# Reflection Template For Doomsday

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 won or lost by speed, protection, mana, life total, a resolved hate piece, a failed stack fight, or a stranded combo hand. Tie the answer to the decisive visible action involving `Doomsday`, `Thassa's Oracle`, `Demonic Consultation`, `Demonic Tutor`, `Necropotence`, or opposing disruption.

- Mulligans: Ask whether the opener had a credible path to black mana, blue interaction, and a near-term kill. Flag keeps that had cantrips but no black source, protection but no engine, `Doomsday` without draw-through, or `Thassa's Oracle` plus `Demonic Consultation` without enough mana or protection for the matchup.

- Mana: Check whether `Underground Sea`, `Undercity Sewers`, `Island`, fetch lands, `Black Lotus`, `Mox Jet`, `Mox Sapphire`, and `Dark Ritual` produced the colors and timing the chosen line required. Note games where fetching, artifact timing, or `Null Rod` tension changed the outcome.

- Velocity: Track whether `Ponder`, `Brainstorm`, `Consider`, `Gitaxian Probe`, `Street Wraith`, `Ancestral Recall`, `Gush`, `Dig Through Time`, `Treasure Cruise`, and `Flow State` found action or spent resources without improving the next decision. Card text check required for `Flow State`; evaluate it only from observed legal actions and resolved effects.

- Engines: Ask whether `Necropotence` was deployed at a life total and board state where the delayed cards mattered before lethal pressure or opposing combo. Record whether `Doomsday` piles were entered only after a visible draw path, mana path, and protected finish existed.

- Interaction: Identify the exact spell or ability answered by `Force of Will`, `Flusterstorm`, `Mental Misstep`, `Misdirection`, `Duress`, `Thoughtseize`, `Force of Negation`, `Mindbreak Trap`, `Consign to Memory`, or `Steel Sabotage`. Mark any case where interaction was spent on setup while the real threat resolved later.

- Removal and bounce: Record whether `Long Goodbye`, `Snap`, `Unable to Scream`, `Hurkyl's Recall`, or `Steel Sabotage` answered a disruptive permanent, lethal clock, stack-relevant artifact, or only delayed a low-impact threat. Note whether the tempo gained converted into a protected combo turn.

- Sideboard: Ask whether each role card matched a revealed opposing axis: `Leyline of the Void` for graveyard engines, `Null Rod` for artifact reliance, `Hurkyl's Recall` and `Steel Sabotage` for artifact pressure, `Long Goodbye`, `Snap`, and `Unable to Scream` for creatures, and extra stack cards for combo or control.

- Closing: Verify whether wins used a clean `Thassa's Oracle` finish, a `Demonic Consultation` line, a `Doomsday` pile, or a tutor-assisted line. For losses, identify whether the closer was absent, unprotected, mana-blocked, life-blocked, or stopped by a visible resolved permanent.

- Role and mistakes: Compare the chosen role to the opponent's revealed plan. Flag mistakes where the pilot played pure speed against heavy interaction, waited too long against faster combo, cycled `Street Wraith` under lethal pressure, or used discard after committing instead of before.

- Stranded and standout cards: List cards stranded in hand at game end and explain why they could not be cast or did not matter. Separately record overperformers and underperformers among `Doomsday`, `Thassa's Oracle`, `Dark Ritual`, `Force of Will`, `Flusterstorm`, `Necropotence`, `Dig Through Time`, `Treasure Cruise`, and sideboard role cards.

## Existing User Requests
# Reflection Template For Doomsday

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 won or lost by speed, protection, mana, life total, a resolved hate piece, a failed stack fight, or a stranded combo hand. Tie the answer to the decisive visible action involving `Doomsday`, `Thassa's Oracle`, `Demonic Consultation`, `Demonic Tutor`, `Necropotence`, or opposing disruption.

- Mulligans: Ask whether the opener had a credible path to black mana, blue interaction, and a near-term kill. Flag keeps that had cantrips but no black source, protection but no engine, `Doomsday` without draw-through, or `Thassa's Oracle` plus `Demonic Consultation` without enough mana or protection for the matchup.

- Mana: Check whether `Underground Sea`, `Undercity Sewers`, `Island`, fetch lands, `Black Lotus`, `Mox Jet`, `Mox Sapphire`, and `Dark Ritual` produced the colors and timing the chosen line required. Note games where fetching, artifact timing, or `Null Rod` tension changed the outcome.

- Velocity: Track whether `Ponder`, `Brainstorm`, `Consider`, `Gitaxian Probe`, `Street Wraith`, `Ancestral Recall`, `Gush`, `Dig Through Time`, `Treasure Cruise`, and `Flow State` found action or spent resources without improving the next decision. Card text check required for `Flow State`; evaluate it only from observed legal actions and resolved effects.

- Engines: Ask whether `Necropotence` was deployed at a life total and board state where the delayed cards mattered before lethal pressure or opposing combo. Record whether `Doomsday` piles were entered only after a visible draw path, mana path, and protected finish existed.

- Interaction: Identify the exact spell or ability answered by `Force of Will`, `Flusterstorm`, `Mental Misstep`, `Misdirection`, `Duress`, `Thoughtseize`, `Force of Negation`, `Mindbreak Trap`, `Consign to Memory`, or `Steel Sabotage`. Mark any case where interaction was spent on setup while the real threat resolved later.

- Removal and bounce: Record whether `Long Goodbye`, `Snap`, `Unable to Scream`, `Hurkyl's Recall`, or `Steel Sabotage` answered a disruptive permanent, lethal clock, stack-relevant artifact, or only delayed a low-impact threat. Note whether the tempo gained converted into a protected combo turn.

- Sideboard: Ask whether each role card matched a revealed opposing axis: `Leyline of the Void` for graveyard engines, `Null Rod` for artifact reliance, `Hurkyl's Recall` and `Steel Sabotage` for artifact pressure, `Long Goodbye`, `Snap`, and `Unable to Scream` for creatures, and extra stack cards for combo or control.

- Closing: Verify whether wins used a clean `Thassa's Oracle` finish, a `Demonic Consultation` line, a `Doomsday` pile, or a tutor-assisted line. For losses, identify whether the closer was absent, unprotected, mana-blocked, life-blocked, or stopped by a visible resolved permanent.

- Role and mistakes: Compare the chosen role to the opponent's revealed plan. Flag mistakes where the pilot played pure speed against heavy interaction, waited too long against faster combo, cycled `Street Wraith` under lethal pressure, or used discard after committing instead of before.

- Stranded and standout cards: List cards stranded in hand at game end and explain why they could not be cast or did not matter. Separately record overperformers and underperformers among `Doomsday`, `Thassa's Oracle`, `Dark Ritual`, `Force of Will`, `Flusterstorm`, `Necropotence`, `Dig Through Time`, `Treasure Cruise`, and sideboard role cards.

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