# Reflection Template For Mill

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 Crab pressure, bulk mill velocity, opponent pressure, a resolved hate permanent, graveyard conversion, or mana failure. Name the visible cards that mattered, especially Hedron Crab, Ruin Crab, Archive Trap, Fractured Sanity, Tasha's Hideous Laughter, Extirpate, Ensnaring Bridge, Echoing Truth, Nihil Spellbomb, and Soul-Guide Lantern.
- Mulligans: Check whether opening hands had blue mana, a first threat or velocity spell, and enough lands or fetchlands to make Hedron Crab or Ruin Crab meaningful. Flag keeps where Scheming Symmetry, Extirpate, or Visions of Beyond replaced an actual plan.
- Mana: Track whether Watery Grave was fetched only when black mana mattered for Extirpate, Collective Brutality, Nihil Spellbomb context, or sideboard play. Note games where life paid for Watery Grave changed the opponent's clock.
- Velocity: Count how often Flooded Strand, Misty Rainforest, Polluted Delta, and Oboro, Palace in the Clouds generated meaningful landfall turns. Check whether Thought Scour, Fractured Sanity, Archive Trap, Tasha's Hideous Laughter, and Visions of Beyond were sequenced toward a clear library-count threshold.
- Engine pressure: Review whether Hedron Crab and Ruin Crab entered before fetchlands when legal, and whether extra Crabs were held or deployed correctly against visible removal. If Exhibition Tidecaller was involved, mark Card text check required unless the rules engine exposed exact legal action text.
- Interaction: Review every Extirpate for target quality. Good targets should be public graveyard cards that affect the opponent's clock, recursion, disruption, or hate; weak targets should be flagged when a mill spell would have advanced the kill more.
- Removal and bounce: Check whether Echoing Truth answered a permanent that actually blocked the mill plan or lethal survival, rather than a generic nuisance. Check whether Collective Brutality affected life total, hand pressure, or a creature in a way that changed the race.
- Graveyard sideboard: In games with Nihil Spellbomb or Soul-Guide Lantern, record whether activation timing denied a visible graveyard payoff or merely cycled resources. Avoid crediting graveyard exile when no public graveyard dependency existed.
- Bridge games: For Ensnaring Bridge games, record hand size, visible attackers, and whether Visions of Beyond or extra spells conflicted with the defensive lock. Mark whether the deck still closed through milling after stabilizing.
- Closing: Identify the exact final pressure source: Archive Trap, Fractured Sanity, Tasha's Hideous Laughter, Crab landfall, Thought Scour, or draw into another spell. Flag games where the pilot survived but failed to convert time into library pressure.
- Role: Note whether the pilot correctly stayed mill-control, shifted into survival mode, or over-defended. The correct role should follow visible clock, current hand, legal actions, and public board state, not generic matchup assumptions.
- Mistakes: Log any Scheming Symmetry use that let the opponent draw or keep a dangerous card on top without immediate milling. Log any pass where legal mill, survival, or interaction actions were available and materially better by visible state.
- Stranded cards: Track cards stuck in hand by cause: missing blue, missing black, insufficient graveyard size for Visions of Beyond payoff, no good Extirpate target, no useful Echoing Truth target, or sideboard card without matchup relevance.
- Over/underperformers: Name the cards that changed win probability, not merely cards that were cast. Separate high-impact Hedron Crab, Ruin Crab, Archive Trap, Fractured Sanity, Tasha's Hideous Laughter, Extirpate, Nihil Spellbomb, Soul-Guide Lantern, Collective Brutality, Echoing Truth, Ensnaring Bridge, Requiting Hex, and Exhibition Tidecaller from low-impact appearances.

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