33 lines
3.8 KiB
Markdown
33 lines
3.8 KiB
Markdown
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# Reflection Template For White Aggro
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For each loss, name one primary cause and one secondary cause.
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For each win, name the card, package, or tactical policy that most contributed to the win.
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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.
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Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed.
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- Deciding factor: Record whether the game was decided by early creature velocity, `Battle Screech` flashback pressure, `Guardians' Pledge` or `Ramosian Rally` burst, `Prismatic Strands` prevention, `Thraben Charm` interaction, monarch from `Palace Sentinels`, or failure to close before the opponent stabilized.
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- Mulligans: Note whether keeps had a one-mana creature, enough `Plains` or `Idyllic Grange` to cast two- and three-mana spells, and a credible damage plan; flag any keep that relied on Clues without pressure or on a one-land hand without legal smoothing.
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- Mana: Track missed land drops, awkward `Kor Skyfisher` land bounces, delayed `Battle Screech`, stranded `Prismatic Strands`, and whether `Eagles of the North` was used as a legal mana-development action or sat uncastable.
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- Velocity: Count turns where the pilot cracked a Clue instead of adding `Novice Inspector`, `Thraben Inspector`, `Raffine's Informant`, `Leonardo, Big Brother`, `Militia Bugler`, or `Battle Screech` pressure, then judge whether that slower line improved the next turn cycle.
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- Engine value: Record whether `Kor Skyfisher` rebought a useful permanent, whether `Militia Bugler` found a creature on time, whether `Battle Screech` produced both waves, and whether `Idyllic Grange` counters affected combat or lethal math.
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- Removal and interaction: Log the highest-impact visible targets for `Journey to Nowhere`, `Thraben Charm`, `Dust to Dust`, `Revoke Existence`, and extra sideboard `Journey to Nowhere`; flag any use on a low-impact target while a faster clock or stronger target was visible.
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- Prevention and combat tricks: Record each `Prismatic Strands`, `Guardians' Pledge`, `Ramosian Rally`, `Hallow`, `Holy Light`, and `Crimson Acolyte` decision with the visible damage, blockers, lethal risk, and legal text shown by the engine; mark `Hallow` and `Crimson Acolyte` with Card text check required until verified.
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- Sideboard role cards: After each match, ask whether `Martyr of Sands`, `Standard Bearer`, `Palace Sentinels`, `Dust to Dust`, `Revoke Existence`, `Holy Light`, and extra `Journey to Nowhere` had clear public targets or whether the configuration diluted the white pressure plan.
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- Closing: Identify turns where lethal or a two-turn clock was available through flyers, tokens, pump, or `Prismatic Strands`, and note if the pilot instead chose card draw, defensive passing, or nonlethal interaction.
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- Role accuracy: Compare the chosen role against the revealed matchup state: racing red decks, pressuring artifacts and big mana, grinding removal-heavy decks, preserving board width in mirrors, and holding graveyard interaction only when `Thraben Charm` had visible relevance.
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- Mistakes: Flag attacks that lost needed blockers, blocks that gave up evasive pressure without survival gain, pump spells cast into poor exchanges, and passes with legal stabilizing actions under a short clock.
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- Stranded cards: Track hands where `Guardians' Pledge`, `Ramosian Rally`, `Prismatic Strands`, `Journey to Nowhere`, `Dust to Dust`, `Revoke Existence`, `Standard Bearer`, or `Palace Sentinels` lacked legal or strategically meaningful windows.
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- Overperformers and underperformers: Name exact cards whose logged actions repeatedly produced wins, stabilized losses, or remained irrelevant, with separate notes for pre-board and post-board games.
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