equivalent costs.

- When behind on mana, lower the curve immediately: cast cheap threats, use Torch the Tower efficiently, and choose land actions from Blazemire Verge, Starting Town, Multiversal Passage, Swamp, and Mountain that unlock both colors. Avoid holding hands or lines that require multiple unverified card-text payoffs before affecting the board.

- When graveyard recursion is shut off, become a normal Rakdos midrange deck: stop valuing Forsaken Miner and Bloodghast as guaranteed repeat resources, trade only when the exchange is good on board, and lean harder on Stadium Headliner, Spiteful Hexmage, Undead Sprinter, Cecil, Dark Knight, Inti, Seneschal of the Sun, Torch the Tower, and Final Vengeance for visible pressure and removal.

- When primary win conditions are removed, win through incremental combat and reach: protect the best remaining attacker, remove blockers at the last useful moment, and use any legal Zoyowa Lava-Tongue, Bloodthorn Flail, Zero Point Ballad, or Disturbing Mirth action only if it improves the current board, hand, or lethal math shown by the engine.

## Resource Model
- Life is a tempo resource, not a cushion: spend early life to keep attacking when the visible crack-back is not lethal or race-losing, but shift to blocking once the opponent’s next attack plus visible reach can put the game out of Torch the Tower or creature-combat range. Do not preserve life by trading off a recursive Forsaken Miner or Bloodghast if that body can be converted into removal, cards, or a later attack through a legal engine action.

- Hand cards are fuel for pressure and recovery: deploy one- and two-mana bodies before holding speculative payoffs, because Disturbing Mirth, Zero Point Ballad, Inti, Seneschal of the Sun, and legal graveyard recursion are the deck’s ways to regain material after exchanges. Card text check required for Zero Point Ballad and Disturbing Mirth before valuing them over an immediate board-stabilizing spell.

- Mana is the deck’s bottleneck in double-spell turns: prioritize using all mana on turns two through four, especially when a threat plus Torch the Tower or Final Vengeance changes combat. Sacrifice-value lines are strongest when they do not consume the mana needed to add another attacker or answer a blocker.

- Board presence is the default currency: Forsaken Miner, Spiteful Hexmage, Stadium Headliner, Bloodghast, Undead Sprinter, Cecil, Dark Knight, Inti, Seneschal of the Sun, and Zoyowa Lava-Tongue should create constant attack pressure or sacrifice material. Keep at least one expendable creature available when Final Vengeance, Disturbing Mirth, Cecil, Dark Knight, or another visible sacrifice prompt can turn it into a better exchange.

- Graveyard cards are conditional resources: treat Forsaken Miner and Bloodghast as repeat material only when the engine shows legal return, trigger, or cast actions. If Ghost Vacuum-like effects, exile removal, or public graveyard hate is visible, stop assuming recursion and evaluate those cards as normal creatures already spent.

- Exile is mostly a cost, answer zone, or sideboard tool: Torch the Tower and Ghost Vacuum may create exile-related decisions only through legal action text. Do not exile a card, graveyard, or creature for marginal value if it removes your own future recursion or leaves a more important opposing graveyard card unchecked.

- Lands convert into both colors and recursion timing: Blazemire Verge, Starting Town, Multiversal Passage, Swamp, and Mountain should be sequenced to cast early black creatures and red interaction while preserving any visible landfall or utility timing for Bloodghast. Card text check required for Starting Town, Multiversal Passage, and Blazemire Verge before assuming tapped status, fixing mode, sacrifice text, or extra value.

- Sacrifice fodder should be ranked by replaceability: prefer sacrificing Forsaken Miner or Bloodghast when their return is legal or likely from visible state, then expendable small creatures, then creatures with active payoff text or needed blocking roles. Do not sacrifice the only blocker, only attacker applying a short clock, or only creature enabling future sacrifice actions unless the current legal result is survival, lethal, or a clear material swing.

- Information changes resource value: after Duress, visible reveal effects, or public hand information, aim pressure and removal around the cards actually known rather than around guessed hidden cards. Keep hidden-info assumptions archetype-level only, and let engine-provided revealed zones override generic plans.

- Sideboard bullets are narrow resource converters: Duress converts mana into information and preemptive interaction, Ghost Vacuum converts graveyard access into containment, Molten Collapse converts mana into board control, Sunset Saboteur and Preacher of the Schism convert slower matchups into resilient threats or value, and Nibelheim Aflame converts board stalls or creature density into a matchup-specific swing only when legal text supports that role.

## Mana Guide
- Keep hands that cast spells on time: a normal keep needs two lands or one land plus multiple one-mana plays only when the engine and matchup context make the risk acceptable. Prefer hands with both black and red access by turn two, because Forsaken Miner, Spiteful Hexmage, Bloodghast, Undead Sprinter, Cecil, Dark Knight, Zoyowa Lava-Tongue, Torch the Tower, Final Vengeance, Disturbing Mirth, and sideboard cards pull the deck in both colors.

- Mulligan color-stuck hands aggressively: hands with only Mountain and black-heavy creatures, only Swamp and red interaction, or utility lands whose color output is unknown should not be kept unless they have confirmed castable pressure and a clear draw path. Card text check required for Blazemire Verge, Starting Town, and Multiversal Passage before treating any one-land or utility-heavy hand as fixed.

- Sequence lands to unlock the lowest curve first: play the land that casts a turn-one or turn-two creature before preserving speculative later utility. If both colors are already available, choose the land sequence that keeps Torch the Tower or Final Vengeance available during the opponent’s next combat while still allowing a creature deployment on your next main phase.

- Play lands before draw or discard actions when Bloodghast or land-trigger text matters: if the engine shows a legal Bloodghast return trigger, landfall-like action, or graveyard-to-battlefield timing, make the land drop at the point that produces the body before sacrifice, attack, or Disturbing Mirth decisions. If no visible land-trigger or mana need exists and a legal draw/selection action could change which land to play, consider drawing first.

- Preserve red mana for interaction turns: when the opponent has a visible must-kill attacker, blocker, or engine creature, leave red access for Torch the Tower and enough mana or sacrifice material for Final Vengeance if those legal actions are available. Spend red on proactive cards first only when the visible board does not demand removal before the next combat.

- Preserve black mana for board development and attrition: early black sources should enable Forsaken Miner, Spiteful Hexmage, Bloodghast, Undead Sprinter, Cecil, Dark Knight, Zoyowa Lava-Tongue, Disturbing Mirth, and sideboard Duress or Preacher of the Schism when present. Do not use utility-land actions that cut off black mana if the current hand needs another black spell to rebuild.

- Use double-spell mana over single payoff mana when pressure matters: casting a creature plus Torch the Tower, a threat plus Duress, or a body plus Disturbing Mirth is often stronger than spending the whole turn on Bloodthorn Flail, Zero Point Ballad, Cecil, Dark Knight, or Nibelheim Aflame unless legal text and board state show the payoff immediately stabilizes or threatens lethal. Card text check required for Bloodthorn Flail, Zero Point Ballad, Cecil, Dark Knight, and Nibelheim Aflame before prioritizing tap-out lines.

- Treat tapped or utility lands as tempo costs until confirmed: if a land would enter tapped or consume the turn’s land utility, play it on a turn where the lost mana does not prevent a legal one-drop, two-drop, or removal spell. If the engine offers multiple land-play actions, choose the line that leaves the largest set of castable legal actions after the land resolves, not the line with abstract long-term value.

## Mulligan Guide
- Strong keep: keep two- or three-land hands with both colors and at least two early plays, such as Forsaken Miner plus Spiteful Hexmage or Stadium Headliner plus Torch the Tower. A hand with Blazemire Verge, Starting Town, one black creature, one red interaction spell, and Disturbing Mirth is strong if the engine confirms the lands produce the needed colors on time.

- Strong keep: keep Bloodghast plus multiple lands when at least one early castable creature or removal spell is present. Bloodghast is not enough alone, but it raises the value of hands that can trade, sacrifice, and keep land drops flowing.

- Medium keep: keep one interaction-light creature curve with Forsaken Miner, Stadium Headliner, Undead Sprinter, and Disturbing Mirth when both colors are available and the matchup is not visibly faster. This hand should pressure first and use sacrifice or draw actions only after the board is established.

- Risky keep: consider one-land hands only with confirmed untapped color access, multiple one-mana legal plays, and a draw step before being punished. One land plus Bloodthorn Flail, Zero Point Ballad, Cecil, Dark Knight, or multiple three-mana cards is too slow unless the engine-visible hand also has castable early material.

- Automatic ship: mulligan hands with no land, one unconfirmed utility land, five or more lands without Bloodghast or card flow, or no legal spell before turn three. Ship hands that require drawing exactly one color to function, such as only Mountain with black-heavy creatures or only Swamp with Torch the Tower and red-leaning cards.

- Matchup-dependent keep: against fast creature pressure, keep hands with Torch the Tower, Final Vengeance plus expendable creature, or early blockers over slower synergy hands. Against slower control or removal-heavy decks, prefer recursive threats, Duress after sideboard, Disturbing Mirth, Cecil, Dark Knight, Preacher of the Schism, or Sunset Saboteur when legal and castable.

- Play/draw adjustment: on the play, prioritize one-drop or two-drop pressure because this deck snowballs from early material. On the draw, raise the value of Torch the Tower, Final Vengeance, Duress, and two-land color stability because catching up matters more than maximizing a fragile engine curve.

- Trap hand: do not keep sacrifice payoffs without fodder, such as Final Vengeance plus expensive cards and no expendable creature. Do not keep Bloodghast-only pressure if no land sequence, discard outlet, sacrifice outlet, or legal return timing is visible.

## Turn Arc
- Turn 1: deploy a castable one-mana creature before holding up speculative interaction unless the opponent has a visible must-kill threat. Prefer Forsaken Miner when legal; use Torch the Tower only if removing the opposing play protects life, prevents an engine, or clears the way for future attacks.

- Turn 1 deviation: cast Duress after sideboard against spell-heavy or sweeper-heavy opponents when it is legal and the hand already has turn-two pressure. Do not spend turn one on Duress against visible creature pressure if a creature or removal action better contests the board.

- Turn 2: add pressure with Spiteful Hexmage, Stadium Headliner, Bloodghast, or Undead Sprinter when legal, choosing the play that leaves the most future sacrifice material. If Final Vengeance is available, keep an expendable creature path open before trading off the only body.

- Turn 2 deviation: hold Torch the Tower or Final Vengeance when the opponent’s next attack or engine creature is the visible threat. Cast Disturbing Mirth only if the legal action produces immediate material, replaces a low-value creature, or avoids falling behind on board; Card text check required for exact timing and output.

- Turn 3: choose between pressure, attrition, and stabilization from visible board state. Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, Disturbing Mirth, or double-spell turns are preferred when they add bodies or convert expendable material without exposing the only blocker.

- Turn 3 deviation: prioritize removal plus creature over a single tap-out payoff when the opponent has a profitable attack, a snowballing creature, or a blocker that stops the team. Play Bloodthorn Flail or Zero Point Ballad only when legal text and visible state show the card immediately improves combat, damage, or resilience; Card text check required.

- Turns 4-5: convert recursive creatures into a material advantage while continuing to attack. Rebuy Bloodghast or Forsaken Miner only through legal engine actions, then use those bodies for attacks, Final Vengeance, Disturbing Mirth, or other sacrifice prompts when the exchange advances damage or stabilizes.

- Turns 4-5 deviation: against sweepers, removal, or graveyard hate, diversify threats instead of overcommitting recursive assumptions. After sideboard, Nibelheim Aflame, Molten Collapse, Preacher of the Schism, Sunset Saboteur, Ghost Vacuum, or Duress should be used only for their visible matchup role and legal action text.

- Late game: value land drops, recursion windows, and sacrifice decisions as the main engine. Attack when life totals and blockers make damage meaningful, but preserve one creature for sacrifice or blocking if losing it would strand Final Vengeance, Disturbing Mirth, Cecil, Dark Knight, or a survival line.

- Late-game deviation: switch from attrition to lethal math when Zoyowa Lava-Tongue, Bloodghast returns, equipped or buffed attackers, or sacrifice payoffs present a visible kill. Do not pass with unused mana and legal pressure unless the engine-visible interaction, combat risk, or known opposing card makes waiting stronger.

## Card Roles
- Forsaken Miner is the preferred early body when black mana is available because it pressures, trades as expendable material, and can return from the graveyard only through legal crime/recursion text shown by the engine. Cast it early into open boards, sacrifice it before more important creatures when a sacrifice prompt needs a creature, and do not treat it as a blocker because its visible card text may forbid blocking; Card text check required for exact return trigger and payment timing.

- Spiteful Hexmage is an aggressive one-mana pressure card that also creates a role/enchantment decision when it enters. Use the role on the creature that can attack or be sacrificed with the least downside; avoid shrinking or disabling a creature that must block, carry Bloodthorn Flail, or survive for Cecil, Dark Knight lines. Against removal-heavy opponents, prefer putting its attached drawback or role effect onto expendable material such as Forsaken Miner or Bloodghast when legal; Card text check required for exact role token text.

- Stadium Headliner is early pressure and sacrifice fodder first, not a card to hold for abstract future value. Cast it on curve when it improves attacks or lets Final Vengeance, Disturbing Mirth, or other sacrifice prompts convert a low-value body into tempo. If its legal text offers a performance, damage, or celebration-style trigger, use it when the turn already contains another permanent or sacrifice action; Card text check required before assuming any trigger condition.

- Bloodghast is the deck’s best recursive material because land drops can turn graveyard presence into battlefield pressure. Do not exile, discard, or sacrifice Bloodghast as though it is free unless a land drop, known recursion window, or lethal line is visible. Prioritize making land drops while Bloodghast is in the graveyard, and value Multiversal Passage or other legal land actions higher when they create an immediate return. Remember that Bloodghast traditionally cannot block, so preserve other creatures for defense when the opponent is attacking.

- Undead Sprinter is a pressure creature that should be cast when it adds immediate damage, trading power, or another sacrifice body. Treat any graveyard-return or end-step behavior as conditional until the engine shows the legal action; Card text check required. In creature mirrors, it is acceptable to trade Undead Sprinter early if Bloodghast or Forsaken Miner can rebuild material. Against control, avoid spending it into known exile removal unless the hand needs to keep pressure dense.

- Cecil, Dark Knight is a three-copy payoff or stabilizer that deserves a commitment check before tapping out. Cast Cecil, Dark Knight when the board already has expendable creatures, when life totals permit a slower value turn, or when the engine-visible legal text shows immediate damage, life, sacrifice, or combat relevance. Do not expose Cecil, Dark Knight as the only threat into open interaction if Bloodghast, Forsaken Miner, or a two-spell turn can force the opponent to act first. Card text check required for exact transformation, payment, and damage/life rules.

- Inti, Seneschal of the Sun is a two-copy snowball card that rewards attacking and card-flow sequencing, so cast it before combat only when attacks are already plausible. Use Inti, Seneschal of the Sun to turn disposable attackers into card selection or extra damage when legal, but do not discard key interaction or the only land drop without a visible payoff. Inti, Seneschal of the Sun is better against midrange and control than against boards where attacking is unsafe.

- Zoyowa Lava-Tongue is the deck’s reach and attrition bridge, especially when descended or sacrifice/graveyard conditions are visible. Cast Zoyowa Lava-Tongue when the opponent’s life total is under pressure, when a sacrifice or graveyard event has already occurred if required, or when the body plus triggered effect changes combat. Do not fire it as a blank creature if holding it for a post-sacrifice or post-trade turn would unlock legal drain, damage, or discard text; Card text check required for exact trigger condition.

- Torch the Tower is the efficient removal spell and should be saved for creatures that change attacks, block the main pressure, enable opposing engines, or threaten lethal. Use bargain or sacrifice-related options only when the sacrificed permanent is expendable and the upgraded damage matters. Do not spend Torch the Tower on a low-impact target while Final Vengeance can answer it with a disposable creature, unless instant timing, exile, or damage size is specifically needed.

- Final Vengeance is premium removal only when the sacrifice cost is real but acceptable. Pair it with Bloodghast, Forsaken Miner, a spent role creature, or a creature that is already dying when the legal prompt permits. Avoid using Final Vengeance if sacrificing the only blocker, only pressure source, or only enabler lets the opponent race freely. Against large threats, save it until the target is visible and legal rather than using smaller removal first.

- Disturbing Mirth is the main card-flow or material-conversion spell, but its exact role depends on current Oracle/Alchemy text. Card text check required. Use it when the board has expendable creatures, when a sacrifice or discard mode turns recursion into cards, or when a stalled hand needs fresh material. Do not cast it into pressure if spending mana and a creature leaves no blocker and no removal. Against control, it is a way to turn removal-prone creatures into continued resources.

- Zero Point Ballad is a two-copy specialty card whose tactical role must be confirmed from runtime text. Card text check required. Treat it as a payoff, saga, or value permanent only when the legal action text shows it improves the current turn or sets up a near-term sacrifice/combat sequence. Do not keep slow hands around Zero Point Ballad alone, and do not cast it over creature-plus-removal when behind on board.

- Bloodthorn Flail is a one-copy combat modifier or equipment-style card, so use it only when the equipped or affected creature can attack, force a profitable trade, or present lethal pressure. Card text check required for exact equip, attach, sacrifice, or triggered rules. Avoid placing it on Bloodghast or Forsaken Miner if those creatures are about to be sacrificed unless the damage this turn matters. Prefer resilient or evasive pressure if the engine shows multiple legal attach targets.

- Blazemire Verge is color fixing for black and red sequencing. Play it when it unlocks both early black creatures and red interaction, and choose it over a basic when the hand needs mixed colors across turns. Do not assume it enters untapped or produces every color in every context; follow the engine’s legal mana output.

- Starting Town is a key utility land because it likely fixes or creates game actions beyond ordinary mana. Card text check required. Play it when it improves color access without blocking a one-drop or removal spell. If it offers later utility, preserve that utility only when immediate curve development is not at risk.

- Multiversal Passage is both fixing and Bloodghast support when it creates landfall or land sequencing. Use it to secure missing colors first, then to trigger Bloodghast returns or smooth future turns. If the engine offers multiple land choices, prefer Multiversal Passage when it turns on a legal spell this turn or a Bloodghast return from the graveyard.

- Mountain and Swamp are the baseline lands that make untapped spell sequencing reliable. Keep hands that can cast Forsaken Miner or Spiteful Hexmage from Swamp and Torch the Tower from Mountain on time. In-game, choose basics when utility lands would enter tapped, fail to produce the needed color, or delay double-spell turns.

## Interaction Priorities
- Removal priority: kill opposing creatures that create immediate lethal pressure, block repeated Bloodghast, Forsaken Miner, Stadium Headliner, or Undead Sprinter attacks, or generate more material than one sacrifice body can trade for. Use Torch the Tower first when damage or exile timing is enough, and hold Final Vengeance for large creatures or must-answer engines when an expendable sacrifice is visible.

- Sacrifice-cost discipline: spend Bloodghast, Forsaken Miner, a creature already dying, or a low-impact extra body to Final Vengeance or bargain-style Torch the Tower choices before sacrificing Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, or the only blocker. Do not turn removal into a tempo loss by sacrificing the creature needed to survive the next combat.

- Bait priority: lead with recursive or replaceable threats before committing Cecil, Dark Knight, Inti, Seneschal of the Sun, Zero Point Ballad, or Bloodthorn Flail into open mana. Bloodghast, Forsaken Miner, Spiteful Hexmage, Stadium Headliner, and Undead Sprinter are acceptable pressure bait when the hand can rebuild after removal.

- Ignore priority: ignore small blockers that do not stop attacks, creatures that cannot race, and non-engine permanents that do not change the next two turns. Preserve Torch the Tower and Final Vengeance for cards that alter combat math, invalidate sacrifice pressure, or force defensive trades.

- Graveyard interaction priority: when Ghost Vacuum is available after sideboarding, target cards that enable recursion, combo setup, escape-style resources, or graveyard payoffs before low-impact creatures. Do not spend Ghost Vacuum on a graveyard card unless the engine shows the legal action and the target matters to the opponent’s next visible line.

- Discard priority: when Duress is available after sideboarding, take sweepers, exile removal, planeswalkers, combo pieces, or expensive card-advantage spells before ordinary removal if the board already has pressure. Take cheap removal first only when protecting Cecil, Dark Knight, Inti, Seneschal of the Sun, Bloodthorn Flail pressure, or a lethal attack matters this turn cycle.

- Extra removal priority: when Molten Collapse is available after sideboarding, use it on creatures or permanents that Torch the Tower cannot answer efficiently. Card text check required for exact modes and legality; choose the mode that removes the visible card causing the largest board or engine problem.

- Archetype shift: against aggro, prioritize survival and blockers over extracting full sacrifice value. Against control, prioritize forcing answers with recursive threats before exposing premium engines. Against combo, prioritize Duress, fast pressure, and killing enablers over creature combat value. Against graveyard decks, prioritize Ghost Vacuum timing over marginal damage.

## Combat And Trading Rules
- Attack rule: attack with Bloodghast, Forsaken Miner, Stadium Headliner, Spiteful Hexmage, and Undead Sprinter when the exchange advances damage, enables Inti, Seneschal of the Sun, turns on sacrifice value, or forces the opponent to trade into recursion. Do not attack with the only relevant blocker when the opponent’s visible crack-back threatens lethal or forces a bad Final Vengeance sacrifice.

- Blocking rule: block to preserve life once the opponent can threaten a two-turn clock, but prefer blocks using recursive or replaceable creatures. Remember that Bloodghast traditionally cannot block; follow the rules engine’s legal blocker list rather than assuming it can defend.

- Trade rule: trade ordinary bodies for higher-impact attackers, mana creatures, sacrifice engines, and creatures carrying combat modifiers. Decline trades that spend Cecil, Dark Knight, Inti, Seneschal of the Sun, or Zoyowa Lava-Tongue for a replaceable attacker unless life total, lethal prevention, or a post-combat sacrifice line requires it.

- Engine preservation: preserve Cecil, Dark Knight when it is producing or about to produce visible combat, sacrifice, life, or damage leverage. Preserve Inti, Seneschal of the Sun when attacks remain available; it becomes weaker when the board state forces defense. Preserve Zoyowa Lava-Tongue when a sacrifice or graveyard condition is about to make its effect matter; Card text check required.

- Life thresholds: above 12 life, pressure and recursive development can take priority over defensive trades. From 8 to 12 life, remove attackers that shorten the clock and keep at least one blocker when possible. At 7 or less, treat haste, burn, flyers, and wide attacks as immediate threats and favor survival over value from Disturbing Mirth or Zero Point Ballad.

- Bloodthorn Flail rule: commit Bloodthorn Flail only when the affected creature can attack profitably, force a key trade, or threaten lethal damage. Card text check required for exact attachment and combat rules; avoid investing it into a creature likely to be sacrificed before damage unless that sacrifice is the selected line.

- Recursion pressure rule: use Bloodghast and Forsaken Miner to make blocking awkward, especially when a land action or sacrifice action can restore material. If the opponent’s blockers are larger, send recursive attackers only when the damage, trigger, or trade is worth the lost tempo.

- Archetype shift: against aggro, block earlier and trade down to protect life. Against control, attack aggressively and make removal inefficient by sequencing recursive threats first. Against midrange, attack to force trades only when recursion or Disturbing Mirth converts the exchange into material. Against combo, race unless a block prevents lethal or preserves a faster clock.

## Selection And Tutor Rules
- No-true-tutor rule: treat this deck as pseudo-selection rather than search unless the rules engine exposes a specific library-search, discover, scry, draw, discard, or choose-card prompt. Do not assume any card can find a missing threat, land, or removal spell without a visible legal action.

- Land-drop timing: make the land drop before combat when it returns Bloodghast, unlocks an additional attacker, enables double-spelling, or fixes the color needed for Torch the Tower, Final Vengeance, Forsaken Miner, Spiteful Hexmage, or Disturbing Mirth. Delay the land drop only when a visible draw/filter action can find a better land decision this turn or when holding land has a clear Inti, Seneschal of the Sun discard payoff.

- Fixing priority: use Blazemire Verge, Starting Town, Multiversal Passage, Swamp, and Mountain to secure black on turn one for Forsaken Miner or Spiteful Hexmage and red on turn one or two for Torch the Tower. Card text check required for Starting Town and Multiversal Passage; if either exposes a land choice, choose the missing color before choosing utility or long-game value.

- Disturbing Mirth sequencing: cast Disturbing Mirth before the land drop when the hand is short on mana and the visible cost can be paid with Bloodghast, Forsaken Miner, Spiteful Hexmage material, or another expendable object. Cast it after combat or after landfall when the land drop is needed first to restore Bloodghast or create the disposable body required by the legal cost.

- Inti, Seneschal of the Sun filtering: use Inti, Seneschal of the Sun to convert excess lands, redundant legends, recursive creatures, or low-impact late threats into new card access only when the attack remains good after the discard. Do not discard Torch the Tower, Final Vengeance, Bloodthorn Flail, Cecil, Dark Knight, or Zoyowa Lava-Tongue unless the visible board demands immediate pressure or the discarded card is clearly unusable.

- Recursive-card selection: Bloodghast and Forsaken Miner can function as graveyard resources, so discard or sacrifice them over unique engine cards when a visible land, crime, or other legal return path exists. If no return path is visible, treat them as real cards and avoid spending them for minor filtering.

- Scry and bottoming rule: bottom extra high-cost cards, redundant legendary copies, dead removal, or lands beyond the next two turns when the hand already curves out. Keep lands when Bloodghast recursion, double-spell turns, or color repair is pending; keep Torch the Tower or Final Vengeance when the opponent has a visible creature that changes combat math.

- Zero Point Ballad and Bloodthorn Flail choices: Card text check required for exact selection, attachment, or mode behavior. If either exposes a choice, prefer the option that affects the current board, creates material for sacrifice, or converts attacks into damage before taking a slow value option.

## Priority And Stack Rules
- Legal-action rule: choose only from the action IDs exposed by Veles, and treat every stack, trigger, optional payment, target, and sacrifice prompt as rules-engine bounded. If the visible action text does not confirm a timing window or target, do not assume the play is legal.

- Removal timing: cast Torch the Tower or Final Vengeance before combat damage when an opposing blocker, attacker, or combat modifier changes lethal math or would eat a recursive attacker for free. Wait until the opponent commits mana, a pump spell, an aura, an equipment action, or a sacrifice payoff when waiting can make the removal trade for more visible resources.

- Let-resolve rule: let low-impact spells resolve when they do not change the next combat, threaten lethal, stop recursion, or generate a durable engine. Rakdos Sacrifice has no main-deck counterspell role, so priority decisions usually ask whether to remove something now, activate a graveyard tool after sideboarding, or preserve mana for a better window.

- Sacrifice-cost discipline: pay Final Vengeance or bargain-style Torch the Tower costs with Bloodghast, Forsaken Miner, expendable tokens or roles, a creature already dying, or a redundant body before spending Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, or the only relevant blocker. Do not sacrifice the permanent that the current combat or survival line requires.

- Torch the Tower timing: use the smallest legal Torch the Tower line that kills or exiles the relevant target. Bargain or sacrifice only when the added damage, exile clause, or sacrifice trigger matters; if the ordinary action already answers the target, preserve material.

- Inti attack trigger timing: when Inti, Seneschal of the Sun offers an attack-step discard or target choice, decide from visible combat first. Put pressure on an attacker that survives blocks or pushes damage, and decline the discard when the hand contains needed removal, land, or a post-combat play that is stronger than the filtered card access.

- Bloodghast timing: use land drops before combat when Bloodghast can legally return and attack or be sacrificed for a same-turn spell. If Bloodghast cannot block and cannot attack this turn, returning it can still be correct as Final Vengeance, Torch the Tower, Disturbing Mirth, or future sacrifice material.

- Forsaken Miner timing: return Forsaken Miner only when the required mana and trigger are visible and the returned body matters for pressure, sacrifice, blocking if legal, or rebuilding after removal. Preserve mana instead when a removal spell, Duress, Ghost Vacuum, or Molten Collapse action is more urgent.

- Graveyard windows after sideboarding: activate Ghost Vacuum in response to a visible graveyard target, before an opponent can use a known graveyard card, or when denying recursion matters more than adding board pressure. Do not spend Ghost Vacuum on a random graveyard card during an empty priority window.

- End-step setup: use opponent end-step removal or Ghost Vacuum when the target is still relevant and main-phase mana will be needed for threats. If Zoyowa Lava-Tongue or Zero Point Ballad exposes an end-step or sacrifice-related trigger, Card text check required; create the condition only when the visible payoff is worth the sacrificed material.

## Sideboard Map
- Sideboard posture: use the sideboard to change the pressure mix without abandoning the sacrifice-recursion core. Keep enough cheap creatures and sacrifice material for Disturbing Mirth, Final Vengeance, Torch the Tower bargain lines, Bloodghast landfall pressure, and Forsaken Miner recursion; do not board into a pile of answers that cannot attack or feed costs.

- Duress role: bring Duress against control, combo, ramp, spell-heavy midrange, sweepers, planeswalker-style engines, and decks where the first meaningful exchange happens on the stack or from hand. Lead with Duress before committing Cecil, Dark Knight, Disturbing Mirth, Bloodthorn Flail, or a multiple-creature board into visible open mana when the opponent's archetype is likely to hold removal, sweepers, discard, or combo protection. Duress is poor when the opponent's deck is mostly creatures and battlefield permanents; in those games the tempo loss matters because Rakdos Sacrifice wins by making every early turn produce pressure or material.

- Ghost Vacuum role: bring Ghost Vacuum against graveyard recursion, reanimation, escape-style value, flashback-like engines, death-trigger loops, and decks where a visible graveyard card is a pending resource. Use it as a precision hate card, not as a random mana sink; it is strongest when Veles exposes a target that can be denied before the opponent uses it. Ghost Vacuum is low priority against decks with no public graveyard dependency, fast creature decks that punish noncreature setup, and control decks where Duress or durable threats matter more than graveyard interaction.

- Molten Collapse role: bring Molten Collapse against creature decks, planeswalker or artifact-heavy battlefield engines, and midrange mirrors where one efficient answer can create a clean attack step. Card text check required for exact modes and legality, but treat it as an interaction upgrade when the visible battlefield contains must-answer permanents that Torch the Tower or Final Vengeance cannot cleanly cover. Molten Collapse is weaker against creature-light control or combo when the opponent's key cards are in hand, on the stack, or in the graveyard rather than exposed as legal battlefield targets.

- Sunset Saboteur role: bring Sunset Saboteur when the matchup rewards a sticky or evasive pressure card, repeated damage, or a threat that punishes slow hands. Card text check required; if its runtime actions expose discard, damage, draw, or triggered choices, choose lines that maintain pressure while preserving removal for blockers. Sunset Saboteur is low priority against decks where a small threat is blanked by larger creatures, mass tokens, or lifegain, and it should not displace the core recursive creatures unless the matchup is about evasion and card flow rather than sacrifice density.

- Preacher of the Schism role: bring Preacher of the Schism against midrange, control, and creature mirrors where a resilient value creature can attack, block, and pressure life totals without needing many extra resources. Card text check required for exact trigger conditions, but prioritize it when games are expected to slow down after removal trades. Preacher of the Schism is less attractive against very fast combo or spell decks where three-mana battlefield value is slower than Duress, and against decks where tapping low on turn three exposes the pilot to a lethal swing.

- Nibelheim Aflame role: bring Nibelheim Aflame when the matchup rewards a higher-impact red spell, sweeper-like pressure, reach, or a battlefield reset. Card text check required; use only the modes or targets that Veles confirms as legal and do not assume damage amounts or affected objects without rules-engine text. Nibelheim Aflame is low priority when the deck must curve one-drop into two-drop into recursive pressure, when the opponent has few battlefield targets, or when adding higher-cost cards makes hands too slow.

Spell-heavy control or combo
Side in: 4 Duress; 2 Sunset Saboteur
Cut: 2 Final Vengeance; 1 Bloodthorn Flail; 1 Zero Point Ballad; 2 Torch the Tower

- Plan rule: prioritize Duress on turn one or before committing a key threat, then use Sunset Saboteur and the recursive creature package to keep pressure flowing through spot removal. Reduce main-deck emphasis on creature-only removal and slow board-affecting cards because the important fights are often over sweepers, card advantage, and combo pieces rather than combat bodies. Keep some Torch the Tower when the opponent has visible cheap creatures or planeswalkers; the exact plan above assumes removal has limited targets.

Graveyard recursion or reanimation
Side in: 2 Ghost Vacuum; 4 Duress
Cut: 1 Bloodthorn Flail; 2 Zero Point Ballad; 1 Stadium Headliner; 2 Final Vengeance

- Plan rule: use Duress to expose enablers and protection, then hold Ghost Vacuum for the specific public graveyard card that matters. Keep Bloodghast, Forsaken Miner, Undead Sprinter, and Spiteful Hexmage density high because pressure forces the graveyard deck to act before it has perfect setup. Reduce main-deck emphasis on slow equipment and narrow sacrifice removal unless the opponent also presents creatures that must die immediately.

Creature aggro or go-wide battlefield decks
Side in: 2 Molten Collapse; 3 Nibelheim Aflame; 2 Preacher of the Schism
Cut: 4 Forsaken Miner; 1 Bloodthorn Flail; 2 Zero Point Ballad

- Plan rule: become the deck with better interaction and sturdier battlefield presence while preserving enough sacrifice material from Bloodghast, Spiteful Hexmage, Stadium Headliner, and Undead Sprinter. Molten Collapse and Nibelheim Aflame should answer the permanents that make combat bad, while Preacher of the Schism helps stabilize races if its visible text supports that role. Forsaken Miner is the cleanest pressure card to reduce when blocking, life total defense, and immediate removal matter more than recursive chip damage.

Midrange removal mirror
Side in: 2 Preacher of the Schism; 2 Sunset Saboteur; 2 Molten Collapse
Cut: 2 Final Vengeance; 1 Bloodthorn Flail; 1 Zero Point Ballad; 2 Stadium Headliner

- Plan rule: increase individual card quality and reduce reliance on narrow sacrifice-cost answers when both decks are trading removal. Preacher of the Schism and Sunset Saboteur are for attrition games where each threat must matter by itself, while Molten Collapse upgrades removal against larger or more varied permanents. Keep Disturbing Mirth because sacrificing recursive material for fresh cards is one of the cleanest ways to win long games.

Artifact, token, or permanent-engine decks
Side in: 2 Molten Collapse; 3 Nibelheim Aflame; 2 Duress
Cut: 2 Final Vengeance; 1 Bloodthorn Flail; 2 Zero Point Ballad; 2 Stadium Headliner

- Plan rule: use Duress only when the opponent has noncreature setup cards or sweepers; otherwise favor battlefield answers. Molten Collapse and Nibelheim Aflame are the flexible slots for visible permanents that invalidate normal attacks or recur value. Maintain Bloodghast and Undead Sprinter pressure so the opponent cannot spend every turn building an engine.

Very fast low-curve creature decks
Side in: 2 Molten Collapse; 3 Nibelheim Aflame; 2 Preacher of the Schism
Cut: 2 Inti, Seneschal of the Sun; 1 Bloodthorn Flail; 2 Zero Point Ballad; 2 Zoyowa Lava-Tongue

- Plan rule: prioritize survival, board control, and clean blocks over filtering or slower sacrifice payoffs. Inti, Seneschal of the Sun and Zoyowa Lava-Tongue can be powerful, but they are lower priority when the visible board demands immediate defense and removal. Do not over-sideboard into expensive cards; if opening hands become clunky, prefer the lean creature-aggro plan with only Molten Collapse and Preacher of the Schism.

- Archetype rule for Duress: Add role cards: Duress against sweepers, combo, ramp, spell engines, and removal-heavy control. Reduce main-deck emphasis: Final Vengeance, Bloodthorn Flail, and excess Torch the Tower when the opponent has few creature targets.

- Archetype rule for Ghost Vacuum: Add role cards: Ghost Vacuum against graveyard recursion, reanimation, and public graveyard engines. Reduce main-deck emphasis: Zero Point Ballad or Bloodthorn Flail before reducing recursive creature density, because the deck still needs pressure while holding up graveyard denial.

- Archetype rule for Molten Collapse: Add role cards: Molten Collapse when the opponent presents creatures, artifacts, planeswalkers, or other battlefield permanents that must be answered. Reduce main-deck emphasis: Final Vengeance when sacrifice cost is awkward or when sacrificing a creature would lose a needed blocker.

- Archetype rule for Sunset Saboteur: Add role cards: Sunset Saboteur against slow decks and midrange attrition where repeated pressure or card flow matters. Reduce main-deck emphasis: Stadium Headliner or Zero Point Ballad when the matchup is not about maximizing early creature count.

- Archetype rule for Preacher of the Schism: Add role cards: Preacher of the Schism against removal mirrors, creature mirrors, and games expected to revolve around combat stabilization. Reduce main-deck emphasis: the lowest-impact recursive pressure card only when the matchup makes early chip damage less important than durable board presence.

- Archetype rule for Nibelheim Aflame: Add role cards: Nibelheim Aflame against boards that need a bigger red effect or reset. Reduce main-deck emphasis: Inti, Seneschal of the Sun, Zero Point Ballad, or Bloodthorn Flail when the game is decided by immediate board control rather than incremental filtering or equipment pressure.

## Matchup Guidance

- Aggro: Become the deck that survives first and wins second when the opponent presents early creatures, haste pressure, or wide attacks. Add role cards: Molten Collapse, Nibelheim Aflame, and Preacher of the Schism when their visible legal text answers the board or improves blocking. Reduce main-deck emphasis: Bloodthorn Flail, Zero Point Ballad, and slower value turns that do not affect combat immediately. Preserve Torch the Tower and Final Vengeance for creatures that change combat math, not for low-impact bodies that can be traded with Bloodghast, Spiteful Hexmage, Stadium Headliner, or Undead Sprinter.

- Control: Lead with repeatable pressure and make the opponent answer recursive threats before committing the cards that matter most. Add role cards: Duress and Sunset Saboteur against sweepers, removal clusters, planeswalkers, and card-draw engines. Reduce main-deck emphasis: Final Vengeance and excess Torch the Tower when few creature targets are visible. Use Forsaken Miner, Bloodghast, Undead Sprinter, and Disturbing Mirth to keep material flowing, but do not sacrifice the only meaningful attacker unless the visible action converts into immediate cards, lethal pressure, or protection from a known answer.

- Combo: Force interaction before the combo turn and keep the fastest clock that still lets Duress matter. Add role cards: Duress against hidden noncreature setup, protection, and payoff spells; add Ghost Vacuum only when the opponent uses the graveyard as a public resource. Reduce main-deck emphasis: Bloodthorn Flail, Final Vengeance, and slow combat-only pressure when the opponent is unlikely to fight on battlefield. Prioritize one-drop pressure into discard, then spend removal only if a visible creature is part of the opponent's engine.

- Tempo: Trade mana efficiently and avoid spending a full turn on a card that can be answered for less mana. Add role cards: Duress when the opponent is spell-heavy, Sunset Saboteur for attrition pressure, and Molten Collapse when a single permanent is creating repeated tempo loss. Reduce main-deck emphasis: expensive or setup-dependent lines if the opponent is representing open interaction. Make the tempo deck answer Bloodghast, Forsaken Miner, Spiteful Hexmage, Stadium Headliner, and Undead Sprinter one at a time; do not walk Disturbing Mirth into a turn where sacrificing a creature leaves no pressure and no blocker.

- Midrange: Win by making every exchange leave behind material, damage, or a fresh card. Add role cards: Preacher of the Schism, Sunset Saboteur, and Molten Collapse for attrition games where each permanent must stand on its own. Reduce main-deck emphasis: Final Vengeance when the sacrifice cost would consume a needed attacker or blocker, and reduce Bloodthorn Flail when removal density makes equipment tempo risky. Use Disturbing Mirth with recursive creatures whenever Veles confirms the sacrifice action is legal and the resulting card flow is relevant.

- Big mana: Treat the matchup as a race with selective disruption, not as a long battlefield grind. Add role cards: Duress against ramp payoffs, sweepers, and expensive stabilizers; add Molten Collapse only when the opponent's visible permanent must be answered. Reduce main-deck emphasis: narrow creature removal and defensive cards that do not pressure life total. Keep hands that curve early threat into another threat, and value Inti, Seneschal of the Sun or Zoyowa Lava-Tongue only when their visible actions help convert pressure into damage or cards. Card text check required for exact use of Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, and Nibelheim Aflame.

- Graveyard: Attack the opponent's graveyard only at the point where the public card or resource matters. Add role cards: Ghost Vacuum and Duress against recursion, reanimation, escape-style engines, or graveyard payoff spells. Reduce main-deck emphasis: Bloodthorn Flail and Zero Point Ballad before reducing the recursive creature core, because pressure makes graveyard decks act under stress. Do not fire Ghost Vacuum on a generic card if a more important public target is likely to appear before the next decisive action.

- Artifact and enchantment engines: Identify whether the problem is a battlefield permanent, a noncreature setup spell, or a combat stall. Add role cards: Molten Collapse and Nibelheim Aflame for visible permanents that invalidate attacks; add Duress when the engine depends on noncreature spells before they resolve. Reduce main-deck emphasis: Final Vengeance if the opponent has few creatures, and reduce Bloodthorn Flail when investing in one attacker is punished by removal or bounce. Keep recursive creature density high so the opponent cannot spend every turn developing.

- Go-wide decks: Prioritize battlefield containment over chip damage. Add role cards: Nibelheim Aflame, Molten Collapse, and Preacher of the Schism when the opponent's board makes normal attacks bad. Reduce main-deck emphasis: Forsaken Miner or other low-blocking pressure only when blocking and board control matter more than recurring damage. Use Torch the Tower on creatures that multiply damage, pump the team, or enable attacks; save Final Vengeance for the threat that cannot be beaten through combat.

- Single-threat decks: Kill or blank the one threat and maintain pressure with recursive bodies. Add role cards: Molten Collapse, Duress, and Preacher of the Schism depending on whether the threat is a permanent, protected by spells, or fought in combat. Reduce main-deck emphasis: broad board-control cards when only one object matters. Do not spend Torch the Tower on support creatures if the main threat will remain unanswered and visible legal actions show no second removal line.

- Burn: Protect life total without becoming too slow. Add role cards: Duress for burn spells and Preacher of the Schism when its visible text supports stabilization. Reduce main-deck emphasis: Bloodthorn Flail, Zero Point Ballad, and painful or slow lines that do not change the race. Trade creatures aggressively when the opponent's damage is mostly combat-based; race with Bloodghast, Forsaken Miner, Stadium Headliner, and Undead Sprinter when the opponent is low on cards and the board is stable.

- Removal-heavy decks: Make removal inefficient by sequencing recursive threats first and higher-value threats after the first exchange. Add role cards: Sunset Saboteur, Preacher of the Schism, and Duress. Reduce main-deck emphasis: Final Vengeance when sacrifice costs are awkward and Bloodthorn Flail when the opponent can answer the equipped creature cleanly. Disturbing Mirth is a key bridge from spent creatures into new pressure, especially with Bloodghast, Forsaken Miner, Spiteful Hexmage, or Undead Sprinter available as legal sacrifice material.

## Specific Matchup Notes
- General note: exact opponent identity is absent, so these notes are archetype-only and revealed cards override assumptions. Use public cards, legal actions, and Veles state before applying any label; if the opponent shows a creature swarm, treat them as go-wide even if their deck looked slower earlier.

- Against fast creature pressure: become the board-control deck early and the recursive attacker later. Likely sideboarding emphasizes Molten Collapse, Nibelheim Aflame, and Preacher of the Schism; reduce slow equipment or low-impact setup only after preserving enough Bloodghast, Forsaken Miner, Spiteful Hexmage, Stadium Headliner, and Undead Sprinter to keep board presence. Priority targets are creatures that increase team damage, make attacks profitable, or punish blocking; spend Torch the Tower before Final Vengeance when sacrificing a body would collapse defense.

- Against removal-heavy midrange: lead with recursive or expendable threats and make the opponent spend premium answers on low-finality bodies. Likely sideboarding emphasizes Sunset Saboteur, Preacher of the Schism, Duress, and sometimes Molten Collapse; reduce Bloodthorn Flail and awkward Final Vengeance copies when the sacrifice cost is more punishing than the removal spell. Priority targets are card-advantage permanents, lifegain blockers, and threats that outsize repeated Bloodghast or Forsaken Miner pressure.

- Against control or big mana: race while using discard to clear sweepers, stabilizers, and payoff spells. Likely sideboarding emphasizes Duress and selected Molten Collapse if visible permanents matter; reduce narrow creature removal when the opponent has few targets. Priority targets for Duress are cards that stop multiple creatures, reset the board, or win before recursive pressure matters. Keep pressure dense enough that Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, Zero Point Ballad, or Nibelheim Aflame are used only when their visible legal action advances the clock or rebuilds after interaction. Card text check required for exact tactical use of Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, Zero Point Ballad, and Nibelheim Aflame.

- Against graveyard or recursion decks: pressure first, then use Ghost Vacuum at the decisive public graveyard moment. Likely sideboarding emphasizes Ghost Vacuum, Duress, and Molten Collapse if a visible permanent enables the graveyard plan; reduce Bloodthorn Flail or slow setup before cutting recursive creature density. Priority targets are public graveyard cards that enable immediate recast, reanimation, escape-like value, or lethal sequencing; do not spend Ghost Vacuum on a low-impact card just because mana is open.

- Against spell-combo or engine decks: force them to act under a clock and reserve interaction for setup or payoff pieces. Likely sideboarding emphasizes Duress, Ghost Vacuum only if graveyard-dependent, and Molten Collapse only if the engine is a permanent. Priority targets are visible engine permanents, hidden payoff spells revealed by Duress, and creatures that are required to start the combo. Do not overvalue Torch the Tower or Final Vengeance if no creature is part of the opponent's actual kill.

## Risk Summary
- Mana risk: Rakdos Sacrifice can lose tempo when Blazemire Verge, Starting Town, Multiversal Passage, Swamp, and Mountain do not produce the required color sequence for early threat plus removal. Keepable hands need a legal path to deploy pressure; hands that rely on drawing a missing color should have multiple one-mana plays or strong recovery.

- Matchup risk: the deck can misrole by racing creature decks or grinding combo decks. Recheck the opponent's revealed cards every turn, because public pressure, sweepers, graveyard resources, or combo permanents should override the pregame archetype label.

- Draw risk: hands with too many sacrifice payoffs and too few disposable bodies can strand Disturbing Mirth, Final Vengeance, or conditional action lines. Prefer opening mixes with at least one early creature, enough lands, and either Torch the Tower or a recursive pressure card.

- Over-sideboarding risk: cutting too many Bloodghast, Forsaken Miner, Spiteful Hexmage, Stadium Headliner, or Undead Sprinter weakens the deck's sacrifice fuel and clock. Sideboard cards should solve a visible matchup problem, not dilute the recursive pressure plan.

- Graveyard risk: Bloodghast and Forsaken Miner plans may shrink when the opponent has public graveyard hate. Continue attacking with normal creatures, avoid spending premium sacrifice outlets into exile effects without payoff, and use Duress or Molten Collapse if legal actions can clear the hate.

- Sweeper and removal risk: committing every threat before a likely sweeper can turn recursion into catch-up instead of inevitability. Sequence redundant bodies first, hold a rebuild card when possible, and use Disturbing Mirth after removal only when Veles shows the sacrifice and follow-up actions are legal and useful.

- Closer risk: Bloodthorn Flail, Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, Zero Point Ballad, and Nibelheim Aflame may look like finishers without confirmed text. Card text check required; choose these lines only when legal action text and visible state show they improve damage, material, or survival.

- Interaction risk: Torch the Tower and Final Vengeance can be spent too early on replaceable creatures. Save removal for engines, blockers that stop the clock, creatures that enable lethal, or threats that outscale combat unless the current life total requires immediate containment.

- Sequencing risk: sacrificing the only attacker, blocker, or color-enabling permanent can make the next legal prompt worse. Before choosing Disturbing Mirth, Final Vengeance, or any sacrifice action, confirm the remaining board still supports the role for the turn cycle.

## Test Feedback Checklist
- Deciding factor: Identify the exact public turn cycle where the game shifted, including life totals, board state, graveyards, hand counts, and whether the key action was pressure, removal, sacrifice value, sideboard disruption, or a missed attack/block.

- Mulligans: Record whether each keep had a legal early pressure plan with Forsaken Miner, Spiteful Hexmage, Stadium Headliner, Bloodghast, or Undead Sprinter, plus enough mana to cast the first two relevant spells.

- Mana: Check whether Blazemire Verge, Starting Town, Multiversal Passage, Swamp, and Mountain produced the needed black/red sequence on turns one through three, and note any hand where color access delayed Torch the Tower, Final Vengeance, Disturbing Mirth, or a creature curve.

- Velocity: Measure whether the deck presented damage quickly enough before the opponent stabilized, especially in games where Bloodghast, Forsaken Miner, Spiteful Hexmage, Stadium Headliner, and Undead Sprinter were available but not sequenced aggressively.

- Engines: Review every Disturbing Mirth, Final Vengeance, Bloodthorn Flail, Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, and Zero Point Ballad decision for whether the visible board made the action better than simply adding or preserving attackers. Card text check required for exact conclusions on uncertain engine cards.

- Removal: Track whether Torch the Tower and Final Vengeance answered the opponent's highest-impact visible permanent, cleared a blocker for lethal pressure, or were spent on a replaceable creature while a stronger target later survived.

- Sideboard: Evaluate whether Duress, Ghost Vacuum, Molten Collapse, Sunset Saboteur, Preacher of the Schism, and Nibelheim Aflame solved the problem actually shown by the opponent instead of reducing the deck's recursive pressure without enough payoff.

- Closing: Note games where early damage happened but the deck failed to finish, then identify whether the failure came from too little reach, poor sacrifice timing, weak equipment or engine impact, opposing lifegain, blockers, sweepers, or mana inefficiency.

- Role: Mark every game where the pilot raced while behind on board, controlled while ahead on clock, or over-protected resources when recursive attackers should have been traded.

- Mistakes: Flag any legal pass with mana open and relevant action available, any attack that sacrificed needed blocking equity, any block that exposed a better sacrifice line, and any sacrifice that removed the only meaningful attacker or defender.

- Stranded cards: Count cards left unused in hand at game end, especially Final Vengeance without sacrifice material, Disturbing Mirth without a good window, Bloodthorn Flail without a profitable carrier, or sideboard cards with no relevant target.

- Overperformers and underperformers: For each match, name the cards that most changed win probability from public evidence, separating recursive pressure from removal, sideboard disruption, closers, and cards that were merely present.

## First Tuning Questions
- Card quantities: Is 4 Bloodghast, 4 Forsaken Miner, 4 Spiteful Hexmage, 4 Stadium Headliner, and 4 Undead Sprinter the right creature density, or do logs show too many bodies without payoff or too many sacrifice payoffs without bodies?

- Mana base: Do 4 Blazemire Verge, 4 Starting Town, 4 Multiversal Passage, 2 Swamp, and 6 Mountain consistently cast black one- and two-drops plus red removal on time, or does the deck need a different balance of black and red sources?

- Removal mix: Are 4 Torch the Tower and 2 Final Vengeance enough against creature decks, or do games against fast pressure show a need for more main-deck answers or heavier reliance on Molten Collapse and Nibelheim Aflame after boarding?

- Sacrifice package: Does Disturbing Mirth create enough advantage with Bloodghast, Forsaken Miner, Spiteful Hexmage, Stadium Headliner, and Undead Sprinter, or is it frequently stranded, too slow, or worse than deploying another threat?

- Closer package: Do Cecil, Dark Knight, Inti, Seneschal of the Sun, Zoyowa Lava-Tongue, Bloodthorn Flail, Zero Point Ballad, and Nibelheim Aflame actually end games from visible board states, or does the deck need more reliable damage conversion? Card text check required before changing roles for these cards.

- Aggro plan: Against fast creature decks, does the deck stabilize with Torch the Tower, Final Vengeance, Molten Collapse, Preacher of the Schism, and Nibelheim Aflame, or does it need fewer slow setup cards in post-board configurations?

- Control plan: Against control and big mana, do Duress, Sunset Saboteur, recursive attackers, and the current closers apply enough pressure through sweepers, or are too many removal spells and conditional sacrifice actions left low-impact?

- Graveyard plan: When opponents present graveyard pressure or graveyard hate, does Ghost Vacuum create decisive tempo, or is the deck better served by maintaining pressure and using Duress or Molten Collapse only on visible enablers?

- Sideboard slots: Are 4 Duress, 2 Ghost Vacuum, 2 Molten Collapse, 2 Sunset Saboteur, 2 Preacher of the Schism, and 3 Nibelheim Aflame covering distinct matchup failures, or do logs show overlap where one role is overrepresented and another is missing?

- Role conflict: Does the deck lose more from being too controlling with recursive attackers or too aggressive with removal in hand, and should matchup guides push harder toward one default role based on observed failures?

## Veles Tactical Policy

### Policy: Opening Pressure Keep Gate
- Priority: High
- Decision families: mulligan
- Cards: Forsaken Miner; Spiteful Hexmage; Stadium Headliner; Bloodghast; Undead Sprinter; Blazemire Verge; Starting Town; Multiversal Passage; Swamp; Mountain
- Phase windows: pregame
- Runtime cues: opening hand; mulligan prompt
- Use when: choosing keep or mulligan from a visible opening hand.
- Avoid when: rules engine has already selected a forced mulligan action.
- Instructions: Keep hands with two lands, both colors or a clear first-two-turn color path, and at least one early creature; mulligan hands with no early pressure, one land without multiple castable one-drops, or removal-only plans against unknown opponents.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: London Bottom After Keep
- Priority: Medium
- Decision families: mulligan, selection
- Cards: Bloodthorn Flail; Zero Point Ballad; Disturbing Mirth; Final Vengeance
- Phase windows: pregame
- Runtime cues: action:bottom
- Use when: a London mulligan bottom prompt exposes the kept hand and bottom candidates.
- Avoid when: card identity is hidden or the legal action does not name the card being bottomed.
- Instructions: Preserve mana and the first castable creature; bottom duplicate slow engines, conditional sacrifice payoffs without fodder, or extra lands beyond the visible curve.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: First Threat Setup
- Priority: Medium
- Decision families: priority, mana
- Cards: Forsaken Miner; Spiteful Hexmage; Stadium Headliner; Bloodghast; Undead Sprinter
- Phase windows: turns 1-2 main phases
- Runtime cues: legal cast creature actions; empty or low-pressure battlefield
- Use when: multiple early creature casts are legal.
- Avoid when: opponent presents an immediate must-answer permanent or mana cannot support the next turn.
- Instructions: Lead with the creature that uses mana cleanly and creates sacrifice or recursive material; prefer adding a body over holding mana with no legal interaction.
- Pilot skill floor: low
- No-API allowed: no
- Light-model allowed: yes

### Policy: Land And Color Sequencing
- Priority: Medium
- Decision families: mana
- Cards: Blazemire Verge; Starting Town; Multiversal Passage; Swamp; Mountain; Torch the Tower; Final Vengeance; Disturbing Mirth
- Phase windows: main phases; payment prompts
- Runtime cues: land play actions; mana payment actions
- Use when: choosing a land drop or payment source.
- Avoid when: engine exposes only one legal mana action.
- Instructions: Sequence lands to cast black creatures and red removal on time; preserve untapped red for Torch the Tower when a blocker or attacker matters, and preserve black for Final Vengeance or Disturbing Mirth only when sacrifice material is visible.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Forced Mana Payment
- Priority: Low
- Decision families: mana
- Cards: none
- Phase windows: payment prompts
- Runtime cues: action:pay
- Use when: exactly one legal payment action is available and the action text pays the pending cost in full.
- Avoid when: two or more payment actions are legal or a future colored-spell decision is pending in the same prompt.
- Instructions: Submit the sole legal payment action.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Sacrifice Engine Commitment Gate
- Priority: High
- Decision families: priority, selection
- Cards: Disturbing Mirth; Final Vengeance; Forsaken Miner; Bloodghast; Spiteful Hexmage; Stadium Headliner; Undead Sprinter
- Phase windows: main phases; priority windows; sacrifice prompts
- Runtime cues: action:sacrifice; action:cast Disturbing Mirth; action:cast Final Vengeance
- Use when: a legal action spends a creature or other permanent as sacrifice material.
- Avoid when: the sacrificed permanent is the only blocker against lethal visible damage or the only attacker preserving the clock.
- Instructions: Commit sacrifice lines when the sacrificed object is recursive, replaceable, already outclassed, or turns on removal/card flow; do not spend the last relevant body for speculative value.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Sacrifice Fodder Selection
- Priority: Low
- Decision families: selection
- Cards: Bloodghast; Forsaken Miner
- Phase windows: sacrifice prompts
- Runtime cues: action:sacrifice Bloodghast; action:sacrifice Forsaken Miner
- Use when: the legal actions include sacrificing Bloodghast or Forsaken Miner, no other permanent has lower tactical cost by visible text, and the selected card is not the only legal blocker.
- Avoid when: opponent can present lethal visible combat damage next turn and the creature is needed to block.
- Instructions: Select the recursive or replaceable sacrifice object named by the legal action.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Removal Target Gate
- Priority: High
- Decision families: interaction
- Cards: Torch the Tower; Final Vengeance; Molten Collapse; Nibelheim Aflame
- Phase windows: main phases; combat; end step; stack target prompts
- Runtime cues: action:target; legal removal actions
- Use when: removal can target one or more visible opposing permanents.
- Avoid when: target legality, ward, protection, or damage prevention is uncertain and the engine offers a different lower-risk line.
- Instructions: Spend removal on lethal attackers, blockers preventing a winning attack, engines that will dominate the next turn cycle, or threats that outscale recursive combat; hold removal against low-impact bodies if pressure is already winning.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Torch Exile Or Damage Execution
- Priority: Medium
- Decision families: interaction, selection
- Cards: Torch the Tower
- Phase windows: removal target prompts; sacrifice/additional-cost prompts
- Runtime cues: action:cast Torch the Tower; action:target
- Use when: Torch the Tower is legal and target candidates are visible.
- Avoid when: exact spell text mode, bargain/additional cost, or damage threshold is not visible.
- Instructions: Card text check required; use Torch the Tower when the engine confirms it answers the chosen target or enables combat, and route any target or additional-cost choice through model reasoning unless only one legal target exists.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Empty-Stack Priority Pass
- Priority: Low
- Decision families: priority
- Cards: none
- Phase windows: opponent end step; own main phase after actions; empty stack priority
- Runtime cues: action:pass
- Use when: the stack is empty, no legal cast/activate/attack/block action changes visible board or mana this phase, and the only non-pass action is unavailable by current mana.
- Avoid when: legal removal, sacrifice, combat, or sideboard disruption action is available and relevant to visible state.
- Instructions: Pass priority to advance the game.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Attack Commitment Gate
- Priority: Medium
- Decision families: combat
- Cards: Forsaken Miner; Spiteful Hexmage; Stadium Headliner; Bloodghast; Undead Sprinter; Cecil, Dark Knight; Inti, Seneschal of the Sun; Zoyowa Lava-Tongue
- Phase windows: declare attackers
- Runtime cues: attack actions; combat prompt
- Use when: choosing attackers from visible creatures.
- Avoid when: attacking removes the only needed blocker against a visible lethal return attack.
- Instructions: Attack with recursive or expendable creatures into trades, pressure planeswalkers or life totals when ahead on board, and hold back bodies only when blocking or sacrifice material matters more than damage.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Block And Sacrifice Window Gate
- Priority: High
- Decision families: combat, priority, interaction
- Cards: Disturbing Mirth; Final Vengeance; Torch the Tower; Bloodghast; Forsaken Miner
- Phase windows: declare blockers; post-block priority; before combat damage
- Runtime cues: block actions; action:cast Final Vengeance; action:cast Torch the Tower; action:sacrifice
- Use when: blocks and instant-speed actions are legal in combat.
- Avoid when: Forge has not exposed post-block priority or the legal action list lacks the required spell or sacrifice choice.
- Instructions: Prefer blocks that trade, preserve life from lethal or short-clock damage, or set up sacrificing a doomed creature before damage; never assume a trick exists unless it is listed as legal.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Equipment Or Buff Commitment
- Priority: Low
- Decision families: priority, combat
- Cards: Bloodthorn Flail; Zero Point Ballad; Inti, Seneschal of the Sun; Cecil, Dark Knight; Zoyowa Lava-Tongue
- Phase windows: main phases; combat setup
- Runtime cues: action:equip; action:cast Bloodthorn Flail; action:cast Zero Point Ballad
- Use when: a legal action commits a noncreature payoff or buff-like card.
- Avoid when: adding another body or holding removal better addresses visible combat.
- Instructions: Card text check required for exact payoff; commit these cards when the carrier or board survives visible interaction and the action advances damage, card flow, or sacrifice pressure this turn cycle.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Discard Disruption Targeting
- Priority: Medium
- Decision families: interaction, selection, sideboard
- Cards: Duress
- Phase windows: post-sideboard main phases; discard target prompts
- Runtime cues: action:cast Duress; action:target opponent; reveal hand prompt
- Use when: Duress is legal or resolving with visible opponent hand choices.
- Avoid when: opponent hand is not revealed and legal action text does not identify a target opponent.
- Instructions: Cast Duress before committing fragile engines or closers; from revealed choices take sweepers, removal for the current threat, combo pieces, or card advantage that beats recursive pressure.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Target Opponent For Hand Attack
- Priority: Low
- Decision families: interaction
- Cards: Duress
- Phase windows: target prompts
- Runtime cues: action:target opponent Duress
- Use when: Duress is resolving, the only strategic target is the opponent, and the legal action text contains target opponent Duress.
- Avoid when: more than one opponent target exists or the legal target text is ambiguous.
- Instructions: Submit the opponent-target action named by the engine.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Graveyard Interaction Gate
- Priority: Medium
- Decision families: interaction, sideboard
- Cards: Ghost Vacuum
- Phase windows: post-sideboard main phases; priority windows
- Runtime cues: action:cast Ghost Vacuum; graveyard target actions
- Use when: opponent graveyard cards or graveyard synergies are visible.
- Avoid when: Ghost Vacuum does not affect the visible engine or spending mana lets a lethal board develop.
- Instructions: Card text check required; use Ghost Vacuum to interrupt visible graveyard dependency, not as a low-impact play while behind on board.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Role Selection
- Priority: High
- Decision families: sideboard
- Cards: Duress; Ghost Vacuum; Molten Collapse; Sunset Saboteur; Preacher of the Schism; Nibelheim Aflame; Torch the Tower; Final Vengeance; Disturbing Mirth; Bloodthorn Flail; Zero Point Ballad
- Phase windows: between games
- Runtime cues: sideboard plan prompt; match result summary; revealed opponent archetype
- Use when: selecting a legal sideboard plan after a completed game.
- Avoid when: exact executable plan is already locked by the Sideboard Map.
- Instructions: Add Duress against noncreature interaction/combo, Ghost Vacuum against graveyard dependency, Molten Collapse and Nibelheim Aflame against creature boards, and Sunset Saboteur or Preacher of the Schism when longer games reward resilient threats; reduce slow or conditional main-deck emphasis without cutting core early pressure too deeply.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Late-Game Closing Gate
- Priority: High
- Decision families: priority, combat, interaction
- Cards: Cecil, Dark Knight; Inti, Seneschal of the Sun; Zoyowa Lava-Tongue; Bloodthorn Flail; Zero Point Ballad; Nibelheim Aflame; Torch the Tower; Final Vengeance
- Phase windows: main phases; combat; end step
- Runtime cues: opponent low life total; legal attack, removal, or payoff actions
- Use when: visible damage plus legal actions may end the game within this turn cycle.
- Avoid when: lethal math depends on hidden cards or unconfirmed card text.
- Instructions: Count visible combat damage and confirmed effect damage before choosing value actions; prioritize lethal, survival from lethal, then permanent advantage.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
