# Reflection Template For Charbelcher Combo

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 a resolved Goblin Charbelcher activation, an Indomitable Creativity line, Fable of the Mirror-Breaker pressure, Chandra, Awakened Inferno pressure, opponent disruption, mana failure, or failure to find a closer.

- Mulligans: Record whether the opening hand had a real path to Goblin Charbelcher, Indomitable Creativity plus material, or Irencrag Feat acceleration; flag keeps that relied only on March of Reckless Joy, Valakut Awakening, Sea Gate Restoration, or Silundi Vision without enough mana or time.

- Mana: Check whether modal double-faced cards were played as lands early enough, especially Spikefield Hazard, Kazuul's Fury, Valakut Awakening, Shatterskull Smashing, Song-Mad Treachery, Emeria's Call, and Sea Gate Restoration; note games where saving spell faces stranded combo actions.

- Velocity: Count turns where the pilot advanced toward a kill with Strike It Rich, Fable of the Mirror-Breaker, Magma Opus treasure setup, March of Reckless Joy, Valakut Awakening, or Sea Gate Restoration; flag turns spent on low-impact removal while no combo path was developing.

- Engine pieces: Track whether Fable of the Mirror-Breaker created usable material for Indomitable Creativity or only absorbed removal; record whether Goblin Charbelcher was cast too early, too late, or with activation mana and protection ready.

- Removal: Review each Strangle, Spikefield Hazard, Shatterskull Smashing, Brotherhood's End, Abrade, and Rending Volley use; mark it successful only if it bought a full turn, protected a token or Treasure plan, removed a hate permanent, or stopped lethal pressure.

- Interaction: Review Pact of Negation and Spell Pierce decisions separately for setup turns and kill turns; flag uses that protected the decisive spell or activation, and flag uses spent on spells that did not change the clock, combo access, or permission fight.

- Sideboard: Confirm sideboard cards matched the opponent's actual revealed plan, not only the matchup label; Leyline of the Void, Brotherhood's End, Spell Pierce, Pact of Negation, Abrade, Rending Volley, Silundi Vision, and Chandra, Awakened Inferno should each have a documented target role.

- Closing: Record whether the deck failed after reaching enough mana, after resolving Irencrag Feat, after creating a Treasure, after resolving Fable of the Mirror-Breaker, or after finding Goblin Charbelcher; this separates kill-access failures from protection or sequencing failures.

- Role: Ask whether the pilot correctly chose race, protect-the-combo, stabilize-then-combo, or grind-with-Chandra; flag games where the role changed after visible pressure or revealed interaction but the decisions did not.

- Mistakes: Identify any legal action that consumed the only Treasure, token, red mana, protection spell, or modal land needed for the next combo prompt; also flag any pass where a visible kill or survival action was legal.

- Stranded cards: List cards stuck in hand at game end, especially Goblin Charbelcher, Indomitable Creativity, Irencrag Feat, Magma Opus, Sea Gate Restoration, Emeria's Call, Pact of Negation, Spell Pierce, Leyline of the Void, and Chandra, Awakened Inferno.

- Overperformers and underperformers: Separate cards that won games from cards that merely appeared in winning games; evaluate Fable of the Mirror-Breaker, Strike It Rich, March of Reckless Joy, Valakut Awakening, Brotherhood's End, and Pact of Negation by concrete decision outcomes.

## Existing User Requests
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