# Reflection Template For Azorius Flash

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 match was won by tempo pressure, a protected `High Noon`, repeated stack delay from `Remand` and `Reprieve`, a `Spell Queller` or `Aven Interrupter` exchange, a closer such as `Calim, Djinn Emperor`, or a sideboard card.

- Mulligans: record whether opening hands had both early mana and legal interaction, especially hands relying on `Hall of Storm Giants`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, `Floodfarm Verge`, or `Sunbillow Verge` as early lands.

- Mana: flag games where untapped white or blue was missing on turns one through three, where `Steam Vents` mattered despite no obvious red main-deck use, or where channel lands reduced early spell availability.

- Velocity: note whether `Remand`, `Reprieve`, `Aven Interrupter`, and `Spell Queller` bought enough time to add pressure, or only delayed spells while the opponent built a better board.

- Engine constraint: check whether `High Noon` changed the opponent's legal action quality, stranded their spell chain, or arrived too late after the relevant engine was already established.

- Removal and reset timing: review each `Fragment Reality`, `Divine Purge`, `Oust`, `Stern Scolding`, and `Wrath of the Skies` decision for whether it answered the threat that actually mattered.

- Sideboard impact: record which of `Rest in Peace`, `Archon of Emeria`, `Force of Negation`, `Quantum Riddler`, sideboard `Spell Snare`, `Oust`, `Stern Scolding`, and `Wrath of the Skies` was drawn, cast, stranded, or irrelevant.

- Closing: determine whether `Tamiyo, Inquisitive Student`, `Aang, Swift Savior`, `Talion's Throneguard`, `Calim, Djinn Emperor`, `Quantum Riddler`, `Spell Queller`, `Aven Interrupter`, or `Hall of Storm Giants` ended the game fast enough after the first tempo gain.

- Role: compare the intended role against the visible game state; mark mistakes where the pilot played pure control against inevitability, pure tempo while behind on board, or prison while the opponent ignored spell volume.

- Mistakes: log every main-phase action that gave up flash leverage, every pass with meaningful legal interaction available, and every creature commitment into a visible or strongly represented sweeper.

- Stranded cards: count cards that stayed in hand because of mana, timing, target absence, `High Noon`, or matchup mismatch, with special attention to `Spell Snare`, `Fragment Reality`, `Divine Purge`, `Sink into Stupor`, `Calim, Djinn Emperor`, and `Quantum Riddler`.

- Overperformers and underperformers: list the cards that produced decisive exchanges and the cards that failed to affect the game before the loss condition became unavoidable.

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