# Strategy Specifications
## Deck Name And Archetype
Boros Dragons is a Standard red-white midrange-aggro tribal strategy registered as 60 main-deck cards and 15 sideboard cards. The declared tags are midrange, aggro, and tribal; duplicate tag entries collapse to the same three functional roles. Treat the deck as a hybrid aggressive midrange dragon shell rather than a stock archetype until testing proves otherwise, because the list combines fast red-white interaction, early creature pressure, Cavern of Souls tribal support, and a dense Dragon/Hellkite top end with several one-of or low-copy role cards.

- Count validation: Main deck is 60 cards exactly; sideboard is 15 cards exactly. No registered card count exceeds normal constructed deck limits from the supplied list, with 4-copy maximums appearing only on Burst Lightning, Mountain, Sacred Foundry, Magmatic Hellkite, Nova Hellkite, and Sunbillow Verge.
- Format validation: Format is declared as Standard, but current-card legality must be verified by Veles against the runtime card database before sanctioned-style conclusions. Card text check required for Lorehold, the Historian; Twinflame Tyrant; Momo, Friendly Flier; Maelstrom of the Spirit Dragon; Dalkovan Encampment; Dragonhawk, Fate's Tempest; Sarkhan, Dragon Ascendant; Practiced Offense; Purging Stormbrood; Multiversal Passage; Daydream; Spectacular Tactics; The Legend of Roku; Clarion Conqueror; Magmatic Hellkite; Nova Hellkite; Voice of Victory; Sunbillow Verge; Requisition Raid; High Noon; Exorcise; Doorkeeper Thrull; Erode.
- Role validation: The main plan appears to be pressure into Dragon-scale threats, with Burst Lightning and Get Lost supporting tempo, Boros Charm and Spectacular Tactics offering combat or reach roles if their runtime text supports that use, and Cavern of Souls supporting tribal deployment. Do not assume any specific trigger, static buff, ward text, cost reduction, or damage mode unless the engine exposes it.
- Mana validation: The mana base is heavily red-white with 3 Inspiring Vantage, 1 Sundown Pass, 3 Cavern of Souls, 4 Sacred Foundry, 4 Sunbillow Verge, 4 Mountain, 1 Dalkovan Encampment, 1 Multiversal Passage, and possible spell or permanent fixing from Maelstrom of the Spirit Dragon only if legal text confirms it. The deck likely wants early red for Burst Lightning and early red-white access for interaction or small threats, while also preserving Cavern of Souls naming discipline for Dragon or the currently relevant creature type.
- Stock/rogue status: Mark this as rogue or semi-brew until matchup logs establish a stable metagame role. The one-of package and many newer names mean the pilot should privilege visible legal actions and engine-confirmed text over any generic Boros or Dragons heuristic.
- Opponent information status: No opponent archetype, decklist, play/draw status, or matchup label is supplied for this batch. Use open-game defaults until public information appears: develop mana, identify whether the hand is aggressor or stabilizer, avoid speculative plays based on hidden cards, and let sideboard guidance depend on observed opponent threats, graveyard use, sweepers, combo speed, and removal density.

## Thesis
Boros Dragons assembles early red-white pressure, efficient interaction, and a Dragon/Hellkite closing turn rather than trying to play pure burn, hard control, or a fragile one-card combo. The priority is to make land drops, trade early mana for tempo, force the opponent to answer medium threats, then convert Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Twinflame Tyrant, or other Dragon payoffs into the final damage source once the rules engine confirms the relevant legal actions.

- Plan: Curve from early pressure or interaction into Dragon-scale threats while preserving enough life total and board presence to make the top end decisive. Do not spend Burst Lightning or Get Lost on low-impact targets when the visible board does not demand it; the deck needs interaction to bridge into its high-impact creatures.
- Pressure: Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Sarkhan, Dragon Ascendant, and The Legend of Roku are the likely early-to-midgame pressure package. Card text check required for these cards, so treat their exact roles as conditional on engine-visible power, toughness, abilities, and legal actions.
- Top end: Magmatic Hellkite and Nova Hellkite are the registered four-copy payoff threats and should be treated as the main battlefield closers unless runtime text proves they are utility pieces instead. Dragonhawk, Fate's Tempest and Twinflame Tyrant are lower-copy finishers that may change lethal math or snowball damage, but card text check required before assuming haste, doubling, impulse draw, or trigger behavior.
- Interaction: Burst Lightning is the default early removal or reach spell when legal targets and visible damage math support it. Get Lost is the broad answer for threats that outsize burn or must be removed before combat; do not assume token drawbacks, permanent-type limits, or targeting details unless the engine exposes them.
- Combat leverage: Boros Charm, Spectacular Tactics, Practiced Offense, and Daydream may represent protection, pump, reach, or tactical combat conversion, but card text check required for all except known broad Boros Charm assumptions should still be confirmed by legal modes at runtime. Use these cards from legal action text, not memory, when the game asks for mode, target, or damage assignment.
- Mana priority: The deck is red-white first, tribal second. Prioritize functional untapped red and white access, then Cavern of Souls naming that unlocks the current hand's creature sequence, especially when multiple Dragon/Hellkite cards are visible.
- Discipline: Do not overcommit into sweepers when one Dragon can pressure the opponent by itself, and do not sandbag every threat against removal when the opponent's public clock demands a faster race. The deck wins by choosing the correct pivot between pressure and stabilization from visible board state.

## Role Package
- Threats: Magmatic Hellkite and Nova Hellkite are the main repeated finishers, while Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Sarkhan, Dragon Ascendant, Dragonhawk, Fate's Tempest, Twinflame Tyrant, Purging Stormbrood, Lorehold, the Historian, and The Legend of Roku fill the creature or threat-development band. Card text check required for all threat abilities that are not exposed by the engine; judge attacks, blocks, and sequencing from visible stats, keywords, counters, and legal actions.

- Payoffs: Dragon/Hellkite density is the deck's central payoff package, with Cavern of Souls supporting creature deployment and Maelstrom of the Spirit Dragon potentially supporting Dragon selection, mana, or scaling only if legal text confirms it. Prioritize payoff deployment when the opponent is low on board presence, tapped low on interaction, or forced to answer existing pressure.

- Engines: Maelstrom of the Spirit Dragon, Sarkhan, Dragon Ascendant, Lorehold, the Historian, The Legend of Roku, and Dragonhawk, Fate's Tempest are possible engine or snowball cards, but card text check required before treating any as draw, cost reduction, token production, transformation, or repeat damage. When an engine asks for a commitment, prefer the line only if the visible board allows at least one turn cycle of value or the opponent's clock makes waiting worse.

- Velocity: Daydream, Practiced Offense, Spectacular Tactics, and any card-selection mode exposed by Maelstrom of the Spirit Dragon form the conditional velocity package. Use velocity to hit land drops, find interaction, or bridge to Magmatic Hellkite and Nova Hellkite; do not spend a velocity card for marginal damage if missing land drops would strand the top end.

- Interaction: Burst Lightning, Get Lost, Boros Charm, Spectacular Tactics, Practiced Offense, Purging Stormbrood, and sideboard removal form the tactical answer suite. Treat Burst Lightning as the cleanest tempo answer, Get Lost as the flexible high-priority answer, Slagstorm and Day of Judgment as reset buttons after sideboard, and Requisition Raid, Exorcise, Erode, and the extra Get Lost as specialized answers when public information identifies legal targets.

- Protection: Boros Charm, Spectacular Tactics, Voice of Victory, High Noon, Authority of the Consuls, Doorkeeper Thrull, and Cavern of Souls may protect plans or constrain opposing interaction, but card text check required for exact protection, tax, silence, life, or trigger-stopping effects. Use protection to force through a Dragon turn, preserve lethal pressure, or stop a faster engine rather than to defend replaceable early damage.

- Recursion: Lorehold, the Historian and Rest in Peace create the relevant recursion axis, one potentially enabling graveyard value and one disabling graveyards after sideboard. Card text check required for Lorehold, the Historian; never deploy Rest in Peace if the chosen game plan visibly depends on your own graveyard unless the opponent's graveyard plan is more dangerous.

- Mana: Inspiring Vantage, Sacred Foundry, Sunbillow Verge, Mountain, Sundown Pass, Dalkovan Encampment, Multiversal Passage, Cavern of Souls, and possible Maelstrom of the Spirit Dragon text are the mana module. Sequence to cast early red spells, maintain white for Get Lost and sideboard cards, and avoid careless Cavern of Souls naming when the hand contains mixed creature types.

- Sideboard modules: High Noon, Authority of the Consuls, Rest in Peace, Doorkeeper Thrull, Slagstorm, Day of Judgment, Requisition Raid, Exorcise, Erode, and the sideboard Get Lost let the deck shift between anti-combo, anti-aggro, graveyard hate, trigger suppression, artifact/enchantment answers, and extra removal. Sideboarding should preserve the Dragon pressure core unless the opponent's public plan makes survival or lock pieces more important than raw threat density.

## Primary Win Conditions
- Dragon battlefield closure: Build to Magmatic Hellkite and Nova Hellkite as the default win path, using Inspiring Vantage, Sacred Foundry, Sunbillow Verge, Mountain, Sundown Pass, Dalkovan Encampment, Multiversal Passage, Cavern of Souls, and any engine-confirmed Maelstrom of the Spirit Dragon function to make the top end castable on time. Execute by landing one high-impact Dragon or Hellkite, clearing blockers with Burst Lightning or Get Lost, then attacking until the opponent must trade multiple resources for one threat. Prioritize this path when the opponent is not presenting immediate lethal, when your hand contains enough mana to deploy repeated threats, or when Cavern of Souls can make the creature sequence more reliable; card text check required before assuming any Hellkite trigger, haste, ward, evasion, or damage ability.

- Curved pressure into Dragon finish: Use Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Sarkhan, Dragon Ascendant, and The Legend of Roku to force early life-total movement before the large creatures arrive. Execute by making the best legal early threat, using Burst Lightning for tempo rather than reach when a blocker would otherwise absorb multiple attacks, and reserving Get Lost for creatures or permanents that blank the pressure plan. Prioritize this path against slow setup decks, planeswalker-style engines, combo shells, or opponents whose public actions spend early turns on tapped lands, selection, or non-board development; card text check required for all named early threat abilities.

- Burst-and-combat conversion: Use Burst Lightning, Boros Charm, Spectacular Tactics, Practiced Offense, Daydream, Dragonhawk, Fate's Tempest, Twinflame Tyrant, and Purging Stormbrood as conditional closing tools when legal actions expose damage, pump, protection, or selection modes. Execute only from visible legal mode and target text: count current attackers, blockers, stack objects, life totals, and known prevention before committing reach. Prioritize this path when the opponent is low enough that one attack plus legal burn or combat action ends the game, or when waiting gives the opponent a visible stabilizing turn.

## Secondary Win Conditions
- Single-threat protection pressure: Win with one surviving Dragon, Hellkite, or large early threat when the opponent is holding up removal or sweepers. Commit fewer creatures if one Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, or Twinflame Tyrant already demands an answer; use Boros Charm, Spectacular Tactics, Voice of Victory, or Cavern of Souls only according to exposed legal text to protect the decisive turn.

- Attrition through repeated must-answer cards: Shift into value midrange when the opponent trades one-for-one with the first threats. Sequence Sarkhan, Dragon Ascendant, Maelstrom of the Spirit Dragon, Lorehold, the Historian, The Legend of Roku, Daydream, and additional Dragons so each turn asks a new question; card text check required before treating any of these as card advantage, recursion, transformation, or selection. Prioritize this line when both players are high enough on life that immediate burn reach is not realistic.

- Fallback burn and chip damage: Treat Burst Lightning as the cleanest reach card only after the board no longer needs it as removal, and treat Boros Charm as reach only when the legal mode explicitly supports damage. Do not point burn at the opponent merely because it is legal if a visible creature will race you or invalidate attacks.

- Mana-base utility pressure: Treat Dalkovan Encampment, Multiversal Passage, and Maelstrom of the Spirit Dragon as possible secondary utility only when engine-visible legal actions prove they create damage, creatures, mana, selection, or other advantage. Do not assume creature-land behavior or activated abilities from names alone.

## Emergency Lines
- Behind on life: Stabilize before racing when visible opposing attackers represent a short clock. Prefer Burst Lightning or Get Lost on the attacker that changes the next combat most, block with expendable early creatures when trades preserve enough life to reach Magmatic Hellkite or Nova Hellkite, and avoid shockland-style life payments from Sacred Foundry unless the untapped mana changes survival or lethal math.

- Behind on board: Use interaction to buy a Dragon turn rather than to answer every small permanent. If one large blocker or attacker can reverse combat, prioritize casting the Hellkite or Dragon over spending the whole turn on low-impact removal; after sideboard, Slagstorm and Day of Judgment become reset lines, but game-one emergency plans must rely on main-deck legal actions.

- Behind on cards: Preserve high-impact threats and avoid trading premium removal for replaceable bodies unless the body creates immediate lethal pressure. Use Daydream, Maelstrom of the Spirit Dragon, Lorehold, the Historian, or The Legend of Roku only if legal text confirms they recover material or improve future draws.

- Behind on mana: Choose land drops and selection that unlock the next castable threat rather than speculative color perfection. Use Cavern of Souls naming to cast the visible creature sequence, keep red available for Burst Lightning, and keep white available for Get Lost when the opponent has a must-answer permanent.

- Facing graveyard recursion or combo: Race only if the visible clock is faster than the opponent's engine; otherwise preserve Get Lost, Burst Lightning, and relevant pressure for the turn that interrupts the engine or kills the opponent. Game one has limited dedicated hate, so do not assume Rest in Peace, High Noon, Doorkeeper Thrull, or Authority of the Consuls effects before sideboarding.

- Win conditions removed: Pivot from top-end closure to whatever pressure remains on board. Protect Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Sarkhan, Dragon Ascendant, The Legend of Roku, or any surviving Dragon if it is now the only route to damage, and count every Burst Lightning or Boros Charm line from visible legal text before conceding inevitability.

## Resource Model
- Life is a spendable resource only when the mana gained changes the current turn or protects a decisive next turn. Pay life for Sacred Foundry only when untapped red or white enables Burst Lightning, Get Lost, Boros Charm, a curve creature, or a Dragon turn that would otherwise be missed; avoid unnecessary life payments against visible creature pressure or burn reach.

- Hand size converts into threat cadence, not raw card hoarding. Keep enough cards to present sequential pressure with Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Sarkhan, Dragon Ascendant, Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, or Twinflame Tyrant, and spend Burst Lightning or Get Lost when removing one blocker preserves multiple future attacks.

- Mana converts directly into board presence and closing pressure. Prioritize land drops that make four-plus mana reliable for Magmatic Hellkite and Nova Hellkite while preserving early red for Burst Lightning and early white for Get Lost, Voice of Victory, Boros Charm, Spectacular Tactics, Practiced Offense, and Daydream when those cards are legal and relevant.

- Board presence is the deck's main scoreboard before reach math is available. A single large Dragon or Hellkite can be worth more than several small attackers if it stabilizes combat, but small creatures are still valuable when they force removal before Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Purging Stormbrood, or Twinflame Tyrant enters.

- Graveyard value should not be assumed from names alone. Lorehold, the Historian, The Legend of Roku, Daydream, and Maelstrom of the Spirit Dragon may affect card flow or graveyard use only if the rules engine exposes legal text or actions; card text check required before treating the graveyard as recursion fuel.

- Exile is mostly a public-information and permission zone unless a legal action says otherwise. Track opponent exiled cards for future threats, track your exiled cards for temporary cast permissions, and do not plan around play-from-exile lines from Dalkovan Encampment, Multiversal Passage, Maelstrom of the Spirit Dragon, or any spell without engine-visible permission.

- Lands are both color access and tempo commitments. Inspiring Vantage, Sacred Foundry, Sunbillow Verge, Mountain, Sundown Pass, Cavern of Souls, Dalkovan Encampment, Multiversal Passage, and any legal Maelstrom of the Spirit Dragon mana function should be sequenced to cast current hand contents rather than to maximize abstract fixing.

- Sacrifice fodder is not a default resource in the main deck. Do not sacrifice Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Sarkhan, Dragon Ascendant, or Dragons unless a visible legal action explicitly asks for a sacrifice and the exchange prevents lethal, creates lethal, or resolves a known high-impact effect; card text check required for any sacrifice or casualty-like line.

- Tempo is gained by forcing awkward blocks and removing blockers at the turn that matters. Use Burst Lightning early when it unlocks attacks or stops a snowballing creature, but hold it for reach when the opponent is low and the board no longer requires removal.

- Information converts into sideboard and priority discipline. Use revealed cards, public graveyards, visible mana, and prior actions to decide whether to hold Get Lost, Boros Charm, Spectacular Tactics, or a Dragon, but never infer exact hidden cards beyond archetype-level risk.

- Sideboard bullets convert matchup information into narrower resource exchanges. Requisition Raid, High Noon, the sideboard Get Lost, Slagstorm, Exorcise, Authority of the Consuls, Rest in Peace, Doorkeeper Thrull, Erode, and Day of Judgment should be treated as role cards that trade flexibility for specific interaction after the opponent's plan is known.

## Mana Guide
- Red access is the first color priority because Burst Lightning, Mountain, Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Twinflame Tyrant, Purging Stormbrood, and likely Dragon pressure require red mana or red-heavy sequencing. Keep hands that cast early red interaction and can plausibly reach Dragon mana; mulligan hands that cannot cast early red cards and also lack a clear white control plan.

- White access is the second color priority because Get Lost, Boros Charm, Voice of Victory, Clarion Conqueror, Spectacular Tactics, Practiced Offense, Daydream, Lorehold, the Historian, and sideboard bullets need white or red-white access. Keep one-white hands when they have red early play plus a credible path to the second color; be cautious with hands whose only white source is slow or conditional.

- Cavern of Souls should name the creature type that casts the visible hand, normally Dragon when the hand contains Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Twinflame Tyrant, Purging Stormbrood, Sarkhan, Dragon Ascendant, or other engine-confirmed Dragon creatures. Name a non-Dragon type only when the immediate legal creature sequence requires it; card text check required for exact creature types.

- Inspiring Vantage is strongest early and should usually be played before slower lands when it enables one- or two-mana action. Sacred Foundry should enter untapped only when the mana is used this turn or must represent interaction before the opponent's next action.

- Sunbillow Verge, Sundown Pass, Dalkovan Encampment, Multiversal Passage, and Maelstrom of the Spirit Dragon require engine-visible text before relying on special fixing, tapped status, or utility. Sequence them as colored sources only when the rules engine confirms the colors and timing they provide.

- Mountain is valuable as painless red and as a stable source for Burst Lightning and top-end red spells. Do not delay Mountain unnecessarily if the hand already has white access and needs red density for multiple actions in one turn.

- Keep/mulligan mana rule: keep two- or three-land hands with both colors, an early play, and a path to four mana; consider keeping one-color hands only with multiple castable early spells and visible draw or fixing. Mulligan hands with no early action, no red source, or lands that cannot produce the first required color before turn three unless the hand has clear engine-confirmed compensation.

- Play lands before draw effects when the current turn needs guaranteed mana, combat interaction, or a post-draw spell still castable from remaining mana. Delay the land drop until after Daydream, The Legend of Roku, Maelstrom of the Spirit Dragon, or any legal selection/draw action only when the land choice depends on drawn information and missing immediate mana does not reduce legal interaction or lethal math.

- Hold utility lands only when the legal action text makes the hold valuable. If Dalkovan Encampment, Multiversal Passage, Maelstrom of the Spirit Dragon, or Cavern of Souls offers a visible activation or naming choice, choose based on current hand and board pressure rather than speculative future draws.

## Mulligan Guide
- Strong keep: keep two or three lands with red access, white access, Burst Lightning or Momo, Friendly Flier, and a clear turn-three or turn-four follow-up such as Sarkhan, Dragon Ascendant, Clarion Conqueror, Maelstrom of the Spirit Dragon, Magmatic Hellkite, or Nova Hellkite. This hand can interact, develop, and reach the Dragon plan without relying on unknown draws.

- Strong keep: keep Cavern of Souls plus another colored land when the hand contains multiple creature spells that appear to share the named type, especially Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Purging Stormbrood, or Twinflame Tyrant. Card text check required for exact creature types, but the runtime naming decision should cast the visible hand first.

- Medium keep: keep one-color red hands with Mountain, Inspiring Vantage, Sacred Foundry, or confirmed red from Sunbillow Verge plus Burst Lightning and multiple red castables. This is acceptable when the hand functions through turn three and does not strand most cards behind white mana.

- Medium keep: keep slower three-land hands with Get Lost, Burst Lightning, and a Dragon if the matchup is creature-heavy or unknown on the draw. The plan is to trade early, preserve life, then stabilize with the first large threat.

- Risky keep: keep hands with only one land only when that land casts a one-mana or two-mana play, the hand has multiple cheap spells, and the draw step has enough time to find land before the first required Dragon. Ship one-land hands with no Burst Lightning, no Momo, Friendly Flier, and no confirmed selection or draw action.

- Automatic ship: mulligan hands with zero lands, hands with no red source, hands with five or more lands and no early action, and hands that cannot cast any nonland before turn three while also lacking Get Lost or Burst Lightning. The deck loses too much tempo when its first meaningful action is only a late Dragon.

- Matchup-dependent keep: keep removal-heavy hands with Burst Lightning and Get Lost against visible or expected aggressive starts, even if the threat curve is light. Against slower decks, prioritize hands with Cavern of Souls, Voice of Victory, Sarkhan, Dragon Ascendant, Maelstrom of the Spirit Dragon, or a Hellkite threat over hands that only answer creatures.

- Play/draw rule: on the play, favor hands with a proactive turn-two or turn-three permanent because forcing the opponent to answer before Magmatic Hellkite or Nova Hellkite is the cleanest path. On the draw, favor hands with Burst Lightning, Get Lost, and stable mana because missing the first interaction window can make later Dragons defensive instead of decisive.

- Trap hand: do not keep a hand that looks powerful only because it contains Twinflame Tyrant, Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, or Purging Stormbrood if it lacks the mana to cast early spells. A pile of top-end without early red interaction or fixing is a mulligan unless the rules engine shows exceptional compensation.

- Trap hand: do not keep a hand that contains multiple white cards such as Get Lost, Voice of Victory, Clarion Conqueror, Boros Charm, Spectacular Tactics, Practiced Offense, or Daydream with no white source. The hand must cast spells, not merely contain a strong curve on paper.

## Turn Arc
- Turn 1: play an untapped red or red-white source when Burst Lightning is relevant or when the hand needs early red density. Play Inspiring Vantage early when it enables immediate action; play Sacred Foundry untapped only when the life payment produces a spell or represents necessary interaction.

- Turn 1 deviation: hold a flexible land choice only when a legal Daydream, The Legend of Roku, Maelstrom of the Spirit Dragon, or other engine-visible selection action will determine the correct land. Do not delay land development if doing so removes legal interaction.

- Turn 2: deploy Momo, Friendly Flier, Voice of Victory, Clarion Conqueror, or another legal pressure piece when the opponent is not presenting a must-answer threat. Use Burst Lightning or Get Lost instead when the opposing permanent will snowball, block profitably for multiple turns, or threaten a faster clock than your hand can race.

- Turn 2 deviation: keep mana open against decks with visible flash, haste, pump, or early combo indicators when Burst Lightning or Get Lost is legal and meaningfully changes combat or priority. If no interaction target exists, convert mana into board presence rather than passing with no pressure.

- Turn 3: cast Sarkhan, Dragon Ascendant, Maelstrom of the Spirit Dragon, Clarion Conqueror, The Legend of Roku, Practiced Offense, Daydream, or Spectacular Tactics only when the legal action advances board, mana, cards, or combat this turn. Card text check required for exact effects; choose the line that makes turn-four Dragon or protected pressure most likely.

- Turn 3 deviation: use Get Lost or Burst Lightning before adding a medium threat when removal preserves life total, protects an existing attacker, or prevents the opponent from untapping with a key permanent. Do not spend removal on low-impact bodies if the current board already attacks profitably.

- Turns 4-5: prioritize the first high-impact Dragon or Hellkite when mana and board make it legal, especially Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, or Purging Stormbrood. If the opponent can race, stabilize first with Get Lost, Burst Lightning, or legal combat tricks before tapping out.

- Turns 4-5 deviation: sequence Boros Charm, Spectacular Tactics, Practiced Offense, or other combat actions only from legal prompts and visible combat math. Treat these as lethal, protection, or swing-turn tools only when the rules engine exposes the relevant mode or action text.

- Late game: convert every draw into either reach, a large attacker, or a stabilizing answer. Burst Lightning and Boros Charm become more valuable as direct closing tools when legal action text supports that use; Magmatic Hellkite, Nova Hellkite, Twinflame Tyrant, and Dragonhawk, Fate's Tempest become the preferred ways to end board stalls.

- Late-game deviation: stop attacking with small creatures if they are needed to block lethal or protect a planeswalker-like permanent exposed by runtime state. Attack with Momo, Friendly Flier, Voice of Victory, Clarion Conqueror, and Dragon bodies only when combat math, visible tricks, and postcombat interaction still leave a survivable position.

## Card Roles
- Burst Lightning is the cheap interaction and reach spell, so cast it early only when the target changes tempo, preserves life, clears a blocker for meaningful damage, or stops an engine creature from untapping. Its known role is flexible damage, with kicker or larger-output lines only when the rules engine exposes that legal action; do not assume kicked damage unless the legal action text says so. Against aggro, spend Burst Lightning on the first creature that makes future attacks or blocks bad; against control, preserve it as reach unless a small permanent will generate repeated value.

- Get Lost is the broad answer for creatures and other permanent types, so hold it for a permanent that Burst Lightning cannot cleanly answer or for a threat that will dominate combat. Card text check required for exact drawback and legal target set, but if runtime action text confirms the target and consequence, accept the drawback when the target is racing, locking combat, protecting a combo, or invalidating a Dragon attack. Avoid firing Get Lost into a low-value creature when Magmatic Hellkite, Nova Hellkite, or Dragonhawk, Fate's Tempest can stabilize the same board next turn.

- Momo, Friendly Flier is early pressure and likely Dragon-tribal support, so deploy it before the top-end when it gives the deck a turn-two or turn-three board presence. Card text check required for exact abilities; treat visible flying, buff, cost, or Dragon-enabling text as a reason to protect it from bad attacks. Against removal-heavy decks, Momo, Friendly Flier is usually acceptable bait before Sarkhan, Dragon Ascendant or a Hellkite; against creature decks, do not trade it off if its static ability visibly improves later Dragon turns.

- Voice of Victory is a disruptive or protective pressure piece, so cast it when the opponent is likely to interact on your turn, use flash-speed spells, or rely on cheap noncreature sequencing. Card text check required for exact restriction, trigger, and creature stats; follow only runtime-visible text. It is strongest before committing Magmatic Hellkite, Nova Hellkite, Sarkhan, Dragon Ascendant, or Twinflame Tyrant because it may force awkward opponent timing, but do not keep a weak hand solely because Voice of Victory is present.

- Clarion Conqueror is the early-mid creature that bridges pressure into Dragon turns, so cast it when the board rewards adding a body rather than holding removal. Card text check required for exact type, stats, and text; if it is a Dragon, Soldier, anthem, or attack trigger by runtime display, value it accordingly. Attack with Clarion Conqueror when it advances a race or forces poor blocks; hold it back when your life total requires a blocker until a Hellkite can take over.

- Sarkhan, Dragon Ascendant is a key tribal engine or payoff, so prioritize it when it accelerates, creates Dragons, turns later Dragons into higher impact, or pressures without overextending. Card text check required for exact card type and abilities; if the engine exposes a planeswalker, creature, or transform action, choose lines only from visible legal output. Against control, resolve Sarkhan, Dragon Ascendant before the most expensive Dragons when it taxes removal across different permanent types; against aggro, delay it if tapping out leaves you dead to visible attacks.

- Maelstrom of the Spirit Dragon is a core Dragon engine or high-impact spell, so use it when the visible hand and mana support a Dragon follow-up or when it provides immediate selection, mana, damage, or board control. Card text check required for exact card type and actions. Do not treat it as a generic keep excuse if it does nothing before turn four; do elevate it when Cavern of Souls and the current hand show multiple Dragon spells that benefit from the named type or enabled mana.

- Magmatic Hellkite is the primary four-copy top-end threat, so cast it as the first large Dragon when it stabilizes combat, applies immediate pressure, or converts an empty board into a clock. Card text check required for exact mana value, stats, trigger, and damage ability. If runtime shows target or damage choices, aim them at blockers, small engines, or lethal opponent damage according to visible legal options; do not waste a Hellkite trigger on a target that Burst Lightning can handle without changing combat.

- Nova Hellkite is the second primary top-end threat, so sequence it based on whether its runtime-visible text is better for damage, board control, haste, removal, or inevitability than Magmatic Hellkite. Card text check required. When both Hellkites are legal, pick the one that solves the current board: choose the Hellkite with immediate removal or stabilization against creature pressure, and choose the Hellkite with faster clock or reach against control and combo. Avoid casting Nova Hellkite into a board where a cheaper answer plus another threat next turn produces the same clock with less exposure.

- Dragonhawk, Fate's Tempest is a high-value Dragon payoff, so commit it when the game is stable enough for a premium threat or when immediate runtime-visible triggers produce lethal pressure, cards, or removal. Card text check required for exact effect and timing. Because there are only two copies, do not use it as expendable bait unless the hand has redundant Magmatic Hellkite, Nova Hellkite, or Twinflame Tyrant; against removal-heavy opponents, prefer casting it after Voice of Victory, Cavern of Souls naming the relevant type, or a turn where the opponent is constrained.

- Spectacular Tactics is a combat or team-effect spell, so hold it for a swing turn, lethal attack, profitable block, or protection line only when the rules engine exposes a legal action matching that purpose. Card text check required for exact modes and target rules. Do not cast it merely because mana is available; its value comes from changing combat math after attackers or blockers are known, especially with flyers, large Dragons, and small creatures that can suddenly trade up.

- Boros Charm is a flexible singleton reach, protection, or combat-finisher spell, so preserve it until one of its legal modes is decisive. Known versions can deal damage, protect permanents, or grant double strike, but card text check required for the exact Standard-legal printing and mode text shown by Forge. Use it as reach when opponent life is within visible legal damage, as protection when a sweeper or removal line is on stack, and as double strike only when the target creature survives interaction and combat math is confirmed.

- Practiced Offense is a singleton combat or pressure enhancer, so treat it as a tactical finisher rather than a routine curve play unless visible text says it adds persistent value. Card text check required. It should improve attacks with Momo, Friendly Flier, Clarion Conqueror, or a Hellkite only when legal prompts show the relevant targets or modes; avoid spending it into open interaction when the board is already ahead.

- Daydream is a singleton selection, draw, or setup card, so cast it when the hand needs land, a Dragon, or interaction more than board presence. Card text check required for exact effect. It is better in slow or stalled games than in races where every mana must affect combat; do not use it before playing a necessary removal spell if the opponent already presents a dangerous permanent.

- The Legend of Roku is a singleton saga, legend, or engine piece, so cast it only when its visible chapter or ability text advances the next two turns more than a creature or removal spell. Card text check required. If it supports Dragons, mana, damage, or selection, it can be a bridge to Magmatic Hellkite and Nova Hellkite; if the board is under immediate pressure, prioritize interaction first.

- Lorehold, the Historian is a singleton value or recursion card, so use it when graveyard, spell, or permanent context shown by the engine makes its ability meaningful. Card text check required for exact text. Do not jam it into an empty graveyard or low-value board unless it is the only legal play that affects combat; it is likely better after trades, removal exchanges, or when recurring a specific visible card matters.

- Twinflame Tyrant is the premium closing threat, so cast it when the board, life totals, and opponent resources make a damage-doubling or large Dragon plan likely to end the game. Card text check required for exact stats and damage replacement text. Do not expose it as the first threat into obvious open removal if Magmatic Hellkite or Nova Hellkite can draw the answer; do cast it when a legal attack, Burst Lightning, Boros Charm, or Hellkite trigger becomes lethal through visible text.

- Purging Stormbrood is a singleton Dragon or sweeper-like payoff, so reserve it for boards where its visible effect answers multiple permanents, breaks parity, or creates a decisive threat. Card text check required. If it has a destructive trigger, verify your own board and life total before casting; if it is simply a large Dragon, use it as redundancy after the opponent has answered the first Hellkite.

- Cavern of Souls is the anti-permission tribal land, so name the creature type that the visible hand needs most, usually the shared type for Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Twinflame Tyrant, Purging Stormbrood, or other confirmed Dragons. Card text check required for any non-Dragon creature types from newer cards, but if the hand has only one relevant creature type, prioritize castability over speculative future draws.

- Sacred Foundry, Inspiring Vantage, Sunbillow Verge, Sundown Pass, Mountain, Dalkovan Encampment, and Multiversal Passage form the mana base, so sequence lands to cast early red spells first and white interaction second. Card text check required for Dalkovan Encampment, Multiversal Passage, Sunbillow Verge, and any conditional untap or color rules. Play untapped sources when the turn contains Burst Lightning, Get Lost, Momo, Friendly Flier, Voice of Victory, or Clarion Conqueror; delay tapped or utility lands only when the current legal turn still uses all mana efficiently.

## Interaction Priorities

- Priority: Use Burst Lightning first on small creatures, planeswalkers near loyalty death, or lethal opponent damage when the legal target text confirms the damage line. Preserve kicked Burst Lightning for four-toughness threats, post-combat reach, or a removal-plus-attack turn; do not spend it on a low-impact blocker if Momo, Friendly Flier, Dragonhawk, Fate's Tempest, Magmatic Hellkite, or Nova Hellkite can fly over it.

- Priority: Use Get Lost on the permanent that will beat the Dragon plan fastest: a must-answer creature, snowballing planeswalker, combat-locking enchantment, or lifegain/engine permanent. Respect the Map-token drawback; against slow decks, giving Maps is acceptable to answer a true engine, but against aggressive decks, avoid Get Lost on a medium attacker if Burst Lightning, blocking, or racing handles it.

- Priority: Use Boros Charm as interaction only when its visible legal mode prevents a decisive removal spell, sweeper, combat blowout, or lethal race swing. Card text check required for exact mode text in the rules engine. Treat damage mode as removal only if it can legally target and kill the relevant object; otherwise save it for reach or protection.

- Priority: Use Spectacular Tactics, Practiced Offense, and any runtime-visible combat tricks after attackers or blockers reveal combat math, not as speculative main-phase plays. Card text check required for exact effects. These cards should turn a trade, lethal attack, or survival block; they should not replace developing Sarkhan, Dragon Ascendant, Clarion Conqueror, Magmatic Hellkite, or Nova Hellkite unless the board state demands it.

- Priority: Bait single-target removal with Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, or Sarkhan, Dragon Ascendant before committing Dragonhawk, Fate's Tempest, Twinflame Tyrant, Purging Stormbrood, Magmatic Hellkite, or Nova Hellkite when the hand has time. Against permission, Cavern of Souls should protect the key creature type when legal; against sweepers, do not overcommit bait plus payoff unless Boros Charm or a replacement threat is ready.

- Priority: Ignore low-impact permanents that do not change the next two turns of combat, mana, life total, or card velocity. A small creature that cannot race flyers, a tapped utility permanent with no visible activation, or a planeswalker without a threatening next activation can be attacked instead of removed.

- Priority: This registered list has no main-deck counterspell, discard spell, or bounce spell, so do not wait for those action families unless sideboard cards or runtime effects expose them. Use exile-style answers only when the engine exposes legal text from sideboard cards such as Exorcise or Rest in Peace; do not assume exile outcomes from Get Lost or Burst Lightning.

- Archetype change: Against aggro, removal protects life total and preserves blockers before maximizing damage. Against control, interaction protects key threats and punishes tap-out windows. Against graveyard, artifact, enchantment, or spell-chain decks, sideboard interaction such as Rest in Peace, Requisition Raid, Erode, High Noon, Doorkeeper Thrull, Slagstorm, Authority of the Consuls, and Day of Judgment should shift priority toward the permanent or pattern that actually enables their plan.

## Combat And Trading Rules

- Attack priority: Pressure with flyers first when ground combat is unclear, because Momo, Friendly Flier, Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, Twinflame Tyrant, and Purging Stormbrood are likely to make blocking difficult. Card text check required for exact abilities on newer Dragon cards; follow visible keywords and legal attack prompts over assumptions.

- Attack priority: Convert early creatures into damage when the opponent is slower and removal is not needed this turn. Momo, Friendly Flier, Voice of Victory, Clarion Conqueror, and Sarkhan, Dragon Ascendant can force interaction before the Hellkite turn; stop attacking with them only when they are needed to block a lethal or near-lethal crack-back.

- Block priority: Preserve life aggressively against red, token, and low-curve creature decks once life falls near burn range or a two-turn attack clock. Trade Momo, Friendly Flier, Voice of Victory, or Clarion Conqueror for a real attacker if it buys the turn needed for Magmatic Hellkite, Nova Hellkite, Slagstorm, Day of Judgment, or Get Lost to stabilize.

- Block priority: Preserve Dragon payoffs over small creatures unless the block prevents lethal or unlocks a decisive follow-up. Do not trade Dragonhawk, Fate's Tempest, Twinflame Tyrant, Magmatic Hellkite, Nova Hellkite, or Purging Stormbrood into a smaller threat unless visible combat text, Spectacular Tactics, Practiced Offense, or Boros Charm makes the exchange decisive.

- Trade priority: Trade down only when the opponent's card is an engine, a lord, a combo creature, or a source of repeat damage. A generic two-power creature can often be raced by flyers; a creature that grows the board, taxes spells, enables graveyard loops, or threatens lethal must be answered even at card disadvantage.

- Protection priority: Hold Boros Charm for sweepers, lethal combat, or removal aimed at the single threat that represents the fastest clock. If the board contains multiple replaceable creatures, allow removal to resolve and redeploy; if Twinflame Tyrant or a Hellkite makes visible lethal next turn, protect it when legal.

- Life-total threshold: Above a safe visible two-turn clock, favor attacks and threat deployment; below a visible two-turn clock, favor blockers, removal, and stabilizing Hellkite lines. Against burn or prowess-style decks, treat low double-digit life as pressured even when the battlefield looks modest.

- Archetype change: Against control, attack in smaller waves and force answers without exposing every threat to Day of Judgment-style effects. Against aggro, trade early and let Dragons dominate late. Against midrange, make attacks that force awkward blocks before committing premium Dragons. Against combo or spell-chain decks, prioritize the fastest legal clock while leaving mana for Burst Lightning, Get Lost, High Noon, or Doorkeeper Thrull when sideboarded and visible.

## Selection And Tutor Rules

- Selection priority: Treat this list as a low-tutor, board-driven deck; do not search for hidden precision unless the rules engine exposes a legal search, discover, look, scry, surveil, Map, or reveal action. When no selection prompt is visible, improve future draws by sequencing lands, threat deployment, and mana use rather than waiting for an imagined tutor.

- Pseudo-selection priority: Use Maelstrom of the Spirit Dragon, Daydream, The Legend of Roku, Dalkovan Encampment, Multiversal Passage, and any runtime-visible Saga, adventure, discover, or card-selection text only according to the legal prompt shown by Forge. Card text check required for each of these cards; choose the option that either hits the next land drop, finds a Dragon threat, stabilizes the board, or preserves a removal spell for the current pressure point.

- Land-drop priority: Make the land drop before draw/filter choices when the legal action being considered requires known mana this turn; delay the land drop only when a visible selection action could change which land should be played. Prefer Cavern of Souls naming the creature type that protects the next key creature from permission when legal, and prefer untapped red or white sources when Burst Lightning, Get Lost, Boros Charm, Spectacular Tactics, or Practiced Offense may matter before the next turn.

- Scry/filter priority: Keep lands when the current hand cannot cast Sarkhan, Dragon Ascendant, Clarion Conqueror, Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, or Twinflame Tyrant on schedule. Bottom excess lands when the hand already has enough sources for the next two meaningful turns and needs pressure, removal, or protection.

- Threat-selection priority: Keep or select Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, Twinflame Tyrant, or Purging Stormbrood when the board is stable or the opponent is likely to struggle with flyers. Keep or select Momo, Friendly Flier, Voice of Victory, Clarion Conqueror, or Sarkhan, Dragon Ascendant when the hand needs early pressure, a bait threat, or a bridge to the Dragon turns.

- Interaction-selection priority: Keep or select Burst Lightning when the visible board contains small creatures, planeswalkers near burn range, or a likely lethal setup. Keep or select Get Lost when a single permanent is the opponent's strongest engine or fastest route to victory; account for the Map-token drawback before choosing it over a threat.

- Combat-trick selection priority: Keep Spectacular Tactics, Practiced Offense, or Boros Charm only when a visible combat, protection, or lethal-damage window is plausible soon. Card text check required for exact effects; bottom or decline these over lands or creatures when the hand lacks a board.

- Sideboard-selection priority: After sideboarding, selection prompts should value Rest in Peace against graveyard-visible plans, High Noon and Doorkeeper Thrull against spell-chain or triggered-engine plans, Authority of the Consuls and Slagstorm against creature swarms, Day of Judgment against wide or tall creature boards, and Requisition Raid, Erode, Exorcise, or the extra Get Lost against artifact, enchantment, planeswalker, or must-answer permanent pressure.

## Priority And Stack Rules

- Priority baseline: Pass priority when no legal instant-speed action changes combat, protects a key threat, answers a stack object, or advances lethal; this deck wins by deploying pressure, not by holding mana for nonexistent hidden interaction. Never assume counterspells, discard, or unlisted tricks are available unless the runtime legal actions show them.

- Removal timing: Use Burst Lightning before damage when it kills an attacker, blocker, planeswalker, or lethal enabler and waiting risks losing the target or taking avoidable damage. Use Get Lost at the latest safe window against sorcery-speed permanents, but respond immediately to activated abilities, equip-style commitments, combat math, or engine triggers when the legal action indicates the permanent will matter now.

- Protection timing: Hold Boros Charm until a sweeper, destroy effect, lethal combat exchange, or removal spell targeting the deck's decisive threat is visible on the stack or in combat. Card text check required for exact modes; do not spend it merely because mana is open unless the visible legal action creates lethal damage or prevents a decisive loss.

- Trick timing: Cast Spectacular Tactics or Practiced Offense after attackers or blockers are declared when the visible action changes a trade, saves a blocker, pushes lethal, or punishes an opponent's block. Card text check required; avoid main-phase use unless the engine exposes a deterministic lethal or survival action.

- Optional payment priority: Pay optional costs only when the payment does not block a higher-priority spell, protection action, or removal response this turn. If Maelstrom of the Spirit Dragon, Sarkhan, Dragon Ascendant, Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, or sideboard cards expose optional triggers or payments, evaluate the current board and mana before accepting; card text check required for exact trigger outcomes.

- Stack-resolution priority: Let opposing cantrips, setup spells, and low-impact permanents resolve when they do not change the current battlefield race or enable a known engine. Respond to spells or abilities that produce lethal, remove the only stabilizer, counter a key Dragon through a non-Cavern route, create a graveyard loop, or invalidate the next attack.

- Activated-ability priority: Use visible activated abilities from lands or permanents only when they produce needed mana, damage, selection, or board impact without sacrificing a stronger play. Card text check required for Dalkovan Encampment, Multiversal Passage, The Legend of Roku, Maelstrom of the Spirit Dragon, and any transformed or chapter-based permanent.

- Combat-window priority: Preserve instant-speed mana through declare attackers, declare blockers, and damage windows when Burst Lightning, Boros Charm, Spectacular Tactics, Practiced Offense, or sideboard interaction can change combat. If no such legal action remains after blockers and the attack is already favorable, pass and force the opponent to act.

- Graveyard and engine timing: Deploy Rest in Peace before the opponent converts graveyard resources, not after the payoff resolves, when sideboarded and legal. Use High Noon, Doorkeeper Thrull, Authority of the Consuls, Slagstorm, Day of Judgment, Erode, Requisition Raid, Exorcise, and sideboard Get Lost at the window where the visible object or pattern is about to matter, while preserving Dragon pressure whenever the board is not under immediate threat.

## Sideboard Map

- Sideboard posture: Keep Boros Dragons as a pressure deck after sideboarding; add narrow cards only when they answer a visible opposing axis better than another main-deck combat trick, singleton setup card, or redundant expensive threat. Do not dilute the deck below enough creatures and Dragons to make Sarkhan, Dragon Ascendant, Momo, Friendly Flier, Clarion Conqueror, Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, and Twinflame Tyrant meaningful.

- Requisition Raid: Add role cards against artifacts, enchantments, and small permanent engines when the legal text confirms the target type and mode. Card text check required. It is bad against creature-only pressure, spell-heavy control with few targets, or matchups where spending mana on a narrow answer delays Dragon deployment without changing the board.

- High Noon: Add role cards against spell-chain decks, prowess-style multiple-spell turns, cascade-like sequencing, or control decks that rely on double-spelling to stabilize. Card text check required for exact restrictions and any activated or sacrifice ability. It is bad when Boros Dragons must cast multiple cheap spells in the same turn to survive, when the opponent plays mostly one large permanent per turn, or when the deck is behind and needs Burst Lightning plus Get Lost plus creature in one turn cycle.

- Get Lost: Add the sideboard copy against must-answer creatures, enchantments, planeswalkers, or large single threats where the Map-token drawback is less important than removing the permanent. It is bad against go-wide decks where the opponent can use extra artifacts or clues profitably, against low-threat spell decks, and when Burst Lightning or Slagstorm already answers the relevant board.

- Slagstorm: Add role cards against go-wide creature decks, token pressure, small flyers, and boards where a sweep effect buys the Dragon turn. Card text check required for exact damage and modes. It is bad when Momo, Friendly Flier, Voice of Victory, Clarion Conqueror, or Sarkhan, Dragon Ascendant are the only path to pressure and the opponent presents few creatures.

- Exorcise: Add role cards against artifacts, enchantments, graveyard-adjacent enchantment engines, planeswalkers, or large permanents if runtime legal actions confirm the target. Card text check required. It is bad against lean creature decks without targets, pure spell decks, and boards where Get Lost is broader or faster.

- Authority of the Consuls: Add role cards against haste creatures, aggressive creature decks, token swarms, and battlefield-entry pressure where slowing attacks matters. Card text check required for exact life or tapped-entry effects. It is bad against control, combo without creatures, and midrange mirrors where the opponent's creatures are already slower than Magmatic Hellkite, Nova Hellkite, and Dragonhawk, Fate's Tempest.

- Rest in Peace: Add role cards against graveyard recursion, reanimation, delirium-style engines, escape/flashback-style value, and decks whose visible cards use the graveyard as a resource. Card text check required for exact replacement and exile behavior. It is bad against normal creature combat, artifact/enchantment engines that ignore graveyards, and when it conflicts with no visible opposing graveyard plan.

- Doorkeeper Thrull: Add role cards against enter-the-battlefield or death-trigger engines, blink decks, artifact creature value decks, and creature-combo lines if legal text confirms the trigger suppression. Card text check required. It is bad against removal-heavy control, large vanilla threats, and decks where its body cannot profitably block or pressure.

- Erode: Add role cards against artifacts and enchantments when the legal text confirms a relevant target and the opponent's permanent is central to their plan. Card text check required. It is bad against creature-only aggro, planeswalker-heavy boards if it cannot target them, and any matchup where Requisition Raid, Exorcise, or Get Lost covers the same permanent with more flexible timing.

- Day of Judgment: Add role cards against wide creature boards, tall creature boards that exceed Burst Lightning range, and creature mirrors where resetting the board lets Dragons take over afterward. It is bad when Boros Dragons is ahead on board, when one protected Dragon is racing successfully, or when the opponent can rebuild faster than this deck can redeploy.

Aggro / go-wide creatures
Side in: 2 Slagstorm, 2 Authority of the Consuls, 1 Day of Judgment, 1 Get Lost
Cut: 1 Daydream, 1 Practiced Offense, 1 Boros Charm, 1 Twinflame Tyrant, 1 Lorehold, the Historian, 1 Maelstrom of the Spirit Dragon

- Plan rule: Add sweepers and tempo brakes when the opponent's visible plan is many small creatures or haste pressure. Preserve early creatures that block or race, preserve Burst Lightning, and reduce slow singletons or expensive cards that do not affect combat before the Dragon turns.

Graveyard recursion / reanimator / graveyard value
Side in: 2 Rest in Peace, 1 Get Lost, 1 Exorcise
Cut: 1 Daydream, 1 Practiced Offense, 1 Boros Charm, 1 Spectacular Tactics

- Plan rule: Add graveyard denial first, then add broad permanent answers for enablers or payoff permanents. Keep pressure high; Rest in Peace is strongest when deployed before the opponent converts graveyard resources, but it should not justify a slow hand without mana and threats.

Artifacts / enchantments / permanent engines
Side in: 1 Requisition Raid, 1 Exorcise, 1 Erode, 1 Get Lost
Cut: 1 Daydream, 1 Practiced Offense, 1 Spectacular Tactics, 1 Voice of Victory

- Plan rule: Add target-type answers only when the opponent has shown legal targets or the matchup label is strongly permanent-engine based. Reduce main-deck emphasis on tricks and low-impact value when the post-board game is about answering one engine card and then ending the game with flyers.

Spell-chain combo / multiple-spell turns
Side in: 2 High Noon, 2 Doorkeeper Thrull, 1 Rest in Peace
Cut: 2 Get Lost, 1 Spectacular Tactics, 1 Practiced Offense, 1 Purging Stormbrood

- Plan rule: Add rule-setting permanents when the opponent's visible deck needs repeated spells, triggers, graveyard loops, or stacked value turns. High Noon should change the turn structure; Doorkeeper Thrull should matter only when the opponent's cards rely on triggered permanents. Card text check required for both before assuming exact suppression.

Creature midrange / Dragon mirror / large threats
Side in: 1 Get Lost, 1 Day of Judgment, 2 Slagstorm
Cut: 1 Daydream, 1 Practiced Offense, 1 Voice of Victory, 1 Maelstrom of the Spirit Dragon

- Plan rule: Add removal density when the opponent contests the board with creatures that can race or block Dragons. Slagstorm is conditional on its damage text and the opponent's toughness profile; Day of Judgment is a comeback tool, not a default button when Magmatic Hellkite, Nova Hellkite, or Dragonhawk, Fate's Tempest is already winning.

Control / sweepers / spot removal
Side in: 2 High Noon, 1 Get Lost, 1 Requisition Raid
Cut: 2 Burst Lightning, 1 Spectacular Tactics, 1 Daydream

- Plan rule: Add High Noon when the control opponent needs multiple spells per turn to answer a threat and recover; add Requisition Raid only if artifacts or enchantments are expected or visible. Reduce main-deck emphasis on small-creature burn and combat-only cards, but keep enough threats that Cavern of Souls and Dragon pressure punish permission.

- Role-change rule: Against aggro, Boros Dragons becomes stabilizing midrange and should value Authority of the Consuls, Slagstorm, Day of Judgment, Burst Lightning, and Get Lost over fragile tempo tricks. Against control or combo, it remains proactive and should use High Noon, Doorkeeper Thrull, Rest in Peace, or targeted permanent answers to create a short window for Dragons rather than trying to become a pure prison deck.

## Matchup Guidance

- Aggro: Become the stabilizing midrange deck when the opponent presents early creatures, haste pressure, or low-curve damage. Keep hands with early red mana, Burst Lightning, Get Lost, and a credible path to Magmatic Hellkite, Nova Hellkite, or Dragonhawk, Fate's Tempest; avoid speculative hands that only start interacting on turn four. Add role cards: Slagstorm, Authority of the Consuls, Day of Judgment, and the sideboard Get Lost. Reduce main-deck emphasis: Daydream, Practiced Offense, Boros Charm, Twinflame Tyrant, Lorehold, the Historian, and slow Maelstrom of the Spirit Dragon lines when they do not affect the first combat turns. Card text check required for Authority of the Consuls, but treat it as a tempo brake only if the rules engine confirms the opponent's creatures enter tapped or attacks are delayed.

- Go-wide creatures: Prioritize board resets over one-for-one exchanges once the opponent's visible battlefield can attack through Momo, Friendly Flier, Voice of Victory, Clarion Conqueror, or Sarkhan, Dragon Ascendant. Slagstorm and Day of Judgment are the key role cards, while Burst Lightning should remove anthem creatures, token engines, or attackers that create the largest immediate damage swing. Preserve a Dragon follow-up whenever possible; sweeping without a follow-up can give go-wide decks time to rebuild. Reduce main-deck emphasis on Spectacular Tactics unless the rules engine shows a legal combat line that saves a key creature or creates lethal pressure.

- Burn: Race only when a Dragon attack or Boros Charm creates a near-term lethal clock; otherwise protect life total by removing creatures and avoiding unnecessary shock-style mana costs when alternative lands are legal. Authority of the Consuls is a role card if the opponent's damage depends on creatures entering or attacking, while Get Lost remains important against a single large threat or creature that invalidates blocking. Do not spend Burst Lightning on the opponent's life total unless lethal, preventing a planeswalker activation, or the board is empty and the next Dragon attack is protected from visible interaction. Reduce main-deck emphasis on Daydream and other slow value cards.

- Tempo: Force the opponent to answer must-kill threats on awkward turns rather than walking every spell into open mana. Cavern of Souls is especially valuable when it can make Dragons or relevant creatures harder to counter; use it according to legal mana choices and exact type naming from the engine. Burst Lightning should answer early evasive threats before they convert tempo into a short clock. Add role cards: Get Lost for protected or oversized threats, High Noon if the opponent relies on chaining spells in one turn, and Requisition Raid or Erode only if visible artifacts or enchantments are central. Reduce main-deck emphasis on slow singletons and combat tricks that require the opponent to cooperate.

- Control: Stay proactive and make each threat demand a real answer, but avoid overextending into a known or strongly telegraphed sweeper when one Dragon is already pressuring life or planeswalkers. High Noon is a role card if the control deck needs multiple spells per turn to stabilize, while Requisition Raid, Exorcise, Erode, and Get Lost are role cards only when the rules engine or matchup context shows relevant permanents. Cavern of Souls should support the threat type most likely to end the game. Reduce main-deck emphasis on Burst Lightning when it lacks targets, and reduce combat-only cards if the opponent is not blocking.

- Removal-heavy midrange: Sequence threats so the first wave taxes spot removal and the second wave closes the game. Voice of Victory, Momo, Friendly Flier, Clarion Conqueror, and Sarkhan, Dragon Ascendant are useful when they either demand removal or make later Dragons better; Card text check required for exact static or triggered effects. Do not expose Twinflame Tyrant or another expensive finisher into obvious removal if a cheaper threat can draw the answer first. Add role cards: Get Lost for opposing haymakers, Day of Judgment when behind on board, and Slagstorm when the opponent's creatures cluster at damage-vulnerable toughness.

- Creature midrange: Trade resources early if the trade preserves life and lets Magmatic Hellkite or Nova Hellkite dominate the air later. Get Lost should answer creatures that outsize Dragon combat, enable lethal attacks, or carry counters/attachments that make blocking fail. Day of Judgment is a comeback tool when behind, not a default use when Boros Dragons has the superior battlefield. Slagstorm is conditional on confirmed damage text and visible toughness. Reduce main-deck emphasis on Daydream and Practiced Offense when the game is about board presence and removal density.

- Single-threat decks: Save the broadest answer for the threat that actually matters, especially if the opponent presents one large creature, planeswalker, artifact, enchantment, or protected permanent. Get Lost is the default role card for creature or planeswalker problems if legal; Exorcise, Erode, and Requisition Raid become role cards when their target types match visible permanents. Keep pressure high so the opponent cannot spend several turns protecting one threat. Do not fire Burst Lightning into a target it cannot kill unless damage plus combat or another legal action finishes it this turn.

- Combo: Shift into proactive disruption plus clock, not passive control. High Noon is the first role card against spell-chain turns, Doorkeeper Thrull is a role card against battlefield-entry or triggered permanent engines if card text confirms it, and Rest in Peace is a role card against graveyard-dependent combo. Keep hands that deploy pressure and one hate piece; mulligan slow hands with hate but no clock unless the matchup is known to fold to that hate. Reduce main-deck emphasis on Get Lost when the combo has few permanents, but keep it if the visible combo uses a creature, planeswalker, artifact, or enchantment payoff.

- Graveyard decks: Deploy Rest in Peace before the opponent converts graveyard resources whenever legal and mana-efficient, but do not keep a nonfunctional hand only because it contains graveyard hate. Add role cards: Rest in Peace, Exorcise, and Get Lost when graveyard engines, reanimation targets, or permanent enablers are visible. Pressure matters because graveyard decks often rebuild if given time to answer hate. Reduce main-deck emphasis on Boros Charm, Practiced Offense, and Spectacular Tactics when they do not stop the graveyard engine or shorten the clock enough.

- Artifact/enchantment decks: Treat the matchup as identify-engine, answer-engine, then attack with flyers. Requisition Raid, Exorcise, Erode, and the sideboard Get Lost are role cards only when the opponent shows legal targets or the matchup label strongly indicates permanent engines. Do not dilute threat density for narrow answers if the opponent has shown only incidental artifacts or enchantments. Reduce main-deck emphasis on Daydream, Practiced Offense, Spectacular Tactics, and low-impact creatures when the post-board game hinges on one engine permanent.

- Big mana: Pressure life total early and reserve disruption for ramp payoffs rather than expendable setup pieces unless the setup piece creates an immediate runaway. High Noon may matter if the opponent wins through multi-spell recovery turns, while Get Lost, Exorcise, Erode, and Requisition Raid matter only against visible payoff permanents they can legally answer. Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, and Twinflame Tyrant are closing tools; Card text check required for exact damage, triggers, and combat modifiers. Reduce main-deck emphasis on small removal when the opponent presents few early creatures.

- Mirror or tribal creature decks: Win by being the better removal-and-flyer deck, not by spending cards on low-impact tricks too early. Get Lost answers opposing Dragons, Slagstorm can reset small support creatures if damage text and toughness align, and Day of Judgment breaks stalled battlefields when behind. Cavern of Souls should support the creature type that best matches the current hand and legal threats. Keep Burst Lightning for early enablers or planeswalkers if the engine confirms legal damage. Reduce main-deck emphasis on slow value when tempo decides who attacks first with a large flyer.

## Specific Matchup Notes
- Aggro and go-wide creature decks: Prioritize life-total preservation until a Dragon can dominate combat, and use Burst Lightning or Get Lost on threats that change the combat clock rather than on replaceable attackers. Likely sideboarding: Add role cards: Authority of the Consuls, Slagstorm, Day of Judgment, and the sideboard Get Lost; reduce main-deck emphasis on Daydream, Practiced Offense, and slow singletons when they do not affect the battlefield before damage matters. Card text check required for Slagstorm and Authority of the Consuls; use them only when the legal action text confirms the expected defensive or sweeper role.

- Control and removal-heavy midrange: Lead with pressure that taxes answers, then force the opponent to answer Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, or Twinflame Tyrant one at a time. Likely sideboarding: Add role cards: High Noon if the opponent stabilizes through multi-spell turns, Requisition Raid, Erode, Exorcise, or Get Lost only when visible permanents justify them; reduce main-deck emphasis on Burst Lightning if the opponent shows few damage targets. Priority targets are planeswalkers, sweepers telegraphed through board posture, and any permanent that prevents Dragon combat.

- Graveyard or recursion decks: Treat Rest in Peace as a tempo hate card, not a full game plan, because Boros Dragons still needs a clock. Likely sideboarding: Add role cards: Rest in Peace, Exorcise, Get Lost, and possibly Doorkeeper Thrull if the revealed engine depends on battlefield-entry or triggered permanent text; reduce main-deck emphasis on combat tricks and low-impact damage when they do not shorten the clock. Revealed cards override assumptions, so do not hold Rest in Peace for perfect value if the opponent is about to convert graveyard resources.

- Artifact, enchantment, or permanent-engine decks: Identify the engine permanent first, then preserve the answer that legally matches that permanent type. Likely sideboarding: Add role cards: Requisition Raid, Erode, Exorcise, and the sideboard Get Lost; reduce main-deck emphasis on Spectacular Tactics, Practiced Offense, and Daydream if the matchup is about answering one permanent. Card text check required for Requisition Raid, Erode, and Exorcise; use only when the engine output confirms legal targets.

- Combo and spell-chain decks: Apply early pressure while using High Noon or other hate only when it attacks the visible or known combo axis. Likely sideboarding: Add role cards: High Noon, Doorkeeper Thrull, Rest in Peace, Authority of the Consuls, or Get Lost according to revealed combo pieces; reduce main-deck emphasis on creature removal when no creature payoff is visible. Priority targets are the permanent that enables the combo, the payoff that wins immediately, and the resource piece that lets the opponent act through pressure.

- Mirror, Dragons, and large-creature midrange: Win by curving pressure into evasive closers while saving Get Lost for opposing Dragons or the permanent that makes opposing combat superior. Likely sideboarding: Add role cards: Get Lost, Day of Judgment when behind, Slagstorm only against small support creatures, and Exorcise or Erode only for visible noncreature engines. Cavern of Souls should name the type that casts the current hand's most important threat, not a future draw assumption.

## Risk Summary
- Mana risk: Boros Dragons can stumble if early red-white interaction and late Dragon mana pull in different directions, so prioritize opening hands where Inspiring Vantage, Sacred Foundry, Sunbillow Verge, Cavern of Souls, Mountain, Sundown Pass, Multiversal Passage, or Dalkovan Encampment actually cast the visible sequence. Cavern of Souls is powerful but can fail noncreature spells, so do not let it strand Burst Lightning, Get Lost, Boros Charm, Daydream, Practiced Offense, or Spectacular Tactics.

- Draw risk: Hands with only expensive finishers can lose before Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, or Twinflame Tyrant matter. Hands with only small interaction can fail to close. Mulligan decisions should reward a castable early play plus a real path to a Dragon or repeated pressure.

- Over-sideboarding risk: Narrow answers dilute the Dragon clock, so add Requisition Raid, Erode, Exorcise, Rest in Peace, Doorkeeper Thrull, Authority of the Consuls, High Noon, Slagstorm, Day of Judgment, or extra Get Lost only when matchup label or revealed cards justify their roles. Do not remove too many threats for reactive cards unless survival or hate is clearly decisive.

- Sweeper and removal risk: Overcommitting Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Sarkhan, Dragon Ascendant, and Dragons into a known sweeper can turn a winning board into a topdeck race. Against spot removal, sequence lower-commitment threats first when the closer can wait without losing the clock.

- Closer risk: Twinflame Tyrant and other high-impact Dragons should not be exposed into obvious open interaction if a smaller legal play maintains pressure. Card text check required for Twinflame Tyrant, Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, and Purging Stormbrood; treat their tactical roles as conditional on runtime legal action text.

- Interaction risk: Burst Lightning can be wasted on targets that do not change the clock, and Get Lost can be spent too early on a medium creature while a planeswalker, large attacker, or combo permanent remains likely. Use public information and visible board state before converting flexible interaction into damage.

- Sequencing risk: Practiced Offense, Spectacular Tactics, Boros Charm, Daydream, and The Legend of Roku may require timing precision or exact text confirmation. Card text check required; choose them only when legal action text and visible combat or stack state make the purpose clear.

## Test Feedback Checklist
- Deciding factor: Record whether the game was decided by early pressure, Dragon combat, mana stumble, removal timing, sideboard hate, or failure to close after stabilizing. Name the exact cards that mattered, especially Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Twinflame Tyrant, Sarkhan, Dragon Ascendant, Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, Burst Lightning, and Get Lost.

- Mulligans: Check whether the kept hand had a castable early play, both colors when needed, and a credible path to a Dragon or repeated pressure. Flag keeps where Cavern of Souls, Mountain, Dalkovan Encampment, Sundown Pass, Multiversal Passage, Inspiring Vantage, Sacred Foundry, or Sunbillow Verge failed to support the visible sequence.

- Mana: Track every turn where a spell was stranded by color, land timing, or Cavern of Souls not casting noncreature spells. Note whether Burst Lightning, Get Lost, Boros Charm, Daydream, Practiced Offense, or Spectacular Tactics sat unused while a creature-only land could cast threats.

- Velocity: Record whether Boros Dragons spent turns affecting the board before the first large flyer. If the deck lost before Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Purging Stormbrood, or Twinflame Tyrant became relevant, mark whether the failure was mana, no early creature, too many reactive cards, or an incorrect keep.

- Engines and synergy: Check whether Sarkhan, Dragon Ascendant, Maelstrom of the Spirit Dragon, Momo, Friendly Flier, Clarion Conqueror, The Legend of Roku, and Lorehold, the Historian contributed to pressure, mana, card flow, or combat. Card text check required for uncertain engine roles; judge only from legal actions and resolved public outcomes.

- Removal: Review whether Burst Lightning and Get Lost answered the highest-impact visible threat or were spent on replaceable creatures. Record missed chances to remove planeswalkers, combo permanents, large attackers, blockers preventing lethal, or targets that changed the race.

- Sideboard: Verify whether each added sideboard card had a visible job in the matchup. Track Requisition Raid, High Noon, sideboard Get Lost, Slagstorm, Exorcise, Authority of the Consuls, Rest in Peace, Doorkeeper Thrull, Erode, and Day of Judgment by whether they were drawn, cast, stranded, or irrelevant.

- Closing: Record turns where lethal or a two-turn clock was available but the pilot passed, overprotected a threat, or used interaction defensively without needing to. Check whether Boros Charm, Spectacular Tactics, Burst Lightning, or a Dragon attack could have ended the game under legal action text.

- Role: Ask whether the pilot correctly identified beatdown, stabilizer, or attrition role after the first three turns. Flag games where the deck played too defensively with a strong curve or too aggressively while behind on board.

- Mistakes: List any legal-action choice that looked inconsistent with visible board state, known public information, or matchup role. Separate likely pilot mistakes from rules-engine limitations, card-text uncertainty, and hidden-information guesses.

- Stranded cards and performers: Name cards stuck in hand for multiple turns and why. Name overperformers and underperformers separately for main deck and sideboard, with special attention to Daydream, Practiced Offense, Spectacular Tactics, Boros Charm, Twinflame Tyrant, Purging Stormbrood, and sideboard hate cards.

## First Tuning Questions
- Card quantities: Should Boros Dragons increase reliable early pressure if hands with only Magmatic Hellkite, Nova Hellkite, Dragonhawk, Fate's Tempest, Purging Stormbrood, or Twinflame Tyrant lose before stabilizing? Review whether Momo, Friendly Flier, Clarion Conqueror, Voice of Victory, or Sarkhan, Dragon Ascendant should be more central to the curve.

- Mana base: Should the land mix change if Cavern of Souls improves creature casting but repeatedly strands Burst Lightning, Get Lost, Boros Charm, Daydream, Practiced Offense, or Spectacular Tactics? Review whether Sunbillow Verge, Inspiring Vantage, Sacred Foundry, Mountain, Sundown Pass, Multiversal Passage, and Dalkovan Encampment support both early interaction and late Dragons.

- Aggro plan: Should the deck add more early defense or sweepers if creature matchups consistently win before the Dragon turn? Compare the performance of Burst Lightning, Get Lost, Authority of the Consuls, Slagstorm, Day of Judgment, and sideboard Get Lost against the cards reduced in post-board games.

- Control plan: Should the deck add more resilient threats or protection if removal-heavy opponents answer every Dragon? Review whether Boros Charm, Cavern of Souls, High Noon, Voice of Victory, and threat sequencing actually improved outcomes or only delayed losses.

- Closers: Should the top end be redistributed if Twinflame Tyrant, Dragonhawk, Fate's Tempest, Magmatic Hellkite, Nova Hellkite, and Purging Stormbrood overlap without solving different board states? Card text check required; tune only after logs show which closers win specific races or break stalls.

- Sideboard slots: Should narrow answers be consolidated if Requisition Raid, Exorcise, Erode, Rest in Peace, Doorkeeper Thrull, Authority of the Consuls, High Noon, Slagstorm, or Day of Judgment remain unused or lack legal targets? Keep hate that changes losing matchups, not cards that merely look appropriate by label.

- Role conflict: Should slower value cards such as Daydream, Practiced Offense, The Legend of Roku, Lorehold, the Historian, or Maelstrom of the Spirit Dragon be reduced in emphasis if the deck wins only by tempo pressure? Preserve them only when logs show they create material advantage without sacrificing the Dragon clock.

- Interaction density: Should Burst Lightning or Get Lost counts change if games are lost with dead removal or won only when removal appears early? Separate matchups where removal protects attacks from matchups where it fails to answer the actual engine.

- Tribal payoff: Should the Dragon package be denser if Sarkhan, Dragon Ascendant, Maelstrom of the Spirit Dragon, Magmatic Hellkite, Nova Hellkite, and Dragonhawk, Fate's Tempest reward having more Dragons? Use only observed legal actions and resolved outcomes before assuming synergy text.

## Veles Tactical Policy
### Policy: Opening Hand Role Gate
Priority: High
Decision families: mulligan
Cards: Momo, Friendly Flier; Sarkhan, Dragon Ascendant; Clarion Conqueror; Voice of Victory; Burst Lightning; Get Lost; Magmatic Hellkite; Nova Hellkite
Phase windows: pregame mulligan decisions
Runtime cues: prompt:mulligan; action:keep; action:mulligan
Use when: evaluating any opening hand before the first keep decision.
Avoid when: the rules engine has already locked the hand or a forced mulligan/keep action is the only legal action.
Instructions: Keep hands with castable early pressure or interaction, both required colors for visible nonland spells, and a credible path to a Dragon turn. Mulligan hands that cannot affect the board before late Dragons unless the matchup is visibly slow and mana is excellent. Card text check required for newer role cards; judge by legal castability and visible curve.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: First Threat Setup
Priority: Medium
Decision families: mana; priority
Cards: Momo, Friendly Flier; Sarkhan, Dragon Ascendant; Clarion Conqueror; Voice of Victory; Maelstrom of the Spirit Dragon
Phase windows: early main phases, turns one through three
Runtime cues: action:cast Momo, Friendly Flier; action:cast Sarkhan, Dragon Ascendant; action:cast Clarion Conqueror; action:cast Voice of Victory; action:cast Maelstrom of the Spirit Dragon
Use when: multiple early permanent or creature actions are legal before the Dragon turn.
Avoid when: immediate removal is required to prevent lethal, protect life total, or stop a visible engine.
Instructions: Establish the earliest durable pressure or enabling permanent before holding mana for low-impact choices. Prefer a curve that lets the next land cast Burst Lightning, Get Lost, or a Dragon rather than a line that strands interaction.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Cavern Creature-Mana Use
Priority: Low
Decision families: mana
Cards: Cavern of Souls; Magmatic Hellkite; Nova Hellkite; Dragonhawk, Fate's Tempest; Purging Stormbrood; Twinflame Tyrant; Momo, Friendly Flier; Sarkhan, Dragon Ascendant
Phase windows: land play, mana payment, creature casting
Runtime cues: action:choose Dragon; action:tap Cavern of Souls
Use when: legal action text explicitly offers Dragon for Cavern of Souls or taps Cavern of Souls to pay for a creature spell currently being cast.
Avoid when: the current spell is Burst Lightning, Get Lost, Boros Charm, Daydream, Practiced Offense, Spectacular Tactics, Slagstorm, Day of Judgment, Rest in Peace, High Noon, Exorcise, Erode, Requisition Raid, or Authority of the Consuls.
Instructions: Use Cavern of Souls to support the deck's creature chain, especially Dragon casting, and preserve colored lands for noncreature interaction when possible.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Noncreature Spell Mana Preservation
Priority: Medium
Decision families: mana; priority
Cards: Burst Lightning; Get Lost; Boros Charm; Daydream; Practiced Offense; Spectacular Tactics; Slagstorm; Day of Judgment; Rest in Peace; High Noon; Exorcise; Erode; Requisition Raid; Authority of the Consuls
Phase windows: main phases, combat trick windows, opponent priority windows
Runtime cues: action:tap; prompt:pay mana
Use when: several mana-source choices are legal and at least one visible noncreature spell may be cast this turn cycle.
Avoid when: only one mana payment is legal or the engine displays an exact forced payment.
Instructions: Preserve Sacred Foundry, Inspiring Vantage, Sunbillow Verge, Sundown Pass, Mountain, Multiversal Passage, and Dalkovan Encampment according to the visible costs still needed. Avoid spending flexible red-white sources in a way that strands Burst Lightning or Get Lost before combat or stack interaction.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Tap-Out Dragon Commitment
Priority: High
Decision families: priority; mana
Cards: Magmatic Hellkite; Nova Hellkite; Dragonhawk, Fate's Tempest; Purging Stormbrood; Twinflame Tyrant
Phase windows: main phases before combat or after combat
Runtime cues: action:cast Magmatic Hellkite; action:cast Nova Hellkite; action:cast Dragonhawk, Fate's Tempest; action:cast Purging Stormbrood; action:cast Twinflame Tyrant
Use when: casting a large Dragon consumes most available mana or exposes the pilot to a race swing.
Avoid when: lethal defense, required removal, or a known stack threat must be handled first.
Instructions: Commit the Dragon when it stabilizes the board, starts a fast clock, or waiting risks falling behind. Delay when open mana plus visible opposing pressure makes interaction more urgent than adding one threat. Card text check required for exact Dragon triggers.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Target Gate
Priority: High
Decision families: interaction
Cards: Burst Lightning; Get Lost; Slagstorm; Day of Judgment; Exorcise; Erode; Requisition Raid
Phase windows: opponent combat, own main phase, opponent end step, stack windows when legal
Runtime cues: action:cast Burst Lightning; action:cast Get Lost; action:cast Slagstorm; action:cast Day of Judgment; action:cast Exorcise; action:cast Erode; action:cast Requisition Raid
Use when: a removal, sweeper, or answer spell is legal and more than one target or timing option exists.
Avoid when: the only legal action is a forced target from the engine.
Instructions: Spend interaction on lethal threats, engines, blockers preventing lethal, or permanents that invalidate the Dragon plan. Avoid using premium answers on replaceable creatures when the visible race can be won by attacking.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Burst Lightning Exact Lethal
Priority: High
Decision families: interaction; priority
Cards: Burst Lightning
Phase windows: any priority window where direct-damage action is legal
Runtime cues: action:target opponent Burst Lightning
Use when: legal action text offers targeting the opponent with Burst Lightning and the visible opponent life total is less than or equal to the damage amount shown by the engine for that action.
Avoid when: prevention, redirection, ward/tax, or alternative target requirements are visible in the current prompt.
Instructions: Choose the opponent target to end the game when the action text and visible life total prove lethal.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Combat Attack Commitment
Priority: Medium
Decision families: combat
Cards: Momo, Friendly Flier; Clarion Conqueror; Voice of Victory; Sarkhan, Dragon Ascendant; Magmatic Hellkite; Nova Hellkite; Dragonhawk, Fate's Tempest; Purging Stormbrood; Twinflame Tyrant
Phase windows: declare attackers
Runtime cues: prompt:declare attackers; action:attack
Use when: at least one attacker choice is legal and blockers, life totals, or crack-back damage require judgment.
Avoid when: exactly one legal attack action exists and it is forced by the engine.
Instructions: Attack when the visible exchange advances lethal pressure or keeps planeswalkers and engines contained. Hold creatures back when they are needed to block a short clock or when attacking sacrifices the only stabilizer without closing the game.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Block Survival
Priority: High
Decision families: combat
Cards: Momo, Friendly Flier; Clarion Conqueror; Voice of Victory; Sarkhan, Dragon Ascendant; Magmatic Hellkite; Nova Hellkite; Dragonhawk, Fate's Tempest; Purging Stormbrood; Twinflame Tyrant
Phase windows: declare blockers, combat damage assignment
Runtime cues: prompt:declare blockers; action:block
Use when: the opponent attacks and visible damage could materially change survival, lethal return attacks, or Dragon deployment.
Avoid when: no blockers are legal or the only legal block is forced.
Instructions: Block to prevent lethal first, preserve a two-turn clock second, and trade replaceable early creatures for threats that would otherwise race Dragons. Avoid chump blocks that do not change the clock unless they protect a decisive next-turn play.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Trick And Protection Gate
Priority: Medium
Decision families: combat; interaction
Cards: Boros Charm; Spectacular Tactics; Practiced Offense; Burst Lightning; Get Lost
Phase windows: after attackers, after blockers, before combat damage, end of combat
Runtime cues: action:cast Boros Charm; action:cast Spectacular Tactics; action:cast Practiced Offense; action:cast Burst Lightning; action:cast Get Lost
Use when: combat trick, protection, or instant-speed removal actions are legal during combat.
Avoid when: the spell cannot change combat math, protect a relevant permanent, or create lethal from visible information.
Instructions: Use tricks to force lethal, save a high-impact threat, or remove a blocker/attacker that changes the race. Card text check required for exact modes and damage/protection math.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Priority Pass With Interaction Available
Priority: Medium
Decision families: priority; interaction
Cards: Burst Lightning; Get Lost; Boros Charm; Spectacular Tactics; Practiced Offense
Phase windows: opponent main phases, combat steps, end step, stack windows
Runtime cues: action:pass; prompt:priority
Use when: pass is legal while one or more instant-speed actions are also legal.
Avoid when: only pass is legal or the stack contains a must-answer visible spell.
Instructions: Pass only when spending the action now has lower impact than holding it for combat, lethal, or a more important target. Reassess after every stack, attacker, blocker, or revealed-information change.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Requisition Raid; High Noon; Get Lost; Slagstorm; Exorcise; Authority of the Consuls; Rest in Peace; Doorkeeper Thrull; Erode; Day of Judgment
Phase windows: between games, sideboard lock prompts
Runtime cues: prompt:sideboard; action:submit sideboard
Use when: choosing a post-board configuration against a known opponent archetype or revealed strategy.
Avoid when: the submitted plan violates registered 75 validation or cuts more main-deck copies than registered.
Instructions: Bring hate only when it has a visible matchup job: High Noon for spell-chain decks, Rest in Peace for graveyard reliance, Authority of the Consuls for haste or creature racing, Slagstorm and Day of Judgment for boards that outnumber you, Doorkeeper Thrull for trigger-heavy plans, and artifact/enchantment answers for legal targets.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper Commitment
Priority: High
Decision families: interaction
Cards: Slagstorm; Day of Judgment
Phase windows: own main phase, emergency priority windows if legal
Runtime cues: action:cast Slagstorm; action:cast Day of Judgment
Use when: a sweeper is legal and the visible board contains multiple creatures or a lethal/near-lethal attack next turn.
Avoid when: your battlefield is already winning the race and the sweeper would remove the only credible clock without solving an immediate threat.
Instructions: Cast the sweeper when it resets a losing board, protects the next Dragon turn, or removes enough attackers to change survival. Preserve it when targeted removal plus attacks handles the board.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Hate Commitment
Priority: Medium
Decision families: interaction; priority
Cards: Rest in Peace
Phase windows: early main phase, before opponent graveyard payoff windows when legal
Runtime cues: action:cast Rest in Peace
Use when: the opponent has visible graveyard cards, public archetype context indicates graveyard reliance, or legal actions suggest graveyard recursion/escape/reanimation pressure.
Avoid when: the matchup has shown no graveyard dependency and casting Rest in Peace delays necessary pressure or removal.
Instructions: Deploy Rest in Peace before the opponent converts the graveyard into material advantage. Do not spend a key development turn on it when the visible game is decided by battlefield tempo.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Anti-Spell Or Anti-Trigger Hate Commitment
Priority: Medium
Decision families: interaction; priority
Cards: High Noon; Doorkeeper Thrull; Authority of the Consuls
Phase windows: early main phase, before opponent engine turns
Runtime cues: action:cast High Noon; action:cast Doorkeeper Thrull; action:cast Authority of the Consuls
Use when: matchup context or visible play patterns show spell chaining, trigger dependence, haste pressure, or repeated creature entry pressure.
Avoid when: the hate piece does not affect visible opponent actions and the pilot has a stronger pressure curve available.
Instructions: Commit hate before the opponent's engine turn when it preserves the Dragon clock. Sequence pressure first when the hate card is low-impact against the revealed board.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes
