# Reflection Template For Gruul Landfall

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 pressure, landfall burst damage, protection timing, Self-Destruct interaction, mana failure, or inability to close through blockers.

- Mulligans: For each opener, note whether it had green mana, an early permanent, a fetch land, and either Llanowar Elves, Sazh's Chocobo, Tifa Lockhart, Mossborn Hydra, Traveling Chocobo, Ordeal of Nylea, Ride the Shoopuf, or Icetill Explorer as a concrete development path.

- Mana: Track every game where Self-Destruct was stranded by lack of Mountain, where fetching Mountain delayed green development, or where Llanowar Elves meaningfully accelerated a threat ahead of curve.

- Velocity: Count how often Evolving Wilds or Fabled Passage created a decisive precombat landfall turn versus sitting unused because no visible trigger, mana need, or combat change existed.

- Engine pieces: Note whether Sazh's Chocobo, Tifa Lockhart, Mossborn Hydra, Traveling Chocobo, Ordeal of Nylea, Ride the Shoopuf, and Icetill Explorer generated enough pressure or resources to justify their slots; Card text check required for exact engine claims on newer or unfamiliar cards.

- Protection: Record whether Snakeskin Veil or Overprotect saved the creature that mattered, sat unused while the opponent advanced, or was spent on a creature that did not affect the clock.

- Removal: Log every Self-Destruct target and ask whether that target prevented lethal, enabled lethal, removed a blocker that changed combat, or answered a visible engine creature.

- Closing: Identify games where the deck reached a large battlefield but failed to finish, then check whether fetch timing, Ordeal of Nylea placement, Escape Tunnel legal actions, or protection conservation would have changed the final attack.

- Role: After each match, decide whether the deck correctly played as the aggressor, the stabilizing creature deck, or the protected-threat deck based on visible board state rather than matchup label.

- Mistakes: Flag attacks, blocks, fetch activations, protection spells, or Self-Destruct casts that looked correct from the guide but were contradicted by Forge legal outcomes or visible combat math.

- Stranded cards: Track hands where Snakeskin Veil, Overprotect, Self-Destruct, Ordeal of Nylea, Ride the Shoopuf, or Icetill Explorer lacked a legal or useful window.

- Overperformers: Mark cards that repeatedly converted early mana into lethal pressure, protected a decisive threat, or turned one fetch land into enough damage to end the game.

- Underperformers: Mark cards that repeatedly arrived too late, required too much setup, conflicted with mana, or failed to affect combat when behind.

- Sideboard: Confirm that no sideboard action changed the registered 60, because the current registered sideboard has 0 cards.

## Existing User Requests
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