# Strategy Specifications
## Deck Name And Archetype

- Deck: Gruul Storm.
- Format: Pauper.
- Registered main deck count: 60 cards.
- Registered sideboard count: 15 cards.
- Current archetype tags: combo, storm, spells.
- Strategic identity: proactive ritual combo that uses temporary mana, cost reduction, and exile-card impulse draw to assemble one or more decisive spell-chain turns.
- Stock status: hybrid or rogue-leaning Pauper combo shell rather than a fully stock archetype, because the registered list combines familiar red ritual mechanics with a specific green cost-reducer and lesson-style sideboard package.
- Runtime opponent info status: opponent information should be treated as archetype, public game actions, revealed cards, and previous-game match evidence only; do not assume hidden hand, hidden library, exact sideboard configuration, or unobserved disruption.

- Count validation: the main deck totals exactly 60 using 4 Desperate Ritual, 4 Geothermal Crevice, 4 Glimpse the Impossible, 4 Goblin Anarchomancer, 4 Manamorphose, 4 Big Score, 4 Sandstone Needle, 4 Thornscape Familiar, 3 Wrenn's Resolve, 4 Hickory Woodlot, 4 Seething Song, 4 Mountain, 2 Seize the Storm, 3 First Day of Class, 2 Laughing Mad, 3 Reckless Impulse, 1 Tinder Farm, and 2 Pirate's Pillage.

- Sideboard validation: the sideboard totals exactly 15 using 1 Flaring Pain, 2 Gruul Turf, 1 How to Start a Riot, 1 Firebending Lesson, 1 Abandon Attachments, 1 Waterbending Lesson, 1 Origin of Metalbending, 4 Pyroblast, and 3 Red Elemental Blast.

- Legality concern: this guide does not override the rules engine, current Pauper legality data, or local card database support; if Veles or Forge rejects a card, action, cost, target, sideboard plan, or game object, treat the engine output as authoritative and record the mismatch for review.

- Card-text concern: several registered cards are recent or mechanically specialized, so any exact text-sensitive line involving Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, Laughing Mad, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending should remain conditional on visible legal actions unless card text has been verified by the runtime database.

- Mana-base concern: the deck is red-green but is not a normal curve deck; Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Mountain, and Gruul Turf should be evaluated by whether they enable a future combo turn, not only by whether they cast the next visible spell.

- Role concern: Goblin Anarchomancer and Thornscape Familiar are setup permanents, but the deck can still win through raw ritual chains; avoid treating a hand as nonfunctional only because it lacks a reducer if it has legal mana, draw, and a plausible Seething Song or Desperate Ritual chain.

- Payoff concern: Seize the Storm is the clearest named maindeck payoff, while First Day of Class and Laughing Mad may create or enhance payoff turns depending on verified card text and current legal actions; do not assume a deterministic kill unless the engine exposes the required cast, target, token, combat, or damage actions.

- Sideboard-role concern: Pyroblast and Red Elemental Blast are high-volume anti-blue interaction, Flaring Pain is a narrow anti-prevention tool, Gruul Turf changes mana pacing, and the singletons How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending require text checks before tactical certainty.

- Agent-use constraint: this specification is advisory context for choosing among legal Veles actions; the pilot must never invent storm count, mana production, lesson access, target legality, combat lethality, or hidden opposing cards beyond what the rules engine and visible state expose.

## Thesis

- Core assembly rule: Gruul Storm assembles temporary red mana, green-red cost reduction, and impulse-card velocity into one decisive spell-chain turn rather than playing a normal threat curve.

- Win rule: the deck wins by converting Desperate Ritual, Seething Song, Manamorphose, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible into enough mana and cards to make Seize the Storm, First Day of Class, Laughing Mad, or accumulated spell pressure decisive through legal engine actions.

- Setup rule: prioritize Goblin Anarchomancer and Thornscape Familiar when they survive long enough to reduce multiple follow-up spells, but do not delay a live ritual chain merely to deploy a reducer into removal, tapped mana, or a turn where the reducer will not change current legal sequencing.

- Velocity rule: use Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose to keep the chain moving, but respect visible expiration timing, current mana, and rules-engine legal actions before assuming exiled cards can still be played.

- Payoff rule: treat Seize the Storm as the clearest named maindeck payoff, while First Day of Class and Laughing Mad require card-text-aware tactical use; Card text check required before assuming token size, haste, learn, combat damage, or deterministic lethal.

- Not-the-plan rule: the deck is not trying to trade resources one-for-one, grind with creature combat, hold up permission, or win by incremental attacks unless the combo has stalled and the board state makes that fallback legally superior.

- Priority rule: preserve the combo turn over cosmetic efficiency; favor lines that increase future spell count, colored mana access, reducer value, and live redraws over lines that merely spend all current mana.

## Role Package

- Threats: Goblin Anarchomancer and Thornscape Familiar are board permanents that threaten a larger future chain by reducing spell costs; attack or block with them only when the visible combat result matters more than preserving reducer access.

- Payoffs: Seize the Storm is the primary named payoff to build toward, and its timing should be judged by visible mana, graveyard/public spell history, available follow-up actions, and whether waiting risks losing the window.

- Conditional payoffs: First Day of Class and Laughing Mad can function as payoff or payoff-support cards only when the rules engine exposes useful legal actions; Card text check required for exact tactical commitments involving their effect, timing, or combat relevance.

- Engines: Goblin Anarchomancer plus Thornscape Familiar make rituals and red-green spell chains more explosive, so hands with one reducer, storage mana, and velocity often have higher ceiling than hands with only raw rituals and no card flow.

- Ritual mana: Desperate Ritual and Seething Song are the main burst-mana spells; fire them when they unlock additional legal casts this turn, enable a protected payoff, or prevent exile-window cards from being stranded.

- Land mana: Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Mountain, and sideboard Gruul Turf are mana infrastructure, not generic lands; sequence them around storage counters, sacrifice timing, bounce timing, and color bottlenecks.

- Fixing and conversion: Manamorphose should be held when it fixes a known bottleneck or increases reducer-enabled chain options, but can be spent early when the hand needs card replacement and the legal mana output cannot be punished by visible constraints.

- Velocity: Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible are impulse-style chain extenders; Card text check required for exact exile duration, play permissions, and damage or secondary effects, so choose from visible legal actions instead of assuming future access.

- Loot-treasure module: Big Score and Pirate's Pillage convert cards in hand into mana plus new material; prioritize discarding redundant lands, excess reducers, or dead sideboard cards only after checking whether the discarded card is needed for the current chain, color access, or payoff.

- Interaction: Pyroblast and Red Elemental Blast are sideboard anti-blue tools that protect the combo or stop blue pressure when legal targets exist; avoid holding them forever if the visible blue spell or permanent is the card that can break the current combo window.

- Protection: Flaring Pain is narrow protection against prevention effects; use it only when the rules engine exposes a relevant legal action and the current line depends on damage actually being dealt.

- Sideboard utility: How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending are single-card tactical modules; Card text check required, so treat them as conditional role cards until visible legal actions identify their purpose.

- Recursion: the registered list has no clearly dedicated recursion package by name; any graveyard or replay line involving Seize the Storm, Laughing Mad, or other cards must be confirmed by current legal actions and public zones.

- Sideboard posture: sideboarding should either protect the combo against blue interaction, answer a specific prevention or permanent-based problem, or adjust mana pacing with Gruul Turf; do not dilute ritual density for broad value unless matchup evidence proves the combo cannot safely race.

## Primary Win Conditions

- Primary path: build a single decisive spell-chain turn around Goblin Anarchomancer or Thornscape Familiar, then convert the turn into a payoff action involving Seize the Storm or another rules-engine-exposed finisher. Setup requires at least one reducer or enough stored mana from Sandstone Needle, Hickory Woodlot, Geothermal Crevice, or Tinder Farm, plus chain material such as Desperate Ritual, Seething Song, Manamorphose, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, or Pirate's Pillage. Execute only from legal actions that keep mana and card flow positive; do not cast the last ritual before confirming the next visible spell or payoff branch. Prioritize this path when the opponent's clock is slower than the setup turn, when blue interaction is not visibly represented or is covered by Pyroblast or Red Elemental Blast after sideboard, or when waiting risks losing reducer, storage counters, or exile-window cards.

- Payoff path: use Seize the Storm as the clearest named maindeck finisher when the visible graveyard, exile, mana, and legal action list show that resolving it produces a meaningful threat or lethal line. Card text check required for exact token sizing, flashback, trample, and graveyard/exile counting details; the agent should trust the rules engine for resulting legal actions and visible token stats. Protect this path by sequencing Manamorphose for exact colors, keeping enough mana after Big Score or Pirate's Pillage discard costs, and avoiding unnecessary Goblin Anarchomancer or Thornscape Familiar attacks before the payoff turn.

- Velocity path: chain Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible when the deck needs more cards before payoff, especially with cost reduction already active. Card text check required for exact exile duration and play permissions, so prioritize visible playable cards and current-turn mana over speculative future access. Use Big Score and Pirate's Pillage to discard redundant lands, extra reducers, or stranded conditional cards only when the current hand still retains a payoff route, color access, and enough spells to continue.

- Burst-mana path: use Desperate Ritual and Seething Song after they unlock additional legal casts, not as isolated mana generation. Prioritize rituals when they let the deck cast Big Score, Pirate's Pillage, Glimpse the Impossible, Seize the Storm, or multiple impulse spells in the same turn. Defer rituals when the only follow-up is a low-impact creature attack, an uncastable exile card, or a payoff whose visible result is not yet decisive.

## Secondary Win Conditions

- Secondary pressure: win with Goblin Anarchomancer, Thornscape Familiar, and any Seize the Storm-created board presence when the combo stalls but the opponent cannot safely race. Attack with reducers only when losing them to blocks, removal, or combat tricks no longer matters more than damage, or when the legal attack is needed to force a lethal follow-up. Keep at least one reducer back if its survival turns the next Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Desperate Ritual, or Seething Song into a stronger line.

- Secondary rebuild: use Big Score, Pirate's Pillage, Manamorphose, Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible to rebuild after discard, removal, or a fizzled chain. Favor card-flow actions over early Seize the Storm when the payoff would create only a nonlethal or easily answered threat. Discard the least future-relevant card for Big Score or Pirate's Pillage, usually excess land, duplicate reducer, or matchup-dead sideboard card, but keep exact colored mana and payoff density intact.

- Secondary sideboard win: after sideboard, use Pyroblast and Red Elemental Blast to force the combo through blue spells or remove a blue permanent that blocks the decisive turn. Use Flaring Pain only when a visible prevention effect or legal action makes damage prevention relevant to winning this turn or surviving the opponent's response. Card text check required for How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending, so treat them as conditional secondary tools until legal action text reveals their tactical function.

- Secondary conditional payoff: use First Day of Class and Laughing Mad only when the current legal actions and visible result show they improve the payoff turn, combat math, or immediate survival. Card text check required for both cards before assuming haste, learn, counters, token interaction, damage, or deterministic lethal. Prefer the line when it turns an already-committed spell chain into a win rather than when it replaces the core chain.

## Emergency Lines

- Behind on life: shorten the setup window and choose the line that either wins immediately, creates a visible blocker, or removes the need to survive another full attack. Do not spend a turn on low-impact impulse draw if the visible board threatens lethal before the exiled cards can matter. Use Flaring Pain only for relevant prevention; it is not a generic stabilizer.

- Behind on board: preserve Goblin Anarchomancer and Thornscape Familiar as combo infrastructure unless blocking prevents lethal or buys the exact turn needed to combo. If the only legal path is combat, trade reducers for survival, then rebuild with Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, and storage lands.

- Behind on cards: prioritize redraw engines and treasure-generating card flow over fragile payoff casting. Big Score and Pirate's Pillage are emergency bridges when hand size is low, but their discard cost can lock the deck out if the discarded card was the last payoff, reducer, or color source.

- Behind on mana: use storage lands and Manamorphose to fix bottlenecks before committing rituals. Sandstone Needle, Hickory Woodlot, Geothermal Crevice, and Tinder Farm should be spent when they create a live chain, not merely to cast a reducer that will not affect the current or next turn.

- Removed win conditions: if Seize the Storm is unavailable, lean on visible creature pressure, reducer attacks, conditional First Day of Class or Laughing Mad actions, and repeated card-flow turns until the rules engine exposes another legal payoff. Do not assume graveyard recursion, flashback, or replay permission unless the action list explicitly offers it.

## Resource Model

- Life converts into one more setup turn only when the visible clock does not force an immediate combo attempt. Treat life as spendable against slow pressure while building Sandstone Needle, Hickory Woodlot, Geothermal Crevice, Tinder Farm, Goblin Anarchomancer, and Thornscape Familiar; treat life as nearly fixed when the opponent can present lethal before exiled cards from Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible can be used.

- Hand converts into mana and velocity through Big Score, Pirate's Pillage, Manamorphose, Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible. Discard to Big Score or Pirate's Pillage only when the remaining hand still has a mana path, a card-flow path, and a payoff path; excess lands or duplicate reducers are better discard candidates than the last Seize the Storm, the last red source, or the only active chain spell.

- Mana is the deck's primary storm-turn resource, and unused burst mana is often wasted tempo. Desperate Ritual and Seething Song should be spent when they unlock additional legal casts, payoff mana, or protected continuation; do not fire them into an empty branch just because they are legal.

- Board presence is infrastructure first and combat pressure second. Goblin Anarchomancer and Thornscape Familiar are usually more valuable as cost reducers than attackers or blockers, but blocking becomes correct when survival to the next combo turn is otherwise impossible or when the reducer no longer changes visible spell sequencing.

- Graveyard converts into payoff context mainly through Seize the Storm and any legal flashback or graveyard-counting actions exposed by the engine. Card text check required for exact Seize the Storm scaling and graveyard interaction, so use visible legal actions and generated token stats instead of assuming a deterministic result.

- Exile converts into temporary hand access through Wrenn's Resolve, Reckless Impulse, and Glimpse the Impossible. Card text check required for exact play duration and restrictions; prioritize playable exiled cards before passing, and avoid creating more exile obligations than current and next-turn mana can realistically use.

- Lands convert into delayed burst, color access, and commitment timing. Sandstone Needle and Hickory Woodlot are setup resources that become explosive when counters are cashed in; Geothermal Crevice and Tinder Farm are expendable land resources when their sacrifice or burst mode is the difference between starting and failing a chain.

- Sacrifice fodder is mostly land-based, not creature-based. Do not treat Goblin Anarchomancer or Thornscape Familiar as expendable material unless the legal action prevents lethal, because losing a reducer can collapse multiple future spell branches.

- Tempo converts into waiting for a stronger chain or acting before disruption becomes active. Wait when storage counters, an extra land drop, or reducer survival increases the next turn's legal action set; go now when exile-window cards, visible lethal pressure, or likely interaction makes waiting worse.

- Information converts into commitment discipline. Use public mana, revealed cards, graveyards, battlefield, stack, and previous logged actions to decide whether to commit Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, or Seize the Storm; never assume hidden countermagic or removal is present with certainty.

- Sideboard bullets convert narrow cards into protected combo windows. Pyroblast and Red Elemental Blast are information-sensitive tools against blue cards, Flaring Pain matters only when prevention is visible or strongly represented by legal action text, and How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending need card text checks before being treated as specific tactical effects.

## Mana Guide

- Keep hands with functional red access, a first setup play, and a path to green when reducers matter. Strong mana keeps include red source plus Sandstone Needle or Hickory Woodlot, or green access plus Goblin Anarchomancer or Thornscape Familiar and a visible plan to cast red velocity; mulligan hands that rely on Manamorphose alone to become functional unless the rest of the hand is exceptionally redundant.

- Prioritize red for the combo turn because Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, First Day of Class, Laughing Mad, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, and Seize the Storm all pressure red sequencing. Use Manamorphose to fix the exact missing color while preserving enough mana for the next legal spell, not merely to cycle early.

- Preserve green when Goblin Anarchomancer, Thornscape Familiar, sideboard Gruul Turf, or green-producing depletion lands shape the next turn. Hickory Woodlot is often a delayed green engine piece, while Geothermal Crevice and Tinder Farm can bridge both colors when the combo turn requires exact conversion.

- Play tapped or delayed lands early when the hand is not under immediate pressure. Sandstone Needle and Hickory Woodlot are best before the decisive turn so they accumulate value; Gruul Turf after sideboard should be sequenced only when the bounce does not erase a needed current-turn mana source or legal continuation.

- Play land before draw when the hand already knows its required colors and needs maximum current-turn mana for Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, or Seize the Storm. Hold land until after impulse or draw effects when land choice is uncertain, when Manamorphose may reveal the color bottleneck, or when playing the wrong land would strand an exiled spell.

- Use storage and sacrifice lands as commitment signals. Spending Sandstone Needle, Hickory Woodlot, Geothermal Crevice, or Tinder Farm should usually mean the turn is converting into multiple spells, a major card-flow action, or Seize the Storm; avoid consuming them for a single reducer unless that reducer clearly unlocks the next turn's chain.

- Pay generic costs with the least constrained mana first. Save red for rituals and red payoff spells, save green for reducers or green sideboard needs, and use colorless or expiring mana when the engine exposes a payment choice that would otherwise waste a future branch.

- Sequence reducers before rituals when legal and safe, because Goblin Anarchomancer and Thornscape Familiar can make the same Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, or payoff chain stronger. Sequence rituals before reducers only when the reducer cannot be cast otherwise and the remaining mana still supports a meaningful follow-up.

## Mulligan Guide

- Strong keep: keep functional red access plus a setup land and at least one chain lane. Mountain or Sandstone Needle with Desperate Ritual, Seething Song, Manamorphose, Wrenn's Resolve or Reckless Impulse, and either Goblin Anarchomancer or Thornscape Familiar is a strong opener when it can make mana by turn 2 and card flow by turn 3.

- Strong keep: keep green access plus a reducer plus red conversion. Hickory Woodlot, Geothermal Crevice, or Tinder Farm with Goblin Anarchomancer or Thornscape Familiar is strong only if the hand also has Mountain, Sandstone Needle, Manamorphose, Desperate Ritual, or Seething Song to avoid stranding red-heavy spells.

- Medium keep: keep slower storage hands when they have both mana growth and card velocity. Sandstone Needle plus Hickory Woodlot with Big Score, Pirate's Pillage, Glimpse the Impossible, Wrenn's Resolve, or Reckless Impulse is acceptable on the play against slower decks, but it needs a clear turn-3 or turn-4 burst plan.

- Risky keep: keep one-land hands only when the one land is functional immediately and the hand has multiple redraw or conversion effects. Mountain plus Manamorphose and Wrenn's Resolve or Reckless Impulse can be kept if the legal line can find lands without sacrificing the only red source, but Mountain plus only Seething Song and payoffs is too brittle.

- Automatic ship: mulligan hands with no land, no castable mana engine, or no realistic first two-turn action. Hands full of Big Score, Pirate's Pillage, Seize the Storm, Laughing Mad, and First Day of Class without early mana should be shipped because they ask the deck to topdeck both lands and setup.

- Automatic ship: ship hands that rely on Manamorphose as the only color source unless the rest of the hand already functions after one exact legal conversion. Manamorphose fixes and replaces itself, but it should not be treated as a land.

- Matchup-dependent keep: keep extra card-flow hands against removal-heavy or discard-heavy opponents when they can rebuild after the first reducer dies. A hand with two of Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, or Pirate's Pillage is better against attrition than an all-in single Goblin Anarchomancer hand.

- Matchup-dependent ship: mulligan slow storage-only hands against fast creature pressure unless they also contain First Day of Class, Laughing Mad, or a fast Seize the Storm line exposed by legal actions. Card text check required for exact defensive or payoff use of First Day of Class and Laughing Mad.

- Play/draw rule: on the play, prefer hands that develop Sandstone Needle, Hickory Woodlot, Goblin Anarchomancer, or Thornscape Familiar before the opponent can pressure the engine. On the draw, value extra lands and card flow higher because the deck sees one more card but may face earlier interaction or damage.

- Trap hand: do not keep a hand that has Seize the Storm but no way to build mana or graveyard context. Seize the Storm is a payoff, not a setup spell, and Card text check required for exact scaling.

- Trap hand: do not keep multiple reducers without red action unless the lands already cast and exploit them. Goblin Anarchomancer plus Thornscape Familiar is powerful only when the hand contains Desperate Ritual, Seething Song, Manamorphose, Big Score, Pirate's Pillage, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, or payoff pressure.

## Turn Arc

- Turn 1: lead on the land that maximizes future burst without blocking turn-2 setup. Prefer Sandstone Needle or Hickory Woodlot when the hand can afford tapped development; prefer Mountain when Wrenn's Resolve, Reckless Impulse, Desperate Ritual, or Manamorphose must be available immediately; use Geothermal Crevice or Tinder Farm when it gives both colors for a planned reducer curve.

- Turn 1 deviation: avoid sacrificing Geothermal Crevice or Tinder Farm for a low-impact spell unless the legal follow-up is already visible. These lands are commitment resources, and spending them early should enable a chain, not merely cycle Manamorphose.

- Turn 2: prioritize Goblin Anarchomancer or Thornscape Familiar when legal and likely to survive long enough to discount the next chain. If the opponent's visible board makes survival unlikely, prefer Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible only when current mana can use the exiled or revealed cards before timing restrictions matter.

- Turn 2 deviation: cast Manamorphose when it fixes a specific reducer, card-flow spell, or ritual branch. Hold Manamorphose when the hand already has colors and the combo turn will need exact red-green conversion.

- Turn 3: start the engine when mana, reducer, and card flow align. Preferred lines use Goblin Anarchomancer or Thornscape Familiar before Desperate Ritual or Seething Song, then convert into Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, or Seize the Storm if legal actions show continuation.

- Turn 3 deviation: wait one turn when storage counters, an extra land drop, or another reducer clearly increases the storm-turn branch and the opponent is not presenting a short clock. Go now when temporary exile cards must be used, when the opponent threatens lethal soon, or when waiting exposes the reducer to likely interaction.

- Turns 4-5: treat this as the normal decisive window. Cash Sandstone Needle, Hickory Woodlot, Geothermal Crevice, or Tinder Farm when the turn can chain multiple spells, discard spare lands or duplicate reducers to Big Score or Pirate's Pillage when legal, and commit Seize the Storm only after visible mana and graveyard context make the payoff meaningful.

- Turns 4-5 deviation: preserve First Day of Class and Laughing Mad for legal payoff or survival spots rather than firing them as filler. Card text check required, so follow the rules engine's legal actions and visible resulting prompts.

- Late game: rebuild through card-flow density instead of forcing a weak payoff. Prioritize Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose to assemble a second chain, while protecting the last Seize the Storm and the last functional red source.

- Late game deviation: use Goblin Anarchomancer and Thornscape Familiar as blockers only when survival to the next turn matters more than future discounts. The deck wins by a legal burst turn, but a dead pilot never reaches it.

## Card Roles

- Desperate Ritual: treat Desperate Ritual as the cleanest red mana accelerant and the normal bridge from setup into the explosive turn. Cast it when the current legal sequence already has a red mana sink, card-flow spell, reducer, or payoff available; hold it when spending it only produces unused mana or forces a weak pass after one spell. With Goblin Anarchomancer or Thornscape Familiar visible, Desperate Ritual becomes much stronger because the discount improves net mana and raises storm count. Do not fire Desperate Ritual before playing an available cost reducer unless the rules engine shows that the reducer cannot be cast first or that immediate red mana is required to continue.

- Seething Song: use Seething Song as the larger commitment ritual that turns a modest red base into Big Score, Pirate's Pillage, Seize the Storm, or a multi-spell chain. Prefer Seething Song after a reducer when legal, because discounted red spells create the highest payoff turn. Avoid spending Seething Song into only one speculative exile-draw spell unless the visible hand, exile timing, or opponent clock makes waiting worse. Against blue or red interaction, ask whether losing Seething Song to a counterspell ends the turn; if yes, lead with lower-value bait when legal.

- Manamorphose: use Manamorphose as color conversion, storm count, and redraw, not as a substitute for a keepable mana base. Cast it when it fixes exact colors for Goblin Anarchomancer, Thornscape Familiar, Big Score, Pirate's Pillage, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, or payoff execution. Hold it when current colors are already correct and the combo turn may need green-to-red or red-to-green conversion later. In sideboard games, value Manamorphose more when Pyroblast, Red Elemental Blast, Flaring Pain, or lesson cards create exact-color pressure.

- Goblin Anarchomancer: deploy Goblin Anarchomancer early when the opponent is not clearly threatening immediate removal or lethal pressure, because the deck's best turns often start with a cost reducer already in play. Prioritize Goblin Anarchomancer over a routine card-flow spell when the hand contains multiple red or green spells that benefit from reduction. Do not attack or block with Goblin Anarchomancer unless survival, lethal damage, or preserving another more important permanent justifies losing future discounts. Against removal-heavy decks, consider whether casting Goblin Anarchomancer and passing exposes the only engine piece; if the same turn can continue with rituals and card draw, the all-in line may be better.

- Thornscape Familiar: use Thornscape Familiar as the second cost-reduction body and a practical redundancy piece for red spell chains. Cast Thornscape Familiar before Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, and Seize the Storm when legal sequencing allows. Its combat body is expendable only when blocking buys a full extra turn or when another reducer is already carrying the engine. Card text check required for exact color-discount scope at runtime; follow the rules engine's listed costs rather than assuming every spell is reduced.

- Glimpse the Impossible: treat Glimpse the Impossible as a high-velocity engine spell that should be cast when there is mana and timing to use the cards or resources it exposes. Card text check required for exact exile, token, mana, or end-step details; choose lines based on the rules engine's resulting legal actions and visible zones. Prefer Glimpse the Impossible on a turn with reducers, Manamorphose, rituals, or unused land mana so temporary cards do not expire unused. Avoid casting it as a desperate blind spell before making available mana conversions if doing so could strand red or green requirements.

- Wrenn's Resolve: use Wrenn's Resolve as compact card velocity, especially when the hand needs one more land, ritual, reducer, or payoff. Because it can expose time-limited cards, cast it before committing nonrecoverable mana only when enough mana remains to use likely hits. Prefer Wrenn's Resolve over larger draw-discard spells when hand size is low or no safe discard exists. Against fast pressure, Wrenn's Resolve is a setup spell, not stabilization; cast it only if the visible legal follow-up can matter before the next attack.

- Reckless Impulse: use Reckless Impulse similarly to Wrenn's Resolve as cheap card access that rewards sequencing before the main burst. Cast Reckless Impulse when two available mana or discounted spell chains can convert the exiled cards into immediate progress. Hold it when the hand already has a strong deterministic line and the risk of revealing unusable lands or expensive spells would complicate mana. Against discard or attrition, Reckless Impulse is valuable because it moves resources out of hand and can rebuild after a reducer dies.

- Big Score: use Big Score as a mid-combo reload and mana-bank spell when the hand has a discardable card and enough mana to continue after it resolves. Discard spare lands, duplicate reducers, redundant payoffs, or unusable late setup cards before discarding the only payoff, the only red source, or the only card-flow spell. Prefer Big Score after rituals or reducers when it turns temporary mana into cards plus future mana. Do not cast Big Score merely because legal if discarding a necessary card makes the hand unable to win or survive.

- Pirate's Pillage: use Pirate's Pillage as additional Big Score-style conversion, but respect its timing if the rules engine exposes it as sorcery-speed only. Card text check required for exact treasure and draw details; treat it as a discard-for-cards-and-mana effect only when legal output confirms that role. Prefer Pirate's Pillage on main-phase engine turns after establishing reducer mana or when spare lands need conversion. Avoid using it before playing a land if the discard decision might change after the land drop becomes visible.

- Seize the Storm: treat Seize the Storm as a payoff, not setup. Card text check required for exact token size, flashback, target, or graveyard scaling; commit it when visible mana, graveyard/spell count, and opponent board make the resulting threat or damage plan meaningful. Do not spend the first Seize the Storm into a board where it cannot race, block, or survive known public answers unless waiting is worse. If a legal flashback or graveyard-based use appears, evaluate whether using the graveyard resource now wins or whether more spells first improve the payoff.

- First Day of Class: use First Day of Class only when the legal action text or visible board makes its immediate role clear. Card text check required for exact creature, counter, haste, or learn text; it may be payoff support, combat conversion, or sideboard-access glue depending on runtime prompts. Prefer holding it until Seize the Storm, creature tokens, or a decisive combat/payout turn can exploit it. Do not cast it as storm filler if it consumes mana needed for rituals, card flow, or interaction.

- Laughing Mad: treat Laughing Mad as conditional technology until card text is verified. Card text check required; follow only the rules engine's legal actions and resulting prompts. Use it when visible legal text shows it advances lethal, creates material board impact, protects the combo, or converts an otherwise losing combat. Avoid using it as a generic spell-count card when the same mana could cast Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, or Pirate's Pillage.

- Geothermal Crevice: use Geothermal Crevice as flexible red-green setup and a one-shot burst land. Preserve it until the turn where sacrificing it enables a reducer, ritual chain, payoff, or sideboard interaction. Do not cash it for a low-impact card-flow spell when another land can pay, because the deck often needs one decisive extra mana later.

- Sandstone Needle: use Sandstone Needle as delayed red acceleration and plan the turn when its stored mana will matter. It is best in opening hands that can tolerate tapped development and then convert stored red into Seething Song, Big Score, Pirate's Pillage, or Seize the Storm. Avoid spending counters casually when Mountain or Manamorphose can cover the same cost.

- Hickory Woodlot: use Hickory Woodlot to support green setup and future mixed-color chains. It is especially important for Goblin Anarchomancer, Thornscape Familiar, and green requirements around Manamorphose lines. Do not let Hickory Woodlot be the only plan for red-heavy hands unless Manamorphose, Geothermal Crevice, Tinder Farm, or Mountain solves red access.

- Mountain: value Mountain as the stable red source that lets the deck operate without sacrificing storage lands too early. Lead Mountain when the hand needs immediate Wrenn's Resolve, Reckless Impulse, Desperate Ritual, or Manamorphose. Preserve nondepleting red mana when possible so one-shot lands can be saved for the commitment turn.

- Tinder Farm: use Tinder Farm as the singleton backup burst land and treat it like a scarce commitment resource. Sacrifice it only when the resulting legal chain is already visible or when survival demands immediate mana. Because there is only one copy, do not build a plan that requires seeing it unless it is already in hand or on battlefield.

## Interaction Priorities

- Priority: remove or counter cards that stop the combo turn before answering generic creatures. Blue permission, discard engines, graveyard hate that shrinks or blocks Seize the Storm, tax effects that make rituals fail, and prevention effects that invalidate a lethal line matter more than ordinary damage unless life is already under lethal pressure.

- Priority: protect Goblin Anarchomancer and Thornscape Familiar as engine permanents, but do not spend scarce resources saving one reducer if the hand can still win through rituals, storage lands, and Manamorphose. Treat removal aimed at the only reducer as high-impact when the current hand depends on cost reduction for Glimpse the Impossible, Big Score, Pirate's Pillage, Seize the Storm, or chained red spells.

- Priority: use Pyroblast and Red Elemental Blast first on blue interaction that would stop a commitment turn, then on blue card advantage that will find more answers, then on blue blockers or threats only when they change the clock. Do not fire these sideboard cards into low-impact blue permanents if passing keeps protection for Seething Song, Big Score, Seize the Storm, First Day of Class, or a decisive card-flow spell.

- Priority: use Flaring Pain only when prevention is visible or strongly telegraphed by public information and the current line can convert damage this turn or next turn. Against Prismatic Strands-style effects, Moment's Peace-style effects, or protection shields, keep Flaring Pain until the actual prevention window when legal actions confirm it matters.

- Priority: use Abandon Attachments on an Aura, Equipment, or attachment-like permanent only when that object is enabling lethal pressure, locking combat, or stopping the combo. Ignore attachments that do not shorten the clock, disrupt mana, or stop a Seize the Storm token from ending the game.

- Priority: treat How to Start a Riot, Firebending Lesson, Waterbending Lesson, and Origin of Metalbending as conditional sideboard tools until card text is verified. Card text check required; choose them only when the rules engine's legal action text shows they answer the visible problem better than continuing the combo chain.

- Bait: lead with lower-commitment card access such as Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible when the opponent has open mana and the hand can still function if that spell is countered. Do not bait with Seething Song, Big Score, Pirate's Pillage, Manamorphose, or Seize the Storm if losing that spell leaves no rebuild path.

- Ignore: do not spend interaction on small creatures when the visible race gives enough time to assemble a lethal or stabilizing Seize the Storm line. Shift to creature-focused defense only when the opponent's next attack threatens lethal, forces bad blocks with Goblin Anarchomancer or Thornscape Familiar, or makes a setup turn impossible.

- Archetype shift: against blue decks, play as a protected combo deck and value Pyroblast, Red Elemental Blast, redundant mana, and bait sequencing. Against fast creature decks, play as a race deck that may need Seize the Storm as a blocker or First Day of Class as a combat swing. Against graveyard hate or exile pressure, treat Seize the Storm as less deterministic and prioritize card-flow chains that can produce multiple threats or immediate damage windows.

## Combat And Trading Rules

- Preserve engine creatures unless combat changes survival or lethal math. Goblin Anarchomancer and Thornscape Familiar are usually worth more as cost reducers than as attackers or blockers, so avoid exposing them to trades when the hand needs discounts for rituals, card access, or Seize the Storm.

- Attack with Goblin Anarchomancer or Thornscape Familiar only when the damage is relevant and the creature is not required for the next turn's mana math. If a reducer attack risks losing the only cost reducer to a visible blocker, prefer holding it unless that attack creates lethal pressure or forces a trade that buys enough time to combo.

- Block with reducers when the alternative is falling to a life total where the next visible attack is lethal or when the reducer is no longer needed for the current hand. A trade is acceptable if the hand already has storage-land mana, rituals, and card flow sufficient to continue without discounts.

- Use Seize the Storm tokens as the primary combat body when available. Card text check required for exact token sizing, but if the rules engine shows a large token, attack when it pressures lethal through visible blockers and block when preserving life buys a decisive untap or flashback turn.

- Pair First Day of Class with creature creation or token combat only when legal action text confirms immediate impact. Card text check required for exact counter, haste, and learn behavior; do not cast it into empty combat or as filler when it consumes mana needed to continue the storm turn.

- Treat life total as spendable above roughly 10 against slow decks, guarded from 6-10, and survival-first below 6 against creature decks. These thresholds are not rules; adjust to visible attackers, burn risk from public cards, and whether the current turn can produce a stabilizing Seize the Storm body.

- Race rather than trade against control when the opponent has few battlefield threats and open mana. Combat damage from reducers can matter, but the main goal is still to force the opponent to respect a protected combo turn.

- Trade more readily against aggro when the board clock is shorter than the combo setup. If a Goblin Anarchomancer or Thornscape Familiar block prevents lethal or buys a full turn for Sandstone Needle, Hickory Woodlot, Geothermal Crevice, Big Score, or Glimpse the Impossible to unlock, the trade can be correct.

- Avoid all-in attacks before a known crack-back unless Seize the Storm, First Day of Class, Laughing Mad, or sideboard interaction creates a visible winning line. Card text check required for Laughing Mad; do not assume it changes combat unless the rules engine exposes a relevant legal action.

- Keep blockers back when passing with time-limited exiled cards is still acceptable and the next turn has a stronger burst. Attack only if the damage meaningfully shortens the clock or if the creature would not be needed for mana reduction, blocking, or sacrifice-free survival.

## Selection And Tutor Rules

- Selection baseline: treat this deck as a pseudo-selection engine, not a true tutor deck. Main-deck choices mostly come from Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage, Manamorphose, and temporary exile access, so choose lines that maximize usable mana before exposing new cards.

- Land-drop timing: delay the land drop on a combo turn until Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible has resolved if the current mana still supports the spell. If the exiled cards include Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, or Tinder Farm, playing that land may convert an otherwise stranded exile card into mana or storm count.

- Exile-card sequencing: cast time-limited card access before committing the last flexible mana only when the deck can still use the cards revealed. Do not cast Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible with no land drop, no floating mana, and no reducer unless the alternative is passing with no productive setup.

- Mana before selection: use Manamorphose as fixing when the next visible spell needs exact colors, but save it as a redraw when color is already solved and the storm turn needs more information. With Goblin Anarchomancer or Thornscape Familiar on board, re-check reduced costs before choosing Manamorphose colors.

- Draw-discard filtering: cast Big Score or Pirate's Pillage when discarding a redundant land, excess reducer, or stranded expensive card unlocks a larger same-turn chain. Avoid discarding the only Seize the Storm, First Day of Class, or necessary ritual unless the visible hand cannot otherwise continue.

- Reducer selection: prioritize keeping or finding lines that involve Goblin Anarchomancer or Thornscape Familiar before large card-flow spells. A reducer turns Glimpse the Impossible, Big Score, Pirate's Pillage, Seething Song, and multiple red spells into more realistic chain pieces, but do not spend the turn deploying a reducer if current floating mana and legal actions already support a lethal or decisive Seize the Storm line.

- Learn and Lesson choices: treat First Day of Class as a conditional selection spell only when the rules engine exposes learn or Lesson choices. Card text check required for First Day of Class, How to Start a Riot, Firebending Lesson, Waterbending Lesson, Origin of Metalbending, and Abandon Attachments; choose the visible Lesson or discard/draw option only by the legal action text and current problem.

- Sideboard card selection: choose Pyroblast or Red Elemental Blast lines over more card flow when the opponent has blue interaction available and the current turn is committing Seething Song, Big Score, Pirate's Pillage, Seize the Storm, or a large exile-access chain. Choose Flaring Pain only when prevention is visible or the legal action text confirms it can matter now.

- Bottoming and discarding: bottom or discard duplicate slow lands and extra expensive card access when the hand lacks action, but keep storage lands when the plan needs a protected future burst. Prefer keeping one payoff, one reducer, and enough red mana over speculative extra copies of any single role.

## Priority And Stack Rules

- Commitment gate: pass through low-impact priority windows until the hand can either advance mana, protect a key spell, or start a real chain. Do not cast Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, or Seize the Storm into open interaction merely because priority is available.

- Combo turn priority: once the deck has committed with rituals or temporary exile cards, use legal priority actions to keep converting mana into cards or payoff before ending the window. Re-check every new legal action because Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Manamorphose, and treasure-producing spells can change both available colors and playable cards.

- Stack protection: use Pyroblast and Red Elemental Blast on blue spells that counter, bounce, tap, or otherwise stop the active combo line before using them on card draw or threats. If the opponent's blue spell does not affect the current commitment turn, preserve protection unless the visible stack will generate a decisive answer.

- Let-resolve rule: let opposing cantrips, setup spells, and low-impact permanents resolve when spending the response would weaken the combo turn more than the opposing spell improves their position. Respond only when the visible stack threatens lethal, removes the only reducer, counters a key spell, or creates prevention against an already planned damage line.

- Reducer protection: respond to removal on Goblin Anarchomancer or Thornscape Familiar only if the current or next-turn line depends on that reducer. If the hand already has Sandstone Needle, Hickory Woodlot, Geothermal Crevice, Desperate Ritual, Seething Song, and Manamorphose sufficient to continue, conserve scarce interaction for the payoff.

- Optional payments: pay optional costs only when the rules engine shows that payment advances the active plan without consuming mana needed for a known follow-up spell or stack tax. Card text check required for Laughing Mad and several sideboard cards; never assume an optional payment is beneficial without visible legal-action support.

- Combat timing: hold First Day of Class, Laughing Mad, or Seize the Storm-related actions for the window where legal text shows they affect creatures, tokens, haste, counters, or damage. Do not spend them in main phase or combat as generic storm count unless the combo turn needs count and the remaining mana still supports payoff.

- Graveyard timing: value graveyard size for Seize the Storm only from public zones and confirmed rules-engine state. Do not assume hidden cards or future discards; if graveyard hate is visible, commit Seize the Storm before losing the graveyard only when the resulting token or spell chain is worth the immediate risk.

- End-step discipline: before passing with time-limited exiled cards, use all legal playable cards that improve mana, cards, protection, or lethal pressure without stranding a more important action. Passing is correct when further spells are low impact, expose the payoff to interaction, or consume resources needed for the next turn's protected chain.

## Sideboard Map

- Sideboard rule: use the sideboard to change protection, land count, and narrow answer density without diluting the ritual engine below a functional threshold. Keep enough Desperate Ritual, Seething Song, Manamorphose, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, Big Score, and Pirate's Pillage density that every keep still has a credible way to convert mana into cards.

- Anti-blue plan: Pyroblast and Red Elemental Blast are the main sideboard cards against blue decks with Counterspell effects, bounce, tap effects, or blue card-selection engines that find interaction. Add role cards: Pyroblast and Red Elemental Blast when the opponent can answer Seething Song, Big Score, Pirate's Pillage, Seize the Storm, Goblin Anarchomancer, Thornscape Familiar, or a large Wrenn's Resolve / Reckless Impulse / Glimpse the Impossible chain on the stack. Reduce main-deck emphasis: slower redundant card-flow copies and the most fragile nonessential setup cards when the matchup is about forcing one protected commitment turn.

- Pyroblast role: Pyroblast protects the commitment turn first and attacks decisive blue permanents second. Use it on a blue counterspell or blue stack action that stops the active combo line before using it on an opposing cantrip, unless the visible cantrip is part of a lethal or lock-producing stack. Pyroblast is bad when the opponent has no blue spells or blue permanents; do not include it as generic storm count if it cannot legally affect the opponent's cards.

- Red Elemental Blast role: Red Elemental Blast is additional blue-specific protection and should be evaluated like Pyroblast, with exact legal text determined by the rules engine. Use it when blue interaction is the reason the deck cannot safely commit Seething Song, Big Score, Pirate's Pillage, or Seize the Storm. It is bad against nonblue aggro, nonblue graveyard decks, and opponents whose blue cards are low-impact threats rather than interaction.

- Prevention plan: Flaring Pain is for visible or strongly expected damage prevention, fog effects, protection effects, or prevention-based combat locks that stop Seize the Storm tokens or a lethal damage line. Add role cards: Flaring Pain against decks where the public game state or known archetype makes prevention the obstacle to winning. Reduce main-deck emphasis: a low-impact setup card rather than rituals or payoffs, because Flaring Pain only matters after the deck can produce a damage line. Flaring Pain is bad when the opponent wins by racing, discard, counterspells, or removal without prevention.

- Mana stability plan: Gruul Turf increases land count and color stability for slower games where the opponent attacks mana, trades resources, or pressures the deck into rebuilding after disruption. Add role cards: Gruul Turf against attrition decks, discard-heavy decks, land-light post-board configurations, and matchups where a bounced storage land can preserve future burst mana. Reduce main-deck emphasis: the lowest-impact expensive card-access spell or a fragile extra setup card, not the core red ritual density. Gruul Turf is bad against fast aggro, land destruction tempo, and hands that must curve storage land into immediate reducer without losing a turn.

- Lesson package caution: How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending need card text check required before making unconditional tactical claims. Treat these as sideboard tools that may be reachable through legal learn or sideboard-selection actions only if the rules engine exposes them. When their exact legal action text appears, choose them for the visible problem they solve rather than for generic storm count.

- How to Start a Riot role: Card text check required. Add role cards: How to Start a Riot only when its visible legal text supports a concrete combo payoff, combat conversion, damage push, or board-state change that matters in the current matchup. It is bad when the action text does not solve the current blocker, clock, prevention, or payoff problem, and it should not displace blue protection or mana stability in matchups defined by counterspells.

- Firebending Lesson role: Card text check required. Add role cards: Firebending Lesson when the visible text provides removal, reach, or a direct payoff that changes the opponent's clock or clears the way for Seize the Storm pressure. It is bad when the opponent presents no target, when damage prevention is the real issue and Flaring Pain is needed, or when spending mana on it prevents a larger same-turn ritual chain.

- Abandon Attachments role: Card text check required. Add role cards: Abandon Attachments when the opponent relies on Auras, Equipment, Role-like attachments, or other visible attached objects that block the combo kill or create a fast clock. It is bad against spell-combo, blue permission, and creature decks whose pressure is not attachment-based. Do not include it just because the card is a Lesson; the runtime action must identify an attachment problem.

- Waterbending Lesson role: Card text check required. Add role cards: Waterbending Lesson when its visible legal text interacts with combat, tempo, tapping, bouncing, or board control in a way that buys the exact turn needed to combo. It is bad when the deck is ahead on setup and needs protection, when the opponent has stack interaction rather than battlefield pressure, or when the legal action text does not affect a relevant permanent or attack.

- Origin of Metalbending role: Card text check required. Add role cards: Origin of Metalbending when the visible matchup involves artifacts, artifact creatures, artifact lands, or a permanent type named by the legal action text that blocks the combo plan. It is bad against decks without relevant artifacts or when a narrow answer would reduce the chain density needed to win before the opponent stabilizes.

- Balanced anti-blue baseline plan: use this plan against blue control, Faeries-style tempo, or any matchup where revealed cards confirm stack interaction is the main obstacle and the opponent is not killing before the deck can set up.

Side in: 4 Pyroblast, 3 Red Elemental Blast
Cut: 2 Laughing Mad, 2 Pirate's Pillage, 3 Reckless Impulse

- Anti-blue plan notes: keep the full Desperate Ritual and Seething Song count because protected mana bursts are how the deck beats permission. Keep Seize the Storm because a resolved payoff can end the game quickly after protection trades. Keep enough Wrenn's Resolve, Glimpse the Impossible, and Big Score effects to reload, but avoid hands that are only protection plus slow card access.

- Balanced prevention baseline plan: use this plan when the opponent has shown prevention that can stop the winning damage step, and do not apply it if prevention is merely speculative.

Side in: 1 Flaring Pain
Cut: 1 Laughing Mad

- Balanced slower-resource baseline plan: use this plan against discard-heavy or removal-heavy nonblue decks where games go longer and an additional land improves recovery after the first failed chain.

Side in: 2 Gruul Turf
Cut: 2 Laughing Mad

- Creature-race adjustment: against fast creature decks, prioritize keeping speed and mana conversion over narrow sideboard cards. Add role cards: Firebending Lesson or Waterbending Lesson only when card text check required is satisfied by legal action text that clearly affects the race. Reduce main-deck emphasis: slow expensive filtering only if the sideboard card buys a full turn or removes a decisive threat.

- Artifact or attachment adjustment: against Affinity, Bogles-style attachment decks, or artifact-heavy battlefield decks, consider Origin of Metalbending or Abandon Attachments only when their verified legal text answers the visible permanent type. Reduce main-deck emphasis: the least necessary card-flow spell, never the last payoff, last reducer, or core ritual needed to exploit the answer window.

- Sideboard discipline: never over-sideboard into answers because Gruul Storm wins by assembling mana, card access, and payoff in the same turn. A sideboard card is correct when it removes the specific obstacle that would otherwise stop the combo; it is wrong when it merely looks relevant while lowering the chance of a functional opening hand.

## Matchup Guidance

- Aggro: Race creature decks by keeping hands that can produce a fast reducer plus burst mana, not hands that spend early turns only drawing cards. Goblin Anarchomancer and Thornscape Familiar are acceptable early plays when the opponent lacks immediate pressure or removal, but against fast starts prefer lines that make the next turn’s Desperate Ritual, Seething Song, Manamorphose, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, or Big Score chain more likely. Preserve life only when blocking with a reducer does not strand a winning hand; a living cost reducer is often worth more than a few damage. Add role cards only when verified action text from Firebending Lesson or Waterbending Lesson clearly buys a turn or removes a decisive attacker; Card text check required for both.

- Control: Beat permission by forcing the opponent to answer redundant mana and payoff windows, not by casting Seize the Storm into open interaction without a protection plan. Pyroblast and Red Elemental Blast are the primary post-board tools against blue stack interaction, and they should protect the turn where Desperate Ritual, Seething Song, Manamorphose, and Big Score convert into a payoff. Use Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, and Pirate's Pillage to pressure end-step or main-phase resource decisions only when the rules engine shows legal timing. Do not spend Pyroblast or Red Elemental Blast on a low-impact blue spell if a future counterspell can stop the combo turn.

- Combo: Identify whether Gruul Storm is faster, more disruptable, or forced to hold a specific answer before committing. Against spell-combo, mulligan toward speed with functional red mana, rituals, and card access; a slow hand with only Big Score or Pirate's Pillage is risky unless storage lands already support a turn-three or turn-four chain. Pyroblast and Red Elemental Blast matter only against blue combo or blue protection. Flaring Pain matters only when visible prevention or prevention-like text can stop the winning damage; do not bring it in for speculative value. How to Start a Riot is Card text check required and should be used only when legal action text shows a concrete combo or payoff function.

- Tempo: Respect open mana and battlefield pressure together, because tempo decks win by making a single failed chain cost the game. Develop Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Mountain, or Tinder Farm so the decisive turn can pay for protection and still continue chaining. Goblin Anarchomancer and Thornscape Familiar are vulnerable but important; cast them when they either demand removal before the combo turn or immediately reduce same-turn spells. Pyroblast and Red Elemental Blast are high-value against blue tempo, but avoid over-sideboarding because losing too many Reckless Impulse, Wrenn's Resolve, or Glimpse the Impossible effects makes one counterspell enough.

- Midrange: Treat discard, removal, and pressure as a resource squeeze rather than a pure race. Keep hands with layered card access such as Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, Big Score, or Pirate's Pillage, plus enough mana to rebuild after the first reducer dies. Gruul Turf is a post-board option when games slow down and extra land stability matters, especially if bouncing a storage land preserves future burst mana. Do not keep a hand that relies only on Goblin Anarchomancer or Thornscape Familiar surviving unless the rest of the hand can still operate through rituals and lands.

- Big mana: Race setup decks before they turn the corner, because Gruul Storm generally cannot assume the late game is favorable. Prioritize explosive hands with storage lands, Desperate Ritual, Seething Song, Manamorphose, and a card-access bridge over hands that merely play fair permanents. Pyroblast and Red Elemental Blast are relevant only if the big-mana deck uses blue interaction or blue payoff spells. Origin of Metalbending is Card text check required and should be considered only when visible artifact permanents or legal action text show that it disrupts the big-mana plan.

- Graveyard decks: Race first unless the legal action text exposes a sideboard or main-deck choice that directly changes the graveyard clock. This deck is not built as graveyard hate, so do not dilute the core ritual engine for vague graveyard concerns. Use Seize the Storm pressure or a fast spell chain to force the graveyard deck to answer your kill instead of giving it extra turns. If a legal sideboard Lesson action offers graveyard-relevant text, Card text check required and choose it only when the visible graveyard state makes the effect matter immediately.

- Artifact and enchantment decks: Preserve speed against artifact aggro, but use narrow answers when a visible permanent directly stops the kill or creates an unbeatable clock. Origin of Metalbending is Card text check required and belongs only when legal text interacts with artifacts, artifact creatures, artifact lands, or another named visible permanent type. Abandon Attachments is Card text check required and belongs against Auras, Equipment, or attached-object strategies when the legal action text answers the actual attachment problem. Reduce main-deck emphasis on slow card flow, not on Desperate Ritual, Seething Song, Manamorphose, reducers, or Seize the Storm.

- Go-wide decks: Race go-wide boards by minimizing durdle turns and recognizing when blockers are no longer a realistic plan. Goblin Anarchomancer and Thornscape Familiar should usually stay out of combat unless blocking prevents lethal or the reducer is no longer needed for a near-term chain. Firebending Lesson and Waterbending Lesson are Card text check required; use them only if visible legal text changes the next combat step, clears a key attacker, or buys the exact turn needed to combo. Flaring Pain can matter only if damage prevention is visible or known from public information.

- Single-threat decks: Decide whether the threat is a clock, a lock piece, or merely pressure before spending a sideboard answer. If one large creature is racing you, prefer a faster Seize the Storm or spell-chain line unless Firebending Lesson or Waterbending Lesson has verified legal text that meaningfully changes combat. If one permanent prevents the combo, consider Abandon Attachments, Origin of Metalbending, or a Lesson only when action text identifies the relevant object. Do not sacrifice a functional kill turn to answer a threat that is not lethal before your next chain.

- Burn: Mulligan toward speed and avoid hands that spend early turns paying setup costs without a clear payoff. Cost reducers are strong only if they shorten the clock; do not expose Goblin Anarchomancer or Thornscape Familiar for no immediate future benefit when the opponent can ignore them and burn you out. Gruul Turf is usually too slow against burn unless the game has already become attritional. Flaring Pain is not a burn answer unless visible prevention is involved; Pyroblast and Red Elemental Blast matter only against blue burn-tempo shells.

- Removal-heavy decks: Treat creature reducers as accelerants, not guaranteed engines. Cast Goblin Anarchomancer or Thornscape Familiar when they force removal before the decisive turn, enable same-turn chaining, or let storage lands convert into a larger future burst. Keep hands with noncreature redundancy: Desperate Ritual, Seething Song, Manamorphose, Big Score, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, and Pirate's Pillage. Gruul Turf can improve recovery in slower post-board games, but never keep a hand that relies on Gruul Turf while lacking an executable first three turns.

## Specific Matchup Notes
- General/archetype-only note: Revealed cards, legal action text, and public sideboard information override every matchup assumption here. Use these notes to rank legal actions, not to claim the opponent has a hidden card.

- Blue tempo or blue control: Add role cards Pyroblast and Red Elemental Blast when the opponent shows blue counterspells, blue cantrips, or blue payoff permanents. Priority targets are counterspells aimed at Seize the Storm, Glimpse the Impossible, Big Score, Pirate's Pillage, or a decisive ritual chain; protect the winning turn before fighting over low-impact setup. Reduce main-deck emphasis on the slowest duplicate card-access pieces only enough to fit protection, because too little Reckless Impulse, Wrenn's Resolve, or Glimpse the Impossible makes one counterspell decisive.

- Red aggro and burn: Race with fast mana and card access, because Gruul Storm has limited time to durdle. Keep Mountain plus storage-land hands only when Desperate Ritual, Seething Song, Manamorphose, Goblin Anarchomancer, or Thornscape Familiar creates a near-term payoff. Add role cards only if legal text matters; Flaring Pain is not life gain or prevention unless visible prevention text is relevant, and Gruul Turf is usually too slow unless the game has clearly become attritional.

- Black removal and discard: Preserve redundant engines instead of relying on one Goblin Anarchomancer or Thornscape Familiar. Priority targets are opponent plays that shorten the clock or strip the only payoff; build toward a turn where Desperate Ritual, Seething Song, Manamorphose, Big Score, Glimpse the Impossible, Wrenn's Resolve, Reckless Impulse, and Pirate's Pillage can continue after disruption. Gruul Turf may help slow recovery games when the visible clock allows it.

- Artifact, Aura, or permanent-lock decks: Add role cards only when public permanents show a direct obstacle to the kill. Abandon Attachments is Card text check required and should be considered against attached-object plans only when legal text names the relevant attachment or permanent. Origin of Metalbending is Card text check required and should be considered only when visible artifacts, artifact lands, or artifact creatures are the problem.

- Creature-wide or combat-pressure decks: Treat Goblin Anarchomancer and Thornscape Familiar as combo resources before blockers. Firebending Lesson and Waterbending Lesson are Card text check required; use them only when legal text buys a turn, removes a key attacker, or changes lethal combat math. Do not trade a reducer unless survival before the next chain requires it.

- Combo mirrors and spell-chain decks: Be the faster deck unless Pyroblast or Red Elemental Blast has a clear legal target that stops the opposing win turn. How to Start a Riot and Laughing Mad are Card text check required; use their tactical roles only from visible legal text, not from assumed card function.

## Risk Summary
- Mana risk: Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, and Gruul Turf create powerful but awkward sequencing. Spending storage counters or bounce-land tempo before a clear chain can leave Seize the Storm, Big Score, Pirate's Pillage, or sideboard interaction stranded.

- Matchup risk: Fast pressure punishes hands that only draw cards, while blue interaction punishes hands with no protection or redundancy. Identify whether the game is a race, a protected combo turn, or a rebuild before committing rituals.

- Draw risk: Reckless Impulse, Wrenn's Resolve, and Glimpse the Impossible can expose cards that must be used on schedule. Do not start a card-access chain unless current mana and likely follow-up mana can use the revealed spells.

- Over-sideboarding risk: Removing too much velocity for Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, Abandon Attachments, Firebending Lesson, Waterbending Lesson, Origin of Metalbending, or How to Start a Riot can turn the deck into a slow pile. Add narrow cards only when the matchup or revealed cards justify them.

- Graveyard risk: This deck has limited graveyard control, so graveyard opponents must usually be raced. Do not dilute the main engine for speculative graveyard concerns unless legal sideboard text directly affects the visible graveyard clock.

- Sweeper/removal risk: Opponent removal makes Goblin Anarchomancer and Thornscape Familiar unreliable as permanent engines. Prefer lines where reducers either produce immediate mana savings, bait removal before the key turn, or are backed by rituals and card access.

- Closer risk: Seize the Storm is the cleanest named payoff, but only two copies are registered. When Seize the Storm is absent, treat spell volume, token pressure, or any verified Laughing Mad text as conditional closers rather than guaranteed kills.

- Interaction risk: Passing with Pyroblast or Red Elemental Blast available can be correct only when the protected turn is not under attack. Fight over the spell that stops the win, not the first legal blue target.

- Sequencing risk: Ritual-first lines can fizzle if Manamorphose, Big Score, Pirate's Pillage, Reckless Impulse, Wrenn's Resolve, or Glimpse the Impossible is not ready to convert mana into cards. Start the decisive chain only when the visible hand, mana, and exiled-card windows support continuation.

## Test Feedback Checklist
- Deciding factor: Did the game end because Gruul Storm assembled a decisive spell chain, because the opponent ended the game first, because a reducer died, because mana failed, or because the chain ran out of cards before Seize the Storm or another verified closer mattered?
- Mulligans: Did the opening hand contain a real first-three-turn plan with Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Desperate Ritual, Seething Song, Manamorphose, Goblin Anarchomancer, or Thornscape Familiar, or was it kept for abstract velocity without enough mana?
- Mana: Did storage lands produce the decisive burst, or did Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, or Gruul Turf create timing losses, color shortages, or stranded Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, or Red Elemental Blast?
- Velocity: Did Reckless Impulse, Wrenn's Resolve, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose convert mana into continued legal actions, or did temporary access exile cards that could not be used before their window closed?
- Engine setup: Did Goblin Anarchomancer or Thornscape Familiar survive long enough to matter, force useful removal, or enable same-turn chaining, and were they cast at times where losing them did not collapse the hand?
- Commitment turn: Did the pilot start Desperate Ritual, Seething Song, Manamorphose, Big Score, or Glimpse the Impossible only when visible mana, hand contents, and follow-up actions supported continuation?
- Closing: Did Seize the Storm end or stabilize the game, did Laughing Mad have verified legal text that mattered, or did the deck need a different closer profile because spell volume failed to convert into lethal pressure?
- Interaction: Did Pyroblast or Red Elemental Blast protect the actual winning turn or stop the opponent's decisive blue action, rather than being spent on a low-impact legal target?
- Sideboard: Did added role cards such as Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending answer visible problems without reducing core velocity too far?
- Card text checks: Did any decision rely on uncertain text for Laughing Mad, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending, and should that card receive a verified tactical rule before the next run?
- Role: Did the pilot correctly identify race, protected combo, rebuild, or survival mode before making priority, mana, and card-access decisions?
- Mistakes: Did any pass, ritual, reducer cast, card-access spell, storage-land activation, combat choice, or sideboard choice conflict with visible legal actions and the stated role?
- Stranded cards: Which cards were repeatedly stuck in hand or exile: Seize the Storm, Big Score, Pirate's Pillage, First Day of Class, Laughing Mad, Pyroblast, Red Elemental Blast, or sideboard lessons?
- Overperformers: Which exact cards most often enabled winning chains, recovered from disruption, fixed colors, or converted temporary mana into lethal pressure?
- Underperformers: Which exact cards most often failed because of speed, color, timing, opponent interaction, or lack of verified card text?

## First Tuning Questions
- Card quantities: Is two Seize the Storm enough, or do games show repeated chains that generate mana and cards but lack a reliable payoff?
- Reducer balance: Are four Goblin Anarchomancer and four Thornscape Familiar necessary for explosive starts, or do removal-heavy games show too many fragile permanents compared with more rituals or card-access spells?
- Ritual density: Are four Desperate Ritual and four Seething Song producing enough true go-now turns, or are hands short on the first ritual needed to convert storage lands into a chain?
- Card-access mix: Are Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, and Pirate's Pillage balanced correctly between cheap velocity and expensive reloads?
- Mana base: Do Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Mountain, and post-board Gruul Turf create enough red and green at the right times, or does the deck need a different count of untapped red sources versus storage lands?
- Aggro plan: Against fast creature and burn decks, does the deck need more main-deck speed, more verified sideboard survival tools, or a clearer rule for when First Day of Class and Laughing Mad are relevant after card text checks?
- Control plan: Against blue decks, are four Pyroblast and three Red Elemental Blast too many, too few, or correctly positioned for protecting Seize the Storm, Glimpse the Impossible, Big Score, and Pirate's Pillage?
- Closer profile: Does Laughing Mad function as a real backup payoff after card text verification, or should the strategy treat it as conditional until logs prove it closes games?
- Sideboard slots: Do Flaring Pain, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, and Origin of Metalbending solve enough visible matchup problems after card text checks to justify their slots?
- Role conflicts: Does sideboarding for interaction make the deck too slow, or does staying fully proactive lose too often to a single counterspell, removal spell, prevention effect, or permanent lock?
- Engine dependency: Are losses mainly caused by missing Goblin Anarchomancer or Thornscape Familiar, losing them to removal, or committing them too early without same-turn value?
- Runtime guidance: Which decision family needs sharper policy next: mulligan, mana, priority, interaction, selection, sideboard, or combat?

## Veles Tactical Policy

### Policy: Opening Keep Gate
- Priority: High
- Decision families: mulligan
- Cards: Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Gruul Turf, Goblin Anarchomancer, Thornscape Familiar, Desperate Ritual, Seething Song, Manamorphose
- Phase windows: pregame, mulligan decisions, London bottom choices
- Runtime cues: prompt:mulligan, action:keep, action:mulligan, action:bottom
- Use when: choose keep only with visible mana plus a first-three-turn path to reducer, ritual chain, or card-access spell.
- Avoid when: hand has only delayed lands and no castable Goblin Anarchomancer, Thornscape Familiar, Desperate Ritual, Seething Song, Manamorphose, Wrenn's Resolve, Reckless Impulse, or Glimpse the Impossible.
- Instructions: Value functional mana over abstract spell count; bottom redundant expensive reloads before the first mana source or first reducer.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: First Engine Permanent Setup
- Priority: Medium
- Decision families: mana, priority
- Cards: Goblin Anarchomancer, Thornscape Familiar
- Phase windows: main phase before combo turn, main phase with spare mana
- Runtime cues: action:cast Goblin Anarchomancer, action:cast Thornscape Familiar
- Use when: cast the first reducer when it improves next-turn mana math or enables same-turn follow-up from visible legal actions.
- Avoid when: opponent has obvious removal pressure and the hand can instead wait for a same-turn reducer plus ritual chain.
- Instructions: Prefer Goblin Anarchomancer when red-green spell cost reduction matters now; prefer Thornscape Familiar when green creature body or red spell reduction is the visible bottleneck.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Storage Land Sequencing
- Priority: Medium
- Decision families: mana
- Cards: Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Gruul Turf, Mountain
- Phase windows: land play, early main phases, pre-combo setup
- Runtime cues: action:play Geothermal Crevice, action:play Sandstone Needle, action:play Hickory Woodlot, action:play Tinder Farm, action:play Mountain, action:play Gruul Turf
- Use when: choose the land that supplies the next visible spell while preserving the largest future burst.
- Avoid when: playing a tapped or depletion land strands an immediate reducer, ritual, or card-access spell that could be legally cast this turn.
- Instructions: Mountain is the clean untapped red source; Sandstone Needle and Hickory Woodlot are delayed burst sources; Geothermal Crevice and Tinder Farm are sacrifice resources for commitment turns; Gruul Turf is post-board stabilization only when the tempo loss is visible and acceptable.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Ritual Execution After Commitment
- Priority: Medium
- Decision families: mana, priority
- Cards: Desperate Ritual, Seething Song
- Phase windows: main phase after combo commitment, priority with selected chain active
- Runtime cues: action:cast Desperate Ritual, action:cast Seething Song
- Use when: a prior legal line has committed to chaining this turn and the visible action text offers the ritual as the next mana-positive spell.
- Avoid when: no card-access or payoff action remains visible after the ritual and floating mana would expire without progress.
- Instructions: Cast the ritual that keeps required colors available for Manamorphose, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, or Seize the Storm.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Combo Commitment Gate
- Priority: High
- Decision families: priority, mana, selection
- Cards: Desperate Ritual, Seething Song, Manamorphose, Big Score, Pirate's Pillage, Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Seize the Storm
- Phase windows: main phase before spending rituals, main phase with temporary exile windows
- Runtime cues: action:cast Desperate Ritual, action:cast Seething Song, action:cast Big Score, action:cast Glimpse the Impossible, action:cast Seize the Storm
- Use when: start the decisive chain only if visible mana, cards, exile windows, and payoff access can plausibly continue through the next two or more decisions.
- Avoid when: the line spends the last mana into a single draw/access spell with no reducer, no refill, no payoff, and no protection against known interaction.
- Instructions: Compare waiting one turn against going now; go now under lethal pressure, protected payoff access, or strong redundancy, and wait when storage lands or reducers materially improve the chain.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Manamorphose Color Choice
- Priority: Medium
- Decision families: mana, selection
- Cards: Manamorphose
- Phase windows: combo turn, fixing before card-access spell, fixing before sideboard interaction
- Runtime cues: action:choose red, action:choose green, action:choose red green
- Use when: choose colors that exactly support visible follow-up actions already in hand, exile, stack, or legal action list.
- Avoid when: choosing duplicate colors would strand a required green reducer, red ritual, Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, or Red Elemental Blast.
- Instructions: Red normally fuels Desperate Ritual, Seething Song, Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, and Red Elemental Blast; green supports Goblin Anarchomancer and Thornscape Familiar setup.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Card-Access Ordering
- Priority: Medium
- Decision families: selection, priority
- Cards: Wrenn's Resolve, Reckless Impulse, Glimpse the Impossible, Big Score, Pirate's Pillage
- Phase windows: main phase, combo turn, rebuild turn
- Runtime cues: action:cast Wrenn's Resolve, action:cast Reckless Impulse, action:cast Glimpse the Impossible, action:cast Big Score, action:cast Pirate's Pillage
- Use when: cast cheap exile access before expensive reloads if mana can use the revealed cards inside their legal window.
- Avoid when: casting temporary access before making available mana would exile cards that cannot be legally played in time.
- Instructions: Use Big Score and Pirate's Pillage when discard is affordable and the hand needs mana or cards; use Wrenn's Resolve and Reckless Impulse when current mana can immediately convert exiled cards.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Discard Cost Selection For Reloads
- Priority: Medium
- Decision families: selection
- Cards: Big Score, Pirate's Pillage, Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Goblin Anarchomancer, Thornscape Familiar, Seize the Storm, Laughing Mad, First Day of Class
- Phase windows: casting Big Score, casting Pirate's Pillage, additional-cost prompts
- Runtime cues: action:discard
- Use when: discard the visible card least needed for current mana, reducer access, refill, or payoff.
- Avoid when: discarding the only payoff, only untapped mana source, only reducer against a slow hand, or only card-access spell in a ritual-heavy hand.
- Instructions: Treat uncertain-text cards such as Laughing Mad as conditional until card text is verified; do not discard Seize the Storm unless another closer or immediate continuation is visible.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Seize The Storm Payoff Gate
- Priority: High
- Decision families: priority, selection, combat
- Cards: Seize the Storm
- Phase windows: main phase after spell count is built, main phase before lethal combat setup
- Runtime cues: action:cast Seize the Storm
- Use when: cast Seize the Storm when visible graveyard/exile information and board state indicate the token materially threatens lethal, stabilizes combat, or forces the opponent to answer.
- Avoid when: casting it early creates a small threat and prevents continuing a stronger chain visible this turn.
- Instructions: Respect rules-engine token size and legal text; if Forge exposes a better continuation than immediate payoff, compare whether waiting increases risk of fizzle or opponent interaction.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Priority Pass During Setup
- Priority: Low
- Decision families: priority
- Cards: none
- Phase windows: opponent end step, own non-combo main phase, empty-stack priority
- Runtime cues: action:pass
- Use when: no visible legal action improves mana, card access, protection, survival, or payoff timing before the next draw or land play.
- Avoid when: a legal action casts a reducer, makes required mana, answers a decisive threat, or converts temporary exiled cards before they expire.
- Instructions: Passing is acceptable to preserve rituals for a commitment turn; explain what action is being declined and what future window is being protected.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Blue Interaction Protection
- Priority: High
- Decision families: interaction, priority
- Cards: Pyroblast, Red Elemental Blast
- Phase windows: opponent stack interaction, own combo turn protection, opponent blue permanent window
- Runtime cues: action:cast Pyroblast, action:cast Red Elemental Blast, action:target
- Use when: use blast effects on a visible blue spell or blue permanent that stops the combo, removes the payoff, counters card access, or wins the game for the opponent.
- Avoid when: the target is low impact and spending the blast leaves Seize the Storm, Big Score, Pirate's Pillage, Glimpse the Impossible, or the winning chain unprotected.
- Instructions: Target choice is strategic; use public stack, mana, and revealed information only, and do not assume hidden counterspells.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Flaring Pain Commitment
- Priority: Medium
- Decision families: interaction, priority
- Cards: Flaring Pain
- Phase windows: lethal turn, combat or damage-prevention window if legally exposed
- Runtime cues: action:cast Flaring Pain
- Use when: visible prevention effects or known public shields would otherwise stop lethal or decisive damage this turn.
- Avoid when: no prevention effect is visible or publicly known, or damage is not the active route to winning this turn.
- Instructions: Do not invent prevention text; rely on rules-engine prompts, visible permanents, stack objects, and public revealed information.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Conditional Lesson And Utility Sideboard Cards
- Priority: Low
- Decision families: selection, interaction, sideboard
- Cards: How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, Origin of Metalbending
- Phase windows: sideboard planning, legal cast/selection prompts after boarding
- Runtime cues: action:cast How to Start a Riot, action:cast Firebending Lesson, action:cast Abandon Attachments, action:cast Waterbending Lesson, action:cast Origin of Metalbending
- Use when: card text check required and the rules engine exposes a legal action whose visible text directly answers the current battlefield, stack, or race problem.
- Avoid when: the card text is unverified and the action competes with a clearly functional combo, protection, or survival line.
- Instructions: Treat these as role cards only after Forge-visible text proves the effect; never assume they are removal, draw, protection, or lethal without visible confirmation.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat With Reducers
- Priority: Low
- Decision families: combat
- Cards: Goblin Anarchomancer, Thornscape Familiar
- Phase windows: declare attackers, declare blockers, combat trick windows
- Runtime cues: action:attack, action:block
- Use when: attack or block with reducers only when the combat result preserves the combo plan or prevents a visible lethal/near-lethal clock.
- Avoid when: losing Goblin Anarchomancer or Thornscape Familiar would strand rituals, card-access spells, or the planned combo turn.
- Instructions: Reducers are engine pieces before they are attackers; block with them when survival requires it or when rules-engine combat math shows they are no longer needed.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Single Legal Attack Or Block
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: declare attackers, declare blockers
- Runtime cues: action:attack with exactly one legal attacker, action:block with exactly one legal blocker assignment
- Use when: the rules engine exposes exactly one attack or block action and the alternative is a legal no-attack or no-block action with no other combat choices.
- Avoid when: multiple attackers, blockers, assignments, tricks, or sacrifice/protection actions are visible.
- Instructions: Use only for mechanically narrow combat execution; route all meaningful combat judgment through light-model reasoning.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Sideboard Plan Selection
- Priority: High
- Decision families: sideboard
- Cards: Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, Origin of Metalbending
- Phase windows: after game one, after game two, pregame sideboard lock
- Runtime cues: prompt:sideboard, action:submit sideboard
- Use when: choose a balanced plan that answers the opponent's public archetype and previously seen cards while preserving the ritual/card-access core.
- Avoid when: adding too many reactive cards lowers the deck below a functional combo density or creates color/mana timing conflicts.
- Instructions: Against blue, prioritize Pyroblast and Red Elemental Blast; against prevention, prioritize Flaring Pain; use Gruul Turf only when longer games and land count matter; use the other sideboard cards conditionally after card text checks.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Play Or Draw Pregame
- Priority: Medium
- Decision families: pregame
- Cards: none
- Phase windows: match start, game start where play/draw choice is exposed
- Runtime cues: action:play first, action:draw first
- Use when: choose play first for proactive combo tempo unless visible match rules or prior-game structure forces another legal option.
- Avoid when: the rules engine does not expose the choice or tournament structure determines it.
- Instructions: Gruul Storm wants first access to land drops, reducers, and storage setup; do not override engine legality.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Laughing Mad And First Day Conditional Use
- Priority: Medium
- Decision families: priority, selection, combat
- Cards: Laughing Mad, First Day of Class
- Phase windows: main phase, combat setup, payoff or creature-token turn if legally exposed
- Runtime cues: action:cast Laughing Mad, action:cast First Day of Class
- Use when: card text check required and the visible legal action text shows immediate payoff, haste, counter, token, or combat relevance for the current line.
- Avoid when: the effect is unverified and spending mana reduces the chance to continue rituals, card access, Seize the Storm, or protection.
- Instructions: Treat these cards as conditional combo-support pieces until logs or verified text prove exact tactical rules; never assume they create lethal without rules-engine confirmation.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes
