# Reflection Template For Jund Gardens

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 was decided by life pressure, mana access, card velocity, graveyard timing, artifact-sacrifice engine volume, removal timing, sideboard card impact, or inability to close after stabilizing.

- **Mulligans:** Note whether keep decisions had functional black, red, and green access for the visible hand, and whether hands without **Cleansing Wildfire**, **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, **Cast Down**, or early blockers actually developed on time.

- **Mana:** Track which cards were stranded by color or tapped-land sequencing, especially **Writhing Chrysalis**, **Krark-Clan Shaman**, **Cast Down**, **Fanatical Offering**, **Eviscerator's Insight**, **Cleansing Wildfire**, **Weather the Storm**, **Ancient Grudge**, and **Terminate**.

- **Velocity:** Check whether **Ichor Wellspring**, **Lembas**, **Fanatical Offering**, and **Eviscerator's Insight** converted expendable material into useful action, or whether draw actions delayed removal, blockers, or pressure.

- **Engine:** Log whether **Refurbished Familiar**, **Gixian Infiltrator**, **Makeshift Munitions**, **Krark-Clan Shaman**, and sacrifice fodder worked together, or whether the deck spent its artifacts and creatures before payoff cards mattered.

- **Removal:** Review every **Cast Down** and **Terminate** target for urgency, asking whether the removed creature was the actual clock, combo piece, blocker, or engine threat visible at the time.

- **Graveyard hate:** Review each **Nihil Spellbomb** and **Faerie Macabre** use for timing, checking whether the opponent had already committed graveyard resources or whether waiting risked losing the legal interaction window.

- **Sideboard impact:** Record which sideboard cards were drawn, cast, held, or stranded: **Troublemaker Ouphe**, **Breath Weapon**, **Faerie Macabre**, **Terminate**, **Duress**, **Weather the Storm**, and **Ancient Grudge**.

- **Closing:** Identify whether wins came from **Writhing Chrysalis**, **Gixian Infiltrator**, **Refurbished Familiar**, **Makeshift Munitions**, incremental attacks, or opponent resource collapse.

- **Role accuracy:** Mark each game where the pilot should have shifted earlier between stabilize, pressure, grind, preserve interaction, or race.

- **Mistakes:** Capture any pass, attack, block, sacrifice, target, or priority decision where the chosen legal action failed to match the visible board state or public information.

- **Stranded cards:** List cards stuck in hand for mana, missing targets, poor timing, or role conflict, especially expensive threats, reactive cards, and sideboard cards.

- **Overperformers and underperformers:** Count which exact cards repeatedly converted into wins or sat low-impact in losses, separating main-deck cards from sideboard cards.
