# Reflection Template For Azorius Control

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: After each game, identify the single exchange that most changed the game, such as resolving Narset, Parter of Veils, protecting Teferi, Time Raveler, clearing with Supreme Verdict, converting Wrath of the Skies, imprinting Isochron Scepter, or closing with Hall of Storm Giants.

- Mulligans: Record whether the opening hand had enough lands, blue mana for Counterspell, white mana for Prismatic Ending or Solitude, and a realistic first stabilizing play. Flag keeps with Day's Undoing, Teferi, Hero of Dominaria, or Isochron Scepter when the hand lacked early interaction.

- Mana: Track every game where Flooded Strand, Arid Mesa, Scalding Tarn, Hallowed Fountain, Meticulous Archive, Mystic Gate, Watery Grave, or basic lands created a missed window. Note whether life loss from shock lands mattered against pressure, and whether Mystic Gate filtering improved or constrained Counterspell plus white removal turns.

- Velocity: Check whether Consult the Star Charts and Tune the Narrative found land drops, interaction, or engines before the opponent's pressure became decisive. Mark them underperforming only when spending mana on selection directly prevented using removal, Counterspell, Orim's Chant, or a sweeper.

- Engine timing: Review every Narset, Parter of Veils, Teferi, Time Raveler, Teferi, Hero of Dominaria, Day's Undoing, and Isochron Scepter commitment. Ask whether the engine was cast into a stable board, protected stack, or forced emergency window, and whether waiting one turn would have improved the outcome.

- Removal and sweepers: Log whether Prismatic Ending, March of Otherworldly Light, Solitude, Supreme Verdict, and Wrath of the Skies answered the correct threat class. Flag cases where a one-for-one was spent before a better sweeper window, or a sweeper was held while life total or planeswalker loyalty collapsed.

- Interaction: Review every Orim's Chant, Counterspell, Force of Negation, Consign to Memory, Mystical Dispute, High Noon, and Celestial Purge decision. Ask whether the chosen interaction stopped a decisive action or merely traded for a low-impact spell while a stronger threat was visible or likely by archetype.

- Sideboard: After each match, record whether Rest in Peace, High Noon, Consign to Memory, Mystical Dispute, Celestial Purge, Wrath of the Skies, Isochron Scepter, or Kaheera, the Orphanguard had legal, relevant text in the games where they appeared. Also record whether main-deck cards reduced in emphasis left a missing role.

- Closing: Note whether wins ended through planeswalker advantage, Hall of Storm Giants, Monumental Henge, Kaheera, the Orphanguard, Solitude pressure, or opponent lockout. Flag games where control was established but the deck gave the opponent too many draw steps to recover.

- Role accuracy: Decide whether the pilot correctly identified control, tap-out stabilization, permission-heavy defense, or emergency survival as the current role. Mark mistakes where the pilot pursued Day's Undoing or Isochron Scepter while the visible battlefield demanded Supreme Verdict, Wrath of the Skies, Solitude, or Prismatic Ending.

- Stranded cards: List cards stranded in hand for three or more turns and why. Separate mana-stranded Counterspell, color-stranded Prismatic Ending, matchup-stranded Supreme Verdict, timing-stranded Force of Negation, unsafe Day's Undoing, and no-window Isochron Scepter.

- Overperformers and underperformers: Name exact cards and the board states where they exceeded or failed expectations. Avoid judging a card from a single game unless the failure mode was repeated across similar visible states.

## Existing User Requests
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