# Reflection Template For Aang, Swift Savior

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: name the exact card or window that turned the game, then classify the result as tempo, mana, commander access, protected pressure, counter timing, sweeper timing, sideboard permanent, closing-power, or matchup pressure. Track Aang, Swift Savior, True-Name Nemesis, Shorikai, Genesis Engine, The Wandering Emperor, Rest in Peace, Grafdigger's Cage, Pithing Needle, Stony Silence, Supreme Verdict, and any revealed opponent card that actually decided legal actions.

- Mulligans: record whether the opener had both blue and white access, at least one early legal action, and a plausible plan for pressure or interaction. Flag keeps relying on one color source, slow tapped sequencing, Brainstorm without enough lands or a shuffle, or a hand where Daze, Force Spike, Mana Tithe, Spell Snare, Stern Scolding, Mental Misstep, Swords to Plowshares, or Path to Exile was stranded by mana rather than legality.

- Mana: check whether fetch and land sequencing preserved one-mana interaction and two-spell turns. Name the relevant lands when sequencing mattered: Arid Mesa, Flooded Strand, Marsh Flats, Polluted Delta, Scalding Tarn, Hallowed Fountain, Tundra, Meticulous Archive, Snow-Covered Island, Snow-Covered Plains, Seachrome Coast, Mystic Gate, Restless Anchorage, Eiganjo, Seat of the Empire, Otawara, Soaring City, and Sink into Stupor.

- Velocity: ask whether Brainstorm, Gitaxian Probe, Faerie Mastermind, Enduring Curiosity, Shorikai, Genesis Engine, Palace Jailer, and Wan Shi Tong, Librarian produced actionable cards before the opponent’s clock or engine became decisive. Card text check required for Wan Shi Tong, Librarian before assigning exact success or failure.

- Engines: record whether Aang, Swift Savior, Phelia, Exuberant Shepherd, Ephemerate, Mother of Runes, Guide of Souls, Ocelot Pride, Malcolm, Alluring Scoundrel, Spectacular Spider-Man, Agna Qel'a, Appa, Steadfast Guardian, Skycoach Conductor, Sygg, Wanderwine Wisdom, and Quantum Riddler were engines, protection, pressure, or just bodies in the actual game. Card text check required for unfamiliar cards before locking labels.

- Removal: identify whether Swords to Plowshares, Path to Exile, March of Otherworldly Light, On Thin Ice, Portable Hole, Skyclave Apparition, Solitude, Swift Reconfiguration, Parallax Wave, The Wandering Emperor, Razorgrass Ambush, Eiganjo, Seat of the Empire, Otawara, Soaring City, Sink into Stupor, Snap, or Erode answered the threat that changed the game. Mark removal spent too early, held too long, or aimed at a low-impact target while the decisive permanent remained.

- Sideboard: after post-board games, record which of Rest in Peace, Dovin's Veto, Grafdigger's Cage, Pithing Needle, Stony Silence, Disenchant, Hydroblast, Blue Elemental Blast, Containment Priest, and Supreme Verdict had a visible target or changed opponent legal actions. Mark sideboard cards that sat stranded or reduced pressure without stopping the opponent’s plan.

- Closing: ask whether the deck stabilized but failed to win, then name the missing closer from visible options. Track whether True-Name Nemesis, Restless Anchorage, Palace Jailer, The Wandering Emperor, Shorikai, Genesis Engine, Aang, Swift Savior, Vendilion Clique, Enduring Curiosity, or Faerie Mastermind could have closed faster with different protection, combat, or priority choices.

- Role and mistakes: record whether the pilot correctly chose tempo, control, prison, or tap-out pressure for the board state. Flag passes with unused mana and relevant legal actions, attacks that exposed needed blockers, missed Aang, Swift Savior deployment windows, sideboard permanents cast without visible targets, and permission held while losing to board damage.

- Stranded and performance cards: list exact cards stranded in hand, traded down, bought time, or won the game. Separate card weakness from pilot sequencing, mana failure, matchup mismatch, sideboard mismatch, and card text uncertainty.

## Existing User Requests
# Reflection Template For Aang, Swift Savior

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 turned on tempo, mana, commander access, protected pressure, a single counter window, a sweeper, or a sideboard permanent. Name the exact card that mattered, such as Aang, Swift Savior, True-Name Nemesis, Shorikai, Genesis Engine, The Wandering Emperor, Rest in Peace, Grafdigger's Cage, Pithing Needle, Stony Silence, or Supreme Verdict.

- Mulligans: note whether the opener had both blue and white access, at least one early legal action, and a plausible plan for either pressure or interaction. Flag keeps that relied on a slow land sequence, a single color source, or Brainstorm without a shuffle or enough lands.

- Mana: track whether Arid Mesa, Flooded Strand, Marsh Flats, Polluted Delta, Scalding Tarn, Hallowed Fountain, Tundra, Meticulous Archive, Snow-Covered Island, and Snow-Covered Plains sequencing preserved the colors needed for one-mana interaction and two-spell turns. Record games where Daze, Force Spike, Mana Tithe, Spell Snare, Stern Scolding, Mental Misstep, or Swords to Plowshares was stranded by land choice rather than legality.

- Velocity: ask whether Brainstorm, Gitaxian Probe, Faerie Mastermind, Enduring Curiosity, Shorikai, Genesis Engine, Palace Jailer, and Wan Shi Tong, Librarian produced actionable cards before the opponent’s clock became decisive. Card text check required for Wan Shi Tong, Librarian before assigning exact failure or success.

- Engines: record whether Aang, Swift Savior, Phelia, Exuberant Shepherd, Ephemerate, Mother of Runes, Guide of Souls, Ocelot Pride, Malcolm, Alluring Scoundrel, Spectacular Spider-Man, Agna Qel'a, Appa, Steadfast Guardian, Skycoach Conductor, Sygg, Wanderwine Wisdom, and Quantum Riddler were actual engine pieces or merely bodies in the tested games. Card text check required for new or unfamiliar cards before locking strategic labels.

- Removal: identify whether Swords to Plowshares, Path to Exile, March of Otherworldly Light, On Thin Ice, Portable Hole, Skyclave Apparition, Solitude, Swift Reconfiguration, Parallax Wave, The Wandering Emperor, Razorgrass Ambush, Eiganjo, Seat of the Empire, Otawara, Soaring City, Sink into Stupor, Snap, and Erode answered the threat that changed the game. Record any removal spell held too long or spent on a low-impact target.

- Sideboard: after every post-board game, record which of Rest in Peace, Dovin's Veto, Grafdigger's Cage, Pithing Needle, Stony Silence, Disenchant, Hydroblast, Blue Elemental Blast, Containment Priest, and Supreme Verdict had a visible target and which sat stranded. Mark whether the sideboard card changed the opponent’s available legal actions or only reduced your pressure.

- Closing: ask whether the deck stabilized but failed to win, and name the missing closer from visible options. Track whether True-Name Nemesis, Restless Anchorage, Palace Jailer, The Wandering Emperor, Shorikai, Genesis Engine, Aang, Swift Savior, Vendilion Clique, Enduring Curiosity, or Faerie Mastermind could have closed faster with different protection or combat choices.

- Role: record whether the pilot correctly chose tempo, control, prison, or tap-out pressure for the matchup and board state. Flag games where the pilot held permission while losing to board damage, or deployed creatures while the opponent represented a decisive stack turn.

- Mistakes: log any pass with unused mana and a legal relevant action, any attack that exposed a needed blocker, any missed commander deployment window, and any sideboard card deployed without a visible target. Treat engine output and legal action text as authoritative when judging whether an alternative line existed.

- Overperformers and underperformers: list the exact cards that won games, bought time, stranded in hand, or traded down. Separate card weakness from pilot error, mana failure, matchup mismatch, and card text uncertainty.

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