# Reflection Template For Simic Merfolk

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.

- Match result: Record which axis decided the game first: early creature pressure, Deeproot Pilgrimage tokens, Kumena, Tyrant of Orazca engine turns, Mutavault damage, counter-tempo from Vodalian Hexcatcher or Tishana's Tidebinder, or failure to stabilize against the opponent's board.

- Mulligans: For every opener, note whether it had a castable one- or two-mana creature, usable green and blue mana, and a coherent first three turns. Flag hands that kept Agatha's Soul Cauldron, Deeproot Pilgrimage, or sideboard interaction without enough creatures to make the plan active.

- Mana: Track whether Breeding Pool life payments mattered, whether Cavern of Souls fixed creature sequencing without stranding noncreature cards, and whether Boseiju, Who Endures, Otawara, Soaring City, or Mutavault created color-pressure turns. Record any game where Botanical Sanctum or Barkchannel Pathway timing changed the legal line.

- Velocity: Ask whether Cenote Scout, Formidable Speaker, Floodpits Drowner, Harmonized Trio, and Vodalian Hexcatcher produced enough early pressure before the opponent stabilized. If the deck spent early turns on engines without attacking, mark whether that delay was rewarded by the visible board state.

- Engines: Record when Deeproot Pilgrimage or Kumena, Tyrant of Orazca generated a decisive advantage, when they were win-more, and when they were stranded behind removal, sweepers, or too few Merfolk. Track whether Agatha's Soul Cauldron had legal and tactically relevant graveyard use; Card text check required before crediting it with an unverified line.

- Interaction: For each Vodalian Hexcatcher, Tishana's Tidebinder, Mystical Dispute, Change the Equation, Spell Pierce, Spell Snare, Fading Hope, March of Swirling Mist, Haywire Mite, Mistcaller, and Damping Sphere decision, ask whether the chosen window protected lethal, stopped stabilization, preserved survival, or merely delayed without improving the clock.

- Combat: Note missed attacks, unnecessary attacks with needed blockers, Mutavault activation mistakes, and turns where Floodpits Drowner or Tishana's Tidebinder should have created a decisive attack. Record whether Champions of the Shoal, Mindspring Merfolk, or Disruptor of Currents affected combat only after rules-engine text confirmed the legal action.

- Sideboard: After each post-board game, record which added role cards were drawn, cast, stranded, or unnecessary. Identify whether Stock Up improved attrition games, whether extra Haywire Mite had real targets, and whether Damping Sphere, Mistcaller, or cheap counters matched the opponent's revealed plan.

- Closing: Identify the turn where lethal became possible and whether the agent pursued it, waited for protection, or missed it. Track games lost after reaching a favorable board because the deck held interaction too long, tapped too many creatures for Kumena, Tyrant of Orazca, or failed to activate Mutavault.

- Role and mistakes: Label each game as beatdown, tempo, attrition, or survival after the first two turns and again at game end. Mark role drift when the agent protected the wrong resource, fought over a low-impact spell, or sideboarded into too many reactive cards.

- Card performance: List overperformers and underperformers by exact card name with board context, not just result. Separate cards that were weak because of sequencing from cards that were weak because the matchup made their text low impact.

## Existing User Requests
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