# Reflection Template For Izzet Phoenix

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 won or lost by early pressure, Arclight Phoenix recursion, Treasure Cruise reloads, unanswered creatures, graveyard disruption, mana stumbling, or a failed closing turn.
- Mulligan: record whether the opening hand had functional blue and red access, enough cheap spells, and a realistic first-three-turn plan; flag any keep that relied on drawing a missing land, discard outlet, or third spell.
- Mana: note whether Riverglide Pathway, Spirebluff Canal, Steam Vents, Stormcarved Coast, Island, or Otawara, Soaring City sequencing blocked Consider, Opt, Sleight of Hand, Fiery Impulse, Lightning Axe, or Treasure Cruise on the needed turn.
- Velocity: count whether early Consider, Opt, Sleight of Hand, Picklock Prankster, and Flashback turns actually found lands, interaction, graveyard fuel, or Arclight Phoenix setup; mark cantrip chains that spent mana without changing the game.
- Engine: evaluate whether Artist's Talent and Proft's Eidetic Memory advanced a winning line or competed with removal, Phoenix recursion, and Treasure Cruise timing; card text check required for unfamiliar runtime prompts.
- Phoenix plan: record how many Arclight Phoenix were discarded, milled, recurred, stranded in hand, exiled to Treasure Cruise, or removed before attacking.
- Graveyard economy: check whether Treasure Cruise was cast too early, too late, or at the correct time relative to Arclight Phoenix, visible pressure, and graveyard hate.
- Removal: review each Fiery Impulse, Lightning Axe, Prismari Charm, Prismari Command, Into the Flood Maw, and Otawara, Soaring City use for timing, target quality, and whether holding it would have protected a better attack or survival turn.
- Sideboard: confirm every post-board card had a role before inclusion: Abrade for artifacts, Ledger Shredder for threat diversification, Mystical Dispute for blue stack fights, Redcap Melee for red threats, Rending Volley for legal blue or white creature targets, Flowstone Infusion for small creature fights, Brazen Borrower and Into the Flood Maw for tempo or hate-permanent windows.
- Closing: ask whether the pilot turned the corner quickly enough after stabilizing, especially when a Phoenix attack, Ledger Shredder pressure line, or Treasure Cruise refill was available.
- Role: classify each game as beatdown, control, or tempo-control by turn three and after sideboarding; flag decisions where the chosen line contradicted the visible race or resource state.
- Mistakes: log any pass with relevant legal action available, any discard of a needed spell to Lightning Axe, any missed three-spell Phoenix turn, and any interaction spent on a low-pressure permanent while lethal or a short clock was visible.
- Stranded cards: list cards stuck in hand for two or more turns, especially Arclight Phoenix, Treasure Cruise, Lightning Axe without discard support, Mystical Dispute without blue stack targets, and Redcap Melee without red targets.
- Overperformers and underperformers: identify which exact cards changed wins or losses rather than which cards looked good in theory.

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