# Reflection Template For Eldrazi Ramp

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 whether the game was won or lost by mana development, payoff density, interaction timing, sideboard cards, or combat pressure, then cite the visible turn where the axis became clear.

- Mulligans: Record whether the opening hand had a credible first three turns with Utopia Sprawl, Talisman of Curiosity, Malevolent Rumble, Ugin's Labyrinth, or enough lands, and flag hands kept only because they contained a large payoff.

- Mana: Check whether colorless, green, and blue sources arrived in the order needed for Sowing Mycospawn, Kozilek's Command, Nulldrifter, Ugin, Eye of the Storms, and sideboard interaction. Note any hand where Ugin's Labyrinth, Echoing Cavern, Cavern of Souls, or Utopia Sprawl created a sequencing bottleneck.

- Velocity: Track whether Malevolent Rumble, Nulldrifter, Kozilek's Command, and Devourer of Destiny improved the next two turns or merely spent mana without changing the clock, board, or payoff access.

- Engine deployment: Record whether Sowing Mycospawn, Ugin, Eye of the Storms, Ugin's Binding, Sanctum of Ugin, and Shifting Woodland generated real chaining pressure. Mark any game where a payoff was cast but no follow-up threat or stabilizing action appeared.

- Removal and disruption: Log whether Kozilek's Command, Dismember, A-Haywire Mite, Consign to Memory, Mystical Dispute, Vexing Bauble, Fade from History, Relic of Progenitus, Ghost Vacuum, Torpor Orb, or Blast Zone had legal targets when drawn. Separate wrong-card problems from wrong-timing problems.

- Sideboard impact: For every sideboarded game, identify the best and worst sideboard card by visible board state, not by matchup label. Note if Palantír of Orthanc was too slow, Fade from History hit enough permanents, or Vexing Bauble mattered against a visible alternative-cost line.

- Closing: Record whether Sire of Seven Deaths, Emrakul, the Promised End, Ugin, Eye of the Storms, Ugin's Binding, Mirrex, or repeated Eldrazi bodies ended the game quickly enough after stabilization.

- Role assignment: Ask whether the pilot correctly played as ramp, control, prison, or race participant after turns one through three. Flag games where Torpor Orb, graveyard hate, or draw actions delayed the necessary payoff turn.

- Mistakes: Mark any legal-action mistake where the agent passed with a stabilizing spell available, tapped mana in a way that blocked the planned payoff, used Kozilek's Command on a low-impact mode, or committed a closer into visible interaction without pressure or redundancy.

- Stranded cards: List every card stranded in hand for two or more turns and classify the cause as mana, timing, target absence, matchup mismatch, or rules-text uncertainty.

- Overperformers and underperformers: Count repeated game-winning contributions and repeated dead draws for Sowing Mycospawn, Devourer of Destiny, Nulldrifter, Torpor Orb, Kozilek's Command, Ugin's Binding, Malevolent Rumble, Ugin, Eye of the Storms, and each sideboard card.

## Existing User Requests
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