# Strategy Specifications
## Deck Name And Archetype
Izzet Prowess is registered as a Standard aggressive tempo deck built around cheap selection, burst damage, and spell-count pressure. The normalized tags are aggro, tempo, prowess, and spells; duplicate tag entries are ignored for runtime identity.

- Count validation: Main deck count validates at 60 cards, with 21 lands and 39 nonland spells. The registered lands are 7 Island, 4 Riverpyre Verge, 4 Steam Vents, 4 Spirebluff Canal, and 2 Multiversal Passage.

- Main-deck spell validation: Nonland counts validate as 4 Opt, 4 Stormchaser's Talent, 4 Burst Lightning, 4 Boomerang Basics, 2 Colorstorm Stallion, 3 Secret Identity, 3 Flow State, 1 Wild Ride, 1 Into the Flood Maw, 3 Drake Hatcher, 4 Sleight of Hand, 2 Vibrant Outburst, and 4 Slickshot Show-Off. Every tactical section should treat these exact names as the only main-deck spell inventory unless the runtime deck state says sideboarding has changed the list.

- Sideboard count validation: Sideboard count validates at 15 cards: 1 Colorstorm Stallion, 1 Slagstorm, 2 Get Out, 2 Roaring Furnace // Steaming Sauna, 1 Into the Flood Maw, 2 Spell Pierce, 1 Drake Hatcher, 1 Ral, Crackling Wit, 2 Soul-Guide Lantern, and 2 Sunspine Lynx. Exact sideboarding plans must only move these sideboard cards in and must only cut cards that begin in the 60-card main deck.

- Stock status: Treat this list as a hybrid or rogue Izzet Prowess build until match data proves otherwise. The shell has recognizable Izzet Prowess incentives because Opt, Sleight of Hand, Burst Lightning, Stormchaser's Talent, and Slickshot Show-Off point toward low-cost spell velocity and pressure, but the package of Boomerang Basics, Secret Identity, Flow State, Wild Ride, Multiversal Passage, Vibrant Outburst, Drake Hatcher, and Colorstorm Stallion should not be assumed stock without local metagame evidence.

- Legality status: Standard legality is declared but not fully proven by this batch. Card text check required for any card that the local rules engine or card database cannot resolve, especially Boomerang Basics, Colorstorm Stallion, Secret Identity, Flow State, Wild Ride, Multiversal Passage, Vibrant Outburst, Roaring Furnace // Steaming Sauna, and Sunspine Lynx. Steam Vents, Spirebluff Canal, and any reprint-dependent card must be checked against the current Standard legality table before tournament or official-test claims.

- Mana concerns: The mana base is blue-heavy by visible land names because 7 Island is the only basic land and there is no basic Mountain. The agent should value red access from Riverpyre Verge, Steam Vents, Spirebluff Canal, and Multiversal Passage when legal actions show red spells such as Burst Lightning, Slickshot Show-Off, Vibrant Outburst, Slagstorm, Ral, Crackling Wit, Roaring Furnace // Steaming Sauna, or Sunspine Lynx; exact color production and entering-tapped behavior require runtime engine output rather than memory.

- Role concerns: The default seat role is proactive tempo, not draw-go control. The agent should generally convert early mana into setup and pressure, protect damage races through efficient interaction, and avoid spending whole turns on low-impact selection when a legal pressure or lethal setup action is visible.

- Runtime authority: Legal actions from Veles and the rules engine override every strategic preference in this guide. The agent must use visible board state, public zones, known revealed information, stack objects, available mana, and current legal action text before applying archetype assumptions.

- Opponent information status: No specific opponent deck, matchup label, sideboard plan, or known metagame target was supplied for this batch. Later matchup guidance should stay archetype-level unless a concrete opponent list is present, and policy `Cards:` fields must not name opponent cards unless prefixed as opponent examples or omitted from the field.

## Thesis
Izzet Prowess assembles a cheap threat plus repeated spell triggers, then converts selection and tempo into a compressed damage window. The deck wants Slickshot Show-Off, Stormchaser's Talent, Drake Hatcher, or Colorstorm Stallion to make noncreature spells matter on board, then chains Opt, Sleight of Hand, Flow State, Secret Identity, Burst Lightning, Vibrant Outburst, and other cheap actions across one or two decisive turns.

- Priority: Establish a real damage source before spending multiple turns on pure card filtering. Opt and Sleight of Hand are strongest when they find lands, pressure, or lethal fuel, but a hand that only cantrips without a threat should not be treated as a keepable engine unless the visible matchup is slow and the mana is stable.

- Priority: Convert tempo into damage instead of trying to answer everything. Burst Lightning, Into the Flood Maw, Boomerang Basics, and sideboard Get Out or Spell Pierce should usually protect a race, clear a blocker, stop a stabilizing spell, or preserve a key threat; they are not a mandate to play draw-go control.

- Priority: Respect red access and spell density. The deck has 21 lands, no basic Mountain, and many red or red-adjacent payoffs, so the agent should value legal land choices that keep both blue selection and red pressure available. Runtime mana output controls exact sequencing.

- Not the plan: Do not assume inevitability. Ral, Crackling Wit and larger sideboard threats can support slower games after sideboarding, but the main deck is not built to trade resources forever, lock the board, or win through passive topdecking.

- Uncertainty rule: Card text check required for Boomerang Basics, Colorstorm Stallion, Secret Identity, Flow State, Wild Ride, Multiversal Passage, Vibrant Outburst, Drake Hatcher, Roaring Furnace // Steaming Sauna, and Sunspine Lynx when the local engine has not exposed exact legal text. Use their visible legal actions, costs, targets, and resulting prompts rather than memory.

## Role Package
- Threats: Slickshot Show-Off is the clearest primary pressure card because it rewards spell-dense turns and can end games quickly when legal attacks are safe. Stormchaser's Talent, Drake Hatcher, and Colorstorm Stallion are threat or engine candidates, but their exact tactical role depends on runtime card text; deploy them when they create ongoing pressure, material, or spell-count payoff before spending mana on lower-impact filtering.

- Payoffs: Burst Lightning turns spell sequencing into reach and blocker removal, so preserve it when visible life totals or combat math show a near-term lethal line. Vibrant Outburst, Flow State, Secret Identity, Wild Ride, Drake Hatcher, Colorstorm Stallion, and Stormchaser's Talent may also be payoff cards, but card text check required before treating any of them as pump, draw, token, copy, or damage engines.

- Engines: Stormchaser's Talent is the most important named engine to test because four copies indicate that the deck expects it to generate repeated value or pressure. Drake Hatcher and Colorstorm Stallion are secondary engine candidates from copy counts and creature/payoff placement; commit them when the visible board and mana suggest they will survive long enough or immediately change combat.

- Velocity: Opt and Sleight of Hand are the cleanest setup tools and should prioritize missing land drops, threat density, red access, and lethal fuel over speculative value. Flow State and Secret Identity are three-copy spell-density pieces; use them according to legal text, but bias toward lines that trigger threats while improving the next attack or next draw.

- Interaction: Burst Lightning is the main flexible interaction and reach spell. Boomerang Basics and Into the Flood Maw are tempo-interaction candidates; card text check required, but use them to remove blockers, undo expensive permanents, or buy a turn when the legal action text confirms the target and timing.

- Protection: The main deck has no clearly named hard protection spell from known text, so protection is mostly tempo, stack timing, and threat discipline. Sideboard Get Out and Spell Pierce are the explicit protection or permission module when their legal actions can stop removal, sweepers, stabilizers, or opposing interaction.

- Recursion: No registered main-deck card should be assumed to provide graveyard recursion without engine confirmation. If Stormchaser's Talent, Secret Identity, Drake Hatcher, Ral, Crackling Wit, or another visible card exposes recursion-like legal actions, treat them as conditional value lines only after checking tempo cost.

- Mana: Island, Riverpyre Verge, Steam Vents, Spirebluff Canal, and Multiversal Passage must support early blue selection and timely red pressure. Multiversal Passage card text check required; use engine-provided tapped status, color production, and land-play legality rather than assuming fixing behavior.

- Sideboard modules: Spell Pierce and Get Out support stack fights; Slagstorm and Sunspine Lynx support creature-race or board-control plans if legal text confirms the role; Soul-Guide Lantern is graveyard interaction; Into the Flood Maw adds tempo density; Colorstorm Stallion and Drake Hatcher add threat density; Ral, Crackling Wit supports grindier games; Roaring Furnace // Steaming Sauna is a modal sideboard card requiring card text check before assignment.

## Primary Win Conditions
- Slickshot Show-Off spell-chain kills are the cleanest primary win path. Setup requires a legal Slickshot Show-Off, enough mana to cast or use multiple cheap spells, and a combat step where the opponent cannot obviously remove it or race back; execution means sequencing Opt, Sleight of Hand, Flow State, Secret Identity, Burst Lightning, Vibrant Outburst, Boomerang Basics, Into the Flood Maw, Wild Ride, or other legal noncreature actions before damage when they increase the visible attack or clear a blocker. Prioritize this line when the opponent is low enough that one attack plus Burst Lightning reach can end the game, when waiting exposes Slickshot Show-Off to sorcery-speed answers, or when the deck has redundant cantrips but not enough cards to grind.

- Stormchaser's Talent pressure is the main engine-pressure path when it is available early. Card text check required, but four copies mean the deck should treat it as a central payoff or material generator once legal text confirms what it creates; setup is landing it before spending too many Opt or Sleight of Hand copies, execution is turning later cheap spells into board presence, damage, or card quality, and disruption is anything that removes the generated threat, blanks small attackers, or punishes a low-tempo setup turn. Prioritize this path when the hand has lands and spells but no Slickshot Show-Off, when the opponent is likely to trade one-for-one, or when a longer game needs repeatable pressure instead of a single all-in attack.

- Drake Hatcher and Colorstorm Stallion are secondary main-deck threat engines that can become primary if their visible text rewards spell volume or creates evasive pressure. Card text check required for both; setup is resolving the creature or engine while holding at least one follow-up spell, execution is using cantrips and tempo spells to convert the permanent into damage or material, and disruption is removal before the first payoff trigger or blockers that make attacks bad. Prioritize this line when Slickshot Show-Off is absent, removed, or too risky to expose, and when the legal board state shows these permanents generate value without needing a full turn-cycle of protection.

- Tempo-plus-reach wins close games where board damage is already started. Setup is any early chip damage from Slickshot Show-Off, Stormchaser's Talent material, Drake Hatcher, Colorstorm Stallion, or incidental creatures; execution is using Boomerang Basics, Into the Flood Maw, and Burst Lightning to remove a blocker, reset a stabilizing permanent, or finish the opponent after combat. Prioritize this line when visible life totals show a two-turn clock, when the opponent is trying to stabilize with one key permanent, or when spending interaction defensively would give up lethal pressure.

## Secondary Win Conditions
- Burn reach is the default fallback when combat stalls. Preserve Burst Lightning if the opponent's visible life total makes direct damage a near-term finisher, but use it on a creature when that creature prevents more damage than Burst Lightning can deal to the opponent. Do not assume kicker, scaling, or exact damage beyond engine legal text; if the action text exposes multiple payment modes, choose the mode that matches visible lethal, survival, or mana constraints.

- Cantrip reloads are a real win path only when they find pressure or lethal fuel. Use Opt and Sleight of Hand to hit land drops, red access, a missing threat, Burst Lightning, or a tempo spell; avoid spending all selection before a payoff is on board unless the current hand cannot function without digging. Flow State, Secret Identity, Vibrant Outburst, Wild Ride, and Multiversal Passage need card text checks, so treat them as conditional velocity, threat support, or mana support only when legal text confirms the role.

- Value pressure after sideboarding can win slower games without becoming a control deck. Ral, Crackling Wit, the extra Drake Hatcher, the extra Colorstorm Stallion, Roaring Furnace // Steaming Sauna, and Sunspine Lynx may add durable threats, reach, or board-control angles, but card text check required for all except broad role inference from sideboard placement. Use these plans when the opponent has many cheap answers for Slickshot Show-Off or when games are decided by repeated resources rather than one attack.

- Graveyard and stack-sideboard pressure can preserve a damage race. Soul-Guide Lantern is a graveyard-interaction card by name and role; use it when public graveyards matter, not as a generic cantrip substitute under a short clock unless legal text makes that line necessary. Spell Pierce and Get Out should protect a winning threat, stop a stabilizing spell, or force through a key turn when their legal action text matches the stack object.

## Emergency Lines
- When behind on life, shorten the game unless a defensive action prevents lethal. Race with the largest legal attack, prioritize Burst Lightning or tempo actions that change the next combat, and avoid low-impact selection if the opponent already presents a lethal or two-turn visible clock. If Slagstorm, Sunspine Lynx, Roaring Furnace // Steaming Sauna, or Into the Flood Maw is available after sideboarding, use only the legal mode that actually improves survival or creates a faster counterclock.

- When behind on board, buy one combat step while preserving a threat path. Use Boomerang Basics or Into the Flood Maw on the permanent that blocks lethal, enables lethal against you, or represents the most mana-positive reset according to visible legal targets. Do not bounce or burn a low-impact permanent while a larger blocker, attacker, or engine is deciding the race.

- When behind on cards, turn every spell into board impact. Prefer Stormchaser's Talent, Drake Hatcher, Colorstorm Stallion, or Ral, Crackling Wit lines that generate repeatable material if legal text confirms it, and use Opt or Sleight of Hand to find those cards before spending reactive spells on marginal exchanges. Avoid trading Burst Lightning for a creature that does not affect lethal math unless survival requires it.

- When behind on mana or colors, selection must fix function before damage. Use Opt and Sleight of Hand to find Island, Riverpyre Verge, Steam Vents, Spirebluff Canal, or Multiversal Passage as needed by engine output, and delay red-heavy sequences until red access is actually legal. Do not keep speculative one-land lines unless the hand has immediate blue selection and a clear recovery route.

- When primary threats are removed, pivot to staggered pressure instead of waiting for the perfect chain. Deploy the next legal Stormchaser's Talent, Drake Hatcher, Colorstorm Stallion, or Slickshot Show-Off with at least one follow-up spell when possible, then use Burst Lightning and tempo effects to convert any surviving body into damage. If all threats are gone, dig aggressively for a threat or direct reach rather than spending turns on interaction that cannot win.

## Resource Model
- Life: Spend life only to preserve tempo, not as an automatic payment. Steam Vents entering untapped is correct when it enables turn-one Opt, Sleight of Hand, Burst Lightning, or a turn-two Slickshot Show-Off plus follow-up sequence; let it enter tapped when the extra mana will not be used or when visible pressure makes the two life matter.

- Hand: Convert cards into pressure in batches, because isolated spells are weaker than spells attached to Slickshot Show-Off, Stormchaser's Talent, Drake Hatcher, or Colorstorm Stallion. Use Opt and Sleight of Hand to find the missing class of resource first: land, red access, threat, protection/tempo, or lethal reach.

- Mana: Treat mana as the deck's main damage multiplier. The best turns often spend all available mana across one threat and one or more cheap spells, so prioritize lines that let Burst Lightning, Boomerang Basics, Into the Flood Maw, Opt, and Sleight of Hand share a turn with a payoff permanent.

- Board: Protect or rebuild the first real damage engine before trading resources loosely. Slickshot Show-Off is the cleanest burst-damage body, while Stormchaser's Talent, Drake Hatcher, and Colorstorm Stallion are conditional engines; Card text check required for Drake Hatcher and Colorstorm Stallion before assuming exact trigger value.

- Graveyard: Do not treat the graveyard as a primary resource unless legal text says a visible card uses it. In normal games it is mostly public accounting for spent Burst Lightning, Opt, Sleight of Hand, and tempo spells; after sideboarding, Soul-Guide Lantern turns graveyards into a targetable resource when public graveyards matter.

- Exile: Use exile only when rules-engine actions explicitly create a playable or plotted resource. Slickshot Show-Off may expose a plot-style line through legal action text; choose it when banking the threat improves a future spell-chain turn, not when the current turn already has a strong legal attack or urgent board answer.

- Lands: Lands are spell-density enablers rather than late-game goals. The first two lands unlock function, the third land enables threat-plus-spell turns, and the fourth or later land matters when Burst Lightning, activated/leveled abilities, or sideboard cards expose higher-cost legal actions.

- Sacrifice fodder: This deck has no main-deck sacrifice plan from the registered names alone. Do not spend generated tokens, creatures, or permanents as fodder unless a legal action explicitly asks for a sacrifice and the visible exchange prevents lethal, enables lethal, or is confirmed by card text.

- Tempo: Convert temporary interaction into damage immediately. Boomerang Basics, Into the Flood Maw, Burst Lightning, Spell Pierce, Get Out, and Roaring Furnace // Steaming Sauna should be judged by the next combat step, the next stack exchange, and whether the opponent loses the chance to stabilize.

- Information: Treat visible legal actions, public mana, known cards, and selection results as binding; never infer hidden cards. Opt and Sleight of Hand should update the plan after the card is seen, while Secret Identity, Flow State, Wild Ride, Multiversal Passage, and Vibrant Outburst require card text confirmation before assigning exact resource roles.

- Sideboard bullets: Use sideboard cards to change the resource being contested, not to dilute pressure. Spell Pierce and Get Out contest stack tempo, Soul-Guide Lantern contests graveyards, Slagstorm and Sunspine Lynx contest boards or life races if text confirms, Ral, Crackling Wit contests long-game material, and extra Colorstorm Stallion, Drake Hatcher, Into the Flood Maw, and Roaring Furnace // Steaming Sauna adjust threat density or interaction after card text checks.

## Mana Guide
- Color: Prioritize blue on turn one and red by turn two. Blue casts Opt, Sleight of Hand, Stormchaser's Talent, Boomerang Basics, Secret Identity, Flow State, Into the Flood Maw, Drake Hatcher, and selection-heavy recovery lines; red casts Burst Lightning, Slickshot Show-Off, Vibrant Outburst, Wild Ride, and many reach or sideboard sequences.

- Opening keeps: Keep two-land hands that provide blue and red access with at least one threat or selection spell. A one-land hand is keepable only when that land casts Opt or Sleight of Hand and the hand has a realistic path to find land two; mulligan one-land hands that cannot cast selection or that require immediate red without red access.

- Red access: Do not keep a Slickshot Show-Off hand that lacks red unless Opt or Sleight of Hand can immediately dig for Riverpyre Verge, Steam Vents, Spirebluff Canal, or Multiversal Passage. Slickshot Show-Off loses much of its role when red is delayed past the first pressure window.

- Blue access: Do not keep a hand with only red mana unless it already has a legal pressure curve and enough spells to operate. The deck's bad hands often contain action but no blue selection to find the missing land, threat, or interaction.

- Spirebluff Canal: Sequence Spirebluff Canal early when it is untapped under its own text, especially when it enables turn-one selection or turn-two red plus blue. Avoid saving it for later if doing so risks it entering tapped when a spell-chain turn needs every mana.

- Steam Vents: Decide on Steam Vents before choosing a line that needs untapped mana. Pay life when the mana is used this turn for a threat, selection spell, interaction, or lethal setup; decline when the turn has no immediate use for the extra mana or when survival math is tight.

- Riverpyre Verge and Multiversal Passage: Card text check required before assuming exact color, timing, or utility behavior. Treat them as fixing or utility lands only according to legal engine output, and do not rely on them for a color unless the current visible action confirms that color is available.

- Island: Play Island early when the hand needs stable blue for Opt, Sleight of Hand, Stormchaser's Talent, or Boomerang Basics. Avoid Island-first lines that strand Burst Lightning or Slickshot Show-Off if an untapped dual land can safely preserve both colors.

- Land before draw: Play a land before Opt or Sleight of Hand only when that land is needed to cast the spell or when all possible land-drop choices are strategically equivalent. If a land is already available to cast the draw spell, cast selection before making the land drop so the chosen card can inform whether the turn needs red, blue, untapped mana, or a utility land.

- Double-spell turns: Preserve untapped mixed mana for the payoff turn. When a threat is already on board, choose land sequencing that allows two cheap spells over a single expensive or tapped-line action, unless the single action is visible lethal, prevents lethal, or answers the only stabilizing permanent.

## Mulligan Guide
- Strong keep: Keep two-land blue-red hands with one pressure piece and two cheap spells. Examples: `Spirebluff Canal` plus `Island`, `Slickshot Show-Off`, `Opt`, `Sleight of Hand`, `Burst Lightning`, and any second spell is a clean keep because it can deploy pressure and immediately refuel or trigger.

- Strong keep: Keep hands with `Stormchaser's Talent`, blue mana, red access, and at least one of `Opt`, `Sleight of Hand`, `Burst Lightning`, or `Boomerang Basics`. This hand can start on selection or engine, then convert cheap spells into tempo before the opponent stabilizes.

- Medium keep: Keep three-land hands only when the spells include a real threat or selection chain. `Steam Vents`, `Riverpyre Verge`, `Island`, `Drake Hatcher`, `Sleight of Hand`, `Burst Lightning`, and `Flow State` is acceptable if card text confirms `Drake Hatcher` or `Flow State` converts spells into pressure; otherwise treat it as slower.

- Risky keep: Keep one-land `Island` hands only with `Opt` or `Sleight of Hand` and at least one cheap threat or payoff already present. A one-land hand with `Island`, `Opt`, `Sleight of Hand`, `Slickshot Show-Off`, and `Burst Lightning` is a calculated keep on the draw, but it becomes poor on the play if missing land two loses the first threat window.

- Automatic ship: Mulligan hands with no land, one land and no `Opt` or `Sleight of Hand`, or lands that cannot cast any spell in hand. Also ship hands with only red access and no immediate legal pressure plan, because this deck needs blue selection to repair awkward draws.

- Automatic ship: Mulligan hands with five or more lands unless the nonland cards are a proven engine plus selection. `Island`, `Island`, `Steam Vents`, `Riverpyre Verge`, `Spirebluff Canal`, `Burst Lightning`, and `Boomerang Basics` lacks enough pressure and should not be kept as a normal opener.

- Matchup-dependent keep: Keep interaction-heavy hands against fast creature decks when they include `Burst Lightning` plus either `Slickshot Show-Off`, `Stormchaser's Talent`, or selection. Against slow decks, a hand of removal and bounce without pressure is a trap because temporary answers expire without damage.

- Play/draw adjustment: On the play, prefer a threat-first hand with `Slickshot Show-Off`, `Stormchaser's Talent`, or `Drake Hatcher`; on the draw, accept more selection-heavy hands with `Opt` and `Sleight of Hand` because the extra card helps hit land two and find the missing threat.

- Trap hand: Do not keep a hand that looks spell-dense but has no threat, no selection, and no red source for `Slickshot Show-Off` or `Burst Lightning`. `Island`, `Island`, `Boomerang Basics`, `Flow State`, `Secret Identity`, `Vibrant Outburst`, and `Wild Ride` requires card text checks and lacks a reliable early clock.

- Bottoming rule: After a mulligan, bottom excess lands before cheap spells when the hand already has two castable lands. Keep the first threat, first selection spell, and first red interaction spell over speculative expensive or text-uncertain cards such as `Colorstorm Stallion`, `Secret Identity`, `Flow State`, `Wild Ride`, or `Vibrant Outburst` until their legal actions confirm immediate value.

## Turn Arc
- Turn 1: Prefer `Sleight of Hand` or `Opt` when no threat can be deployed and the hand needs land two, red access, or `Slickshot Show-Off`. Play `Spirebluff Canal` or untapped `Steam Vents` early when it enables the spell; delay the land drop until after selection only when another land already casts the selection spell.

- Turn 1 deviation: Cast `Stormchaser's Talent` on turn one when legal and when its visible text makes it a durable pressure or spell-payoff engine. If card text is not fully available, prefer `Sleight of Hand` to clarify the turn-two line unless the hand already has perfect mana and follow-up spells.

- Turn 2: Deploy the first real threat when possible, especially `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion` if legal text confirms the payoff. If the opponent presents a must-answer blocker or tempo piece, use `Burst Lightning`, `Boomerang Basics`, or `Into the Flood Maw` only when it preserves an attack or prevents a major loss of tempo.

- Turn 2 deviation: Hold `Burst Lightning` when the opponent has no meaningful target and a future prowess-style spell turn is likely stronger. Use it immediately only for visible lethal prevention, clearing a blocker before combat, or punishing a tapped-out opponent when damage materially changes the race.

- Turn 3: Aim for threat plus spell, not one isolated medium action. The preferred pattern is `Slickshot Show-Off` or an engine already on board followed by `Opt`, `Sleight of Hand`, `Burst Lightning`, `Boomerang Basics`, `Flow State`, or `Secret Identity` when legal text confirms the spell advances pressure.

- Turn 3 deviation: Use `Boomerang Basics` or `Into the Flood Maw` before combat when bouncing a blocker, land, token, or stabilizing permanent creates a clear attack this turn. Do not spend bounce on a low-impact permanent if the opponent can simply replay it and your board is not attacking.

- Turns 4-5: Convert stored resources into a decisive damage turn. Chain cheap spells around `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion`, and prioritize lines that leave red mana for `Burst Lightning` or blue mana for `Opt`/`Sleight of Hand` after the opponent responds.

- Turns 4-5 deviation: Tap out for `Vibrant Outburst`, `Wild Ride`, `Secret Identity`, `Flow State`, or `Multiversal Passage` only when legal text shows the action creates immediate damage, cards, mana, or board swing. If the visible board is racing, preserve mana for interaction instead of speculative setup.

- Late game: Treat every spell as damage, velocity, or a tempo window. Selection should find `Slickshot Show-Off`, `Burst Lightning`, bounce, or a confirmed engine; lands beyond the fourth are low priority unless legal actions expose activated, kicked, leveled, or utility uses.

- Late game deviation: When behind on board, choose survival lines that also reopen attacks. `Burst Lightning` should remove the creature that changes combat math, while `Boomerang Basics` and `Into the Flood Maw` should buy the turn where a spell-chain attack can win rather than merely delaying defeat.

## Card Roles
- `Slickshot Show-Off`: Treat `Slickshot Show-Off` as the cleanest damage engine and the card most likely to turn cheap spells into lethal pressure. Deploy it when the same turn or next turn can include `Opt`, `Sleight of Hand`, `Burst Lightning`, `Boomerang Basics`, `Flow State`, or `Secret Identity`; avoid exposing it into obvious removal if the hand has no follow-up spell and no second threat. Plot or delayed-deployment lines are strong when visible mana and timing allow a protected burst turn, but do not assume plot is available unless the rules engine exposes it as legal.

- `Stormchaser's Talent`: Use `Stormchaser's Talent` as an early engine or threat-support permanent when its legal text confirms it produces pressure, spell value, or a later mana sink. Cast it early in threat-light hands if it creates a board presence; hold it in spell-heavy hands only when casting `Slickshot Show-Off` first creates a stronger immediate clock. Card text check required for exact level, trigger, token, or return-line decisions, so runtime choices should follow visible legal actions rather than assumed class text.

- `Opt`: Use `Opt` as the lowest-friction spell for smoothing, prowess-style triggers, and leaving mana open. Cast it early to hit land two or red access, but hold it when a visible `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion` will convert it into damage or board value. In racing spots, `Opt` before combat is correct when the trigger matters or when finding `Burst Lightning` or bounce changes attacks; otherwise end-step `Opt` preserves priority flexibility.

- `Sleight of Hand`: Use `Sleight of Hand` as the main proactive selection spell for building the next two turns. Cast it before committing the turn when the hand lacks a land, threat, or interaction spell; cast it after deploying a threat when the trigger or spell count is the priority. Do not spend `Sleight of Hand` casually with a perfect curve unless the deck needs a specific missing piece, because each cheap noncreature spell is also damage fuel later.

- `Burst Lightning`: Use `Burst Lightning` as both removal and reach, with removal favored when clearing a blocker unlocks more combat damage than pointing it at the opponent. Hold it against slow or empty boards to pair with `Slickshot Show-Off` or a larger spell turn; fire it early against fast creatures when the target would otherwise erase the tempo advantage. Kicker or enhanced-damage choices should be taken only when legal actions expose them and the extra damage matters for lethal, survival, or removing a larger visible creature.

- `Boomerang Basics`: Treat `Boomerang Basics` as tempo interaction first, not permanent removal. Use it before combat when bouncing a blocker, temporary token, tapped land, or stabilizing permanent creates immediate damage or prevents a strong crack-back. Do not spend it on a permanent the opponent can replay profitably unless the current attack step, mana denial, or lethal setup makes that one-turn delay decisive. Card text check required for exact target restrictions and any bonus mode.

- `Into the Flood Maw`: Use `Into the Flood Maw` as a scarce high-leverage bounce effect because the main deck has only one copy. Prioritize it for visible creatures or permanents that stop lethal, invalidate attacks, or create a survival problem next turn. Card text check required for target restrictions, gift/additional-cost options, and whether noncreature permanents are legal targets, so the decision agent should obey the exact legal action text.

- `Drake Hatcher`: Treat `Drake Hatcher` as a secondary engine threat when card text confirms it rewards spells, creates evasive pressure, or converts selection into board presence. Deploy it when the hand contains multiple cheap noncreature spells and enough mana to use them across the next turn cycle. If the board is already under pressure, prefer `Burst Lightning` or bounce before `Drake Hatcher` unless its visible legal text immediately stabilizes combat. Card text check required for exact trigger and body details.

- `Colorstorm Stallion`: Treat `Colorstorm Stallion` as a higher-commitment payoff rather than a default early play. Cast it when the visible mana supports the follow-up spell chain or when its legal text shows immediate pressure, card advantage, or combat impact. Sideboarding can increase the count, so avoid trading it down in matchups where repeated engines matter. Card text check required for exact mechanic, cost, and trigger timing.

- `Secret Identity`: Use `Secret Identity` as a conditional spell payoff or protection/value card only after reading the legal action text. If it targets one of your creatures, prefer targets that are already central to the damage plan, especially `Slickshot Show-Off`, `Drake Hatcher`, or a confirmed `Stormchaser's Talent` body, but do not target into open interaction unless the payoff is immediate. Card text check required, so do not assume disguise, copy, pump, or protection functionality without runtime confirmation.

- `Flow State`: Use `Flow State` as a midgame converter for spell density when its text confirms it pumps, filters, discounts, or generates card flow. Cast it before combat if it changes damage math this turn; cast it after combat or hold it if the opponent can punish tapping down and `Burst Lightning` or `Boomerang Basics` is needed. Card text check required for exact mode, target, and duration.

- `Vibrant Outburst`: Treat `Vibrant Outburst` as a two-copy swing card that should justify its mana immediately. Use it when visible legal text creates damage, removal, extra spells, or a board swing that a cheap cantrip cannot provide. Avoid spending an entire turn on it while behind unless it directly stabilizes or finds interaction. Card text check required, especially for target, randomness, impulse, or cascade-like behavior.

- `Wild Ride`: Treat `Wild Ride` as a singleton tactical option, not a plan the deck can rely on. Use it only when the legal text clearly advances a lethal push, rebuilds after removal, or converts excess mana into meaningful pressure. Because the deck has one copy and the text is uncertain, avoid speculative lines that require hidden outcomes. Card text check required.

- `Multiversal Passage`: Treat `Multiversal Passage` as a nonbasic utility land or spell-land only if the rules engine exposes relevant actions. Prioritize normal colored-source sequencing over utility use when the hand needs blue for `Opt`/`Sleight of Hand` or red for `Burst Lightning`/`Slickshot Show-Off`. Card text check required for whether it enters tapped, fixes colors, transforms, or has an activated ability.

- `Island`: Use `Island` as the reliable blue base for selection and bounce. Open on `Island` when it casts `Opt` or `Sleight of Hand` and red is already available later; avoid hands where `Island` is the only land and the hand needs early red without selection support.

- `Steam Vents`: Use `Steam Vents` as the best flexible land when both colors are needed early. Pay life for untapped access when it enables a threat, selection into land two, `Burst Lightning`, or a double-spell turn; preserve life against fast creature pressure only when the current turn remains functional tapped.

- `Spirebluff Canal`: Use `Spirebluff Canal` early because it is strongest before later turns. Lead with it when it enables turn-one selection or turn-two `Slickshot Show-Off`; avoid delaying it until it risks entering tapped if the hand needs immediate double-spell sequencing.

- `Riverpyre Verge`: Use `Riverpyre Verge` as color support with sequencing attention. Play it when it unlocks both colors over the next two turns, but check whether it enters tapped or has conditional mana rules before relying on it for an immediate `Burst Lightning`, `Slickshot Show-Off`, or blue selection spell.

## Interaction Priorities
- Removal priority: Use `Burst Lightning` first on creatures that block `Slickshot Show-Off`, race faster than the current hand, or enable the opponent's engine. Preserve `Burst Lightning` as reach when the opponent is already under pressure and the visible board does not force a removal spell.

- Bounce priority: Use `Boomerang Basics` and `Into the Flood Maw` on permanents whose one-turn absence creates immediate damage, stops lethal against you, or strands opponent mana. Do not bounce low-impact creatures that can be replayed without tempo loss unless the attack that turn is decisive. Card text check required for exact `Boomerang Basics` and `Into the Flood Maw` targets.

- Counter priority after sideboard: Use `Spell Pierce`, `Get Out`, or other legal counter-style actions on sweepers, lifegain engines, removal aimed at `Slickshot Show-Off`, and expensive stabilizers. Do not counter a small creature just because mana is available unless that creature blocks lethal or creates a faster clock than your hand can race. Card text check required for `Get Out` and any non-counter mode.

- Graveyard-exile priority after sideboard: Use `Soul-Guide Lantern` only when the visible graveyard contains a card or threshold that matters to the opponent's current legal actions, recursion plan, or lethal setup. Do not spend it as a generic cantrip if graveyard pressure is visible and the game is likely to hinge on a graveyard action.

- Bait priority: Lead with lower-commitment spells such as `Opt`, `Sleight of Hand`, `Stormchaser's Talent`, or a spare threat before committing `Slickshot Show-Off`, `Drake Hatcher`, `Colorstorm Stallion`, or a lethal `Burst Lightning` line into open mana. Against decks with visible instant-speed interaction, force the opponent to answer development before spending the spell that makes combat lethal.

- Ignore priority: Ignore creatures that cannot block profitably, permanents that do not affect the next two combat steps, and card-advantage engines that are slower than a visible lethal or near-lethal spell chain. Shift away from ignoring them only when life total, blockers, or public engine text shows that the opponent will stabilize before you can finish.

- Archetype adjustment: Against fast aggro, spend `Burst Lightning` and bounce defensively sooner, protect life total, and treat racing math as more important than saving reach. Against control or ramp, preserve pressure, avoid overcommitting into sweepers, and reserve sideboard counters for the spell that resets or locks the board. Against graveyard decks, make `Soul-Guide Lantern` timing a commitment decision based on visible graveyard contents and legal actions, not fear of hidden cards.

## Combat And Trading Rules
- Attack priority: Attack with `Slickshot Show-Off` when the legal attack plus available noncreature spells threatens major damage, forces bad blocks, or pressures a planeswalker such as `Ral, Crackling Wit` only when that planeswalker is on your side after sideboarding. Do not attack a key prowess-style creature into a visible trade unless the trade opens lethal, removes the opponent's only stabilizer, or protects life total from a worse crack-back.

- Spell timing: Cast pump, selection, or tempo spells before combat only when the current combat math needs the trigger or the legal action text creates immediate damage. Cast `Opt` at the opponent's end step or after blockers when no combat trigger is needed and holding information improves the line.

- Block discipline: Preserve `Slickshot Show-Off`, `Drake Hatcher`, and confirmed engine creatures when they represent future lethal. Chump block only when life total is under a visible lethal or two-turn clock, or when the blocked creature would otherwise force losing a critical race.

- Trade discipline: Trade expendable bodies or temporary tokens for creatures that remove your ability to attack, shorten the opponent's clock, or protect an opposing engine. Avoid trading `Colorstorm Stallion` or `Drake Hatcher` for low-impact creatures unless the board state demands survival or their text is not relevant this game. Card text check required for exact `Colorstorm Stallion` and `Drake Hatcher` combat roles.

- Protection priority: When the opponent targets a central threat, use legal `Secret Identity`, bounce, or counter actions only if the protected creature is already converting into lethal pressure or the hand lacks replacement threats. Card text check required for `Secret Identity`; do not assume it protects, copies, or pumps unless the legal action text says so.

- Life threshold: Above roughly 10 life against slower decks, prioritize damage and tempo over conservative blocks. At 7 or less against creature decks, count visible crack-back damage before attacking with blockers. At 4 or less, treat every shock-land, no-block choice, and tap-out spell as survival-critical unless the current line is lethal.

- Archetype combat shift: Against creature swarms, use `Slagstorm` and `Sunspine Lynx` sideboard plans as board-control pivots and stop making all-in attacks unless the crack-back is accounted for. Against control, attack relentlessly but keep one follow-up threat or spell chain available after removal. Against midrange, bounce or burn the blocker that changes the race, not the largest creature by default.

## Selection And Tutor Rules
- Selection priority: Use `Sleight of Hand` and `Opt` to make land drops first, then to assemble threat plus spell density, then to find reach. A one-threat hand should prioritize `Slickshot Show-Off`, `Drake Hatcher`, `Colorstorm Stallion`, or `Stormchaser's Talent` over marginal interaction unless the visible board demands defense.

- Threat-before-filter rule: When the hand already has castable pressure, deploy the threat before spending selection unless a missing land or color blocks the next turn. `Opt` and `Sleight of Hand` become strongest after a threat is in play because each cheap spell can also convert into combat pressure or trigger-based value.

- Land-drop timing: Cast `Sleight of Hand` before the land drop when the current hand does not yet know which land is best, especially with `Spirebluff Canal`, `Riverpyre Verge`, `Steam Vents`, or `Multiversal Passage` choices. Hold `Opt` until the opponent's end step when the land drop is already secured and no main-phase trigger, mana color, or combat math depends on it.

- Bottom/filter rule: Bottom excess lands after the third or fourth functional mana source unless the hand contains expensive legal actions, activated costs, kicker-style `Burst Lightning` text, or multiple spells that require keeping mana open. Bottom redundant threats when one active threat plus spell density already wins the race faster than a second creature.

- Pseudo-tutor rule: Treat the deck as having no true tutor unless a legal runtime action from `Multiversal Passage`, `Stormchaser's Talent`, or another card explicitly searches or chooses from a library/zone. Card text check required for `Multiversal Passage`; do not assume it fixes mana, finds a card, or grants passage-style selection unless the engine exposes that legal action.

- Cantrip target profile: Seek cheap noncreature spells when `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion` is already converting spells into damage or board presence. Seek creatures when the hand is all air, when the opponent has removed the first threat, or when a sweeper is likely and a follow-up threat is needed.

- Interaction find rule: Look for `Burst Lightning`, `Boomerang Basics`, or `Into the Flood Maw` when the visible board contains a blocker that stops lethal, a creature that creates a faster clock, or a permanent whose temporary absence changes the next combat. Card text check required for exact `Boomerang Basics` and `Into the Flood Maw` targeting and timing.

- Sideboard selection shift: After sideboarding, use selection to find `Spell Pierce` or `Get Out` against sweepers and stabilizing noncreature spells, `Soul-Guide Lantern` against visible graveyard engines, `Slagstorm` against creature swarms, and `Sunspine Lynx` when its legal text directly pressures the opponent or punishes their board. Card text check required for `Get Out`, `Slagstorm`, `Roaring Furnace // Steaming Sauna`, `Sunspine Lynx`, and `Ral, Crackling Wit` modes.

## Priority And Stack Rules
- Priority rule: Pass priority when no legal spell improves combat, protects a key threat, disrupts a decisive opponent action, or spends mana that would otherwise go unused safely. Do not cast `Opt` or `Sleight of Hand` into open decisions merely because priority exists if holding them preserves information or a later trigger.

- Main-phase commitment gate: Cast `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion` before passing only when the mana, board, and opponent's open interaction make development better than waiting. Use visible removal, known cards, current clock, and replacement threats to decide whether to expose the engine piece.

- Instant-speed window: Use `Opt`, `Burst Lightning`, `Boomerang Basics`, `Into the Flood Maw`, `Spell Pierce`, and `Get Out` at instant speed only when the legal action text confirms that timing. Prefer opponent end step for selection, precombat or postblocker windows for damage math, and response windows for countering or bouncing the spell/permanent that changes the race.

- Stack response rule: Let low-impact spells resolve when your current clock is faster or the spell does not affect blockers, life total, removal, sweepers, graveyards, or mana for the next two turns. Spend `Spell Pierce`, `Get Out`, bounce, or burn on the stack only when the target spell breaks your attack, protects the opponent from lethal, or creates an unrecoverable board.

- Combat trigger timing: Cast spells before damage only when the resulting trigger, prowess-style growth, token creation, or damage changes blocks or lethal. When attackers are already safe and lethal is not immediate, hold instant-speed spells until after blocks or the opponent's end step to reduce blowout risk.

- Burn-to-face gate: Aim `Burst Lightning` at the opponent only when visible life totals, available mana, and legal follow-up actions show a credible lethal or near-lethal line. Use it on a creature instead when that creature blocks the main attacker, threatens lethal back, or forces future spells to be spent defensively.

- Optional payment rule: Accept optional payments or bonus costs only when the legal text and visible mana show that the payment increases immediate damage, protects a decisive spell, or leaves enough mana for required interaction. Decline optional value payments when they consume mana needed for `Spell Pierce`, `Get Out`, `Opt`, `Burst Lightning`, or a critical bounce response.

- Graveyard timing: Activate or sacrifice `Soul-Guide Lantern` only in response to a visible graveyard-dependent action, before a known threshold matters, or when exiling now prevents the opponent's next legal line. Do not spend it at a random end step if the opponent can rebuild or if the exact graveyard card to answer is not visible.

- Activated and chapter-style abilities: Use activated abilities from `Stormchaser's Talent`, `Ral, Crackling Wit`, `Soul-Guide Lantern`, `Roaring Furnace // Steaming Sauna`, or `Multiversal Passage` only when the engine exposes a legal action and the cost does not compromise the turn's attack or protection plan. Card text check required for exact activation timing and loyalty/room rules.

- Let-resolve discipline: Let your own spell resolve before casting the next spell unless the next spell must be stacked for a legal target, counter-war, or lethal trigger sequence. Preserve a clean stack state so the agent can reassess after new public information, blockers, removal, or counterspells appear.

## Sideboard Map

- Sideboard principle: change only the cards whose role improves against the visible opposing plan, while preserving enough cheap spells to keep `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, and `Colorstorm Stallion` converting actions into pressure. Do not overload on reactive cards when the opponent is slower and cannot punish the first threat.

- `Spell Pierce` role: bring in `Spell Pierce` against control, combo, sweepers, planeswalkers, large noncreature stabilizers, and decks whose key turns involve tapping low on mana for a decisive spell. It is bad against creature-heavy aggro, late-game topdeck boards where the opponent has excess mana, and matchups where your main loss pattern is battlefield pressure rather than a single noncreature spell.

- `Get Out` role: bring in `Get Out` when the legal text answers removal, sweepers, bounce, counter-wars, or a key spell that would break your tempo. Card text check required; treat it as conditional stack interaction until the engine exposes exact legal targets. It is bad when the opponent is mostly attacking with cheap permanents already on board or when holding mana would cost too much damage.

- `Into the Flood Maw` role: bring in the extra `Into the Flood Maw` against large blockers, token-enhanced boards, single protected threats, tempo mirrors, and any deck where returning or neutralizing one permanent opens a lethal attack. Card text check required; use it only according to exposed legal target text. It is bad against low-permanent control or decks that replay cheap threats without losing tempo.

- `Slagstorm` role: bring in `Slagstorm` against wide creature decks, small-creature aggro, token boards, and battlefield states where a sweeper-like effect resets a race you are losing. Card text check required for exact damage, targets, and player/creature modes. It is bad when your own `Slickshot Show-Off`, `Drake Hatcher`, `Colorstorm Stallion`, or `Stormchaser's Talent` board is the only real pressure and the opponent has few creatures.

- `Roaring Furnace // Steaming Sauna` role: bring in `Roaring Furnace // Steaming Sauna` when its exposed room-side text provides repeatable damage, card flow, pressure, or board control that matters in a grindy game. Card text check required; do not assume either side is correct until legal actions reveal mode, cost, and timing. It is bad when the matchup is a pure race and spending mana on a slower permanent loses combat tempo.

- `Soul-Guide Lantern` role: bring in `Soul-Guide Lantern` against graveyard recursion, reanimation, escape-style value, delirium/threshold-like incentives, flashback-style spells, or any opponent whose public graveyard is a resource. It is bad when the opponent's graveyard is only incidental and your hand needs every card to attack, trigger prowess-style payoffs, or interact on the stack.

- `Sunspine Lynx` role: bring in `Sunspine Lynx` when its legal text directly punishes the opponent's mana base, life total, blockers, or stabilization pattern. Card text check required; do not assume damage, prevention, or land-punisher text without engine confirmation. It is bad when its cost is awkward, when the opponent races under it, or when a cheaper spell would generate immediate `Slickshot Show-Off` or `Stormchaser's Talent` pressure.

- `Ral, Crackling Wit` role: bring in `Ral, Crackling Wit` against slow interaction, removal-heavy midrange, and control games where a durable noncreature threat can turn repeated spells into advantage. Card text check required for loyalty abilities and exact token/damage/card-flow text. It is bad against fast aggro, boards where tapping out dies immediately, and matchups where creatures must be answered before a planeswalker matters.

- `Colorstorm Stallion` role: bring in the sideboard `Colorstorm Stallion` when the opponent is light on removal, when games reward another spell-scaling threat, or when the matchup becomes about rebuilding after interaction. Card text check required for exact trigger and combat role. It is bad against efficient removal piles if adding another creature makes hands threat-heavy and spell-light.

- `Drake Hatcher` role: bring in the sideboard `Drake Hatcher` when flying bodies, token pressure, or repeated spell payoffs matter more than one-shot tempo. Card text check required for exact trigger, token, and timing text. It is bad against sweepers, exile-heavy removal, or matchups where three-mana development is too slow without protection.

Aggro creature pressure plan
Side in: 1 Slagstorm; 1 Into the Flood Maw; 2 Roaring Furnace // Steaming Sauna
Cut: 1 Wild Ride; 1 Flow State; 1 Secret Identity; 1 Colorstorm Stallion

- Aggro plan notes: prioritize stabilizing without abandoning pressure, then use cantrips to find `Burst Lightning`, `Into the Flood Maw`, `Slagstorm`, and threat-plus-spell turns. Add role cards: `Sunspine Lynx` if its confirmed text punishes the opposing board or race; `Drake Hatcher` only if flying blockers or bodies are specifically useful. Reduce main-deck emphasis: expensive or conditional pump/value cards when the opponent can force blocks before those cards matter.

Control and sweepers plan
Side in: 2 Spell Pierce; 2 Get Out; 1 Ral, Crackling Wit; 1 Colorstorm Stallion
Cut: 1 Into the Flood Maw; 2 Burst Lightning; 1 Wild Ride; 1 Flow State; 1 Drake Hatcher

- Control plan notes: protect the first real threat, avoid overcommitting into visible sweeper mana, and make the opponent answer `Slickshot Show-Off`, `Stormchaser's Talent`, or `Ral, Crackling Wit` while you hold stack interaction. Add role cards: `Roaring Furnace // Steaming Sauna` if its confirmed text supplies persistent advantage. Reduce main-deck emphasis: creature-only interaction and bounce when the opponent presents few legal permanent targets.

Graveyard engine plan
Side in: 2 Soul-Guide Lantern; 2 Spell Pierce; 1 Get Out
Cut: 1 Wild Ride; 1 Flow State; 1 Secret Identity; 1 Colorstorm Stallion; 1 Drake Hatcher

- Graveyard plan notes: keep pressure high while `Soul-Guide Lantern` blocks the graveyard turn that would otherwise undo your tempo. Save the Lantern activation for a visible graveyard-dependent legal action, known threshold, or a public card that is about to matter. Add role cards: `Into the Flood Maw` if a single graveyard payoff permanent must be delayed. Reduce main-deck emphasis: slower threat density when graveyard hate plus stack interaction already protects the clock.

Tempo mirror plan
Side in: 2 Spell Pierce; 2 Get Out; 1 Into the Flood Maw; 1 Drake Hatcher
Cut: 1 Wild Ride; 1 Flow State; 1 Secret Identity; 1 Colorstorm Stallion; 1 Boomerang Basics; 1 Vibrant Outburst

- Tempo mirror notes: fight over mana efficiency, not raw card count, and do not tap out into open interaction unless the threat immediately changes combat. `Spell Pierce` and `Get Out` are strongest while the opponent is constrained; they lose value once both players have spare mana. Add role cards: `Ral, Crackling Wit` only when the mirror slows and the battlefield is not threatening immediate lethal. Reduce main-deck emphasis: clunky spell chains and conditional threats when every mana matters.

Big-mana or ramp-style plan
Side in: 2 Spell Pierce; 2 Get Out; 2 Sunspine Lynx; 1 Ral, Crackling Wit
Cut: 1 Into the Flood Maw; 1 Wild Ride; 2 Burst Lightning; 1 Flow State; 1 Drake Hatcher; 1 Secret Identity

- Big-mana plan notes: treat the matchup as a race with one or two decisive disruption windows, then spend interaction on the spell that stabilizes or wins rather than on setup that does not affect the board. `Sunspine Lynx` is included only if its confirmed text pressures mana development or life totals. Reduce main-deck emphasis: small removal and slow setup when the opponent's key actions are noncreature spells.

Sideboard restraint rule: when card text is unconfirmed for `Colorstorm Stallion`, `Slagstorm`, `Get Out`, `Roaring Furnace // Steaming Sauna`, `Into the Flood Maw`, `Drake Hatcher`, `Ral, Crackling Wit`, or `Sunspine Lynx`, prefer plans whose role is validated by legal runtime actions and visible matchup evidence. Never submit a sideboard configuration that reduces the deck below enough cheap blue/red spells to trigger its threats and continue double-spell turns.

## Matchup Guidance

- Aggro guidance: keep hands that produce an early threat plus cheap spells, then spend `Burst Lightning`, `Into the Flood Maw`, `Boomerang Basics`, or sideboard `Slagstorm` to keep attacks favorable. Do not race blindly when the opponent already has multiple attackers; a single protected `Slickshot Show-Off` or `Stormchaser's Talent` line is better than deploying slow extras into forced blocks. Bring `Roaring Furnace // Steaming Sauna` only when its legal text or runtime mode clearly helps stabilize or win the race; Card text check required.

- Go-wide guidance: value sweep and bounce windows above small damage to the opponent, because the deck loses when many small creatures force `Slickshot Show-Off`, `Drake Hatcher`, or `Colorstorm Stallion` into defensive combat before spell turns matter. Use `Slagstorm` only when the visible board makes the exchange worth losing your own small creatures or delaying pressure. Keep cantrips such as `Opt` and `Sleight of Hand` when they find interaction immediately; avoid spending them before combat if prowess-style triggers could change blocks.

- Burn guidance: treat life total as a finite resource and avoid unnecessary `Steam Vents` shock damage when `Riverpyre Verge`, `Spirebluff Canal`, `Island`, or `Multiversal Passage` can still support legal sequencing. Prefer cheap interaction plus fast pressure over slow value permanents. `Sunspine Lynx` is a sideboard consideration only if its confirmed text changes the race, life totals, prevention, or land-punisher axis; Card text check required.

- Control guidance: lead with one meaningful threat, protect it, and avoid presenting extra creatures into visible sweeper timing unless the legal action wins soon or forces a critical answer. `Spell Pierce` and `Get Out` should be held for sweepers, planeswalkers, removal on the only threat, or card-advantage spells that undo tempo. `Ral, Crackling Wit` is a post-board threat for slower games, but Card text check required for exact loyalty, token, damage, or card-flow use.

- Removal-heavy guidance: sequence threats so the first answer does not empty the hand of pressure. `Stormchaser's Talent`, `Slickshot Show-Off`, `Drake Hatcher`, and `Colorstorm Stallion` should not all be committed before the opponent proves they lack removal or before protection is available. Use `Secret Identity`, `Flow State`, `Vibrant Outburst`, and `Wild Ride` only when legal text, mana, and board state make the risk acceptable; Card text check required for exact combat or value text where uncertain.

- Tempo guidance: fight over mana efficiency and timing, not over every spell. In mirrors or other cheap-interaction matchups, `Spell Pierce`, `Get Out`, `Into the Flood Maw`, and `Boomerang Basics` are strongest while they deny the opponent a whole turn or protect a lethal attack. Do not cast cantrips into open pressure without a purpose; use `Opt` and `Sleight of Hand` to locate the exact missing piece for the current exchange.

- Midrange guidance: become the deck that makes their removal awkward and their blockers late. Use bounce on high-impact blockers or expensive permanents when it creates a clean attack turn, and reserve burn for creatures only when combat math or survival requires it. `Ral, Crackling Wit`, the sideboard `Colorstorm Stallion`, and the sideboard `Drake Hatcher` are reasonable role cards when games slow, but each requires visible confirmation that extra threat density beats holding up protection.

- Big mana guidance: race first, disrupt the first stabilizing spell second, and do not waste `Spell Pierce` or `Get Out` on setup unless the setup is visibly the only gate to their payoff. `Sunspine Lynx` belongs in this plan only if its confirmed text punishes the opponent's mana base or life total. Reduce reliance on creature removal when the opponent's decisive legal actions are noncreature spells.

- Combo guidance: establish a fast clock and keep stack interaction for the commitment turn, not for harmless setup. `Spell Pierce` and `Get Out` should answer the visible spell, trigger-protection piece, or payoff that changes the game state immediately. `Soul-Guide Lantern` matters only if the combo uses public graveyard resources; otherwise it dilutes pressure. Do not assume hidden combo contents beyond revealed cards, known deck identity, and legal actions.

- Graveyard guidance: bring `Soul-Guide Lantern` when the opponent's graveyard is a visible resource, then delay activation until a public card, legal graveyard action, or threshold-like state is about to matter. Keep attacking while holding the Lantern; a hate piece without pressure gives the opponent time to rebuild. Pair `Soul-Guide Lantern` with `Spell Pierce` or `Get Out` when the opponent can answer the hate or pivot through a noncreature spell.

- Artifact/enchantment guidance: identify whether the opposing permanent is a blocker, engine, lock piece, or expendable support before spending bounce or stack interaction. `Into the Flood Maw`, `Boomerang Basics`, `Get Out`, and `Spell Pierce` should be used on artifacts or enchantments only when legal timing and visible board state show that delaying that permanent protects lethal, prevents stabilization, or breaks a current engine turn. Do not board as though this deck has dedicated artifact/enchantment destruction unless runtime legal actions prove a registered card covers that role.

- Single-threat guidance: punish one large creature or one protected permanent by attacking around it, bouncing it at the highest-tempo point, or forcing the opponent to spend mana recasting it. `Into the Flood Maw` and `Boomerang Basics` are strongest when they open a lethal or near-lethal attack with `Slickshot Show-Off`, `Stormchaser's Talent`, or a `Drake Hatcher` board. Do not trade away the only threat unless the visible crack-back would otherwise be lethal.

- Prowess or spell-density mirror guidance: protect the creature that converts cheap spells into damage and avoid using `Opt`, `Sleight of Hand`, or `Burst Lightning` at low-impact times. Pass priority with mana open when the opponent must act first into `Spell Pierce`, `Get Out`, or bounce. When both players have open mana, prefer lines that leave a threat alive after one removal spell instead of lines that maximize current-turn damage but lose to a single answer.

- Sideboard calibration guidance: choose role cards from the visible matchup, not from labels alone. `Slagstorm` and `Into the Flood Maw` answer creature pressure; `Spell Pierce` and `Get Out` protect threats or stop decisive noncreature actions; `Soul-Guide Lantern` checks graveyard reliance; `Ral, Crackling Wit`, sideboard `Colorstorm Stallion`, and sideboard `Drake Hatcher` improve longer threat games; `Roaring Furnace // Steaming Sauna` and `Sunspine Lynx` require card text confirmation before tactical assumptions. Maintain enough cheap spells after sideboarding to keep `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, and `Colorstorm Stallion` functional.

## Specific Matchup Notes

- General/archetype-only note: revealed cards, legal actions, and public board state override these assumptions. Treat the matchup label as a starting prior, then update immediately when the opponent shows actual threats, removal, graveyard use, sweepers, or counterplay.

- Fast creature decks: prioritize surviving the first pressure wave while keeping a clock. `Burst Lightning`, `Into the Flood Maw`, `Boomerang Basics`, and `Slagstorm` are the likely priority cards; use them to prevent lethal, clear attacks for `Slickshot Show-Off`, or buy a full tempo turn. Add role cards: `Slagstorm`, `Into the Flood Maw`, possibly `Drake Hatcher` if extra board presence matters. Reduce main-deck emphasis: slower or riskier pump/value cards when they do not affect blocks or life totals immediately.

- Removal-heavy midrange: preserve threat density and avoid turning every spell into a removal target with no follow-up. Lead with one of `Stormchaser's Talent`, `Slickshot Show-Off`, `Drake Hatcher`, or `Colorstorm Stallion`, then use `Opt` and `Sleight of Hand` to find the next threat or protection window. Add role cards: `Ral, Crackling Wit`, sideboard `Drake Hatcher`, sideboard `Colorstorm Stallion`, and `Get Out` if it answers visible removal or stabilizers. Reduce main-deck emphasis: narrow bounce or burn that does not answer their revealed blockers.

- Control and sweepers: force them to answer a single meaningful threat, then reload only after the first answer is spent or lethal is near. Hold `Spell Pierce` and `Get Out` for sweepers, planeswalkers, expensive card advantage, or removal aimed at the only active threat. Add role cards: `Spell Pierce`, `Get Out`, `Ral, Crackling Wit`, and possibly `Roaring Furnace // Steaming Sauna` only after card text verification. Reduce main-deck emphasis: creature-only interaction when their public plan is mostly spells.

- Tempo and prowess mirrors: value mana efficiency, threat survival, and last-action advantage. Do not spend `Opt`, `Sleight of Hand`, `Flow State`, `Secret Identity`, `Vibrant Outburst`, or `Wild Ride` at low-impact times if they can instead trigger pressure during combat or protect a future exchange; Card text check required for exact use of uncertain pump/value effects. Add role cards: `Spell Pierce`, `Get Out`, `Into the Flood Maw`, and `Slagstorm` if board stalls or opposing small creatures dominate.

- Graveyard or recursion decks: add `Soul-Guide Lantern` only when the opponent has public graveyard dependency. Priority targets are the visible graveyard action, the card enabling recursion, or the turn where graveyard access becomes legal; do not fire `Soul-Guide Lantern` just because the graveyard has cards. Pair pressure from `Slickshot Show-Off`, `Stormchaser's Talent`, or `Drake Hatcher` with stack interaction so the hate piece actually shortens the game.

- Big mana, ramp, or spell-combo decks: race before they stabilize, then hold interaction for the commitment spell. `Spell Pierce`, `Get Out`, `Boomerang Basics`, and `Into the Flood Maw` should hit the first visible action that changes the game from setup into payoff. Add role cards: `Spell Pierce`, `Get Out`, `Sunspine Lynx` only after card text verification, and possibly `Ral, Crackling Wit` if the matchup slows without punishing tap-out turns.

## Risk Summary

- Mana risk: this deck can lose games by shocking with `Steam Vents` unnecessarily or keeping hands that cannot cast early blue selection and red interaction. Prefer `Spirebluff Canal`, `Riverpyre Verge`, `Island`, and `Multiversal Passage` sequencing that preserves life while still enabling `Opt`, `Sleight of Hand`, `Burst Lightning`, and early threats.

- Draw risk: threat-light hands with only `Opt`, `Sleight of Hand`, and reactive spells can spin without dealing damage. Mulligan or sequence toward a real clock from `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion` before spending every cantrip.

- Matchup risk: creature decks punish slow setup, while control decks punish overcommitment. Re-evaluate role after every revealed card instead of following a fixed aggro plan.

- Over-sideboarding risk: adding too many `Spell Pierce`, `Get Out`, `Soul-Guide Lantern`, `Slagstorm`, `Sunspine Lynx`, `Ral, Crackling Wit`, or extra threats can dilute spell density for `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, and `Colorstorm Stallion`. Keep enough cheap proactive spells for combat pressure.

- Graveyard risk: `Soul-Guide Lantern` is weak when the opponent is not using the graveyard publicly. Do not reduce pressure for graveyard hate unless legal actions or revealed cards justify it.

- Sweeper/removal risk: committing multiple creatures before the opponent spends removal can strand pump or selection spells. Stagger threats and protect the one that matters.

- Closer risk: bounce and cantrips do not win without damage. Use `Boomerang Basics`, `Into the Flood Maw`, and `Burst Lightning` to create lethal or near-lethal turns, not just temporary relief.

- Interaction risk: `Spell Pierce` and `Get Out` lose value if fired at harmless setup. Save them for visible stabilizers, sweepers, removal on the only threat, or combo payoff actions.

- Sequencing risk: casting `Flow State`, `Secret Identity`, `Vibrant Outburst`, or `Wild Ride` without verified text and legal combat context can waste a key turn. Card text check required; use these cards conditionally on visible action text and board impact.

## Test Feedback Checklist

- Deciding factor: record whether the game was won or lost by early threat pressure, tempo interruption, mana stumbling, sideboard card impact, or failure to close after creating a damage window.

- Mulligans: note whether opening hands had a castable threat from `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion`, plus enough blue selection or red interaction to avoid spinning in place.

- Mana: track whether `Steam Vents`, `Spirebluff Canal`, `Riverpyre Verge`, `Island`, and `Multiversal Passage` produced the right colors on turns one through three without unnecessary life loss from `Steam Vents`.

- Velocity: ask whether `Opt` and `Sleight of Hand` found threats, land drops, or lethal enablers, or whether they were spent before the game had a clear pressure plan.

- Engine quality: record whether `Stormchaser's Talent`, `Drake Hatcher`, `Colorstorm Stallion`, and `Slickshot Show-Off` converted cheap spells into real damage or board presence before the opponent stabilized.

- Pump and payoff timing: check whether `Flow State`, `Secret Identity`, `Vibrant Outburst`, and `Wild Ride` were cast in windows where legal action text and visible combat context made them materially useful. Card text check required for exact tactical conclusions.

- Removal and tempo: note whether `Burst Lightning`, `Boomerang Basics`, and `Into the Flood Maw` answered a lethal threat, opened an attack, protected a key turn, or merely delayed an opponent while the deck failed to add pressure.

- Sideboard impact: after sideboarded games, record whether `Spell Pierce`, `Get Out`, `Slagstorm`, `Soul-Guide Lantern`, `Ral, Crackling Wit`, `Roaring Furnace // Steaming Sauna`, `Sunspine Lynx`, extra `Into the Flood Maw`, extra `Colorstorm Stallion`, or extra `Drake Hatcher` addressed the opponent's visible plan without lowering spell density too far.

- Closing: identify turns where the deck had a possible lethal or near-lethal line with `Slickshot Show-Off`, `Burst Lightning`, bounce, and cheap spells, then verify whether Veles chose the line or preserved resources for a better legal window.

- Role: record whether the pilot correctly shifted between beatdown, tempo-control, and reload mode after seeing the opponent's actual cards rather than following the matchup label blindly.

- Mistakes: flag passes with available pressure, attacks that exposed the only threat unnecessarily, interaction spent on low-impact actions, or sideboard cards drawn without a relevant opponent resource.

- Stranded cards: list every game where `Flow State`, `Secret Identity`, `Vibrant Outburst`, `Wild Ride`, `Get Out`, `Spell Pierce`, `Soul-Guide Lantern`, `Slagstorm`, `Ral, Crackling Wit`, `Roaring Furnace // Steaming Sauna`, or `Sunspine Lynx` remained unusable because of mana, matchup texture, timing, or unclear text.

- Overperformers and underperformers: compare damage dealt, actions enabled, and dead-card frequency for `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, `Colorstorm Stallion`, `Burst Lightning`, `Boomerang Basics`, `Into the Flood Maw`, and each sideboard card.

## First Tuning Questions

- Threat count: if games are lost with cantrips and interaction but no clock, should the list increase copies of `Colorstorm Stallion` or `Drake Hatcher` and decrease low-impact spell slots after card text verification?

- Spell density: if `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, or `Colorstorm Stallion` fail to scale, are too many sideboard permanents or reactive cards being added for the matchup?

- Mana shape: if early hands cannot cast both blue selection and red interaction, should the balance among `Island`, `Riverpyre Verge`, `Steam Vents`, `Spirebluff Canal`, and `Multiversal Passage` change?

- Life management: if aggro losses involve avoidable shock damage from `Steam Vents`, should sequencing rules become stricter about using `Spirebluff Canal`, `Island`, or `Riverpyre Verge` first when legal?

- Cantrip usage: if `Opt` and `Sleight of Hand` are not finding the missing resource, should Veles prioritize threat-finding, land-finding, or lethal-piece-finding differently by turn and matchup?

- Interaction mix: if creature decks overwhelm the deck, are `Burst Lightning`, `Boomerang Basics`, `Into the Flood Maw`, and `Slagstorm` enough, or does the sideboard need more early-board control?

- Control plan: if control decks answer the first threat and stabilize, should sideboarded games rely more on `Spell Pierce`, `Get Out`, `Ral, Crackling Wit`, extra `Drake Hatcher`, or extra `Colorstorm Stallion`?

- Graveyard slots: if `Soul-Guide Lantern` is frequently stranded, is graveyard hate being used too broadly instead of only against visible graveyard dependence?

- Closer quality: if games stall after early damage, are `Wild Ride`, `Vibrant Outburst`, `Flow State`, or `Secret Identity` functioning as closers, or do they require card text verification and quantity changes?

- Role conflict: if the deck loses after boarding into too many answers, should matchup plans preserve more proactive pressure from `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, and `Colorstorm Stallion`?

- Sideboard allocation: if `Roaring Furnace // Steaming Sauna` or `Sunspine Lynx` does not map to a repeated visible problem, should those slots become cards that improve aggro survival, control resilience, or spell-combo disruption?

- Runtime policy: if Veles repeatedly misses lethal, wastes bounce, or passes with pressure available, should tactical policies emphasize exact visible damage math, legal target timing, and role-specific closing gates more strongly?

## Veles Tactical Policy

### Policy: Opening Threat Gate
Priority: High
Decision families: mulligan; pregame
Cards: Slickshot Show-Off; Stormchaser's Talent; Drake Hatcher; Colorstorm Stallion
Phase windows: opening hand; mulligan decisions
Runtime cues: hand contains early threat names; legal mulligan or keep action
Use when: the hand must decide whether it can present pressure before spending selection and interaction.
Avoid when: the hand has no castable threat, no clear land path, and only reactive spells against an unknown opponent.
Instructions: Keep hands that combine two lands, at least one castable threat, and at least one cheap spell or selection effect; be stricter on one-land hands unless `Opt` or `Sleight of Hand` plus legal mana can find land without losing the first threat window. Treat unknown text on `Colorstorm Stallion` and `Drake Hatcher` as requiring legal-action confirmation before assuming they are immediate threats.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Early Setup Permanent
Priority: Medium
Decision families: priority; mana
Cards: Stormchaser's Talent; Slickshot Show-Off; Drake Hatcher; Colorstorm Stallion
Phase windows: turns 1-3 main phases
Runtime cues: legal cast action for a pressure permanent
Use when: the deck has mana to deploy its first engine or attacker before cantripping further.
Avoid when: visible opponent pressure requires immediate `Burst Lightning`, `Boomerang Basics`, or `Into the Flood Maw` to prevent a decisive attack.
Instructions: Prioritize putting a pressure source on board before chaining nonlethal spells; selection spells are strongest after a threat makes each cheap spell matter. If multiple threats are legal, prefer the one that leaves mana for `Opt`, `Burst Lightning`, or protection-by-tempo on the same turn.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Blue-Red Mana Shape
Priority: Medium
Decision families: mana
Cards: Island; Riverpyre Verge; Steam Vents; Spirebluff Canal; Multiversal Passage
Phase windows: land play; spell payment
Runtime cues: legal land play actions; legal mana payment prompts
Use when: choosing land sequencing or payment sources for blue selection plus red interaction.
Avoid when: a mandatory payment has only one legal source set.
Instructions: Preserve access to blue for `Opt`, `Sleight of Hand`, `Boomerang Basics`, `Stormchaser's Talent`, and `Into the Flood Maw`, while keeping red available for `Burst Lightning`, `Slickshot Show-Off`, and red sideboard actions. Avoid unnecessary `Steam Vents` life loss against visible aggression when `Spirebluff Canal`, `Island`, or `Riverpyre Verge` already supports the turn.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Mandatory Single Payment
Priority: Low
Decision families: mana
Cards: none
Phase windows: mana payment prompts
Runtime cues: action:pay
Use when: exactly one legal payment action is presented by the rules engine.
Avoid when: two or more legal payment actions are visible.
Instructions: Submit the only legal payment action without strategic evaluation; later decisions handle sequencing and resource use.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Cantrip Purpose
Priority: Medium
Decision families: selection; priority
Cards: Opt; Sleight of Hand
Phase windows: upkeep; draw step; main phases; end step
Runtime cues: legal cast action for Opt or Sleight of Hand; selection prompt after resolution
Use when: the current hand needs a land, a threat, a burn spell, or a cheap spell to convert board pressure.
Avoid when: casting selection now would tap mana needed for visible interaction or a lethal combat window.
Instructions: Use `Sleight of Hand` proactively to fix early turns; use `Opt` flexibly when holding priority matters. At selection prompts, choose the resource that unlocks the current turn first, then the next-turn pressure line, then redundant spells.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Prowess Burst Window
Priority: High
Decision families: priority; combat
Cards: Slickshot Show-Off; Stormchaser's Talent; Flow State; Secret Identity; Vibrant Outburst; Wild Ride
Phase windows: precombat main; declare attackers; post-blockers; combat damage setup
Runtime cues: legal spell actions while an attacker or pressure permanent is visible
Use when: visible combat math can convert one or more spells into lethal damage, a forced trade, or a major tempo swing.
Avoid when: card text is unverified and the legal action text does not show a combat-relevant effect.
Instructions: Count visible damage before spending spells; prefer casting pump or payoff spells after blockers are known when the legal window allows it. Card text check required for `Flow State`, `Secret Identity`, `Vibrant Outburst`, and `Wild Ride`; rely on action text and visible effects rather than assumed pump rules.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Burst Lightning Target Gate
Priority: High
Decision families: interaction; priority
Cards: Burst Lightning
Phase windows: main phases; combat; end step; lethal stack windows
Runtime cues: action:target opponent Burst Lightning; action:target creature Burst Lightning
Use when: choosing between opponent damage and creature removal changes lethal math or survival.
Avoid when: the target list includes hidden or unclear objects not represented in visible state.
Instructions: Send `Burst Lightning` at the opponent when visible damage plus current combat or stack output reaches lethal; target a creature when that creature blocks lethal pressure, threatens lethal on the next combat, or is the opponent's only visible stabilizer. Do not assume kicker, scaling, or alternate damage text unless legal action text exposes it.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Bounce As Tempo
Priority: Medium
Decision families: interaction; priority
Cards: Boomerang Basics; Into the Flood Maw
Phase windows: opponent combat; end step; own precombat main; stack windows
Runtime cues: legal target action for Boomerang Basics or Into the Flood Maw
Use when: a visible permanent blocks a decisive attack, carries a large temporary investment, or creates imminent lethal pressure.
Avoid when: bouncing a low-impact permanent delays pressure while the deck has no threat on board.
Instructions: Use bounce to open attacks, interrupt combat, protect a key threat from a visible target action when legal, or buy the exact turn needed to finish. Card text check required for exact restrictions on `Boomerang Basics` and `Into the Flood Maw`.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Commitment
Priority: High
Decision families: interaction; priority
Cards: Spell Pierce; Get Out
Phase windows: opponent main phases; stack response windows; sideboarded games
Runtime cues: legal cast action for Spell Pierce or Get Out targeting a stack object
Use when: the stack object would remove the main threat, stop lethal pressure, stabilize the opponent, or create a board state the deck cannot race.
Avoid when: the stack object is low impact and spending permission prevents a stronger current-turn pressure line.
Instructions: Protect clock first, stop sweepers or stabilizers second, and counter card-advantage engines only when the current board can exploit the tempo. Card text check required for `Get Out` exact modes and restrictions.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Attack Discipline
Priority: Medium
Decision families: combat
Cards: Slickshot Show-Off; Drake Hatcher; Colorstorm Stallion
Phase windows: declare attackers; declare blockers
Runtime cues: legal attack or block action with named creatures visible
Use when: deciding whether pressure should trade, race, or hold back.
Avoid when: only one legal combat action exists and the engine marks it mandatory.
Instructions: Attack when visible blockers cannot remove the only pressure source without compensation, or when spells can force damage through after blocks. Hold back a creature when it is the only defense against lethal crack-back and no spell line changes the race.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Forced Combat Action
Priority: Low
Decision families: combat
Cards: none
Phase windows: declare attackers; declare blockers
Runtime cues: action:attack; action:block
Use when: exactly one legal attack or block action is presented and no alternative pass action is visible.
Avoid when: multiple attackers, blockers, pass choices, or spell actions are visible.
Instructions: Submit the only legal combat action shown by the rules engine.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Tap-Out Finisher Gate
Priority: High
Decision families: priority; mana
Cards: Ral, Crackling Wit; Wild Ride; Vibrant Outburst; Sunspine Lynx
Phase windows: own main phases; combat setup; sideboarded games
Runtime cues: legal cast action for a high-mana or closer card
Use when: committing mana would likely close the game, stabilize a losing board, or create a must-answer threat.
Avoid when: tapping out exposes the deck to visible lethal or leaves no answer to a known stack or combat problem.
Instructions: Spend the turn on a closer only after checking visible opponent clock, current hand follow-up, and whether cheaper spell sequencing produces more immediate damage. Card text check required for exact `Ral, Crackling Wit`, `Wild Ride`, `Vibrant Outburst`, and `Sunspine Lynx` roles.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Hate Gate
Priority: Medium
Decision families: interaction; priority
Cards: Soul-Guide Lantern
Phase windows: sideboarded games; opponent graveyard setup; response windows
Runtime cues: legal cast or activate action for Soul-Guide Lantern
Use when: visible graveyard contents or opponent actions show graveyard dependence.
Avoid when: the graveyard is irrelevant and spending mana or a card slows a pressure turn.
Instructions: Deploy or activate `Soul-Guide Lantern` when it interrupts a visible graveyard plan, protects against an imminent recursion line, or can be used without sacrificing lethal pressure. Do not bring graveyard-hate logic into matchups without public evidence.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper Survival Gate
Priority: High
Decision families: interaction; priority
Cards: Slagstorm
Phase windows: sideboarded main phases; precombat; emergency board states
Runtime cues: legal cast action for Slagstorm
Use when: visible opposing creatures threaten lethal or dominate combat and the deck cannot race.
Avoid when: casting it destroys the pilot's only winning board without preventing a worse visible outcome.
Instructions: Use `Slagstorm` as a reset, not as routine damage, unless legal action text and visible life totals show a direct kill. Card text check required for modes and damage assignment.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Role Preservation
Priority: High
Decision families: sideboard
Cards: Spell Pierce; Get Out; Slagstorm; Soul-Guide Lantern; Ral, Crackling Wit; Roaring Furnace // Steaming Sauna; Sunspine Lynx; Into the Flood Maw; Drake Hatcher; Colorstorm Stallion
Phase windows: sideboarding after Game 1; sideboarding after Game 2
Runtime cues: sideboard plan candidates; opponent archetype and public game log
Use when: choosing a post-board configuration from legal registered options.
Avoid when: a candidate plan exceeds registered copies or removes too many proactive threats.
Instructions: Add reactive cards only for problems actually shown or strongly implied by public game actions; preserve enough `Slickshot Show-Off`, `Stormchaser's Talent`, `Drake Hatcher`, and `Colorstorm Stallion` pressure to punish slow starts. Prefer narrow cards only when their target resource was visible in the previous game.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Safe Priority Pass
Priority: Low
Decision families: priority
Cards: none
Phase windows: all priority windows
Runtime cues: action:pass
Use when: pass is the only legal action shown by the engine.
Avoid when: any spell, ability, attack, block, target, or selection action is also visible.
Instructions: Submit the visible pass action when no other legal action exists.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
