# Reflection Template For Gruul 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: Did the game end because Gruul Storm assembled a decisive spell chain, because the opponent ended the game first, because a reducer died, because mana failed, or because the chain ran out of cards before Seize the Storm or another verified closer mattered?
- Mulligans: Did the opening hand contain a real first-three-turn plan with Mountain, Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, Desperate Ritual, Seething Song, Manamorphose, Goblin Anarchomancer, or Thornscape Familiar, or was it kept for abstract velocity without enough mana?
- Mana: Did storage lands produce the decisive burst, or did Geothermal Crevice, Sandstone Needle, Hickory Woodlot, Tinder Farm, or Gruul Turf create timing losses, color shortages, or stranded Big Score, Pirate's Pillage, Seize the Storm, Pyroblast, or Red Elemental Blast?
- Velocity: Did Reckless Impulse, Wrenn's Resolve, Glimpse the Impossible, Big Score, Pirate's Pillage, and Manamorphose convert mana into continued legal actions, or did temporary access exile cards that could not be used before their window closed?
- Engine setup: Did Goblin Anarchomancer or Thornscape Familiar survive long enough to matter, force useful removal, or enable same-turn chaining, and were they cast at times where losing them did not collapse the hand?
- Commitment turn: Did the pilot start Desperate Ritual, Seething Song, Manamorphose, Big Score, or Glimpse the Impossible only when visible mana, hand contents, and follow-up actions supported continuation?
- Closing: Did Seize the Storm end or stabilize the game, did Laughing Mad have verified legal text that mattered, or did the deck need a different closer profile because spell volume failed to convert into lethal pressure?
- Interaction: Did Pyroblast or Red Elemental Blast protect the actual winning turn or stop the opponent's decisive blue action, rather than being spent on a low-impact legal target?
- Sideboard: Did added role cards such as Pyroblast, Red Elemental Blast, Flaring Pain, Gruul Turf, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending answer visible problems without reducing core velocity too far?
- Card text checks: Did any decision rely on uncertain text for Laughing Mad, How to Start a Riot, Firebending Lesson, Abandon Attachments, Waterbending Lesson, or Origin of Metalbending, and should that card receive a verified tactical rule before the next run?
- Role: Did the pilot correctly identify race, protected combo, rebuild, or survival mode before making priority, mana, and card-access decisions?
- Mistakes: Did any pass, ritual, reducer cast, card-access spell, storage-land activation, combat choice, or sideboard choice conflict with visible legal actions and the stated role?
- Stranded cards: Which cards were repeatedly stuck in hand or exile: Seize the Storm, Big Score, Pirate's Pillage, First Day of Class, Laughing Mad, Pyroblast, Red Elemental Blast, or sideboard lessons?
- Overperformers: Which exact cards most often enabled winning chains, recovered from disruption, fixed colors, or converted temporary mana into lethal pressure?
- Underperformers: Which exact cards most often failed because of speed, color, timing, opponent interaction, or lack of verified card text?
