# Reflection Template For Mardu Tokens

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 the turn where the game became clearly favorable or unfavorable. Record whether the pivot came from early creature pressure, a failed attack, a removal exchange, a sweeper, a missed color, a stalled board, or a closing threat such as Mardu Thunderkite or sideboard Twinmaw Stormbrood.

- Mulligans: Check whether kept hands had legal early plays, reliable colors, and a pressure plan. Flag hands that kept too many lands, too few lands, or setup cards such as Waystone's Guidance and Swiftspear's Teachings without Voice of Victory, Thunderbond Vanguard, Stadium Headliner, Three Tree Battalion, Darkstar Banisher, or removal to affect the first turns.

- Mana: Track every game where Desert Cenote, Godless Shrine, Sacred Foundry, Starting Town, Sunbillow Verge, Dalkovan Encampment, Mountain, or Plains delayed a legal play. Note whether the issue was missing white, black, red, untapped mana, or a sequencing choice that blocked a same-turn creature plus Burst Lightning or Abrade line.

- Velocity: Measure whether the deck spent turns adding damage, adding bodies, or only setting up. Flag games where Waystone's Guidance or Swiftspear's Teachings improved the next two turns, and flag games where those cards consumed mana while the opponent stabilized.

- Engine and token pressure: Record whether Darkstar Banisher, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Mardu Devotee, and Mardu Thunderkite created enough bodies or combat pressure to make blocking difficult. Card text check required for exact engine labels, so judge by logged legal actions and visible outcomes.

- Removal: Review each Burst Lightning, Abrade, Fire Magic, Split Up, and Withering Torment decision by target and timing. Ask whether the spell removed the permanent that actually stopped attacks, protected life total, disrupted an engine, or cleared lethal pressure.

- Sideboard: Compare sideboard cards drawn against the matchup axis they were meant to answer. Thought Partition should matter against sweepers, combo, or high-impact spells; Ghost Vacuum should matter only when graveyard resources are public; Authority of the Consuls should matter against haste, racing, or creature swarms; Abrade, Fire Magic, Split Up, and Withering Torment should line up with visible legal targets.

- Closing: Record whether the deck converted a wide board into lethal before the opponent stabilized. Flag missed chances to attack, use Burst Lightning, commit Mardu Thunderkite, or deploy Twinmaw Stormbrood when the opponent was low and Veles showed legal pressure actions.

- Role: Check whether the pilot correctly identified aggro, midrange, or defensive posture. Mark mistakes where the deck became too reactive against control or big mana, or too reckless against faster aggro.

- Stranded cards: List cards stuck in hand for two or more turns and why. Separate color failure, missing legal targets, wrong matchup, tempo cost, and deliberate hold for a better window.

- Overperformers and underperformers: Name exact cards that repeatedly won exchanges, generated pressure, or failed to matter. Pay special attention to Darkstar Banisher, Mardu Thunderkite, Stadium Headliner, Thunderbond Vanguard, Voice of Victory, Three Tree Battalion, Burst Lightning, Waystone's Guidance, and Swiftspear's Teachings.

## Existing User Requests
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