# Reflection Template For Azorius Control

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: Identify whether the game turned on survival, mana, permission timing, card velocity, a resolved planeswalker, a creature-land clock, graveyard containment, or a missed closing window.

- Mulligans: Record whether each keep had early untapped white and blue, at least one relevant answer among No More Lies, March of Otherworldly Light, Get Lost, Supreme Verdict, Change the Equation, or Dovin's Veto, and a plan to reach Stock Up, Consult the Star Charts, The Wandering Emperor, Teferi, Hero of Dominaria, or Farewell.

- Mana: Note every game where Deserted Beach, Floodfarm Verge, Petrified Hamlet, Meticulous Archive, Field of Ruin, Restless Anchorage, Hall of Storm Giants, Eiganjo, Seat of the Empire, or Otawara, Soaring City caused a missed turn-two answer, turn-three draw spell, turn-four Supreme Verdict, or protected planeswalker turn.

- Velocity: Check whether Consult the Star Charts and Stock Up were cast before the board was stable, after the board was stable, or stranded while interaction was required. Mark draws as successful only when they found a live answer, land, or closer before the opponent converted pressure.

- Engines: Track whether High Noon, Narset, Parter of Veils, Teferi, Hero of Dominaria, The Wandering Emperor, Elspeth, Storm Slayer, Emeritus of Ideation, and Ultima advanced the visible position. Card text check required for Elspeth, Storm Slayer, Emeritus of Ideation, and Ultima when judging why they succeeded or failed.

- Removal: Record whether March of Otherworldly Light, Get Lost, Supreme Verdict, Farewell, Eiganjo, Seat of the Empire, and Otawara, Soaring City answered the threats that mattered or were spent on objects later invalidated by a better sweeper, exile effect, bounce line, or planeswalker defense.

- Permission: Review each No More Lies, Dovin's Veto, Change the Equation, and Mystical Dispute decision for target quality, mana efficiency, and whether passing would have preserved a stronger answer for the next visible spell.

- Sideboard: For each match, record which role cards were added, which main-deck emphasis was reduced, and whether Rest in Peace, Hallowed Moonlight, Kutzil's Flanker, Mystical Dispute, Dovin's Veto, Beza, the Bounding Spring, Elspeth, Storm Slayer, Emeritus of Ideation, or Ultima had legal, timely targets or sat idle.

- Closing: Note whether wins were closed by Teferi, Hero of Dominaria, The Wandering Emperor, Elspeth, Storm Slayer, Beza, the Bounding Spring, Emeritus of Ideation, Hall of Storm Giants, Restless Anchorage, or Ultima, and whether the deck gave the opponent extra draw steps after control was established.

- Role: Record whether the pilot correctly shifted from answer-first control to proactive closure once shields were adequate, especially after Supreme Verdict, Farewell, Rest in Peace, High Noon, Narset, Parter of Veils, or a protected planeswalker resolved.

- Mistakes: Flag avoidable losses from tapping out into known interaction, sequencing Field of Ruin over colored mana, activating creature-lands into visible removal, casting draw spells under lethal pressure, or holding removal until a sweeper that never became legal.

- Stranded cards: List cards stranded in hand and why: missing color, missing target, wrong matchup, too expensive, redundant legendary/permanent role, or unsafe tap-out window.

- Over/underperformers: Separate card performance by matchup class, not raw memory. A card overperformed only if it changed the game from the visible state; a card underperformed only if it was drawn or legally available and failed to matter.

## Existing User Requests
# Reflection Template For Azorius Control

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: Identify whether the game turned on survival, mana, permission timing, card velocity, a resolved planeswalker, a creature-land clock, graveyard containment, or a missed closing window.

- Mulligans: Record whether each keep had early untapped white and blue, at least one relevant answer among No More Lies, March of Otherworldly Light, Get Lost, Supreme Verdict, Change the Equation, or Dovin's Veto, and a plan to reach Stock Up, Consult the Star Charts, The Wandering Emperor, Teferi, Hero of Dominaria, or Farewell.

- Mana: Note every game where Deserted Beach, Floodfarm Verge, Petrified Hamlet, Meticulous Archive, Field of Ruin, Restless Anchorage, Hall of Storm Giants, Eiganjo, Seat of the Empire, or Otawara, Soaring City caused a missed turn-two answer, turn-three draw spell, turn-four Supreme Verdict, or protected planeswalker turn.

- Velocity: Check whether Consult the Star Charts and Stock Up were cast before the board was stable, after the board was stable, or stranded while interaction was required. Mark draws as successful only when they found a live answer, land, or closer before the opponent converted pressure.

- Engines: Track whether High Noon, Narset, Parter of Veils, Teferi, Hero of Dominaria, The Wandering Emperor, Elspeth, Storm Slayer, Emeritus of Ideation, and Ultima advanced the visible position. Card text check required for Elspeth, Storm Slayer, Emeritus of Ideation, and Ultima when judging why they succeeded or failed.

- Removal: Record whether March of Otherworldly Light, Get Lost, Supreme Verdict, Farewell, Eiganjo, Seat of the Empire, and Otawara, Soaring City answered the threats that mattered or were spent on objects later invalidated by a better sweeper, exile effect, bounce line, or planeswalker defense.

- Permission: Review each No More Lies, Dovin's Veto, Change the Equation, and Mystical Dispute decision for target quality, mana efficiency, and whether passing would have preserved a stronger answer for the next visible spell.

- Sideboard: For each match, record which role cards were added, which main-deck emphasis was reduced, and whether Rest in Peace, Hallowed Moonlight, Kutzil's Flanker, Mystical Dispute, Dovin's Veto, Beza, the Bounding Spring, Elspeth, Storm Slayer, Emeritus of Ideation, or Ultima had legal, timely targets or sat idle.

- Closing: Note whether wins were closed by Teferi, Hero of Dominaria, The Wandering Emperor, Elspeth, Storm Slayer, Beza, the Bounding Spring, Emeritus of Ideation, Hall of Storm Giants, Restless Anchorage, or Ultima, and whether the deck gave the opponent extra draw steps after control was established.

- Role: Record whether the pilot correctly shifted from answer-first control to proactive closure once shields were adequate, especially after Supreme Verdict, Farewell, Rest in Peace, High Noon, Narset, Parter of Veils, or a protected planeswalker resolved.

- Mistakes: Flag avoidable losses from tapping out into known interaction, sequencing Field of Ruin over colored mana, activating creature-lands into visible removal, casting draw spells under lethal pressure, or holding removal until a sweeper that never became legal.

- Stranded cards: List cards stranded in hand and why: missing color, missing target, wrong matchup, too expensive, redundant legendary/permanent role, or unsafe tap-out window.

- Over/underperformers: Separate card performance by matchup class, not raw memory. A card overperformed only if it changed the game from the visible state; a card underperformed only if it was drawn or legally available and failed to matter.

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