# Reflection Template For Red Stompy

For each loss, name one primary cause and one secondary cause.
For each win, name the card, package, or tactical policy that most contributed to the win.
Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem.
Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed.

- Deciding factor: Record whether the game was decided by an early Blood Moon, Magus of the Moon, Trinisphere, fast Pyrogoyf or Broadside Bombardiers pressure, The One Ring or Fable of the Mirror-Breaker engine, Fury or Fiery Confluence stabilization, or the opponent successfully ignoring the prison plan.

- Mulligans: Capture the opening hand, keep or mulligan reason, and whether the kept hand had a clear first impactful legal play. Flag hands that lacked red mana, relied on Chrome Mox without a safe imprint, had too many four-mana cards, or kept acceleration without either lock piece, engine, removal, or clock.

- Mana: Track Ancient Tomb damage, City of Traitors sacrifice timing, Chrome Mox imprint cost, Simian Spirit Guide use, and whether Snow-Covered Mountain access mattered. Note every game where Shatterskull Smashing, Sundering Eruption, or Wild Wasteland was needed as mana or interaction, with Card text check required before inferring non-obvious modal details.

- Velocity: Check whether the deck converted fast mana into a meaningful turn-one or turn-two play. A hand that spends Ancient Tomb, City of Traitors, Chrome Mox, or Simian Spirit Guide should create a lock, protect life total, start a clock, or produce a card-advantage engine.

- Engines: Review whether The One Ring and Fable of the Mirror-Breaker gained enough cards, filtering, protection, or board presence to justify their timing. Note if The One Ring burden counters or Ancient Tomb damage shortened the pilot's clock.

- Removal: Record whether Fury, Fiery Confluence, Shatterskull Smashing, Broadside Bombardiers, or combat trades changed the race. Mark missed spots where a visible creature, initiative threat, or go-wide board should have been answered before deploying another prison piece.

- Sideboard: For each post-board game, record which sideboard cards were drawn, cast, stranded, or irrelevant. Check whether Boil, Ruination, Hexing Squelcher, Fiery Confluence, Disruptor Flute, and Trinisphere matched public information rather than assumed hidden cards.

- Closing: Identify whether the deck ended the game after establishing disruption. Flag games where Blood Moon or Magus of the Moon slowed the opponent but no Pyrogoyf, Broadside Bombardiers, Caves of Chaos Adventurer, Fury, or engine follow-up ended the game quickly.

- Role: Record whether the pilot correctly played as prison, beatdown, stabilizing control, or resource engine. Flag role conflicts such as drawing cards with The One Ring while under lethal pressure, attacking with needed blockers, or overcommitting threats into visible sweep risk.

- Mistakes: Log illegal-action rejections, stale-action rejections, missed lethal, missed blocks, unnecessary Ancient Tomb activations, premature City of Traitors sacrifice, weak Chrome Mox imprint, or passing priority with a visible stabilizing action available.

- Stranded cards: List main-deck and sideboard cards stranded in hand at game end. Separate mana-stranded cards from low-impact cards, because a stranded Caves of Chaos Adventurer means something different from an irrelevant Blood Moon.

- Overperformers and underperformers: Compare card performance by matchup and role. Count not just cast frequency, but whether each card advanced the actual winning axis or sat in hand while another plan was needed.

## Existing User Requests
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