# Reflection Template For Mono-White Initiative

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: identify whether the game was won or lost by early prison, initiative pressure, mana denial, sideboard hate, or the opponent ignoring the lock. Name the exact cards that mattered, especially Chancellor of the Annex, Void Mirror, Archon of Emeria, Anointed Peacekeeper, White Plume Adventurer, Seasoned Dungeoneer, Wasteland, and Strip Mine.

- Mulligan quality: record whether the opener had a castable disruptive permanent, a credible initiative creature, and mana that still functioned after its own lock pieces. Flag keeps that relied on Chrome Mox, Mana Crypt, Black Lotus, Mox Pearl, Mox Sapphire, Mox Ruby, Mox Jet, or Mox Emerald without a follow-up plan.

- Mana performance: note whether Ancient Tomb and Mana Crypt damage helped race or made the clock dangerous. Track hands where Plains, Cavern of Souls, Karakas, Wasteland, Strip Mine, or Witch Enchanter were enough to cast spells through Null Rod or opposing artifact pressure.

- Velocity and material: ask whether Chrome Mox imprint decisions produced a strong first turn or stranded too few threats after the first answer. Record whether the deck ran out of action after committing White Plume Adventurer, Seasoned Dungeoneer, Archon of Emeria, Clarion Conqueror, or Anointed Peacekeeper.

- Prison fit: judge each lock piece by visible impact, not reputation. Mark whether Vexing Bauble, Void Mirror, Archon of Emeria, Clarion Conqueror, Chancellor of the Annex, or Anointed Peacekeeper actually constrained legal opponent actions in the game log.

- Initiative execution: record whether White Plume Adventurer or Seasoned Dungeoneer entered early enough to close before the opponent escaped. Note whether combat choices protected initiative, exposed it, or failed to attack when the board and legal actions supported pressure.

- Removal and creature interaction: evaluate whether Swords to Plowshares, Containment Priest, Archon of Absolution, Light of Day, or Karakas changed combat or protected initiative. If a card appeared ineffective, verify whether Veles exposed legal targets before treating the decision as a pilot mistake.

- Sideboard accuracy: ask whether Leyline of the Void, Containment Priest, Null Rod, Light of Day, Archon of Absolution, and Swords to Plowshares matched the opponent’s revealed axis. Flag any match where narrow hate reduced the clock without constraining visible opponent actions.

- Closing discipline: identify turns where the deck had prison but no pressure, or pressure without enough disruption. Record whether waiting improved the position or gave the opponent time to draw out.

- Role assignment: state whether the pilot should have acted as prison aggressor, mana-denial deck, anti-combo lock deck, or creature-race stabilizer. Compare that role to the actual sequence chosen by Veles.

- Mistake review: list decisions where legal actions suggested a stronger line, including wrong Anointed Peacekeeper name choice, unnecessary Ancient Tomb damage, poor Chrome Mox imprint, low-impact Wasteland timing, or initiative creature committed into a visible answer.

- Stranded and standout cards: name every card stranded in hand and why it could not be used. Separately name overperformers and underperformers from the actual game, not from matchup theory.

## Existing User Requests
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