# Reflection Template For Jeskai 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 factors: Record the exact turn or sequence that decided the game, such as Divine Purge stabilizing, Reprieve buying a full turn, Teferi, Hero of Dominaria surviving a cycle, Niv-Mizzet, Parun resolving, Phlage, Titan of Fire's Fury escaping, or Hall of Storm Giants ending a stalled board.

- Mulligans: Note whether the opening hand had enough colored mana, an early legal play, and a stabilizing path; flag keeps that relied on drawing white for Divine Purge, red for Phlage, Titan of Fire's Fury, or enough blue for Niv-Mizzet, Parun.

- Mana: Track missed colors, awkward tapped lands, painful shock sequencing, and Hall of Storm Giants timing. Ask whether Raugrin Triome, Hallowed Fountain, Steam Vents, Sacred Foundry, Glacial Fortress, Sulfur Falls, and Clifftop Retreat supported interaction on the turn it was needed.

- Velocity: Check whether Consider, Peek, Ribald Shanty, and Hymn to the Ages found action or merely spent mana. Card text check required for Ribald Shanty and Hymn to the Ages if runtime text was not visible.

- Engines: Record whether Snapcaster Mage had meaningful graveyard targets and enough mana to matter. Note when Snapcaster Mage was cast as a body and whether that line lost access to Reprieve, Remand, Fragment Reality, Divine Purge, Consider, Peek, Dovin's Veto, Aether Gust, or Consign to Memory later.

- Removal: Mark whether Fragment Reality and Divine Purge answered the right visible threats or were forced early by pressure. Record any game where holding Divine Purge for one extra turn would have improved or worsened survival.

- Stack interaction: Evaluate each Reprieve, Remand, Dovin's Veto, Aether Gust, and Consign to Memory decision by the turn it bought or the threat it stopped, not by whether it was cast. Flag passes where legal interaction existed and the opponent converted the stack into a decisive permanent or damage source.

- Closing: Record how the game was actually won or lost after stabilization. Identify whether Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, Snapcaster Mage attacks, or Hall of Storm Giants closed quickly enough.

- Role: Ask whether the deck correctly played control, tap-out stabilizer, or forced race based on visible pressure. Flag games where the pilot protected a late-game plan while the board required immediate survival.

- Sideboard: Record whether Aether Gust, Consign to Memory, Dovin's Veto, Unlicensed Hearse, Fragment Reality, Phlage, Titan of Fire's Fury, and Niv-Mizzet, Parun had legal, high-impact windows. Note sideboard cards stranded in hand and main-deck cards that became low impact after revealed matchup information.

- Mistakes: Identify any action that ignored visible lethal pressure, spent mana before a tax or counter window, used graveyard cards before Phlage, Titan of Fire's Fury or Snapcaster Mage needed them, or tapped too low before resolving a closer.

- Stranded cards: Track games where Niv-Mizzet, Parun, Teferi, Hero of Dominaria, Divine Purge, Fragment Reality, Peek, Ribald Shanty, Hymn to the Ages, or Hall of Storm Giants stayed unusable because of mana, timing, board texture, or missing legal targets.

- Overperformers and underperformers: List card names with the board state that made them strong or weak. Separate true card performance from pilot sequencing, matchup texture, mana failure, and rules-engine action availability.

## Existing User Requests
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