Borrowing it
Nothing to install: this file belongs to phase-rs/phase. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/phase-rs/phase/main/.claude/skills/casting-stack-conditions/SKILL.mdgit clone --depth 1 https://github.com/phase-rs/phaseWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/phase-rs/phase/casting-stack-conditions)<a href="https://agentmods.dev/skills/phase-rs/phase/casting-stack-conditions"><img src="https://agentmods.dev/badge/skills/phase-rs/phase/casting-stack-conditions/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/phase-rs/phase/casting-stack-conditions"><img src="https://agentmods.dev/badge/skills/phase-rs/phase/casting-stack-conditions.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Rogue Agent · line 438 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00039 | $0.05446 |
| Opus 5.5 | $0.00016 | $0.02178 |
| Sonnet 5.5 | $0.00008 | $0.01089 |
| Haiku 4.5 | $0.00004 | $0.00545 |
Grade A, and why
casting-stack-conditions scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 28d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 440 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Casting, Stack & Condition Systems
Hard rules — casting, stack, and priority are the most rules-dense areas of MTG (see CLAUDE.md § Design Principles):
- CR-correctness is non-negotiable. Casting (CR 601), activated abilities (CR 602), triggered abilities (CR 603), static abilities (CR 604), mana abilities (CR 605), stack resolution (CR 608), and priority (CR 117) are precisely specified. Every implementation must be verified against the relevant CR section and annotated. If you cannot cite the CR that governs a behavior, you have not validated it.
- Build for the class, not the card. Payment helpers (
pay_mana_cost,pay_ability_cost), targeting, and condition checks are shared building blocks used by every spell and ability. Changes here must work for the entire class — never special-case a single card's casting behavior.- Test the exact rules behavior. Every new WaitingFor state, casting step, or condition check needs tests that verify the CR-specified behavior, including edge cases (e.g., fizzle on illegal targets, intervening-if re-check at resolution). Test the building block, not one card's interaction.
Reference for the spell casting pipeline, stack resolution, sub_ability chaining, and all condition systems. Use this to understand how spells go from hand → stack → resolution, and where to extend for new casting features.
Before you start: Trace Ward for a casting-time interaction, or TriggerCondition::LifeGainedThisTurn for a condition that's checked at both trigger and resolution time.
Casting Flow — crates/engine/src/game/casting.rs
Entry point: handle_cast_spell(state, player, card_id, events)
CastSpell action
│
▼
1. Find card in hand (or command zone for Commander)
│
▼
2. Get ability: obj.abilities[0].clone()
(vanilla permanents get placeholder Unimplemented)
NOTE: Modal spells (obj.modal.is_some()) skip to step 2b
│
▼
2b. Modal detection → WaitingFor::ModeChoice
Player selects modes → handle_select_modes() builds chained ResolvedAbility
→ proceeds to targeting (walks sub_ability chain for first target filter)
│
▼
3. Casting prohibition checks (prepare_spell_cast)
├─ Zone castability (hand, command, exile w/ permission, graveyard w/ escape/permission)
├─ CantCastFrom statics (Grafdigger's Cage) — is_blocked_from_casting_from_zone()
├─ CantCastDuring statics (Teferi) — is_blocked_by_cant_cast_during()
├─ PerTurnCastLimit statics (Rule of Law) — is_blocked_by_per_turn_cast_limit()
│ └─ Uses ProhibitionScope (Controller/Opponents/AllPlayers) + optional spell_filter
└─ Temporary zone restrictions — is_blocked_by_cast_only_from_zones()
│
▼
4. Validate timing
├─ Instant / Flash → anytime
└─ Sorcery-speed → main phase + empty stack + active player
│
▼
5. Commander color identity check (Commander only)
│
▼
6. Calculate mana cost (base + commander tax if from command zone)
│
▼
7. Build ResolvedAbility from AbilityDefinition
└─ Recursively converts sub_ability chain via build_resolved_from_def()
│
▼
8. Handle targeting
├─ Auras: extract Enchant keyword filter
└─ Others: extract_target_filter_from_effect()
├─ 0 legal targets → error
├─ 1 legal target → auto-assign, proceed
└─ >1 → WaitingFor::TargetSelection
│
▼
9. pay_and_push_with_lock()
├─ X in cost → WaitingFor::ManaPayment
├─ pay_mana_cost() — shared mana payment building block (see below)
├─ Move card to Zone::Stack
├─ Record commander cast if applicable
└─ stack::push_to_stack() creates StackEntry
│
▼
10. Return WaitingFor::Priority
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 28d ago Changed dec4a1bc7bb6
- 2mo ago First seen · 440 lines · 39 tokens per session scan A 6dfd8816a351
casting-stack-conditions is a skill published in the GitHub repository phase-rs/phase (312 stars, last pushed today), licensed Apache-2.0. It adds 39 tokens to every session and 5,446 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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