# Reflection Template For Dimir Terror

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:** After each game, record whether the win or loss was decided by tempo pressure, permission timing, removal efficiency, monarch defense, graveyard interaction, mana stumble, or failure to close after stabilizing.

- **Mulligans:** Note whether opening hands had early blue mana, a castable cheap creature, enough interaction for the matchup, and a credible plan for **Brainstorm**, **Augur of Bolas**, or **Lórien Revealed**. Flag keeps that had power but no realistic first-three-turn sequence.

- **Mana:** Track whether **Bojuka Bog**, **Contaminated Aquifer**, **Contaminated Landscape**, **Swamp**, and **Island** sequencing let the deck hold up **Spellstutter Sprite**, **Counterspell**, **Dispel**, or **Spell Pierce** while still casting black removal. Record any game where tapped lands delayed the first relevant answer.

- **Velocity:** Check whether **Faerie Seer**, **Brainstorm**, **Augur of Bolas**, and **Lórien Revealed** found action on time or merely spent mana without affecting the opponent's next meaningful turn. Flag **Brainstorm** decisions that lacked a legal shuffle, land-search, or selection follow-up.

- **Engine performance:** Record whether **Ninja of the Deep Hours**, **Thorn of the Black Rose**, or **Murmuring Mystic** actually generated cards or board advantage before being answered. Note whether the pilot protected the engine with permission or exposed it into visible removal pressure.

- **Removal use:** Review whether **Cast Down**, **Snuff Out**, and **Suffocating Fumes** answered the correct threat shape. Flag life-loss from **Snuff Out** that enabled a race loss, and flag sweepers held too long against small-creature pressure.

- **Permission use:** Audit each major **Counterspell**, **Spellstutter Sprite**, **Dispel**, and **Spell Pierce** decision for target quality. A pass was good only if the held interaction stopped something more important than the development being declined.

- **Sideboard impact:** Record which sideboard cards were drawn, cast, stranded, or decisive: **Blue Elemental Blast**, **Hydroblast**, **Arms of Hadar**, **Relic of Progenitus**, **Dispel**, **Extract a Confession**, **Okiba-Gang Shinobi**, **Mukotai Ambusher**, and **Murmuring Mystic**. For **Extract a Confession**, keep judgments conditional if exact card text was not verified.

- **Closing:** Ask whether the deck converted stabilization into lethal pressure quickly enough through **Faerie Seer**, **Spellstutter Sprite**, **Ninja of the Deep Hours**, **Thorn of the Black Rose**, **Mukotai Ambusher**, or **Murmuring Mystic**. Flag games where the opponent recovered because the pilot stayed purely reactive.

- **Role accuracy:** Record whether the pilot correctly shifted between tempo, control, and emergency stabilization. The key review question is whether each turn's legal action advanced the role demanded by visible clock, board, hand size, and stack context.

- **Mistakes and stranded cards:** List cards that remained unusable because of mana, timing, target availability, or poor role fit. Separate true deck-construction problems from runtime decisions where the pilot should have sequenced differently.

- **Overperformers and underperformers:** Identify cards that repeatedly changed outcomes, not just cards that felt strong. Tie each judgment to visible game states, legal action windows, and whether the card solved the matchup's actual problem.
