# Reflection Template For Esper Tempo Lurrus

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 each game was won or lost by early pressure, mana denial, stack interaction, removal efficiency, Treasure Cruise recovery, or failure to close after trading resources.

- Mulligans: Record whether kept hands had a legal first-turn plan with Brainstorm, Ponder, Tamiyo, Inquisitive Student, Psychic Frog, Orcish Bowmasters, Hydroponics Architect, Swords to Plowshares, Daze, or Force of Will, and mark any keep that depended on drawing a missing color.

- Mana: Check whether Flooded Strand, Polluted Delta, Misty Rainforest, Hallowed Fountain, Watery Grave, Godless Shrine, Island, Undercity Sewers, and Strip Mine sequencing supported both blue interaction and white or black removal on time. Flag games where Strip Mine delayed your own Brainstorm, Ponder, Psychic Frog, Tamiyo, Inquisitive Student, or Prismatic Ending.

- Velocity: Ask whether Brainstorm and Ponder converted weak openers into functional pressure-plus-interaction or merely spent mana without improving the next two turns. Track whether fetchlands were available before Brainstorm locked unwanted cards on top.

- Engine pressure: Track which threat actually mattered: Tamiyo, Inquisitive Student, Psychic Frog, Orcish Bowmasters, Hydroponics Architect, or Lurrus of the Dream-Den after sideboard. Card text check required for Hydroponics Architect; judge it only by observed legal actions and outcomes.

- Removal: Review whether Swords to Plowshares, Prismatic Ending, Fragment Reality, Stern Scolding, and Toxic Deluge answered the permanent that changed the race, or whether they were spent on threats that Psychic Frog, Orcish Bowmasters, or combat could already contain.

- Stack interaction: Mark each Force of Will, Daze, and Force of Negation decision as protected clock, stopped payoff, stopped stabilizer, or low-impact trade. A good counterspell exchange should preserve tempo, protect a threat, or prevent a decisive swing.

- Sideboard: Compare the chosen sideboard plan to the actual game texture. Note whether Toxic Deluge was too slow or too costly, Force of Negation had enough targets, Fragment Reality or Prismatic Ending answered visible permanents cleanly, Stern Scolding lined up against cheap creatures, Harbinger of the Seas disrupted more than it hurt your own mana, and Lurrus of the Dream-Den was legal and impactful.

- Closing: Record games where the deck stabilized but did not end the game. Ask whether Treasure Cruise, Psychic Frog, Tamiyo, Inquisitive Student, Orcish Bowmasters, Hydroponics Architect, or Lurrus of the Dream-Den should have been used more aggressively once the opponent was constrained.

- Role discipline: Label each game as tempo, control, or forced defense by turn three. Flag mistakes where the pilot kept answering small actions after becoming the aggressor, or kept attacking into a visible losing race after becoming the defender.

- Stranded cards: List cards stuck in hand for two or more turns because of color, timing, target, pitch-card, life-total, or graveyard constraints. Pay special attention to Force of Will, Treasure Cruise, Prismatic Ending, Toxic Deluge, Harbinger of the Seas, and Lurrus of the Dream-Den.

- Overperformers and underperformers: For each match, name the cards that produced the winning margin and the cards that failed their assigned role. Separate card weakness from pilot sequencing, matchup context, and rules-engine limitations.

## Existing User Requests
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