2026-06-19 18:54:22 -03:00

3.3 KiB

Reflection Template For Azorius Enchantments

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 decided by early pressure, enchantment-engine velocity, removal tempo, counterspell timing, mana stumble, sideboard card impact, or a failure to close after stabilizing.

  • Mulligans: Record whether each keep had early white mana, a first proactive play, and either pressure or interaction; flag hands that kept No More Lies, Proft's Eidetic Memory, or Valgavoth's Lair without a credible clock.

  • Mana: Check whether Plains, Island, Floodfarm Verge, Desert Cenote, and Valgavoth's Lair sequencing let the deck cast Optimistic Scavenger, Mothlight Processionist, Authority of the Consuls, No More Lies, and removal on time.

  • Velocity: Ask whether Entity Tracker, Enduring Innocence, Inquisitive Glimmer, Mothlight Processionist, and Gremlin Tamer generated enough board presence or cards before the opponent stabilized.

  • Engine timing: Note whether Entity Tracker or Enduring Innocence was deployed before low-impact enchantments when the board allowed it, or whether removal had to interrupt setup for survival.

  • Removal use: Review each Sheltered by Ghosts, Trapped in the Screen, and Stasis Snare decision for whether it answered the permanent that most changed combat, tempo, or the opponent's next-turn plan.

  • Permission use: Review each No More Lies and Negate decision for whether it stopped a decisive spell, protected the clock, or was held while a visible board problem became worse.

  • Closing: Count turns where attacks were legal after stabilization and ask whether Ethereal Armor, creature development, or protected attacks should have compressed the clock sooner.

  • Role: Mark whether Azorius Enchantments correctly acted as aggro, tempo, or defensive control in the matchup, and identify the exact turn where that role should have changed.

  • Sideboard: Record whether Authority of the Consuls, Ethereal Armor, Rest in Peace, Negate, Kutzil's Flanker, and Stasis Snare matched the opponent's revealed axis; Card text check required for exact Kutzil's Flanker mode evaluation.

  • Stranded cards: List cards stranded by mana, timing, target availability, or role mismatch, especially Ethereal Armor without a safe creature, No More Lies without open mana, and removal without legal targets.

  • Mistakes: Flag aura exposure into visible interaction, holding permission too long, spending exile removal on minor creatures, failing to attack with safe pressure, or overvaluing life gain when the opponent was not racing through creatures.

  • Overperformers and underperformers: Track which exact cards won tempo, cards, or damage, and which exact cards repeatedly failed to affect the board before the game was decided.

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