90 KiB
Strategy Specifications
Deck Name And Archetype
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Identity: Sligh is a Premodern mono-red aggro-burn deck built to convert early creature damage into direct-damage reach before the opponent can stabilize. Treat the registered strategy as pressure first, burn reach second, and resource denial only when sideboard cards make that plan explicit.
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Deck validation: Main deck count is 60 cards: 21 lands, 16 creatures, and 23 noncreature spells or artifacts/enchantments. Sideboard count is 15 cards. The registered mana base is mono-red by spell requirements, with
Barbarian Ring,Bloodstained Mire,Mountain, andWooded Foothillsall supporting red-heavy play patterns. -
Exact maindeck registration:
Barbarian Ring3,Bloodstained Mire4,Mountain10,Wooded Foothills4,Ball Lightning4,Grim Lavamancer4,Jackal Pup4,Mogg Fanatic4,Fireblast4,Incinerate4,Lava Dart1,Lightning Bolt4,Price of Progress1,Cursed Scroll2,Seal of Fire4, andSulfuric Vortex3. -
Exact sideboard registration:
Anarchy2,Earthquake2,Overload4,Price of Progress2,Pyroblast2,Pyrostatic Pillar1, andRed Elemental Blast2. Sideboarding must preserve the registered 75 and may only add cards from this sideboard while cutting cards from the maindeck. -
Format status: The declared format is Premodern. Treat legality as requiring the active Premodern legality source plus Veles deck import validation before official results; no off-color spell, deck-size, or sideboard-size issue is visible from the supplied registration.
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Tag status: Current archetype/mechanic tags should be normalized to
aggro,burn, andspells; the duplicated submitted tag string does not change strategic interpretation. Useaggrofor role assignment,burnfor reach and removal math, andspellsfor stack-speed, sequencing, and sideboard interaction policies. -
Stock status: This is a stock-leaning Premodern Sligh shell rather than a rogue deck. The configuration has recognizable Sligh pressure cards, fetchland-fueled
Grim Lavamancer, graveyard-enabledBarbarian Ring, reach fromFireblast, and anti-stabilization pressure fromSulfuric Vortex; the exact mix is deck-specific and should not be replaced by generic burn assumptions. -
Mana concerns: The deck is functionally red-only, but its lands are not interchangeable.
Bloodstained MireandWooded FoothillsfuelGrim Lavamancerand threshold forBarbarian Ring, whileFireblastrequires sacrificingMountainpermanents, so the pilot must track visible land names before assuming a burn spell can be cast or a lethal line is available. -
Role concerns: The default role is beatdown, but the deck must shift between creature pressure, burn-as-removal, burn-to-face reach, and long-game inevitability from
Cursed Scroll,Grim Lavamancer,Barbarian Ring, andSulfuric Vortex. Do not spend reach on low-impact targets unless the visible board state says that creature will race, block, combo, or invalidate future damage. -
Opponent info status: No specific opposing deck is supplied in this batch, so matchup reads must come from public information, revealed cards, prior games in the match, and Veles-provided matchup context if present at runtime. Do not infer hidden cards with certainty; use archetype likelihood only as a risk estimate when choosing among legal actions.
Thesis
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Assemble fast red pressure plus counted burn reach: lead with
Jackal Pup,Mogg Fanatic, orGrim Lavamancer, convert early attacks into a low opponent life total, then finish withLightning Bolt,Incinerate,Seal of Fire,Fireblast,Barbarian Ring,Cursed Scroll,Sulfuric Vortex, and occasionalPrice of Progresswhen legal and damaging. -
Win by compressing the game into the first several turns: every early decision should ask whether the visible line increases damage before the opponent stabilizes, preserves a live two-turn kill, or stops a blocker/lifegain engine that would erase the race.
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Prioritize repeatable damage before one-shot reach when the opponent is not under immediate lethal pressure: active
Grim Lavamancer,Cursed Scroll, unresolvedSulfuric Vortex, and threshold-enabledBarbarian Ringcan win through stalled boards if they are deployed before the hand empties. -
Treat burn as reach by default and removal by necessity: point
Lightning Bolt,Incinerate,Seal of Fire,Lava Dart, orMogg Fanaticat creatures only when a visible blocker, attacker, engine creature, or combo piece changes the damage race more than the same spell to the opponent. -
Protect the final damage count from overextension: do not spend
Fireblastcasually, sacrificeMountainlands only when the resulting damage is lethal, preserves survival, or creates a nearly forced next-turn kill, and track whether sacrificing lands disablesCursed Scroll,Grim Lavamancer, or future spells. -
Use fetchlands as resources, not just mana:
Bloodstained MireandWooded Foothillsfind red mana while adding graveyard cards forGrim Lavamancerand threshold forBarbarian Ring; avoid unnecessary fetching only when life, shuffle timing, or known effects make the delay relevant. -
This deck is not trying to become a long control deck: it can grind with
Cursed Scroll,Grim Lavamancer,Barbarian Ring, andSulfuric Vortex, but it should not trade damage for cards unless the visible board says racing without that trade fails. -
This deck is not trying to preserve its own life total at all costs:
Jackal Pup, fetchlands,Sulfuric Vortex, and race-oriented choices can cost life, so life should be spent when it keeps pressure lethal and conserved when the opponent can visibly win the counter-race.
Role Package
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Threats:
Jackal Pup,Mogg Fanatic,Grim Lavamancer, andBall Lightningare the main pressure bodies. Use one-drops to start damage immediately, useMogg Fanaticas both attacker and tactical ping source, useGrim Lavamanceras a must-answer repeatable damage engine, and castBall Lightningwhen the attack is legal and the likely damage justifies exposing a one-turn creature. -
Payoffs:
Fireblast,Sulfuric Vortex,Barbarian Ring,Cursed Scroll, andPrice of Progressconvert earlier pressure into closing power. PreserveFireblastfor lethal or decisive race swings, resolveSulfuric Vortexbefore lifegain or slow stabilization matters, activateBarbarian Ringonly when threshold and mana are legal, useCursed Scrollonce the hand is small enough to make its damage reliable, and treatPrice of Progressas matchup- and board-dependent reach based on visible nonbasic lands. -
Engines:
Grim Lavamancer,Cursed Scroll,Sulfuric Vortex, andBarbarian Ringprovide recurring or hard-to-answer damage. Prefer deploying these engines when the opponent is likely to stabilize behind blockers, removal, or lifegain, but do not delay immediate lethal burn to set up an engine that will not get another turn. -
Velocity:
Bloodstained Mire,Wooded Foothills, cheap one-drops, pre-castSeal of Fire, and the low curve let the deck spend mana efficiently without card draw. Sequence to use all mana each turn when it advances damage, but hold burn when visible lethal math, stack timing, orCursed Scrollhand-size incentives make patience stronger. -
Interaction:
Lightning Bolt,Incinerate,Seal of Fire,Lava Dart,Mogg Fanatic,Grim Lavamancer,Earthquake,Overload,Pyroblast,Red Elemental Blast, and sideboardPrice of Progressare the interaction suite. Use removal to clear blockers or stop must-answer permanents, use artifact hate fromOverloadwhen artifacts visibly matter, use blue interaction only against legal blue targets or spells, and useEarthquakewhen its symmetrical damage and creature sweep improve the race. -
Protection: The maindeck has little true protection, so protection usually means sequencing around removal, holding instant burn for stack windows, and keeping enough lands for post-disruption reach. After sideboarding,
PyroblastandRed Elemental Blastcan protect key red threats or damage spells from blue interaction when the rules engine exposes legal targets. -
Recursion: The deck has no normal card-recursion plan. Treat the graveyard as fuel for
Grim Lavamancerand threshold forBarbarian Ring, not as a zone for recovering spent spells. -
Mana:
Mountain,Bloodstained Mire,Wooded Foothills, andBarbarian Ringsupport a red-only plan, butFireblastspecifically cares about visibleMountainpermanents. Count red sources, threshold progress, graveyard fuel, and post-Fireblastmana before selecting a land or sacrifice line. -
Sideboard modules:
Anarchyattacks white permanent strategies,Earthquakeshifts races and creature boards,Overloadanswers artifact pressure or lock pieces, extraPrice of Progresspunishes visible nonbasic-heavy mana,PyroblastandRed Elemental Blastfight blue cards, andPyrostatic Pillarpressures spell-heavy opponents. Bring sideboard modules in for their visible matchup role, not because they are generically powerful red cards.
Primary Win Conditions
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Early creature pressure into burn reach is the default win path: start with
Jackal Pup,Mogg Fanatic, orGrim Lavamancer, force the opponent to spend life or cards answering small threats, then convert the reduced life total into lethal withLightning Bolt,Incinerate,Seal of Fire,Fireblast,Barbarian Ring, orPrice of Progress. Prioritize this path when the opening hand has one or more early creatures, enough red mana, and at least one direct-damage spell. -
Grim Lavamancerplus fetchlands is the main repeatable-damage engine: useBloodstained MireandWooded Foothillsto cast spells and stock the graveyard, then activateGrim Lavamancerwhen the rules engine shows legal targets and graveyard fuel. Prioritize this path against creature decks, stalled boards, and opponents likely to trade one-for-one, but do not exile graveyard cards needed for threshold-enabledBarbarian Ringunless the immediate damage matters more. -
Sulfuric Vortexis the pressure lock win path: deploy it when the opponent is likely to stabilize with life gain, removal, blockers, or a slower control plan, then keep attacking and pointing burn at the opponent unless a visible threat must be removed. PrioritizeSulfuric Vortexbefore spending multiple burn spells when the opponent is not close to dying immediately and the extra turns of damage are likely to matter. -
Ball Lightningis the burst-combat win path: cast it when legal attacks are likely to connect, when forcing a bad block advances burn lethal, or when the opponent’s visible shields are low enough that a one-turn creature is worth the exposure. Delay or deprioritizeBall Lightningwhen a visible blocker absorbs most of the damage, when instant-speed removal is strongly suggested by open mana and known cards, or when holding burn gives a safer lethal line. -
Fireblastis the closing spell, not routine curve filler: preserve it until it is lethal, creates a forced next-turn lethal with visible resources, or prevents losing the race. Before choosing it, count remainingMountainpermanents, post-sacrifice mana,Cursed Scrollactivation needs,Grim Lavamancerfuel, and whether the opponent can respond with visible prevention or lifegain effects.
Secondary Win Conditions
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Cursed Scrollis the fallback grinder: cast it when the game is likely to go past the initial rush, then reduce hand size through normal spell deployment so its activation becomes reliable. PrioritizeCursed Scrollover extra one-shot burn when the opponent has stabilized above immediate lethal but lacks a fast clock or artifact answer on the visible board. -
Threshold
Barbarian Ringis land-slot reach: fetch and trade early to build the graveyard, then useBarbarian Ringas a spell-like finisher when threshold and mana are legal. Treat it as especially important through counterspells, discard, or creature removal because it occupies a land slot, but do not damage yourself withBarbarian Ringcasually when behind in a tight race. -
Mogg Fanatic,Lava Dart,Seal of Fire, andGrim Lavamancercreate small-damage control lines: use them to remove one-toughness blockers, finish damaged creatures, break up fragile engines, or preserve attacks fromJackal PupandBall Lightning. Use these pings on the opponent only when removal is not needed for a visible blocker or when the damage count points to lethal. -
Price of Progressis matchup-specific reach: hold it when the opponent controls visible nonbasic lands and the damage output can become lethal or race-breaking. Do not assume hidden future nonbasics; evaluate only the visible battlefield and known public information before choosing it over guaranteed burn. -
Backup combat still matters after burn is spent: keep attacking with
Jackal Pup,Mogg Fanatic, andGrim Lavamancerwhen trades are favorable or damage matters, but stop sending creatures into obvious bad blocks if their activated or future damage is worth more than one combat step.
Emergency Lines
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Behind on life, shorten the game unless survival requires removal: aim burn at the opponent when a two-turn kill is visible, but use
Lightning Bolt,Incinerate,Seal of Fire,Lava Dart,Mogg Fanatic, orGrim Lavamanceron attackers when the visible counterattack would kill first. TreatFireblastas acceptable in a nonlethal line only if it changes who wins the race. -
Behind on board, convert burn into tempo before damage: remove blockers that stop multiple attack steps, kill creatures that represent lethal pressure, and use
Sulfuric Vortexonly if the recurring damage beats the opponent’s board clock. If the opponent has many small creatures, consider whether sideboardedEarthquakewould be the future plan, but choose only current legal actions. -
Behind on cards, lean on repeatable sources: protect and activate
Grim Lavamancer, deployCursed Scroll, preserveBarbarian Ring, and make every burn spell either clear a decisive permanent or contribute to lethal. Avoid spending two cards to answer one threat unless the race or survival math demands it. -
Behind on mana, prioritize one-mana plays and preserve land count: cast
Lightning Bolt,Seal of Fire,Mogg Fanatic,Jackal Pup, orGrim Lavamancerbefore expensive lines, and avoid sacrificingMountaintoFireblastorLava Dartflashback unless the current legal action is lethal or prevents losing. Use fetchlands to secure red mana before planning multi-spell turns. -
Behind against engines, identify the engine piece that changes the clock: remove creatures or permanents only when legal burn can actually answer them and the exchange buys enough damage time. If the engine is lifegain-based, prioritize resolving or preserving
Sulfuric Vortexwhen legal. -
Behind against graveyard recursion, race first unless a visible creature target must die: the main deck has no dedicated graveyard hate, so use burn to reduce life total, remove recursive payoff creatures only when they change combat, and rely on
Sulfuric Vortex,Cursed Scroll,Grim Lavamancer, andBarbarian Ringfor reach through attrition. -
Behind against combo, maximize immediate clock and disruption by damage: deploy the fastest legal threat, cast
Ball Lightningwhen it can connect, and point burn upstairs unless a visible combo creature or artifact must be killed. Do not hold burn for speculative hidden pieces when lethal pressure is available. -
If win conditions are removed, pivot to lands and permanents: after creatures die or burn is exhausted, win through
Cursed Scroll,Grim Lavamancer, thresholdBarbarian Ring, and ongoingSulfuric Vortexdamage. Preserve any remaining direct damage as final reach rather than spending it on low-impact board cleanup.
Resource Model
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Life is a spendable clock resource, not a cushion: accept fetchland,
Barbarian Ring, and racing damage when it increases the chance to end the game before the opponent stabilizes, but stop treating life as free once visible attackers or burn can kill you first.Jackal Pupcan convert opponent damage into self-damage, so attack or block with it only when the combat exchange still preserves the race. -
Hand size is burst damage and
Cursed Scrollsetup: deploy cheap threats and burn quickly when the opponent is under pressure, then let a low hand makeCursed Scrollmore reliable. Do not empty the hand blindly if holdingFireblast,Price of Progress, or removal creates a visible lethal or survival window. -
Mana converts directly into tempo: this deck wins by spending one or two red mana every turn, often multiple times per turn. Prioritize lines that use all available red mana while adding damage, but preserve mana for
Cursed Scroll,Grim Lavamancer,Seal of Fire, or instant burn when the opponent has meaningful visible actions to answer. -
Board presence is temporary pressure:
Jackal Pup,Mogg Fanatic,Grim Lavamancer, andBall Lightningare damage engines first and long-game blockers second. Trade creatures when the trade opens attacks, stops lethal, fuelsGrim Lavamancer, or makes burn lethal; avoid trading a repeatableGrim Lavamancerfor low-impact damage unless the game is ending. -
Graveyard is fuel for both
Grim Lavamancerand thresholdBarbarian Ring: fetchlands, burn, dead creatures, and spentSeal of Fireall build toward reach. Spend graveyard cards throughGrim Lavamancerwhen the damage matters now, but count whether exiling two cards turns off thresholdBarbarian Ringor delays a future lethal land activation. -
Exile is mostly a cost zone from
Grim Lavamancer: once cards are exiled, they no longer support threshold or future graveyard accounting. ChooseGrim Lavamancerfuel from cards that do not affect visible tactical needs, and never assume exiled cards can be recovered. -
Lands are both mana and damage material:
Mountain,Bloodstained Mire, andWooded Foothillssupport red consistency, whileBarbarian Ringis utility reach. TreatMountainpermanents as sacrifice fodder forFireblastandLava Dartflashback only when the current damage, removal, or lethal math justifies losing future mana. -
Sacrifice fodder is scarce and specific:
Mogg Fanaticcan cash itself in for a point,Seal of Firecan sit as banked damage, fetchlands can build graveyard and fix red, andMountaincan payFireblastorLava Dartflashback. Do not sacrifice a resource merely because legal; sacrifice when it changes combat, enables lethal, protects tempo, or prevents losing. -
Information is damage math: use visible life totals, blockers, untapped mana, graveyards, revealed cards, and known public deck context to decide whether to aim burn at creatures or the opponent. Do not infer exact hidden answers; play around likely removal, counters, lifegain, or prevention only when waiting or sequencing differently improves a concrete visible line.
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Sideboard bullets change resource exchange rates:
Anarchy,Earthquake,Overload,Price of Progress,Pyroblast,Pyrostatic Pillar, andRed Elemental Blastshould be treated as narrow tools that convert mana into a specific matchup advantage. Use them only when their legal target, damage pattern, or pressure role is visible enough to outperform generic burn.
Mana Guide
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Keep hands need red mana early: a normal keep wants one or two lands plus at least one one-mana play such as
Jackal Pup,Mogg Fanatic,Grim Lavamancer,Seal of Fire, orLightning Bolt. Mulligan landless hands, hands with only utility pressure and no red source, and slow hands that cannot affect the first two turns unless matchup context strongly rewards a specific sideboard card. -
One-land hands are keepable only with action: keep one red-producing land when the hand has multiple one-mana spells and a plausible second-turn plan, especially with fetchlands that fill the graveyard. Be cautious with one-land hands containing multiple
Ball Lightning,Sulfuric Vortex,Cursed Scroll, orFireblast, because they may strand damage while the opponent stabilizes. -
Sequence fetchlands to secure red first:
Bloodstained MireandWooded Foothillsshould usually findMountainbefore fancy damage math, because every spell is red or colorless and missed red mana costs tempo. Crack fetchlands earlier when you need threshold progress, graveyard fuel, or untapped red now; delay them only when public information makes draw-step sequencing or life preservation matter. -
Treat
Barbarian Ringas utility, not painless fixing: it produces red but can cost life, so use it when red mana is needed or when threshold reach is part of the plan. PreferMountainfor routine mana if life is tight, and preserveBarbarian Ringwhen it may become an uncounterable damage source later. -
Play lands before casting when mana use is known: if the turn requires
Ball Lightning,Sulfuric Vortex,Cursed Scrollactivation, double-spell burn, or holding instant interaction, make the land drop first unless a draw or selection effect changes the information. This deck has little main-deck card draw, so most turns should convert the land drop into immediate mana certainty. -
Delay land drops only for
Cursed Scrollconcealment or hand-size control: when activatingCursed Scroll, consider whether playing a land first makes the named card more reliable or whether holding a redundant land preserves a better post-activation turn. Do not skip a needed land drop just to improveCursed Scrollif it prevents castingSulfuric Vortex,Ball Lightning, or multiple burn spells. -
Preserve two
Mountainpermanents forFireblast: before selectingFireblast, verify that sacrificing twoMountainpermanents is legal and that the remaining mana situation still supports any follow-up action. Avoid earlyFireblastunless it is lethal, prevents immediate loss, or creates a forced lethal position that the opponent must answer. -
Count red requirements before sideboard interaction:
Anarchy,Earthquake,Overload,Price of Progress,Pyroblast,Pyrostatic Pillar, andRed Elemental Blastall compete with burn for mana in sideboarded games. Hold upPyroblastorRed Elemental Blastonly when a blue spell or permanent interaction is worth slowing the damage plan, and cast proactive pressure when unused mana would otherwise waste the turn.
Mulligan Guide
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Strong keep: keep one or two red sources with
Jackal PuporMogg Fanatic, at least two cheap damage spells such asLightning Bolt,Seal of Fire, orIncinerate, and a curve that spends mana on turns 1-3. This hand pressures immediately, fills the graveyard naturally, and leaves burn to remove blockers or finish the opponent. -
Strong keep with engine: keep
Mountain, fetchland,Grim Lavamancer, and several one-mana spells when the hand can castGrim Lavamancerearly and supply graveyard fuel. Prioritize this against creature decks where repeatable two-damage activations can control blockers while attacks continue. -
Medium keep: keep two lands plus
Cursed Scroll,Sulfuric Vortex, and cheap interaction only when the hand has a turn-1 or turn-2 play.Cursed ScrollandSulfuric Vortexare powerful but slow; a hand that begins affecting the game only on turn 3 risks giving away the Sligh tempo advantage. -
Risky keep: keep one-land hands only when the land produces red and the hand has multiple castable one-mana plays, such as
Jackal Pup,Mogg Fanatic,Seal of Fire,Lightning Bolt, andLava Dart. Ship one-land hands with multipleBall Lightning, multipleSulfuric Vortex,Cursed Scrollplus no pressure, orFireblastwithout enough early action. -
Automatic ship: mulligan landless hands, hands with no red-producing land, hands with four or more lands and too little pressure, and hands whose first meaningful play is
Ball LightningorSulfuric Vortexon turn 3. Also ship hands overloaded onFireblastbecause sacrificing twoMountainpermanents is a finisher plan, not an early development plan. -
Matchup-dependent keep: keep
Sulfuric Vortexmore aggressively against visible or expected lifegain/control plans, but only with enough early pressure to make the upkeep damage matter. KeepPrice of Progressonly when the matchup or revealed lands make nonbasic damage plausible; otherwise treat the singleton as conditional reach, not a reason to keep a weak hand. -
Play/draw adjustment: on the play, favor
Jackal PupandMogg Fanaticstarts that force the opponent to react before stabilizing. On the draw, valueLightning Bolt,Seal of Fire,Incinerate,Mogg Fanatic, andGrim Lavamancerhigher because answering the first blocker or creature often preserves the race. -
Trap hand: do not keep a hand just because it contains
Ball Lightning,Fireblast, and burn if it lacks early creatures or enough lands to deploy the spells. Large burst damage is best after chip damage; without early pressure, the opponent has more time to hold removal, counters, blockers, or lifegain. -
Trap hand with
Barbarian Ring: do not keep a hand whereBarbarian Ringis the only land unless the legal opening still functions through its life cost and mana limits. Treat threshold damage as late reach, not a mulligan excuse.
Turn Arc
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Turn 1 preferred play: lead with
Jackal Pupwhen the opponent has no visible blocker and racing is the plan. Lead withMogg Fanaticwhen one-toughness creatures, sacrifice value, or defensive flexibility matters; lead withGrim Lavamancerwhen the hand has fetchlands and cheap spells to fuel repeated activations. -
Turn 1 burn deviation: cast
Seal of Firewhen no creature is available or when banked damage helps future mana efficiency. UseLightning BoltorLava Darton a creature only if that creature blocks early attacks, threatens your life total faster than your race, or represents a visible engine that must be stopped. -
Turn 2 preferred play: attack first when attacks are legal and profitable under visible blockers, then spend mana on a second threat or burn that clears the way. Develop
Grim Lavamancerplus a one-mana spell, castCursed Scrollif the hand is already shrinking, or hold instant burn only when the opponent’s next play is likely to matter more than face damage now. -
Turn 2 deviation for
Barbarian Ringand fetchlands: use fetchlands to guarantee red and stock the graveyard before relying onGrim Lavamanceror threshold later. Avoid unnecessaryBarbarian Ringpain if life total is already under pressure and aMountaincan cast the same spell. -
Turn 3 preferred play: cast
Ball Lightningwhen the path is open, trample damage is meaningful, or forcing removal advances the burn finish. CastSulfuric Vortexwhen the opponent is not about to kill you and repeated damage or lifegain prevention is worth tapping out. -
Turn 3 deviation for control or blockers: choose
Cursed Scroll,Grim Lavamanceractivation, or removal plus attack when a single largeBall Lightningis likely to be blanked by visible blockers or open interaction. UseIncinerate,Lightning Bolt,Seal of Fire, orMogg Fanaticto remove only blockers that materially increase current or next-turn damage. -
Turns 4-5 preferred play: convert every draw into damage while preserving lethal reach. Count visible damage from attackers,
Lightning Bolt,Incinerate,Seal of Fire,Cursed Scroll,Grim Lavamancer,Barbarian Ring,Lava Dart,Price of Progress, andFireblastbefore spending burn on creatures. -
Turns 4-5
Fireblastrule: useFireblastwhen it is lethal, prevents immediate loss, or creates a forced lethal follow-up with visible resources. Do not sacrifice twoMountainpermanents for nonlethal damage if it strandsCursed Scroll,Grim Lavamancer,Sulfuric Vortex, or multiple burn spells. -
Late game preferred play: shift from creature pressure to repeatable and uncounterable reach when attacks are stalled. Prioritize
Cursed Scrollactivations with a low hand size,Grim Lavamanceractivations with spare graveyard cards, thresholdBarbarian Ring, and instant-speed burn aimed at the opponent unless survival requires removal. -
Late game deviation: preserve life and blockers when the opponent’s visible board can kill before your burn does.
Mogg Fanatic,Jackal Pup, andGrim Lavamancermay block or trade when that buys the turn needed forSulfuric Vortex,Cursed Scroll,Barbarian Ring, or topdecked burn to finish the game.
Card Roles
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Jackal Pup: treatJackal Pupas the cleanest turn-1 pressure card when the visible board does not punish its damage-back drawback. Attack with it early to force the opponent to answer your clock instead of developing freely, but stop attacking if a visible blocker can trade while pushing enough damage back to make the race unfavorable. Do not block withJackal Pupunless preventing damage is worth taking its triggered damage or the block buys the exact turn needed for burn reach. It is strongest against slow control, combo, and mana development starts; it is weakest into large blockers, ping effects, and creature decks that can race while making its drawback matter. -
Mogg Fanatic: useMogg Fanaticas flexible pressure, one-toughness control, and sacrifice-based reach rather than only as a one-power attacker. Attack while the path is open, but preserve it when the opponent has a key one-toughness creature, a combat math spot where sacrifice changes trades, or a lethal-count line where one damage matters. Sacrifice timing matters: wait until damage assignment or stack timing actually produces value, and do not cash it in early just because the action is legal. It is especially important against creature decks, utility creatures, and boards whereBall Lightningneeds blockers softened or removed. -
Grim Lavamancer: deployGrim Lavamancerearly when fetchlands and cheap spells can stock the graveyard, because repeated two-damage activations turn dead cards into board control or reach. Use it to clear blockers when attacks gain more damage than a direct activation to the opponent, and aim it at the opponent when the board is stalled or lethal math is near. Manage graveyard fuel carefully withBarbarian Ring, because both cards may want threshold or graveyard resources in long games. Do not exile cards casually if thresholdBarbarian Ring, flashbackLava Dart, or futureGrim Lavamanceractivations are more valuable than the current two damage. It shines in creature mirrors and attrition games, but it can be slow against combo or control if it does not start dealing damage quickly. -
Ball Lightning: castBall Lightningwhen the visible path is open, when trample damage remains meaningful through blockers, or when forcing the opponent to spend removal advances a burn-finish plan. Do not cast it into obvious low-value board states where a visible first striker, large blocker, prevention effect, or open interaction is likely to convert your three mana into little damage unless you are forcing through lethal pressure or have no better line. Sequence attacks and removal first when legal soLightning Bolt,Incinerate,Seal of Fire,Mogg Fanatic, orGrim Lavamancercan clear the blocker that matters.Ball Lightningis a burst tool, not a stabilizer; against creature decks it often needs setup, while against slow decks it punishes tap-out turns. -
Lightning Bolt: preserveLightning Boltas the most efficient flexible damage unless using it now unlocks more combat damage or stops a threat that changes the race. Point it at blockers when the attack it enables produces more total damage than three to the opponent, and point it at the opponent when the opponent is within reach or when creatures are no longer your main damage source. HoldingLightning Boltcan conceal lethal and protect against end-step decisions, but do not hold it so long that mana goes unused while the opponent stabilizes. It is premium in every matchup because it answers small creatures, finishes planes of attack, and combines cleanly withFireblastorBarbarian Ringfor lethal turns. -
Incinerate: useIncinerateas the second tier of clean instant burn, often doing the same job asLightning Boltbut at a higher mana cost. Spend it on a creature when that creature blocks multiple damage, races faster than your clock, or represents a must-answer engine visible to the rules output. Prefer spendingIncineratebeforeLightning Boltonly when mana efficiency on later turns matters less than preserving one-mana flexibility. Its anti-regeneration text may matter only when the rules engine and visible card text indicate regeneration is relevant; otherwise evaluate it as three damage at instant speed. Against control, it is reliable end-step reach; against creature decks, it is a tempo removal spell that keepsJackal Pup,Mogg Fanatic, andBall Lightningattacking. -
Seal of Fire: castSeal of Fireearly when you have unused mana and want banked damage available for later combat, priority windows, or lethal math. Its main strength is converting spare mana into visible onboard interaction, letting future turns spend mana onBall Lightning,Sulfuric Vortex,Cursed Scroll, or multiple burn spells while still threatening one or two damage depending on the legal action text. Do not sacrifice it before the target or timing matters; the opponent must play under the pressure of the visible activation. It is good against one-toughness creatures, small blockers, and counterspell decks because the damage is already on board after resolution. -
Lava Dart: treat the singletonLava Dartas precision damage and graveyard-fueled reach, not as a default early burn spell. Use the front half to pick off one-toughness creatures, finish damaged creatures, or add the last point of lethal; use the flashback only when sacrificing aMountainwill not strand key future plays or when the damage is worth the lost mana source. It has synergy withGrim Lavamancerand threshold planning because it moves cards through the graveyard, but it also competes withGrim LavamancerandBarbarian Ringfor resource timing. Do not sacrifice a land for low-impact damage ifFireblast,Cursed Scroll, or multiple red spells still require stable mana. -
Fireblast: reserveFireblastas the deck’s highest-impact finisher and emergency tempo spell. Cast it for its alternate cost when it is lethal, when it creates a nearly forced lethal follow-up from visible resources, or when removing a decisive threat is the only way to survive. Avoid firing it early for nonlethal opponent damage because sacrificing twoMountainpermanents can disableCursed Scroll,Grim Lavamancer,Sulfuric Vortex, hard-cast burn, and laterFireblastlines. CountMountain,Barbarian Ring, and fetchland access carefully under the rules engine’s legal mana output before assuming the alternate cost is available. Against control, it punishes tapped-out shields; against aggro, it often belongs in the final race calculation rather than the first exchange. -
Price of Progress: use the main-deckPrice of Progressas conditional reach when the opponent’s visible lands make nonbasic-land damage meaningful. Do not keep or sequence a weak hand around it unless public matchup information or revealed lands strongly supports it. Before casting, count your own nonbasic lands as well as the opponent’s, becauseBarbarian Ring,Bloodstained Mire, andWooded Foothillsmay affect your risk or setup depending on the board and legal state. It is strongest against greedy mana, control, and land-heavy nonbasic strategies; it is weak or sometimes stranded against mostly basic decks. -
Cursed Scroll: castCursed Scrollwhen the game is likely to go past the first burst and your hand can shrink enough for activations to become reliable. It gives inevitability through stalled boards, removal-heavy games, and control matchups where repeatable damage matters more than one extra attacker. Do not keep slow hands that rely onCursed Scrollas the first meaningful play, and do not empty your hand recklessly if holding burn produces a better lethal line. Its best synergy is with Sligh’s low curve: after creatures and cheap burn leave your hand, it turns excess mana into repeated damage. Against fast creature decks, it is slower than removal plus attacks unless the board is already stabilizing. -
Sulfuric Vortex: castSulfuric Vortexwhen repeated damage and lifegain prevention are worth tapping out, especially against control, lifegain, and slow stabilization plans. It changes the race for both players, so check visible life totals, board pressure, and next-turn lethal risk before committing. Do not cast it just because you have three mana if the opponent can kill you faster under the symmetric damage; use burn or blockers first when survival is the immediate issue. It is one of the best cards against decks that plan to undo burn damage, but it is a liability when your own life total is already under severe creature pressure. -
Barbarian Ring: treatBarbarian Ringas a red source with a real life cost early and a threshold reach spell late. Avoid unnecessary pain when aMountaincan cast the same spell, but preserve it when the late-game two damage may decide the match. Its threshold ability competes withGrim Lavamancer, so decide whether repeated activations or a single land-based damage source is more important from the visible state. It is strongest in stalled games and against counterspell decks once threshold is online. -
Bloodstained MireandWooded Foothills: useBloodstained MireandWooded Foothillsto fix red mana, thin only incidentally, fuelGrim Lavamancer, and move toward threshold forBarbarian Ring. Fetch before making decisions that require exact red mana or graveyard count, but do not take unnecessary damage if life total is under pressure and no graveyard payoff needs the card immediately. Fetchlands also make one-land hands more functional, but they do not justify keeping slow hands with no early plays. -
Mountain: valueMountainas the safest mana source because it casts every red spell without nonbasic exposure or pain. Preserve enoughMountainpermanents forFireblast, future burn turns, andLava Dartflashback decisions. Do not sacrifice or trade away mana sources as if every game ends immediately; Sligh often wins by having one more turn of clean red mana after the opponent stabilizes the first wave.
Interaction Priorities
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Lethal math comes first: point
Lightning Bolt,Incinerate,Seal of Fire,Lava Dart,Grim Lavamancer,Cursed Scroll,Barbarian Ring,Price of Progress, andFireblastat the opponent when visible damage plus forced follow-up beats any creature-control line. Do not spend burn on a creature if the same card creates lethal now or makes the opponent dead to known onboard sources such as activeSeal of Fire, thresholdBarbarian Ring, or resolvedSulfuric Vortex. -
Remove blockers when removal converts directly into combat damage from
Jackal Pup,Mogg Fanatic, orBall Lightning. Kill a creature before combat if it would absorb more damage than the burn spell deals to the opponent, threatens to trade withBall Lightningwhile preventing trample excess, or keeps repeated attackers from connecting. Ignore blockers that cannot block the current attacker, are too small to change damage math, or can be raced while burn goes upstairs. -
Remove opposing damage engines before small utility creatures when the race is close. A creature that attacks every turn, grows beyond burn range, or creates life gain prevention problems deserves
Lightning Bolt,Incinerate,Seal of Fire,Lava Dart, orGrim Lavamancerbefore a creature that merely trades withMogg Fanatic. Against creature swarms, preserve cheap damage for multiple one-toughness exchanges and considerEarthquakeafter sideboarding when the legal action text makes the sweeper line visible. -
Prioritize lifegain and prevention pieces because Sligh wins by making early damage stay dealt. Use burn,
Anarchy, or combat pressure on visible cards that stop attacks, prevent damage, or gain life when the rules engine shows legal targets.Sulfuric Vortexis the preferred commitment against lifegain decks when your life total can absorb the symmetric clock; do not tap out for it if the visible board kills you first. -
Bait permission with medium-impact spells before committing finishers when the opponent represents blue interaction. Lead with
Seal of Fire,Jackal Pup,Mogg Fanatic,Cursed Scroll, or a nonlethal burn spell when that line still advances damage, then protectSulfuric Vortex,Ball Lightning,Price of Progress, andFireblastfor windows where shields are down or sideboardPyroblast/Red Elemental Blastcan fight back. After sideboarding, usePyroblastandRed Elemental Blaston blue counters, card-draw engines, or blockers only when the legal target matters to the next damage window. -
Spend artifact interaction only on artifacts that change the race or lock damage. After sideboarding,
Overloadshould answer cheap artifacts that block, gain life, accelerate into stabilization, or prevent burn; ignore artifacts that do not affect life totals, combat, mana stability, or the opponent's near-term kill. Card text check required for exactOverloadtarget limits; follow rules-engine legality. -
Treat
Price of Progressas interaction against mana bases, not a generic burn spell. Fire it when visible nonbasic lands make the damage high enough to race, force lethal, or punish a tapped-out opponent. Against mostly basic decks, demote it behind creature pressure,Cursed Scroll, and direct burn unless the visible count changes.
Combat And Trading Rules
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Attack by default with early creatures when the board does not punish the race.
Jackal Pup,Mogg Fanatic, andBall Lightningare damage tools first; make the opponent prove a block, removal spell, or faster clock from visible information. Do not hold back a creature only because it might trade unless blocking is needed to survive or preserve a higher-value engine such as activeGrim Lavamancer. -
Protect
Grim Lavamancerwhen repeated two-damage activations outweigh one combat step. Avoid attacking it into an obvious trade if the graveyard is stocked, the opponent has small creatures, or the game is becoming a board stall. TradeGrim Lavamancermore willingly when the graveyard is empty, mana is constrained, or the attack enables lethal pressure before the ability would matter. -
Use
Mogg Fanaticas both attacker and combat insurance. Attack when one damage matters and sacrifice only when the legal activation kills a creature, finishes the opponent, prevents lifelink or combat damage from mattering, or converts a doomed blocker into damage. Do not sacrifice it for a low-impact point if its presence changes opposing attacks or supports a futureCursed Scrollhand-emptying plan. -
Treat
Jackal Pupas high-pressure but fragile against larger blockers. Attack into empty boards and weak blockers, but avoid sending it into a block that deals significant damage back to you unless the exchange advances lethal, clears a key blocker, or your life total is safely above the opponent's realistic crack-back. Against red mirrors and creature decks, reassessJackal Puponce your life total drops into burn range. -
Deploy
Ball Lightningwhen combat damage is likely to connect or force a favorable block. It is best after removal clears the largest blocker, when the opponent is tapped low, or when trample plus burn creates lethal. Avoid casting it into visible prevention, a disposable blocker that soaks most damage, or a board where spending the turn onSulfuric Vortex,Cursed Scroll, or removal gives a stronger two-turn clock. -
Block only when survival beats damage output. Sligh normally races, but blocking is correct when the opponent's next attack plus known reach can kill you, when
Mogg Fanaticcan block and sacrifice for value, or when trading a small creature preserves enough life forSulfuric Vortex, fetchlands,Barbarian Ring, orFireblastlines. Do not chump-block early if the creature can deal multiple future damage and your life total is not under immediate threat. -
Change combat posture by archetype. Against control and combo, maximize attacks and force them to answer cheap creatures while burn is saved for reach. Against creature aggro, trade only when it preserves the race or clears repeat attackers; use burn surgically. Against lifegain or prison decks, combat damage before lock pieces resolve is premium, and
Sulfuric Vortex,Anarchy, or artifact interaction may matter more than one extra creature trade.
Selection And Tutor Rules
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Treat this deck as having no true tutor, draw, scry, or card-selection engine. Choose lines from visible cards, legal actions, and damage math instead of waiting for a specific topdeck; the main pseudo-selection tools are
Bloodstained Mire,Wooded Foothills, graveyard management forGrim Lavamancer, threshold progress forBarbarian Ring, and hand-size management forCursed Scroll. -
Use
Bloodstained MireandWooded Foothillsto fix land count, fuel graveyard, and reduce future land draws only when the life payment and shuffle timing are acceptable. Fetch before casting spells if you need an untappedMountainnow, but delay the fetch when your current mana is already sufficient and keeping life total high matters against burn, creature pressure,Sulfuric Vortex,Fireblast, or opposing reach. -
Make land drops with future sacrifice costs in mind. Preserve enough actual
Mountaincards forFireblastandLava Dartflashback when those lines are visible or likely; do not casually convert every fetchland into a land if holding a fetchland lets you sequence graveyard size, avoid excess self-damage, or keep more sacrifice flexibility later. -
Count graveyard cards before activating
Grim Lavamancer,Barbarian Ring, or flashbackingLava Dart. Exile or sacrifice the least future-relevant cards first when the engine exposes a choice; preserve cards needed to reach threshold forBarbarian Ring, preserveLava Dartin the graveyard when its flashback is a likely future damage point, and spend redundant fetchlands, expired creatures, or resolved burn first when legal. -
Empty your hand deliberately when
Cursed Scrollis active. Prefer sequencing cheap permanents, burn, and land drops so the hand contains one card or repeated copies before relying onCursed Scroll; avoid holding multiple different cards if the game plan is to useCursed Scrollas repeatable reach. When the legal action requires naming or revealing, follow the engine prompt and choose the line that makes the activation most deterministic from visible hand contents. -
Treat target selection as damage allocation, not card advantage by default. Aim
Lightning Bolt,Incinerate,Seal of Fire,Lava Dart,Mogg Fanatic,Grim Lavamancer,Cursed Scroll, andBarbarian Ringat the opponent when that advances lethal fastest; target creatures only when removing them unlocks more combat damage, prevents lethal damage back, stops lifegain or prevention from mattering, or protects a higher-output permanent. -
Use
Price of Progressonly after checking visible nonbasic lands. If the legal action text or visible battlefield shows enough nonbasic lands for meaningful damage, preserve it as a burst spell; if the opponent has few or no visible nonbasic lands, treat it as low priority until the board changes. Card text check required for exact damage calculation if the engine output does not show it.
Priority And Stack Rules
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Pass priority aggressively when no legal instant-speed action changes the next damage race. Sligh wins by spending mana efficiently, but it should not fire burn just because priority appears; hold
Lightning Bolt,Incinerate,Seal of Fire,Lava Dart,Mogg Fanatic,Grim Lavamancer,Cursed Scroll,Barbarian Ring,Fireblast, andPrice of Progressfor lethal, blocker removal, response windows, or mana-efficiency checkpoints. -
Use end-step burn when waiting gains information without losing damage. If the opponent is tapped low, has no relevant trigger pending, and your mana would otherwise go unused, end-step
Lightning Bolt,Incinerate,Seal of Fire,Grim Lavamancer, orCursed Scrollcan preserve main-phase flexibility while still advancing lethal. Prefer main-phase burn when it clears a blocker, enablesBall Lightning, plays around discard, or forces damage before a lifegain/prevention permanent can matter. -
Commit
Fireblastas a finisher or forced race swing, not as routine curve spending. Because it can cost sacrificedMountainresources, wait until it creates lethal, denies the opponent a full turn, or is needed before losing access to mana. Do not sacrifice lands into open uncertainty if the opponent survives and the remaining hand requires mana to finish. -
Crack
Seal of Fireat the last useful moment unless board pressure demands immediate damage. Keeping it on the battlefield threatens creatures, supports lethal math, and lets you respond to lifegain or combat decisions; sacrifice it earlier when the damage is needed to clear a blocker, empty the hand forCursed Scroll, or prevent the opponent from removing or neutralizing it. -
Use
Mogg FanaticandLava Dartaround combat damage with care. SacrificeMogg Fanaticafter blocks when it can add damage, finish a creature, or convert a doomed body, but do not remove it from combat before its combat damage matters unless the engine rules or target outcome make that necessary. UseLava Dartflashback only when sacrificing aMountaindoes not strand stronger follow-up spells or remove neededFireblastresources. -
Activate
Grim Lavamancer,Cursed Scroll, andBarbarian Ringduring windows that preserve maximum pressure. Use them before your turn ends when mana would otherwise be wasted, in response to removal when legal, or before combat only if the target changes attacks and blocks. Avoid spending graveyard or threshold resources into a target that can be ignored for a faster opponent-facing clock. -
Let opposing spells resolve when they do not affect lethal, survival, or damage prevention. After sideboarding, use
PyroblastandRed Elemental Blaston blue spells or permanents only when the legal target matters to the current race, protects a key damage source, stops card advantage that will stabilize the opponent, or wins a counter fight overSulfuric Vortex,Ball Lightning,Price of Progress, orFireblast. -
Respect
Sulfuric Vortextiming and life pressure. Cast it when the symmetric clock favors you, then plan priority decisions around the life totals it creates; do not ignore your own upkeep or race risk. Card text check required for exact trigger and lifegain-prevention handling if the engine output does not expose the relevant effect.
Sideboard Map
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Sideboard by role, not by color alone. Preserve Sligh's low-curve pressure, direct damage density, and
Fireblastreach unless the opposing deck makes a specific main-deck package inefficient. Avoid overloading on reactive cards against decks that can simply survive your first wave and then win with bigger cards. -
Anarchyis for white permanent decks where one spell can reset prevention, lifegain, prison pieces, or clustered blockers. Bring it against white control, white prison, enchantment-heavy white boards, and creature decks where white permanents create a stalled battlefield. It is weak when the opponent has only a few white cards, when you are on the play against a very fast deck, or when four mana is unlikely before the game is decided. -
Earthquakeis for grounded creature density and board stalls. Bring it against go-wide creature decks, small utility creatures, and boards where clearing blockers converts futureJackal Pup,Mogg Fanatic,Grim Lavamancer, orBall Lightningdamage into lethal. It is weak against flyers, combo, control with few creatures, and races where symmetric player damage or sorcery timing risks killing you first. Card text check required for exact flying and damage handling if the engine does not expose it. -
Overloadis for artifact decks and artifact permanents that shut off pressure, gain life, accelerate past burn, or dominate combat. Bring all copies against heavy artifact shells, and bring smaller numbers only when visible or known artifacts are central enough that drawing it is worth lowering damage density. It is weak against creature-only aggro, spell combo, and control decks whose artifacts are incidental. Card text check required for exact target restrictions and kicked mode; choose only legal artifact targets supplied by Forge. -
Extra
Price of Progressis for nonbasic-heavy mana bases. Bring it against decks that visibly or predictably rely on multiple nonbasic lands, especially slower decks that give you time to hold a burst spell. It is weak against mono-color basic-heavy decks, opponents that can fetch basics, and creature races where a dead two-mana card costs a full attack step. Keep the main-deckPrice of Progressonly when its floor is acceptable; add the sideboard copies when its ceiling is a defining kill plan. -
PyroblastandRed Elemental Blastare for blue spells and blue permanents that stop damage or pull the opponent out of burn range. Bring them against blue control, blue tempo, combo decks with blue protection, and any deck where countering card draw, permission, bounce, or a stabilizing blue permanent is worth a mana. They are weak against nonblue decks and should not dilute the deck merely because the opponent has a splash; after boarding, use them to force throughSulfuric Vortex,Ball Lightning,Price of Progress, or lethal burn, or to stop the specific blue spell that changes the race. -
Pyrostatic Pillaris for spell-chain combo and cheap-spell engines. Bring it when the opponent must cast many low-cost spells to win or stabilize, and when your own plan can still finish despite symmetrical damage. It is weak in creature combat mirrors, against decks with few cheap spells, and when your life total is already under heavy pressure fromJackal Pup, fetchlands,Sulfuric Vortex,Fireblast, or opposing burn. Card text check required for exact trigger threshold and damage amount if the engine does not show it.
White Prison Or Enchantment Control Side in: 2 Anarchy, 2 Pyrostatic Pillar? no Cut: 1 Lava Dart, 1 Price of Progress
White permanent-heavy control or prison exact plan Side in: 2 Anarchy Cut: 1 Lava Dart, 1 Price of Progress
- Role: Use
Anarchyas a commitment gate, not a routine curve spell. Pressure first withJackal Pup,Mogg Fanatic,Grim Lavamancer,Seal of Fire, and burn; castAnarchywhen it removes the white permanent or board cluster that is preventing lethal or when waiting gives the opponent too much time. If the opponent also has many nonbasic lands, keepPrice of Progressemphasis higher and reduce a lower-impact creature orCursed Scrollinstead of assuming the singleton main-deck copy is expendable.
Blue Control Or Blue Tempo Side in: 2 Pyroblast, 2 Red Elemental Blast Cut: 1 Lava Dart, 1 Mogg Fanatic, 1 Incinerate, 1 Cursed Scroll
- Role: Use blasts to protect decisive damage, not to trade for the first legal blue spell. Counter the blue spell that stops
Sulfuric Vortex, blanks a lethalFireblast, removes a key early threat while you are short on pressure, or creates enough card advantage to escape burn range. Reduce main-deck emphasis on low-impact one-damage effects and slow repeatable damage when the opponent's plan is permission and stabilization rather than creature combat.
Artifact Aggro Or Artifact Engine Side in: 4 Overload Cut: 1 Price of Progress, 1 Lava Dart, 1 Sulfuric Vortex, 1 Cursed Scroll
- Role: Use
Overloadon artifacts that change the damage race or shut off your route to lethal. Good targets are visible artifacts that produce mana acceleration, dominate combat, gain life, prevent damage, or enable the opponent's core engine; do not spend it on a harmless artifact when direct damage can end the game faster. Reduce main-deck emphasis on slower pressure and matchup-dependent burst if the opponent's artifacts, not life total alone, are the bottleneck.
Ground Creature Swarm Side in: 2 Earthquake Cut: 1 Price of Progress, 1 Cursed Scroll
- Role: Use
Earthquaketo convert a clogged board into lethal reach. Cast it when it clears multiple blockers, kills utility creatures, or sets both life totals so your remaining burn wins before the opponent rebuilds. Do not fire it merely for one creature ifLightning Bolt,Seal of Fire,Incinerate,Mogg Fanatic, orGrim Lavamancercan solve the same problem while preserving your board.
Nonbasic-Heavy Midrange Or Control Side in: 2 Price of Progress Cut: 1 Lava Dart, 1 Mogg Fanatic
- Role: Treat
Price of Progressas a burst-finisher package. Hold it until visible nonbasic count creates meaningful damage, unless casting it now forces the opponent into lethal range before they can stabilize. Reduce main-deck emphasis on narrow one-damage creature interaction when the opposing plan is mana development, blockers, and expensive stabilizers.
Cheap-Spell Combo Or Storm-Like Engine Side in: 1 Pyrostatic Pillar, 2 Pyroblast, 2 Red Elemental Blast Cut: 4 Mogg Fanatic, 1 Lava Dart
- Role: Use
Pyrostatic Pillarto make the opponent's engine damage itself while you keep presenting a fast clock. UsePyroblastandRed Elemental Blastonly when the legal blue spell is part of their engine, protection, card selection, or stabilization. Reduce main-deck emphasis on creature-only interaction because killing creatures is often less important than shortening the game and interrupting the engine.
Burn Mirror Or Very Fast Red Aggro Side in: 2 Earthquake Cut: 1 Price of Progress, 1 Sulfuric Vortex
-
Role: Board minimally in mirrors because damage density and mana efficiency matter most.
Earthquakeis acceptable only if the opponent's battlefield contains enough grounded creatures that one sorcery changes the race; otherwise leave it aside. Reduce main-deck emphasis on self-damaging or slow symmetric pressure when your own life total is under immediate burn pressure. -
Broad archetype rule: Add role cards only when they answer the opponent's actual bottleneck.
Anarchyanswers white permanents,Earthquakeanswers grounded boards,Overloadanswers artifacts, extraPrice of Progresspunishes nonbasic lands,PyroblastandRed Elemental Blastanswer blue interaction or blue engines, andPyrostatic Pillarpunishes cheap spell chains. Reduce main-deck emphasis on the least relevant package:Lava DartandMogg Fanaticagainst noncreature decks,Cursed Scrollagainst decks where speed matters more than grind,Sulfuric Vortexwhen symmetrical damage is dangerous, orPrice of Progresswhen nonbasic count is low.
Matchup Guidance
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Aggro: Race first, remove only what changes combat math, and keep pressure on the battlefield before pointing burn upstairs.
Jackal Pup,Mogg Fanatic,Grim Lavamancer,Seal of Fire, andLightning Boltshould usually create the early damage lead;IncinerateandFireblastshould finish the opponent or remove a creature whose damage output beats your burn clock. Add role cards:Earthquakeagainst grounded creature swarms andOverloadonly when artifacts are central to the opponent's pressure. Reduce main-deck emphasis: slowCursed Scrolllines, low-ceilingPrice of Progresslines, and sometimes oneSulfuric Vortexwhen symmetrical damage puts you behind. -
Control: Commit fast threats early, then preserve burn for the turns where the opponent taps low or must answer
Sulfuric Vortex.Ball Lightningis best when it either connects immediately or forces a removal/counter window that clears the way forFireblast,Lightning Bolt,Incinerate, orPrice of Progress. Add role cards:PyroblastandRed Elemental Blastagainst blue control,Anarchyagainst white permanent control, extraPrice of Progressagainst nonbasic-heavy mana, andPyrostatic Pillaronly if their stabilization depends on many cheap spells. Reduce main-deck emphasis:Lava Dart, someMogg Fanatic, and slowCursed Scrollwhen the game is about forcing decisive damage through answers. -
Combo: Shorten the clock before interacting, because Sligh usually wins by making the combo player start under lethal pressure. Keep one-mana threats and burn-heavy hands; avoid slow hands that only interact after the opponent has already assembled. Add role cards:
Pyrostatic Pillaragainst cheap-spell chains,PyroblastandRed Elemental Blastagainst blue engine spells or protection,Overloadagainst artifact engines, and extraPrice of Progressif the combo mana base visibly relies on nonbasic lands. Reduce main-deck emphasis: creature-only pings such asMogg FanaticandLava Dartunless the revealed combo uses key one-toughness creatures. -
Tempo: Fight for mana efficiency and board presence rather than trying to grind every exchange. Lead with
Jackal Pup,Mogg Fanatic, andGrim Lavamancerwhen legal, and useSeal of Fireto make attacks awkward while preserving instant burn flexibility. Add role cards:PyroblastandRed Elemental Blastagainst blue tempo because countering a bounce spell, draw spell, or stabilizing blue threat can protect the damage lead. Reduce main-deck emphasis:Cursed Scrollif the opponent can end the game before it matters, andPrice of Progressonly when their visible nonbasic count is not a real damage source. -
Midrange: Convert early damage into reach before larger creatures stabilize the ground.
Ball Lightningis a high-pressure bridge from creature damage into burn range, whileSulfuric Vortexpunishes life gain and long-game stabilization when your life total can support it. Add role cards: extraPrice of Progressagainst nonbasic-heavy midrange,Earthquakeagainst creature boards,Overloadagainst artifact permanents that dominate combat, andAnarchyif white permanents are the stabilizing package. Reduce main-deck emphasis: narrow one-damage effects when opposing creatures outgrow them, but keepGrim Lavamancerif graveyards and mana support repeated removal or reach. -
Big mana: Maximize early damage and punish development windows before large spells invalidate small creatures. Keep hands with one-drop pressure plus multiple burn spells; do not keep slow
Cursed Scrollhands unless the rest of the hand already applies pressure. Add role cards: extraPrice of Progresswhen visible lands make it lethal or near-lethal,Overloadagainst artifact acceleration, andPyroblastorRed Elemental Blastonly when the big-mana deck is blue and the legal blue spell matters. Reduce main-deck emphasis:Lava Dartand creature-only pings that do not shorten the clock. -
Graveyard decks: Race first unless the visible graveyard engine creates an immediate faster kill. The registered sideboard has no dedicated graveyard hate, so do not pretend to have a hate role; use
Mogg Fanatic,Seal of Fire,Lightning Bolt,Incinerate, andGrim Lavamanceronly when legal targets or damage lines actually disrupt the visible plan. Add role cards:Pyrostatic Pillarfor cheap-spell graveyard engines, blasts for blue enablers, andOverloadif artifacts are the engine. Reduce main-deck emphasis: slow grind plans if the graveyard deck wins by a deterministic burst. -
Artifact/enchantment decks: Identify whether the bottleneck is an artifact, a white permanent, or the opponent's life total. Use
Overloadon artifacts that produce mana, prevent damage, gain life, dominate combat, or enable the engine; useAnarchyagainst white permanent clusters only when the legal action meaningfully reopens attacks or burn. Add role cards:Overload,Anarchy, extraPrice of Progressif the mana base supports it, and blasts only for blue artifact-control shells. Reduce main-deck emphasis:Lava Dart, low-impactMogg Fanatic, and slowCursed Scrollwhen answering a permanent is required to win. -
Go-wide decks: Preserve sweepers and pingers until they change multiple combat steps or unlock lethal attacks.
Earthquakeshould be treated as a race-reset or finisher, not as routine one-for-one removal;Mogg Fanatic,Seal of Fire,Lava Dart, andGrim Lavamancercan pick off small creatures when that protects damage or prevents a lethal counterattack. Add role cards:Earthquakeand sometimesOverloadif artifacts create the swarm. Reduce main-deck emphasis:Price of Progressif land damage is low andCursed Scrollif the board must be answered immediately. -
Single-threat decks: Decide whether the threat must die or whether the opponent dies faster. Spend
Lightning Bolt,Incinerate,Seal of Fire,Mogg Fanatic, orGrim Lavamanceron the threat only when it blocks too much damage, races you, carries a key aura/equipment, or represents lethal before burn can finish. Add role cards:Overloadfor artifact threats, blasts for blue threats or protection, andAnarchyfor white permanents. Reduce main-deck emphasis: broad sweep plans unless their support creatures matter. -
Burn mirrors: Treat your life total as the main battlefield and avoid unnecessary self-damage. Fetchlands,
Jackal Pup,Sulfuric Vortex,Fireblast, andBarbarian Ringall require life-total context; do not fire symmetrical or self-costly lines just because they are legal. Add role cards:Earthquakeonly if the opponent has enough grounded creatures, and avoid narrow blasts unless the opponent is actually blue. Reduce main-deck emphasis:Sulfuric Vortex, slowCursed Scroll, and low-floorPrice of Progresswhen both players are mostly Mountains. -
Removal-heavy decks: Diversify threats and make every creature either deal damage quickly or force inefficient answers.
Jackal PupandBall Lightningpunish tapped-out windows, whileSulfuric Vortex,Cursed Scroll,Barbarian Ring, and direct burn give reach after creatures die. Add role cards: blasts against blue removal/control, extraPrice of Progressagainst nonbasic-heavy removal decks, andAnarchyif white permanents are the removal/stabilization shell. Reduce main-deck emphasis: fragile creature-only plans; keep enough creatures to demand answers, but win with burn once removal has traded down.
Specific Matchup Notes
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General/archetype-only: Treat these notes as matchup heuristics until the opponent's revealed cards, public board, graveyard, and legal actions prove a more specific role. Revealed cards override archetype assumptions, and the decision agent must choose only from the rules-engine action list.
-
Against blue control: Force damage through before countermagic and life stabilization can dominate the game. Prioritize early
Jackal Pup,Mogg Fanatic,Grim Lavamancer, and tapped-outBall Lightningwindows; protect reach by making the opponent answerSulfuric Vortex,Cursed Scroll,Barbarian Ring, and stacked burn. Add role cards:Pyroblast,Red Elemental Blast, extraPrice of Progressif nonbasic lands are visible, andPyrostatic Pillarif the blue deck relies on repeated cheap spells. Priority targets: blue stabilizers, card-draw engines, and legal counter-war moments that would stop lethal burn. -
Against white control or white prison: Respect white permanents that prevent damage, gain life, or blank attacks more than generic removal. Add role cards:
Anarchywhen white permanents are the bottleneck, extraPrice of Progresswhen the mana base makes it real damage, andOverloadonly for visible artifact locks or mana pieces. Priority targets: life-gain permanents, damage prevention permanents, blockers that invalidateJackal PuporBall Lightning, and engines that extend the game beyond burn reach. -
Against creature aggro: Become the deck with better reach, not the deck that kills every creature. Use
Seal of Fire,Mogg Fanatic,Lava Dart,Lightning Bolt,Incinerate, andGrim Lavamanceron creatures only when the removal preserves attacks, prevents lethal, or converts into a race win; otherwise aim damage at the opponent. Add role cards:Earthquakefor wide grounded boards andOverloadonly when artifacts are central. Priority targets: creatures that race faster than your burn, block multiple attacks, or turnJackal Pupliability into a losing exchange. -
Against combo: Race while interacting only with visible bottlenecks. Keep pressure-heavy hands and spend burn on the opponent unless a legal target is clearly part of the combo's immediate execution. Add role cards:
Pyrostatic Pillarfor cheap-spell chains,PyroblastandRed Elemental Blastfor blue enablers or protection,Overloadfor artifact engines, andPrice of Progressfor nonbasic-heavy mana. Priority targets: mana artifacts, blue setup spells when blasts are legal, one-toughness enablers, and any visible permanent that the engine requires. -
Against artifact decks: Identify whether
Overloadanswers mana, defense, or the actual engine before spending it. Add role cards:Overload, extraPrice of Progressif nonbasic lands support it, and blasts only when blue spells are central. Priority targets: artifact mana that accelerates out of burn range, artifact blockers that stopBall Lightning, and artifacts that prevent or undo damage. -
Against burn mirrors: Preserve life total and avoid self-inflicted losses. Fetchlands,
Jackal Pup,Sulfuric Vortex,Fireblast,Barbarian Ring, andEarthquakeall need race math before use. Add role cards:Earthquakeonly for meaningful creature boards; reduce main-deck emphasis on slowCursed Scroll, low-damagePrice of Progress, and riskySulfuric Vortexwhen it hurts your clock as much as theirs. Priority targets: opposing creatures that deal repeated damage and board states where one burn spell changes the whole race.
Risk Summary
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Mana risk: This deck is mostly one and two mana, but
Ball Lightning,Sulfuric Vortex,Cursed Scroll,Barbarian Ring, andFireblastcreate real sequencing constraints. Do not sacrifice Mountains toFireblastbefore confirming future red sources,Grim Lavamanceractivations, and any needed post-combat burn are still legal or unnecessary. -
Draw risk: Hands with only burn and no early pressure may lose to life gain, counters, or large blockers, while hands with only creatures may fold to removal or sweepers. Prefer a mixed plan of one-drop pressure plus reach unless the matchup visibly demands a specialized race or control posture.
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Over-sideboarding risk: Do not dilute the core damage engine for narrow answers.
Anarchy,Overload,Earthquake, blasts,Pyrostatic Pillar, and extraPrice of Progressshould enter only when visible cards or archetype evidence make their role more valuable than main-deck damage density. -
Graveyard risk:
Grim LavamancerandBarbarian Ringcompete for graveyard resources, and fetchlands, spent burn, dead creatures, andLava Dartall change that count. Preserve the graveyard for the higher-impact legal activation when both reach and repeated removal are possible. -
Sweeper/removal risk:
Ball Lightningis temporary pressure and small creatures are fragile, so do not assume board damage will continue through removal-heavy decks. Convert early attacks into burn math quickly, and valueSulfuric Vortex,Cursed Scroll,Barbarian Ring, and direct burn as closers after creatures trade. -
Closer risk:
Sulfuric Vortex,Fireblast,Barbarian Ring,Cursed Scroll,Price of Progress, and topdecked burn can finish games, but each has conditions or costs. Recount lethal using only currently legal actions and visible public information before passing, attacking, sacrificing lands, or spending burn on creatures. -
Interaction risk: Blasts and
Overloadare powerful only when their targets matter. Do not hold upPyroblast,Red Elemental Blast, orOverloadso long that the opponent escapes burn range unless the visible target window is worth the lost damage. -
Sequencing risk: Lead with repeatable or board-present damage when safe, then preserve instant burn for combat, stack windows, and end-step reach. Avoid using
Seal of Fire,Mogg Fanatic,Lava Dart,Lightning Bolt, orIncinerateearly on low-impact targets if that removes the only path to lethal next turn.
Test Feedback Checklist
-
Deciding factor: Record whether the game was won or lost by early creature damage, direct burn reach,
Sulfuric Vortex,Cursed Scroll,Barbarian Ring, sideboard interaction, or the opponent stabilizing outside burn range. -
Mulligans: Check whether the opening hand had at least one early pressure piece or enough immediate burn to justify keeping, and flag hands with no
Jackal Pup,Mogg Fanatic,Grim Lavamancer,Seal of Fire, orLightning Boltbefore turn two. -
Mana: Review whether fetchlands,
Barbarian Ring, and Mountains supported the actual curve, and note any game whereBall Lightning,Sulfuric Vortex,Cursed Scroll,Grim Lavamancer, orFireblastwas delayed by mana sequencing. -
Velocity: Count whether the deck spent mana every early turn on damage-producing actions, and flag turns where holding burn or sideboard cards cost more damage than the later target was worth.
-
Engines: Evaluate whether
Grim Lavamancer,Cursed Scroll, andSulfuric Vortexconverted stalled boards into inevitability or arrived too late compared with immediate burn. -
Removal: Identify each burn spell aimed at a creature and ask whether that creature was preventing attacks, threatening lethal, enabling a combo, or merely tempting a low-impact exchange.
-
Sideboard: Verify every boarded card had a visible job:
Anarchyfor white permanents,Overloadfor artifacts,Earthquakefor grounded boards, blasts for blue spells,Pyrostatic Pillarfor cheap-spell chains, and extraPrice of Progressfor nonbasic-heavy mana. -
Closing: Reconstruct the final two turns and check whether lethal was missed through
Fireblast,Barbarian Ring,Cursed Scroll,Price of Progress,Sulfuric Vortex, or stacked instant-speed burn. -
Role: Mark whether Sligh correctly stayed the aggressor, shifted into board control against faster creatures, or protected reach against control and combo.
-
Mistakes: Flag any attack, block, fetch,
Fireblast,Earthquake, orJackal Pupline that changed the race against Sligh more than it advanced damage. -
Stranded cards: Track cards stuck in hand because of target limits, mana costs, timing, or matchup mismatch, especially
Ball Lightning,Fireblast,Cursed Scroll,Anarchy,Overload,Pyroblast,Red Elemental Blast, andPyrostatic Pillar. -
Overperformers and underperformers: Compare card mentions in wins and losses, then separate true card weakness from poor role assignment, missing targets, mana issues, or sideboard overloading.
First Tuning Questions
-
Quantity question: Should
Price of Progressremain a one-copy main-deck card if nonbasic-heavy opponents are common, or should extra copies stay mostly sideboarded to avoid dead draws against basic-heavy decks? -
Quantity question: Should
Sulfuric Vortexstay at three copies if it wins long games, or is the third copy too slow or risky in burn mirrors and fast creature races? -
Quantity question: Should
Cursed Scrollremain a two-copy closer if games often empty the hand, or does it underperform when the deck needs immediate damage before turn four? -
Mana question: Should the deck keep seven fetchlands plus three
Barbarian Ringif graveyard fuel matters, or are fetch damage and colorless land constraints causing preventable losses? -
Aggro-plan question: Should
Ball Lightningstay as a four-copy burst threat if blockers and removal are common, or does the deck need more durable or cheaper pressure in those matchups? -
Control-plan question: Should blue interaction matchups receive the full blast package, or do too many
PyroblastandRed Elemental Blastcopies reduce proactive damage below the needed clock? -
Closer question: Should
Fireblastalways remain four copies, or do repeated games show that sacrificing Mountains strandsCursed Scroll,Grim Lavamancer,Barbarian Ring, or follow-up burn too often? -
Removal-plan question: Should
Earthquakebe more central if creature decks go wide, or does its self-damage conflict withJackal Pup, fetchlands,Barbarian Ring,Fireblast, and racing math? -
Sideboard-slot question: Should
Anarchyremain two copies if white permanents are rare, or does the deck need those slots for broader artifact, combo, or mirror tools? -
Sideboard-slot question: Should
Overloadremain four copies if artifact decks are expected, or are some copies too narrow when the opponent presents only incidental artifacts? -
Role-conflict question: Are sideboard plans adding answers at the cost of the deck's core damage density, especially when
Jackal Pup,Mogg Fanatic,Seal of Fire, andLightning Boltare the cards that create winning clock pressure? -
Runtime-policy question: Are decision agents spending burn on creatures too often because removal is legal, or are they correctly preserving face damage unless the visible board changes survival or lethal math?
Veles Tactical Policy
Policy: Opening Hand Damage Baseline
- Priority: High
- Decision families: mulligan
- Cards: Jackal Pup; Mogg Fanatic; Grim Lavamancer; Seal of Fire; Lightning Bolt; Incinerate; Mountain; Bloodstained Mire; Wooded Foothills; Barbarian Ring
- Phase windows: Pregame mulligan.
- Runtime cues: prompt:mulligan; action:keep; action:mulligan
- Use when: Choose keep only after checking visible hand for lands, early damage, and castable spells across turns one and two.
- Avoid when: Do not keep a hand that cannot produce early damage or has lands that strand multiple red spells.
- Instructions: Favor hands with one or two lands plus a turn-one play; count fetchlands as both mana and graveyard fuel, but account for life loss in races.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Early Setup Pressure
- Priority: Medium
- Decision families: priority; mana
- Cards: Jackal Pup; Mogg Fanatic; Grim Lavamancer; Seal of Fire; Cursed Scroll
- Phase windows: Main phases on turns one and two.
- Runtime cues: action:cast Jackal Pup; action:cast Mogg Fanatic; action:cast Grim Lavamancer; action:cast Seal of Fire; action:cast Cursed Scroll
- Use when: Establish a permanent or creature that creates repeatable or attack-based damage before spending one-shot burn.
- Avoid when: Visible opposing pressure requires immediate removal, or the legal action would leave no red source for a stronger same-turn play.
- Instructions: Prefer
Jackal Pupfor fastest clock,Mogg Fanaticwhen small-creature interaction matters,Grim Lavamancerwhen the graveyard will fuel it, andSeal of Firewhen holding open visible instant timing is useful. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Fetchland And Barbarian Ring Sequencing
- Priority: Medium
- Decision families: mana; priority
- Cards: Bloodstained Mire; Wooded Foothills; Mountain; Barbarian Ring; Grim Lavamancer; Fireblast
- Phase windows: Main phases, end steps, and mana payment prompts.
- Runtime cues: action:activate Bloodstained Mire; action:activate Wooded Foothills; action:play Barbarian Ring; action:play Mountain
- Use when: Sequence lands to cast red spells now while preserving enough Mountains for
Fireblastand enough graveyard cards forGrim Lavamanceror threshold. - Avoid when: Fetching or using
Barbarian Ringchanges lethal race math against Sligh more than it advances the clock. - Instructions: Play untapped red sources to spend mana early; treat
Barbarian Ringas a late damage source, not a careless colorless land. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Mandatory Single Red Payment
- Priority: Low
- Decision families: mana
- Cards: Mountain; Bloodstained Mire; Wooded Foothills; Barbarian Ring
- Phase windows: Mana payment prompts.
- Runtime cues: action:pay R; action:tap Mountain; action:tap Barbarian Ring
- Use when: Exactly one legal mana payment action pays the red cost for the already selected spell or ability.
- Avoid when: Multiple red sources are legal and source choice affects
Fireblast,Cursed Scroll,Grim Lavamancer, threshold, or later spells. - Instructions: Execute the visible payment only when the rules engine exposes a single matching legal payment.
- Pilot skill floor: No-API.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Burn To Face Versus Creature Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Lightning Bolt; Incinerate; Seal of Fire; Lava Dart; Mogg Fanatic; Grim Lavamancer; Fireblast; Barbarian Ring
- Phase windows: Main phases, combat steps, end steps, and priority windows.
- Runtime cues: action:cast Lightning Bolt; action:cast Incinerate; action:activate Seal of Fire; action:activate Grim Lavamancer; action:activate Barbarian Ring
- Use when: Decide whether burn should reduce opponent life or remove a visible threat that changes attacks, blocks, survival, or combo timing.
- Avoid when: Do not spend burn on a creature merely because it is targetable.
- Instructions: Preserve reach unless the creature blocks key damage, threatens lethal, enables a fast engine, or forces
Jackal Pupdamage that loses the race. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Opponent Burn Target
- Priority: Medium
- Decision families: interaction; priority
- Cards: Lightning Bolt; Incinerate; Fireblast; Seal of Fire; Lava Dart; Mogg Fanatic; Grim Lavamancer; Barbarian Ring; Price of Progress
- Phase windows: Target-selection prompts after a burn line is selected.
- Runtime cues: action:target opponent
- Use when: The current prompt offers exactly one opponent-player target for the already selected damage spell or ability.
- Avoid when: The prompt includes creatures, planeswalkers, redirected damage, prevention choices, or multiple player-like targets.
- Instructions: Select
target opponentonly when the legal action text uniquely identifies the opposing player as the target. - Pilot skill floor: No-API.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Fireblast Commitment Gate
- Priority: High
- Decision families: priority; interaction; mana
- Cards: Fireblast; Mountain; Barbarian Ring; Cursed Scroll; Grim Lavamancer
- Phase windows: Main phases, combat tricks, end steps, and lethal checks.
- Runtime cues: action:cast Fireblast; action:sacrifice Mountain
- Use when: Cast
Fireblastafter comparing immediate damage, sacrificed Mountains, remaining hand, and visible follow-up mana needs. - Avoid when: Sacrificing Mountains strands
Cursed Scroll,Grim Lavamancer,Barbarian Ring, or castable burn without producing a decisive race swing. - Instructions: Treat
Fireblastas a commitment spell; count current and next-turn lethal before sacrificing lands. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Sulfuric Vortex Tapout Gate
- Priority: Medium
- Decision families: priority; mana
- Cards: Sulfuric Vortex; Ball Lightning; Cursed Scroll; Lightning Bolt; Incinerate; Fireblast
- Phase windows: Main phases with three mana.
- Runtime cues: action:cast Sulfuric Vortex
- Use when: Commit to
Sulfuric Vortexwhen recurring damage and life-gain pressure matter more than immediate burn or creature deployment. - Avoid when: Tapping out lets a visible board race kill Sligh first or misses immediate lethal from direct damage.
- Instructions: Use
Sulfuric Vortexto punish control, life gain, and stalled boards; avoid it as a slow play in races where Sligh is already under lethal pressure. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Ball Lightning Attack Commitment
- Priority: Medium
- Decision families: combat; priority
- Cards: Ball Lightning; Lightning Bolt; Incinerate; Seal of Fire; Fireblast
- Phase windows: Main phase casting and combat attack declaration.
- Runtime cues: action:cast Ball Lightning; action:attack with Ball Lightning
- Use when:
Ball Lightningcan convert mana into immediate combat damage or force blocks that enable burn to finish the opponent. - Avoid when: Visible blockers or instant-speed interaction make the attack lose damage compared with holding mana for burn or another permanent.
- Instructions: Cast before combat only after checking blockers, removal windows, and whether burn can clear the path or make blocks irrelevant.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Simple Forced Attack Execution
- Priority: Low
- Decision families: combat
- Cards: Ball Lightning
- Phase windows: Declare attackers.
- Runtime cues: action:attack with Ball Lightning
- Use when: The only legal attack action involving
Ball Lightningis attacking the opponent and no alternative attacker set is offered. - Avoid when: Multiple attack configurations, defender choices, or attack-with/hold-back options are legal.
- Instructions: Execute the single visible
Ball Lightningattack action because the creature is already committed to the combat plan. - Pilot skill floor: No-API.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Cursed Scroll Activation Gate
- Priority: Medium
- Decision families: priority; selection
- Cards: Cursed Scroll
- Phase windows: Main phases, end steps, and damage-response windows.
- Runtime cues: action:activate Cursed Scroll; action:name
- Use when: Activate
Cursed Scrollafter checking hand size, visible target quality, available mana, and whether spending mana prevents stronger burn. - Avoid when: The hand is too large for reliable resolution or the mana is needed for lethal, interaction, or pressure.
- Instructions: Use
Cursed Scrollas a late-game engine when hand size is low; route naming and target choices through reasoning unless the legal text is unique. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Price Of Progress Commitment
- Priority: High
- Decision families: interaction; priority
- Cards: Price of Progress
- Phase windows: Main phases, end steps, and lethal windows.
- Runtime cues: action:cast Price of Progress
- Use when: Visible nonbasic land counts make
Price of Progressa major damage spell and Sligh survives the symmetrical damage. - Avoid when: Sligh controls enough nonbasic lands that the spell loses the race or fails to advance lethal math.
- Instructions: Count both players' visible nonbasic lands from the rules-engine state; never assume hidden lands or future land drops.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Sideboard Exact Plan Selection
- Priority: High
- Decision families: sideboard; pregame
- Cards: Anarchy; Earthquake; Overload; Price of Progress; Pyroblast; Pyrostatic Pillar; Red Elemental Blast; Jackal Pup; Mogg Fanatic; Ball Lightning; Sulfuric Vortex; Cursed Scroll; Lava Dart
- Phase windows: Between games.
- Runtime cues: prompt:sideboard; action:submit sideboard plan
- Use when: Select a legal sideboard plan from matchup guidance after identifying opponent colors, artifacts, nonbasic lands, cheap-spell chains, and creature board size.
- Avoid when: The proposed plan cuts more main-deck damage than the added cards can justify in the visible matchup.
- Instructions: Add narrow cards only for their target matchup role:
Anarchyfor white permanents,Overloadfor artifacts, blasts for blue spells,Earthquakefor creature boards,Price of Progressfor nonbasic-heavy decks, andPyrostatic Pillarfor cheap-spell engines. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Blue Stack Interaction Gate
- Priority: Medium
- Decision families: interaction; priority
- Cards: Pyroblast; Red Elemental Blast
- Phase windows: Opponent spell windows and permanent-targeting windows after sideboarding.
- Runtime cues: action:cast Pyroblast; action:cast Red Elemental Blast
- Use when: Spend a blast on a visible blue spell or blue permanent that blocks lethal, protects the opponent, wins the race, or stops Sligh's closing damage.
- Avoid when: Holding the blast instead of casting damage lets the opponent leave burn range without a clear blue target window.
- Instructions: Treat blasts as tempo protection for the burn clock, not as generic permission hoarding.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Artifact And White Hate Gate
- Priority: Medium
- Decision families: interaction; priority
- Cards: Overload; Anarchy
- Phase windows: Main phases and legal target windows after sideboarding.
- Runtime cues: action:cast Overload; action:cast Anarchy
- Use when: Use sideboard hate on visible permanents that prevent damage, generate a faster clock, or lock Sligh out of direct burn.
- Avoid when: The target is incidental and spending the card delays lethal pressure.
- Instructions:
Overloadshould answer artifacts that matter to the race;Anarchyshould punish white boards or white lock pieces when its damage tempo beats direct burn. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Earthquake Survival And Lethal Gate
- Priority: High
- Decision families: interaction; combat; priority
- Cards: Earthquake; Jackal Pup; Mogg Fanatic; Grim Lavamancer; Ball Lightning
- Phase windows: Main phases and precombat cleanup turns after sideboarding.
- Runtime cues: action:cast Earthquake; action:choose number
- Use when: Choose
Earthquakeonly after counting self-damage, opposing life, grounded creatures, and whether Sligh's own creatures are expendable. - Avoid when: The self-damage or creature loss puts Sligh behind the visible race without creating lethal or survival.
- Instructions: Use
Earthquakeas a sweeper, finisher, or reset button; route X selection through reasoning because the correct number depends on board and life totals. - Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes