# Reflection Template For Bogles

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.

- After each game, record the primary deciding factor: was the game won or lost because of opening-hand quality, one protected creature surviving, mana access, Aura density, racing math, opponent interaction, or failure to close before the opponent stabilized?
- Mulligans: did the kept hand contain a legal early creature such as **Gladecover Scout**, **Slippery Bogle**, or sometimes **Silhana Ledgewalker**? If not, what justified the keep? Track every keep with Auras but no creature, creature but no pump, or mana without both functional green and white access.
- Mana: did **Forest**, **Plains**, **Sheltering Landscape**, **Abundant Growth**, and **Utopia Sprawl** produce the colors and tempo needed for turns 1-3? Note whether **Sheltering Landscape** entered or operated too slowly, whether **Utopia Sprawl** was stranded without a legal land to enchant, and whether sideboard red for **Flaring Pain** was available on the lethal turn.
- Velocity: did the deck deploy a creature on turn 1 or turn 2 and start attacking by turn 2 or turn 3? If not, was the delay caused by tap-land sequencing, missing white for **Ethereal Armor**/**Armadillo Cloak**, too many noncreature spells, or spending time on **Malevolent Rumble**?
- Aura sequencing: which Aura actually mattered most: **Ethereal Armor**, **Rancor**, **Ancestral Mask**, **Armadillo Cloak**, **Sentinel's Eyes**, **Abundant Growth**, or **Utopia Sprawl**? Record whether the first large Aura should have gone onto a different carrier, especially when choosing between **Gladecover Scout**, **Slippery Bogle**, **Silhana Ledgewalker**, and **Aura Gnarlid**.
- Engine/value checks: did **Malevolent Rumble** improve card flow or was it too slow compared with casting another Aura? Card text check required for exact tactical evaluation if the rules output is not already clear. Did **Sentinel's Eyes** provide meaningful repeat value, or was it mostly a low-impact Aura count card?
- Closing: when damage stalled, was the missing piece trample from **Rancor**, lifegain/race swing from **Armadillo Cloak** or **Spirit Link**, raw size from **Ancestral Mask**, evasion from **Silhana Ledgewalker** or **Freewind Falcon**, or protection from **Mask of Law and Grace**? Track games where a huge non-trampling creature failed to end the game.
- Interaction and removal: did **Journey to Nowhere** answer the correct visible threat, or was it drawn in a matchup where racing would have been better? Did the pilot spend removal too early on a creature that did not affect lethal, blockers, or the race?
- Sideboard performance: for every sideboard card drawn, record whether **Mask of Law and Grace**, **Spirit Link**, **Flaring Pain**, **Freewind Falcon**, **Journey to Nowhere**, or **Standard Bearer** changed the outcome. If a sideboard card sat in hand, was that due to missing mana, no legal target, wrong matchup, or over-sideboarding?
- Role assessment: did the deck correctly identify whether it was pure beatdown, race-stabilizer with lifegain, anti-removal protected threat, or temporary control with **Journey to Nowhere**/**Standard Bearer**? Note turns where the pilot should have attacked instead of developing, or developed instead of making a low-impact attack.
- Mistakes and legality: record every attempted illegal Aura target, missed color constraint, missed lethal, poor block, or attack into an obvious profitable block. Also record any line that assumed hidden information or unverified card text.
- Stranded cards: list cards stuck in hand at game end: **Ethereal Armor**, **Ancestral Mask**, **Armadillo Cloak**, **Rancor**, **Malevolent Rumble**, **Journey to Nowhere**, **Flaring Pain**, or extra creatures. Identify whether the bottleneck was creature count, mana color, timing, opponent board, or sideboard dilution.
- Overperformers and underperformers: after each match, name the best and worst main-deck card and sideboard card in context. Separate matchup-specific weakness from overall deckbuilding weakness.
