# Reflection Template For Blue Tempo

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 match was won by an early protected `Murktide Regent`, recurring pressure from `Ethereal Forager`, a flipped or protected `Tamiyo, Inquisitive Student`, `Up the Beanstalk` card advantage, mana denial from `Wasteland` or `Strip Mine`, or stack exchanges with `Force of Will`, `Force of Negation`, `Daze`, `Flusterstorm`, `Mental Misstep`, `Misdirection`, and `Commandeer`.

- Mulligans: ask whether opening hands had a castable threat, blue card density for pitch counters, enough mana to function after `Wasteland` or `Strip Mine`, and a plan for `Lorien Revealed` as land access versus spell velocity. Note every keep that lacked a realistic clock or relied on one fragile mana source.

- Mana: track games where `Tropical Island`, `Hedge Maze`, `Mystic Sanctuary`, fetch lands, `Mox Sapphire`, `Mox Emerald`, or `Black Lotus` were sequenced incorrectly. Record whether `Gush` returned lands at a useful tempo point or stranded follow-up spells.

- Velocity: check whether `Brainstorm`, `Consider`, `Thought Scour`, `Gitaxian Probe`, `Ancestral Recall`, `Lorien Revealed`, and `Gush` found the needed class of card: land, threat, protection, graveyard fuel, or interaction. Flag cantrip turns that spent mana while the opponent’s board or stack action remained decisive.

- Engines: record whether `Up the Beanstalk` drew cards before high-mana-value spells or arrived too late. Track whether `Tamiyo, Inquisitive Student` meaningfully generated advantage, flipped, or simply consumed a turn without changing combat or stack pressure.

- Interaction: review each pitch-counter or soft-counter exchange for target quality. Ask whether `Force of Will`, `Force of Negation`, `Daze`, `Flusterstorm`, `Mental Misstep`, `Misdirection`, or `Commandeer` stopped a decisive action or only traded down while the opponent’s next legal action stayed dangerous.

- Removal and bounce: after sideboarded games, record whether `Suspend` or `Echoing Truth` answered the permanent that mattered, bought a full attack step, or failed because the deck needed permanent removal, earlier pressure, or different stack interaction.

- Sideboard: record whether `Grafdigger's Cage`, `Soul-Guide Lantern`, `Collector Ouphe`, `Consign to Memory`, `Echoing Truth`, and `Suspend` had visible targets when drawn. Flag games where role cards diluted threat density or conflicted with `Murktide Regent`, `Ethereal Forager`, `Mox Sapphire`, `Mox Emerald`, or `Black Lotus`.

- Closing: ask whether `Time Walk` converted an existing threat into a faster kill, whether `Murktide Regent` was sized and protected correctly, and whether `Ethereal Forager` attacks returned the spell class needed to lock the game.

- Role and mistakes: identify turns where the pilot played control without a clock, played tempo without protection, fired land denial without a follow-up, or passed priority with useful legal interaction. Note any stranded cards, overperformers, underperformers, and visible tactical alternatives the engine offered.

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