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2026-06-19 18:54:22 -03:00
# Reflection Template For 5c Scapeshift
2026-06-14 15:24:54 -03:00
2026-06-19 18:54:22 -03:00
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 favored or slipping, then name the visible board state, life totals, hand size, land count, graveyard state, and stack action that made that turn decisive.
- Mulligans: Record whether the opening hand had a legal early plan involving Arboreal Grazer, Spelunking, Scapeshift, Lumra, Bellow of the Woods, The Wandering Minstrel, Formidable Speaker, or enough lands to function without them.
- Mana: Note every game where Castle Garenbrig, Crumbling Vestige, Lotus Field, Port of Karfell, Hedge Maze, Underground Mortuary, Starting Town, Forest, Boseiju, Who Endures, Otawara, Soaring City, or Arid Archway constrained a legal spell or delayed Scapeshift.
- Velocity: Check whether the deck reached meaningful mana and land count before the opponents visible clock demanded interaction or a blocker. Flag hands that made land drops but did not find Scapeshift, Lumra, Bellow of the Woods, Spelunking, Aftermath Analyst, or a pressure creature.
- Engine quality: Track whether Aftermath Analyst, Spelunking, Lotus Field, Lumra, Bellow of the Woods, and Scapeshift produced a concrete board or resource swing, rather than just increasing complexity.
- Removal and answers: Record whether Abrupt Decay, Boseiju, Who Endures, Culling Ritual, Pest Control, Kaervek, the Spiteful, or Clarion Conqueror had legal high-impact targets when drawn. Card text check required for unfamiliar effects before labeling a sideboard card as overperforming or underperforming.
- Sideboard impact: After each post-board game, list which added sideboard cards were drawn, cast, stranded, or missing when their role was needed. Also list which reduced main-deck cards would have changed the game if still present.
- Closing: Record whether the actual win or near-win came from Scapeshift, Lumra, Bellow of the Woods, Terror of the Peaks, Morlun, Devourer of Spiders, Emrakul, the Promised End, Summon: Leviathan, creature combat, or opponent failure to answer lands.
- Role assignment: Ask whether the pilot correctly chose between racing, stabilizing, building a protected Scapeshift turn, or forcing a long-game closer. Mark role errors when the chosen line ignored visible pressure or visible disruption.
- Mistakes: Identify legal actions the pilot rejected that looked better after resolution, especially land sequencing, premature Scapeshift, missed Boseiju, Who Endures timing, unnecessary pass decisions, and attacks that reduced blocker count under pressure.
- Stranded cards: List cards stuck in hand for color, timing, target, graveyard, or mana reasons. Pay special attention to Scapeshift, Lumra, Bellow of the Woods, Terror of the Peaks, Morlun, Devourer of Spiders, Glasspool Mimic, Emrakul, the Promised End, and Summon: Leviathan.
- Overperformers and underperformers: Compare card performance by matchup stage, not only by win result. A card overperformed if it created a legal winning line, bought a full turn, unlocked mana, or forced awkward opponent sequencing; it underperformed if it was repeatedly illegal, stranded, too slow, or lower impact than the core engine.
## Existing User Requests
# Reflection Template For 5c Scapeshift
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 favored or slipping, then name the visible board state, life totals, hand size, land count, graveyard state, and stack action that made that turn decisive.
- Mulligans: Record whether the opening hand had a legal early plan involving Arboreal Grazer, Spelunking, Scapeshift, Lumra, Bellow of the Woods, The Wandering Minstrel, Formidable Speaker, or enough lands to function without them.
- Mana: Note every game where Castle Garenbrig, Crumbling Vestige, Lotus Field, Port of Karfell, Hedge Maze, Underground Mortuary, Starting Town, Forest, Boseiju, Who Endures, Otawara, Soaring City, or Arid Archway constrained a legal spell or delayed Scapeshift.
- Velocity: Check whether the deck reached meaningful mana and land count before the opponents visible clock demanded interaction or a blocker. Flag hands that made land drops but did not find Scapeshift, Lumra, Bellow of the Woods, Spelunking, Aftermath Analyst, or a pressure creature.
- Engine quality: Track whether Aftermath Analyst, Spelunking, Lotus Field, Lumra, Bellow of the Woods, and Scapeshift produced a concrete board or resource swing, rather than just increasing complexity.
- Removal and answers: Record whether Abrupt Decay, Boseiju, Who Endures, Culling Ritual, Pest Control, Kaervek, the Spiteful, or Clarion Conqueror had legal high-impact targets when drawn. Card text check required for unfamiliar effects before labeling a sideboard card as overperforming or underperforming.
- Sideboard impact: After each post-board game, list which added sideboard cards were drawn, cast, stranded, or missing when their role was needed. Also list which reduced main-deck cards would have changed the game if still present.
- Closing: Record whether the actual win or near-win came from Scapeshift, Lumra, Bellow of the Woods, Terror of the Peaks, Morlun, Devourer of Spiders, Emrakul, the Promised End, Summon: Leviathan, creature combat, or opponent failure to answer lands.
- Role assignment: Ask whether the pilot correctly chose between racing, stabilizing, building a protected Scapeshift turn, or forcing a long-game closer. Mark role errors when the chosen line ignored visible pressure or visible disruption.
- Mistakes: Identify legal actions the pilot rejected that looked better after resolution, especially land sequencing, premature Scapeshift, missed Boseiju, Who Endures timing, unnecessary pass decisions, and attacks that reduced blocker count under pressure.
- Stranded cards: List cards stuck in hand for color, timing, target, graveyard, or mana reasons. Pay special attention to Scapeshift, Lumra, Bellow of the Woods, Terror of the Peaks, Morlun, Devourer of Spiders, Glasspool Mimic, Emrakul, the Promised End, and Summon: Leviathan.
- Overperformers and underperformers: Compare card performance by matchup stage, not only by win result. A card overperformed if it created a legal winning line, bought a full turn, unlocked mana, or forced awkward opponent sequencing; it underperformed if it was repeatedly illegal, stranded, too slow, or lower impact than the core engine.
## Existing User Requests
No additional user reflection requests were supplied.