# Reflection Template For Caw-Gates

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 early survival, `Basilisk Gate` pressure, `Counterspell` timing, `Prismatic Strands`, unanswered flyers, mana constraints, or failure to close after stabilizing.

- Mulligans: Note whether the opener had enough lands, at least one functional color path, and a realistic first three turns; flag keeps that relied on `Brainstorm`, `The Modern Age`, or `Lorien Revealed` to repair missing mana while under pressure.

- Mana: Track whether `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, and `Island` sequencing enabled both white interaction and double-blue `Counterspell` when needed.

- Velocity: Ask whether `Brainstorm`, `The Modern Age`, and `Lorien Revealed` improved the next decision window or merely spent mana while the opponent advanced a clock.

- Engine development: Check whether `Squadron Hawk` found enough bodies, whether `Sacred Cat` bought time or carried `Basilisk Gate` effectively, and whether `The Modern Age` transformed or filtered at a meaningful point.

- Removal use: Review each `Journey to Nowhere`, `Thraben Charm`, `Counterspell`, `Red Elemental Blast`, and `Blue Elemental Blast` for target quality; mark any answer spent on a low-impact card before a stronger public threat appeared.

- Graveyard and prevention: Confirm whether `Thraben Charm` was saved for graveyard pressure when relevant, and whether `Prismatic Strands` prevented a decisive attack rather than a replaceable damage packet.

- Sideboard performance: Record whether `Red Elemental Blast`, `Blue Elemental Blast`, `Dust to Dust`, `Standard Bearer`, `Breath Weapon`, and sideboard `Outlaw Medic` had visible legal targets and changed the game state enough to justify their slots.

- Closing: Identify the first turn where a `Basilisk Gate` activation, `Guardian of the Guildpact`, `Squadron Hawk`, `Sacred Cat`, or transformed `The Modern Age` could have shortened the clock without exposing survival.

- Role assignment: Mark whether the pilot correctly became control against aggro, pressure against big mana or combo, and hybrid midrange against tempo.

- Mistakes: Flag passes with relevant legal interaction available, attacks that exposed needed blockers, missed Gate-pump lethal lines, overconcentrated pressure into removal, and selection spells cast before required board answers.

- Stranded cards: List any `Counterspell`, `Journey to Nowhere`, `Prismatic Strands`, `Lorien Revealed`, `Guardian of the Guildpact`, blasts, `Dust to Dust`, `Standard Bearer`, or `Breath Weapon` that stayed unusable because of mana, matchup texture, timing, or missing targets.

- Overperformers and underperformers: Separate cards that won decisions from cards that only looked good in hand; prioritize observed action quality over card reputation.
