# Strategy Specifications
## Deck Name And Archetype

- Strategy name: Red Rally.
- Format: Pauper.
- Deck count validation: The registered main deck has exactly 60 cards and the sideboard has exactly 15 cards. The main deck is 18 lands and 42 nonlands: 14 Mountain, 4 Great Furnace, 4 Goblin Bushwhacker, 4 Clockwork Percussionist, 4 Inventor's Axe, 4 Gingerbrute, 2 Manamorphose, 4 Rally at the Hornburg, 4 Voldaren Epicure, 4 Burning-Tree Emissary, 4 Galvanic Blast, 4 Goblin Tomb Raider, and 4 Lightning Bolt. The sideboard is 2 Cast into the Fire, 2 End the Festivities, 3 Experimental Synthesizer, 2 Searing Blaze, 2 Reckless Impulse, and 4 Red Elemental Blast.

- Archetype tags: Treat the deck as aggro, burn, tokens, artifact aggro, burst combat, and red tempo. The duplicate supplied tag string `aggro,burn, tokens, aggro,burn,tokens` should normalize to the same core identity: a low-curve red deck that converts cheap permanents into early combat damage and finishes with direct damage.

- Stock / rogue / hybrid status: Classify Red Rally as a hybrid deck with stock Pauper red artifact-aggro components and a deck-specific go-wide burst package. Great Furnace, Gingerbrute, Voldaren Epicure, Goblin Tomb Raider, Galvanic Blast, and Lightning Bolt support the familiar red artifact pressure plan, while Goblin Bushwhacker, Rally at the Hornburg, Burning-Tree Emissary, Clockwork Percussionist, Inventor's Axe, and Manamorphose push toward explosive multi-spell turns. Do not assume that generic Kuldotha Red heuristics always apply, because this list has no Kuldotha Rebirth and must win through its registered engines.

- Legality discipline: Use only legal actions exposed by the rules engine and do not infer that a play is available because it is strategically desirable. If the engine does not expose an attack, cast, equip, target, kicker/payment, trigger, or damage action, the pilot must choose among the currently listed legal alternatives. If exact card text matters and is not present in the state or action label, write `Card text check required` in reasoning and keep the tactical claim conditional.

- Mana identity and color concerns: Treat the deck as mono-red for normal play, with Manamorphose and Burning-Tree Emissary creating burst sequencing but not justifying loose keeps without red mana. Great Furnace is both a red source and an artifact permanent for synergy, so it should be valued above a generic land when artifact count matters, while still respecting visible artifact hate or land destruction. The deck rarely wants to spend early turns passing with unused mana; most keeps should produce a turn-one play and a turn-two pressure or burn line.

- Role concerns: Start most games as the proactive pressure deck, but reassess when the visible board makes racing impossible. The primary runtime question is whether the next legal action increases damage this turn, increases likely damage next turn, or preserves burn for lethal reach. Do not play as pure burn by default; creature damage and token/burst turns are the main way the deck turns one-mana cards into enough total pressure.

- Opponent information status: No opponent deck, matchup label, revealed hand, or sideboard plan is supplied in this batch. Use only public battlefield, graveyard, exile, stack, life totals, revealed cards, previous game logs, and any matchup metadata supplied at runtime. It is acceptable to account for archetype-likely interaction after the opponent has revealed colors or cards, but the pilot must not pretend to know hidden Counterspell, removal, sweepers, blockers, or life-gain unless that information is visible or legally revealed.

## Thesis

Red Rally assembles cheap red pressure, artifact density, and burst-combat turns rather than a long resource engine. The deck wants an early permanent on turn one, a second wave or damage spell on turn two, and a turn-three or turn-four conversion point where Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast turns prior chip damage into lethal pressure. Treat every opening sequence as a race to make the opponent's first stabilizing play arrive one turn too late.

Prioritize board presence before burn unless burn creates immediate lethal, removes a blocker that unlocks more combat damage, or prevents the opponent from winning the race. Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, and Burning-Tree Emissary are not just small bodies; they are the damage base that lets Lightning Bolt and Galvanic Blast finish the game instead of functioning as the whole game plan.

Use Goblin Bushwhacker and Rally at the Hornburg as damage multipliers, not as default curve fillers. If the legal actions offer a kicked Goblin Bushwhacker or a Rally at the Hornburg line, compare current attack damage, next-turn damage, visible blockers, and open interaction before committing. Card text check required for exact Rally at the Hornburg and Clockwork Percussionist handling if the runtime state does not show the relevant action text, trigger text, or token details.

Do not play Red Rally as a control deck, a pure burn deck, or a midrange value deck. Experimental Synthesizer and Reckless Impulse after sideboarding can improve grind, but the main deck still wins by making the opponent answer too many early damage sources. Avoid speculative passes, low-impact equips, or holding creatures in hand unless a visible sweeper, blocker, counterplay, or lethal setup makes restraint materially better.

Value Great Furnace as both mana and artifact infrastructure, but do not overprotect it at the cost of tempo. Artifact count can matter for Goblin Tomb Raider, Galvanic Blast, and sideboard texture, yet the deck's baseline priority is still to spend mana and present damage. If artifact hate is visible, reassess whether Great Furnace should be exposed before another land only when a real choice exists.

## Role Package

- Threats: Gingerbrute, Goblin Tomb Raider, Clockwork Percussionist, Voldaren Epicure, Burning-Tree Emissary, and Goblin Bushwhacker are the primary creature pressure package. Lead with the threat that produces the most reliable near-term damage from the visible board; prefer evasive or haste pressure when blockers are present, and prefer artifact-enabling threats when Galvanic Blast or Goblin Tomb Raider depends on artifact count.

- Payoffs: Goblin Bushwhacker, Rally at the Hornburg, Galvanic Blast, Lightning Bolt, Goblin Tomb Raider, and Inventor's Axe are the main payoff cards. Use Goblin Bushwhacker and Rally at the Hornburg to convert a wide board into burst damage; use Galvanic Blast and Lightning Bolt as reach or blocker removal; use Inventor's Axe only when the equip or attachment line is legal and the damage increase matters before the opponent's next stabilizing turn. Card text check required for Inventor's Axe if the legal action does not reveal equip, auto-attach, or stat-modifying details.

- Engines: Voldaren Epicure plus artifact permanents, Great Furnace as artifact mana, Clockwork Percussionist as a possible material or card-flow piece, and Rally at the Hornburg as a board-building burst card form the deck's practical engine shell. This is not a repeatable value engine; it is an engine of density, artifact count, and immediate damage. Card text check required for Clockwork Percussionist and Rally at the Hornburg if trigger timing, exile access, token creation, or haste matters.

- Velocity: Burning-Tree Emissary and Manamorphose enable multi-spell turns that turn one mana window into several board or damage actions. Use these cards to unlock same-turn Goblin Bushwhacker, extra one-drops, Galvanic Blast, Lightning Bolt, or Rally at the Hornburg when the generated mana and legal actions support the line; do not cast Manamorphose only to spend mana unless the replacement card or color fixing is tactically relevant.

- Interaction: Lightning Bolt and Galvanic Blast are the main-deck interaction, with Cast into the Fire, End the Festivities, Searing Blaze, and Red Elemental Blast adding sideboard interaction. Point damage at the opponent when it closes the game or sets up a forced lethal next turn; point damage at creatures when removing a blocker or threat gains more damage, prevents a race loss, or protects a critical burst turn.

- Protection: The registered main deck has no dedicated protection spell. Protect the plan through sequencing: force the opponent to answer cheap threats one at a time, avoid overcommitting into visible sweepers when already ahead, and preserve burn for reach when creature combat is likely to stall. Red Elemental Blast functions as sideboard protection or interaction only against legal blue targets.

- Recursion: The registered list has no true recursion package. Treat dead creatures and spent burn as gone unless the rules engine exposes a specific legal action from another card. Do not plan around recovering a removed Goblin Bushwhacker, Galvanic Blast, or Rally at the Hornburg.

- Mana: Mountain and Great Furnace are the core mana base, while Burning-Tree Emissary and Manamorphose provide burst mana. Prioritize hands and lines that produce red mana early, cast multiple cheap spells, and leave the cleanest path to a decisive Goblin Bushwhacker or burn finish.

- Sideboard modules: Red Elemental Blast is for blue interaction and blue threats; End the Festivities is for small-creature boards; Searing Blaze is for creature decks where landfall and damage tempo matter; Cast into the Fire is for artifact or small-permanent pressure where its legal modes matter; Experimental Synthesizer and Reckless Impulse are for grindier games where extra cards are worth slowing slightly. Sideboard choices must follow exact legal plans later in the guide, not improvised hidden-information assumptions.

## Primary Win Conditions

- Wide-board burst is the default win path: develop Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, Burning-Tree Emissary, artifact permanents, and any Rally at the Hornburg bodies, then convert the board with Goblin Bushwhacker. Prioritize this line when at least two attackers can connect or when a kicked Goblin Bushwhacker creates lethal or forces blocks that leave burn lethal; delay it when visible blockers, prevention, or removal make the same board better with one more threat first.

- Rally at the Hornburg is a burst setup or conversion card: use it when the legal action adds immediate attackers, increases Goblin Bushwhacker damage, or creates enough bodies to pressure around one-for-one removal. Card text check required if the runtime prompt does not show the exact token, haste, timing, or combat-relevant text; do not assume token count or attack legality beyond the engine output.

- Artifact-pressure kills come from Great Furnace, Voldaren Epicure material, Gingerbrute, Clockwork Percussionist, Inventor's Axe, Goblin Tomb Raider, and Galvanic Blast. Prioritize this line when artifact count turns Goblin Tomb Raider into efficient early damage or makes Galvanic Blast a larger finisher; preserve artifacts when their presence changes lethal math, but do not hold Great Furnace or cheap artifact creatures if spending mana now is the only way to keep tempo.

- Burn reach is the cleanest finisher after combat damage: use Lightning Bolt and Galvanic Blast on the opponent when the visible total damage ends the game this turn or sets up a forced lethal next turn through likely blocks. Use burn on creatures instead when removing one blocker unlocks more total combat damage than pointing the spell upstairs, or when killing a threat prevents losing the race before your next attack.

- Velocity turns are the highest-ceiling starts: Burning-Tree Emissary and Manamorphose enable multiple spells, surprise Goblin Bushwhacker turns, and same-turn burn plus pressure. Prioritize this line when legal mana actions let the deck spend the extra mana immediately; avoid empty Manamorphose sequencing if the only payoff is cycling without improving current or next-turn lethal math.

## Secondary Win Conditions

- Evasive chip damage is the main backup when the board stalls: Gingerbrute and any legally evasive Goblin Tomb Raider attacks should keep life totals moving while Lightning Bolt and Galvanic Blast accumulate reach. Prioritize single-source attacks when they are safe from visible blockers or when the creature would not be needed as a blocker before the next turn.

- Equipment pressure is a fallback combat plan: Inventor's Axe can turn a small creature into a relevant attacker when the legal equip or attachment action increases damage enough to change the race. Card text check required if the engine does not expose the attachment, equip cost, or stat change; do not spend a turn equipping when casting another threat or holding burn creates a clearer lethal line.

- Post-sideboard card-flow wins are slower but real: Experimental Synthesizer and Reckless Impulse support grindy games where the opponent trades one-for-one, removes early creatures, or blanks small attackers. Use these as pressure reloads, not as permission to stop attacking; every exiled or drawn card must be judged by whether it rebuilds board, finds burn, or enables a future Goblin Bushwhacker turn.

- Small-removal tempo wins matter against creature decks: End the Festivities, Searing Blaze, Cast into the Fire, Lightning Bolt, and Galvanic Blast can clear blockers while keeping damage pointed forward. Prioritize removal that both improves combat and preserves the race, especially when the opponent's creatures would otherwise trade up into Goblin Tomb Raider, stop Gingerbrute pressure, or threaten lethal first.

- Blue-matchup protection wins can happen through Red Elemental Blast: use it only against legal blue targets where countering interaction, removing a blue blocker, or forcing a key Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast line materially changes the game. Do not hold Red Elemental Blast forever if the engine offers no relevant target and board pressure must advance.

## Emergency Lines

- Behind on life: become a race deck with discipline, not a blocker deck by default. Use Lightning Bolt, Galvanic Blast, Searing Blaze, or End the Festivities on creatures when that prevents lethal or unlocks a winning crack-back; otherwise preserve burn for the shortest visible route to lethal.

- Behind on board: rebuild width before spending multipliers unless Goblin Bushwhacker or Rally at the Hornburg is already lethal. Prefer cheap bodies from Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, Burning-Tree Emissary, and legal Rally at the Hornburg actions over low-impact equipment turns.

- Behind on cards: shift toward maximum damage per card and use Experimental Synthesizer, Reckless Impulse, Manamorphose, or Clockwork Percussionist only when the legal action can convert into pressure soon. Card text check required for Clockwork Percussionist if its card-flow timing or playable-zone text is not visible.

- Behind on mana: cast the highest-tempo legal one-mana threats and avoid stranded two-card sequences that require an extra land. Great Furnace and Mountain should prioritize casting spells now; Burning-Tree Emissary and Manamorphose are emergency accelerants only when their generated mana has a visible use.

- Removed win conditions: if Goblin Bushwhacker or Rally at the Hornburg is gone, win through normal attacks plus Lightning Bolt and Galvanic Blast; if burn is exhausted, win through artifact-enabled attackers and equipment-sized combat. Do not wait for unavailable recursion, because the registered main deck has no reliable recovery engine.

- Facing graveyard recursion, combo, lock, or prison pressure: race first unless sideboard interaction has a legal high-impact target. Cast into the Fire, Red Elemental Blast, End the Festivities, Searing Blaze, Lightning Bolt, and Galvanic Blast should answer only the visible permanent, spell, or creature that changes the clock, prevents attacks, or stops lethal.

## Resource Model

- Life total is a clock, not a cushion: spend life only by accepting attacks when the return attack plus Lightning Bolt, Galvanic Blast, Goblin Bushwhacker, or Rally at the Hornburg creates a shorter visible route to lethal. Switch from pure racing to creature removal when the opponent can present lethal before your next combat.

- Hand cards are burst fuel: prioritize sequences that deploy multiple cheap threats before a multiplier turn, especially Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, Burning-Tree Emissary, Inventor's Axe, and Rally at the Hornburg. Do not conserve cards for abstract value when the current board can convert them into immediate damage or force bad blocks.

- Mana is tempo and spell count: one red source plus cheap action is often better than a slower hand with more theoretical resources, but hands without a functional early red plan should be treated as mulligan candidates. Burning-Tree Emissary and Manamorphose are strongest when their mana is spent in the same turn on visible legal actions, not when they merely cycle or float without pressure.

- Board material is the deck's main multiplier resource: each extra creature increases the value of Goblin Bushwhacker, Rally at the Hornburg, and blocker-clearing burn. Preserve wide boards when a future burst attack is realistic, but trade small creatures when the trade protects lethal, clears a key blocker, or prevents the opponent from winning the race.

- Artifacts are both pressure and reach: Great Furnace, Gingerbrute, Voldaren Epicure material, Clockwork Percussionist, Inventor's Axe, and other visible artifacts can matter for Goblin Tomb Raider and Galvanic Blast. Do not sacrifice artifact count casually if it reduces current or next-turn lethal math; do spend artifacts or artifact creatures if the rules engine shows a legal line that wins or prevents losing.

- Graveyard is mostly a spent-resource record: the main deck has no reliable recursion plan, so do not value the graveyard as future fuel unless a legal runtime action explicitly uses it. Use graveyards as information for counting spent Lightning Bolt, Galvanic Blast, Goblin Bushwhacker, Rally at the Hornburg, removal, and blockers.

- Exile is temporary card access only when a legal card says so: Experimental Synthesizer and Reckless Impulse can convert exile into more threats, burn, or lands after sideboarding. Card text check required for the exact play window; prioritize exiled cards that can be used before the window closes and that improve board, mana, or lethal reach.

- Lands are both mana and artifacts: Mountain is stable red mana, while Great Furnace is red mana plus artifact count with vulnerability to artifact hate. Count land drops by whether they enable double-spell turns; excess lands after three mana are low value unless needed to cast sideboard cards, pay equip or optional costs, or support burn plus threat sequencing.

- Sacrifice fodder is incidental, not a central engine: do not create or preserve fodder for nonexistent main-deck sacrifice payoffs. After sideboarding, respect legal actions from Experimental Synthesizer or other shown effects only if the engine exposes them; Card text check required before treating any permanent as planned sacrifice material.

- Tempo is the default exchange rate: a play that adds two power, clears a blocker, or enables a kicked Goblin Bushwhacker this turn is usually worth more than a slower card-flow action. Use Experimental Synthesizer and Reckless Impulse when games become attrition fights or when the current hand lacks enough pressure.

- Information converts into burn discipline: use visible blockers, open mana, known revealed cards, graveyards, and public sideboard cards to decide whether Lightning Bolt, Galvanic Blast, Searing Blaze, End the Festivities, Cast into the Fire, or Red Elemental Blast should answer a permanent, protect a key turn, or go to face.

- Sideboard bullets convert narrow windows into tempo: End the Festivities attacks small boards, Searing Blaze can pair removal with damage when legally enabled, Cast into the Fire handles eligible artifacts or small threats if the engine offers targets, Red Elemental Blast answers legal blue targets, and Experimental Synthesizer plus Reckless Impulse rebuild after removal.

## Mana Guide

- Keep hands that cast spells early: a strong opener normally has at least one red source, at least one one-mana play, and a path to spend mana on turns one and two. Mulligan hands with no land, no red source, only Great Furnace plus visible artifact-hate risk and no backup when that risk matters, or multiple two-mana cards without early pressure.

- Treat all colored requirements as red unless the engine says otherwise: Mountain and Great Furnace cast the deck's core spells, and sideboard cards are also red. Burning-Tree Emissary and Manamorphose may expose color-choice prompts; choose red mana when a no-API visible action needs red, and use other colors only if a legal action explicitly requires or benefits from them.

- Sequence Great Furnace for artifact count when it improves current legal actions: play it early to enable Goblin Tomb Raider pressure or Galvanic Blast reach, especially when no visible opposing artifact interaction punishes it. Prefer Mountain first when Great Furnace is strategically valuable later and the current turn does not need artifact count.

- Play lands before draw or exile effects when mana is needed this turn: if Manamorphose, Experimental Synthesizer, Reckless Impulse, or Clockwork Percussionist can reveal or access a playable spell that needs mana, make the land drop first only when it increases immediate casting capacity. Hold the land until after the draw-like action when land-drop information matters and current mana is already sufficient.

- Build double-spell turns before multiplier turns: use early Mountain or Great Furnace to cast Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, or Inventor's Axe, then use Burning-Tree Emissary and Manamorphose to bridge into Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast. Avoid spending the only red mana on a line that strands a better same-turn red spell.

- Respect tapped and utility status from the engine: the registered lands are Mountain and Great Furnace, but runtime effects may tap, restrict, destroy, or otherwise modify them. Choose mana actions from the legal prompts; do not assume a land can produce mana, count as an artifact, or remain available after costs unless the visible state supports it.

- Use Burning-Tree Emissary as acceleration only with a destination: cast it before other spells when the generated mana has a visible legal use, such as another creature, Manamorphose, Goblin Bushwhacker, Rally at the Hornburg, or burn. Delay it when casting it now empties the hand into weak pressure and a later burst turn would be stronger.

- Use Manamorphose to fix spell count and sequencing, not as automatic cycling: cast it when it unlocks a same-turn red spell, enables Goblin Bushwhacker or Rally at the Hornburg math, digs for lethal with enough mana remaining, or converts awkward Burning-Tree Emissary mana. Do not cast it before deciding land sequencing if the draw could change which land should be played.

## Mulligan Guide

- Strong keep: keep one or two red sources plus at least two turn-one plays from Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, or Inventor's Axe, with Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, or Galvanic Blast as follow-through. This hand can spend mana immediately, grow artifact count, and threaten a burst turn before the opponent stabilizes.

- Strong keep: keep Great Furnace, Mountain, Goblin Tomb Raider, Gingerbrute, Burning-Tree Emissary, Goblin Bushwhacker, and any burn spell unless visible matchup context makes Great Furnace unusually exposed. This hand has artifact count, bodies, acceleration, and a clear turn-three damage plan.

- Medium keep: keep two lands, Voldaren Epicure, Clockwork Percussionist, Lightning Bolt, Galvanic Blast, and Rally at the Hornburg when the matchup is not faster than you. This hand is less explosive but has board, reach, and removal flexibility.

- Risky keep: keep one-land Great Furnace hands only when the hand has multiple one-mana plays and does not require immediate second mana for Burning-Tree Emissary, Rally at the Hornburg, or double-spelling. Ship if the hand folds to missing the second land or to visible artifact-land punishment.

- Matchup-dependent keep: keep removal-heavy hands with Lightning Bolt, Galvanic Blast, Searing Blaze, End the Festivities, or Cast into the Fire only when the opponent's visible archetype or known sideboard plan rewards killing early creatures or artifacts. Against slow decks, prefer pressure over reactive density.

- Play/draw adjustment: on the play, favor hands with a turn-one creature and a turn-two pressure increase; on the draw, accept slightly slower hands with two lands and burn if they answer the opponent's first threat. Do not keep a draw-hand that only reacts and never presents a clock.

- Automatic ship: mulligan no-land hands, hands with no red source, hands with only burn and no early creature against unknown opponents, and hands with three-plus lands plus no Goblin Bushwhacker, Rally at the Hornburg, or card-flow sideboard spell. This deck cannot afford to start as a slow burn-control deck.

- Trap hand: do not keep Mountain, Mountain, Manamorphose, Manamorphose, Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt unless the draw already has a legal early creature path. Manamorphose is not a body, and Goblin Bushwhacker or Rally at the Hornburg need material to multiply.

- Trap hand: do not overvalue Inventor's Axe without creatures or artifact-count payoff. Keep it with Gingerbrute, Clockwork Percussionist, Goblin Tomb Raider, or Great Furnace; ship or question it when it is just equipment beside reactive spells.

## Turn Arc

- Turn 1: prefer Great Furnace or Mountain into Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Goblin Tomb Raider, or Inventor's Axe according to legal actions and artifact needs. Lead Great Furnace when it enables Goblin Tomb Raider or Galvanic Blast; lead Mountain when preserving Great Furnace from visible artifact interaction matters.

- Turn 1 deviation: cast Lightning Bolt or Galvanic Blast only when killing a visible creature prevents a faster clock, protects future attacks, or denies an engine that will outscale you. Face burn on turn one is usually weaker than adding a permanent unless it sets up exact lethal.

- Turn 2: prioritize adding two pieces of pressure over one modest play. Burning-Tree Emissary is best when its mana immediately becomes Gingerbrute, Goblin Tomb Raider, Inventor's Axe, Manamorphose, Goblin Bushwhacker, or burn; do not cast it into no useful follow-up just to spend cards.

- Turn 2 deviation: use Manamorphose when it unlocks a same-turn spell, converts Burning-Tree Emissary mana, or digs with enough mana left to cast what is found. Avoid cycling it before deciding attacks, land drop, and visible lethal math.

- Turn 3: check lethal before developing. Count current attackers, possible Goblin Bushwhacker actions, Rally at the Hornburg actions, Lightning Bolt, Galvanic Blast, Gingerbrute evasion actions, Inventor's Axe equip actions, and blocker removal; if the engine exposes a legal burst line, compare it against playing around open interaction.

- Turn 3 deviation: hold Goblin Bushwhacker or Rally at the Hornburg when the board is too small, the opponent has obvious sweepers or prevention mana, or a post-combat burn line is safer. Card text check required for exact Rally at the Hornburg effects; use only the legal actions shown.

- Turns 4-5: shift from maximum deployment to closing discipline. Preserve Lightning Bolt and Galvanic Blast for face when visible life totals make them reach, but spend them on blockers or lifegain creatures when that creates more combat damage than the burn would deal directly.

- Turns 4-5 deviation: after sideboarding, use Experimental Synthesizer or Reckless Impulse when the first wave stalled and the hand lacks lethal pressure. Card text check required for exact exile/play timing; prioritize playable threats, lands that enable double-spell turns, and burn that changes the current race.

- Late game: treat every draw as a lethal-math input. Prioritize haste, evasion, burn, and any legal Goblin Bushwhacker or Rally at the Hornburg multiplier over slow equipment setup unless Inventor's Axe creates a visible lethal attacker.

- Late game emergency: when behind on board, race only if the visible clock plus burn math kills before the opponent's next attack. Otherwise use Lightning Bolt, Galvanic Blast, Searing Blaze, End the Festivities, or Cast into the Fire on legal targets that reduce damage, clear blockers, or buy one decisive attack step.

## Card Roles

- **Goblin Bushwhacker:** Treat **Goblin Bushwhacker** as a burst-combat payoff first and a one-mana creature only when the hand or board forces that role. Cast it with the engine-confirmed enhanced/kicked action when two or more attackers, fresh tokens, or **Burning-Tree Emissary** mana make the attack meaningfully larger. Hold it through early turns if another cheap permanent can build a better turn-three swing. Do not spend it into one blocker for minor damage unless the opponent is already in burn range, the hand lacks other plays, or waiting risks losing the only attack window. Against removal-heavy decks, let expendable creatures draw interaction before committing **Goblin Bushwhacker**.

- **Clockwork Percussionist:** Use **Clockwork Percussionist** as early artifact pressure, haste damage if confirmed, and a body that can make trades less painful. Card text check required for exact death-trigger timing, but if the rules engine shows card access when it dies, attack it into trades more willingly when the exchanged body would otherwise block future damage. Cast it early to support **Goblin Tomb Raider**, **Galvanic Blast**, **Goblin Bushwhacker**, and **Rally at the Hornburg** math. Avoid trading it away before a lethal pump turn if one extra attacker is the difference between lethal and nonlethal.

- **Inventor's Axe:** Use **Inventor's Axe** as an artifact-count piece and damage amplifier, not as a reason to keep creature-light hands. Card text check required for exact attach/equip behavior; if the engine offers an immediate attachment, prefer the attacker most likely to connect this combat, often **Gingerbrute** or an enabled **Goblin Tomb Raider**. Cast it early when it enables artifact synergies or makes a current attacker attack profitably. Delay equip-style mana spending when adding another creature or holding burn creates more damage before the opponent's next turn. Against removal decks, avoid investing all tempo into one creature unless the damage is immediate.

- **Gingerbrute:** Prioritize **Gingerbrute** when the game may stall behind blockers, because haste, artifact status, and engine-confirmed evasion make it one of the deck's cleanest reach creatures. Cast it on turn one when it supports artifact count or immediate pressure. Pair it with **Inventor's Axe**, **Goblin Bushwhacker**, and burn that clears the few blockers allowed by its evasion action. Use evasion only when it changes damage, lethal math, or post-combat burn range; preserve mana when the opponent has no relevant blocker or when that mana casts **Lightning Bolt**, **Galvanic Blast**, or another threat.

- **Manamorphose:** Use **Manamorphose** as a same-turn sequencing tool, not as a substitute for a functional opener. Cast it when it converts awkward **Burning-Tree Emissary** mana, enables a current legal spell chain, finds a card while leaving enough mana to cast it, or improves lethal math before committing a payoff. Avoid firing it before attacks or land sequencing if the current hand already has a strong permanent play. Against counters or discard, do not assume hidden interaction, but consider whether cycling now exposes a key payoff or whether holding it keeps a future burst turn alive.

- **Rally at the Hornburg:** Treat **Rally at the Hornburg** as a pressure and burst card whose exact value depends on confirmed text. Card text check required for token types, pump scope, haste, and timing; do not assume it buffs every creature unless the rules engine shows that outcome. Cast it before combat when its created bodies or bonuses can attack this turn. Hold it when existing pressure is already enough and the opponent signals sweepers or instant-speed punishment. Pair it with **Goblin Bushwhacker** when legal sequencing makes new bodies plus team pump lethal or near-lethal.

- **Voldaren Epicure:** Lead with **Voldaren Epicure** when you need guaranteed early damage, a creature body, and an artifact resource for later turns. Its battlefield role is modest, but its immediate damage and Blood/artifact contribution support **Goblin Tomb Raider**, **Galvanic Blast**, **Goblin Bushwhacker**, and stalled-board burn math. Use the Blood only when digging matters more than artifact count, such as flooded hands, lethal searches, or post-sweeper rebuilds. Do not sacrifice the artifact before checking whether **Galvanic Blast** needs metalcraft or **Goblin Tomb Raider** needs artifact support.

- **Burning-Tree Emissary:** Use **Burning-Tree Emissary** to create multi-spell tempo turns rather than as a routine isolated two-drop. Cast it when the mana immediately becomes **Goblin Bushwhacker**, **Manamorphose**, **Inventor's Axe**, another cheap creature, burn, or a setup that changes combat this turn. Sequence it before payoff spells when it adds a body and produces the mana needed for the payoff. If there is no productive follow-up, compare the 2/2 body against other plays that preserve cards or build artifact count. Against blue decks, it can bait interaction before the true payoff, but do not waste a lethal window only to play around unproven hidden cards.

- **Galvanic Blast:** Preserve **Galvanic Blast** as premium flexible damage, with current artifact count deciding whether it is removal, reach, or both. Use it on a blocker when removing that blocker creates more combat damage than sending damage upstairs. Use it on the opponent when it is lethal, sets up unavoidable lethal, or the board cannot profitably attack. Track **Great Furnace**, **Clockwork Percussionist**, **Inventor's Axe**, **Gingerbrute**, and **Voldaren Epicure** artifacts before sacrificing, trading, or exposing them. Do not assume the higher-damage mode unless the engine confirms the artifact condition at the relevant window.

- **Goblin Tomb Raider:** Treat **Goblin Tomb Raider** as a high-priority one-drop only when artifact support is present or imminent. Card text check required for exact bonus, but its best starts usually involve **Great Furnace**, **Gingerbrute**, **Clockwork Percussionist**, **Inventor's Axe**, or **Voldaren Epicure** resources enabling stronger attacks. Cast it early to pressure control and tempo decks before they stabilize. If no artifact is available, it can still provide width for **Goblin Bushwhacker**, but do not overvalue it over a confirmed hasty or artifact-producing play. Against artifact hate, diversify threats so one artifact removal spell does not collapse both mana and attacker quality.

- **Lightning Bolt:** Use **Lightning Bolt** as the cleanest burn spell and the benchmark for every damage decision. Early, aim it at creatures only when the target blocks multiple future damage, threatens a faster race, enables lifegain, or protects the opponent's engine. Midgame, hold it for face damage unless killing a blocker immediately unlocks a larger attack. Late, count it as a topdeck win condition and avoid spending it on low-impact targets. Against aggro, it often preserves life and tempo; against control, it is usually reach after early creatures force the opponent low.

- **Great Furnace:** Value **Great Furnace** as both red mana and artifact infrastructure. Lead with it when artifact count immediately improves **Goblin Tomb Raider**, **Galvanic Blast**, or multi-artifact pressure. Prefer **Mountain** first when artifact count is not needed and public information suggests artifact-land punishment. Losing **Great Furnace** can remove both mana and metalcraft, so do not expose it casually in post-board games where **Cast into the Fire**-style effects, artifact hate, or land destruction have been shown.

- **Mountain:** Use **Mountain** as the stable red source that lets the deck function through artifact hate. It does not increase artifact count, but it reliably casts **Goblin Bushwhacker**, **Lightning Bolt**, **Galvanic Blast**, **Voldaren Epicure**, **Rally at the Hornburg**, and sideboard red spells. Choose **Mountain** over **Great Furnace** when the turn does not need artifact count and preserving a future artifact land is worth more than enabling a marginal attack.

- **Cross-card role check:** Before each main-phase commitment, classify the hand as pressure, payoff, burn, or reload. Pressure hands need bodies from **Clockwork Percussionist**, **Gingerbrute**, **Voldaren Epicure**, **Goblin Tomb Raider**, and **Burning-Tree Emissary**. Payoff hands need a board before **Goblin Bushwhacker** or **Rally at the Hornburg** matter. Burn hands need early combat to make **Lightning Bolt** and **Galvanic Blast** lethal instead of merely reactive. Reload or awkward hands should use **Manamorphose** and Blood only when the legal action can change this turn or the next turn cycle.

## Interaction Priorities

- **Priority:** Use **Lightning Bolt** and **Galvanic Blast** first on creatures that stop multiple attackers, enable lifegain, produce a faster opposing clock, or protect an engine that will outscale your burn. Do not spend burn on a creature just because it is legal; compare the damage gained by clearing the blocker against sending burn to the opponent.

- **Priority:** Aim burn at the opponent when it is lethal, creates a two-spell lethal setup, or the board is already unlikely to attack profitably. Count visible **Lightning Bolt**, **Galvanic Blast**, current artifact count, and possible **Goblin Bushwhacker** or **Rally at the Hornburg** combat damage before removing a medium blocker.

- **Priority:** Preserve **Galvanic Blast** when artifact count makes it the largest reach spell or best answer. Keep **Great Furnace**, **Clockwork Percussionist**, **Inventor's Axe**, **Gingerbrute**, and **Voldaren Epicure** artifact resources in mind before sacrificing, trading, or sequencing them away; do not assume metalcraft or higher damage unless the engine action text confirms it.

- **Priority:** Remove lifegain creatures, repeat blockers, pingers, sweep-enabling creatures, and must-answer combo pieces before ordinary attackers. Against aggro, kill the creature that changes the race most. Against control, kill only blockers or engines that prevent lethal pressure. Against big mana, prioritize creatures or permanents that buy them multiple turns over low-impact ramp pieces unless the visible clock says otherwise.

- **Priority:** Ignore low-impact blockers when **Gingerbrute**, go-wide tokens, **Goblin Bushwhacker**, **Rally at the Hornburg**, or burn reach can make them irrelevant. Ignore slow value permanents when the opponent is within burn range and tapping mana for interaction would reduce your lethal setup.

- **Priority:** Use **Burning-Tree Emissary**, **Clockwork Percussionist**, spare one-drops, or an unenhanced **Goblin Tomb Raider** as bait when the opponent has visible counter/removal pressure and your real payoff is **Goblin Bushwhacker**, **Rally at the Hornburg**, **Lightning Bolt**, or **Galvanic Blast**. Do not bait if the current legal line already presents lethal or if waiting gives the opponent a better stabilization window.

- **Priority:** Treat counter, discard, exile, and bounce decisions as sideboard- or opponent-dependent, because the main deck has no dedicated counterspell, discard spell, or bounce spell. When **Red Elemental Blast** is sideboarded, counter or destroy the blue spell/permanent that stops lethal, sweeps pressure, or creates a dominant blocker/engine; Card text check required for exact legal modes. When **Cast into the Fire**, **End the Festivities**, or **Searing Blaze** is sideboarded, follow engine text and use them on artifacts, small creatures, or landfall-relevant targets only when the visible mode advances the race, clears multiple bodies, or prevents a faster kill.

## Combat And Trading Rules

- **Attack priority:** Attack whenever the damage meaningfully shortens the clock and does not sacrifice a future **Goblin Bushwhacker** or **Rally at the Hornburg** lethal setup. This deck is usually the beatdown, but it should not throw away artifact bodies or equipped attackers when burn plus one more wide attack wins next turn.

- **Attack priority:** Sequence precombat creatures and payoffs only when the legal action increases current combat damage, adds haste, enables **Inventor's Axe**, turns on **Goblin Tomb Raider**, or improves **Galvanic Blast**. If a payoff’s exact combat effect is not visible, Card text check required; choose only from engine-confirmed attack and pump actions.

- **Attack priority:** Value **Gingerbrute** as a damage carrier and evasive pressure piece when the board stalls. Preserve it through trades unless blocking is required to survive or unless sacrificing/trading it keeps lethal burn alive. Use its legal evasion action when that produces more reliable damage than adding another small body.

- **Trade priority:** Trade small creatures for blockers when the trade unlocks larger attacks, preserves life against a faster aggro deck, or turns a future burn spell into lethal. Avoid trading **Burning-Tree Emissary** or artifact creatures merely for parity if they are needed as width for **Goblin Bushwhacker**, artifact count for **Galvanic Blast**, or equipment carriers for **Inventor's Axe**.

- **Block priority:** Block aggressively at low life totals when visible opposing damage threatens lethal before your next attack. At 10 or more life, prefer racing unless the opponent’s board clearly outpaces yours. At 7 or less life, recheck every attack-back and burn possibility before declining blocks. At 4 or less life, preserve survival over marginal extra damage unless your current line is lethal.

- **Protection priority:** Protect the engine by preserving board width, artifact count, and payoff timing rather than by holding nonexistent protection spells. Do not sacrifice **Voldaren Epicure** Blood or expose **Great Furnace** to known artifact punishment unless the immediate legal line improves lethal odds or prevents dying.

- **Archetype adjustment:** Against creature aggro, become a tempo deck: burn attackers or key blockers, trade when life total demands it, and use **Goblin Bushwhacker** to swing races. Against control or blue tempo, keep pressure distributed, bait with lesser spells, and force them to answer both board and burn. Against artifact decks, conserve **Cast into the Fire** post-board for artifact targets that block, race, or disable your own lethal path. Against combo or big mana, reduce blocking concern and maximize the fastest clock unless a visible creature or permanent must be removed to stop an immediate win.

## Selection And Tutor Rules

- **Selection priority:** Treat this main deck as having no true tutor package, so selection means sequencing cantrips, Blood, exile/draw triggers, and land drops to preserve the fastest lethal line. Do not search for a card unless the rules engine presents an explicit search or selection action from a sideboard card or unusual game effect.

- **Manamorphose priority:** Cast **Manamorphose** when the mana conversion and card draw can change the current turn, unlock a multi-spell turn, or find burn/lethal after mana is already floating or committed. Avoid spending it early only to cycle when the hand already has clean mana and a clear creature-curve line, because the unknown draw is more valuable once you know whether you need **Goblin Bushwhacker**, **Rally at the Hornburg**, **Lightning Bolt**, or **Galvanic Blast**.

- **Blood priority:** Use the Blood token from **Voldaren Epicure** when you need to convert a dead land, duplicate low-impact card, or late one-drop into a chance at burn, a payoff, or a required land. Preserve Blood when artifact count matters for **Galvanic Blast**, **Goblin Tomb Raider**, or board representation; Card text check required for exact artifact-count-dependent effects shown by the engine.

- **Exile/draw priority:** Use **Clockwork Percussionist**-related card access only under the exact legal action text shown by Forge. Card text check required for its trigger and play-duration details; if it offers temporary access, play the exiled card before optional nonessential actions when the card will otherwise expire.

- **Land-drop timing:** Make the land drop before spells when the extra mana may enable **Burning-Tree Emissary**, kicked **Goblin Bushwhacker**, **Rally at the Hornburg**, burn plus creature, or a Blood activation. Delay the land drop only when a legal draw/filter action can reveal whether **Mountain** or **Great Furnace** sequencing matters for artifact count, landfall sideboard cards, or bluffing, and only if delaying does not block a current legal spell.

- **Great Furnace priority:** Prefer **Great Furnace** over **Mountain** when artifact count is tactically relevant and no visible artifact punishment makes it costly. Prefer **Mountain** first when the opponent has shown artifact-land interaction or when losing **Great Furnace** would strand the hand.

- **Cantrip and impulse sideboard priority:** With **Experimental Synthesizer** or **Reckless Impulse** sideboarded, use them when mana remains to cast likely hits or when a stalled board needs reload more than another small attacker. Card text check required for exact exile duration and cast permissions; do not exile cards before making required land/mana decisions if that sequence would make the revealed legal actions unusable.

- **Bottom/discard choices:** When forced to discard, bottom, or select between cards, keep the card that creates the shortest real clock from the visible state. Against stable blockers, prioritize **Goblin Bushwhacker**, **Rally at the Hornburg**, **Gingerbrute**, **Lightning Bolt**, and **Galvanic Blast** over redundant small bodies; against fast aggro, prioritize cheap burn and bodies that trade.

## Priority And Stack Rules

- **Priority rule:** Pass priority when no legal instant-speed action improves damage, survival, or the next turn’s lethal setup. Do not cast **Lightning Bolt** or **Galvanic Blast** merely because priority is available; preserve them for lethal, key blockers, lifegain, engine pieces, or stack windows that matter.

- **Lethal stack rule:** Fire burn at the opponent during the latest safe window when it is lethal or when waiting risks discard, lifegain, prevention, counterplay, or losing mana. If the opponent is tapped out and no visible prevention or lifegain trigger is pending, main-phase or end-step lethal burn is acceptable when the legal action text confirms the target.

- **Combat timing rule:** Use precombat **Goblin Bushwhacker**, **Rally at the Hornburg**, **Burning-Tree Emissary**, **Inventor's Axe**, and creature deployment only when the engine-confirmed effects increase this combat or create a necessary body/equipment state. Card text check required for exact **Inventor's Axe**, **Rally at the Hornburg**, and **Goblin Bushwhacker** prompts; choose only engine-listed kicker, target, attach, and attack actions.

- **Response rule:** Respond to removal or sweepers only with legal burn, Blood, or sideboard actions that preserve lethal, deny lifegain, or convert a resource that is about to be lost. If the creature will die and **Clockwork Percussionist** or another visible object offers a death/exit trigger, let the rules engine present that trigger rather than assuming value.

- **Optional cost rule:** Pay optional costs such as kicked **Goblin Bushwhacker** only when the visible board makes the cost meaningfully increase damage, enable haste, or threaten lethal. Decline optional payments when the current board is too small, the mana is needed for **Lightning Bolt**/**Galvanic Blast**, or the action text does not confirm the payoff.

- **Activated ability rule:** Activate **Gingerbrute** evasion, Blood, or equipment abilities only when the activation changes combat damage, selection quality, or survival this turn. Avoid using mana on low-impact activations before checking whether **Goblin Bushwhacker**, **Rally at the Hornburg**, burn, or a second creature spell is legal.

- **Sideboard stack rule:** With **Red Elemental Blast**, use the legal counter/destroy mode on blue spells or permanents that stop lethal, remove multiple attackers, create an unbeatable blocker, or win the race. With **Cast into the Fire**, **End the Festivities**, or **Searing Blaze**, follow visible mode and target text; Card text check required, especially for damage, artifact, landfall, and multi-target details.

- **Resolution rule:** Let opposing spells resolve when they do not affect the clock, blockers, lifegain, sweepers, combo speed, or your current lethal setup. Spend interaction only on stack objects or permanents whose visible outcome changes the race before your next meaningful attack or burn window.

## Sideboard Map

- **Sideboard principle:** Preserve the deck's one-mana density, artifact count, and burst-combat ceiling unless the opposing archetype forces a different role. Sideboarding should not turn **Red Rally** into slow midrange; it should either clear blockers, answer a narrow hate card, protect threats from blue interaction, or add reload when the first wave is likely to be contained.

- **Red Elemental Blast role:** Bring **Red Elemental Blast** against blue decks where the engine shows legal blue spell or blue permanent targets that affect the race, especially Counterspell-style permission, **Tolarian Terror**-style blockers, Faeries threats, blue card-advantage engines, and blue combo protection. It is bad against nonblue decks, against mostly red/green creature piles, and when the opponent's blue cards are low-impact compared with racing. Role change: after adding it, you may hold one red mana more often instead of spending every mana precombat, but do not pass up a lethal **Goblin Bushwhacker**, **Rally at the Hornburg**, **Lightning Bolt**, or **Galvanic Blast** line merely to represent interaction.

- **End the Festivities role:** Bring **End the Festivities** against one-toughness swarms, Faeries, token boards, Elves-style starts, **Spellstutter Sprite** boards, and creature decks where clearing several small bodies opens attacks. It is bad against large-creature decks, removal-heavy control with few creatures, and matchups where your own speed matters more than a small sweeper. Role change: after adding it, value timing; casting it before combat can unlock attacks, while holding it may punish a wider follow-up if your life total allows waiting. Card text check required for exact damage and affected objects; follow only the rules-engine targets and resolution.

- **Cast into the Fire role:** Bring **Cast into the Fire** against artifact lands, Affinity, artifact creatures, Bridges, equipment, and small-creature boards where its legal modes line up with visible permanents. It is bad when the opponent has few artifacts and few one-toughness creatures, or when spending two mana on interaction delays a lethal board. Role change: after adding it, treat it as tempo interaction first; remove the artifact or creature state that blocks lethal, enables the opponent's mana, or threatens a stabilizing turn. Card text check required for exact modes, targeting, damage, and exile wording.

- **Searing Blaze role:** Bring **Searing Blaze** against creature decks where land drops can turn it into removal plus face damage, especially red mirrors, Stompy-style pressure, Faeries with early creatures, and decks relying on a key blocker. It is bad against creature-light control, combo, and games where you expect to miss land drops or cannot reliably produce the required red mana. Role change: after adding it, sequence land drops carefully; if the engine shows landfall-enhanced legal text, prioritize using it on a creature that also advances the opponent-damage clock. Card text check required for exact landfall text, target requirements, and damage distribution.

- **Experimental Synthesizer role:** Bring **Experimental Synthesizer** against removal-heavy decks, attrition decks, black midrange, blue control, and any opponent likely to trade one-for-one until the first attack wave is empty. It is bad against very fast combo or racing matchups where spending mana on delayed cards loses tempo. Role change: after adding it, the deck becomes slightly more resilient and less all-in; cast it when you can use the exiled card or when a stalled board needs material more than immediate damage. Card text check required for exact exile duration and sacrifice/leave-battlefield interactions.

- **Reckless Impulse role:** Bring **Reckless Impulse** against control, heavy removal, and grindy post-board games where additional cards matter more than another fragile one-drop. It is bad against fast aggro when board presence and burn timing are urgent, and bad in mana-light hands that cannot cast the exiled cards. Role change: after adding it, make land drops and mana sequencing before impulse-draw decisions when doing so increases the number of legal cards you can cast from exile. Card text check required for exact play duration and permission.

Creature-swarm matchup plan
Side in: 2 End the Festivities, 2 Searing Blaze
Cut: 2 Manamorphose, 2 Inventor's Axe

- **Plan rule:** Use this balanced plan against decks presenting many small creatures where clearing blockers or attackers matters more than pure velocity. **Manamorphose** is lower priority when the matchup is about board control instead of chaining a perfect burst turn, and **Inventor's Axe** is less reliable when the opponent can blank one suited attacker with a wider board. Keep **Goblin Bushwhacker**, **Rally at the Hornburg**, **Goblin Tomb Raider**, **Gingerbrute**, **Lightning Bolt**, and **Galvanic Blast** because they still define the race.

Blue tempo/control plan
Side in: 4 Red Elemental Blast, 3 Experimental Synthesizer, 2 Reckless Impulse
Cut: 4 Inventor's Axe, 2 Manamorphose, 1 Clockwork Percussionist, 2 Voldaren Epicure

- **Plan rule:** Use this balanced plan against blue decks that combine counterspells, bounce, card draw, and blockers. **Red Elemental Blast** protects critical turns or answers blue permanents, while **Experimental Synthesizer** and **Reckless Impulse** keep cards flowing after removal. The reduced main-deck emphasis is on low-impact setup pieces that are weakest into bounce, permission, or long games; preserve enough cheap creatures to make **Goblin Bushwhacker** and **Rally at the Hornburg** lethal when the blue deck stumbles.

Artifact matchup plan
Side in: 2 Cast into the Fire, 2 Searing Blaze, 3 Experimental Synthesizer
Cut: 2 Manamorphose, 2 Inventor's Axe, 1 Clockwork Percussionist, 2 Voldaren Epicure

- **Plan rule:** Use this balanced plan against Affinity-style artifact decks or artifact-land engines where specific artifact removal can buy the attack step needed to finish. **Cast into the Fire** should answer the visible artifact that most affects mana, blocking, lethal prevention, or clock speed. **Searing Blaze** stays only if the opponent also has creatures worth targeting; if the visible build is creature-light, prefer the blue/control reload plan only when blue targets justify **Red Elemental Blast**.

Burn or red mirror plan
Side in: 2 Searing Blaze, 2 End the Festivities, 2 Reckless Impulse
Cut: 2 Manamorphose, 2 Inventor's Axe, 2 Clockwork Percussionist

- **Plan rule:** Use this balanced plan when both players are racing with small creatures and burn. **Searing Blaze** is strongest when it removes a creature while damaging the opponent, **End the Festivities** punishes one-toughness boards, and **Reckless Impulse** helps after both sides trade resources. Do not become too slow; keep the main burn suite and the haste/token burst package because the mirror is often decided by the first player to convert board into lethal.

- **Archetype rule, combo:** Add role cards only if they interact with the combo's visible colors or permanents; **Red Elemental Blast** is for blue combo protection or blue combo pieces, while **Cast into the Fire** is for artifact-dependent combo permanents. Reduce main-deck emphasis on grind cards only when the opponent is faster than your normal goldfish. Against noninteractive combo, prioritize maximum damage over speculative sideboard cards.

- **Archetype rule, big creatures:** Add role cards that remove blockers only when the sideboard card's legal text actually answers the visible creature or enables lethal around it. Reduce main-deck emphasis on narrow one-body enhancement if the opponent blocks profitably with large creatures. Keep burn reach because large-creature decks often stabilize the board before they stabilize life total.

- **Archetype rule, unknown opponent:** Make minimal changes before seeing enough cards. Add role cards only after public information identifies blue targets, artifact targets, one-toughness swarms, landfall-removal value, or attrition pressure. When uncertain, preserve the pre-board proactive shell because this deck punishes slow or speculative opposing starts.

## Matchup Guidance

- **Aggro:** Race by making the first wide board that forces bad blocks, not by trading every resource one-for-one. Prioritize **Goblin Tomb Raider**, **Gingerbrute**, **Voldaren Epicure**, **Clockwork Percussionist**, and **Burning-Tree Emissary** as early bodies, then use **Goblin Bushwhacker** or **Rally at the Hornburg** to turn small creatures into a damage spike. Preserve **Lightning Bolt** and **Galvanic Blast** for creatures that change combat math or for final reach; do not spend burn on a low-impact attacker if the same card can end the game next turn. Add role cards: **Searing Blaze** when the opponent has creatures worth targeting, **End the Festivities** against one-toughness boards, and **Reckless Impulse** when both decks trade down quickly. Reduce main-deck emphasis: **Manamorphose** and some **Inventor's Axe** reliance when board control matters more than one explosive chain.

- **Control:** Commit enough pressure to demand answers, then avoid placing every damage source into the same sweeper or removal window. Lead with cheap threats and artifacts, but value a second wave from **Experimental Synthesizer**, **Reckless Impulse**, **Rally at the Hornburg**, or held burn when the opponent represents mass removal or repeated spot removal. **Goblin Bushwhacker** is a finisher, not just a curve play, unless the visible hand/board says the opponent will stabilize if you wait. Add role cards: **Experimental Synthesizer**, **Reckless Impulse**, and **Red Elemental Blast** against blue interaction. Reduce main-deck emphasis: **Inventor's Axe**, **Manamorphose**, and the lowest-impact one-drops when bounce, removal, or blockers make a single suited attacker unreliable.

- **Combo:** Maximize clock first unless a sideboard card clearly interacts with a visible combo permanent, blue spell, or artifact engine. A turn that adds two creatures plus threatens **Goblin Bushwhacker** or **Rally at the Hornburg** is often better than holding burn without a target. Use **Lightning Bolt** and **Galvanic Blast** as face damage when the opponent is not presenting creatures that matter to survival or lethal timing. Add role cards: **Red Elemental Blast** only for blue combo cards or protection, and **Cast into the Fire** only for artifact-dependent combo permanents. Reduce main-deck emphasis: slower reload cards when the opponent is faster than your normal attack-burn clock. Card text check required for exact combo hate modes and target legality.

- **Tempo:** Sequence threats so the opponent's bounce or counterspell trades with the least important part of the turn. Start with cheap bodies, use **Burning-Tree Emissary** and **Manamorphose** to create multi-spell turns, and save **Goblin Bushwhacker** for a window where the opponent has tapped low or already spent interaction. **Gingerbrute** is valuable when its legal evasion action can bypass blockers, but do not assume unblockability without engine text. Add role cards: **Red Elemental Blast** against blue tempo, **Searing Blaze** against creature-heavy tempo, and **Experimental Synthesizer** when games become resource exchanges. Reduce main-deck emphasis: single-body equipment pressure from **Inventor's Axe** if bounce makes the attachment tempo-negative.

- **Midrange:** Force midrange to answer both board width and burn reach. Trade creatures only when the trade protects a larger damage push or stops a lifelink, blocker, or engine creature from taking over. **Goblin Tomb Raider** and **Gingerbrute** should pressure around blockers when possible, while **Lightning Bolt** and **Galvanic Blast** should remove stabilizing creatures or finish the opponent after combat. Add role cards: **Experimental Synthesizer** and **Reckless Impulse** for attrition, **Searing Blaze** for creature-plus-face pressure, and **Cast into the Fire** if artifacts are central. Reduce main-deck emphasis: **Manamorphose** when the game is about sustained material rather than one burst turn.

- **Big mana:** Kill before the payoff turn or use burn to make the payoff irrelevant. Keep hands that deploy multiple early permanents and threaten a turn-three or turn-four burst; a hand with only reactive cards is rarely good unless visible opposing cards make a specific answer decisive. **Great Furnace** enables artifact count for **Galvanic Blast** and artifact-aggressive starts, but respect visible artifact hate if the opponent can punish it. Add role cards: **Cast into the Fire** if artifact mana, artifact lands, or key artifacts are visible; **Red Elemental Blast** only when blue payoffs or blue interaction matter. Reduce main-deck emphasis: grind cards if the big-mana deck's late game is stronger than yours.

- **Graveyard decks:** Treat graveyard interaction as a race supplement, not the whole plan. This list has no dedicated graveyard hate, so pressure life total while using **Lightning Bolt**, **Galvanic Blast**, or **Searing Blaze** on creatures that enable sacrifice, recursion, or lethal attacks. Add role cards: **Red Elemental Blast** only against blue graveyard engines or protection, **Cast into the Fire** only for artifact graveyard enablers, and **End the Festivities** only against token or one-toughness graveyard boards. Reduce main-deck emphasis: none by default unless public information shows that a sideboard card has a legal target that changes the race. Card text check required for recursion timing and exile effects.

- **Artifact/enchantment decks:** Attack artifact mana, artifact blockers, and artifact payoff permanents only when the action directly preserves lethal pressure or stops a faster clock. **Cast into the Fire** is the key role card for artifact boards, but do not assume it answers enchantments unless the legal action text shows that mode. **Galvanic Blast** remains a reach card and creature answer; keep track of artifact count from **Great Furnace**, **Inventor's Axe**, **Gingerbrute**, **Voldaren Epicure** tokens if represented by the engine, **Clockwork Percussionist** if applicable, and any **Experimental Synthesizer**. Add role cards: **Cast into the Fire**, **Searing Blaze** when creature targets matter, and **Experimental Synthesizer** if the artifact deck has removal. Reduce main-deck emphasis: **Manamorphose** and low-impact equipment pressure when the board becomes about specific permanents.

- **Go-wide decks:** Control the first swarm turn, then rebuild faster with haste and burn. **End the Festivities** is strongest when it clears multiple one-toughness creatures or turns a losing combat into a winning attack; do not fire it into a board where it changes no blocks or clock. **Goblin Bushwhacker** and **Rally at the Hornburg** are still critical because the best answer to another swarm can be killing first. Add role cards: **End the Festivities** and **Searing Blaze**. Reduce main-deck emphasis: **Inventor's Axe** when one large attacker is easily absorbed by tokens, and **Manamorphose** when each mana must affect board or damage.

- **Single-threat decks:** Decide whether the threat must die or whether the opponent dies through it. Use **Lightning Bolt**, **Galvanic Blast**, and **Searing Blaze** on a single creature when it blocks lethal, races faster than your board, has lifelink, or enables a lock; otherwise preserve burn for the opponent. **Gingerbrute** and a wide **Goblin Bushwhacker** turn can ignore one blocker if legal evasion or enough bodies are available. Add role cards: **Searing Blaze** for creature plus face pressure, **Cast into the Fire** for artifact threats, and **Red Elemental Blast** for blue threats. Reduce main-deck emphasis: none automatically; the main deck is already built to punish one blocker.

- **Burn:** Treat life total as the main resource and make the opponent answer your board before you spend burn inefficiently. Avoid shockland-style or unnecessary damage if any appears from legal actions; this deck's lands do not normally cost life, so preserve life through combat choices. **Searing Blaze** and **End the Festivities** can create tempo by removing creatures while maintaining damage output, and **Reckless Impulse** helps after both players exhaust hands. Add role cards: **Searing Blaze**, **End the Festivities**, and **Reckless Impulse**. Reduce main-deck emphasis: **Inventor's Axe**, **Manamorphose**, and fragile low-impact bodies when they do not change the race.

- **Removal-heavy decks:** Present staggered threats and convert every surviving creature into immediate damage. Do not wait forever for the perfect **Goblin Bushwhacker**; if removal-heavy play makes a large board unlikely, use smaller haste windows and burn reach. **Experimental Synthesizer** and **Reckless Impulse** are premium because they turn mana into post-removal material. Add role cards: **Experimental Synthesizer**, **Reckless Impulse**, and **Red Elemental Blast** against blue removal/control. Reduce main-deck emphasis: **Inventor's Axe** and **Manamorphose** when the opponent's plan makes single-turn velocity less reliable than repeated threats.

## Specific Matchup Notes

- **General/archetype-only:** Use these notes as matchup priors, not hidden knowledge. Revealed cards, public zones, legal action text, and the rules engine override every assumption below; do not choose around a card that has not been shown unless the risk is archetype-supported and the cost is low.

- **Orzhov attrition, Gates, or Extort:** Prioritize early damage before discard, removal, lifegain, or Gate mana makes the race harder. Aim burn at creatures that stabilize life total or block multiple turns, but preserve **Lightning Bolt** and **Galvanic Blast** for lethal when the opponent is already low. Add role cards: **Experimental Synthesizer** and **Reckless Impulse** for post-removal resources, **Searing Blaze** for creature-plus-face tempo. Reduce main-deck emphasis: **Manamorphose** and slow **Inventor's Axe** lines when removal makes a single equipped attacker fragile.

- **Dimir Faeries / Terror or blue tempo-control:** Force action on their turn cycle by deploying cheap threats early, then punish shields-down windows with **Goblin Bushwhacker** or **Rally at the Hornburg**. Priority targets are evasive blockers, tempo creatures, and large blockers that invalidate attacks. Add role cards: **Red Elemental Blast**, **Experimental Synthesizer**, and **Reckless Impulse**. Reduce main-deck emphasis: **Inventor's Axe** when bounce or removal makes equip tempo poor.

- **Tron / big-mana control:** Race before large mana converts into sweepers, fogs, or oversized permanents. Keep hands that produce multiple threats by turn two and threaten a burst turn; avoid reactive hands unless public cards show a specific artifact or blue target for **Cast into the Fire** or **Red Elemental Blast**. Add role cards: **Cast into the Fire** against artifact mana or artifact lands, **Red Elemental Blast** against blue interaction or payoffs, and resource cards only when games visibly slow down. Reduce main-deck emphasis: low-impact one-for-one burn against noncreature big-mana plans.

- **Grixis Affinity or artifact aggro:** Count artifacts carefully because **Galvanic Blast**, **Goblin Tomb Raider**, and opposing artifact payoffs can change damage math quickly. Priority targets are lifelink, large blockers, sacrifice engines, and artifact mana that blocks a lethal race. Add role cards: **Cast into the Fire**, **Searing Blaze**, and **End the Festivities** when it kills multiple one-toughness creatures. Reduce main-deck emphasis: **Manamorphose** when every card must affect board, damage, or a key artifact.

- **Food Gardens or creature-value midrange:** Kill engine creatures only when they create life, blockers, or material faster than your damage. Preserve haste bursts for turns where blockers are tapped, removed, or too few to absorb the attack. Add role cards: **Searing Blaze**, **Experimental Synthesizer**, **Reckless Impulse**, and **End the Festivities** if one-toughness boards appear. Reduce main-deck emphasis: fragile **Inventor's Axe** pressure when sacrifice, tokens, or removal makes equipment inefficient.

- **Spy or graveyard-combo:** Treat the matchup as a race unless public information gives a legal interaction point. This list has no dedicated graveyard hate, so priority targets are visible setup creatures, mana creatures, or artifacts that enable the combo. Add role cards: **Red Elemental Blast** only if blue spells matter, **Cast into the Fire** only for visible artifact enablers, and **End the Festivities** only if it kills multiple setup creatures. Reduce main-deck emphasis: none by default; speed is the main plan.

## Risk Summary

- **Mana risk:** Keep red-source discipline because the deck needs early **Mountain** or **Great Furnace** to cast threats and burn. One-land hands are strongest with multiple one-mana plays and weakest when they require **Burning-Tree Emissary**, **Manamorphose**, or a second land to function.

- **Artifact-land risk:** Treat **Great Furnace** as both synergy and liability. It improves artifact counts for **Galvanic Blast** and **Goblin Tomb Raider**, but visible artifact hate can turn land sequencing into a real cost.

- **Matchup risk:** Avoid becoming a slow midrange deck after sideboarding. **Experimental Synthesizer** and **Reckless Impulse** help attrition, but the deck still wins by converting cheap cards into damage quickly.

- **Draw risk:** Do not overvalue cantrips or exile-draw when the board is empty under pressure. **Manamorphose**, **Experimental Synthesizer**, and **Reckless Impulse** are best when the mana and timing allow the revealed or drawn card to matter before the opponent stabilizes.

- **Over-sideboarding risk:** Add role cards only for visible or matchup-supported jobs. Too many **Red Elemental Blast**, **Cast into the Fire**, **End the Festivities**, **Searing Blaze**, **Experimental Synthesizer**, or **Reckless Impulse** can dilute the core **Goblin Bushwhacker** plus **Rally at the Hornburg** pressure plan.

- **Graveyard risk:** Do not pretend to have graveyard hate. Against graveyard decks, use pressure and legal burn targets; card text check required for any claimed exile, recursion, or replacement interaction.

- **Sweeper/removal risk:** Do not commit every creature into a likely sweeper when smaller damage plus burn creates the same clock. Conversely, do not hold **Goblin Bushwhacker** forever if removal means a large board is unlikely.

- **Closer risk:** Track lethal with combat plus **Lightning Bolt** and **Galvanic Blast** every decision. Spending burn on creatures is correct when it opens attacks or prevents lifegain; it is costly when it removes a low-impact blocker and loses reach.

- **Interaction risk:** Respect open blue or red interaction only to the extent public information supports it. **Red Elemental Blast** should answer blue spells or permanents that materially change the race, not any legal target automatically.

- **Sequencing risk:** Front-load board development before burst effects. **Goblin Bushwhacker** and **Rally at the Hornburg** are closers or pressure multipliers, so casting them into a tiny board needs a clear damage, tempo, or lethal reason.

## Test Feedback Checklist

- **Deciding factor:** Record whether the game was decided by early creature velocity, a **Goblin Bushwhacker** burst turn, **Rally at the Hornburg** pressure, direct burn reach, opposing lifegain, a sweeper, blocker density, mana stumble, or failure to convert a wide board into lethal.

- **Mulligans:** Check whether the opener had a red source, at least one early threat, and a credible turn-two or turn-three damage plan. Flag keeps that depended on drawing a second land, on **Manamorphose** fixing the hand, or on **Burning-Tree Emissary** without enough follow-up pressure.

- **Mana:** Note every game where **Great Furnace** enabled artifact count for **Galvanic Blast** or **Goblin Tomb Raider**, and every game where artifact-land exposure or missing red mana changed the line. Track whether 18 lands felt short, sufficient, or flood-prone across pre-board and post-board games.

- **Velocity:** Ask whether **Clockwork Percussionist**, **Gingerbrute**, **Voldaren Epicure**, **Goblin Tomb Raider**, and **Burning-Tree Emissary** produced enough early damage before the opponent stabilized. Flag turns where casting a cantrip or resource card delayed board pressure without changing the race.

- **Burst turns:** Review whether **Goblin Bushwhacker** and **Rally at the Hornburg** were held for a meaningful board or fired too early into low damage. Count missed lethal or near-lethal turns involving combat plus **Lightning Bolt** or **Galvanic Blast**.

- **Removal and reach:** Separate burn used as removal from burn held for lethal. Ask whether **Lightning Bolt**, **Galvanic Blast**, **Searing Blaze**, **Cast into the Fire**, or **End the Festivities** answered blockers or engines that actually mattered, and flag burn spent on low-impact targets when opponent life total was already under pressure.

- **Sideboard:** Evaluate whether **Experimental Synthesizer** and **Reckless Impulse** improved attrition games without making the deck too slow. Check whether **Red Elemental Blast** had real blue targets, whether **Cast into the Fire** had artifact targets worth the card, and whether **End the Festivities** or **Searing Blaze** changed creature races.

- **Closing:** Identify games where the deck dealt 12-16 early damage but failed to finish. For those games, record whether the cause was missing burn, weak topdecks, lifegain, blockers, bad **Goblin Bushwhacker** timing, or sideboard cards reducing threat density.

- **Role:** Confirm whether the pilot stayed aggressive when the matchup demanded racing and slowed down only when visible removal, blockers, or interaction made resource cards necessary. Flag games where the pilot became a low-pressure midrange deck without a clear reason.

- **Mistakes and stranded cards:** Record stranded **Inventor's Axe**, **Manamorphose**, **Rally at the Hornburg**, **Goblin Bushwhacker**, **Red Elemental Blast**, **Cast into the Fire**, **End the Festivities**, **Searing Blaze**, **Experimental Synthesizer**, and **Reckless Impulse**. For each stranded card, mark whether the issue was mana, timing, target availability, board state, or sideboard configuration.

- **Overperformers and underperformers:** Track which cards produced damage, mana, cards, or interaction at the moment they were needed. Judge cards by game-state impact, not by whether they were cast.

## First Tuning Questions

- **Threat density:** If games repeatedly stall after early damage, should the main deck increase emphasis on cheap threats or reduce emphasis on cards that do not immediately attack, trigger damage, or add to a **Goblin Bushwhacker** board?

- **Land count:** If one-land keeps fail often or two-spell turns are delayed, should the mana base move above 18 lands despite flood risk? If flood is common, should the deck preserve 18 lands and rely on more velocity instead of more mana?

- **Artifact count:** If **Galvanic Blast** often lacks metalcraft or **Goblin Tomb Raider** often attacks below rate, should **Great Furnace**, **Voldaren Epicure**, **Gingerbrute**, **Clockwork Percussionist**, and **Inventor's Axe** quantities be protected more aggressively during tuning?

- **Equipment role:** If **Inventor's Axe** is frequently stranded, tempo-negative, or punished by removal, should its quantity decrease, or is it still needed to push small attackers through blockers and support artifact count?

- **Cantrip role:** If **Manamorphose** creates smooth burst turns with **Burning-Tree Emissary**, should it remain as velocity glue? If it often cycles without improving damage or board presence, should its quantity be questioned first?

- **Closer balance:** If **Goblin Bushwhacker** and **Rally at the Hornburg** are excellent only when already ahead, does the deck need more independent pressure, or are pilots committing too few early bodies before burst turns?

- **Burn allocation:** If losses come from blockers and lifegain, should **Searing Blaze** or other creature-plus-damage effects gain emphasis? If losses come from missing final points, should pilots preserve **Lightning Bolt** and **Galvanic Blast** more often for face damage?

- **Attrition plan:** If removal-heavy decks beat the main plan, do **Experimental Synthesizer** and **Reckless Impulse** provide enough reload without slowing the deck below its required clock?

- **Small-creature answers:** If opposing token, Faerie, or artifact-creature boards dominate combat, are 2 **End the Festivities** enough, or should the sideboard devote more space to one-toughness sweep effects?

- **Artifact answers:** If Affinity, artifact mana, or artifact lands are common deciding factors, are 2 **Cast into the Fire** enough, and are pilots using them only when the target changes the race?

- **Blue interaction:** If blue decks stop the burst turn, are 4 **Red Elemental Blast** correct, or do some games show too many reactive cards and too little pressure?

- **Role conflict:** If post-board games feel slower but not stronger, should tuning favor a clearer aggro plan, a clearer burn-reach plan, or a clearer attrition plan rather than mixing all three at once?

## Veles Tactical Policy

### Policy: Opening Hand Pressure Gate
- Priority: High
- Decision families: mulligan
- Cards: Mountain, Great Furnace, Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Burning-Tree Emissary, Goblin Bushwhacker, Rally at the Hornburg, Lightning Bolt, Galvanic Blast
- Phase windows: pregame
- Runtime cues: opening hand, mulligan choice, keep choice
- Use when: deciding whether the opener can present red mana plus early damage before turn three.
- Avoid when: the hand lacks a red source, lacks a one-mana threat, or needs multiple draw steps before affecting the board.
- Instructions: Keep hands with red mana, at least one early body, and either artifact pressure, burn reach, or a burst follow-up. Treat one-land hands as risky unless they have multiple one-mana plays and legal pressure without relying on Manamorphose.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: First Threat And Artifact Setup
- Priority: Medium
- Decision families: priority, mana
- Cards: Great Furnace, Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Inventor's Axe
- Phase windows: turns 1-2 main phases
- Runtime cues: legal cast actions for one-mana threats, legal land play actions, artifact count visible
- Use when: choosing the first permanent that establishes pressure or enables artifact synergies.
- Avoid when: a visible opposing effect punishes artifact lands or one-toughness creatures immediately and another legal pressure line exists.
- Instructions: Prefer a red source first, then deploy a threat that attacks soon and supports Galvanic Blast metalcraft or Goblin Tomb Raider sizing. Great Furnace is a land and artifact; use it early when artifact count matters, but respect visible artifact hate.
- Pilot skill floor: low
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Mountain Play
- Priority: Low
- Decision families: mana
- Cards: Mountain
- Phase windows: main phases
- Runtime cues: action:play Mountain
- Use when: the hand contains Mountain, no land has been played this turn, and the legal action text contains play Mountain.
- Avoid when: another land action has already been selected by a current policy.
- Instructions: Play Mountain when the current line requires a red source and the rules engine offers the Mountain land-play action.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Great Furnace Artifact Land Choice
- Priority: Medium
- Decision families: mana
- Cards: Great Furnace, Galvanic Blast, Goblin Tomb Raider, Inventor's Axe
- Phase windows: main phases
- Runtime cues: legal action contains Great Furnace; visible artifact count; visible artifact interaction
- Use when: choosing between land plays or evaluating metalcraft and artifact-count pressure.
- Avoid when: visible artifact-land punishment makes Great Furnace materially worse than Mountain for the current turn.
- Instructions: Favor Great Furnace when it turns on metalcraft, improves Goblin Tomb Raider, supports Inventor's Axe sequencing, or lets Galvanic Blast represent four damage. Favor Mountain when artifact exposure is the relevant visible risk.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Burning-Tree Burst Sequencing
- Priority: Medium
- Decision families: mana, priority
- Cards: Burning-Tree Emissary, Goblin Bushwhacker, Rally at the Hornburg, Manamorphose, Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist
- Phase windows: precombat main phase, burst turns
- Runtime cues: legal cast Burning-Tree Emissary; floating mana; multiple legal follow-up casts
- Use when: Burning-Tree Emissary can convert one spell into additional board or a same-turn pump line.
- Avoid when: casting it spends the turn without a meaningful follow-up and holding it preserves a stronger burst turn.
- Instructions: Sequence Burning-Tree Emissary before follow-up threats or Goblin Bushwhacker when the mana will be used immediately. Do not treat it as a free spell if the resulting mana cannot be spent on pressure.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Pump Commitment Gate
- Priority: High
- Decision families: combat, priority, mana
- Cards: Goblin Bushwhacker, Rally at the Hornburg, Burning-Tree Emissary, Gingerbrute, Goblin Tomb Raider, Voldaren Epicure, Clockwork Percussionist
- Phase windows: precombat main phase, beginning of combat, declare attackers
- Runtime cues: legal cast Goblin Bushwhacker; legal cast Rally at the Hornburg; visible attackers; opponent life total; open blockers
- Use when: deciding whether to spend a burst card before combat.
- Avoid when: the board has too few attackers, the opponent can block profitably, or waiting one turn adds multiple bodies without risking lethal against you.
- Instructions: Commit Goblin Bushwhacker or Rally at the Hornburg when the visible attack converts into lethal, near-lethal with burn follow-up, or a race swing the opponent cannot ignore. Preserve pump when it only adds minor damage into blockers.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Single Legal Kick Or Pump Action
- Priority: Medium
- Decision families: priority, mana
- Cards: Goblin Bushwhacker
- Phase windows: precombat main phase
- Runtime cues: action:kick Goblin Bushwhacker
- Use when: a current light-model policy selected Goblin Bushwhacker as the burst spell and the legal action text contains kick Goblin Bushwhacker.
- Avoid when: no current policy selected Goblin Bushwhacker.
- Instructions: Choose the kicked Goblin Bushwhacker action only as execution for an already selected burst line.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Burn Allocation Gate
- Priority: High
- Decision families: interaction, priority
- Cards: Lightning Bolt, Galvanic Blast, Searing Blaze
- Phase windows: main phases, combat, end step, opponent priority windows
- Runtime cues: legal burn actions; visible blocker or threat; opponent life total; metalcraft visible
- Use when: choosing between damage to opponent and damage to a creature or planeswalker-equivalent target shown by the engine.
- Avoid when: the target does not change combat, survival, or lethal math.
- Instructions: Preserve Lightning Bolt and Galvanic Blast for opponent life total when they represent lethal reach. Spend burn on creatures when the target blocks a lethal attack, threatens a faster clock, or must die before damage.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Lightning Bolt Opponent Target
- Priority: High
- Decision families: interaction
- Cards: Lightning Bolt
- Phase windows: any legal target prompt
- Runtime cues: action:target opponent Lightning Bolt
- Use when: a current policy selected Lightning Bolt to target the opponent and the target prompt includes a legal action whose text contains target opponent Lightning Bolt.
- Avoid when: the current policy did not select opponent as the target.
- Instructions: Select the opponent-target action for Lightning Bolt only after the burn-to-opponent line has already been chosen.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Exact Galvanic Blast Opponent Target
- Priority: High
- Decision families: interaction
- Cards: Galvanic Blast
- Phase windows: any legal target prompt
- Runtime cues: action:target opponent Galvanic Blast
- Use when: a current policy selected Galvanic Blast to target the opponent and the target prompt includes a legal action whose text contains target opponent Galvanic Blast.
- Avoid when: the current policy did not select opponent as the target.
- Instructions: Select the opponent-target action for Galvanic Blast only after the burn-to-opponent line has already been chosen.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Gingerbrute Evasion Gate
- Priority: Medium
- Decision families: combat, mana, priority
- Cards: Gingerbrute, Inventor's Axe, Goblin Bushwhacker, Rally at the Hornburg
- Phase windows: precombat main phase, beginning of combat, declare attackers
- Runtime cues: legal Gingerbrute activated ability; visible blockers; pump effects available
- Use when: deciding whether to spend mana on evasion before attacking.
- Avoid when: mana is needed for a higher-impact legal burn or pump action this turn.
- Instructions: Use Gingerbrute evasion when it converts a pump turn or equipment boost into damage that blockers cannot absorb. Do not spend the mana when the same damage is already getting through.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Attack Choice
- Priority: High
- Decision families: combat
- Cards: Goblin Tomb Raider, Gingerbrute, Voldaren Epicure, Clockwork Percussionist, Burning-Tree Emissary, Goblin Bushwhacker
- Phase windows: declare attackers
- Runtime cues: legal attack sets; visible blockers; opponent life total; available burn
- Use when: choosing attackers or whether to attack.
- Avoid when: an attacker is needed to block lethal damage next turn and the attack does not create lethal or near-lethal pressure.
- Instructions: Attack aggressively when damage advances lethal math or forces unfavorable blocks. Hold back only when racing math or a visible crack-back makes defense more important than chip damage.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Single Legal All-Attack Execution
- Priority: Medium
- Decision families: combat
- Cards: none
- Phase windows: declare attackers
- Runtime cues: action:attack with all creatures
- Use when: a current light-model policy selected attacking with all legal creatures and the legal action text contains attack with all creatures.
- Avoid when: no current policy selected all-creature attack.
- Instructions: Submit the all-attack action only as execution for the selected combat line.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Sideboard Role Selection
- Priority: High
- Decision families: sideboard
- Cards: Cast into the Fire, End the Festivities, Experimental Synthesizer, Searing Blaze, Reckless Impulse, Red Elemental Blast, Goblin Bushwhacker, Inventor's Axe, Manamorphose, Rally at the Hornburg, Galvanic Blast, Lightning Bolt
- Phase windows: between games
- Runtime cues: sideboard prompt; matchup label; cards seen in prior games; opponent colors and permanent types
- Use when: submitting a post-game sideboard plan.
- Avoid when: the plan adds reactive cards without visible targets or removes too much early pressure.
- Instructions: Add Red Elemental Blast against blue interaction, Cast into the Fire against important artifacts, End the Festivities against one-toughness boards, Searing Blaze against creature races, and Experimental Synthesizer or Reckless Impulse when attrition matters. Keep enough cheap threats for Goblin Bushwhacker and Rally at the Hornburg.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Priority Pass Discipline
- Priority: Medium
- Decision families: priority, interaction
- Cards: Lightning Bolt, Galvanic Blast, Cast into the Fire, End the Festivities, Searing Blaze, Red Elemental Blast
- Phase windows: all priority windows
- Runtime cues: legal pass action; legal instant or activated actions; visible stack; visible lethal math
- Use when: deciding whether to pass with available actions.
- Avoid when: a legal instant-speed action prevents lethal, creates lethal, counters a relevant blue spell, or removes a blocker before damage.
- Instructions: Pass when spending the action now does not improve combat, survival, or reach. Act before damage or end step when the timing changes the result; otherwise keep burn hidden until it must be used.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
