# Reflection Template For Inside Out Combo

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 assembling `Tireless Tribe` plus `Inside Out`, protecting the combo, failing to find a creature, failing to find `Inside Out`, losing to pressure, or losing a stack fight. Name the public board state and the visible legal action that made the result turn.

- Mulligans: Track every keep and mulligan by whether the opener had a castable `Tireless Tribe`, a route to `Inside Out`, enough white/red mana, and a protection or rebuild plan. Flag hands kept on filtering only when `Faithless Looting`, `Thrilling Discovery`, or `Pursue the Past` failed to produce the missing piece in time.

- Mana: Record whether `Wind-Scarred Crag`, `Boros Garrison`, `Escape Tunnel`, `Plains`, and `Mountain` entered or sequenced in a way that delayed the first decisive spell. Separate color screw from tempo loss, because the fix may be land mix rather than land count.

- Velocity: Ask whether `Faithless Looting`, `Thrilling Discovery`, and `Pursue the Past` increased access to the combo or merely spent mana while the opponent advanced the clock. Note which card was stranded when the deck had mana but no useful selection action.

- Engine pressure: Record whether `Aurora Eidolon`, `Sandstorm Eidolon`, `Sneaky Snacker`, and `Spirit Mascot` mattered as real pressure or only as bodies. Card text check required for exact tactical claims; judge them from legal actions, visible triggers, and board impact in the log.

- Removal and protection: Track whether `Lightning Axe`, `Lightning Bolt`, `Prismatic Strands`, `Blacksmith's Skill`, and `Fling` were used at the highest-value window. Mark mistakes where removal hit a minor threat while a lethal blocker, protection fight, or faster clock remained unresolved.

- Closing: Record failed lethal attempts by cause: no attacker, blocker survived, `Tireless Tribe` removed, `Inside Out` countered, not enough cards to discard, `Fling` disrupted, prevention effect, or incorrect timing. Use rules-engine outcomes, not assumed math.

- Sideboard: For each match, ask whether `Pyroblast`, `Red Elemental Blast`, `Electrickery`, `Flaring Pain`, extra `Prismatic Strands`, `Siege Smash`, `Thraben Charm`, `Cast into the Fire`, and `Benevolent Blessing` had visible targets or stack windows. Flag every sideboard card drawn without a legal or strategically relevant action.

- Role: Record whether the pilot correctly identified combo, tempo, survival, or rebuild as the current role. The main mistake to find is spending cards for generic value when the game demanded either immediate lethal setup or holding protection.

- Stranded cards: List every card stuck in hand for two or more decision cycles and the reason: wrong color, no target, no creature, no graveyard, no artifact/enchantment target, no blue spell, no combat window, or too risky to commit.

- Overperformers and underperformers: Count wins where each card directly enabled the result and losses where each card was drawn but low-impact. Separate main-deck cards from sideboard cards so tuning does not confuse matchup cards with core engine cards.
