# Reflection Template For Ruby 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.

- Result driver: Record whether the game was decided by a clean Grapeshot turn, a failed combo turn, creature pressure, stack interaction, mana shortage, graveyard pressure on Past in Flames, or an alternate close from Flame of Anor, Ral, Monsoon Mage, or repeated spell value.

- Mulligans: Note whether the opener had lands, red mana, blue selection, a reducer or engine, and a credible payoff path. Flag hands kept with Desperate Ritual, Pyretic Ritual, or Manamorphose but no Preordain, Stock Up, Flow State, Past in Flames, Ral, Monsoon Mage, Stormcatch Mentor, Baral, Chief of Compliance, or Grapeshot.

- Mana: Track whether Thundering Falls, Steam Vents, Island, Mountain, Bloodstained Mire, Scalding Tarn, Flooded Strand, Wooded Foothills, Sink into Stupor, and Valakut Awakening produced the colors and timing the game required. Mark any turn where red rituals were stranded by blue needs, or blue spells were stranded after red commitment.

- Velocity: Record whether Preordain, Stock Up, Flow State, Manamorphose, and Valakut Awakening found missing mana, payoff, protection, or an engine before the opponent's clock became decisive. Note whether selection was spent before or after enough information was available.

- Engine quality: Identify whether Ral, Monsoon Mage, Stormcatch Mentor, or Baral, Chief of Compliance survived, generated immediate value, forced removal, or sat exposed without advancing the combo. Record whether the deck could win without a creature reducer in games where removal was heavy.

- Combo commitment: For each go-turn, record the visible reason to start now: lethal storm count, opponent tapped low, protection available, known hate absent, or waiting was worse. Flag starts where Desperate Ritual, Pyretic Ritual, Manamorphose, Strike It Rich, or Past in Flames were spent before the payoff path was clear.

- Interaction use: Record what Flame of Anor, Sink into Stupor, Consign to Memory, Vexing Bauble, Into the Flood Maw, Fire Magic, Lightning Bolt, Apostle's Blessing, and Spell Pierce answered or failed to answer. For Fire Magic, add Card text check required if the log does not expose the exact mode or effect.

- Sideboard impact: After sideboarding, record whether each added card was drawn, cast, stranded, or irrelevant. Flag over-sideboarded games where the deck lacked storm density, payoff access, or enough spells for Past in Flames.

- Closing: Record whether Grapeshot was lethal, insufficient, countered, unavailable, or unnecessary. Note whether Past in Flames enabled the close or exposed the graveyard to a known answer.

- Role and mistakes: Identify whether Ruby Storm correctly played as a fast combo deck, protected combo deck, or temporary control deck. Flag passes with useful legal selection, attacks that risked a needed creature, missed protection windows, and stranded copies of Past in Flames, Flame of Anor, Stock Up, or sideboard cards.

- Overperformers and underperformers: List cards that directly changed wins or losses, separating main-deck cards from sideboard cards. Give special attention to Ral, Monsoon Mage, Stormcatch Mentor, Baral, Chief of Compliance, Flow State, Stock Up, Strike It Rich, Sink into Stupor, and Flame of Anor.

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