# Reflection Template For Aluren

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 turned on mana development, a protected `Aluren` commitment, a `Show and Tell` payoff, interaction timing, sideboard hate, or the opponent's clock. Name the exact visible turn or stack exchange that made waiting worse than committing.

- Mulligans: ask whether the opener had castable mana, selection, and a bridge to either `Aluren` plus `Acererak the Archlich` or `Show and Tell` plus `Atraxa, Grand Unifier`/`Omniscience`. Flag keeps that had powerful cards but no green source, no blue selection, no payoff, or only `Ancient Tomb` acceleration into no action.

- Mana: check whether `Ancient Tomb`, `City of Traitors`, `Lotus Petal`, fetchlands, `Tropical Island`, `Hedge Maze`, and basics were sequenced around the actual line chosen. Track games where `Ancient Tomb` damage mattered, `City of Traitors` forced awkward land timing, or `Lotus Petal` was spent before its color or protection role was clear.

- Velocity: evaluate whether `Brainstorm`, `Ponder`, and `Stock Up` were used to answer a specific question: missing land, missing engine, missing payoff, protection, or sideboard card. Note any cantrip that locked bad cards on top without a shuffle, or any `Stock Up` that was too slow under visible pressure.

- Engine commitment: review each `Aluren`, `Show and Tell`, and `Omniscience` turn for necessity and protection. Mark whether `Aluren` was paired with `Acererak the Archlich` immediately, whether `Show and Tell` put in the correct payoff, and whether the opponent's visible permanent from `Show and Tell` changed the race.

- Interaction: audit `Force of Will`, `Veil of Summer`, post-board `Force of Negation`, `Blue Elemental Blast`, `Consign to Memory`, `Force of Vigor`, `Boseiju, Who Endures`, and `Pithing Needle` for target quality. The key question is whether interaction stopped the spell or permanent that beat the chosen plan, not whether it traded for a card.

- Sideboard: verify that every post-board inclusion had a visible job. `Carpet of Flowers` should produce a relevant mana advantage, `Endurance` and `Silent Gravestone` should answer distinct graveyard patterns, `Harbinger of the Seas` should punish nonbasic mana, and extra `Veil of Summer` should line up against blue or black interaction.

- Closing: ask whether `Atraxa, Grand Unifier` stabilized, drew into protection, or merely delayed losing. Ask whether the `Acererak the Archlich` loop was available from legal action text and whether any pass or cantrip delayed a deterministic kill.

- Role and mistakes: identify whether the pilot acted as combo, midrange, or control in the game, and whether that role matched visible pressure and known interaction. Flag passes with engine mana available, unnecessary fights over low-impact spells, and attacks or blocks that changed a winning combo clock into a race.

- Stranded cards: list every game where `Atraxa, Grand Unifier`, `Omniscience`, `Acererak the Archlich`, `Aluren`, `Show and Tell`, or protection was stranded. Separate deck-construction strain from pilot sequencing, because the fix differs.

- Overperformers and underperformers: record whether wins were enabled by `Aluren`, `Show and Tell`, `Atraxa, Grand Unifier`, `Omniscience`, `Acererak the Archlich`, selection, protection, or sideboard cards. Record whether losses involved excess copies, wrong halves, slow cards, mana pain, or narrow answers.

## Existing User Requests
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