# Reflection Template For Dimir Tempo

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 each win or loss came from early pressure, mana denial, discard-plus-clock, removal efficiency, sideboard card impact, or a failure to close after the first successful exchange.

- Mulligans: Note whether opening hands had a coherent role by turn one: land access, blue card for Force of Will when needed, black source for Thoughtseize or Fatal Push, a threat such as Tamiyo, Inquisitive Student or Murktide Regent, and a plan if Daze or Wasteland was drawn.

- Mana: Track every game where Wasteland, Daze, Mystic Sanctuary, Undercity Sewers, or fetch sequencing caused Brainstorm, Ponder, Fatal Push, Thoughtseize, Spell Pierce, Force of Negation, or Murktide Regent to be stranded.

- Velocity: Check whether Brainstorm and Ponder converted weak resources into the needed category, or only delayed a missing threat, missing land, missing black mana, missing blue pitch card, or missing answer.

- Engine pressure: Record whether Tamiyo, Inquisitive Student and Orcish Bowmasters generated durable pressure or died before producing advantage; Card text check required before attributing any exact Flow State engine result beyond observed game actions.

- Removal: Separate Fatal Push, Snuff Out, Hydroblast, Consign to Memory, Force of Will, Force of Negation, Daze, and Spell Pierce by target quality, then flag uses that answered low-impact cards while the real threat resolved.

- Sideboard: Record whether each brought role card actually matched visible game texture: Hydroblast versus red pressure, Hurkyl's Recall versus artifact boards, Surgical Extraction versus public graveyard leverage, Consign to Memory versus colorless spells or visible abilities, and extra threats versus slow decks.

- Closing: Note every game where Murktide Regent, Tamiyo, Inquisitive Student, Orcish Bowmasters, Barrowgoyf, Emperor of Bones, or Kaito, Bane of Nightmares was available but the pilot spent too many turns sculpting instead of presenting lethal pressure.

- Role: Label each game as tempo, control, midrange, or emergency survival after turn two, then check whether Thoughtseize, Wasteland, cantrips, removal, and counters were sequenced for that role rather than for generic card efficiency.

- Mistakes: Flag any Force of Will pitch that removed the only closer, any Daze used after the opponent clearly had spare mana, any Thoughtseize that worsened a fast damage race unnecessarily, and any Wasteland that delayed the pilot more than the opponent.

- Stranded cards: Count hands where Force of Negation lacked a target, Fatal Push or Snuff Out lacked creatures, Hydroblast lacked red cards, Hurkyl's Recall lacked artifacts, or Surgical Extraction had no public card worth extracting.

- Overperformers and underperformers: Compare card impact to opportunity cost, especially Flow State, Spell Pierce, Force of Negation, Snuff Out, Murktide Regent, Orcish Bowmasters, Barrowgoyf, Emperor of Bones, and Kaito, Bane of Nightmares.

## Existing User Requests
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