# Reflection Template For Dredge

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 Bazaar of Baghdad access, graveyard hate, a fast opponent clock, free interaction timing, or recursive damage reaching lethal. Record the first turn where the winning line became visible from public information.

- Mulligan quality: ask whether each keep had Bazaar of Baghdad, Serum Powder access, or a matchup-specific free-interaction reason strong enough to keep without immediate engine access. Flag any keep where Stinkweed Imp, Golgari Thug, Shambling Shell, or Golgari Grave-Troll never became usable before the opponent pulled ahead.

- Serum Powder use: check whether Serum Powder was used to find a real engine hand rather than preserved for low-value card count. If a Powder hand kept weak interaction plus no Bazaar of Baghdad, record what visible matchup cue justified it.

- Mana and land plan: record whether Bazaar of Baghdad activated on schedule and whether sideboard Wasteland, Strip Mine, or extra Force of Negation diluted the engine. Note any game where Wasteland or Strip Mine would have disrupted a visible key land but the pilot needed Bazaar of Baghdad more.

- Dredge velocity: count whether early dredges produced Narcomoeba, Creeping Chill, Prized Amalgam, Ichorid, or Silversmote Ghoul fast enough to pressure the opponent. Flag games where normal draws happened despite a visible dredger in graveyard unless Veles showed a concrete reason.

- Engine continuity: ask whether Ichorid had enough black creature material and whether Prized Amalgam returned after Narcomoeba or Silversmote Ghoul entered. Record any graveyard manipulation from Noxious Revival that reduced the next recursive pressure turn.

- Interaction timing: review every Force of Will, Force of Negation, Mental Misstep, Grief, Force of Vigor, and Sickening Shoal decision for target quality. The key question is whether the spell answered a decisive engine blocker, lethal action, or combo bottleneck instead of a merely annoying card.

- Sideboard impact: compare post-board games to the exact plan used and ask whether added Force of Vigor, Sickening Shoal, Force of Negation, Wasteland, or Strip Mine produced a game action that mattered. Record any post-board hand that had answers but no dredge velocity.

- Closing discipline: check whether the pilot counted lethal from Creeping Chill triggers, Hollow One attacks, and recursive creature combat before choosing defensive lines. Flag attacks that sacrificed needed blockers under a short clock and blocks that delayed lethal without improving survival.

- Role accuracy: ask whether the pilot played as engine-combo, disruptive combo, or recursive aggro based on visible opponent pressure and hate. Record role mistakes such as racing when a visible hate permanent required Force of Vigor, or over-protecting when recursive threats could ignore removal.

- Stranded cards: list cards stranded in hand or unusable in graveyard: Hollow One, Grief, Force of Will, Force of Negation, Noxious Revival, Chalice of the Void, Mental Misstep, Force of Vigor, Sickening Shoal, Wasteland, and Strip Mine. Tie each stranded card to missing mana, missing pitch card, wrong matchup, or timing loss.

- Overperformers and underperformers: identify which cards directly changed the game result, then separate engine cards from matchup cards. Do not credit a card for being present unless a legal action, trigger, pitch, attack, block, or activated ability affected the public game state.

## Existing User Requests
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