# Reflection Template For Gremlin Tamer - Pauper

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 was decided by commander pressure, an aura carrier, life-gain stabilization, removal density, mana stumble, opponent speed, or a protected closing attack. Name the exact visible card or sequence that changed the game, such as All That Glitters, Ethereal Armor, Steel of the Godhead, Security Bypass, Sigil of Sleep, Soul Warden, Suture Priest, or a specific removal aura.

- Mulligans: Check whether the opening hand had castable early plays, both colors, and a route to deploy Gremlin Tamer or another carrier before loading auras. Flag hands that kept Arcane Signet, Azorius Signet, Ash Barrens, Evolving Wilds, or Terramorphic Expanse as the only functional fixing and still missed a timely white or blue spell.

- Mana: Track whether tapped lands cost a full turn of tempo or correctly enabled a stronger later turn. Note failures involving Azorius Chancery, Halimar Depths, Skybridge Towers, Skyline Cascade, Sejiri Steppe, The Fair Basilica, The Surgical Bay, Secluded Steppe, Lonely Sandbar, Drifting Meadow, Remote Isle, Desert of the Mindful, or Desert of the True.

- Velocity: Judge whether Omen of the Sea, Ior Ruin Expedition, The Modern Age // Vector Glider, Glimmerburst, Shared Discovery, Lórien Revealed, cycling lands, and Spirited Companion found action at the right time or merely spent mana while the opponent advanced. Mark any spot where drawing before land choice would have improved sequencing.

- Engine and carriers: Identify which creature or permanent actually carried the plan, and whether aura concentration was justified by visible protection or pressure. Review All That Glitters, Ethereal Armor, Cartouche of Knowledge, Ophidian Eye, Security Bypass, Steel of the Godhead, Conviction, Hyena Umbra, Dog Umbra, Pentarch Ward, and Benevolent Blessing for overcommitment into known interaction.

- Removal and disruption: Record whether Frogify, Witness Protection, Planar Disruption, Reprobation, Unable to Scream, Web Up, Journey to Nowhere, Banishing Light, Chains of Custody, Trapped in the Screen, Imprisoned in the Moon, Seal of Removal, Seal of Cleansing, Thraben Charm, or Hoodwink answered the permanent that mattered most. Flag removal used on low-pressure creatures while a visible engine or lethal attacker remained.

- Sideboard: After each post-board game, verify whether Hydroblast, Blue Elemental Blast, Dispel, Negate, Dust to Dust, Prismatic Strands, Standard Bearer, Relic of Progenitus, Revoke Existence, or Disenchant had legal targets or relevant timing. Note any sideboard card stranded in hand and the main-deck card removed for it.

- Closing: Review turns where the deck stabilized but did not end the game. Ask whether Escape Tunnel, Cartouche of Knowledge, Security Bypass, Steel of the Godhead, Sigil of Sleep, On the Job, or Eagles of the North could have converted board control into a clock.

- Role and mistakes: Mark whether the pilot correctly shifted between defense, setup, and pressure. Record pass decisions with unused mana, missed attacks, missed blocks, aura timing errors, protection held too long, and any time Fanatical Devotion, Angelic Renewal, Family Reunion, Rootborn Defenses, Flicker of Fate, or Your Temple Is Under Attack failed to line up with the actual threat.

- Overperformers and underperformers: List the three cards that most advanced the winning plan and the three cards most often stranded, low-impact, or too slow. Separate card weakness from runtime mistakes, illegal actions, hidden information, and card text check required cases.

## Existing User Requests
# Reflection Template For Gremlin Tamer - Pauper

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 was decided by commander pressure, an aura carrier, life-gain stabilization, removal density, mana stumble, opponent speed, or a protected closing attack. Name the exact visible card or sequence that changed the game, such as All That Glitters, Ethereal Armor, Steel of the Godhead, Security Bypass, Sigil of Sleep, Soul Warden, Suture Priest, or a specific removal aura.

- Mulligans: Check whether the opening hand had castable early plays, both colors, and a route to deploy Gremlin Tamer or another carrier before loading auras. Flag hands that kept Arcane Signet, Azorius Signet, Ash Barrens, Evolving Wilds, or Terramorphic Expanse as the only functional fixing and still missed a timely white or blue spell.

- Mana: Track whether tapped lands cost a full turn of tempo or correctly enabled a stronger later turn. Note failures involving Azorius Chancery, Halimar Depths, Skybridge Towers, Skyline Cascade, Sejiri Steppe, The Fair Basilica, The Surgical Bay, Secluded Steppe, Lonely Sandbar, Drifting Meadow, Remote Isle, Desert of the Mindful, or Desert of the True.

- Velocity: Judge whether Omen of the Sea, Ior Ruin Expedition, The Modern Age // Vector Glider, Glimmerburst, Shared Discovery, Lórien Revealed, cycling lands, and Spirited Companion found action at the right time or merely spent mana while the opponent advanced. Mark any spot where drawing before land choice would have improved sequencing.

- Engine and carriers: Identify which creature or permanent actually carried the plan, and whether aura concentration was justified by visible protection or pressure. Review All That Glitters, Ethereal Armor, Cartouche of Knowledge, Ophidian Eye, Security Bypass, Steel of the Godhead, Conviction, Hyena Umbra, Dog Umbra, Pentarch Ward, and Benevolent Blessing for overcommitment into known interaction.

- Removal and disruption: Record whether Frogify, Witness Protection, Planar Disruption, Reprobation, Unable to Scream, Web Up, Journey to Nowhere, Banishing Light, Chains of Custody, Trapped in the Screen, Imprisoned in the Moon, Seal of Removal, Seal of Cleansing, Thraben Charm, or Hoodwink answered the permanent that mattered most. Flag removal used on low-pressure creatures while a visible engine or lethal attacker remained.

- Sideboard: After each post-board game, verify whether Hydroblast, Blue Elemental Blast, Dispel, Negate, Dust to Dust, Prismatic Strands, Standard Bearer, Relic of Progenitus, Revoke Existence, or Disenchant had legal targets or relevant timing. Note any sideboard card stranded in hand and the main-deck card removed for it.

- Closing: Review turns where the deck stabilized but did not end the game. Ask whether Escape Tunnel, Cartouche of Knowledge, Security Bypass, Steel of the Godhead, Sigil of Sleep, On the Job, or Eagles of the North could have converted board control into a clock.

- Role and mistakes: Mark whether the pilot correctly shifted between defense, setup, and pressure. Record pass decisions with unused mana, missed attacks, missed blocks, aura timing errors, protection held too long, and any time Fanatical Devotion, Angelic Renewal, Family Reunion, Rootborn Defenses, Flicker of Fate, or Your Temple Is Under Attack failed to line up with the actual threat.

- Overperformers and underperformers: List the three cards that most advanced the winning plan and the three cards most often stranded, low-impact, or too slow. Separate card weakness from runtime mistakes, illegal actions, hidden information, and card text check required cases.

## Existing User Requests
No additional user reflection requests were supplied.
