# Reflection Template For Izzet Delver

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: identify the exact turn or prompt where the match swung, then record whether the cause was pressure, mana denial, stack interaction, removal timing, graveyard sizing, sideboard card impact, or failure to close.
- Mulligans: record whether each kept hand had a threat, blue card for Force of Will when relevant, enough mana to cast Brainstorm or Ponder, and either Daze/Wasteland pressure or a credible Dragon's Rage Channeler, Cori-Steel Cutter, or Murktide Regent clock.
- Mana: note every game where Wasteland, Volcanic Island, Island, Thundering Falls, Flooded Strand, Misty Rainforest, Polluted Delta, or Scalding Tarn sequencing stranded Lightning Bolt, Dragon's Rage Channeler, Flow State, Pyroblast, Hydroblast, Unholy Heat, Meltdown, or Price of Progress.
- Velocity: check whether Brainstorm, Ponder, Preordain, Mishra's Bauble, Urza's Bauble, and Flow State converted into board pressure or exact interaction, rather than spending mana while falling behind.
- Engine pressure: record whether Cori-Steel Cutter generated meaningful combat damage and token pressure after cheap spells, or whether it was too slow compared with Dragon's Rage Channeler and Murktide Regent.
- Graveyard use: track whether Dragon's Rage Channeler, Murktide Regent, and Unholy Heat competed for graveyard resources, especially after Mishra's Bauble, Urza's Bauble, fetch lands, and cantrips filled the graveyard.
- Removal timing: ask whether Lightning Bolt and Unholy Heat answered the creature that changed the race, or whether they should have been held as reach for lethal or near-lethal turns.
- Stack interaction: review every Force of Will, Daze, Force of Negation, Pyroblast, Consign to Memory, and Hydroblast decision for whether the counter protected a clock, stopped a decisive spell, or traded down on resources.
- Sideboard impact: record which sideboard cards were drawn, cast, stranded, or irrelevant, especially Surgical Extraction, Price of Progress, Meltdown, Consign to Memory, and Hydroblast.
- Closing: mark games where the opponent stabilized at low life and ask whether Lightning Bolt, Price of Progress, Murktide Regent, Cori-Steel Cutter, or attack sequencing could have shortened the clock.
- Role choice: compare the chosen role to the winning line; note whether Veles played as tempo when it needed control, played control when it needed pressure, or overprotected a weak threat.
- Mistakes: flag all legal-action mismatches, unnecessary main-phase cantrips, missed Wasteland pressure, premature Brainstorm without a fetch land, loose Daze exposure, or Price of Progress choices that harmed Veles as much as the opponent.
- Stranded cards: list cards stuck in hand for mana, timing, target, or matchup reasons, and separate true deck-building failures from runtime sequencing failures.
- Overperformers and underperformers: name exact cards that repeatedly won exchanges or failed to matter, with board-state context rather than isolated impressions.

## Existing User Requests
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