# Reflection Template For Beseech Storm

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 a fast Tendrils of Agony turn, Time Vault plus Manifold Key, Tinker, Bolas's Citadel, Karn, the Great Creator, Yawgmoth's Will, opponent pressure, a resolved hate permanent, or a stack fight.

- Mulligans: Note whether the opener had actual black mana for Dark Ritual, Beseech the Mirror, Demonic Tutor, Vampiric Tutor, Necropotence, or Yawgmoth's Will, not just artifact mana from Mana Crypt, Mana Vault, Sol Ring, Black Lotus, or Moxen.

- Mana: Track every game where Underground Sea, Polluted Delta, Misty Rainforest, Flooded Strand, Undercity Sewers, Island, Swamp, Tolarian Academy, or Urza's Saga failed to support the spell sequence suggested by the hand.

- Velocity: Check whether Stock Up, Flow State, Ancestral Recall, Lorien Revealed, Gitaxian Probe, and Necropotence converted into a protected win, a needed answer, or only more setup while the opponent advanced.

- Engine commitment: Mark whether the first major commitment was Beseech the Mirror, Yawgmoth's Will, Bolas's Citadel, Tinker, Karn, the Great Creator, Time Vault plus Manifold Key, or Tendrils of Agony, and whether waiting one turn would have improved protection or made the window disappear.

- Interaction: Review Force of Will, Flusterstorm, Mental Misstep, Mindbreak Trap, Chain of Vapor, Hurkyl's Recall, Snuff Out, and Opposition Agent decisions for whether they answered decisive objects or were spent on low-impact exchanges.

- Removal and bounce: Record whether Chain of Vapor, Snuff Out, Virtue's Ruin, Hurkyl's Recall, Portal to Phyrexia, or Sphinx of the Steel Wind solved the battlefield problem that actually blocked the combo or survival plan.

- Sideboard: For each post-board game, identify which added role cards mattered, which main-deck emphasis decreased, and whether reactive density reduced the ability to chain Dark Ritual, Beseech the Mirror, tutors, and storm payoffs.

- Closing: Count games where the deck had mana and cards but failed to close with Tendrils of Agony, Time Vault plus Manifold Key, Tinker, Bolas's Citadel, Karn, the Great Creator, or Yawgmoth's Will.

- Role: Label the agent's role each game as race, sculpt-and-protect, answer-then-combo, or stabilize-then-finish, and flag turns where actions contradicted that role.

- Mistakes: Flag any pass with legal acceleration, tutor, draw, protection, or answer actions when the opponent showed a short clock or an imminent combo turn.

- Stranded cards: Track Force of Will without blue cards, Flusterstorm without a stack fight, Beseech the Mirror without usable black mana or bargain context, Tendrils of Agony without storm, and Yawgmoth's Will against graveyard pressure.

- Overperformers and underperformers: Compare actual impact of Stock Up, Flow State, Dark Ritual, Beseech the Mirror, Force of Will, Flusterstorm, and every sideboard card against the reason it was kept or added for that matchup.

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