# Reflection Template For Stiflenought

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 the game was decided by an early protected `Phyrexian Dreadnought`, failed Dreadnought assembly, a counter war, pressure from creatures, burn pressure, or a long-game `Brain Freeze`/card-volume line.
- Mulligans: Record every opener's land count, whether it contained `Phyrexian Dreadnought`, `Stifle` or `Vision Charm`, and whether `Opt`, `Portent`, `Impulse`, or `Accumulated Knowledge` gave enough velocity to justify keeping.
- Mana: Note any turn where `17 Island` was insufficient, where a one-land keep missed the second `Island`, or where `Gush` returning `Island` disabled `Counterspell`, delayed protection, or made `Foil` costs harder.
- Combo assembly: Track how often `Phyrexian Dreadnought` plus `Stifle` or `Vision Charm` appeared by turn three, and whether the pilot waited for `Counterspell`, `Foil`, `Hydroblast`, or `Annul` when visible interaction made waiting correct.
- Protection quality: Record which opposing actions were stopped by `Counterspell`, `Foil`, `Hydroblast`, or `Annul`, and whether any protection was spent on low-impact spells before the decisive Dreadnought turn.
- Velocity: Check whether `Opt`, `Portent`, and `Impulse` found missing combo pieces or protection, and flag games where cantrips kept sculpting after a legal strong commitment was already available.
- Engines: Measure whether `Accumulated Knowledge`, `Gush`, and `Flash of Insight` generated meaningful extra decisions or merely consumed time while the opponent advanced a clock.
- Removal and sweepers: Record whether `Powder Keg` answered the visible board on time, whether its counter timing matched opposing mana values, and whether it conflicted with the deck's own threat plan.
- Sideboard cards: Note whether `Annul`, `Hydroblast`, sideboard `Brain Freeze`, `Essence Flare`, sideboard `Powder Keg`, and `Tsabo's Web` had legal targets or credible roles in the games where they were present.
- Closing: Record whether a resolved `Phyrexian Dreadnought` ended the game quickly, got blanked by blockers or removal, or needed `Essence Flare`, `Brain Freeze`, or additional protection to finish.
- Role discipline: Identify turns where the pilot should have been tempo-combo proactive versus control-reactive, especially when holding both cantrips and permission.
- Mistakes: Flag any action where the pilot cast `Phyrexian Dreadnought` without a visible legal `Stifle` or `Vision Charm` plan, tapped out before a known answer, or used `Foil` when `Counterspell` was available.
- Stranded cards: List cards stuck in hand at game end, especially extra `Phyrexian Dreadnought`, dead `Annul`, dead `Hydroblast`, slow `Accumulated Knowledge`, stranded `Brain Freeze`, or unusable `Essence Flare`.
- Overperformers and underperformers: Record which exact cards changed the game state decisively and which cards were repeatedly low-impact under the matchup's visible pressure.

## Existing User Requests
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