# Reflection Template For Aziza, Mage Tower Captain

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 the turn or decision frame that most changed the game, then name whether the deciding resource was board width, life total, mana access, card velocity, commander timing, a protected finisher, or a missed interaction window.
- Mulligans: record whether the opening hand had both colors, at least one early play, and a coherent plan between token production, lifegain, spell-chain payoff, removal, or mana development.
- Mana: note every game where Plains, Mountain, Command Tower, Sacred Foundry, Sundown Pass, Sunbillow Verge, Elegant Parlor, Needleverge Pathway, Arid Mesa, Fabled Passage, Arcane Signet, Mind Stone, or Strike It Rich failed to provide the needed color or timing.
- Velocity: check whether Caretaker's Talent, Artist's Talent, Enduring Innocence, Thrill of Possibility, Demand Answers, Seize the Spoils, Highway Robbery, Big Score, Jeska's Will, Primal Amulet, or Mind Stone converted a stalled hand into action.
- Engine setup: record whether Impact Tremors, Monastery Mentor, Young Pyromancer, Storm-Kiln Artist, Ocelot Pride, Mondrak, Glory Dominus, Dragonmaster Outcast, Aziza, Mage Tower Captain, or Primal Amulet produced value before being answered.
- Token density: count whether Servo Exhibition, Raise the Alarm, Hop to It, Krenko's Command, Ral's Reinforcements, Hordeling Outburst, Sram's Expertise, Song of Totentanz, Heroic Reinforcements, Form a Posse, Empty the Warrens, and Cosmogrand Zenith created enough material for payoff turns.
- Removal discipline: review whether Lightning Bolt, Swords to Plowshares, Path to Exile, Abrade, Rip Apart, Get Lost, Stroke of Midnight, Bovine Intervention, Exorcise, Quarrel's End, Sear, Rebel Salvo, The Battle of Bywater, Expel the Interlopers, and Eiganjo, Seat of the Empire answered the threat that actually mattered.
- Closing: note whether Moonshaker Cavalry, Banefire, Grapeshot, Heroic Reinforcements, Frontline Rush, Castle Embereth, Impact Tremors, or Elspeth, Storm Slayer ended the game when the deck was ahead.
- Role: record whether the pilot correctly stayed defensive against pressure, became proactive against slow decks, or overprotected engines while the opponent developed a faster clock.
- Mistakes: flag any pass with useful mana and legal pressure, any removal spell fired into a low-impact target, any token maker committed into an obvious sweeper without Teferi's Protection, and any spell-chain turn started before payoffs were on board.
- Stranded cards: list cards that stayed in hand for three or more turns because of mana, target restrictions, timing, board mismatch, or card text uncertainty; mark Bovine Intervention, Quarrel's End, Sear, Cosmogrand Zenith, and Raphael, Tough Turtle with Card text check required if their exact modes affected the decision.
- Sideboard: confirm that the empty sideboard caused no illegal assumptions, no invented matchup fixes, and no post-game decklist change.
- Overperformers and underperformers: name the exact cards that won games, stabilized losing boards, or repeatedly failed to affect visible game states.

## Existing User Requests
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