# Reflection Template For White Aggro

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 early creature velocity, `Battle Screech` flashback pressure, `Guardians' Pledge` or `Ramosian Rally` burst, `Prismatic Strands` prevention, `Thraben Charm` interaction, monarch from `Palace Sentinels`, or failure to close before the opponent stabilized.

- Mulligans: Note whether keeps had a one-mana creature, enough `Plains` or `Idyllic Grange` to cast two- and three-mana spells, and a credible damage plan; flag any keep that relied on Clues without pressure or on a one-land hand without legal smoothing.

- Mana: Track missed land drops, awkward `Kor Skyfisher` land bounces, delayed `Battle Screech`, stranded `Prismatic Strands`, and whether `Eagles of the North` was used as a legal mana-development action or sat uncastable.

- Velocity: Count turns where the pilot cracked a Clue instead of adding `Novice Inspector`, `Thraben Inspector`, `Raffine's Informant`, `Leonardo, Big Brother`, `Militia Bugler`, or `Battle Screech` pressure, then judge whether that slower line improved the next turn cycle.

- Engine value: Record whether `Kor Skyfisher` rebought a useful permanent, whether `Militia Bugler` found a creature on time, whether `Battle Screech` produced both waves, and whether `Idyllic Grange` counters affected combat or lethal math.

- Removal and interaction: Log the highest-impact visible targets for `Journey to Nowhere`, `Thraben Charm`, `Dust to Dust`, `Revoke Existence`, and extra sideboard `Journey to Nowhere`; flag any use on a low-impact target while a faster clock or stronger target was visible.

- Prevention and combat tricks: Record each `Prismatic Strands`, `Guardians' Pledge`, `Ramosian Rally`, `Hallow`, `Holy Light`, and `Crimson Acolyte` decision with the visible damage, blockers, lethal risk, and legal text shown by the engine; mark `Hallow` and `Crimson Acolyte` with Card text check required until verified.

- Sideboard role cards: After each match, ask whether `Martyr of Sands`, `Standard Bearer`, `Palace Sentinels`, `Dust to Dust`, `Revoke Existence`, `Holy Light`, and extra `Journey to Nowhere` had clear public targets or whether the configuration diluted the white pressure plan.

- Closing: Identify turns where lethal or a two-turn clock was available through flyers, tokens, pump, or `Prismatic Strands`, and note if the pilot instead chose card draw, defensive passing, or nonlethal interaction.

- Role accuracy: Compare the chosen role against the revealed matchup state: racing red decks, pressuring artifacts and big mana, grinding removal-heavy decks, preserving board width in mirrors, and holding graveyard interaction only when `Thraben Charm` had visible relevance.

- Mistakes: Flag attacks that lost needed blockers, blocks that gave up evasive pressure without survival gain, pump spells cast into poor exchanges, and passes with legal stabilizing actions under a short clock.

- Stranded cards: Track hands where `Guardians' Pledge`, `Ramosian Rally`, `Prismatic Strands`, `Journey to Nowhere`, `Dust to Dust`, `Revoke Existence`, `Standard Bearer`, or `Palace Sentinels` lacked legal or strategically meaningful windows.

- Overperformers and underperformers: Name exact cards whose logged actions repeatedly produced wins, stabilized losses, or remained irrelevant, with separate notes for pre-board and post-board games.
