# Reflection Template For Izzet Lessons

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 early pressure, answer density, mana access, engine survival, sideboard card impact, or a single stack/combat window. Name the exact cards that decided the result, especially A-Cori-Steel Cutter, Stormchaser's Talent, Gran-Gran, Quantum Riddler, Preponderant Pearl, Iroh's Demonstration, Ral, Crackling Wit, Pyroclasm, Soul-Guide Lantern, Spell Pierce, Negate, Annul, Abrade, or Unable to Scream.

- Mulligans: Ask whether the kept hand had enough lands, both required colors, and at least one early action that matched the matchup role. Flag hands with Accumulate Wisdom but no board answer against pressure, hands with only reactive cards against control, or hands where A-Cori-Steel Cutter or Stormchaser's Talent lacked enough follow-up spells.

- Mana: Check whether Island, Steam Vents, Sulfur Falls, Riverpyre Verge, Starting Town, and Multiversal Passage produced the right colors at the right turns according to Veles legal costs. Card text check required for exact land constraints; record every game where a spell was stranded despite having enough total lands.

- Velocity: Ask whether Accumulate Wisdom, Firebending Lesson, and other spell-chain turns increased options quickly enough or consumed turns while the opponent advanced. Treat repeated priority passes with castable spells as possible velocity failures unless life total, open interaction, or stack context justified waiting.

- Engines: Track whether A-Cori-Steel Cutter and Stormchaser's Talent were deployed early enough, protected when possible, and converted into material pressure or value. Record whether Gran-Gran enabled the plan or became a low-impact body under pressure.

- Removal and tempo: Review every Abandon Attachments, Combustion Technique, Boomerang Basics, Illuminating Lash, Unable to Scream, Abrade, and Pyroclasm decision for target quality and timing. Do not judge by assumed card text; judge by Veles legal targets, before/after state, damage prevented, clock changed, and whether the action preserved a future engine turn.

- Sideboard: After each post-board game, ask which sideboard cards were drawn, cast, stranded, or missing. Record whether Spell Pierce, Negate, Annul, Abrade, Soul-Guide Lantern, Pyroclasm, Unable to Scream, Ral, Crackling Wit, and the sideboard Quantum Riddler aligned with the opponent's revealed plan.

- Closing: Ask whether the deck closed promptly after stabilizing. Flag games where Quantum Riddler, Preponderant Pearl, Iroh's Demonstration, Ral, Crackling Wit, A-Cori-Steel Cutter, or Stormchaser's Talent were available but the pilot kept spending turns on low-impact interaction or draw.

- Role: Identify whether the pilot was supposed to be tempo, control, or attrition after the first three turns. Mark role mistakes where the pilot held pressure too long against a slow deck, tapped low for a fragile closer against open interaction, or spent removal on minor threats while a larger visible threat decided the race.

- Mistakes: Record any illegal-action rejection, stale-action rejection, suspicious pass, low-impact graveyard hate activation, missed lethal, missed stabilizing play, or sideboard plan that diluted the spell-tempo core. Tie each issue to public information visible at the decision frame.

- Stranded cards: List cards stuck in hand and why: color issue, target issue, timing issue, matchup mismatch, or pilot conservatism. Pay special attention to Preponderant Pearl, Iroh's Demonstration, Illuminating Lash, Combustion Technique, Abandon Attachments, Annul, Negate, Spell Pierce, Soul-Guide Lantern, and Pyroclasm.

- Overperformers and underperformers: For every match, name the cards that directly changed the game and the cards that failed to matter. Separate actual logged performance from theory; do not infer hidden opponent cards or unobserved card text.

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