# Reflection Template For Duskana, the Rage Mother

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 the game was won or lost by early board presence, commander timing, mana development, interaction timing, or closing power. Record the turn where Duskana, the Rage Mother, Garruk's Uprising, Makindi Stampede, Legion Leadership, Kessig Wolf Run, Sunhome, Fortress of the Legion, Rancor, Audacity, or Boros Charm most changed the clock.
- Mulligans: record whether the opener had two or more usable mana sources, access to green for Farseek or Kodama's Reach when relevant, and at least one early creature such as Ajani's Sunstriker, Alpine Watchdog, Knight of Meadowgrain, Brightblade Stoat, Safehold Elite, Vernadi Shieldmate, Rip-Clan Crasher, Zhur-Taa Goblin, or Cerodon Yearling. Flag keeps that could not affect the board before turn three.
- Mana: record every game where colors or tapped lands delayed Duskana, the Rage Mother, double-spell turns, removal, or pump activation. Note whether Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, Farseek, or Kodama's Reach fixed the issue or merely consumed tempo.
- Velocity: record whether Duskana, the Rage Mother and Garruk's Uprising produced cards before the deck ran low on action. If the deck flooded on small creatures without draw, note which threats became low-impact topdecks.
- Engine timing: record whether Lightning Greaves, Swiftfoot Boots, Fires of Yavimaya, Rhythm of the Wild, Rancor, Audacity, Anthem of Champions, or Garruk's Uprising was deployed before it mattered in combat. Note when waiting to cast Duskana, the Rage Mother would have produced a stronger first attack.
- Removal: record whether Path to Exile, Swords to Plowshares, Kabira Takedown, Stump Stomp, Selesnya Charm, Naya Charm, Cabaretti Charm, Gruul Charm, Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, or Klauth's Will answered the correct visible permanent. Flag removal held for unknown threats while a public engine or evasive clock won the game.
- Sideboard: record that the registered sideboard is zero cards, then evaluate whether the loss pattern suggests future Add role cards for graveyard hate, sweep protection, artifact/enchantment density, anti-combo pressure, or flying defense. Do not describe an executable sideboard plan unless cards are actually registered.
- Closing: record missed lethal or near-lethal turns involving Goblin Wardriver, Hearthfire Hobgoblin, Iroas's Champion, Mirran Crusader, Paladin en-Vec, Hound of Griselbrand, Makindi Stampede, Legion Leadership, Kessig Wolf Run, Sunhome, Fortress of the Legion, Rancor, Audacity, or Boros Charm. Check whether the pilot overprotected resources instead of forcing blocks.
- Role: record whether the pilot correctly chose beatdown, stabilizer, or midrange value. Flag games where lifelink bodies such as Ajani's Sunstriker, Bishop's Soldier, and Knight of Meadowgrain should have raced instead of trading, or where Daggerback Basilisk and blockers should have preserved life.
- Mistakes: record any legal-action mismatch, missed land sequencing, unnecessary pain-land damage, premature charm mode, attack into bad blocks, or pass with relevant interaction available. Separate pilot mistakes from visible rules-engine limitations.
- Stranded cards: list cards stranded by mana, board requirements, target requirements, or timing, especially Klauth's Will, Makindi Stampede, Garruk's Uprising, Kessig Wolf Run, Sunhome, Fortress of the Legion, and modal charms.
- Overperformers and underperformers: record which exact cards generated wins, stabilized losses, or sat below rate. Compare small creatures by role, not just damage: lifelink, evasion, double strike, haste, resilience, and base-stat synergy all matter.

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