# Reflection Template For Red Deck Wins

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 each game was decided by early creature pressure, burn reach, combat blowout, mana stumble, lifegain, large blockers, sweepers, graveyard pressure, or sideboard role cards. Record the first turn where the winning line became clearly favored from visible information.

- Mulligans: note whether opening hands had enough untapped red sources for A-Heartfire Hero, Kumano Faces Kakkazan, Burst Lightning, Monstrous Rage, and Reckless Rage. Flag keeps with one land, too many utility lands, threat-light burn, or pump without a creature.

- Mana: check whether Mountain, Rockface Village, Mutavault, Ramunap Ruins, Den of the Bugbear, or Sokenzan, Crucible of Defiance changed the curve. Record missed double-spell turns, delayed one-drops, and cases where utility-land activation was better or worse than casting spells.

- Velocity: measure whether the deck presented damage every turn from turns one through four. Flag hands where Emberheart Challenger, Manifold Mouse, Screaming Nemesis, Sunspine Lynx, or burn sat idle because sequencing, mana, or target choice failed.

- Engine pressure: track whether Kumano Faces Kakkazan, Emberheart Challenger, Manifold Mouse, and Rockface Village increased damage immediately enough to justify their timing. Mark games where setup permanents were too slow compared with direct burn or attacks.

- Removal use: review every Burst Lightning, Lightning Strike, Reckless Rage, Redcap Melee, Rending Volley, and Witchstalker Frenzy decision. Ask whether the spell removed the blocker or attacker that changed the race, or whether face damage would have closed sooner.

- Pump use: review every Monstrous Rage and Shadowspear commitment for visible blowout risk. Mark whether trample, lifelink, or extra power created lethal pressure, saved an attack, or merely exposed a creature to interaction.

- Sideboard impact: record whether Grafdigger's Cage, Redcap Melee, Rending Volley, Magebane Lizard, Urabrask's Forge, Witchstalker Frenzy, or the second Shadowspear had a legal and relevant job. Flag games where role cards appeared but did not match revealed opponent plans.

- Closing: identify whether the final damage came from creatures, Burst Lightning, Lightning Strike, Ramunap Ruins, Den of the Bugbear, Mutavault, Sokenzan, Crucible of Defiance, Sunspine Lynx, or Screaming Nemesis. Note stranded reach when the opponent stabilized at low life.

- Role accuracy: ask whether the pilot stayed aggressive when ahead and shifted to removal-first only when visible attacks required it. Flag games where the deck played like control without a durable source of inevitability.

- Mistakes: mark missed attacks, missed lethal burn, poor Reckless Rage timing, wasted color-restricted removal, unnecessary Monstrous Rage exposure, or failure to activate a legal land source when mana was unused.

- Stranded cards: list cards stuck in hand for two or more turns and why. Separate mana limits, missing legal targets, opponent color restrictions, lack of creatures, and incorrect sequencing.

- Over/underperformers: identify which main-deck and sideboard cards increased win probability from visible game states. Track repeated weak draws from Sunspine Lynx, Shadowspear, Lightning Strike, Reckless Rage, or utility lands before changing counts.

## Existing User Requests
No additional user reflection requests were supplied.
