# Reflection Template For Oath of Druids

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 and legal action that most changed the game: resolving `Oath of Druids`, resolving `Show and Tell`, resolving `Oko, Thief of Crowns`, protecting a commitment with `Force of Will` or `Force of Negation`, failing to stop an opposing engine, or losing to battlefield pressure before the deck stabilized.
- Mulligans: Record whether each keep had a real engine path, sufficient mana, and at least one interaction or velocity tool. Flag hands that kept only artifact mana plus cantrips, hands that kept `Atraxa, Grand Unifier` without `Show and Tell` or `Oath of Druids`, and hands that had protection but no proactive plan.
- Mana: Check whether `Forbidden Orchard`, `Tropical Island`, `Island`, `Hedge Maze`, fetchlands, `Ancient Tomb`, `Black Lotus`, `Lotus Petal`, `Mana Crypt`, `Sol Ring`, and the Moxen produced the needed colors on the commitment turn. Note any game where `Null Rod` or `Vexing Bauble` interfered with our own tempo.
- Velocity: Track whether `Ancestral Recall`, `Stock Up`, `Gitaxian Probe`, `Time Walk`, and `Atraxa, Grand Unifier` turned resources into a protected engine or merely delayed action. Note spots where drawing was chosen while a legal engine commitment was available.
- Engine: For each `Oath of Druids` game, confirm whether `Forbidden Orchard` was used only when the extra creature was worth enabling Oath. Record whether `Gaea's Blessing` mattered through actual engine output rather than assumed loops.
- Show plan: For each `Show and Tell`, record what permanent the opponent put onto the battlefield and whether public information suggested waiting, protecting, or choosing another line.
- Interaction: Audit whether `Force of Will`, `Force of Negation`, `Flusterstorm`, `Mental Misstep`, `Mindbreak Trap`, `Veil of Summer`, and `Vexing Bauble` were held for decisive actions or spent on low-impact spells.
- Removal and board control: Record whether `Dismember`, `Boseiju, Who Endures`, and `Oko, Thief of Crowns` answered the permanent that actually threatened the plan. Flag losses where stack interaction was held while visible battlefield pressure was lethal or near lethal.
- Sideboard: Check whether `Dismember`, `Flusterstorm`, `Mindbreak Trap`, `Null Rod`, `Ravenous Trap`, `Veil of Summer`, and `Serra's Emissary` affected the axis they were brought to address. Note overloading on narrow cards when the deck failed to present `Oath of Druids` or `Show and Tell`.
- Closing: Record how wins ended: `Atraxa, Grand Unifier` attacks, `Serra's Emissary` protection, `Raph & Mikey, Troublemakers`, `Oko, Thief of Crowns`, or opponent concession through locked resources. Card text check required for `Raph & Mikey, Troublemakers` before assigning cause.
- Role: After each match, label whether the pilot correctly played control, combo, or stabilizing midgame. Flag games where the role changed after revealed information but the decisions stayed on the old plan.
- Mistakes: Mark every pass with strong legal interaction available, every commitment into known resistance, every unnecessary life payment under pressure, and every action that stranded a key card.
- Stranded cards: List cards stuck in hand at game end, especially `Atraxa, Grand Unifier`, `Show and Tell`, `Oath of Druids`, duplicate payoffs, free counters without blue cards, `Null Rod`, and graveyard hate with no graveyard pressure.
- Overperformers and underperformers: Track which exact cards repeatedly created wins, saved losing positions, or failed to matter after being drawn, cast, or boarded.

## Existing User Requests
# Reflection Template For Oath of Druids

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 and legal action that most changed the game: resolving `Oath of Druids`, resolving `Show and Tell`, resolving `Oko, Thief of Crowns`, protecting a commitment with `Force of Will` or `Force of Negation`, failing to stop an opposing engine, or losing to battlefield pressure before the deck stabilized.
- Mulligans: Record whether each keep had a real engine path, sufficient mana, and at least one interaction or velocity tool. Flag hands that kept only artifact mana plus cantrips, hands that kept `Atraxa, Grand Unifier` without `Show and Tell` or `Oath of Druids`, and hands that had protection but no proactive plan.
- Mana: Check whether `Forbidden Orchard`, `Tropical Island`, `Island`, `Hedge Maze`, fetchlands, `Ancient Tomb`, `Black Lotus`, `Lotus Petal`, `Mana Crypt`, `Sol Ring`, and the Moxen produced the needed colors on the commitment turn. Note any game where `Null Rod` or `Vexing Bauble` interfered with our own tempo.
- Velocity: Track whether `Ancestral Recall`, `Stock Up`, `Gitaxian Probe`, `Time Walk`, and `Atraxa, Grand Unifier` turned resources into a protected engine or merely delayed action. Note spots where drawing was chosen while a legal engine commitment was available.
- Engine: For each `Oath of Druids` game, confirm whether `Forbidden Orchard` was used only when the extra creature was worth enabling Oath. Record whether `Gaea's Blessing` mattered through actual engine output rather than assumed loops.
- Show plan: For each `Show and Tell`, record what permanent the opponent put onto the battlefield and whether public information suggested waiting, protecting, or choosing another line.
- Interaction: Audit whether `Force of Will`, `Force of Negation`, `Flusterstorm`, `Mental Misstep`, `Mindbreak Trap`, `Veil of Summer`, and `Vexing Bauble` were held for decisive actions or spent on low-impact spells.
- Removal and board control: Record whether `Dismember`, `Boseiju, Who Endures`, and `Oko, Thief of Crowns` answered the permanent that actually threatened the plan. Flag losses where stack interaction was held while visible battlefield pressure was lethal or near lethal.
- Sideboard: Check whether `Dismember`, `Flusterstorm`, `Mindbreak Trap`, `Null Rod`, `Ravenous Trap`, `Veil of Summer`, and `Serra's Emissary` affected the axis they were brought to address. Note overloading on narrow cards when the deck failed to present `Oath of Druids` or `Show and Tell`.
- Closing: Record how wins ended: `Atraxa, Grand Unifier` attacks, `Serra's Emissary` protection, `Raph & Mikey, Troublemakers`, `Oko, Thief of Crowns`, or opponent concession through locked resources. Card text check required for `Raph & Mikey, Troublemakers` before assigning cause.
- Role: After each match, label whether the pilot correctly played control, combo, or stabilizing midgame. Flag games where the role changed after revealed information but the decisions stayed on the old plan.
- Mistakes: Mark every pass with strong legal interaction available, every commitment into known resistance, every unnecessary life payment under pressure, and every action that stranded a key card.
- Stranded cards: List cards stuck in hand at game end, especially `Atraxa, Grand Unifier`, `Show and Tell`, `Oath of Druids`, duplicate payoffs, free counters without blue cards, `Null Rod`, and graveyard hate with no graveyard pressure.
- Overperformers and underperformers: Track which exact cards repeatedly created wins, saved losing positions, or failed to matter after being drawn, cast, or boarded.

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